~ ELDER SIGN ~ OVERVIEW

Size: px
Start display at page:

Download "~ ELDER SIGN ~ OVERVIEW"

Transcription

1 ~ ELDER SIGN ~ A CONCISE RULEBOOK. I know I will be called insane for what I am about to do. But you must believe me when I tell you that the original rulebook is alive, infected with an ancient evil that makes my PC moan in protest when I open the PDF. Once the diabolical size of its graphics became manifest, they reduced the fan in my PC to smoking cinders. Night after night, I have scoured the original rules and FAQ's, fighting to keep the horrors at bay and learning what I can. I believe I have discovered a way to prevent our doom by scribing a clearer text with almost no pictures. Ancient cultures crafted a strange system to drive off this nightmare. They called it Plain English. OVERVIEW Elder Sign is a co-operative game in which 1-8 Players assume the roles of Investigators, working together to collect enough Elder Signs to prevent an Ancient One from awakening. The Ancient One's are powerful creatures asleep until the stars align when they will awaken to devour the human race. The Investigators face adventures in and around the Miskatonic University Museum, where the Ancient One s imminent return is causing a number of bizarre events. If the Ancient One does awaken, the investigators will have one last chance to defeat it in a nearly hopeless final battle to the death. COMPONENT LIST This Rulebook, plus: -- Mythos Cards (32) -- Doomsday Clock, Plastic Connector, and Hand -- Incantation Cards (12) -- Museum Entrance Card -- Unique Item Cards (12) -- 6 Green Dice, 1 Red Dice, 1 Yellow Die 106 Cardboard Tokens: 80 large Cards: -- Clue Tokens (15) -- Adventure Cards (48) -- Doom Tokens (12) -- Ancient One Cards (8) -- Elder Sign Tokens (17) -- Investigator Cards (16) -- Sanity Tokens (30) -- Other World Cards (8) -- Stamina Tokens (30) 76 small Cards: 38 Cardboard Markers: -- Ally Cards (8) -- Investigator Markers (16) -- Common Item Cards (12) -- Monster Markers (22) COMPONENT DESCRIPTIONS Doomsday Clock, Plastic Connector, and Hand - Used to track the passage of time. The clock hand is attached to the clock using the plastic connector. Press together tightly. Ally Cards - Represent people willing to Assist the Investigators in their quest for Elder Signs. Museum Entrance Card - Lists the actions available to Investigators occupying the Museum Entrance. Green Dice - Most common dice rolled to solve Tasks on Adventure and Other World Cards. Yellow Die - Often rolled when a Player uses a Common Item Card. Produces better results than a green die. Red Die - Often rolled when a Player uses a Unique Item Card. Produces better results than a yellow or green die. Adventure Cards - Represents important rooms and events in the Museum that the Investigators must explore in order to collect Elder Signs. Ancient One Cards - Represents the different Ancient Ones that the Investigators may face. Investigator Cards and Markers - Represents the different Investigators available for play. Each Card has a matching Marker used to show the Investigator s current location. Other World Cards - Represents adventures taking place in other dimensions. Mythos Cards - Represents special rules for that day's strange events in the museum. Common Items (Yellow), Unique Items (Red), & Incantation Cards (Purple) - Represents useful items that help win the game. Clue Tokens - Allows Players to re-roll one or more dice during an adventure. Doom Tokens - Used to keep track of how close the Ancient One is to awakening. Elder Sign Tokens - Used to keep track of how close the Investigators are to sealing away the Ancient One. Monster Markers - Represents various monsters seeking to prevent Investigators from successfully completing adventures. Mask Monster Markers - Represents special monsters that are only used when Nyarlathotep is the Ancient One. Sanity (Blue) and Stamina (Red) Tokens - Used to keep track of the current mental and physical health of the Investigators. If the text of a Card or a Monster Marker conflicts with the rules in this book, the Card or Marker text takes precedence. Elder Sign Concise Rulebook.doc - 09/09/12 - Page 1 of 7

