Set Up. Developed by Alan Emrich and Josh Neiman

Size: px
Start display at page:

Download "Set Up. Developed by Alan Emrich and Josh Neiman"

Transcription

1 From the far reaches of our galaxy, an alien race has come to Planet Earth with the intent to wipe out the entire human race. As cities crumble and fall to the onslaught, a few civilizations bravely gather resources to send the remnants of humanity out into space in a last ditch attempt to keep the species alive. Your people have gathered into two great cities awaiting word on how you will ship them to another world, their new home. It is time to Abandon Earth. Can you deliver your remaining citizens safely and peacefully to a new world? GAME COMPONENTS x 11 colonization map with various game tracks 66 laser-cut* game pieces: 4 Alien Technology markers (in 4 player colors) 4 Population City markers (in 4 player colors) 4 Space/Military City markers (in 4 player colors) 4 Population track markers (in 4 player colors) 4 Marines track markers (in 4 player colors) 4 Technology track markers (in 4 player colors) 16 Colony Rocket markers (in 4 player colors) 1 First Player marker 6 Unaligned City markers 6 round Refugees chits 6 square Training chits 5 Underground City markers 1 Bang! marker 1 Bonus Colony Rocket marker (in a neutral color) 1 Cloth Victory Point Games Grab Bag 1 Rules booklet with a Reference Sheet on the back cover 1 six-sided die (not included) *Some slight soot and discoloration can occur during the laser cutting process. If any of these pieces are missing or damaged, please us at info@victorypointgames.com

2 Set Up 1. Remove from play the Shanty Town Refugees and ½ New Tactic Training chits. These only enter play when using the Optional Rule (page 11). 2. Each player selects a color and takes all 10 of the markers in that color (Alien Technology, Population City, Space/Military City, Population, Marines, Technology, and 4 Colony Rockets). In games with less than four players, remove from play the pieces for the player colors not used. D A H C D H C 3. Each player holds onto their Space / Military City and Population City markers (i.e., they are kept face-up in front of that player, showing possession). 4. Each player also holds onto their 4 Colony Rocket markers. 5. Each player begins with 4 Population, 1 Marines, and 1 Technology Level, placing their corresponding markers face-up on those numbered spaces on their respective tracks on the map. 6. Set aside each player s Alien Technology marker into a common area beside the map called the Reserve. It does not begin in the player s possession. 7. Randomly select Underground City markers equal to the number of players (e.g. 4 in a 4 player game) and place them face-up in the Reserve. Remove the other Cities from play. 8. Set aside all 6 of the gray Unaligned City markers face-up into the Reserve. C H F D G E C H D 2 Developed by Alan Emrich and Josh Neiman

3 K L M Remove from Play The Reserve O 9. Set aside the one Bang! diamondshaped marker in the Reserve along with the bonus Colony Rocket marker. 10. Prepare the Grab Bag: Set aside (i.e., place in the Reserve) the one -1 and one 3 Refugees chits. Place the one 0*, the one 1*, and the one 1 Refugees chits in the Grab Bag. Set aside in the Reserve the one -1 and one 2 Training chits. Place the one 0* and the two 1 Training chits in the Grab Bag. 11. Randomly determine who begins with the First Player marker. 12. The game is ready to begin. M N K B I J L K L Grab Bag P A) Colonization map B) Alien Technology markers C) Population City markers D) Space/Military City markers E) Population track markers F) Marines track markers G) Technology track markers H) Colony Rocket markers I) First Player marker J) Unaligned City markers K) Refugees chits L) Training chits M) Underground City markers N) Bang! marker O) Bonus Colony Rocket P) Cloth Grab Bag Set Up for a 4 player game Tom Decker and Victory Point Games 3

4 Start of Round: 1. Except for the first Round, the player with the highest combined Population and Marines takes the First Player marker. If there is a tie, the tied player closest to the last Round s First Player, in clockwise order, becomes the new First Player. 2. Turn all Marines track markers face-up. Those players' Cities are once again vulnerable to Alien Invasions. Sequence of Play Abandon Earth is played in Rounds. Each Round begins with two Start of Round tasks, moving the First Player marker and refreshing Marines (see left), followed by a series of Player Turns. Player Turns The player with the First Player marker takes the first turn, then each other player takes their Player Turn going clockwise around the table (i.e. play passes to the left ). When it is your Player Turn during a Round, do these Steps in order: 1. Actions 2. Launch a Colony Rocket 3. Conduct an Alien Invasion (All players skip this during the first Round of the game.) After each player has conducted their Player Turn that Round, play continues with another Round until all players have ended their game (see End of Game). Actions At the start of your Player Turn you may perform 1 Action for each face-up City marker you have in front of you (this includes your Underground City, should you build one). You may perform the same Action more than once in a turn, should you have more than one Action. There are 4 types of Actions: Draw: Develop your infrastructure. Research: Try to increase your Technology Level. Counter-Attack Aliens: Bring the fight to the Aliens. Spend: Use counters that you have collected. 4 Developed by Alan Emrich and Josh Neiman

5 Draw Draw a single chit from the Grab Bag and follow the instructions for the specific chit type (see right), or build an Underground City. Build Underground City: In order to choose this option the chit drawn must have a 1, 2, or 3 on its face (you cannot use the -1 chit) and you must not already have an Underground City built (you may only have 1 Underground City during the course of a game). Each time you choose this option, advance one step toward completing your Underground City in the following 3 step process: 1. Turn your Population City face-down. If your Population City is destroyed, skip this step. Note: while face-down this City does not provide an Action. 2. Choose one available Underground City from the Reserve and place it face-down in front of you. Turn your face-down Population City face-up (if you still have it). 3. Turn your Underground City face-up. Its special ability is now active (see below) and you have an additional action. Drawn Chits Reduce Marines/Population track by 1, then return to the Reserve. Increase Population (maximum 5) by the number shown or build Underground City, then return to Grab Bag. Increase Marines (maximum 5) by the number shown or build Underground City, then return to Grab Bag. If you increase the Marines Level, you must reduce Population by 1. If Population is 0, then you cannot increase Marines. Underground Cities When an Underground City is turned face-up in front of a player it provides an exclusive benefit for that player as summarized here and detailed on the back of this manual: Culture: Adds to player's End of Game score. Martial Law: Provides bonuses to military conflicts. Medical Stability: Provides more lucrative Grab Bag pulls. Science Academy: Increases Alien Technology bonuses. Engineers: Provides an additional Rocket to Launch. Increase either Population or Marines by 1 (without decreasing Population) or build Underground City, then return to Grab Bag. You have discovered a group of combat-ready Refugees! Immediately choose either: 1. Return to the Grab Bag with no effect OR; 2. Hold for future use as a Spend Action Tom Decker and Victory Point Games 5

