Card Racer. By Brad Bachelor and Mike Nicholson

Size: px
Start display at page:

Download "Card Racer. By Brad Bachelor and Mike Nicholson"

Transcription

1 2-4 Players Minutes Ages 10+ Card Racer By Brad Bachelor and Mike Nicholson It s 2066, and you race the barren desert of Indianapolis. The crowd s attention span isn t what it used to be, however. No longer is winning the race enough; just winning is boring. You need to win and preferably do some sort of death defying stunt along the way. And, competition is fierce. So, power up your X-1 rocket engine and bolt on your grenade launcher, because only the fastest, the boldest, and the cleverest racer is going to win the crowd s favor and gain immortal fame. OBJECT OF THE GAME Gain the most Fame. Fame can be earned by performing stunts, placing well in the race, and by upgrading your car. CONTENTS: 307 Cards 1 Junkyard card 12 Overdrive cards 64 Player Fuel cards (4 Player Fuel decks; 16 cards each) 106 Track cards (2 Track decks; 53 cards each) 4 Reference cards (Including Start Player card) 4 Score cards 4 Start/Finish cards 4 Stunt Anticipation cards 20 Stunt cards 8 Stunt Ramp cards 80 Upgrade cards Page 1

2 CARDS = Suited Cards Track Deck & Player Fuel Deck Overdrive Start/Finish Stunt Stunt Ramp Junkyard Upgrade Score Card Stunt Anticipation Reference / Start Player Page 2

3 Set Up 2 Player Track (10 Rows, 3 Cards Per Row) 1. Shuffle both sets of Track cards individually, then place one set on top of the other to create one large Track deck. It doesn t matter which set is on top. 3 Player Track (8 Rows, 3 Cards Per Row) 2. Create the Track median (seen in the photos to the right) by dealing out rows of random Track cards face up in a long column. Cards in the same row may overlap as long as the suits are visible. Place the Start/Finish cards and the Stunt cards next to the median in the rows as shown (see the next page for help assembling stunts). 4 Player Track (9 Rows, 4 Cards Per Row, and a Start/Finish Line at Both Ends) Page 3

4 Stunts are assembled by placing panoramic cards next to each other. The in the four corners, and on the back, can help with orientation. One card in each stunt has an A and B on opposite sides. For this game, use the A side for the Hoop of Fire, and the B side for the Car Jump. The ramps are double sided as well. Use jump ramps side depicted to the left. Leave the other stunts in the box for now. After your first game, you will be able to build tracks with varying architecture and a diverse range of stunts (see Advanced Rules). 3. Place the Junkyard, the Track deck, the Upgrade Deck, and the Overdrive cards off to the side, but within reach. 4. Hand out Reference cards. Choose a start player to receive the Start Player Reference card. Play will go clockwise. 5. Each player should choose a car (box). Then, arrange your individual play area similar to below (or the mirror opposite). Your Score card should show the side without the / Penalties face up. Your Stunt Anticipation card can have either side face up. Play Area Page 4

5 6. Each player should take the 5 Starter Upgrade cards with the car icon in the bottom right hand corner matching their player color into their hand. In future games, you ll learn to draft Upgrade cards (see Advanced Rules). In general, you may look at your own cards, but do not show them to other players. A Starter Upgrade for the red player. 7. Place your car in its starting position and take bonus Overdrive cards based on player order. 8. Fuel up! 2 Player Game: Shuffle your Fuel deck. Draw 4 cards. 3 Player Game: Shuffle your Fuel deck. Draw 6 cards, then place 2 of your choice into your discard pile, in any order. 4 Player Game: First take out 1 of each suit from your Fuel deck. Put them into your discard pile in any order. Then, shuffle your Fuel deck and draw 4 cards. Page 5

6 Game play In Card Racer, you will be racing your car around the outside of the Track cards, row by row, up one side, back down the other, and taking a card from the median at the end of your turn. In this course, you will go counter-clockwise. Other than which side of the Track you are on, the side to side position of your car usually doesn t matter; just the vertical position (row to row). As such, when moving, feel free to swerve your car around other cars -with sound effects if you like- as you see fit. Note, there is no limit to the number of cars that can occupy the same row. A Leg Corners When a car reaches the end of a column, the next row forward is the one around the corner. Sharp turns are a stressful part of racing. In Card Racer, whenever your car goes past a corner, you must discard one suited card from either your hand or from the top of your Fuel deck. Rounding the corner at the end of the column completes a leg. Rounding the corner to reach the Start/Finish line again completes a lap. The distance of the race, and when missing Track cards get replenished, is determined by player count: A Lap 2 Players: 2 laps. Replenish the Track after the lead car completes each lap. 3 Players: 2 laps. Replenish the Track after the lead car completes each leg. 4 Players: 1 lap + 1 leg. The race starts at one checkered Start/Finish line, goes around one and a half times, and ends at the other. You may remove the first Start/Finish line after everyone has taken their first turn. Replenish the Track after the lead car completes each leg. Replenishing Track Cards & Ending the Race When the car ahead on the Track finishes a lap (or a leg in a 3 or 4 player game), immediately pause the game, and replenish any missing cards in the Track, dealing face up from the Track deck, starting in the row closest to the Start/Finish line. Don t do this again for the cars that follow. Respect row limit: 3 cards per row in a 2 or 3 player game, 4 cards per row in a 4 player game. Continue to replenish when the lead car finishes further laps or legs, except for the final one. In this instance, the Track is not replenished, but rather the game will end at the end of the current round. A round consists of every player, starting with the start player, taking a turn. Page 6

7 Turn Sequence On your turn, you must move your Base Move, and you may play cards from your hand or perform stunts. You may play cards or perform stunts before or after your Base Move. Your Base Move is only done once, however, while playing cards and performing stunts may be done multiple times in a turn, without limit. Base Move: All cars, unless otherwise stated, have a Base Move of 1. Once, on your turn, move your car 1 row forward. This is mandatory. Playing Suited Cards Cards from the Track and cards from your Fuel deck are both suited cards, and are treated the same. When you play a suited card for an effect, you must resolve that effect completely before playing another card or using an Upgrade. Unless otherwise stated, suited cards are played into your play area, and are put into your discard pile at the end of your turn. Speed: Move a number of rows forward equal to the number on the card. You must complete the full movement. Refuel: A played Refuel card is placed immediately into the Junkyard (out of the game). Take a number of cards off the top of your discard pile equal the number on the card. Place one of these cards -your choice- face down on the top of your Fuel deck. Place the rest (if you played greater than a 1 ) face down on the bottom of your Fuel deck in any order you wish. Battery: A Battery card is played face up at the top of your play area. This card will remain here for the remainder of the game, and will not be discarded. This is now a slot that can hold an Upgrade (see Playing Upgrade Cards). You may play any number of Battery cards, regardless of the number of Upgrades played. Page 7