2 SETTING-UP 1. Arrange the Games Table - Place all the game components on the table in something approaching the Setup Diagram shown below. Set the Doomsday Clock's hand to the 'XII' position (Midday/Midnight). 2. Choose the Ancient One - Randomly choose one Ancient One Card and place it face-up on the table. Read the text on the Card as it explains important information about the Ancient One, such as the number of Elder Signs required to seal it away. 3. Deal the Cards - Shuffle the Adventure Cards and deal six of them face-up in two rows of three. If a Card shows a Locked Die Icon, place the right one onto the space provided. 4. Shuffle the Cards - Shuffle the Ally, Common Item, Incantation, Other World, and Unique Item Cards. Place all decks facedown on the table, including the deck of unused Adventure Cards. 5. Arrange the Tokens - Separate the Clue, Doom, Elder Sign, Sanity, and Stamina Tokens into different piles. As this is a cooperative game, let one or more Players be responsible for handing-out tokens. 6. Distribute Investigator Cards - Each Player randomly draws one Investigator Card. Players may only select an Investigator Card if all the Players agree to do the same. As a co-operative game, the Players first task is to settle any squabbles. 7. Arrange the Player Areas - Each Player takes the matching Investigator Marker, the correct number of Sanity and Stamina Tokens, and any Item Cards and Clue Tokens, as shown on the Investigator Card. 8. Determine the First Player - Randomly draw a single Investigator Marker from a cup. The matching Player begins the game as First Player, continuing clockwise around the table. The Players each place their Investigator Markers on the Museum Entrance. 9. Fill the Monster Cup - Place all the Monster Markers in a cup. Players must be able to randomly draw Monsters from this container without being able to see what they are. Only add the Mask Monsters if Nyarlathotep is the game's Ancient One. 10. Draw the first Mythos Card - The First Player shuffles the Mythos Deck and draws one Mythos Card, placing it face-up on the table beside the Mythos Deck. The Mythos Card is in immediate effect and the game begins. PLAYER TURNS Elder Sign is a co-operative game, so it is vital that Players learn to share ideas and pool their resources together. Players take turns exploring Miskatonic University Museum. Each Player Turn consists of three phases in the following order: 1. Movement Phase - The active Player moves their Investigator Marker to the Museum Entrance, Adventure Card, or Other World Card of their choice. Alternatively, the Player can leave their Investigator in place. 2. Investigation Phase - The active Player may attempt to solve all the Tasks on the Adventure or Other World Card they occupy or perform one of the actions listed on the Museum Entrance Card. 3. Doomsday Clock Phase - The Player advances the Doomsday Clock hand forward by three hours. After advancing the Doomsday Clock, the Player s turn is over and the next Player begins his turn. INVESTIGATORS Players are strongly advised to read and understand the contents of their Investigators Card. Each Investigator has a special ability that can allow the Player to add dice to rolls, alter die results, or offer other benefits during the game. Some Investigator abilities can be used once per roll, meaning the Player can use this ability only once each time a new dice is rolled during an investigation. Some investigator abilities can be used once per day, meaning that it cannot be used again until after Midnight strikes. Elder Sign Concise Rulebook.doc - 09/09/12 - Page 2 of 7

