Simultaneous Action Selection

Yomi

Yomi is a card game that simulates a fighting game. It tests your ability to predict how your opponents will act and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun combos and be a panda. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards with beautiful artwork (the complete game features a whopping 120 different character illustrations).

Yomi is the Japanese word for “reading”, in this case as in reading the mind of your opponent. Yomi: Fighting Card Game is a simple competitive card game that simulates a fight between two characters. Each deck in Yomi represents one character, with 10 decks in the first release.

Champion fighting game tournament player and tournament organizer David Sirlin designed the game to test the skills of Valuation and Yomi. Valuation refers to your ability to judge the relative value of moves (or cards) as they change over the course of the game. Yomi, the game's title, refers to your ability to guess which moves your opponent will make. There is more to it than guessing, though: some players have the uncanny ability to “guess” right almost every time, no matter the game.

The core mechanic is a paper-rock-scissors guessing game between attack, throw, and block/dodge (sometimes modified by special ability cards). Attacks and throws usually let you follow up with combo cards from your hand, while blocks let you draw a card. While it first seems "just random," you soon discover that the unequal and uncertain payoffs in this guessing game allow you really read what the opponent will do. Yomi captures the kind of mind games that occur during the high level in fighting game tournaments.

Twilight Struggle

"Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle..."
– John F. Kennedy

In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.

Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?

Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.

A deluxe edition, published in 2009 includes the following changes from the basic game:

Mounted map with revised graphics
Two double-thick counter sheets with 260 counters
Deck of 110 event cards (increased from 103)
Revised rules and player aid cards
Revised at start setup and text change for card #98 Aldrich Ames

Upgrade kit for the owners of the previous version includes the following:

Mounted Map with revised graphics
New card decks
Updated Rules & Charts

There are also the deluxe mounted map and deluxe euro-style countersheet upgrades.

Components:

228 full colour counters (260 in the 2009 Deluxe edition)
22"x34" full colour cardboard map (mounted map with revised graphics in the 2009 Deluxe edition)
103 event cards (110 in the 2009 Deluxe edition)
2 six-sided dice
1 24-page rulebook
2 full colour player aid cards

TIME SCALE: approx. 3-5 years per turn
MAP SCALE: Point-to-point system
UNIT SCALE: Influence markers
NUMBER OF PLAYERS: 1 - 2

DESIGNER: Ananda Gupta & Jason Matthews
MAP, CARD, & COUNTER ART: Mark Simonitch

Tragedy Looper

Tragedy Looper is a scenario-based deduction game for four players: one scriptwriter and three detectives. The game consists of four location boards and a number of character cards. Each scenario features a number of characters, hidden roles for these characters (serial killer, misinformant, murderer), and some pre-set tragedies (murder, suicide).

Each "day" (turn), players and the scriptwriter play three face-down cards onto the characters, then reveal them to move the characters around or affect their paranoia or good will stats. At the end of each day (turn), if the scenario has a tragedy set for that day, it happens if the conditions are met, i.e., certain characters have certain stats or are in a certain location together (or not together) with others. As tragedies happen, players loop back in time, restarting the scenario from the beginning and trying to deduce who the culprit was and why along with all of the other hidden rules for the scenario.

The players win if they manage to maintain status quo — that is, if no tragedies occur to the key individuals — for a set number of days, within a set number of loops. If not, the scriptwriter wins.

Race for the Galaxy

In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments. Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses.

At the beginning of each round, players each select, secretly and simultaneously, one of the seven roles which correspond to the phases in which the round progresses. By selecting a role, players activate that phase for this round, giving each player the opportunity to perform that phase's action. For example, if one player chooses the settle role, each player has the opportunity to settle one of the planets from their hand. The player who has chosen the role, however, gets a bonus that applies only to him. But bonuses may also be acquired through developments, so one must be aware when another player also takes advantage of his choice of role.

Modern Society

Modern Society is a game about our time, the world we live in. It covers aspects from Equality to Organic Food, from War in Iraq to Torture Scandal, to Youth Culture, Women's Priesthood and beyond. Those are but few aspects the players wrestle with as they try to convince the deep rows of the people behind their own agenda.

The players all live in the same society and seek influential power to leave their mark on the surrounding world. The people's opinions, what they feel and think, is determined by four societal values – militarism, economy, human values & green values.

The players have game cards which become ”hot topics” in the society once they are played. They will become the issues the imaginary townsfolk talk in coffee tables, what they read from the news and what shapes their view on the world. These issues then shape the four values, but also bring points through them. This means that the more militaristic the society is the more militaristic influence points you get from cards like 'Raise in Defence Budget' or 'War on Terrorism'. With these points you then push through laws that focus on that value. Only these law cards that the players have pushed through with their political influence they get victory points. And as each value has limited amount of laws there is a race who stands as the best advocate for each value.

Most cards have special abilities that makes them stronger with certain other cards (i.e. Feminism with Equality) or for example prevent certain points to be scored (i.e. Torture Scandal on militarism points or UN in Crisis on Human value points).

As the game proceeds the players try to sell their world view to the masses. But whether the well-being of the people is trampled as the players thirst for power and whether that society is still worth defending for? That is what the players decide all over again during each game they play the Modern Society.