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pdf https://cdn.1j1ju.com/medias/13/28/10-triominos-turbo-regle.pdf
Avant de jouer pour la première fois, assemblez les Triominos en emboîtant les 2 parties entre elles. Selon votre niveau (champion ou petit joueur), positionnez le sélecteur présent sous le minuteur sur 8 ou 15 secondes. Placez ensuite le minuteur sur la table, de manière à ce qu’il reste à la portée de tous.
251.73 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/af/4f/da-triominos-electronic-regle.pdf
Le premier joueur appuie sur le bouton B (bleu) pour déclencher le minuteur et lancer la partie. Il choisit ensuite l’un de ses Triominos et le pose de manière à le faire correspondre avec l’un des 4 côtés du Triominos électronique (fig. A). Lors de son tour, le joueur dispose de 45 secondes pour jouer une tuile. Une fois ceci fait, il doit appuyer sur le bouton B afin d’indiquer la fin de son tour...
631.80 Ko - In German 631.80 Ko - In English 631.80 Ko - In Spanish 631.80 Ko - In French 631.80 Ko - In Dutch 631.80 Ko - In Polish 631.80 Ko - In Portuguesepdf https://cdn.1j1ju.com/medias/81/1f/68-triominos-compact-regle.pdf
Etalez tous les Triominos faces cachées sur la table et mélangez-les. Pour une partie à 2 joueurs, chacun pioche 9 Triominos et les place sur sa réglette. Pour une partie à 3 ou 4 joueurs, chacun pioche 7 Triominos et les place sur sa réglette. Le reste des Triominos constitue la pioche. Pour décider qui commence la partie, chaque joueur pioche un Triominos. Celui qui obtient le plus fort total en...
879.49 Ko - In German 879.49 Ko - In English 879.49 Ko - In Spanish 879.49 Ko - In French 879.49 Ko - In Dutch 879.49 Ko - In Polish 879.49 Ko - In Portuguesepdf https://cdn.1j1ju.com/medias/1c/5c/18-my-first-triominos-regle.pdf
Distribuez un chevalet à chaque joueur. Formez la pioche en étalant tous les Triominos (joker compris), face cachée, sur la table. Chaque joueur pioche 5 Triominos qu’il pose sur son chevalet. Il prend également 4 pièces auprès de la banque. Piochez un Triominos qui servira de point de départ et posez-le au centre de la table, face visible. (Si c’est un joker, reposez-le dans la pioche et prenez un...
668.82 Ko - 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/5e/84/1f-star-realms-frontiers-rulebook.pdf
In Star Realms, you start with a Personal Deck of cards representing your space armada. Each turn, you play all the cards in your hand to gain Trade, Combat, Authority and other effects. Trade ( ) is used to buy powerful Ships and Bases from the Trade Row and put them into your Discard Pile.
4.93 Mo - In English 3.26 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/7a/49/d8-imperial-settlers-rise-of-the-empire-rulebook.pdf
The world is a mighty big place. Throughout time, empires have prospered and fallen, great leaders, scientists, artists, and philosophers have paved the way toward progress and consequence. You begin in an ancient empire, among many factions, working your way through time discovering new inventions, conquering provinces, achieving greatness, completing difficult quests—watching as other factions struggle...
3.37 Mo - In Englishpdf 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/bc/15/79-the-lord-of-the-rings-journeys-in-middle-earth-rulebook.pdf
But I suppose it’s often that way. The brave things in the old tales and songs, Mr. Frodo: adventures, as I used to call them. I used to think that they were things the wonderful folk of the stories went out and looked for, because they wanted them, because they were exciting and life was a bit dull, a kind of a sport, as you might say.
3.00 Mo - In English 4.02 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/c4/59/26-undaunted-normandy-rulebook.pdf
It’s the summer of 1944 and the Allies have landed in Normandy. Now you must lead your platoon forward as you push deeper into France to gain a foothold and drive back the German forces. You will face intense resistance, machine gun fire, and mortar bombardment, and it’s up to you to turn the situation to your advantage.
924.39 Ko - In Englishpdf https://cdn.1j1ju.com/medias/53/41/af-undaunted-north-africa-rulebook.pdf
It’s the summer of 1940 and the North African Campaign has begun. The Long Range Desert Group (LRDG), a reconnaissance and covert operations unit of the British Army, has just been formed, tasked with penetrating enemy lines to provide intel and stage raids. Lead these brave soldiers in a series of daring missions, or command the Royal Italian Army’s formidable forces to stamp out these incursions...
2.09 Mo - In English 4.57 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/68/ce/58-brains-family-burgen-drachen-rulebook.pdf
Discover the path to all the mysterious castles. The first to complete this adventure receives a medal, but then expectations rise, and in the end, only the hero who defeats all the dragons can receive a third medal and so win the game.
1.88 Mo - In English