6 Token Abilities when Spent: Gain 2 Population or Marines Levels (matching the corresponding chit spent, maximum 5), return the spent 0* chit to the Grab Bag, and add the corresponding -1 chit to the Grab Bag. By bringing in potential alien sympathizers as refugees or allowing poorly trained Marines to fight, you have put all of Earth s remaining civilizations at risk. Return to the Reserve to receive one of the following benefits: 1. Gain 1 Tech Level (never above 3). 2. Gain 2 Population and place the 3 Refugees chit in the Grab Bag, if it is not already there. 3. Spend 1 Population, gain 2 Space Marines levels, and place the 2 Training chit in the Grab Bag, if it is not already there. 4. Take the Bang! marker from the Reserve or the player currently holding it. Alien Technology is sorely won from the hard-fought battles with the alien invaders. With it in hand, human scientists can build better defenses, search and recruit at increased rates, and most importantly build better rockets. Spend You may use a held token to perform its special action (see left). Research Increase your Technology Level by 1 on a die roll of 6. If you roll a 5 and have at least 1 Level of both Population and Marines, you may choose to reduce each by 1 Level to increase your Technology Level by 1. Moving from Technology Level 0 to 1 does not require a die roll but still requires the use of an Action. This represents gathering the resources needed for terraforming a new colony. Counter-Attack Aliens If you have 1 or more on the Marines track, you may Counter-Attack the aliens. Roll a die and consult the Combat Results Table below: Combat Results Table 1: Lose 5 Marines 2: Lose 3 Marines 3-5: Lose 2 Marines 6: Lose 1 Marine Move your Marines marker down the track by the result above, never going below 0. After rolling you may choose to return the Bang! marker (should you have it) to the Reserve to take no losses. If you have 1 or more Marines left on your Marines track after a Counter-Attack, you immediately take your Alien Technology marker if you do not already have it. You then turn your Marines marker face-down on the Marines track. This shows that you are invulnerable to attack until the start of the next Round. 6 Developed by Alan Emrich and Josh Neiman

7 Launch a Colony Rocket After a player has taken their Actions they may choose to Launch a Colony Rocket by doing the following steps: 1. Population Check: In order to Launch, the player must have a Population of at least Choose a destination: Your current Technology Level determines in what Zones your Colony Rocket markers can land (i.e., be placed on the map). A Technology Level of 1 can land at Zone 1, Technology Level of 2 can land at Zone 1 or Zone 2, etc. However, you can choose to take a risk to Launch to one Zone further than your current Technology Level. This is referred to as a Blind Launch (see below). 3. Launch and Land Rocket: Reduce the population by 1 and place one of your Colony Rocket markers onto the next available space in the Zone. The first Colony Rocket placed will always go onto the highest valued space in the Zone. If there are no available spaces in the Zone Launched to, a Hostile Landing must be attempted. If the player is at Technology Level 1 when Launching, reduce Technology Level to 0. Planet Serpens 710 is only available in a 4 player game. Terra Nova never runs out of space. 4. Hostile Takeover (Optional): See next page All Launched Rockets remain in their positions on the colonization map and count for Victory Points at the end of the game; these rockets can be eliminated or moved via Hostile Landings and Takeovers. Zone Descriptions Technology Level 1: Capable of launching Sub-Light Engine Colony Rockets that can just reach Zone 1. The planets there do not have ideal climates, so lots of terraforming equipment is loaded onto these ships, costing you a Technology Level to equip and Launch them. Technology Level 2: Capable of using Light Speed Engines that can just reach Zone 2 planets or, if desired, still travel to Zone 1 planets. Technology Level 3: Developed Worm Hole travel technology and can instantly travel to a new world that is a slightly larger version of Earth. This planet, called Nova Terra, has enough room for everybody, and all Colony Rocket markers have room to settle there without conflict Tom Decker and Victory Point Games 7

8 Blind Launches When you choose to Launch to one zone further than your current Technology Level (i.e. Zone 1 if your Technology is at Level 0, Zone 2 if your Technology is at Level 1, or Zone 3 if your Technology is Level 2), you must land your Colony Rocket on a previously colonized planet in the Zone. Since there are unlimited open slots in Zone 3, the only requirement for that Zone is that the 4 space is occupied. To determine the success of your Blind Launch, roll one die with the following results: 1 2: The Colony Rocket is lost in space. Remove it from the game. 3 6: The Colony Rocket may land on one previously colonized planet in that Zone. You may attempt a Hostile Landing and/or Hostile Takeover with a Blind Launch. In this case, you resolve the Blind Launch first. Then, if successful, you resolve the Landing and/or Takeover. Hostile Landing If all spaces are full in a Zone where you wish to Launch to, you must attempt a Hostile Landing. To succeed you must achieve a modified roll of 7 or higher on a roll of one die. You receive a +1 modification on your roll for each Level of Marines you reduce your marker by before you roll the die. You cannot reduce your Marines below Level 0. If you fail, remove your Colony Rocket from the game. If you succeed, remove any Colony Rocket on a low-numbered space (i.e. the 1 spaces in Zone 1 or the 2 spaces in Zone 2) from the game and replace it with your Colony Rocket. Hostile Takeover You may also attempt a Hostile Takeover immediately after landing on a planet that contains an opponent s Colony Rocket using the same procedure as Hostile Landings. If you fail, your Colony Rocket remains on its current space. If you succeed, swap the positions of your Colony Rockets such that your marker is now on the higher point total space. 8 Developed by Alan Emrich and Josh Neiman