3 Carolyn Fern s ability should read: Once per day, at the start of any Player s turn, Carolyn may restore 1 Sanity to 1 Investigator of her choice (including herself). Mandy Thompson s ability should read: Once per day, after any Player has rolled, Mandy may re-roll 2 dice before determining if the active Player was able to solve a Task. Vincent Lee s ability should read: Once per day, at the start of any Player s turn, Vincent may restore 1 Stamina to 1 Investigator of his choice (including himself). INVESTIGATOR CARDS 1. Name 2. Maximum Sanity 3. Maximum Stamina 4. Special Ability 5. Starting Items THE MUSEUM ENTRANCE Investigators occupying the Museum Entrance may select any one of the listed actions: Receive First Aid - The active Player chooses to: -- Regain either one of their Sanity or Stamina Tokens for free. -- Spend two Trophies to regain either all of their Sanity or all of their Stamina Tokens. -- Spend four Trophies to regain all of their Sanity and Stamina Tokens. Search the Lost & Found - The active Player rolls one green die and consults the chart on the entrance sheet. Players cannot use Items or Investigator abilities to affect this roll. Buy a Souvenir - The active Player spends some of their Trophies to buy one of the listed objects. The Player can buy only one souvenir per turn, even if they have enough Trophies to afford more than one souvenir. ADVENTURE/OTHER WORLD CARDS 1. Trophies 2. Name 3. Flavour Text 4. Order Arrow 5. Terror Effect 6. Locked Die Icon 7. Task 8. Monster Area 9. Penalties 10. Rewards ADVENTURE & OTHER WORLD CARDS Each Adventure and Other World Card has one or more horizontal rows of symbols. Each row represents a separate Task that the Player must complete, one at a time, by pairing all of the symbols listed with matching die rolls. The Player may normally complete each Card's Tasks in any order, unless the Card shows an Order Arrow (see picture) to the left of its Tasks. If the arrow is present, the Player must complete the Tasks in order from top to bottom. Players cannot attempt to solve an investigation if success would bring an Investigator s Sanity or Stamina to zero or less. Each symbol printed on the Cards represents the following required die-results: A number of investigation die results equal to or greater than the number indicated on the symbol. Lore result Peril result Terror result A split die result. Either of the die results shown may meet this requirement. After all die result requirements for this Task have been met, the Player must advance the Doomsday Clock by three hours to complete the Task. After all die results for this Task have been met, the Player loses Sanity Tokens equal to the number indicated on the symbol to complete the Task. After all die results for this Task have been met, the Player loses Stamina Tokens equal to the number indicated on the symbol to complete the Task. Other Worlds Cards are a special type of Adventure Card that represent gates to other dimensions. These Cards enter play only after a Player earns a Gate reward. When an Other World Card enters play, place it below the six Adventure Cards. Any number of Other World Cards may be in play at once. Other World Cards are not replaced when they have been solved. DICE ROLLING DICE The Player normally begins an investigation by rolling all the green dice together. The Player matches the die results to the Elder Sign Concise Rulebook.doc - 09/09/12 - Page 3 of 7

4 symbols of each Task on the Card. Each side of a green die shows a different symbol: 1 Investigation 2 Investigation 3 Investigation Lore Peril Terror Solving Tasks - If enough die results match all the symbols of one Task in one throw, then the Player places each matching dice onto the appropriate symbol. These dice are no longer available for the remainder of the Investigation Phase. Some Tasks require an Investigator to lose Sanity/Stamina Tokens or requires the Player to advance the Doomsday Clock by three hours. These actions are only performed after the symbols in the rest of the Task have been matched with die rolls. A Player can only match one Task per dice roll, even if the dice rolled could match more than one Task. The Player continues to roll the remaining dice until all of the Tasks have either been matched or there are no more dice to throw. Failing Tasks - A dice throw is considered a Failed Task if there are not enough matching results to solve any of the listed Tasks. The Player must discard any one of the remaining dice before re-rolling the dice in another attempt to solve a Task. Discarded dice are no longer available for the rest of the Investigation Phase. If a Failed Task means the Player must discard their last die without completing the last Task, then the Player has failed the Card and must suffer its Penalties. Terror Effects - If the Player failed a Task, and at least one of the dice showed a Terror result, then any Terror Effect listed on the Adventure/Other World Card and the current Mythos Card takes effect. Terror Effects take place before discarding a die or suffering Penalties, due to failing the Task. CLUE TOKENS A Player may spend Clue Tokens to re-roll dice and solve a Task that would otherwise have been failed. After the dice have been rolled and found to have failed the Task, the Player may spend one of their Clue Tokens to re-roll one, some, or all of the dice. The dice may be re-rolled as many times as there are available Clue Tokens being spent. FOCUSING DICE After a Failed Roll, the Player may Focus any one die once each Player Turn. To Focus a die, the Player first discards any one die as normal, due to the Failed Roll. The Player then selects one of the remaining dice and places it on their Investigation Marker without changing the die-result. Focused die are no longer available for rolling but are still available to solve a Task during a later dice-roll during the current investigation. When needed, the die is simply removed from the Investigation Marker and placed with the other required dice on the solved Task. Unused Focused dice are returned to normal play at the end of the current Player's Investigation Phase. REQUESTING ASSISTANCE The current Player may request Assistance from another Player after a Failed Roll, provided both their Investigator Markers occupy the same Card. To receive Assistance, the current Player first discards one die due to the Failed Roll. The Player then requests Assistance from the other Player. If that Player agrees, the current Player selects any one of the rolled dice and places it on the Assisting Player's Investigator Marker. The current Player may use the die held by the Assisting Player just like any other Focused die. However, if the current Player fails the Card, the Assisting Player loses either one Sanity or Stamina Token. After each Failed Roll, a Player may either Focus a die or request Assistance, not both. Players may only request Assistance once per dice roll. Investigators can only provide Assistance once per Player Turn. Unused dice are returned to normal play. LOCKED DICE Some Cards and Monster Markers feature a Locked die icon (see pictures, right). When an icon enters play, place the corresponding colour die on the icon, even if the die is currently on an Incantation Card or Investigator Marker. Locked dice cannot be used until they have been freed from their Locks. Freeing Locked Dice - If a die is Locked by an Adventure or Other World Card, a Player must solve that Card to free the die. If a die is Locked by a Monster Marker, a Player must defeat the Monster to free the die. If a die is Locked by a Mythos Card, the die is Locked until a new Mythos Card is drawn at Midnight. Multiple Locks - It is possible for a die to be Locked by more than one Card or Marker. After a die is freed from the first Card or Marker, it is then placed on the second Lock icon. Only after the last Lock is solved may the die be used in play once more. Character Abilities - Several Investigators have abilities that allow them to use additional dice during investigations. These abilities do not allow them to roll Locked dice and do not free dice from their Locks, apart from Sister Mary. REWARDS & PENALTIES The Player has successfully solved an Adventure or Other World Card if all the Tasks on that Card are solved. The successful Player returns all Investigator Markers on that Card to the Museum Entrance. All assigned and discarded dice are now available once more for use by the next Player. The successful Player moves the solved Card to their Play Area as a Trophy, replacing a solved Adventure Card with a new Card. Other World Cards are never replaced. The Player may then collect the Rewards listed at the bottom of the solved Card. If a Player failed to solve all the Tasks of a Card, then they suffer all the Penalties shown on the lower-left corner of the Card. Elder Sign Concise Rulebook.doc - 09/09/12 - Page 4 of 7