8 Fame: A Fame card is played face up onto your Stunt Anticipation card (leaving the Stunt A or B visible at the top). If your Stunt Anticipation card is empty, when you first play here you must declare to the crowd which stunt you are going to perform next by flipping your Stunt Anticipation card to its A or B side. Each successive Fame card played goes on top of the previous card (slightly staggered), and must be of greater value than the card underneath it. You may skip numbers, but you may not duplicate numbers already out. Okay Okay Not Okay Not Okay Fame cards stay here, and are not discarded at the end of your turn. In this way, you are building anticipation for your performance. When you reach the ramp of your declared stunt, you will either perform the stunt and score these Fame cards (moving them to your Score card), or not perform the stunt, in which case you will disappoint the crowd, and have to discard these cards. A Fame card scores you Fame (points) equal to the number on the card at the end of the game, but only if it is in your Score pile (i.e., on your Score card). Performing Stunts When your car reaches a row with the start ramp for a stunt you have declared for, you must do one of two things: 1) Perform the stunt. Discard the 3 suited cards shown on the stunt. Note, the value of those cards does not matter, just the suit. If you do, move all cards on your Stunt Anticipation card to your Score card, face down; move your car past the stunt to the end ramp; and lastly, take 1 Overdrive card as a reward (The on the stunt is a reminder). (see Overdrive Cards). 2) Pass by the stunt. If you cannot, or choose not, to perform a stunt you have delcared for, you must discard all cards on your Stunt Anticipation card. You have let the crowd down. Move your car off to the side of the stunt to show you are not performing it (you may move and take Tracks cards in the same rows as the stunt like normal). Page 8

9 Any number of players may perform the same stunt in a round. Once you have passed the start ramp of a stunt, you may declare for another stunt, or for that same stunt again, next lap. When there are no cards on your Stunt Anticipation card, you may change its A or B side at will. Once there are cards on it, however, if you decide to change your declaration (flipping A to B, or B to A), you must discard all cards currently on your Stunt Anticipation card. There are two additional rules when performing stunts: 1) The Run-Up Rule: you cannot perform a stunt if you start your turn on the start ramp. You must move to it on your turn. 2) The Over-Reach Rule: when performing a stunt, you do not have to land exactly on the start ramp. Any movement past the start ramp, however, is wasted (you cannot split it, and save it for later). You will always end the stunt at the end ramp. Yellow plays a 2, moving to the start ramp, then discards to perform the stunt, and moves her car to the end ramp. Here, Yellow plays a 3, moving over the start ramp, then discards to perform the stunt. She still moves her car to the end ramp. After you have completed a stunt, you may then continue with the rest of your turn (moving more by card play, taking your Base Move, etc.). Playing Upgrade Cards To play an Upgrade card, there must first be an available slot, which is created by playing a Battery. Then, you must pay the Upgrade s cost. To do this, discard the suited cards depicted in the upper left hand corner of the Upgrade. Note, the value of these cards does not matter, just the suit. Put the Upgrade card into play on top of the Battery. Page 9

10 You may play any number of Upgrades if you have open slots. One Time Use Upgrades take effect immediately. Upgrades are not discarded, even after use (One Time Use Upgrades continue to take up a slot). Overdrive cards An Overdrive card can be used in place of any other card when paying the cost of an Upgrade. It cannot be used for any other purpose. An Overdrive card never goes into your discard. Put it back on top of the available supply once used. End of Turn At the end of your turn, you must do the following, in order: 1) Draw one card from the Track in the row where your car has ended this turn. 2) Draw one card from the top of your Fuel deck. 3) Check for hand limit. If you have more than 6 suited cards in your hand, you must discard down to 6 suited cards. Upgrade cards and Overdrive cards never count towards hand limit. 4) Gather all cards you ve played this turn (those that do not stay out, such as Batteries, etc.), and all cards you ve discarded and put them face up on top of your discard pile in any order. Do not change the order of cards previously placed into your discard pile. The Discard Pile Rule: On your turn, cards you play or discard (either from your hand or your Fuel deck) both go into your play area. They do not immediately go into your discard pile. At the end of your turn you will gather them and put them there. This prevents you from playing a Refuel card to put a card you ve played or discarded this turn immediately back on top of your deck. On turns you don t play a Refuel card, it won t matter, and you can ignore this rule. If you need help remembering this, try always playing/discarding your cards onto your Player Reference card, then at the end of your turn taking those cards and putting them into your discard pile. Penalties Or It is dangerous to run out of fuel, or fall too far behind. You must take a Penalty if 1) on anyone s turn you are required to draw or discard from your Fuel deck and you have no cards left in your Fuel deck. After taking the Penalty, take all cards in your discard pile and put them into your Fuel deck. Shuffle your Fuel deck. Lastly, continue on with the effect that caused you to take a Penalty (i.e., draw or discard). 2) at the end of any round (after all players have had a turn) you are 15 or more rows behind any other car on the Track. You may only take one Penalty per game for this reason. At the end of a later round, if you find yourself 15 or more rows behind again (or still), do not take a Penalty. Page 10

