Simultaneous Action Selection

Dust

Dust is a strategy board game of conquest and control. Seize power sources and capitals, develop your infrastructure, and build and wield vast, high-tech armies in your bid for global domination.

Players will probably recognize the map as that of Earth, but what they will not see are any borders or nations. In the world of Dust, the unending war and the new technologies have altered the political face of Earth beyond all recognition.

At the beginning of each turn, players select a card from their hand. This card represents their strategy for the coming turn and to a large extent dictates the actions a player can take.

During their production phase, players spend production points to buy additional factories and units. Each individual unit type has its own unique statistics and effects, so players have to carefully consider the composition of their armies.

In combat, players alternate rolling dice and destroying units until one side has been eliminated (either due to casualties or retreats) or a cease-fire is declared.

At the end of each game round, players score victory points for power sources, capitals, and majorities they control. The player who controls the most land areas earns bonus victory points, as does the player who controls the most sea areas and the player who controls the most production centers. The first player to amass a set number of victory points while also controlling a capital is the winner.

Only once a player has amassed at least half the victory points required to win can he or she attack an enemy capital. Once the war has been so escalated, however, then all players are free to attack capitals.

Dust English Rules http://www.fantasyflightgames.com/ffg_content/Dust/Dust_Rulebook_Prem_En...
Backstage http://www.kaleidosgames.com

Cosmic Encounter

Build a galactic empire... In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy.

Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more.

In Cosmic Encounter, each player is the leader of an alien race. On a player's turn, he or she becomes the offense. The offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. The offense draws from the destiny deck which contains colors, wilds and specials. He or she then takes the hyperspace gate and points at one planet in the system indicated by the drawn destiny card. The offense vs. the defenses ships are in the encounter and both sides are able to invite allies, play an encounter card as well as special cards to try and tip the encounter in their favor.

The object of the game is to establish colonies in other players' planetary systems. Players take turns trying to establish colonies. The winner(s) are the first player(s) to have five colonies on any planets outside his or her home system. A player does not need to have colonies in all of the systems, just colonies on five planets outside his or her home system. These colonies may all be in one system or scattered over multiple systems. The players must use force, cunning, and diplomacy to ensure their victory.

Revolution!

Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution!

Secretly bid against your opponents to gain victory points, control territories (worth victory points at the end of the game) and collect more Gold, Blackmail, and Force tokens for the next round of bidding! Will you try to control the tavern or the fortress? The harbor or the plantation? Knowing where to push for points – and where to back away and let your opponents fight – is the key to victory. Whoever has the most victory points at the end of the game wins. It's a game of bluff, counter-bluff, and surprise!

Bidding tokens have different shapes and colors for easy identification. Colorful cardstock shields keep your bids private, and also provide a handy rules reference during the auction. Brightly-colored wooden blocks allow players to see, at a glance, who controls which colonial-themed territories.

Revolution! is for three or four players. The rules can be taught in minutes, and a complete game takes less than an hour. Each new game lets players find new strategies and tactics.

Get ready for Revolution!

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.