Simultaneous Action Selection

Mission: Red Planet

The year is 1888, and Steampunk technology has advanced at a prodigious rate! Probes have been sent to Mars, and soon astronauts will be manning rockets in order to mine the planet for newly discovered resources. The first is a brand new element, Celerium, that could prove to be a combustible energy source the likes man has never seen. The second is Sylvanite, an incredibly dense material unlike anything found on earth. In addition to these resources, glaciers have been discovered on the planet. Whoever controls these icy masses could work to create a livable atmosphere on Mars

In Mission: Red Planet, players work as mining companies compete to send astronauts to Mars in order to colonize and mine for recently discovered materials. Over the course of 10 rounds, players play one of their special agents every round to help fill the rockets heading to Mars with their own astronauts while simultaneously working to prevent their opponents from doing the same. Once landed, these astronauts must gather to control specific regions of the planet, each yielding one of the three resources: Celerium, Sylvanite, or Ice. After rounds 5 and 8, players gain score tokens for every region where they control the majority of the astronauts. At the end of the game, players score one final time, adding any bonuses received from Discovery Cards and Bonus Cards. The player with the most score tokens at the end controls Mars, and all the riches it can bring!

From Bruno Faidutti's website:

This one, designed with Bruno Cathala, started with the theme. We wanted to make a game about colonizing Mars, with shuttles leaving the blue planet towards the red one. The theme is strong, and well caught in the steampunk graphic style decided by Asmodée. In Mission: Red Planet, each player plays a colonial power which sends astronauts, in space shuttles, to occupy the most promising zones on the planet. For scholars, the systems merge a majority game, à la El Grande or San Marco, with a character/action card system, somewhere between Citadels and Hoity Toity/Adel Verpflichtet. Nothing really new here, but there was much work on it and we're really proud of the result.

Masters of Venice

From the back of the box:

Venice, the 1400's. You are a young merchant trying to make your name in this legendary port of vibrant commerce. Trade in spices, silks, gems, iron, and grain can bring great wealth... if you can bend the market to your will. Buy goods as they enter the city docks and sell them to the tradesmen who need them. Increase your profits by buying shares of the shops that use the goods in which you trade. Gain gold and prestige by fulfilling the orders of the Guild Hall craftsmen.

But Venice is a city of fickle demands and mercurial politics. Spend your ducats wisely and look for help from powerful people such as the Guildmaster, the Harbormaster, the Tax Collector... or perhaps a Thief. Even the humble Gondolieri have powerful connections in Venice. In the end, the most important thing to remember is the simple rule of commerce... buy low and sell high! Only those with the most gold and the highest prestige can truly become... Masters of Venice!

Heavens of Olympus

Zeus, the greatest of all gods, has decided to build a universe that he can gaze upon from high atop Mount Olympus. He has enlisted the help of several unknown gods to do this for him - and they have 5 days to finish the job. The god who performs the best while building this universe will be elevated in status and receive admission into Mount Olympus.

The game progresses over the course of 5 rounds or "Days". Each day has three phases (a morning, an afternoon, and an evening). During these phases, players will select actions such as making planets, placing planets, etc. After these three phases are completed, night happens in which scoring occurs and Zeus gazes upon the work of the players. Players receive Prestige Points for things such as having the most planets in an orbit and for constellations (connections of planets) they have built.

At the end of the 5th day, whoever has earned the most prestige wins.

Executive Decision

First, you decide on what finished goods you want to sell and how much, based on your capital. Based on that, you buy the raw materials necessary to do that. You combine raw materials to make finished goods. You sell the finished goods.

You have to bid on the purchase price of the raw materials and the sales price of the finished goods. When supply exceeds demand the prices drop. When demand exceeds supply the prices rise. If you bid less than the going price, you get nothing.

Easy to learn, but interesting strategies. Somewhat mechanical, but a good game by Sid Sackson.

Part of the 3M Bookshelf Series.

Dixit Odyssey

Dixit Odyssey is both a standalone game and an expansion for Jean-Louis Roubira's Dixit, which won Germany's Spiel des Jahres award in 2010.

Game play in Dixit Odyssey matches that of Dixit: Each turn one player is the storyteller. This player secretly chooses one card in his hand, then gives a word or sentence to describe this card – but not too obviously. Each other player chooses a card in hand that matches this word/sentence and gives it to the storyteller. The storyteller then lays out the cards, and all other players vote on which card belongs to the storyteller. If no one or everyone guesses the storyteller's card, the storyteller receives no points and all players receive two; otherwise the storyteller and the correct guesser(s) each receive three points. Players score one point for each vote their image receives. Players refill their hands, and the next player becomes the storyteller. When the deck runs out, the player with the most points wins.

Dixit Odyssey contains 84 new cards, each with a unique image drawn by Pierô and colored by Marie Cardouat, artist of Dixit and Dixit 2. The stand alone version also includes a folding game board, 6 new rabbit scoring tokens (12 total) and a box large enough to hold all the Dixit cards released to date. The stand alone version of Dixit Odyssey includes enough components for up to twelve players and also has variant rules for team play and for new ways to play with the cards.

Integrates with:

Dixit
Dixit: Journey

Expansion versus Stand alone versions of the game.

Stand alone version is in a square box (released in 2011 but may still be available).
Expansion version is in a rectangular box (available from 2013 onwards).