9 Alien Invasion Except during the first Round, you must conduct an Alien Invasion. Roll one die and use the following modifier for each Unaligned City remaining in the game: 5+: Subtract 4 3 4: Subtract 3 1 2: Subtract 2 If there are no Unaligned Cities remaining in the game, there is no die roll modifier. If the modified result is 0 or lower, remove any one Unaligned City from play. This concludes the Alien Invasion for that Player Turn. If the modified result is 1 or higher, then beginning with the First Player and going clockwise, count around the table with players still in the game (do not include a player who ended their game this turn) until the modified result is achieved, looping around a second (or even third) time as needed. The person at that number is attacked. The Attacked player takes the following steps to resolve the Alien Invasion: 1. Check to see if their Marines track marker is faceup. If the Marines track marker for the Attacked Player is face-down, the Alien Invasion is thwarted by this player and over. 2. Attack a City If the Population City is still in play it is attacked. If not, then the Space/Military City is attacked. 3. Choose: A) Despair: i) If Population City: Lose 1 Population and destroy Population City. Take your Alien Technology marker from the Reserve. ii) If Military City: Reduce 2 points in any combination from Population and Marines. B) Counter-Attack: Same as the Counter- Attack Action. If successful, take your Alien Technology marker from the Reserve. Alien Invasion Example: Chris and Mary are playing a two player game and there is just one Unaligned City remaining. Chris is the First Player and rolls a 6 for his Alien Invasion. The modified result is 4. As First Player, Chris counts 1, Mary 2, back to Chris for 3, and it lands on Mary for 4. Mary is attacked! 2013 Tom Decker and Victory Point Games 9

10 End of Game Players continue to take turns until their game ends in one of four ways. When every player s game has ended, the game is over and scores will be counted to determine the winner. Earth Operations Destroyed: At any time when you have both 0 Population and 0 Marines on their respective tracks, your game is immediately over. Remove your Population, Marines, and Technology markers from their respective tracks. If this happens during your turn, finish your turn by conducting an Alien Invasion. You take no further Actions until the end of the game. Abandon Earth: When all of your Colony Rocket markers have been Launched (i.e., you are holding no more in front of you), immediately remove your Population, Marines, and Technology markers from their respective tracks. You finish your turn by conducting an Alien Invasion, but your game is then over and you will take no further Actions until the end of the game. Lock the Gates: After your Launch a Colony Rocket Step and before the Alien Invasion, if you have built an Underground City, have at least one Colony Rocket and a Population of 1, you may turn one remaining Colony Rocket face-down in front of you (remove the rest) and remove your Population, Marines, and Technology markers from their respective tracks. You finish your turn by conducting an Alien Invasion, but your game is then over and you will take no further Actions until the end of the game. Your remaining people have locked themselves away in your Underground City, hidden forever from the Aliens. Salvation of Earth: This occurs instantly when all three of your resource tracks (Technology, Population, and Marines) are simultaneously at their maximum Levels (i.e., 3, 5 and 5, respectively). The instant this occurs, the game is over and you have won, having saved the Earth from Alien Invasion. It is intended that this result is near impossible to achieve, so take a bow should you manage it! 10 Developed by Alan Emrich and Josh Neiman

11 Determining the Winner Each player scores Victory Points equal to the number of the space in which they have a Colony Rocket on the colonization map. Additionally, a player with a face-down Colony Rocket in front of them, from locking the gates, scores 2 points. The player with the most Victory Points is the winner. If there is a tie for most Victory Points, the player with the most Colony Rocket markers on Nova Terra wins. If that is also tied, then the player who successfully landed the most Colony Rocket markers anywhere on the map wins. If that is also tied, those players share the victory and become eternal allies! Optional Rule When the fourth Unaligned City chit has been removed from play, add the Shanty Town Refugees chit to the Grab Bag. When the first Space/Military City is attacked, add the 1/2 New Tactic Training chit to the Grab Bag. Shanty Town: When you draw the Shanty Town chit, retain it and increase your Population by 1. The next time one of your Cities is selected for Alien Invasion, return the Shanty Town to the Grab Bag instead of calculating any other result. The Shanty Town does not give you an additional Action. The Shanty Town is destroyed instead of your other Cities. Tactics: When you draw the 1/2 New Tactic Training chit, retain it and increase your Marines by 1 (without reducing your Population). You may return this chit to the Grab Bag to cut your Marines losses in half (rounded down) after you consult the Combat Results Table. Credits: Designer: Tom Decker Developer: Alan Emrich Josh Neiman Art: Barry Pike III Richard Starke Graphic Design: Barry Pike III Playtesters: Justin Fuhrmann, Mark Goss, Travis Ko, Lance McMillan, Lenz Poh, Justin Ryser, Michael Stultz Proofreaders: Bill Barrett, Simon King, Ian Wakeham, Russ Williams 2013 Tom Decker and Victory Point Games 11

12 Engineers: Take gray Colony Rocket. Launch it at any time during your Player Turn, including a turn in which you Launch a regular Colony Rocket. Reduce Population (and Technology Level if currently at Technology Level 1) as if a normal Launch. Adjust Population track by value shown on counter then return to Grab Bag. The -1 chit gets returned to the Reserve not the Grab Bag. Increase your Population Level by 1 Level as normal, OR increase your Marines by 1 Level without decreasing your Population. Medical Stability: When any 0* or -1 chit is pulled by you, it must be treated as a 1 chit instead. Return to the Grab Bag with no effect OR hold for future use as a Spend Action to gain 2 Population, but also add the -1 Refugees chit to the Grab Bag. Hold it and increase your Population by 1. When one of your Cities is selected for Alien Invasion, return the Shanty Town to the Grab Bag instead of calculating any other result. Science Academy: When spending your Alien Technology marker, you immediately gain a second benefit, different from the first one you take. Adjust Marines track by value shown on counter, then return to Grab Bag. If Level increased, must have and reduce 1 Level of Population. (The -1 chit gets returned to the Reserve, not the Grab Bag.) Hold it and increase your Marines by 1 (without reducing your Population). You may return this chit to the Grab Bag to cut your Marines losses in half (rounded down) after Combat. Culture: Each Colony Rocket in Zone 2 or 3 adds one to its End of Game score. Martial Law: In a Counter- Attack, if Marines are reduced to exactly 0, you still earn Alien Technology. Also, add 2 to rolls for Hostile Landings and Takeovers. Return to the Grab Bag with no effect OR hold for future use as a Spend Action to gain 2 Marines, but also add the -1 Training chit to the Grab Bag. If you hold the Bang! marker, it can be put back into the Reserve after a Counter-Attack to prevent any Marines losses. This is NOT a Spend Action. Note: Positive valued Refugees and Training chits can be used to build Underground Cities. Spend to receive one of the following: Gain 1 Technology Level. Gain 2 Population and place the 3 Refugees chit in the Grab Bag. Spend 1 Population, gain 2 Marines Levels, and place the 2 Training chit in the Grab Bag. Take the Bang! marker from the Reserve or the player currently holding it. 12 Developed by Alan Emrich and Josh Neiman

Introduction. Components. 60 Resource Cards (15 each of each) 8 Structure Tiles (double-sided: under construction and completed)

Introduction. Components. 60 Resource Cards (15 each of each) 8 Structure Tiles (double-sided: under construction and completed) Introduction It s the age of the next great space race and you are competing to see who will control the recently-discovered earth-like planet Zenobia. 3-5 of you take control of one of the five corporate

More information

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event.