11 Each Penalty is worth -10 Fame. The first time you take a Penalty, flip your Score card over (you may have to temporarily remove scored Fame cards there and then put them back). Make sure the is showing at the top. If you take a second Penalty, rotate your Score card so the is showing at the top. If you take a third Penalty, you immediately lose the game. Game End When the lead car finishes the last lap, the game will end at the end of the current round. Players will add up the value of all cards on their Score Card, subtract any Penalties, and add to it: 1) Bonus Fame From Upgrades: Every Upgrade you play after your 2nd earns you bonus Fame. 3 rd Upgrade: 1 Fame 4 th Upgrade: 2 Fame 5 th Upgrade: 3 Fame In this way, if you play all 5 Upgrades, you will get 6 Fame. 2) Bonus Fame From Track Placement: Whoever is furthest ahead on the Track will get Fame. Ties are broken in player order (1 st player beats 2 nd player, etc.). 2 player Game: o 1 st Place: 6 Fame o 2 nd Place: -none- 3 Player Game: o 1 st Place: 7 Fame o 2 nd Place: 2 Fame Winner! o 3 rd Place: -none- 4 Player Game: o 1 st Place: 8 Fame o 2 nd Place: 3 Fame o 3 rd Place: 1 Fame o 4 th Place: -none- Whoever has the most Fame is the winner. If there is a tie, the player who placed further ahead on the Track is the winner. Further ties are broken by player order (1 st player beats 2 nd player, etc.). Page 11

12 Advanced Rules Draft After your first game, you might wish to try a draft for the Upgrade cards. Shuffle all the Upgrades cards together (including the Starter Upgrades). 1) Deal out 6 random Upgrade cards to each player. 2) Each player looks at their hand of Upgrade cards and secretly selects one, putting it face down in front of them. 3) Once everyone has selected, give your hand of Upgrade cards to the player sitting on your left, and receive another hand of Upgrade cards from the player on your right. 4) Repeat steps 1-3 until you receive a hand of just 2 Upgrade cards. Select one to keep, and discard the remaining Upgrade card. Put all discarded Upgrade cards on the bottom of the Upgrade deck. Alternate Stunts You may use any stunts you wish when building your track. Try substituting the Hoop of Fire or the Car Jump with the Pendulum or the Loop the Loop. Or, build something more adventurous (see Alternate Tracks). When placing two stunts, make sure one is labeled A, and the other B. The Tunnel While other stunts are done for the crowd, what happens in a tunnel is done in secret. What s in there? Spikes? Sharks? Those in the know can tell you there s just an on-the-go ATM machine and a judge hanging around, waiting to make a deal. The Tunnel does not have an A or B, and thus does not require you to play Fame cards on your Stunt Anticipation card. Instead, when you reach the start ramp, discard the two suited cards depicted on the Tunnel (again, value does not matter) plus any third card. This third card is the bribe. Put that third card immediately into your score pile (it does not have to be a Fame card). You will score the value of that card at the end of the game. Move your car to the end ramp of the Tunnel. Just as with stunts, the Run-Up Rule and Over Reach-Rule apply. However, Tunnels do not give Overdrive cards as a reward, and for the purposes of Upgrade cards, are not considered stunts. Add tunnels to race tracks as you see fit. Page 12

13 5) The Stunts Assembled Alternate Tracks Try out some of our alternate race courses, listed at the end of this book, or create your own. When creating your own, leave at least 3 empty rows in between the start line and a stunt, and between two different stunts. And, don t include more than one A or B stunt in a race, otherwise, it ll get confusing (unless you have another way to mark which stunt you ve declared for, such as with tokens or coins). Corners In the advanced game, corners don t just happen at the end of columns. Any turn of the Track is a corner. For example, the Track on the left has 6 corners. Whenever your car goes past (or around) a corner, you must discard one suited card either from your hand or from the top of your Fuel deck. Page 13

14 FAQ What happens if a row I end my turn at is empty of Track cards? Do I skip over that row? You do not skip over that row. You simply do not draw a Track card at the end of your turn. If multiple rows are empty, and you feel you need a spatial reminder where one row starts and another ends, you may mark each empty row with a face down, sideways Track card. Do I need to draw a card from my Fuel deck at the end of my last turn of the game? If you have made it to (or past) the finish line, you do not need to draw from your Fuel deck (your car no longer needs fuel); if you have not, then you do. Can I voluntarily discard a card for no reason? No. Can I count the number of cards in my Fuel deck or discard pile? What about an opponent s? You may look through your own discard pile at any point. You may count the number of cards remaining in any player s Fuel deck at any point. Do I have to discard a card if I go around a corner backwards? No. Where do I put Track Cards discarded from the Track or Track deck (those not discarded from a player s hand or personal Fuel deck)? Where do I put discarded Upgrade cards? Put these cards face down on the bottom of their respective decks (i.e., Track deck or Upgrade deck). It should be noted that Upgrade cards never go into a player s discard pile. Track cards placed on multiple use Upgrades as markers should, likewise, go to the bottom of the Track deck when discarded. If I m forced to discard when it s not my turn, do those cards go directly into my discard pile? Yes. Cards discarded when it is not your turn go directly into your discard pile. What happens if the Track deck runs out when replenishing the Track? Place as many Track cards as you can, starting with the row closest to the start line of the race. What happens if the Track deck runs out, but an Upgrade tells me to draw from it? Draw a card from the Track instead, selecting any card (your choice) from the row closest to the Start line. Repeat for additional cards drawn. Intelligence Report, for example, says to draw 5 from the Track deck, select 3 and put 2 back. After taking 5 cards from the rows closest to the start line, select 3 to keep, then put the other 2 back on top of the empty Track deck (it s now no longer empty). What happens if the Track is devoid of one (or two) suits during set up? Page 14

15 Usually, this isn t a problem, even if a suit is particularly absent, but in rare instances it can make for a slow, or wonky game. If you want more even gameplay, replace cards until each suit has at least 3 cards represented somewhere on the Track during set up. What happens if the Overdrive cards run out? If you are supposed to take one, but there are none left, you are out of luck. The supply of these is limited. How far apart are cars on different laps (for the purposes of using Upgrades)? What does 15 or more rows behind really mean? Continue counting rows going around the corner. Below, the Yellow car is on its 1st lap; the Green car its 2 nd lap. For the purposes of taking a Penalty, the Yellow cars is 15 rows behind the Green car. For the purposes of using an Upgrade, however, treat the Yellow car as being three rows ahead of the Green car. Can I change the order of my discard pile? No. Not unless an Upgrade lets you. If you play a 1 Refuel, you must take the top card of your discard pile. You get bonus Fame for every Upgrade after the 2 nd. Do I count facedown Upgrades? Yes (with the exception of cards turned facedown for the Tinker Bot Upgrade). What happens if I have to discard an Upgrade that has scored Fame cards underneath it? Return those Fame cards to your Score Card. Can multiple people be on a stunt ramp space at the same time? Yes. A car never blocks another car from performing a stunt. In fact, it never blocks a space/row at all. What does Refuel 1 (Refuel 2, etc.) mean on an Upgrade card? Move 1 (Move 2, etc.)? Same as using a suited card. Refuel means take one (two, etc.) cards off the top of your discard pile. Place one of these cards face down on the top of your Fuel deck. Place the rest (if Refueling is greater than 1) face down on the bottom of your Fuel deck in any order you wish. Move means to move your car one (two, etc.) rows ahead. When an Upgrade card tells me to discard from my Fuel deck, does that mean the top? Yes, always discard from the top of your Fuel deck. If I play a 2 Refuel and a 3 Refuel, do I draw five and put one on the top? No. Treat them as separate cards. So, first draw two, put one on the top of your Fuel deck and the rest on the bottom. Then, draw three, put one on the top of your Fuel deck, and put the rest on the bottom. Page 15

