Simultaneous Action Selection

Pirate's Cove

Come aboard and sail to Pirate's Cove... the legendary hideaway of thieving pirates and cutthroat buccaneers. The tales of those legendary pirates of old who've fought and survived these mysterious waters still haunt all those who yearn for a life at sea. Armed with a secret map and starting with a modestly outfitted sloop salvaged from last winter's storm, you set sail to Pirate's Cove - your eyes filled with visions of treasure and fame, your lungs filled with the salty air of the High Seas.

Your objective: to battle for the rights to plunder and become the most famed and feared Pirate the world has ever seen. To do so, you will need to navigate shrewdly, fight recklessly and pillage mercilessly. You will gain fame by winning battles; burying gold and treasure; and bragging about your exploits at the Tavern. At the end of twelve months, the pirate with the most fame will be declared the most fearsome Pirate of the High Seas!

The game has 12 turns and at the start of every turn, each pirate must decide (secretly) which of the 6 islands they will visit. All players reveal their navigation directions simultaneously and then the turn is resolved. If any two or more pirates end up at the same island, Combat ensues.

Combat resolution is determined by the strengths of your ship and the results of cannon fire (dice). The goal of combat is to scare away rival pirates so that you are the only pirate left at the island. If you stay in combat too long, your ship will suffer and make subsequent turns more difficult, so there is a fine balance of when to stay and fight and when to let the bigger ship have its booty. If you flee from combat, you end up at Pirate's Cove where you receive a small compensation for the turn. Once all conflicts are resolved, then the bounty for each island is given out.

Each island (except Pirate's Cove and Treasure Island) offer various amounts of Fame, Gold, Treasure or Tavern cards. The bounty is skewed so that some Islands are clearly better choices than others, so it can force you to decide (or bluff) if you think you can take the island should other pirates go after the same bounty. Once you have your bounty, you can purchase upgrades for your ship. Each Island offers a different ship component. The four parts of your ship are: Sails (determines speed and initiative in combat), Hull (how much treasure you can carry), Crew (needed to man the cannons), and Cannons. (The lower number of Crew and Cannons determines how many dice you roll in combat).

There is also an island with a Pub that offers useful strategy cards to help you in all aspects of the game. The last island is treasure island which offers no real bounty other than the chance to bury treasures that you have in the hull of your ship. Buried treasure is converted to Fame (which is the ultimate goal of the game).

Other random elements of the game include the dreaded Legendary Pirates who are highly dangerous ships that patrol the islands in order. One of 5 different Legendary Pirates (which include famous names like Blackbeard and The Flying Dutchman) is drawn at the beginning of every game, and stays until defeated. If you end up at the same island as one of them, you had better have a strong ship and helpful allies or they will blast you with their powerful cannons. However, if you can manage to sink their ships, you can score a good amount of fame! But beware, once you defeat him/her a new Legendary Pirate will appear to wreck havoc in the islands.

At the very end of the game, there is a chance for everyone to tell "tall tales" about themselves to increase their final fame standings. These tall tale cards are gained at the pub and offer yet another fun "pirate" mechanic. In all, Pirate's Cove offers you the chance to truly play like a pirate where you can fight and plunder your way to victory.

Burokratopoly

To become important in society players have to rise in political-social position from laborer to the Secretary General of the ruling political party. The player who reaches this position wins the game.

Each player has 5 pawns and 3 action cards.

The players select an action and reveals it at the same time. The starting player will perform his action and in clockwise order the next players will.

Actions are:
Wahl (Voting): players role dice, winner moves up and takes a Wahl card.
Meuterei (Position challenge): players role dice, winners take higher position.
Beförderung oder Versetzung (Promotion or Relocation/Transfer): move a pawn up to higher position or place a pawn in another position on the same level.

When all positions in the center circle (Politburo) are filled, a vote for the highest function (Secretary General) can take place. The winner of that vote wins the game.

Dungeon Lords: Festival Season

Dungeon Lords: Festival Season is a big expansion that includes lots of Dungeon Lording goodness.

The game is still played over two years, but now each year has five rounds instead of four: winter, spring, summer, autumn and festival season. More time to build your dungeon, but also more time for adventurers to gather a larger party. There are new monsters, rooms, and traps to prepare your dungeon for the battle, but also new nasty spells for the adventurers and sneaky bards who encourage them to perform so-called "heroic" deeds – not to mention two paladins for each year, now ready to punish up to two evil players.

Would you like to push other players toward evil instead of moving yourself toward good when visiting the city? What about making an investment instead of traditional gold digging? Or what about repairing conquered tunnels or rooms instead of digging new ones? Only eight actions are still available to you, but each season one of those actions is replaced by an alternate set of spaces that offer new and intriquing options.

And did we mention that it has recently become fashionable for Dungeon Lords to have their own personal pets?

Dungeon Lords: Festival Season includes the mini expansion Dungeon Lords: The New Paladins.

Dungeon Lords

In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down.

From the publisher's webpage:

Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective!

Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g. mining gold lets you mine more gold in each spot).
When using the cards, two cards will become locked and will not be able to be used next turn.

There are 4 turns to place actions for each game "year" and two game years in a whole game.
Each turn is identified as a "season". Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare.

At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for.
Finally, at the end of each year, the heroes will travel down into the dungeon to fight.

Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.