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event. It is the year 2123. Earth has become inhospitable to life and humanity has spread throughout the universe in a quest to find a new home. Each surviving human colony will form exploration teams to different

More information

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC SPACE EMPIRES Scenario Book 1 SCENARIO BOOK GMT Games, LLC P.O. Box 1308 Hanford, CA 93232 1308 www.gmtgames.com 2 SPACE EMPIRES Scenario Book TABLE OF CONTENTS Introduction to Scenarios... 2 2 Player

More information

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK 30-45 Mins Ages 14+ 2-4 Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK In the far future, robots have been designed to fight for the enjoyment of humanity. Bullets, lasers, bombs, drills, and various

More information

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24) GAME OVERVIEW Modern Land Battles is a fast-paced card game depicting ground combat. You will command a force on a modern battlefield from the 1970 s to the modern day. The unique combat system ensures

More information

8 Weapon Cards (2 Sets of 4 Weapons)

8 Weapon Cards (2 Sets of 4 Weapons) A Game by Pedro P. Mendoza (Note: Art, graphics and rules are not final) The way of the warrior is known as Bushido. It is a code that guides the life of a warrior and promotes values of sincerity, frugality,

More information

martin wallace rules book MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth

martin wallace rules book MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth martin wallace rules book MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth moongha invaders thegamersgame #1 Moongha invaders MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth! game design: Martin

More information

Maybe once you've beaten back the roundheels in the one-off brawls you can go on to fight in the bigger tournaments...

Maybe once you've beaten back the roundheels in the one-off brawls you can go on to fight in the bigger tournaments... Fréderic Moyersoen Credits Designer: Fréderic Moyersoen Producer & Developer: Josh Neiman Art: Brett Mitchell Graphic Design: Michelle Ball Playtesting: Dustin Crenshaw, Scott Dexter, R.A. Ferrara, Nathan

More information

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS TM TM USING THIS REFERENCE This document is intended as a reference for all rules queries. It is recommended that players begin playing Star Wars: Rebellion by reading the Learn to Play booklet in its

More information

Intro. Rule Book Contents. Components...3 A list of all game materials.

Intro. Rule Book Contents. Components...3 A list of all game materials. 1 Intro The Kurross Empire emerged from the deep, endless pool of space, dark and undetectable. They crushed Earth s paltry fleet within a week, and broke through the great planetary shield that protected

More information

PROFILE. Jonathan Sherer 9/30/15 1

PROFILE. Jonathan Sherer 9/30/15 1 Jonathan Sherer 9/30/15 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game. The

More information

FIRST CONTACT: YOUR TOWN! The Body-Snatching Alien Invasion Game

FIRST CONTACT: YOUR TOWN! The Body-Snatching Alien Invasion Game FIRST CONTACT: YOUR TOWN! The Body-Snatching Alien Invasion Game GAME OVERVIEW What if intelligent beings from another planet decided to forcibly take possession of planet Earth by taking over people's

More information

Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis.

Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis. Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis. Overview Struggle of Empires recreates the military, economic, and political rivalries of the major European powers of the eighteenth

More information

PROFILE. Jonathan Sherer 9/10/2015 1

PROFILE. Jonathan Sherer 9/10/2015 1 Jonathan Sherer 9/10/2015 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game.

More information

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION BOX CONTENT 300 CARDS *20 Starter Cards [Grey Border] 4 Evasive Maneuvers 4 Tricorder 4 Phasers 4 Diagnostic Check 4 Starfleet Academy *54 Basic Characters [Yellow Border] 24 Ensign 16 Lieutenant 14 Commander

More information

BEYOND NEBULA Introduction and Rulebook

BEYOND NEBULA Introduction and Rulebook BEYOND NEBULA Introduction and Rulebook By Guilherme Portela, João Monteiro, Pedro Ordaz 1. Introduction 2. Objective 3. The Story 4. Box Contents 5. Map Legend 6. Preparing the Game 7. Turn Structure

More information

Components. Overview of Play

Components. Overview of Play Tammany Hall was the political machine that dominated New York City politics by organizing the immigrant populations. While the organization s influence spanned from its founding in the 1790 s to its collapse

More information

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers 1.13 HISTORIA Recreate the last 12,000 years of history. From the dawn of Civilization, through agriculture and navigation, nuclear energy and then into the future! In Historia, each player controls a

More information

SPACE EMPIRES Rules of Play RULE BOOK. Version 1.2. GMT Games, LLC P.O. Box 1308 Hanford, CA , 2017 GMT Games, LLC

SPACE EMPIRES Rules of Play RULE BOOK. Version 1.2. GMT Games, LLC P.O. Box 1308 Hanford, CA , 2017 GMT Games, LLC SPACE EMPIRES Rules of Play RULE BOOK Version. GMT Games, LLC P.O. Box 08 Hanford, CA 9 08 www.gmtgames.com SPACE EMPIRES Rules of Play TABLE OF CONTENTS.0 Introduction.....0 Playing Pieces.....0 Sequence

More information

CARCASSONNE. A tile-laying game for 2-5 players aged 10 and up.

CARCASSONNE. A tile-laying game for 2-5 players aged 10 and up. CARCASSONNE A tile-laying game for 2-5 players aged 10 and up. Contents 80 Sea Tiles (including 1 starting tile with Captain s Wheel icon and a dark back), which picture islands, trade routes, sea zones,

More information

Alex Rockwell. 1 Start Player marker. 4 Player screens. 4 Market Reference tiles. 1 Auction board. 30 Auction tiles.

