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pdf https://cdn.1j1ju.com/medias/55/81/2e-successors-rulebook.pdf
When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war amongst themselves over who would be either regent or most legitimate defender of Alexander’s empire. By 305 BC, they had given up on that endeavor and began to carve out their own kingdoms.
7.61 Mo - In Englishpdf https://cdn.1j1ju.com/medias/a6/30/5f-time-of-legends-joan-of-arc-rulebook.pdf
Over 230 miniatures are included in the core game. These represent a wide variety of medieval characters, from lowly peasants to devious witches, and noble knights. In all cases, the miniature has an integral base to allow them to stand on their own. Only heroes and other unique characters enter battle alone, so rank and file troops and civilians are attached to larger bases to fight in groups.
11.00 Mo - In Englishpdf https://cdn.1j1ju.com/medias/7b/24/50-royal-visit-rulebook.pdf
The whole valley is buzzing: the King is coming! Prestige awaits your family if his Majesty and his Court accept the invitation to visit your magnificent chateau! Alas, your detested neighbor has the exact same idea: they will try anything to entice the King to their abode. Use the powers of the Wizard and Jester to tempt the King to your estate and become a legend in the valley…
1.55 Mo - In English 1.54 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/3c/34/8c-time-of-legends-destinies-rulebook.pdf
The Destinies system offers a fully story-driven, app-supported, RPG-like board game experience, without the need for a game master. Each scenario depicts a part of a vivid world, full of dark stories, epic NPCs and mysteries to solve. Each player takes the role of a hero on a quest to fulfill their destiny. Each destiny is a final goal of the character and has at least two, completely different paths...
4.63 Mo - In English 4.80 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/ce/43/4b-imperial-settlers-empires-of-the-north-barbarian-hordes-rulebook.pdf
What is happening, where did they come from? They’re hiding along your borders, worshiping strange gods, having bizarre festivals, and no one understands a single word they’re saying. They’re full of curiosity, and they’re not the most seaworthy—but their rafts and their rage keep them afloat. They’re so different, you better protect those precious resources! They’ve always been around, no matter...
306.75 Ko - In Englishpdf https://cdn.1j1ju.com/medias/97/19/d3-carcassonne-hunters-and-gatherers-rulebook.pdf
Carcassonne: Hunters and Gatherers is a standalone game in the Carcassonne series set in the stone age. As in other Carcassonne games, players take turns placing tiles to create the landscape and placing meeples to score points from the map they're creating. The player with the most points at the end of the game wins.
1.95 Mo - In English 1,005.54 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/23/0f/1b-catan-treasures-dragons-explorers-rulebook.pdf
Treasures, Dragons & Explorers includes 6 different scenarios. These scenarios are mainly intended for Catan fans who have experience with the Seafarers and the Cities & Knights expansions and would like to play a bit more complicated scenarios. The game scenarios that offer special game depth are "The Desert Dragons", "Greater Catan", "The Great Canal" and "Enchanted Land".
158.98 Ko - In Englishpdf https://cdn.1j1ju.com/medias/61/11/b1-egizia-rulebook.pdf
Egizia lasts for 5 rounds. In each round, the players can increase the strength of their construction crews, add new quarries or fi elds, take Nile and sphinx cards, and cooperate in the building of king‘s graves, obelisks, pyramids, and temples. The goal is to collect points. Players can earn points immediately for building and points at the end of the game from the sphinx cards.
6.42 Mo - In English 2.86 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/27/bc/26-egizia-shifting-sands-rulebook.pdf
The air wavers in the a ernoon heat as the sun beats down on the smooth waters of the Nile. e Pharaoh has sent down an edict to you, his best builders. He requires monuments, not just one, but ve glorious monuments in his name so that he will be remembered throughout all of time. e builder whose work most pleases him shall be given riches, fame, and honor beyond all imagining.
5.31 Mo - In English 2.31 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/12/41/40-near-and-far-rulebook.pdf
Across the wasted terrain of Arzium, deep in the hidden lands, lies the Last Ruin: a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, glory, a family rejoined--these are the fires that fuel those who seek the hidden city. Eight wanderers have set forth, travelling near and far, seeking clues to the location of the ancient...
1.44 Mo - In English 1.83 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/05/70/1b-near-and-far-amber-mines-rulebook.pdf
Golden amber fills the deep mines, its fiery, cold embers glowing in the ancient rocks. Scholars say that the Arzians valued it above gold or silver and wore it as a sign of wealth. Perhaps the rare substance holds forgotten secrets about the long-dead empire and their lust for power. Near and Far: Amber Mines is the first expansion to Near and Far. It includes modules that you can add or remove according...
1.46 Mo - In Englishpdf https://cdn.1j1ju.com/medias/9f/b0/4c-above-and-below-rulebook.pdf
Give each player a player board, seven coins, 1 starting house card, and 1 of each type of starting villager (3 villagers total for each player). The starting villagers have a house on the back of the token. The 3 villagers should have the symbols depicted at “1A” (opposite page), and start in the large grass area furthest to the left on the player board--the “ready area”.
1.55 Mo - In English 2.16 Mo - In French