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pdf https://cdn.1j1ju.com/medias/64/a8/c1-merchants-cove-the-oracle.pdf
As Haggatha the Oracle, you deal in fortunes for the unfortunate. Read the stars, divine the future, and twist the fates in your attempts to part folks from their precious gold. Weary adventurers visit your shop in search of hope and guidance. You offer this through lucky charms and horoscopes, but sometimes you need to do a little voodoo, too.
1.08 Mo - In English 1.59 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/06/b9/2b-merchants-cove-the-secret-stash.pdf
Welcome to the Secret Stash! This box contains a treasure trove of goodies that will enhance your experience while visiting Merchants Cove. The content contained here is modular, meaning that you can mix and match different parts of it to suit the unique tastes of your gaming group. For those playing solo, there are also challenges to increase the difficulty of the basic solo mode, and scenarios which...
1.11 Mo - In English 1.82 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/e6/d6/e6-warps-edge-rulebook.pdf
You are Taylor Minde, rookie pilot in the Force’s Outer Rim division. In the wake of a crucial battle, you have been stranded far from your fleet, lost and alone. With resources running low, you jump through warp gate after warp gate, hoping to find the right combination home. But home is not what you find. The warp jump takes you farther out in the galaxy than the Force has ever been before. Deep...
1.52 Mo - In English 1.51 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/72/7c/27-monster-bande-rulebook.pdf
The game works best if played in teams. It is up to the players if two or more teams are built. Describe and find the right monsters on the cards as fast as you can (hourglass!) as each monster seeks its twin. Exact details are helpful! But wait – it is not as easy as that, though!
866.54 Ko - In Englishpdf https://cdn.1j1ju.com/medias/7f/a5/a2-memo-robots-rulebook.pdf
Getting the game ready: Shuffle the robot part cards and place them randomly in the middle of the table, face up, in a grid of 4 x 4 cards. Place the 2 heads of the "Good Robot" and "Bad Robot", face up, next to each other. Shuffle the challenge cards and place them face down in a pile next to each other.
221.38 Ko - In English 228.22 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/af/8a/42-quartino-rulebook.pdf
Contents: 1 board, 28 tokens divided into 4 colours (7 tokens per colour), 24 Quartino cards, 4 card holders. Concept: In Quartino, you will need to reproduce the colour combinations shown on your cards by placing tokens on the board one by one. What the other players do may help or hinder your strategy...
247.30 Ko - In English 236.21 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/ee/d6/6b-sweet-monster-rulebook.pdf
Aim of the game: Sweet Monster is a memory and deduction game with double-sided tiles. Each roll of the dice gives a monster/sweet combination that matches one of the tiles. The aim is to find it.
4.20 Mo - In English 4.20 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/8c/ee/fc-kotakote-rulebook.pdf
Setting up: The players decide together which level they would like to play: Level 1 – the challenge cards are laid down with the 2 drawings facing up. Level 2 – the challenge cards are laid down with the drawing facing up. The challenge cards are shuffled and placed in a pile (see the difficulty level chosen). Each player takes a set of 4 Kotakote cards that they hold.
134.53 Ko - In English 135.00 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/75/7f/ed-animomix-rulebook.pdf
Principle of the game: One Animomix is made up of three parts: a head, a body and legs. There are two neck sizes and two hip sizes. So, pay attention because if you want your Animomix to pass, all three body parts have to match correctly!
132.97 Ko - In English 130.14 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/34/e6/72-space-builder-rulebook.pdf
Game set-up: Shuffle the “map” cards and place the pile face down in the middle of the table. Each player selects a set of eight “building” cards marked with the same colour along the edges of the card. Players pick up the cards shown below (cards with the logo). The other cards are frozen for the time being.
190.44 Ko - In English 181.16 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/b3/17/df-totem-zen-rulebook.pdf
Preparing to play: Place the wooden pieces in the game box in the middle of the circle of players. Give every player a pair of chopsticks (with a chopstick trainer if they want one) and a garden. Shuffle the pack of 24 cards and place them face down on the table.
94.15 Ko - In English 92.48 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/b1/6d/e3-athletic-games-rulebook.pdf
Getting the game ready: Shuffle the cards and deal 7 to each player. Place 5 cards in a circle, face up, at the centre of the table. Place the rest of the cards next to this in a pile, face down. Medals are placed to the side.
226.20 Ko - In English 227.48 Ko - In French