Simultaneous Action Selection

Wicked Witches Way

From the Publisher:

Wicked Witches Way is a board game which will put you in command of a flying witches broom that you will have to control with daring and mastery.

Your goal? Win the race by passing the finish line first! Spot the dice, recreate the proper formula and advance... But don't forget that two kinds of combinations are possible, depending on the color: orange and its turbo mode, or black, with its special cards filled with spells and sneaky tricks! The choice is yours! Memory, audacity, and cunning will be your best assets to take the victory.

Jantaris

Each player leads a minor guild which is trying to expand into new territory. To do this, the guilds try to take control of districts in the city, gain valuable items in the bazaar, and sell their goods during the great fair in the city center. Proper assessment of the other players' moves plays a vital role in the game.

Runewars

Runewars is an epic board game of conquest, adventure, and fantasy empires for two to four players. Runewars pits players against each other in a strategic game of battles and area control, where they must gather resources, raise armies, and lay siege to heavily fortified cities.

Runewars takes place in the same popular fantasy universe as the board games Runebound, Descent: Journeys in the Dark and Rune Age, and dozens of fan-favorite heroes and monsters play their part. The wars for the dragon runes are beginning, and only one faction will emerge victorious.

Gonzaga

Description from BoardgameNews.com:

The Gonzaga family ruled part of northern Italy for nearly five hundred years, losing control to the Hapsburgs from Austria in 1708. During their reign, two daughters of the House of Gonzaga married Holy Roman Emperors. In Gonzaga, players must get into the expansionist spirit of the times and build fiefdoms across Europe to stake a claim on harbors and cities, while also trying to complete secret missions. The game lasts 7-12 rounds, and players are competing in some of six regions in Europe. (The number of regions and the specific regions vary based on the number of players and the scenario tile drawn at the start of the game.)

A round starts with each player drawing a fief card from their individual deck; each fief card depicts one of twelve fiefs: plastic components comprising multiple hexagonal loops with castles on some of these loops. Each player then secretly chooses both a region card and an action card, then reveals them simultaneously. Part of the fief (but not all of it) must lie in the chosen region, and the action card determines whether a player must play the fief on one or more harbors, on one or more cities, on open land, or on both harbors and cities. With this last action – the alliance card – a player can alternatively place one or two of six individual rings on the board, even on spaces that another player has already claimed with a fief. You score points for covering cities and harbors, for connecting at least three harbors in a sea, and for setting aside your fief as a donation to the church. The cards you play are set aside for the next turn, thereby forcing you to switch regions and actions as you place fiefs.

The game ends either after twelve rounds or after a trigger point based on the cities and harbors not covered. The player with the most connected fiefs, including the individual rings, scores a bonus, then players reveal their hidden objectives and score based on the number of target cities they covered.

Anagramania

Anagramania is an anagram-based board game for 2 to 6 players. Unlike typical anagram word puzzles, the clues in Anagramania are not just the word or words from which the answer is derived. Instead, Anagramania clues actually provide a hint or definition of the correct solution. Here's an example:

"Sam rang a friend to find out why the letters he wrote were so confused!"

The object is to re-arrange all the letters of the keywords ("Sam rang a") - which are shown in bold italics on the actual clue cards - to form a single word that solves the clue. The answer is of course "anagrams".
For each game, every player has an 11" x 4" 'throw away' clue sheet containing twenty clues like the one above. There are 24 sets of six clue sheets in each game pack. That's enough for six players to play 24 separate games.

During game play, players conceal their clue sheets in special 'pockets' that allow them to see only one new clue at a time. In most board games players have to await their turn, which can be quite irritating if each player requires several minutes for his or her turn. That's not the case in Anagramania. In each turn, all players compete simultaneously to solve the same clue. No time limit is set at the start of the turn, but once any one player claims to have the answer (and has written it down) other players have just one minute more to complete their efforts to find the answer (timed by a sand timer).
By solving clues, players move pawns on a 14" x 14" play board. A correct answer earns forward progress - two squares for the first person who answered, one square for others. For a wrong answer, the player moves his/her pawn back a square; and for no answer, the pawn is left in its current position. The winner is the first player to reach the center circle on the board, with a typical game lasting about 45 minutes. The simultaneous method of play makes the game very exciting, and leaves no time for any player to get bored!