16 Do I have to land on the Start/Finish line exactly to finish a lap, or at the end of the game? No. To complete a leg or lap, you simply need to reach, or pass over, the row in question. On your last turn of the game, continue moving past the finish line, if you are able. Alternate Race Courses Note, while the Tunnels here are Tunnels, the other stunts depicted could be any of the four included in the game. THE HOOK 2 Players 10 Rows 2 Laps THE DEAD ZONE 2 Players 8 Normal Rows 3 Dead Rows (with 1 facedown card) 2 Laps Cars ending their turn next to the dead zone do not take a Track card at the end of their turn. Page 16

17 THE U Version 1 & 2 3 Players 15 Rows 14 Rows 1 Lap THE BROKEN ELBOW 4 Players 10 Rows 1 & 1/2 Laps THE CRANK 2 Players 10 Rows 2 Laps Page 17

18 THE SNAKE 2 Players 17 Rows 1 Lap Do not replenish the Track. THE MOUNTAIN 2 or 3 Players 14 Rows 2 Laps When a player starts their turn on the orange side of the Track, their Base Move is increased by 1. THE GAUNTLET 2 Players 6 Rows 3 Laps Take a Penalty if you are at least 13 rows behind another car. Page 18

19 THE BERMUDA TRIANGLE 2 or 3 Players 17 Rows 2 Laps Drive along the outside only. 2 Players: Do not replenish the Track. 3 Players: Replenish the Track after the 1st lap. THE PIECE OF CAKE 2 Players 20 Rows (requires 2 sets of Track cards) 2 Laps Drive along the outside only. Do not replenish the Track at the end of a lap. Treat this course as if it were one long straight line (no corners). THE TUNNEL 4 Players 9 Rows x 2 Columns (2 cards in each row) 2 Laps Cars go in the middle of the two Tracks at first, and may take their Track card at the end of their turn from either side. At the 8 th row, you must choose to either go right or left. Whichever direction you go, you may only take cards from that column until you pass the start/finish line again. Replenish columns individually at the end of each leg (shown by red dots). Page 19

20 THE DETOUR 2 Players *12 Rows 2 Laps Cars may go straight, driving on top of the face down cards (grey in the photo), or take the detour, in which case the next row is around the corner. Turn your car and place it to the right of these face down cards. If you end your turn next to face down cards, do not take a card from the Track at the end of your turn. Taking the detour earns you additional Fame. Place all three cards you discard for the detour s three corners face down underneath your score card. Each card here is worth 2 Fame at the end of the game (ignore the card s face value). Discarding for the detour s corners is mandatory (you may not use an Upgrade to ignore it). Only count the detour rows when accessing the 15 behind Penalty if a relevant player is on the detour. Variants 1) Pacifism: All particularly aggressive Upgrade cards are marked with a. Remove them before set up for a friendlier game. 2) Power Up!: Everyone starts the game with 1 Battery already out. Page 20

The Modules. Module A - The Contracts. Symbols - What do they mean?

The Modules. Module A - The Contracts. Symbols - What do they mean? The Modules Each time you play First Class, you will use exactly 2 modules. All of the modules can be combined with each other. For your first game, use modules A and B. This will help you learn the core

More information

Instruction Cards Sample

Instruction Cards Sample Instruction Cards Sample mheducation.com/prek-12 Instruction Cards Table of Contents Level A: Tunnel to 100... 1 Level B: Race to the Rescue...15 Level C: Fruit Collector...35 Level D: Riddles in the Labyrinth...41

More information

The game consists of 3 rounds where you will build a castle in 30 seconds then place catapults and steal wall pieces from your neighbors.

The game consists of 3 rounds where you will build a castle in 30 seconds then place catapults and steal wall pieces from your neighbors. Story The king is dead Ok we ve all heard that one, there really isn t a story here. Just build a castle, fill it with as many walls and catapults as you can. Let s just have some fun with friends! Introduction

More information

Contents. 12 Award cards 4 Player Aid cards 8 Attraction mats 4 Equipment tiles 15 Player markers (tractors) in 5 colors

Contents. 12 Award cards 4 Player Aid cards 8 Attraction mats 4 Equipment tiles 15 Player markers (tractors) in 5 colors It is time for the annual Agricultural Grand Fair where all aspects of a farmer s life are celebrated! Farmers all around the area are coming to see the attractions, watch the festivities, take part in

More information

CONTENTS INSTRUCTIONS SETUP HOW TO PLAY TL A /17 END OF THE GAME FAQ BRIEF RULES

CONTENTS INSTRUCTIONS SETUP HOW TO PLAY TL A /17 END OF THE GAME FAQ BRIEF RULES BRIEF RULES FAQ END OF THE GAME HOW TO PLAY TL A115098 1/17 SETUP INSTRUCTIONS 1 CONTENTS CONTENTS The Inox people have been living peacefully in the Land of the Waterfalls for a long time. But now there

More information

COMPONENTS: No token counts are meant to be limited. If you run out, find more.

