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pdf https://cdn.1j1ju.com/medias/d6/21/d9-lancaster-big-box-rulebook.pdf
In the year of 1413 - the new King of England, Henry V of Lancaster, pursues ambitious plans: the unification of England and the conquest of the French Crown! Each player is the leader of their own aspiring noble family. Who will become a true supporter of the young King and thus the most powerful Lord of their time?
8.96 Mo - In English 9.00 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/3d/94/38-liguria-rulebook.pdf
The players assume the role of merchants who transport paints across the Ligurian Sea, trade with others, colonize islands, and maintain diplomatic relations. In doing so, it is crucial to obtain the proper paints in order to fulfill the prestigious bishop’s contracts. Whoever delivers the most beautiful paints to their home markets ensures that the painted ceiling of their cathedral shines most brightly...
2.35 Mo - In English 2.35 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/91/93/d7-armageddon-rulebook.pdf
As survivors of the Armageddon, the players try to re-establish civilization. Each player will rebuild a city, using their survivors' talents to their best to let it grow and prosper. But their citizens will need housing, because otherwise they will be prone to join forces with the marauders who are a constant threat to the new-born city. The Chris Marling David Thompson players need to search for...
7.62 Mo - In Englishpdf https://cdn.1j1ju.com/medias/d3/e7/50-risky-adventure-rulebook.pdf
On a player's turn he places his adventurers in the three areas. In order to find an artifact, get equipment, or advance on the expedition track, players have to roll the dice combination depicted on the spot where they placed their adventurer.
1.65 Mo - In Englishpdf https://cdn.1j1ju.com/medias/8d/5e/0b-escape-zombie-city-rulebook.pdf
Escape Zombie City is a real-time board game that is not played in game rounds! You and your fellow players have only 15 minutes to escape from town before you’re overrun by the zombies! You are survivors of the zombie apocalypse and are trying to escape the zombie hordes that are devastating one city after another You have found shelter in a church of a deserted little town and adapted yourselves...
1.03 Mo - In English 1.04 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/44/51/a9-escape-zombie-city-expansion-1-the-survivor-chronicles-rulebook.pdf
Zombies are everywhere … so now some special individuals are needed to make a stand against these hordes. Take your chances as a tough policeman, a clever nerd, or a fearless grandma, and use your unique skills to subdue the zombie apocalypse. To keep this from being a walk in the park, you’ll face an array of challenges on your way out of the city.
3.90 Mo - In English 3.89 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/7d/9b/ec-escape-the-curse-of-the-temple-rulebook.pdf
A game of Escape is even more exciting and varied when you include one or both of the following modules. Module 1: Curses. Module 2: Treasures.
817.50 Ko - In English 832.24 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/ab/b2/bf-escape-the-curse-of-the-temple-expansion-1-illusions-rulebook.pdf
The expansion 1 contains components for a 6th adventurer, a new curse card, a new treasure tile, and two new game modules: Module 3: Illusion chambers. Module 4: Special chambers. Each module can be used individually or combined with any or all of the other modules, providing numerous ways to play, explore and escape. Create your own adventure and get going!
1.39 Mo - In English 1.38 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/d1/77/0f-escape-the-curse-of-the-temple-expansion-2-quest-rulebook.pdf
This expansion contains 2 new modules: Module 5: Quest chambers. Module 6: Characters. You may use these modules individually, together, or in any combination with other modules for “Escape”, whether from the basic game, the “Illusions” expansion, or elsewhere. Compose your own adventure, then start exploring!
3.05 Mo - In English 3.05 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/d2/d0/a8-escape-the-curse-of-the-temple-expansion-3-traps-rulebook.pdf
Escape: Traps is the third expansion for Escape: The Curse of the Temple, and like the previous Illusions and Quests expansions, Traps contains two modules that can be used individually or in combination with other expansions for the game. Trap Chambers andTime Chambers.
1.72 Mo - In English 1.78 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/c5/2d/32-escape-the-curse-of-the-temple-big-box-rulebook.pdf
You must activate the magic gems in the temple chambers in order to banish the curse, and you have only ten minutes to do so before the temple collapses. Don‘t sit still for a second – start running now and you might just escape!
12.17 Mo - In English 12.11 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/28/e5/65-mighty-monsters-rulebook.pdf
King Edgar’s castle and especially his treasury is the main target for the monsters, if it weren’t for those pesky guards trying to protect the treasures. The players assume the roles of TROLLS, UNDEAD, AQUATIC ANIMALS, DEMONS, INSECTS AND DRAGONS with only one thing on their mind…the Gold in King Edgar’s treasury.
3.19 Mo - In English 1.12 Mo - In French