Alex Rockwell. 1 Start Player marker. 4 Player screens. 4 Market Reference tiles. 1 Auction board. 30 Auction tiles. Alex Rockwell The Homestead Act of 1862 allowed Americans to claim undeveloped land by living on and farming it for five years. Also in the 1860s, the Transcontinental Railroad was built across North America,

More information

Circus Train. Circus Train Game Rules 1. Table of Contents [1.0] INTRODUCTION [3.0] GAME OBJECTIVE [2.0] GAME EQUIPMENT. A game for 1-2 ringmasters

Circus Train. Circus Train Game Rules 1. Table of Contents [1.0] INTRODUCTION [3.0] GAME OBJECTIVE [2.0] GAME EQUIPMENT. A game for 1-2 ringmasters Circus Train A game for 1-2 ringmasters Table of Contents 1.0 Introduction... 1 2.0 Game Equipment... 1 3.0 Game Objective... 1 4.0 Set Up... 2 5.0 Sequence of Play... 2 6.0 Action Cards... 2 7.0 Performance

More information

Dune Express Alliances Dune express variant Originally Designed by FNH Game

Dune Express Alliances Dune express variant Originally Designed by FNH Game Dune Express Alliances Dune express variant Originally Designed by FNH Game Variant designed by Eric Pietrocupo Version 1.0.0 March 15 th 2010 Since there are so many variants out there, I needed to give

More information

Anthony Rubbo. Game components. 1 Camp. 30 clocks. 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel 16 treasure maps

Anthony Rubbo. Game components. 1 Camp. 30 clocks. 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel 16 treasure maps Game components Anthony Rubbo 1 Camp Connect the two tiles together. 3 excavations 1x jungle, 1x desert, 1x sea 30 clocks 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel

More information

A game of interstellar exploration and colonization by Seth Jaffee. For 2-5 Players 10 and up minutes. Space Hex front samples.

A game of interstellar exploration and colonization by Seth Jaffee. For 2-5 Players 10 and up minutes. Space Hex front samples. For 2-5 Players 10 and up. 45-90 minutes. The Terran Federation has commissioned this space station, at the farthest reaches of the known universe, because they believe there are habitable planets here.

More information

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager Caesar Augustus A board game by Edward Seager Introduction Caesar Augustus is a historical game of strategy set in the Roman Civil War period for 2-5 players. You will take the role of a Roman general,

More information

KUNG CHI. By Stone Mage Games RULES. Sample file

KUNG CHI. By Stone Mage Games RULES. Sample file KUNG CHI By Stone Mage Games RULES There are 15 Chi Markers per player, a 4 sided die, 15 Scroll Skrypt cards, 15 Sword Skrypt cards, and 15 Army cards. GAME COMPONENTS GAME SETUP The object of Kung Chi

More information

NIGHTMARE FOREST Dead Run

NIGHTMARE FOREST Dead Run NIGHTMARE FOREST Dead Run You were out enjoying a night camping with your friends in the woods near The City. Settled around a warm and cozy campfire a good time was being had by everyone. That was when

More information

Bravery in the Sand. 1. Introduction. 2. Components. Units. Chits. Markers Markers

Bravery in the Sand. 1. Introduction. 2. Components. Units. Chits. Markers Markers 1. Introduction Bravery in the Sand 2.1.2 Markers Bravery in the Sand is a two player game that covers the major part of the battle known as Operation Crusader in North Africa during World War Two. Covering

More information

Battle. Table of Contents. James W. Gray Introduction

Battle. Table of Contents. James W. Gray Introduction Battle James W. Gray 2013 Table of Contents Introduction...1 Basic Rules...2 Starting a game...2 Win condition...2 Game zones...2 Taking turns...2 Turn order...3 Card types...3 Soldiers...3 Combat skill...3

More information

Overview & Objective

Overview & Objective Rulebook Overview & Objective Poets, Minstrels and Troubadours throughout Tessandor meet in Noonshade Keep for the annual Battle of the Bards competition to spin tales of the glorious battles and adventures

More information

This rulebook contains a few special rules when playing with only 2 players. Look for the 2 symbol and this dark grey background to identify them.

This rulebook contains a few special rules when playing with only 2 players. Look for the 2 symbol and this dark grey background to identify them. DAVID J. MORTIMER 2-4 45 12+ War has erupted across the Imperium! The spacefaring races must now struggle for supremacy, launching fleets of starships across the galaxy to battle for control of the most

More information

By Chris Leder and Daryl Andrews. Rulebook. Story and Goal

By Chris Leder and Daryl Andrews. Rulebook. Story and Goal By Chris Leder and Daryl Andrews Rulebook Story and Goal At the end of the 19th Century, a brilliant and wealthy inventor announced that he was building a gleaming city of the future a utopian metropolis

More information

Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint

Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint Introduction This is an after action report of a play test game of Monlimar: Anvil of Fate. Please note that the Vassal module and graphics

More information

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions Buck Rogers Battle For The 25 th Century 1 OBJECT 1) Control 15 Territorial Zones at the end of any turn 2) Control the last Leader on the board at any time 3) Convince everyone else to surrender 4) Control

More information

Components Locked-On contains the following components:

Components Locked-On contains the following components: Introduction Welcome to the jet age skies of Down In Flames: Locked-On! Locked-On takes the Down In Flames series into the Jet Age and adds Missiles and Range to the game! This game includes aircraft from

More information

Race to the Moons. Overview:

Race to the Moons. Overview: Race to the Moons The year is 2169 and mankind has pretty much filled up the Earth. It has been 200 years since man first set foot on the Moon. And now there are cities on the Moon and Mars. But our Solar

More information

Contents. Goal. Jump Point

Contents. Goal. Jump Point Game Rules W elcome to the height of technology and comfort, the Space Station Atlantis! All the comfort of a five star hotel, mixed with the adventure of space travel. The station is filled with staff,

More information

OO1 Game Board OO90 Plastic Pieces, including: OO350 Cardboard Pieces, including: OO67 Bridge-Sized Cards, including:

OO1 Game Board OO90 Plastic Pieces, including: OO350 Cardboard Pieces, including: OO67 Bridge-Sized Cards, including: Introduction Component List 2 Ladies and gentlemen, welcome to the Colonies! Well, a Colony. Maybe we ll name this one after you. I bet you d like a boomtown with your name on it. We are booming sure enough,

More information

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager Caesar Augustus A board game by Edward Seager Introduction Caesar Augustus is a historical game of strategy set in the Roman Civil War period for 2-5 players. You will take the role of a Roman general,

More information

Gazala: The Cauldron Table of Contents

Gazala: The Cauldron Table of Contents Gazala: The Cauldron Table of Contents 1.0 Introduction... 1 2.0 Components... 1 2.1 Game Scale... 1 2.2 Playing Pieces... 1 2.2.1 Action Chits (see 4.0)... 1 2.2.2 Tactical Chits (see 4.0)... 1 2.2.3

More information

Arkham Investigations An alternate method of play for Arkham Horror.

