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Nicodemus Règle

pdf https://cdn.1j1ju.com/medias/50/18/8e-nicodemus-regle.pdf

Nicodemus Gideon prend sa retraite ! Pour le remplacer, deux assistants de l'Usine à rêves - c'est-à-dire vous et un autre joueur - s'affronteront dans un duel où il faudra réparer des machines et réaliser des projets le plus rapidement possible afin de marquer en premier, 20 points ou plus.

2.74 Mo - In French

Nicht die Bohne! Rulebook

pdf https://cdn.1j1ju.com/medias/bf/ca/bb-nicht-die-bohne-rulebook.pdf

Each player lays a card open and must take a fellow player’s card each round. He thus collects cards during the game and sorts them into colors. At game end, cards of each color are scored. A color can have a positive or negative point or no value if it has the “Nicht die Bohne“. Who has highest score at the end, is winner.

117.41 Ko - In English 86.37 Ko - In French

Next Station: London Rulebook

pdf https://cdn.1j1ju.com/medias/4c/f1/d0-next-station-london-rulebook.pdf

The city of London has hired you to redesign their Underground lines! Optimize your interchanges, stop at as many tourist sites as you can and take advantage of the tunnels passing under the Thames, all while following the requirements put in place by the city. Which one of you will be the best metro planner?

2.40 Mo - In English 2.40 Mo - In French

New York Zoo Rulebook

pdf https://cdn.1j1ju.com/medias/08/c4/6e-new-york-zoo-rulebook.pdf

In New York Zoo, you are designing an animal park. Build Enclosures, introduce new animals and raise their offspring. The first player to cover all the construction spaces of their zoo board with Enclosure Tiles and Attractions wins the game.

5.39 Mo - In English 8.87 Mo - In French

New York 1901 Rulebook

pdf https://cdn.1j1ju.com/medias/16/5a/c3-new-york-1901-rulebook.pdf

The year is 1901 and the recent fascination with tall buildings does not appear to be a passing fad. Recent real estate deals in Lower Manhattan suggest that more of these “skyscrapers” will soon be added to the New York City skyline. Technological advances are making it possible for new generations of skyscrapers to reach breathtaking heights.

3.86 Mo - In English 3.75 Mo - In French

Newton Rulebook

pdf https://cdn.1j1ju.com/medias/4f/0e/7b-newton-rulebook.pdf

The Eighteenth Century is a time of great scientific discoveries, as well as exciting research into mysterious and as yet unknown fields. Competition in the academic world is ruthless… above all for young scholars such as yourselves! In order to follow in the steps of the great Newton you must devote yourselves to undertaking new research and increasing your knowledge in order to become the most highly...

5.37 Mo - In English

New Frontiers Rulebook

pdf https://cdn.1j1ju.com/medias/71/8e/b1-new-frontiers-rulebook.pdf

After the invention of Jump Drive, every colony could expand to new worlds and dream of empire... In New Frontiers, players build space empires by developing technologies, exploring and settling worlds, producing goods, and trading these goods for credits or victory points. Can you build the most successful galactic empire?

4.00 Mo - In English 1.05 Mo - In French

New Dog City Règle

pdf https://cdn.1j1ju.com/medias/f3/3a/b3-new-dog-city-regle.pdf

Tu incarnes l’un des détectives missionnés. Tu vas entrer et sortir des souterrains en essayant de récupérer des trésors sans être repéré par John BULLDOG. Celui ou celle qui a le plus de points après le décompte est déclaré vainqueur.

4.77 Mo - In French

Neuroshima Hex ! Vegas Rulebook

pdf https://cdn.1j1ju.com/medias/b7/4d/68-neuroshima-hex-vegas-rulebook.pdf

Vegas felt the effects of the war to a lesser extent than the majority of US cities and is one of a few surviving civilisation centres, where you can live a higher life standard than in most parts of the ruined continent. Vegas has also become villains’ Mecca, a place where they caught the scent of money making possibilities.

1.48 Mo - In English

Neuroshima Hex ! The Dancer Rulebook

pdf https://cdn.1j1ju.com/medias/1a/f0/15-neuroshima-hex-the-dancer-rulebook.pdf

The Moloch attack on Outpost’s laboratories had unforeseen consequences: the damage to the facility set three strange creatures free. They are the product of a secret genetic research project, code name “Dancer”. Now, half-mad and with no control over their instincts, the creatures begin their fight for survival in the post-apocalyptic wasteland.

552.92 Ko - In English

Neuroshima Hex ! Steel Police Rulebook

pdf https://cdn.1j1ju.com/medias/97/46/f2-neuroshima-hex-steel-police-rulebook.pdf

Steel Police is a wandering brigade of law and order fanatics, clad in pre-war, experimental power armor. Chemicals exuding from by the armor and cybernetic enhancements increase the organism’s abilities at the expense of the psyche – Steel Police officers will automatically respond to anything the program identifies as threat or crime. They appear out of nowhere and pacify the area amid the roar...

527.40 Ko - In English

Neuroshima Hex ! Smart Rulebook

pdf https://cdn.1j1ju.com/medias/8f/e7/ff-neuroshima-hex-smart-rulebook.pdf

Smart is a part of Moloch, which has reached the southern part of the continent, where following fights with humans it was cut off from its origin, and found sanctuary deep inside the Neojungle. It resembles Moloch less and less with every passing day. Smart has completely disregarded directives.

1.26 Mo - In English

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