Simultaneous Action Selection

Zapotec

The Zapotec were a pre-Columbian civilization that flourished in the Valley of Oaxaca in Mesoamerica. Archaeological evidence reveal their culture going back at least 2,500 years. Remnants of the ancient city of Monte Albán in the form of buildings, ball courts, magnificent tombs, and finely worked gold jewelry testify of this once great civilization. Monte Albán was one of the first major cities in Mesoamerica and the center of the Zapotec state that dominated much of the territory that today belongs to the Mexican state of Oaxaca.

In a game of Zapotec, you build temples, cornfields and villages in the three valleys surrounding the capital to generate resources needed for building pyramids, making sacrifices to the gods, and performing rituals.

Each round, players simultaneously pick a card from their hand to determine their turn order and the resources they collect. Players then perform individual turns and spend resources to build new houses, gain access to special abilities, make sacrifices to the gods and build pyramids. The played action card determines three important aspects of each player's turn:

The resource printed at the top of the card determines the row or column to activate on the resource grid to collect income.

The icon in the middle of the card matches one of the nine properties of the building spaces on the map (one of three building types, one of three regions, or one of three terrain types). On their turn, players may build only on spaces that match that icon.

The number at the bottom of the card dictates the turn order for the round when the card is played.

At the end of the round, players draft new cards from the central offer, with the final undrafted card becoming the scoring bonus card for the following round.

After five rounds, players score points for pyramids, for their position on the sacrifice track, and for their ritual cards. The player with the most victory points wins.

—description from publisher

Apples to Apples Junior

As its name implies, this is a version of Apples to Apples designed for kids, although the basic game still works well with adults, too. The version has card optimized for middle-school aged children (9+). Also good for advanced grade-school aged children.

Compared to the original game, this edition features simplified words that even young children can understand and has no "suggestive" words that adults would be uncomfortable explaining to the kids.

Out of the Box changed the name of this game in 2007 from Apples to Apples Junior 9+ to Apples to Apples Junior. The Junior 9+ edition was originally sold in a small (288-card) box. It was changed to a bigger (576-card) box when the name was changed to Junior.

Note: Apples to Apples Kids was formerly called Apples to Apples Junior!, but was changed to Apples to Apples Kids when Apples to Apples Junior 9+ was changed to Apples to Apples Junior.

Part of the Apples to Apples Series.

Living Forest

In Living Forest, you play as a nature spirit who will try to save the forest and its sacred tree from the flames of Onibi.

But you are not alone in your mission as the animal guardians have come together to lend a hand around the Circle of Spirits where you progress. Each turn, they bring you valuable elements, so try to combine your team of animal guardians as best as possible to carry out your actions, but be careful because some are lonely and do not like to be mixed with others...

Whirling Witchcraft

Being a witch is all about wielding powerful magical ingredients — but a witch can wield only so much power before everything blows up in their face. Choose your recipes wisely to clear your workbench and stick others with too much raw material because the first player to overflow their nemesis' cauldron with enough ingredients wins!

In Whirling Witchcraft, you start with a hand of four recipe cards, as well as a number of ingredients on your workbench; ingredients come in five types, and you have a limited number of spaces for each type on your workbench.

Everyone plays simultaneously during each round. You all choose and reveal a recipe from your hand at the same time, then you can use as many recipes in play in front of you as you wish to convert and transform ingredients. Maybe you'll turn a mushroom into the harder-to-find mandrake, then you can turn two mandrakes (using an older one and the one you just created) to make three mushrooms. You can use each recipe at most once a round, and when you're finished, place all of the final ingredients into a cauldron, then pass it to your neighbor on the right. They must then fit all of these ingredients on their workbench — and if they can't, they must return the "extra" ingredients to you for placement in your "Witch's Circle".

If you now have at least five ingredients in your Witch's Circle, the game ends and you win; otherwise you all pass your recipe cards in hand to the player on your left, refill your hand to four cards, then start a new round.

The game includes personality cards you can use to give each player a unique power, in addition to a different set of starting ingredients. Some recipes can be played in either of two directions to help you customize how you transform ingredients, and recipes might also have arcana symbols that give you bonus powers when you collect enough of them.

Can you put together the right cookbook to land your neighbor in hot water?

Gravwell: 2nd Edition

In Gravwell, players command spaceships that have been pulled through a black hole, transporting them into a different dimension. With each ship lacking fuel to get home, each player must collect basic elements from surrounding asteroids, using the gravity of the dimension and what little resources they have in order to reach the warp gate that will take them home. But in this dimension, moving ships will travel towards the nearest object, which is usually another ship, and when those objects are moving either forward or backward, reaching the warp gate isn't always easy. Time is running out to save your crew and your ship! As a grim reminder of the cost of failing to escape, the frozen hulks of dead spacecraft litter the escape route — but with careful card play, you can slingshot past these derelict craft and be the first to escape from the Gravwell!

Gravwell uses 26 alphabetized cards to determine movement order and thrust; most cards move your ship towards the nearest object, but a few move you away from it. At the start of each round, players draft fuel cards, picking up three pairs of two cards, with only the top card of each pile being visible; you get some information as to which moves you can expect from the other spaceships, but you won't know which moves you'll be forced to make when you draft your cards!

During a round, each player will play all of their fuel cards in the order of their choosing. During each phase of a round, each player chooses one card, then all cards are revealed and resolved in alphabetical order. When your opponents move in ways you didn't expect, you won't always be heading in the direction you thought you would! Each player holds an "Emergency Stop" card that they may tactically play only once per round to avoid such a situation.

Whoever first reaches the warp gate wins, but if no one has escaped after six rounds, then the player who is closest to the gate wins.

Gravwell: 2nd Edition features the same gameplay as earlier editions of the game, but now 40 fuel cards are included, which allows up to six players in the game at the same time. (Earlier editions maxed out at four players.) Additionally, ship ability cards are included that can give a unique power to each ship's captain trying to find their way home.