COMPONENTS: No token counts are meant to be limited. If you run out, find more. Founders of Gloomhaven In the age after the Demon War, the continent enjoys a period of prosperity. Humans have made peace with the Valrath and Inox, and Quatryls and Orchids arrive from across the Misty

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

Game Background. Components

Game Background. Components Game Background America in the 19th Century. By passing the Pacific Railroad Acts through Congress, the US government opened up the interior of the continent to a number of railroad companies. The race

More information

200 CARDS (63X88) 1 VICTORY POINT BOARD 4 VICTORY POINT MARKERS 1 FIRST PLAYER TOKEN 4 FACTION BOARDS ST STATE BASE CARDS 12 CONNECTION CARDS

200 CARDS (63X88) 1 VICTORY POINT BOARD 4 VICTORY POINT MARKERS 1 FIRST PLAYER TOKEN 4 FACTION BOARDS ST STATE BASE CARDS 12 CONNECTION CARDS GOAL OF THE GAME Your goal is to build a new State in this post-apocalyptic world. Whether you command merciless Mutants or brave New Yorkers, your aim is always simple and clear conquer new lands, incorporate

More information

OCTAGON 5 IN 1 GAME SET

OCTAGON 5 IN 1 GAME SET OCTAGON 5 IN 1 GAME SET CHESS, CHECKERS, BACKGAMMON, DOMINOES AND POKER DICE Replacement Parts Order direct at or call our Customer Service department at (800) 225-7593 8 am to 4:30 pm Central Standard

More information

Game Background 1640 A.D. A

Game Background 1640 A.D. A Game Background 1640 A.D. A ghastly curse befell a beautiful island in the Indian Ocean... just because it could. Soon, it was known that its dark magic would not only afflict whoever tried to take away

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

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages.

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages. SWAMPED Print and Play Rules Game Design by Ben Gerber Development by Bellwether Games LLC & Lumné You ve only just met your team a motley assemblage of characters from different parts of the world. Each

More information

Rulebook min

Rulebook min Rulebook 0+ 2-45 min Presentation What fabulous fish and phenomenal plants! Wouldn t it be simply superb to have them all in your Aquarium In Aquarium, players attempt to acquire the most beautiful fish

More information

Comprehensive Rules Document v1.1

Comprehensive Rules Document v1.1 Comprehensive Rules Document v1.1 Contents 1. Game Concepts 100. General 101. The Golden Rule 102. Players 103. Starting the Game 104. Ending The Game 105. Kairu 106. Cards 107. Characters 108. Abilities

More information

G a m e C o m p o n e n t s a n d S e t u p

G a m e C o m p o n e n t s a n d S e t u p G a m e C o m p o n e n t s a n d S e t u p C o m p o n e n t s Initial game setup is the same for any number of players. 48 Action Tiles (16 of each of 3 symbols, in 4 different colors) The 48 action

More information

How wordsy can you be?

How wordsy can you be? Wordsy is a game of longer words! Over the seven rounds of the game, you are trying to find a single word that scores as many points as possible. Unlike other word games, you don t need all the letters

More information

Lightseekers Trading Card Game Rules

Lightseekers Trading Card Game Rules Lightseekers Trading Card Game Rules 1: Objective of the Game 3 1.1: Winning the Game 3 1.1.1: One on One 3 1.1.2: Multiplayer 3 2: Game Concepts 3 2.1: Equipment Needed 3 2.1.1: Constructed Deck Format

More information

Wildlife 2-6 players, age 10 up, minutes By Wolfgang Kramer,

Wildlife 2-6 players, age 10 up, minutes By Wolfgang Kramer, Wildlife 2-6 players, age 10 up, 60-120 minutes By Wolfgang Kramer, The wheel of history has been turned back approximately 2.5 Million years. The first humans fight mammoths, bears, crocodiles, eagles,

More information

FIFTH AVENUE English Rules v1.2

FIFTH AVENUE English Rules v1.2 FIFTH AVENUE English Rules v1.2 GAME PURPOSE Players try to get the most victory points (VPs) by raising Buildings and Shops. Each player has a choice between 4 different actions during his turn. The Construction

More information

One Zero One. The binary card game. Players: 2 Ages: 8+ Play Time: 10 minutes

One Zero One. The binary card game. Players: 2 Ages: 8+ Play Time: 10 minutes One Zero One The binary card game Players: 2 Ages: 8+ Play Time: 10 minutes In the world of computer programming, there can only be one winner - either zeros or ones! One Zero One is a small, tactical

More information

1 My Little Pony Collectible Card Game

1 My Little Pony Collectible Card Game My Little Pony Collectible Card Game is a fun and exciting game based on the world of My Little Pony : Friendship is Magic. In this game, players take on the roles of heroic ponies confronting challenges

More information

Robot Factory Rulebook

Robot Factory Rulebook Robot Factory Rulebook Sam Hopkins The Vrinski Accord gave each of the mining cartels their own chunk of the great beyond... so why is Titus 316 reporting unidentified robotic activity? No time for questions

More information

ICONS BUILD/CONTROL TOKENS

ICONS BUILD/CONTROL TOKENS In Rick and Morty: The Ricks Must Be Crazy Multiverse Game, players take on the roles of Rick, Morty, Zeep, and Kyle. You ll have the opportunity to introduce wondrous Power Supply technology to the worlds

More information

Score Boards (Connect the two boards with single digits at the joint section)

Score Boards (Connect the two boards with single digits at the joint section) Notes The "hexagonal frames" are also needed for the game even after removing the triangular tiles from them, so please do NOT lose the frames. You cannot play the game without them! Kaleido Playing Time:

More information

Aviation Tycoon By Ted Cheatham. A game for 2-5 players

Aviation Tycoon By Ted Cheatham. A game for 2-5 players Aviation Tycoon By Ted Cheatham A game for 2-5 players Overview The airline industry is a cut throat business of thin margins and high costs. During de-regulation of the US airlines, many companies looked

More information

Lightseekers Trading Card Game Rules

Lightseekers Trading Card Game Rules Lightseekers Trading Card Game Rules Effective 7th of August, 2018. 1: Objective of the Game 4 1.1: Winning the Game 4 1.1.1: One on One 4 1.1.2: Multiplayer 4 2: Game Concepts 4 2.1: Equipment Needed

More information

The perfect racing car is the one that breaks down just after the finishing line - E. Ferrari. Driver Skill. Car Setup.

