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pdf https://cdn.1j1ju.com/medias/d5/1e/c7-risk-junior-narnia-rulebook.pdf
In Narnia, the White Witch has cast a bitter spell, making it always winter and never Christmas. However, Aslan is on the move. He and his scattered followers have joined forces against the witch and her minions. In Narnia Risk Junior, the White Witch player tries to keep control of Narnia. The remaining players are on Aslan’s side. Together, they fight to defeat the witch and break her enchantment...
162.58 Ko - In English 1.75 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/e1/d5/be-risk-halo-wars-rulebook.pdf
Risk: Halo Wars allow players to command one of three factions (the UNSC, the Covenant, or the Flood) and battle for supremacy of Arcadia. The board features 42 territories and six sectors; 250 plastic playing pieces represent the three factions. It uses the new Hasbro rules that allow for three levels of game play (basic, advanced, and classic) depending on the skill level and desired playing time...
3.14 Mo - In Englishpdf https://cdn.1j1ju.com/medias/57/2b/4a-risk-godstorm-rulebook.pdf
In Risk Godstorm the players are priests looking to lead their race (Greek, Celtic, Babylonian, Norse, and Egyptian) to dominate the ancient world and the Underworld as well. To do this they will need to marshall their forces, dominate continents, acquire relics of power and call their Gods to earth. Risk Godstorm uses the basic combat elements of classic Risk but alters many other elements. The game...
4.96 Mo - In English 886.11 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/85/86/de-risk-game-of-thrones-rulebook.pdf
Risk: Game of Thrones, based on the epic HBO series, features two ways to play, including factions of noble Houses vying for control of Westeros during the time of The War of the Five Kings, as well as Daenerys Targaryen's rise to power in Essos. War and chaos have descended upon the realms of Men. In Westeros, the death of Robert Baratheon has created a power vacuum with rival Houses competing for...
1.32 Mo - In English 2.67 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/32/45/0e-risk-express-rulebook.pdf
Example: The North Africa disc (yellow) is worth 2 points. It contains 3 lines: 2 Cavalry, 5 Soldiers, and 2 Soldiers. In addition, it shows a circled General and has a 5 on the back. The South Africa disc is also worth 2 points, but if a player can conquer both Africa discs that player will score the 5 points shown on the back of North Africa instead of the 4 points generated by adding South Africa...
51.46 Ko - In English 341.52 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/05/20/d0-risk-edition-napoleon-rulebook.pdf
Once you master "Risk Napoleon - The Conquest of Europe" with the classic rules, you can spice up your games with these advanced rules. Note that even though the game is played for a limited number of turns, you should plan on 3 hours for 3 or 4 players who have mastered the classic rules, and 4 hours for a 5 or 6 player game.
110.80 Ko - In English 3.79 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/c2/1a/9f-risk-doctor-who-the-dalek-invasion-of-earth-rulebook.pdf
Many years ago, the Heart of Darkness, a device that causes a star system’s sun to turn into a gateway to the Void and suck the whole solar system through, was hidden on the planet Earth. The Heart of Darkness would enable the Daleks to reign supreme and defeat any who would stand in their way, but it was so valuable that even the Daleks could not agree how best to wield it, and have split into renegade...
1.74 Mo - In Englishpdf https://cdn.1j1ju.com/medias/9d/11/22-risk-2210-ad-rulebook.pdf
Risk 2210 A.D. is yet another entry in the long series of Risk variants. Set in the not-so-distant future, battles are now fought by machines of destruction, known as MODs, for short. Human commanders still lead these mechanized troops, but these commanders each have special powers and abilities. These come into play via the use of Command cards, which add a new dimension to the game. Now the battle...
671.13 Ko - In English 3.18 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/2d/2c/5b-rising-sun-rulebook.pdf
The great and forgotten Kami have returned from the underworld, displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year, the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable, spiritual traditions.
23.02 Mo - In English 4.10 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/83/78/a2-rise-to-nobility-rulebook.pdf
In this magical land of heroes, villains, and adventurers, a fragile peace has been brokered between the Five Realms. Five years have passed since the evil Lord Dranor escaped from The Cavern Tavern.
4.66 Mo - In English 13.03 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/40/56/ef-rise-of-tribes-rulebook.pdf
Throughout the game, you shall grow your tribe, move across the land, gather resources and lead your people to victory. As we all know, what tribes want most is... 15 points - to rise above the rest.
6.22 Mo - In English 2.81 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/cc/b0/00-rise-of-tribes-beasts-bronze-rulebook.pdf
Beasts & Bronze contains two separate modules that can be played together, separately, or with other modules. The Beasts module introduces new creatures to the Events, and it creates a more interactive experience with the animals of Rise of Tribes. The Bronze module includes a new path to victory. Players may choose to continue to win by gaining 15 points first, or they can be the first to discover...
4.91 Mo - In English 949.80 Ko - In French