Simultaneous Action Selection

Democracy: Majority Rules

Democracy: Majority Rules is a game of debate, diplomacy and deal-making from Mark Rein•Hagen of Vampire: The Masquerade and Werewolf: The Apocalypse fame. Mark has taken his love and study of politics to create a game of power struggles, back door deals, and unscrupulous actions.

You play an activist, a power broker, or the leader of a political party – in any case, someone who organizes campaigns, games the system and wins elections. Your job is to make compromises, yet always stand by your principles, form coalitions yet still achieve your agenda. To succeed you must herd cats, spin facts into a web of deception, and speak truth to power.

Enter a world of mudslinging, dirty tricks and the crooks and liars who manipulate the masses, juke the system and corrupt the true believers in order to throw out the tyrants, make the world a better place, and save us all from ourselves. A canny and calculating political operative, you are battling to take over a country in crisis. The old-line political parties are weak and divided, primed for being taken over from within or pushed out of the way. Your movement has captured the imagination of a small but loyal few and now it's your job to grow it into a national force. The goal is to put your handpicked candidate into high office, lead the country, and put your mark on history.

Democracy: Majority Rules is focused on the retail work of politics at every scale: making friends, forging alliances, outmaneuvering rivals, deceiving enemies, building consensus, selling your point of view, creating a coalition, hiding resentment, feigning weakness, blindsiding foes, and turning doubters into believers. It's all in the game.

While the game plays 3-5, there is a Party Expansion pack that adds extra components, super supporters worth five normal supporters, and enough materials for up to 15 people. Currently, the Party Expansion is available only on the Kickstarter campaign.

Infamy

Game description from the publisher:

In the Martian mining colony of ARES-6, crime pays. Three factions vie for control of this corrupt new world and everything within it. You are a mercenary known as a "freelancer", here to profit off the conflict, to make a name for yourself – but ambition alone isn't enough. A network of seedy contacts will assist you in undertaking the dangerous missions necessary to bolster your rep. Whether it's hiring henchmen to carry out your dirty work or plotting with secret schemes, you'll let nothing stand between you and your squalid goals.

In Infamy, players find that nearly anything can be bought for the right price. Players attempt to win the game by being the first to reach 15 Infamy points or by reaching the highest reputation level in any one of three factions: the Harada Cartel, the Trust Megacorp, or the PKD Militia. The core of this auction and influence game is the "Pay to Play" mechanism in which players must sacrifice bidding power in order to place any bids at all. Spend too much time bidding against an opponent, and your currency will dwindle – but if you refuse to bid, you'll be forced to watch your opponent acquire all those things that only the criminal underworld can deliver.

Here at the end of the world, where everyone and everything has its price, there is but a single ambition that endures: Infamy.

Night of the Grand Octopus

Long ago, the Grand Octopus, one filled with cosmically divine powers, reigned over the entire world — until an unfortunate combination of circumstances imprisoned it at the bottom of the ocean. Idle under miles of water, it fell asleep dreaming of the day when its time would come once again.

In Night of the Grand Octopus, you are one of the Elect and have been recruited by the Illuminati to form a cult to glorify the tentacled one. What's more, your dreams have told you that the time has come, the stars have aligned so that you can perform the "Ritual of Appeal" and bring the Grand Octopus to surface once again. To perform the ritual, however, you need the right magical components, components to be found in a famous English university for young wizards and witches — and you're not the only one seeking them.

In each round, players secretly place their cultist and monster tokens on locations, then reveal those locations at the same time. If only one cultist group occupies a location, that cult gains strength — but if two or more cults want the same spot, they must negotiate or both lose cult strength. If, on the other hand, a rival monster occupies the location, the cultist is eliminated. Gulp!

Fresco: Big Box

In Fresco, players are master painters, working to restore a fresco in a Renaissance church.

Each round begins with players deciding what time they would like to wake up for the day. The earlier you wake up, the earlier you will be in turn order, and the better options you will be guaranteed to have. Wake up early too often, however, and your apprentices will become unhappy and stop working as efficiently. They would much rather sleep in!

Then, players decide their actions for the turn, deploying their apprentice work force to various tasks. You'll need to buy paint, mix paint, work on painting the fresco, raise money by painting portraits (which you'll need to buy the aforementioned paint!), and perhaps even send your apprentices to the opera in order to increase their happiness. Points are scored mostly by painting the fresco, which requires specific combinations of paints, so you'll need to buy and mix your paints wisely, in addition to beating other players to the paints and frescos you would like to paint.

Fresco: Big Box contains all of the material from the original Fresco game, plus all expansions released through the end of 2012 and the all new 2nd expansion (with modules 8, 9, and 10)! You can play without expansions for a lighter family game, or add in expansions – whether one, two, or all – to vary play and to increase the decision-making and difficulty, resulting in a very flexible game with a high replay value.

Sidibaba

In Sidibaba, players take on the role of Sidibaba and his friends who are searching for hidden treasure in a cave. One of the players (the moderator and also the Leader of the thieves) has a map of the maze and helps guide the other players by providing visions (using tiles) of what lies in front of Sidibaba and his friends, such as a corridor with branching tunnels. After discussion amongst themselves, the other players must decide which way to take, and which of their special powers to use to move along the track; if they cannot agree, then they must vote.

Unfortunately for the Sidibaba and his friends, the Leader of the thieves (the game moderator) knows that Sidibaba and his friends are in his cave and are after his treasure. Sidibaba and his friends win if they manage to get the treasure and get out of the cave before their oil lamps go out. The leader of the thieves wins if Sidibaba and his friends don't get out of the caves in time, or when he manages to catch Sidibaba and his friends when they don't have a spare oil lamp left. As a result, each camp has its own objectives and its own mode of operation.

Sidibaba is a real-time game in which players have a limited amount of time to negotiate or else they'll watch their torches go out one by one, eventually leaving them lost in the dark.

Sidibaba was originally designed as Theseus, with the players trying to outwit the Minotaur in its maze.