The perfect racing car is the one that breaks down just after the finishing line - E. Ferrari. Driver Skill. Car Setup. 1 RACE! Formula 90 The perfect racing car is the one that breaks down just after the finishing line - E. Ferrari Additional modules in the Advanced game: Players: 2-6 Age: 14+ Play time: 90-270 INTRODUCTION

More information

Forge War. Game Overview. Components

Forge War. Game Overview. Components Forge War Game Overview The wild country lands are growing dangerous. The king has called upon all able-bodied men to fight back the ever-deepening darkness, and you, as a skilled blacksmith, are tasked

More information

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice

More information

Only and are worth points. The point value of and is printed at the bottom of the card.

Only and are worth points. The point value of and is printed at the bottom of the card. Game can be played with or without a playmat. Print your free downloadable playmat at Send your Agents on missions to Locations to collect Secrets and Founders and earn points. Sabotage your opponent s

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

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

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

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

CYTOSIS: A CELL BIOLOGY GAME A worker placement game inside a human cell for 2-5 players

CYTOSIS: A CELL BIOLOGY GAME A worker placement game inside a human cell for 2-5 players RULEBOOK CYTOSIS: A CELL BIOLOGY GAME A worker placement game inside a human cell for 2-5 players GAME SUMMARY Cytosis is a worker placement game that takes place inside a human cell. Players start out

More information

Pony Primer. Getting Started

Pony Primer. Getting Started To confront a Problem, you need to have characters at that Problem with the proper colors and power to meets its solve requirements. Each character card has a color and a power value. Pony Primer Welcome

More information

2 Players Grand Slam. Teams. Credits. During the setup, each player chooses two Titans.

2 Players Grand Slam. Teams. Credits. During the setup, each player chooses two Titans. VARIANTS During the setup, each player chooses two Titans. Players Grand Slam Take turns playing your Titans: Player A s first Titan, then Player B s first Titan, then Player A s second Titan, and finally,

More information

Game idea. Components

Game idea. Components Life in this village is tough! But at least it offers its residents a lot of room for development. Some make their career in the council chamber, some in the church, while others journey into the world...

More information

Stock Trading Game. Rulebook

Stock Trading Game. Rulebook Stock Trading Game Rulebook Game Concept: Gregorius J. M. Tampubolon Andrew Hedy Tanoto Game Designer: Febndy & Lovita Darwin Artist: FEBNDY & Kevin Reynaldo AQUA TERRA VENTUS PRODUCTION 207 Table of Contents

More information

PLAYERS AGES MINS.

PLAYERS AGES MINS. 2-4 8+ 20-30 PLAYERS AGES MINS. COMPONENTS: (123 cards in total) 50 Victory Cards--Every combination of 5 colors and 5 shapes, repeated twice (Rainbow Backs) 20 Border Cards (Silver/Grey Backs) 2 48 Hand

More information

COMPONENTS. by harry-pekka Kuusela. 1 central board. 4 player boards 2-4 (-8) (-90) 12+

COMPONENTS. by harry-pekka Kuusela. 1 central board. 4 player boards 2-4 (-8) (-90) 12+ 2-4 (-8) by harry-pekka Kuusela 30-60 (-90) 12+ In ESSEN, each player is a board game publisher that attends the most prestigious board game fair in the world. In that fair new board games hit the market,

More information

THE STORY GAME PLAY OVERVIEW

THE STORY GAME PLAY OVERVIEW THE STORY You and your friends all make a living selling goods amongst a chain of tropical islands. Sounds great, right? Well, there s a problem: none of you are successful enough to buy your own seaplane,

More information

Grade 7 & 8 Math Circles. Mathematical Games

Grade 7 & 8 Math Circles. Mathematical Games Faculty of Mathematics Waterloo, Ontario N2L 3G1 The Loonie Game Grade 7 & 8 Math Circles November 19/20/21, 2013 Mathematical Games In the loonie game, two players, and, lay down 17 loonies on a table.

More information

ABOUT THE GAME COMPONENTS

ABOUT THE GAME COMPONENTS A game by Stefan Feld for 2 to 5 players. Playing time: 45-60 minutes. ABOUT THE GAME Venice is known for its bridges and gondolas - and that is what this game is about. Take on the role of a Venetian

More information

CUBES. 12 Pistols E F D B

CUBES. 12 Pistols E F D B OBJECTIVE In The Oregon Trail: Journey to Willamette Valley, you play as a pioneer leading your family across the United States in 1848. Your goal is to complete the perilous journey while keeping as much

More information

My Little Pony CCG Comprehensive Rules

My Little Pony CCG Comprehensive Rules Table of Contents 1. Fundamentals 101. Deckbuilding 102. Starting a Game 103. Winning and Losing 104. Contradictions 105. Numeric Values 106. Players 2. Parts of a Card 201. Name 202. Power 203. Color

More information

Loot Roll. Rules and Instructions

Loot Roll. Rules and Instructions Loot Roll Rules and Instructions Overview Loot Roll provides the dungeon exploration experience from many modern mmorpg s, just without the teamwork. You and your friends will battle dangerous monsters,

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

Game Components double-sided level sheets showing 42 game levels as follows: 2 5 screens (transparent sheets).

Game Components double-sided level sheets showing 42 game levels as follows: 2 5 screens (transparent sheets). Laurent Escoffier David Franck In the weird and wonderful world of Arkadia, old king Fedoor has no heir. A grand tournament is being organized, with the throne going to the kingdom s finest adventurer.

More information

Phase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players

Phase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players Phase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players Object: To be the first player to complete all 10 Phases. In case of a tie, the player with the lowest score is the winner.

More information

Multiverse: Cosmic Conquest Trading Card Game. Rulebook

Multiverse: Cosmic Conquest Trading Card Game. Rulebook Multiverse: Cosmic Conquest Trading Card Game Rulebook Copyright 2014-2017 TokArts Limited All rights reserved Contents CONTENTS... 1 1. THE BASICS... 2 1.1 SIX FLAVORS OF CONQUEST... 2 1.2 PARTS OF A

More information

RU L E S REFERENCE USING THIS RULES REFERENCE

RU L E S REFERENCE USING THIS RULES REFERENCE TM TM RU L E S REFERENCE USING THIS RULES REFERENCE This document is a reference for all Star Wars: Armada rules queries. Unlike the Learn to Play booklet, the Rules Reference booklet does not teach 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

OBJECTIVE OF THE GAME YOUR TEAM COMPONENTS. speeds and Blocker pushing.

