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pdf https://cdn.1j1ju.com/medias/1d/33/b1-its-a-wonderful-world-corruption-ascension-rulebook.pdf
This new deck of cards complements the existing cards of It’s a Wonderful World. From now on, each turn, you will play a mixture of classic Development cards and Ascension cards. Ascension cards introduce new ways to play, most notably through pair scoring and corruption.
6.30 Mo - In English 7.44 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/9a/8f/3a-smash-up-world-tour-international-incident-rulebook.pdf
World Tour: International Incident is an expansion to the Smash Up core set. It is still a fully operational battle station for 2 players though! These rules sometimes talk like you’ve got more than just four factions, or mention cards that aren’t in this expansion. If you don’t already have the other sets, just think of it as viral marketing.
2.21 Mo - In Englishpdf https://cdn.1j1ju.com/medias/0a/f3/ac-master-word-regle.pdf
Un joueur appelé le “guide” connaît le Maître-mot et va aider les autres joueurs, appelés “chercheurs”, à trouver le Maître-mot. Lors de chaque manche, le guide indique si les propositions que formulent les chercheurs sont de bonnes Pistes.
653.77 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/84/22/f8-worldwide-football-mode-solo.pdf
Ces règles vous permettent de jouer seul une partie de Worldwide Football. Grâce à elles, vous pourrez prendre le contrôle de votre équipe contre un adversaire virtuel, dont vous simulerez les réactions selon des modalités précises. Une bonne connaissance des règles de Worldwide Football est recommandée pour bien comprendre les règles du mode Solo.
81.62 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/e3/a8/b5-worldwide-football-regle.pdf
Worldwide Football vous place à la tête d'une équipe de football que vous êtes chargé de mener à la victoire. Pour cela, vous devrez judicieusement construire vos attaques, utiliser vos joueurs à bon escient et adapter au mieux vos choix tactiques. Le vainqueur du jeu sera le joueur dont l'équipe aura inscrit le plus de buts à l'issue des 2 mi-temps.
2.03 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/af/56/e3-small-world-of-warcraft-rulebook.pdf
If this is the first time you play, punch out all the pieces from the game’s punchboards. Sort them and place them in the wells designed for each type of piece. Some types fit in the removable storage tray that came with your game. Other components fit inside their respective wells in the main vacuum tray of the game box. Refer to the illustration in Appendix I on p. 10 for more details on how to...
9.43 Mo - In English 9.78 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/7e/8c/94-jurassic-world-miniature-game-rulebook.pdf
Initiative test: First Player decides which player plays first, each player takes turn clockwise. Skill test (not Initiative): the Initiator of an Action or Movement wins the tie unless specified otherwise. If 2 or more "win a tie" cards are played by opposing players they cancel out 1 for 1 and the regular rule above is applied. In multi-player skill test affecting players other than Initiator are...
3.27 Mo - In Englishpdf https://cdn.1j1ju.com/medias/24/2c/89-its-a-wonderful-world-kingdom-rulebook.pdf
In It’s a Wonderful Kingdom, you are vying for the throne of the kingdom, intent on restoring the rightful heir (you, of course) to the throne. You will need to make the best choices to develop your duchy faster and better than your opponent. The game lasts 4 rounds. Each round, you will Offer and Select cards (see page 3), which you will use to produce resources, and to develop your duchy. After...
11.94 Mo - In English 11.93 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/94/d9/11-word-on-the-street-rulebook.pdf
Capture Letter Tiles by selecting words that contain the desired letters and pulling the letters off the street before the opposing team can pull them back. The first team to capture eight Letter Tiles wins Word on the Street!
782.32 Ko - In English 1.66 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/cf/42/d4-the-ancient-world-rulebook.pdf
In an ancient world forgotten by time, enormous Titans terrorize the land. The five tribes have been fleeing from them for as long as anyone can remember, but things are about to change. Growing city-states pledge to end the reign of terror, determined to take on the titans and make the world a safer place for everyone.
1.45 Mo - In English 1.03 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/2a/48/53-cerebria-the-inside-world-rulebook.pdf
Initially formless, the mindscape of Cerebria arises from the Origin. But nothing can exist forever unnamed and untamed. Two opposing forces — Bliss and Gloom — emerge to shape the world in their own image. Their agents are the Spirits, powerful entities who invoke the Emotions in their struggle for control of the Five Realms — the Valley of Motives, the Willow of Values, the Network of Thoughts,...
8.19 Mo - In English 3.11 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/da/77/f0-cerebria-the-inside-world-forces-of-balance-rulebook.pdf
As Bliss and Gloom struggle for control over the Inside World, a new force enters the fray. Neither judge nor spectator, Balance is an active participant, striving to ensure that no side achieves dominance. Both Bliss and Gloom are important for the health of Cerebria, and Balance seeks a way for them to coexist in harmony.
2.44 Mo - In English 1.29 Mo - In French