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pdf https://cdn.1j1ju.com/medias/f5/5c/78-liberation-rulebook.pdf
For hundreds of generations, the tyrannical Intercosmic Dynasty has ruled the galaxy with a titanium fist. Their power and reach is spreading, but so is word of their misdeeds. A band of resistance fighters known as the Liberation has begun striking at the Dynasty from a hidden base. Will you help the Liberation gain enough support before their secret base is discovered, or will the you wield the...
887.98 Ko - In Englishpdf https://cdn.1j1ju.com/medias/1f/df/6f-liberation-player-reference.pdf
For hundreds of generations, the tyrannical Intercosmic Dynasty has ruled the galaxy with a titanium fist. Their power and reach is spreading, but so is word of their misdeeds. A band of resistance fighters known as the Liberation has begun striking at the Dynasty from a hidden base. Will you help the Liberation gain enough support before their secret base is discovered, or will the you wield the...
795.87 Ko - In Englishpdf https://cdn.1j1ju.com/medias/09/de/cd-district-noir-rulebook.pdf
Some cards have positive or negative numbers on them, and you score those points directly. Other cards are numbered 5-8, and you score 5-8 points for a value if you have more of those cards than the other player. Additionally, you score 5 points for each set of 5-8 that you've collected. And while normally points decide who wins, if you collect all three grail cards — each of which are worthless on...
1.26 Mo - In English 1.41 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/90/51/7d-ticket-to-ride-ghost-train-rulebook.pdf
To claim a route, you must play Float Cards from your hand that match the color and number of spaces of the route. Then you place one of your Haunted Carriages in each space of the route. All cards used to claim the route are discarded faceup next to the Float deck.
634.68 Ko - In English 640.04 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/d9/27/b1-hades-trap-regle.pdf
Le dernier à avoir coupé un fil est désigné premier joueur. À son premier tour, un Héros apparaît sur la case Portail, la case centrale de la tuile Portail. Le joueur Actif commence par consulter la barre d’Action de son plateau : la plus haute valeur libre détermine ses points d’Action ( ) pour ce tour, qu’il pourra dépenser pour réaliser les actions détaillées dès la page suivante.
2.63 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/6a/ae/08-the-lost-code-rulebook.pdf
The New World is full of pitfalls, an unfriendly place for explorers who travel there. But that’s your passion. This time, however, you may have gone too far. Wandering the Temple of the Sun is not for the faint of heart, and you were not! Yet, are you smart enough to solve the riddles the Snake has in store for you and get away with it? Will you find the lost code and escape its clutches, or will...
4.40 Mo - In English 5.32 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/3c/ae/87-cubitos-rulebook.pdf
Cubitos™ is a cube-shaped world populated by little cube creatures. Every year the Cubitos population gets together to hold the Cube Cup; a race of strategy and luck to determine the Cubitos Champion. Each participant has a runner, represented by a character on the racetrack, and a support team, represented by all the dice you roll. The support team starts off fairly small, but gradually, through...
4.86 Mo - In English 3.79 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/6c/c5/c4-arcane-bakery-clash-rulebook.pdf
It's been a long time coming. You and a particular co-worker at the Arcane Bakery simply cannot work together anymore. In a moment of frustration, you challenge them to a duel: After close, no holds barred. The loser resigns. And cleans up the mess.
754.18 Ko - In Englishpdf https://cdn.1j1ju.com/medias/2f/7a/9a-ernest-et-celestine-regle.pdf
Ernest et Célestine est un jeu coopératif dans lequel, tous ensemble, vous aiderez les deux personnages à rejoindre leur maison située au centre du plateau. Si vous y arrivez avant que les 5 jetons Police ne soient posés, vous gagnez la partie !
938.70 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/e2/70/60-micro-nimo-regle.pdf
Les joueurs vont attraper les insectes par paires de cartes identiques pour obtenir la plus belle collection et ainsi gagner des points. Le chasseur d’insectes ayant le plus de points remporte la partie.
490.50 Ko - In German 490.50 Ko - In English 490.50 Ko - In Spanish 490.50 Ko - In French 490.50 Ko - In Italianpdf https://cdn.1j1ju.com/medias/ac/d1/12-harry-potter-stupefix-rulebook.pdf
The game plays over 8 rounds, each divided into 7 phases. The Favourite announces and manages the phases, one after the other. The back of the Favourite tile has a player aid with reminders of the different phases.
3.35 Mo - In English 3.38 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/26/c3/ee-time-of-empires-rulebook.pdf
In Time of Empires, take charge of a civilization and lead it through the ages, from Antiquity, through the Middle Ages, to modern times. Each age lasts for centuries in reality but only 9 minutes in this game! Other players have accepted the same task you have, and will be grappling with life through the Action phase simultaneously with you, in real time. Your sand timers will trigger your actions...
5.24 Mo - In English 5.28 Mo - In French