OBJECTIVE OF THE GAME YOUR TEAM COMPONENTS. speeds and Blocker pushing. OBJECTIVE OF THE GAME Impact City Roller Derby (ICRD) is a fast-paced board game based on flat track roller derby. The objective of the game is to score more points than your opponent by passing opposing

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

Pony Primer. Getting Started

Pony Primer. Getting Started To confront a Problem, you need to have characters at that Problem with the proper colors and power to meet its confront requirements. Each character card has a color and a power value. Pony Primer Welcome

More information

1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the

1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the 1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the week-long World Boardgaming Championships, contesting convention events in a quest for Laurels and competing

More information

In ages long past, the Master taught you the dark secrets of

In ages long past, the Master taught you the dark secrets of In ages long past, the Master taught you the dark secrets of undeath. You could no longer perish, and as long as you had fresh body parts available, neither could your loyal servants who were coincidentally

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

NEVADA GOOD SAMS GAME RULES Revised September 2015

NEVADA GOOD SAMS GAME RULES Revised September 2015 NEVADA GOOD SAMS GAME RULES Revised September 2015 GENERAL GAME RULES FOR TOURNAMENTS: All games will be played in accordance with Nevada Good Sam Official Game rules. In order to participate for the Nevada

More information

zogar s gaze Objective

zogar s gaze Objective Objective zogar s gaze Be the first player to collect all the necessary cards to meet your win conditions and you will win the game. These win conditions are determined by your starting race and class.

More information

* Rules are not final and subject to change *

* Rules are not final and subject to change * RULES OF PLAY * Rules are not final and subject to change * GAME SETUP THE DECKS Discovery Deck (GREEN): This deck contains Discovery Cards separated by S.T.E.M. types. These are scored by the players

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

On Kickstarter April 12th! Under Construction. Trap Descriptions and Glossary Coming Soon!

On Kickstarter April 12th!   Under Construction. Trap Descriptions and Glossary Coming Soon! On Kickstarter April 12th! http://www.newexperienceworkshop.com/upcoming-projects Under Construction Trap Descriptions and Glossary Coming Soon! Setup Shuffle each of the two decks (Trail and Traveler

More information

Game Recipe Book Version 1 30 March 2016

Game Recipe Book Version 1 30 March 2016 Game Recipe Book Version 1 30 March 2016 Photo by Alistair Kearney INFO Serves 6 40 Minutes Easy Difficulty INGREDIENTS 500 g (1 lb) quality beef mince ¼ cup of breadcrumbs 1 egg Sea salt Fresh ground

More information

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9 P a g e 1 Game Overview 2 Setting 3 Story 3 Main Objective 3 Game Components 3 Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9 FAQ 10 Credits 10 Game Piece Appendix 11 Resource

More information

ASSAULT OBJECTIVES DEPLOYMENT HEXADOME SCORING ZONE END-GAME CONDITIONS. SCENARIOS v 1.3

ASSAULT OBJECTIVES DEPLOYMENT HEXADOME SCORING ZONE END-GAME CONDITIONS. SCENARIOS v 1.3 SCENARIOS v 1.3 ASSAULT Being the only player with one or more Characters inside the Scoring Zone at the end of the Round (3 Victory Points). of the Round than the opponent (2 Victory Points, but only

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

Let s get started by taking a look at the six different types of cards in the game and seeing what they do:

Let s get started by taking a look at the six different types of cards in the game and seeing what they do: 8+ 2 G8728 2004 Mattel, Inc.All Rights Reserved. Mattel U.K. Ltd.,Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628500303. Mattel Australia Pty., Ltd., Richmond,Victoria. 3121.Consumer Advisory

More information

COMPONENTS. The Dreamworld board. The Dreamshards and their shardbag

COMPONENTS. The Dreamworld board. The Dreamshards and their shardbag You are a light sleeper... Lost in your sleepless nights, wandering for a way to take back control of your dreams, your mind eventually rambles and brings you to the edge of an unexplored world, where

More information

2 4 players. 13 years and up minutes

2 4 players. 13 years and up minutes 2 players 13 years and up 5-60 minutes Components and setup Components 8 Action tiles (3 different symbols in colors) 10 VP tokens (32x1 VP, 28x5 VP, 32x10 VP, and 12x30 VP) 70 Resources (1 each in green,

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

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

Polygon Quilt Directions

Polygon Quilt Directions Polygon Quilt Directions The Task Students attempt to earn more points than an opponent by coloring in more four-piece polygons on the game board. Materials Playing grid Two different colors of pens, markers,

More information

Tarot Combat. Table of Contents. James W. Gray Introduction

Tarot Combat. Table of Contents. James W. Gray Introduction Tarot Combat James W. Gray 2013 Table of Contents 1. Introduction...1 2. Basic Rules...2 Starting a game...2 Win condition...2 Game zones...3 3. Taking turns...3 Turn order...3 Attacking...3 4. Card types...4

More information

Once the city has been built, the advisor with the most Gold in their coffers is declared the ruler of New City and wins a very special prize

Once the city has been built, the advisor with the most Gold in their coffers is declared the ruler of New City and wins a very special prize New City -or- (Foundation of the Next Big Mecca on the Edge of the King s Empire) A Changing Landscapes game for the piecepack by Rob LeGood Version 1.1, March 6, 2003 Copyright 2003 Rob LeGood 2 or 4

More information

A Game of Time Travel for Fun and Profit 2 to 4 Players / 20 to 40 Minutes

A Game of Time Travel for Fun and Profit 2 to 4 Players / 20 to 40 Minutes A Game of Time Travel for Fun and Profit 2 to 4 Players / 20 to 40 Minutes 16 Trip (2 different backs) 1776 6 PTS Sign the Declaration of Independence 1819 51 Action Discover Antarctica 4 PTS You and the

More information

Little Dead Riding Hood

Little Dead Riding Hood Little Dead Riding Hood GAME SETUP A Game from Twilight Creations, Inc. Game Concept and Design: Kerry Breitenstein Additional Development: Jonathan and Todd Breitenstein Revised Rulebook by Justin Alexander

More information

Beeches Holiday Lets Games Manual

Beeches Holiday Lets Games Manual Beeches Holiday Lets Games Manual www.beechesholidaylets.co.uk Page 1 Contents Shut the box... 3 Yahtzee Instructions... 5 Overview... 5 Game Play... 5 Upper Section... 5 Lower Section... 5 Combinations...

