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pdf https://cdn.1j1ju.com/medias/da/9f/24-gobblers-family-mix-rulebook.pdf
If the card shows the Great-Uncle, the game is put on pause while the Gobblers are shuffled again in the same way as during the set up and the card is then discarded.
754.70 Ko - In English 745.81 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/8d/42/e5-panic-diner-regle.pdf
Et c’est parti pour une semaine de folie au Diner ! Tous ensemble, vous allez tâcher de compléter les commandes de vos clients tout en respectant le défi du jour. Attention ! N’oubliez pas de faire la vaisselle pour éviter tout débordement.
1.25 Mo - In English 1.25 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/08/87/6b-pharaon-rulebook.pdf
As a child of the pharaoh, you will dedicate a huge part of your life to preparing your journey in the afterlife. Organize sumptuous funeral rituals. Consider virtue and justice as a focus of your existence. Each of your actions will be judged during the weighing of your heart!
1.81 Mo - In English 1.81 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/c8/71/b9-neuroshima-hex-neojungle-rulebook.pdf
A Module must be directly linked to some unit in the Motherland (not only to adjacent to a unit in the Motherland) to affect the Motherland. Enemy tiles affecting Modules of the Motherland (for example which cancel the effect of a Module) must directly affect the Module - not just any unit in the Motherland - in order to affect the target Module.
610.09 Ko - In Englishpdf https://cdn.1j1ju.com/medias/99/66/6e-neuroshima-hex-mephisto-rulebook.pdf
Anomalies originating from radioactive bomb craters gave birth to monstrosities of which even pre-war scientists hadn’t dreamed. Mephisto is a giant maggot, a unique synthesis of flesh and steel, which can even threaten well-armed expeditionary forces. Contaminated craters seem tempting as a shortcut or a reservoir of valuable resources.
458.03 Ko - In Englishpdf https://cdn.1j1ju.com/medias/0a/38/97-neuroshima-hex-sharrash-rulebook.pdf
The Sharrash are a mysterious and well-organized community of mutant rats endowed with inhuman intelligence. They inhabit the underground tunnels and canals of destroyed cities, along with their degenerate human and mutant slaves. Fiercely xenophobic, they will defend their nests from any strangers, and their fighters will not hesitate to sacrifice themselves for the pack.
1.29 Mo - In Englishpdf https://cdn.1j1ju.com/medias/1a/f0/15-neuroshima-hex-the-dancer-rulebook.pdf
The Moloch attack on Outpost’s laboratories had unforeseen consequences: the damage to the facility set three strange creatures free. They are the product of a secret genetic research project, code name “Dancer”. Now, half-mad and with no control over their instincts, the creatures begin their fight for survival in the post-apocalyptic wasteland.
552.92 Ko - In Englishpdf https://cdn.1j1ju.com/medias/97/46/f2-neuroshima-hex-steel-police-rulebook.pdf
Steel Police is a wandering brigade of law and order fanatics, clad in pre-war, experimental power armor. Chemicals exuding from by the armor and cybernetic enhancements increase the organism’s abilities at the expense of the psyche – Steel Police officers will automatically respond to anything the program identifies as threat or crime. They appear out of nowhere and pacify the area amid the roar...
527.40 Ko - In Englishpdf https://cdn.1j1ju.com/medias/4a/3b/52-neuroshima-hex-babel13-rulebook.pdf
Babel 13, an outpost of New York... day after day it loses contact with its command. Its defenders must face enemies that they haven’t met before: the power of mutated Nature - Neojungle. The new battle starts, in which the stakes are survival. A team of trained soldiers has been sent from New York to help the base’s garrison, but will they succeed in time?
1.07 Mo - In Englishpdf https://cdn.1j1ju.com/medias/7d/90/b8-neuroshima-hex-duel-rulebook.pdf
Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. It is based on a roleplaying game called Neuroshima RPG published by Portal in 2001. While being familiar with the RPG is not necessary, the players will find it easier to identify with their armies if they have read or played the game.
11.01 Mo - In Englishpdf https://cdn.1j1ju.com/medias/a6/21/a9-atlandice-rulebook.pdf
Visit Atlantis areas using the open gates. Use the infrastructures of the city to your advantage in order to get as many resources as you can. Keep an eye on the Districts, emptying themselves of their resources, and on the clock, as it shows how much time is left before the end of the game.
2.02 Mo - In English 2.02 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/1e/ce/83-civ-carta-impera-victoria-rulebook.pdf
Carta Impera Victoria is a game of CIVilization and diplomacy in which you develop your own nation. Be the first to reach hegemony in one domain to make history, but keep an eye on your opponents.
2.38 Mo - In English 2.38 Mo - In French