Simultaneous Action Selection

Dice Town

Each player gets a cup with five poker dice and eight dollars. Each turn, a player will put together a poker hand and depending on the roll, take control of various key places in Dice Town that will allow him to perform the corresponding action of the location.

In a turn, all players shake their cup and take out all but one die, which is kept apart from the others. They repeat the process with the remaining dice until all five dice are on the table. Players may want to keep more than one die; they pay one dollar for each additional die.

Now the locations are checked...

Nines: In the gold mine, the player with the most 9's may take one nugget from the mine for each nine he has thrown.

Tens: In the bank, the player with the most 10's may rob the bank and take all bills there - each two bills represent one victory point at game end.

Jacks: The player who has the most J's goes to the general store and draws as many cards as he had thrown J's, keeping one. These cards may give from one to eight points, or entitle a player to perform the saloon or general store action twice in a row, place a die with a result of a player's choice under the cup without rolling, or steal 4 dollars from another player. There are many more cards of this kind that spice up the game.

Queens: The player with the most Q's in his roll wins the favor of the girls, and takes advantage of their charm to steal from an opponent. He may take as many cards from his opponent as he has thrown Q's, keeping one and giving back the others.

Kings: The player with the most K's becomes the new sheriff; he decides who wins in any ties, but the sheriff can be influenced with nuggets, cards, or money.

Aces/Poker hand: In the town hall, the player with the best poker hand gets a property claim worth from one to five victory points. Having aces in the best poker hand permits taking additional cards.

Finally, if a player did not win anything during a turn, he might visit Doc Badluck where he can choose any one of the following:
- equip oneself with barbed wire - the player has two property claims that cannot be stolen;
- draw the first card from the general store pile;
- all other players must give the player two dollars;
- an ace will bring a nugget from every other player.

The game ends when there are no more gold nuggets in the mine or when all property claims have been issued. Players count their points: 1 for each nugget, 1 for every two dollars, 5 for whomever is currently sheriff, and each general store and property card for its value.

Warsaw: City of Ruins

Warsaw is a unique city. It is said that it "survived its own death", and there is truth in this. Poland's capital was largely destroyed during the Second World War, and its reconstruction was an exceptional urban development process. Warsaw is a combination of elegant buildings from Saxon times, architecture from between the World Wars, socialist blocks, and modern buildings. Walking through the streets of Warsaw's Wola district, one can see this diversity at a glance. Modern glass office buildings stand next to pre-war automotive garages, and concrete block buildings touch elegant older houses, which show the signs of time's decay. Some call it a spatial mess, while others see in it the residents' determination. Both views are right because that's how Warsaw is. Maybe not the most beautiful, but strong and determined. Nothing reflects the city's character more than its diverse buildings.

In Capital, players jointly build Warsaw over six epochs, from when Warsaw first became the capital at the end of the 16th century through modern times. Each player creates their own district of the city. At the end of each of the six epochs, districts give income and victory points to their owners. After six rounds, whoever has the most points wins.

In more detail, each epoch consists of a construction phase and an income phase, with wars at the end of the third and fourth epochs. During the construction phase of an epoch, players shuffle the city tiles with the current epoch's number, then deal several tiles to each player. Each player chooses one of the tiles, then places it face down onto the table. All players simultaneously reveal their selected tiles, and each player chooses one of two possible actions:

Discard their tile to the box and take three coins from the bank.
Pay the tile's cost in coins and build the tile in their district.

Instead of placing a tile on an empty space, a player may choose to build on top of an existing tile. Simply place the new tile directly onto an existing tile, covering it completely. As a result, the new tile's price is reduced by the price of the older tile that it covers. A player's district can never be larger than a 3×4 or 4×3 rectangle of tiles. Each city tile is divided into four quarters, and each quarter has its own type of building, so a tile can have 1-4 different kinds of buildings. Public buildings and milestones are always separate individual areas, even if they are adjacent to each other. They also occupy an entire tile.

During the income phase, milestones are placed, and players receive coins and victory points.

West of Africa

In the late Middle Ages, the Canary Islands had faded into obscurity from a European point of view. There was neither gold nor silver, and the islands did not play a role as a trading post because the north-south trade of that time went through the Sahara.

In 1312, the Genoese merchant and seafarer Lancelotto Malocello effectively "rediscovered" the Canary Islands. During the 15th century, the archipelago was conquered by the Spanish. Spanish masters pushed agriculture, cultivating sugar cane, wine and grain, which quickly gave the islands a certain economic value and importance.

In West of Africa, the players cultivate goods, try to sell them profitably, and build settlements. Each player has their own deck of cards. Each turn the players select cards from their decks to conduct successful actions, always keeping the actions of the other players in mind.

DiceBot MegaFun

Description from the publisher:

In the future, robots battle it out to the amusement of humans, and in DiceBot MegaFun players are the robots who must reach into the junkyard to grab dice displaying various parts and place them on their robot sheet. Each player places six parts dice onto their sheet: five in the body area and one in the head.

Then players simultaneously choose weapon cards to play, which require the parts retrieved from the junkyard. Each weapon card has a cost in parts to pay as well as speed, direction of fire and damage, and an occasional special text ability. Some weapon cards include uzis, lasers, rifles, bombs, jammers, viruses, blue shells, shields, etc. Be the first robot to win three combats!

For advanced play, each player is given a special ability activated by kill points, which are acquired by dealing the final blows to robots in combat.

Sakura

Every year the Emperor walks through the imperial gardens to greet the spring, every year he stops beneath the Sakura trees, and every year you try to paint his picture. This will be your year. Artists from near and far will step over their rivals to be closest to the Emperor as he reaches the cherry blossoms, hoping to paint a portrait that will please him. However, should one of them accidentally bump into the Emperor, they would be sure to earn his ire!

Sakura is a light tactical game of pushing your luck, and pushing your friends. Each player will simultaneously decide how far to move both their character and the Emperor. The player closest to the Emperor when the Cherry Blossoms are reached will gain a huge amount of prestige, but if you push too far you risk bumping into the Emperor and walking away in disgrace.