More information

FOR THE CROWN Sample Play

FOR THE CROWN Sample Play FOR THE CROWN Sample Play v1.0 1 Turn 1 Yellow player FOR THE CROWN Sample Play To begin the game, Yellow player Draws 2 Peons and 3 Guards into his Hand. Order Phase: For his first Order Phase, he cannot

More information

Corners! How To Play - a Comprehensive Guide. Written by Peter V. Costescu RPClasses.com

Corners! How To Play - a Comprehensive Guide. Written by Peter V. Costescu RPClasses.com Corners! How To Play - a Comprehensive Guide. Written by Peter V. Costescu 2017 RPClasses.com How to Play Corners A Comprehensive Guide There are many different card games out there, and there are a variety

More information

2-4 players 13 years + 60 minutes

2-4 players 13 years + 60 minutes 2-4 players years + minutes Game setup Game board Components The game board is placed in the middle of the table, easily accessible to all players The 5/ points tokens are placed near the end of the scoring

More information

A Game for 2-4 Players by Matthias Cramer. Rules

A Game for 2-4 Players by Matthias Cramer. Rules A Game for 2-4 Players by Matthias Cramer Rules A Game for 2 4 Players by Matthias Cramer Action Track Market Research Spaces for Price Markers Gameboard (see 2.1) Contents 1.0 Introduction... 3 2.0 Game

More information

Questions. Introduction. Credits

Questions. Introduction. Credits Questions Do I have to pay the exact number of dice shown on a card s Cost? More can be used if needed. For example, if you can pay the Cost with just white dice, you can add an extra green die to meet

More information

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory)

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory) EPIC COMPLETE RULES Revised August 29th 2016 White Wizard Games LLC REVISIONS Various typo fixes 4.4.11a Tweaked rule to bring it in line with 4.4.11c (overassigning damage is legal, breakthrough damage

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

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game Bible Battles Trading Card Game OFFICIAL RULES 1 RULES OF PLAY The most important rule of this game is to have fun. Hopefully, you will also learn about some of the people, places and events that happened

More information

Roll & Make. Represent It a Different Way. Show Your Number as a Number Bond. Show Your Number on a Number Line. Show Your Number as a Strip Diagram

Roll & Make. Represent It a Different Way. Show Your Number as a Number Bond. Show Your Number on a Number Line. Show Your Number as a Strip Diagram Roll & Make My In Picture Form In Word Form In Expanded Form With Money Represent It a Different Way Make a Comparison Statement with a Greater than Your Make a Comparison Statement with a Less than Your

More information

Getting Started with Osmo Hot Wheels MindRacers. Updated

Getting Started with Osmo Hot Wheels MindRacers. Updated Updated 12.22.17 1.0.6 What s Included Each set contains 39 pieces. Kids pick their cars from the included fleet of real life Hot Wheels cars, set them on the starting line and ZOOM! they re launched on

More information

Michael Kiesling. 8 Player markers (2 in each color: white, orange, light brown and dark brown)

Michael Kiesling. 8 Player markers (2 in each color: white, orange, light brown and dark brown) Michael Kiesling As the leaders of powerful Vikings tribes, the players set out to discover the islands seen off the coast of the mainland. Craftsmen, nobles and warriors will be stationed at these islands

More information

Game Concept. The Game Board

Game Concept. The Game Board A strategy game for 2 4 master builders 12 years old and up, by Andreas Steding Game Concept In the Florence of the 12th-14th centuries, the city s powerful and influential families don t just compete

More information

PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson

PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson For Two to Six Players Object: To be the first player to complete all 10 Phases. In case of a tie, the player with the lowest score is the winner.

More information

Run Very Fast. Sam Blake Gabe Grow. February 27, 2017 GIMM 290 Game Design Theory Dr. Ted Apel

Run Very Fast. Sam Blake Gabe Grow. February 27, 2017 GIMM 290 Game Design Theory Dr. Ted Apel Run Very Fast Sam Blake Gabe Grow February 27, 2017 GIMM 290 Game Design Theory Dr. Ted Apel ABSTRACT The purpose of this project is to iterate a game design that focuses on social interaction as a core

More information

Cooperative Storytelling Card Game

Cooperative Storytelling Card Game Cooperative Storytelling Card Game An unlikely group of heroes meets at a tavern. They were hired to complete a quest, but in a world full of other duties and wonders to explore, it is still unsure whether

More information

Classic Dominoes. Number of Players: 2-4

Classic Dominoes. Number of Players: 2-4 Classic Dominoes Number of Players: 2-4 First, all dominoes must be turned face down and mixed. Each player then draws five dominoes and stands them up on end in front of them so the backs of the dominoes

More information

Georges Nagelmackers, founder of the fabled Orient Express, finally has some competition: YOU! Like him, you are a railroad entrepreneur, trying to

Georges Nagelmackers, founder of the fabled Orient Express, finally has some competition: YOU! Like him, you are a railroad entrepreneur, trying to Georges Nagelmackers, founder of the fabled Orient Express, finally has some competition: YOU! Like him, you are a railroad entrepreneur, trying to attract many wealthy passengers to your line, for whom

More information

Setup. These rules are for three, four, or five players. A two-player variant is described at the end of this rulebook.

Setup. These rules are for three, four, or five players. A two-player variant is described at the end of this rulebook. Imagine you are the head of a company of thieves oh, not a filthy band of cutpurses and pickpockets, but rather an elite cadre of elegant ladies and gentlemen skilled in the art of illegal acquisition.

More information

WHAT IS THIS GAME ABOUT?

WHAT IS THIS GAME ABOUT? A development game for 1-5 players aged 12 and up Playing time: 20 minutes per player WHAT IS THIS GAME ABOUT? As the owner of a major fishing company in Nusfjord on the Lofoten archipelago, your goal

More information

Shuffle the chance cards and place them face down on the alloted space on the board.

Shuffle the chance cards and place them face down on the alloted space on the board. millatoner games 2006 Cycling game for 3 to 6 players. Equipment 1 game board (in 4 parts) 42 cyclists in 6 different colours 1 rainbow jersey cyclist, who represents the pack 2 dice, one white and one

More information