Arkham Investigations An alternate method of play for Arkham Horror. Arkham Investigations 1 Arkham Investigations An alternate method of play for Arkham Horror. Introduction While Arkham Horror is a great game, for connoisseurs of H.P. Lovecraft's work, it presents a rather

More information

T H E G A M E O F S T R A T E G I C C O N Q U E S T

T H E G A M E O F S T R A T E G I C C O N Q U E S T AGES + - PLAYERS T H E G A M E O F S T R A T E G I C C O N Q U E S T FIELD GUIDE www.usaopoly.com We will be happy to hear your questions or comments about this game: Write to: USAOPOLY Customer Service

More information

Goal of the Game. For 2-4 Players

Goal of the Game. For 2-4 Players RULEBOOK 1 For 2-4 Players As Jarl of a Viking clan, your followers have certain expectations: prosperity, security and glory. In return they follow you on raids of keep and villages and territories. They

More information

Defense. Movement. Missile Image (Reverse)

Defense. Movement. Missile Image (Reverse) Astra Titanus Rulebook 1 [1.0] INTRODUCTION AND BACKGROUND During the Exodus Wars of 2149-2160, four human empires fought over territory, resources and technology. After a decade of fighting, the war-weary

More information

Free Shipping for all USA orders!

Free Shipping for all USA orders! Free Shipping for all USA orders! The Game Board The game board shows New York City and surrounding land and water areas. Locations are on land areas. Game units are placed on locations during game play.

More information

Introduction. Game Contents. Game Overview. By Scott Leibbrandt Copyright 2016 Minion Games, LLC

Introduction. Game Contents. Game Overview. By Scott Leibbrandt Copyright 2016 Minion Games, LLC By Scott Leibbrandt Copyright 2016 Minion Games, LLC Game Contents 1 Gameboard 120 Influence Cubes (30 Red, 30 Blue, 30 Green, 30 Black) 56 Influence Cards 12 Hero Tokens (3 Red, 3 Blue, 3 Green, 3 Black)

More information

WARHAMMER LEGENDARY BATTLES

WARHAMMER LEGENDARY BATTLES WARHAMMER LEGENDARY BATTLES Welcome Most games of Warhammer are two player games between armies with equal points values of anywhere from 500 to 3000 points. However, while games like these are great fun,

More information

Contents. Important Terms. Components. Credits

Contents. Important Terms. Components. Credits Peter Hawes Contents Overview............................... 1 The Game Board.......................... 2 Preparation............................. 2 Aim of the Game.......................... 3 Playing

More information

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander Privateer Press Designed by Will Schoonover Revised Rulebook by Justin Alexander http://www.thealexandrian.net CHARACTERS Each player will take on the role of a specific character. CHARACTER SHEET: Your

More information

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games www.garphill.com 2 introduction Raiders of the North Sea is set in

More information

Dungeon Cards. The Catacombs by Jamie Woodhead

Dungeon Cards. The Catacombs by Jamie Woodhead Dungeon Cards The Catacombs by Jamie Woodhead A game of chance and exploration for 2-6 players, ages 12 and up where the turn of a card could bring fortune or failure! Game Overview In this game, players

More information

Dragon Canyon. Solo / 2-player Variant with AI Revision

Dragon Canyon. Solo / 2-player Variant with AI Revision Dragon Canyon Solo / 2-player Variant with AI Revision 1.10.4 Setup For solo: Set up as if for a 2-player game. For 2-players: Set up as if for a 3-player game. For the AI: Give the AI a deck of Force

More information

EPIC VERSION RULEBOOK Fledgling empires expand across the globe in an attempt to control land and sea. The Epic game is playable in four to six hours.

EPIC VERSION RULEBOOK Fledgling empires expand across the globe in an attempt to control land and sea. The Epic game is playable in four to six hours. EPIC VERSION RULEBOOK Fledgling empires expand across the globe in an attempt to control land and sea. The Epic game is playable in four to six hours. DUST - RULES SUMMARY TABLE OF CONTENTS The Story of

More information

Victory Point Games. Reiner Knizia

Victory Point Games. Reiner Knizia Victory Point Games Reiner Knizia Introduction.............. 2 Game Components....... 2 Set Up................... 2 Sequence of Play.......... 3 How to Win.............. 4 Play Variations............ 5

More information

TWO PLAYER RULES Introduction

TWO PLAYER RULES Introduction TWO PLAYER RULES Introduction Congratulations on purchasing the Kickstarter version of Moongha Invaders. Your reward is a two-player game pitting a team of heroes against a horde of rampaging monsters.

More information

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche Version 1.1, March 15, 2003 2-4 Players, 60-120 minutes Author and copyright by Phillip Lerche Equipment to play One piecepack (see

More information

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color)

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color) The tech-future which mankind has been working towards is finally upon us! Sadly, the tech-future is not all we thought it was cracked up to be; technology couldn t save us from ourselves and there are

More information

Game Manual. prototype

Game Manual. prototype Game Manual prototype prototype Can you survive in this hostile land ravaged by monsters and unending strife? Are you ready to fight and become Lord of Hellas? In Lords of Hellas you will lead a hero to

More information

16.0 OPTIONAL RULES These rules may be introduced to add variety to your games. WWII on the High Seas

16.0 OPTIONAL RULES These rules may be introduced to add variety to your games. WWII on the High Seas 16.0 OPTIONAL RULES These rules may be introduced to add variety to your games. 16.1 Linked Games This rule links several battles to determine the overall winner. Set-up and play each battle as normal.

More information

FEUDALISM Christo regnante, regem sperante

FEUDALISM Christo regnante, regem sperante FEUDALISM Christo regnante, regem sperante INTRODUCTION Feudalism is a card game for 2 players, covering, very loosely, the events, situations and rivalries in the kingdom of France from the end of the

More information

natural, blue, green, and orange, plus 8 gray neutral citizens) natural, blue, green, and orange, plus 10 gray neutral cubes)

natural, blue, green, and orange, plus 8 gray neutral citizens) natural, blue, green, and orange, plus 10 gray neutral cubes) In the year 1200, the foundation is laid for the cathedral of Troyes, but it will not be finished until 400 years later, after innumerable incidents. This game invites you to experience four centuries

More information

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex Tower Defense Players: 1-4. Playtime: 60-90 Minutes (approximately 10 minutes per Wave). Recommended Age: 10+ Genre: Turn-based strategy. Resource management. Tile-based. Campaign scenarios. Sandbox mode.

