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pdf https://cdn.1j1ju.com/medias/81/a9/63-cabo-rulebook.pdf
Your goal in CABO is to minimize the total value of your cards, but you don't know what all your cards are at the beginning of the game. By using certain powers to peek at your own cards, spy on your opponent's cards, or swap a card with an opponent, you can try to minimize the value of your cards. When you think you have the lowest value, you can call "CABO" to end the round, but everyone else gets...
598.41 Ko - In English 2.48 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/f5/5c/78-liberation-rulebook.pdf
For hundreds of generations, the tyrannical Intercosmic Dynasty has ruled the galaxy with a titanium fist. Their power and reach is spreading, but so is word of their misdeeds. A band of resistance fighters known as the Liberation has begun striking at the Dynasty from a hidden base. Will you help the Liberation gain enough support before their secret base is discovered, or will the you wield the...
887.98 Ko - In Englishpdf https://cdn.1j1ju.com/medias/09/de/cd-district-noir-rulebook.pdf
Some cards have positive or negative numbers on them, and you score those points directly. Other cards are numbered 5-8, and you score 5-8 points for a value if you have more of those cards than the other player. Additionally, you score 5 points for each set of 5-8 that you've collected. And while normally points decide who wins, if you collect all three grail cards — each of which are worthless on...
1.26 Mo - In English 1.41 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/90/51/7d-ticket-to-ride-ghost-train-rulebook.pdf
To claim a route, you must play Float Cards from your hand that match the color and number of spaces of the route. Then you place one of your Haunted Carriages in each space of the route. All cards used to claim the route are discarded faceup next to the Float deck.
634.68 Ko - In English 640.04 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/6a/ae/08-the-lost-code-rulebook.pdf
The New World is full of pitfalls, an unfriendly place for explorers who travel there. But that’s your passion. This time, however, you may have gone too far. Wandering the Temple of the Sun is not for the faint of heart, and you were not! Yet, are you smart enough to solve the riddles the Snake has in store for you and get away with it? Will you find the lost code and escape its clutches, or will...
4.40 Mo - In English 5.32 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/3c/ae/87-cubitos-rulebook.pdf
Cubitos™ is a cube-shaped world populated by little cube creatures. Every year the Cubitos population gets together to hold the Cube Cup; a race of strategy and luck to determine the Cubitos Champion. Each participant has a runner, represented by a character on the racetrack, and a support team, represented by all the dice you roll. The support team starts off fairly small, but gradually, through...
4.86 Mo - In English 3.79 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/6c/c5/c4-arcane-bakery-clash-rulebook.pdf
It's been a long time coming. You and a particular co-worker at the Arcane Bakery simply cannot work together anymore. In a moment of frustration, you challenge them to a duel: After close, no holds barred. The loser resigns. And cleans up the mess.
754.18 Ko - In Englishpdf https://cdn.1j1ju.com/medias/26/c3/ee-time-of-empires-rulebook.pdf
In Time of Empires, take charge of a civilization and lead it through the ages, from Antiquity, through the Middle Ages, to modern times. Each age lasts for centuries in reality but only 9 minutes in this game! Other players have accepted the same task you have, and will be grappling with life through the Action phase simultaneously with you, in real time. Your sand timers will trigger your actions...
5.24 Mo - In English 5.28 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/8f/3d/2b-onitama-rulebook.pdf
In the peaceful Heian era, there were two siblings, children of a famous onmyo master. Both children were of the opinion that they and not the other should inherit the title of onmyo master, and decided that they would show the other how skilled they were in controlling various spirits – or in other words, letting their own and their puppet’s bodies be overtaken by their spirits.
119.60 Ko - In English 548.91 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/95/74/f7-king-of-monster-island-rulebook.pdf
We have detected irregular movement on the Monster Island. The volcano is erupting like never before. Monsters from all around the world are gathering on the Island, what is happening? They don’t even fight each other anymore! Because is a greater menace is lurking. Something big enough to threaten every monster and make them fight together against the same enemy…
9.63 Mo - In English 10.18 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/63/bb/3f-the-night-cage-rulebook.pdf
Trapped and crawling your way through a pitch-black labyrinth, equipped with nothing but dim candles, you must work together to explore the maze and escape. Unfortunately, your weak candlelight illuminates only your immediate surroundings. Worse still, horrifying Wax Eaters — monsters who despise the light — lurk in the suffocating darkness for their opportunity to strike.
1.66 Mo - In English 12.14 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/c2/71/39-alien-fate-of-the-nostromo-rulebook.pdf
Each turn has two phases. In the Crew Action phase, players creep through the Nostromo's halls, gathering scrap, crafting items, trading scrap and items with other players, and using items and their special abilities. Brett, for example, can craft items with one fewer scrap than other players. If the Alien is within three spaces of the player with the incinerator, that player can use the incinerator...
1.85 Mo - In English