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pdf https://cdn.1j1ju.com/medias/01/02/84-pikto-regle.pdf
Le joueur qui devine lance le dé pendant que tous les autres joueurs retournent et regardent la première carte de la pioche. Le dé leur indique quel mot ils doivent dessiner.
1.34 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/9a/ac/eb-pikzi-regle.pdf
Mélangez toutes les cartes, distribuez 4 cartes par joueurs, mettez le paquet de cartes restantes au milieu des joueurs pour constituer «la pioche», et utilisez le couvercle de la boite de jeu pour faire la poubelle (défausse).
630.74 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/d6/66/cb-pile-poil-regle.pdf
Bon alors comment ça se joue ton jeu là ? Tu sors le paquet de la boite, tu le mélanges et tu le poses ! C’est simple dis donc ! Après tu prends la première carte du paquet et tu la retournes à côté. Aussitôt dit, aussitôt fait. Sur le dessus du paquet, il y a toujours 5 dessins sur 5 fonds colorés différents. La couleur de la carte retournée t’indique celui qu’il faut regarder.
248.75 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/15/fb/8e-pile-poil-regle.pdf
Le joueur ayant le prénom le plus long commence : il retourne la première carte à côté de la pioche, dévoilant une couleur (fond de carte) et un chiffre au milieu (les petits chiffres en couleur dans les coins sont ignorés).
1.29 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/c8/7b/e8-pillards-de-la-mer-du-nord-champs-de-gloire-regle.pdf
L’extension Champs de Gloire de Pillards de la Mer du Nord introduit les Jarls ennemis qui unissent leur force pour mettre un terme aux récents massacres. Malgré la menace qu’ils représentent, la Gloire attend ceux qui oseront les défier. Croiser le fer avec un Jarl vous blessera à coup sur, mais il n’est plus l’heure pour hésiter. À la bataille !
3.63 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/51/ee/e1-pillards-de-la-mer-du-nord-taverne-des-heros-regle.pdf
L’extension Taverne des Héros de Pillards de la Mer du Nord introduit la Taverne, fraichement construite, qui attire des aventuriers d’un genre nouveau.
4.74 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/2e/44/c2-pillars-of-the-earth-the-card-game-rulebook.pdf
Across 5 hands of 9 or 10 tricks each, the players try to collect their own craftsman, suitable building materials, and other positive cards. Using their craftsmen players convert the building materials they have gained into victory points. The player who scores the most points wins the game and is the best master builder.
42.65 Ko - In English 39.80 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/0e/ae/a8-pina-pirata-rulebook.pdf
You are captain of a pirate crew on a quest for the most fabulous treasure: the Golden Pineapple. The map that leads to it has been cut up and scattered all over the Caribbean, but each location is an adventure waiting to happen.
3.33 Mo - In English 1.53 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/d8/c3/57-pingo-pingo-rulebook.pdf
Camp cards represent other players’ Treasure stashes. If a Camp card is accessible, you can steal other players’ Treasure cards. A Camp card works just like a Treasure card: If it is accessible (right time of day, and not trapped), you must tap it first.
3.45 Mo - In English 1.61 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/9d/e7/dd-pinpoint-rulebook.pdf
Find the original first to earn the most points! When you think you have found the Original, quickly turn your die so that it shows the correct color faceup. Then hide your die under your hand and call out the position you finished in. (The first player calls out ‘’first,‘’ the second player calls out ‘’second,‘’ etc). After everyone has locked in their color, all the dice are revealed.
547.15 Ko - In English 138.52 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/ab/cb/ec-pioneer-days-rulebook.pdf
In Pioneer Days, you’ll lead a wagon train and spend 4 weeks heading out west. You’ll collect cattle, townsfolk and equipment, pan for gold, and earn favours from the towns you visit along the way. Can you deal with the disasters the wild frontier will throw your way?
3.32 Mo - In English 3.64 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/23/d0/ca-pioneers-rulebook.pdf
In Pioneers the players try to settle their pioneers in the cities shown on the game board by driving them across America with coaches. Each pioneer is practicing their own profession and can do so only at cities where particularly needed. After all pioneers riding in one coach have been deployed on the game board, that player earns money and crucial victory points.
1.93 Mo - In English 1.11 Mo - In French