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pdf https://cdn.1j1ju.com/medias/6e/c4/a7-gutenberg-rulebook.pdf
Shuffle both decks of order cards (printing cards and refinement cards) separately, then place each deck face down next to the board. Leave space by each deck for its own discard pile. With 2/3/4 players, draw 6/8/10 printing cards and 6/8/10 refinement cards and place them face up next to the main board. Players will select several from them later during setup (in step 16), so this table space will...
14.31 Mo - In Englishpdf https://cdn.1j1ju.com/medias/17/2e/38-mutants-rulebook.pdf
In each round, players take turns until all players have used every card in their hand. At the end of the round, the player whose token is closest to the top space of the arena track scores Victory Points based on the round track. The game proceeds in this way for five rounds, after which players reveal their archives and gain additional prestige based on the freeze value of the mutants they have...
4.29 Mo - In English 2.52 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/71/f0/e9-mutants-next-level-rulebook.pdf
Next Level adds an additional Solo Boss, a new set of Basic Mutants, and two modules that you can incorporate into the game. Heroic Mutants are super powerful mutants that replace some of the Advanced Mutants you would normally have in your Gene Pool. Orbs can be used to give an extra power boost to players that land in the Dread Zone, so they can fight their way back to the top of the Arena. Second...
798.82 Ko - In English 868.31 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/83/d3/68-mutants-incubator-overload-rulebook.pdf
Incubator Overload gives you access to more mutants, so you can create thousands of amazing new combos! It also includes the Buildings expansion module, which alters the game's rules and provides new challenges for you to face. Finally, Heimdall and Glubber have risen and are threatening to destroy the facility! Rally the troops and pit your best mutants against these Solo Bosses in battle!
691.05 Ko - In English 736.25 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/f4/80/06-mutants-deep-freeze-rulebook.pdf
Deep Freeze brings even more mutants to the arena for you to use in battle! It also includes a Psy Captains expansion module to boost your combos to truly epic level!
182.91 Ko - In Englishpdf https://cdn.1j1ju.com/medias/d7/d7/d9-maracaibo-rulebook.pdf
Maracaibo, the new strategy game for 1-4 players by Alexander Pfister, is set in the Caribbean during the 17th century. The players try to increase their influence in three nations in four rounds with a play time of 40 minutes per player. The players sail on a round course through the Caribbean, e.g., you have city tiles where you are able to perform various actions or deliver goods to. One special...
9.39 Mo - In English 11.27 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/b4/55/7d-maracaibo-the-uprising-rulebook.pdf
You stand at the rail and gaze at the horizon, where a tired sun sinks beneath the waves. Your navigator‘s course was true - the island you hope to reach by nightfall comes into view dead ahead. A little while later, after heaving the anchor overboard, you carefully row the longboat to shore. Eerie animal noises ring out from the dark and foreboding jungle - not exactly an inviting spot, but a perfect...
5.82 Mo - In Englishpdf https://cdn.1j1ju.com/medias/10/1c/a8-secret-identity-rulebook.pdf
At the start of a round, you receive a key card that indicates your identity among the eight characters on the table. Using double-sided "picto" cards, you try to give clues to your character so that others can guess who you are, while simultaneously guessing their character — earning points for each success. Each round, new characters appear on the table, giving you and everyone else a fresh face...
2.40 Mo - In English 1.36 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/41/2c/e2-endeavor-age-of-sail-rulebook.pdf
In Endeavor: Age of Sail, players strive to earn glory for their empires. Sailing out from Europe and the Mediterranean, players will establish shipping routes and occupy cities the world over. As they do so, players will leverage their growing industry, culture, finance, and Influence, building their engine and extending their reach into the far-flung regions of the world.
3.62 Mo - In English 11.75 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/93/9a/cd-endeavor-age-of-sail-exploits-rulebook.pdf
In Endeavor: Age of Sail, players strive to earn glory for their empires. Sailing out from Europe and the Mediterranean, players will establish shipping routes and occupy cities the world over. As they do so, players will leverage their growing industry, culture, finance, and Influence, building their engine and extending their reach into the far-flung regions of the world.
3.29 Mo - In English 7.13 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/fe/7f/ef-endeavor-age-of-expansion-rulebook.pdf
In Endeavor: Age of Expansion, players will take the mechanisms they know and love and use them with a new set of buildings and cards for all-new game play and interaction. The new building market creates a totally different strategic experience within the same rule set. Most of the actions on the buildings are familiar, but new concepts include trade, fortify, and conscription & mobilization.
6.33 Mo - In English 3.54 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/7a/52/a7-dc-deck-building-game-dark-nights-metal-rulebook.pdf
Play cards from your hand. Remember: You must play Weakness cards in your hand before proceeding with your turn. Total up your Power and purchase cards with combined cost less than or equal to that total. As soon as you buy or gain a card, place it into your discard pile unless instructed otherwise. You may play additional cards even after making purchases.
7.72 Mo - In English 4.31 Mo - In French