5 Draw one Card from the Ally deck. Gain one Clue Token. Draw one Card from the Common Item deck. A Monster Marker is added to a Card. Lose one Sanity Token. Draw one Card from the Incantation deck. Add one Doom Token to the Ancient One s Doom Track. Place one Elder Sign Token next to the Ancient One Card. Draw the top Card from the Other World deck and place it face-up below the six Adventure Cards. Lose one Stamina Token. Draw one Card from the Unique Item deck. Ally Cards - Allies remain in play until they expire, as outlined by the Card. Only the Player who drew the Card may use its ability. An example of Penalties. An example of Rewards. Trophies - Each Adventure Card, Other World Card, and Monster Marker has a Trophy value. When a Player successfully solves a Card or Monster Marker, they add it to the other Trophies in their Play Area. They may only spend their Trophies while on the Museum Entrance. They may also occasionally lose them as a result of failing an investigation. An Adventure Card worth 2 Trophies. A Monster Marker worth 1 Trophy. The current Player may spend any combination of Cards and Markers. After being spent, Cards are returned face-down to the bottom of their decks while Monster Markers are returned to the Monster Cup. Players may need to spend more Trophies than something was supposed to cost, but they do not receive change and lose the extra Trophy points. ITEM CARDS Regaining Sanity And Stamina - Common and Unique Items offer the Player numerous advantages during the game. Some Cards cause an Investigator to regain Sanity or Stamina Tokens. An Investigator cannot regain more Sanity or Stamina Tokens than is shown on their Card. Players return each Card face-down to the bottom of its deck after use. Adding Red Or Yellow Dice - Common Item Cards often show a yellow die icon, while Unique Item Cards often show a red die icon. A Player may discard one of these Cards to add the appropriate coloured die to their already existing green ones. The wildcard result on the red die may be used as a Lore, Peril, Terror, or 4 Investigation result. Added dice remain in play until the Player either uses them to solve a Task or discards them after a Failed Roll. Yellow or red dice cannot be returned to play in the same Player Turn they were discarded. Yellow Die Icon Red Die Icon 4 Investigation Wildcard INCANTATIONS Securing Dice - Players may only use their Cards and Clue Tokens during their own Player Turn, not another Player's turn. However, any Player may use a die secured by an Incantation during their own Player Turn. Some Incantations allow a Player to secure a die result for later use. These are signified by the securing icon (see picture, right). After rolling the dice, the Incantation Card is cast by placing it face-up in front of the owning Player. The Player chooses one die from their dice roll and places it on the securing icon without changing its result. Any die secured by an Incantation Card remains there until any Player chooses to use it to solve a Task, removes it from the Incantation to roll it, or until the die is Locked. New dice cannot be added to an Incantation Card to replace those that were removed from it. Removing Secured Dice - Dice secured by Focusing or Assisting can only be removed by the Player who secured them, becoming available for use by other Players after the current Investigation Phase has finished. Dice secured by an Incantation can be used by any Player during their own Player Turn, not just that of the casting Player. MONSTERS When instructed by the game, the current Player randomly draws one Monster Marker from the Monster Cup and places it on a Monster Area. This is a Task on an Adventure or Other World Card surrounded either wholly or in part by a white border. Monster Markers function as an extra Task that the Players must investigate in order to solve the Card. Players choose which white bordered Monster Area they wish to use as somewhere to place a Monster. If there are no white bordered areas available, the Player chooses one Adventure or Other World Card and places the Marker below the last Task of the Card. Players must distribute Markers as evenly as possible. Cards may not be given a second Marker until all the other Cards already have at least one Marker. If a Marker is placed on a Card with an Order Arrow, the Marker becomes that Card s last Task. If a Card s reward causes a Monster to appear, the Player may place the new Marker on the expected Adventure Card. Empty Monster Area - The white bordered Monster Area is completely covered, as shown. Players must complete the Task on the Monster Marker in addition to the Card's other Task. Elder Sign Concise Rulebook.doc - 09/09/12 - Page 5 of 7

