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pdf https://cdn.1j1ju.com/medias/a0/01/5d-cuba-el-presidente-rulebook.pdf
The adventure in Cuba goes on. Now several Cubans and even a president also come into play. This expansion provides new tactical possibilities. Besides this, new ships, new acts, and new buildings are optionally available.
851.16 Ko - In English 1.54 Mo - In Frenchpdf https://cdn.1j1ju.com/medias/6b/8b/42-cthulhu-wars-rulebook.pdf
The time would be easy to know, for then mankind would have become as the Great Old Ones; free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and reveling in joy. Then the liberated Old Ones would teach them new ways to shout and kill and revel and enjoy themselves, and all the Earth would flame with a holocaust of ecstasy and freedom.
27.67 Mo - In English 597.39 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/48/d1/62-cthulhu-wars-duel-rulebook.pdf
The time would be easy to know, for then mankind would have become as the Great Old Ones; free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and reveling in joy. Then the liberated Old Ones would teach them new ways to shout and kill and revel and enjoy themselves, and all the Earth would flame with a holocaust of ecstasy and freedom.
2.75 Mo - In Englishpdf https://cdn.1j1ju.com/medias/a1/c5/50-cthulhu-realms-rulebook.pdf
Cthulhu is awakening! Summon his unspeakable companions in a delirious battle to destroy the Mental Health of the human race! In this deckbuilding game, the combinations of card effects can be more than destructive, so make wise choices to unleash the full potential of your cards!
685.65 Ko - In English 99.13 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/b3/93/8b-cthulhu-gloom-rulebook.pdf
From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Sanitarium, trouble is in the air. The stars are almost right, and terrors from beyond space and time are struggling to break through. When Cthulhu rises we’re all doomed … but whose downfall will be the most entertaining?
353.45 Ko - In Englishpdf https://cdn.1j1ju.com/medias/d2/25/19-cthulhu-fluxx-rulebook.pdf
Investigate supernatural mysteries that no mortal is supposed to know ... The Necronomicon has been stolen, a Farm is undergoing a horrifying Metamorphosis, and abominations are moving under the ice in Tombs invaded by Penguins. Will your curiosity make you succumb to an Inescapable Curse, or are you currently a Secret Cultist?
1.01 Mo - In Englishpdf https://cdn.1j1ju.com/medias/e1/c4/90-cthulhu-death-may-die-rulebook.pdf
At the start of each game, you will choose an Episode box and an Elder One box and combine their components. The Episode will provide the map layout, the ritual you are trying to disrupt (and how to disrupt it), as well as the abilities of the monsters in the game. The Elder One will provide the big boss you will fight, with its own challenges, along with its special minions. Do not combine elements...
2.58 Mo - In Englishpdf https://cdn.1j1ju.com/medias/c2/bb/db-crystal-clans-rulebook.pdf
Crystal Clans is a 2-player battle card game in which players use time as a resource to summon troops from a clan deck and do battle to control the crystal zones. The first player to score at least 4 crystals by controlling the crystals zones wins.
7.26 Mo - In Englishpdf https://cdn.1j1ju.com/medias/dc/3c/33-crypt-rulebook.pdf
Collecting Treasure is the primary way of scoring Coins. The Coin values range from 1 to 4. There are six types of Treasure. By collecting sets of Treasure you can gain rewards from Collectors.
1.03 Mo - In English 675.16 Ko - In Frenchpdf https://cdn.1j1ju.com/medias/08/63/68-cryo-solo-rulebook.pdf
When playing solo, you resolve your turn as normal, but with 1 restriction: you cannot play a card as an upgrade if the rival platform already has that upgrade.
2.24 Mo - In Englishpdf https://cdn.1j1ju.com/medias/da/c0/e0-cryo-rulebook.pdf
Tensions mount aboard your colony ship. An anonymous act of sabotage goes awry, and your vessel crash-lands on a frozen, uncharted planet in the distant reaches of space. The planet’s surface is inhospitably cold, but there is hope: you’ve discovered a series of warm subterranean caverns closer to the planet’s core. Can you rescue your crew and settle underground before the sun drops below the horizon?
5.98 Mo - In Englishpdf https://cdn.1j1ju.com/medias/8f/09/a5-cry-havoc-rulebook.pdf
Deep in a quadrant of space believed to be empty, a virgin, unexplored planet has been discovered by three unique, powerful species. The resources of the planet are abundant beyond belief, but are protected vigorously by the indigenous species, known as the Trogs.
9.10 Mo - In English