More information

SPACE EMPIRES Scenario Book SCENARIO BOOK. Version 1.2. GMT Games, LLC. P.O. Box 1308 Hanford, CA

SPACE EMPIRES Scenario Book SCENARIO BOOK. Version 1.2. GMT Games, LLC. P.O. Box 1308 Hanford, CA SPACE EMPIRES Scenario Book 1 SCENARIO BOOK Version 1.2 GMT Games, LLC P.O. Box 1308 Hanford, CA 93232 1308 www.gmtgames.com 2 SPACE EMPIRES Scenario Book TABLE OF CONTENTS Introduction to the Scenarios...

More information

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life Pixel Tactics is a head-to-head tactical battle for two players. Each player will create a battle team called a unit, which consists of a leader and up to eight heroes, and these two units will meet on

More information

The Glory that was GREECE. Tanagra 457 BC

The Glory that was GREECE. Tanagra 457 BC The Glory that was GREECE Tanagra 457 BC TCSM 2009 The Glory that Was Vol. I: Greece Rulebook version 1.0 1.0 Introduction The Glory that was is a series of games depicting several different battles from

More information

110 cards, which are used to resolve battles between the Condottieri.

110 cards, which are used to resolve battles between the Condottieri. Introduction During the Renaissance, Italy was divided into numerous independent city-states, sometimes friendly, sometimes hostile. The best known of these were Genoa, Florence, the Duchy of Milan, and

More information

Introduction. Index. 1. Introduction & Index 2. Core Rules 3. Ship Components 4. Advanced Ship Components 5. Special Fleets

Introduction. Index. 1. Introduction & Index 2. Core Rules 3. Ship Components 4. Advanced Ship Components 5. Special Fleets Introduction From the creative mind of Austin Peasley we bring you Orion s Gate, a single-page ruleset played with papercraft miniatures that was designed to be fast to learn and simple to play. Gameplay

More information

001 \ FORTRESS AMERICA

001 \ FORTRESS AMERICA TM TM 00 \ FORTRESS AMERICA ONE NATION, UNDER SIEGE! IN THE ST CENTURY, THE UNITED STATES OF AMERICA UNVEILED A NEW SYSTEM OF SATELLITES AND POWERFUL LASERS THAT PROVIDED NOT ONLY A FLAWLESS DEFENSE AGAINST

More information

THE STORY 2-4 PLAYERS Min. 12+

THE STORY 2-4 PLAYERS Min. 12+ BY DARYL CHOW & DANIEL ROCCHI PREVIEWER RULEBOOK; NOT FINAL TEXT OR ART THE STORY -4 PLAYERS 60-75 Min. + Europa; the frozen moon of Jupiter. It took decades to bio-form this ball of ice into a place that

More information

Credits. Designed by Jeremy Stoltzfus w/ Graham Weaver. Developed and Produced by Josh Neiman. Graphic Design by Michelle Ball

Credits. Designed by Jeremy Stoltzfus w/ Graham Weaver. Developed and Produced by Josh Neiman. Graphic Design by Michelle Ball Je remy Stoltzfus Credits Designed by Jeremy Stoltzfus w/ Graham Weaver Developed and Produced by Josh Neiman Graphic Design by Michelle Ball Art by Brett Mitchell Inspired by Trivium Oak Pedro Miranda,

More information

Mighty Planetary Empires

Mighty Planetary Empires Mighty Planetary Empires Welcome to the Mighty Planetary Empires Campaign! This is a 6 week campaign, running from the 25 th of September 2009 to the 6 th of November 2009 and will be graciously hosted

More information

Adventures. New Kingdoms

Adventures. New Kingdoms Adventures in the New Kingdoms Role Playing in the fallen empires of the Kale - Book 4 - Blood & Combat version 1.0 (Wild Die 48hr Edition) 2009 Dyson Logos Adventures in the New Kingdoms Book 4 Page 1

More information

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE STOP! This Rules Reference Guide does not teach players how to play the game. Players should first read the Learn to Play booklet, then use this Rules Reference Guide as needed when playing the game. INTRODUCTION

More information

Underleague Game Rules

Underleague Game Rules Underleague Game Rules Players: 2-5 Game Time: Approx. 45 minutes (+15 minutes per extra player above 2) Helgarten, a once quiet port town, has become the industrial hub of a vast empire. Ramshackle towers

More information

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives Setup Action Phase Command Phase Status Phase Setup the map boards, map overlay pieces, markers and figures according to the Scenario. Players choose their nations. Green bases are American and grey are

More information

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17 T FULL RULEBOOK his book includes the complete rules for the game, followed by the Scenario section on page 17. This rulebook is not intended as a method for learning the game, and especially not as a

More information

Game components. Common components: 1 dice tower. 24 progress tokens. 40 commodity tokens 8 of each type

Game components. Common components: 1 dice tower. 24 progress tokens. 40 commodity tokens 8 of each type Follow the lead of the famous navigator and discoverer Amerigo Vespucci. New lands are waiting to be discovered and to provide a new homeland rich with valuable resources ffor its settlers. Good planning

More information

THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL. HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY.

THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL. HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY. AGES 0+ -5 PLAYERS FIELD GUIDE WAR HAS CHANGED PMCs (Private Military Companies) have taken the place of state armies as the world s primary war machines. As the fires of war continue to spread, take command

More information

OVERVIEW COMPONENTS. 1 Cloth Bag 16 Starship Consoles 4 Player Pawns. 1 Game board 4 Reference Cards 1 Rulebook

OVERVIEW COMPONENTS. 1 Cloth Bag 16 Starship Consoles 4 Player Pawns. 1 Game board 4 Reference Cards 1 Rulebook OVERVIEW In Starship Merchants, each player runs a fledgling corporation looking to stake a claim in the lucrative mining business. Players buy starships, explore the galaxy and deliver cargo for interstellar

More information

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games www.garphill.com 2 introduction Explorers of the North Sea is set

More information

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens Matthew Dunstan MONUMENTAL 1 4 players l 90-120 min l Ages 14+ RULES In Monumental, each player leads a unique civilization. How will you shape your destiny, and how will history remember you? Dare you

More information

Supervillain Rules of Play

Supervillain Rules of Play Supervillain Rules of Play Legal Disclaimers & Remarks Trademark & Copyright 2017, Lucky Cat Games, LLC. All rights reserved. Any resemblance of characters to persons living or dead is coincidental, although