6 Total Monster Area - The white bordered Monster Area is completely covered, as shown. Players must complete the Task on the Monster Marker instead of the Task it covered. Partial Monster Area - Only the single white bordered Monster Area is completely covered, as shown, adding to the difficulty of the already existing Task. Solving Monster Tasks - A Player completes a Monster Task in exactly the same way as any other Task. If a Player solves a Monster Task, then they collect the Monster Marker at the end of their Investigation Phase. They also free any Locked dice unless there are multiple Locks and follow any instructions on the reverse of the Marker. Players keep the Monster Marker, even if they fail to solve the Card it occupied. Penalties are suffered after the Monster Marker is collected. THE ANCIENT ONES THE DOOMSDAY CLOCK At the end of each Player's turn, advance the Doomsday Clock s hand clockwise by three hours. When the Clock strikes Midnight: 1. The At Midnight boxes on all Cards currently in play take effect. 2. Any The next time the clock strikes midnight... text on the current Mythos Card takes effect. 3. Replace the current Mythos Card with a new one. Return the used Mythos Card face-down to the bottom of its deck. 4. All once per day Investigator Abilities are available once more Midnight occurs immediately after any Player s turn in which the Doomsday Clock's hand moved to or past XII. Because Midnight is not part of a Player s turn, Kate Winthrop s Science! ability does not prevent the appearance of Monsters at Midnight. MYTHOS CARDS Players draw one new Mythos Card each time Midnight strikes, returning the old Card to the bottom of its deck. Each Mythos Card has one immediate effect on the Card s upper half and one lingering effect on the Card s lower half. The immediate effect occurs immediately after drawing the Card, while the lingering effect applies as long as the Card remains in play. THE DOOM TRACK The more tokens there are on the Doom Track, the closer the Ancient One is to awakening in the Miskatonic University Museum. The Player places one Doom Token on the next available space of the Doom Track as required, starting in the upper-left corner of the Doom Track and filling each row from left to right. If a Doom Token is placed on a space with a Monster Icon, then a new Monster is drawn from the Monster Cup and placed on a Monster Area. A Doom Icon on the Doom Track A Monster Icon on the Doom Track After placing a Doom Token on the final space of the Doom Track, the Ancient One awakens and the Investigators must confront it in battle. If a Player places the final Doom Token and collects the final Elder Sign at the same time, the Ancient One is sealed away and the Investigators win. BEING DEVOURED If at any time an Investigator loses their last Sanity or Stamina token, then they are considered devoured. The owning Player adds one Doom Token to the Doom Track and returns the devoured Investigator Card and Marker to the game box, along with the Investigator's Item Cards, Trophies and Clue Tokens. The Player then selects a new Investigator and takes its corresponding starting items. The new Investigator starts with their full number of Sanity and Stamina Tokens. The Player may only begin playing with their new Investigator from their next turn onwards, not before. If there are no more Investigators to choose from, then the Player is eliminated from the game. Whenever an Investigator is devoured, the owning Player proceeds immediately to the Doomsday Clock Phase before choosing a new Investigator. The owning Player is eliminated from the game if the Ancient One awakens as a result of their Investigator being devoured. The Doomsday Clock still advances during battle with the Ancient One as though that Player s turn had occurred. WAKING AN ANCIENT ONE The Ancient One immediately awakens as soon as a Doom Token is placed on the last icon of the Doom Track. The current Mythos Card is immediately discarded and not replaced, meaning its lingering effect ends and any dice Locked by it are freed. All other dice that were Locked when the Ancient One awoke are permanently removed from the game. All Adventure Cards, Other World Cards, and Monster Markers are also removed from the game. If the Ancient One awoke during a Player s turn, then the Player immediately moves to the Doomsday Clock Phase of their turn. The Investigator receives all of their Rewards or Penalties before the Ancient One awakens. If the Ancient One awakes before the Doom Track is full, then one Doom Token is placed on every remaining empty space. All Players move their Investigator Markers next to the Ancient One Card. They may not move their Investigator Markers from there for the rest of the game unless their Investigator is devoured by the Ancient One. BATTLING AN ANCIENT ONE The Players continue to take their turns as normal, after the Ancient One awakes. Each Player Turn now has only two phases: 1. Attack Phase - Each Player rolls their dice in order to match the Ancient One s Battle Task as many times as possible. If one of the Player s dice rolls matches the Ancient One s Battle Task, then the Investigator has successfully attacked the Ancient One. The Player places the matching dice on the Battle Task and removes one Doom Token from the Doom Track. The Player continues to roll the remaining dice, attempting to match the Ancient One s Battle Task as many more times as possible. Discard one die and re-roll the remaining dice, each time the Player did not match the Ancient One s Battle Task. The Player moves to the Doomsday Clock Phase when the last die is discarded or used. Players cannot Focus dice or request Assistance Elder Sign Concise Rulebook.doc - 09/09/12 - Page 6 of 7

