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pdf https://cdn.1j1ju.com/medias/be/ff/63-dale-of-merchants-rulebook.pdf
It is an age of great discoveries. New and wonderful items find their ways into the hands of the greatest merchants. And if there ever is a place those traders love, it is the town of Dale.
4.29 Mo - In English 6.41 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/66/5d/c7-petits-meurtres-faits-divers-au-tribunal-regle.pdf
Distribuer les rôles dans le sens inverse des aiguilles d’une montre : Le Président dresse devant lui le pupitre du président, s’empare du marteau et récupère son livret ainsi que des points de victoire, qu’il devra distribuer.
617.41 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/b3/c5/70-petits-meurtres-faits-divers-au-tribunal-model.pdf
Petits Meurtres & Faits Divers: Au Tribunal Model.
2.38 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/2d/ee/e8-heaven-ale-rulebook.pdf
As the head of an ancient monastery, you strive to provide the people with heaven’s best ale!
11.98 Mo - In English 12.09 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/dc/68/5f-munchkin-apocalypse-rulebook.pdf
Three to six can play. You will need 10 tokens (coins, poker chips, whatever – or any gadget that counts to 10) for each player. Divide the cards into the Door deck,the Treasure deck, and the Seal deck. Shuffle all three decks. Deal four Door cards and four Treasure cards to each player.
815.26 Ko - In Englishpdf https://cdn.1j1ju.com/medias/fc/8f/57-munchkin-8-half-horse-will-travel-rulebook.pdf
This set introduces two new Races: Centaurs and Lizard Guys. It also has more Hirelings and Steeds (and Steed Enhancers!), and since you already own Munchkin 4 – The Need for Steed and Munchkin 5 – De-Ranged, you know how they work.
459.93 Ko - In Englishpdf https://cdn.1j1ju.com/medias/0f/23/f0-munchkin-3-clerical-errors-rulebook.pdf
Some cards are Item Enhancers. These must be played on an Item you already have in play; they cannot be played by themselves. They add to the combat bonus of the Item or give the Item new abilities. You cannot move an Item Enhancer to a new Item once you have played it.
2.07 Mo - In Englishpdf https://cdn.1j1ju.com/medias/2e/38/fe-munchkin-2-unnatural-axe-rulebook.pdf
Some cards are Item Enhancers. These must be played on an Item you already have in play; they cannot be played by themselves. They add to the combat bonus of the Item or give the Item new abilities. You cannot move an Item Enhancer to a new Item once you have played it.
322.56 Ko - In Englishpdf https://cdn.1j1ju.com/medias/95/b2/c7-munchkin-cthulhu-2-call-of-cowthulhu-rulebook.pdf
This set contains five cards of a new type: Madness! A Madness card is played like a Curse – if you draw it face up, you acquire it. If you draw it face down, you can give it to another player at any time.
422.02 Ko - In Englishpdf https://cdn.1j1ju.com/medias/ff/3a/d6-munchkin-quest-portal-kombat-rulebook.pdf
Back in the dungeon again, dodging monsters and . . . hey, what’s this funny-colored passageway? And where is it taking me? Oh. Oh, dear. Um, hello, Mr. Dragon, sir ...
479.00 Ko - In Englishpdf https://cdn.1j1ju.com/medias/c0/24/a0-small-islands-rulebook.pdf
Since the beginning of time, humans have lived in harmony on the coast of the Great Continent. Hostile fauna & flora prevented any exploration of the inland. Gradually, clans have turned to the sea and acquired new knowledge regarding nature, Sun & wind.
4.41 Mo - In English 4.44 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/6a/cc/eb-fleet-commander-salvation-rulebook.pdf
Following decades of battles, warring factions realized that it was essential to support warships in combat. Therefore, specialized ships began to appear during battle: the Technical Ships.
669.72 Ko - In English 637.75 Ko - In French