More information

The Awakening of the Underworld

The Awakening of the Underworld The Awakening of the Underworld Components Gameboard The game board shows Corinth, one of the most important Greek cities of antiquity, with its buildings and surroundings. Wooden pieces 12 Discs, a Leader

More information

v.1.1 Colonial Summary A game by Christophe Pont - Rules revisited by Paolo D Ulisse

v.1.1 Colonial Summary A game by Christophe Pont - Rules revisited by Paolo D Ulisse Summary 0. Introduction...2 0.1. Object of the game...2 1. Game components...2 1.1. The Board...2 1.2. The Market place...3 1.3. The Loan display...3 1.4. A player s Nation board...3 2. Terminology...3

More information

SETTING UP THE GAME: YOUR MISSION BEGINS

SETTING UP THE GAME: YOUR MISSION BEGINS CAPTAIN S LOG SETTING UP THE GAME: YOUR MISSION BEGINS COMPONENT LIST A. 4 Clix Figures B. 4 Character Cards C. 2 Clix Starships D. 1 Game Board E. 21 Captain s Log Cards F. 25 Captain s Log Supplemental

More information

The Esoteric Order of Gamers

The Esoteric Order of Gamers The Esoteric Order of Gamers www.orderofgamers.com High quality materials for the dedicated devotee of immersive, thematic tabletop games. Game rules summaries, foamcore box plans, articles, interviews,

More information

Introduction. Table of Contents. Credits

Introduction. Table of Contents. Credits Introduction You are the last and best hope for survival against an endless horde of invading alien starships on their way to lay waste to your homeworld! But are you enough? is a solitaire game designed

More information

[2.0] GAME EQUIPMENT

[2.0] GAME EQUIPMENT Angels One Five Rules v1.0 1 Angels One Five Table of Contents [1.0] INTRODUCTION... 1 [2.0] GAME EQUIPMENT... 1 [3.0] SEQUENCE OF PLAY... 2 [4.0] ALTITUDE CHANGE... 3 [5.0] MOVEMENT... 4 [6.0] AIRSPEED

More information

The Rules of the Game

The Rules of the Game The Rules of the Game 1 A Brief History of the World is played over six epochs. During an epoch each player will lead an empire. This empire will establish itself, expand into other lands and make an impact

More information

MIDDLE-EARTH IN FLAMES. This complete campaign is set around

MIDDLE-EARTH IN FLAMES. This complete campaign is set around MIDDLE-EARTH TM IN FLAMES War has come to Middle-earth, as mighty armies try to claim the land for their own! Mark Latham presents a new map campaign for The Lord of the Rings strategy battle game. The

More information

1 rulebook 32 dice (8 each of 4 colors) 24 Blueprint cards 9 Award cards 12 Prize cards 4 screens 1 scoreboard 1 cloth bag 4 scoring markers

1 rulebook 32 dice (8 each of 4 colors) 24 Blueprint cards 9 Award cards 12 Prize cards 4 screens 1 scoreboard 1 cloth bag 4 scoring markers Overview The players are architects who, over three rounds, will compete to win architectural prizes and awards for their construction projects. Each round, each player will erect a building according

More information

Game content: 6 clan-cards. 120 Tokens. 16 dice. 1 First Player token. 1 board. 53 Gnomes (wooden cubes) 48 objective cards

Game content: 6 clan-cards. 120 Tokens. 16 dice. 1 First Player token. 1 board. 53 Gnomes (wooden cubes) 48 objective cards RULEBOOK Game content: 16 dice First Player 1 First Player token 120 Tokens 1 board DINGLESON SCHNITZEL Revive one Gnome on a 6 8 9 6 clan-cards WESTDINGLEDONGLESON McDINGLE +1 on every dice roll O DINGLE

More information

Distribution in Poland: Rebel Sp. z o.o. ul. Budowlanych 64c, Gdańsk

Distribution in Poland: Rebel Sp. z o.o. ul. Budowlanych 64c, Gdańsk 1 Game rules: Fréderic Moyersoen Project management: Krzysztof Szafrański and Maciej Teległow Editing and proofreading: Wojciech Ingielewicz DTP: Maciej Goldfarth and Łukasz S. Kowal Illustrations: Jarek

More information

Components. 24 Rebel Resource Cards 24 Imperial Resource Cards. 5 Rebel Strategy Cards 5 Imperial Strategy Cards. 16 Influence Tokens.

Components. 24 Rebel Resource Cards 24 Imperial Resource Cards. 5 Rebel Strategy Cards 5 Imperial Strategy Cards. 16 Influence Tokens. 1 Game Overview A period of civil war has brought chaos and confusion to the galaxy. The Rebel Alliance seeks to restore freedom to the galaxy while the Galactic Empire plots to crush the rebels and any

More information

SPACE EMPIRES Close Encounters Expansion R U L E B O O K. GMT Games, LLC. GMT Games, LLC

SPACE EMPIRES Close Encounters Expansion R U L E B O O K. GMT Games, LLC. GMT Games, LLC SPACE EMPIRES Close Encounters Expansion R U L E B O O K GMT Games, LLC GMT Games, LLC P.O. Box 1308 Hanford, CA 93232 1308 www.gmtgames.com P.O. Box 1308 Hanford, CA 93232 1308 www.gmtgames.com SPACE

More information

1-2 players 15mins 10+ Game by Yoshiyuki Arai & EVAN SONG Artwork by Yann Tisseron

1-2 players 15mins 10+ Game by Yoshiyuki Arai & EVAN SONG Artwork by Yann Tisseron 1-2 players 15mins 10+ Game by Yoshiyuki Arai & EVAN SONG Artwork by Yann Tisseron Bloodthirsty Orcs are invading, crushing everything and everyone in their path. One by one, the Free People of this World

More information

All text is Copyright to Tim Edwards 2017

All text is Copyright to Tim Edwards 2017 CONTENTS Introduction 2 Dice Play 3 Attacking 7 Overview 2 Movement 4 Occupying the same square 13 Components 2 Special manoeuvres 6 Winning the game 14 Set up 3 Running aground 7 Print and play boards

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

Equipment for the basic dice game

Equipment for the basic dice game This game offers 2 variations for play! The Basic Dice Game and the Alcazaba- Variation. The basic dice game is a game in its own right from the Alhambra family and contains everything needed for play.

More information