7 while battling an Ancient One, but they may use their Item Cards, Incantations, and Clue Tokens, as normal. If a successful attack removes the last Doom Token from the Ancient One s Doom Track, then it is defeated and the Investigators win the game. 2. Doomsday Clock Phase - Each Player advances the Doomsday Clock as normal at the end of their Attack Phase. The Ancient One attacks each time Midnight strikes, as described on the Ancient One's Card, even if it only awoke at Midnight. Add one Doom Token to the Doom Track if a Player s Investigator is devoured during the battle. That Player may not rejoin the game as a new Investigator and may only advance the Doomsday Clock each time it is their Player Turn. ANCIENT ONE CARDS 1. Name 2. Battle Task 3. Elder Sign 4a. Doom Track 4b. Doom Token Icon 4c. Monster Icon 5. Special Ability 6. Attack Ability WINNING THE GAME The game immediately ends as soon as one of the following conditions arises: 1. The Players win the game if the Investigators seal away the Ancient One by collecting more than or equal to the number of Elder Sign listed on the Ancient One s Card. 2. The Players win the game if they defeat the Ancient One in battle by removing the last Doom Token from its Doom Track. 3. The Players lose the game if all the Investigators are devoured by the Ancient One. CREDITS Game Design - Richard Launius and Kevin Wilson Art Direction - Zoë Robinson Original Dice Mechanic Design - Reiner Knizia Cover Art - Anders Finer Producers - Adam Sadler and Tim Uren Production Manager - Eric Knight Editing & Proofreading - Benjamin Marshalkowski & David Production Co-Ordinator - Laura Creighton Hansen Managing Game Producer - Steven Kimball Graphic Design - Dallas Mehlhoff Executive Game Designer - Corey Konieczka Rulebook Layout - Christopher Hosch Executive Producer - Michael Hurley Managing Art Director - Andrew Navaro Publisher - Christian T. Petersen Playtesters - Pedar Brown, David Gagner, Sally Hopper, Kyle Hough, Brady Sadler, Christopher Seefeld, and Nik Wilson Elder Sign Concise Rulebook.doc - 09/09/12 - Page 7 of 7

Elder Sign FAQ v1.0 Last updated 12/29/2011

Elder Sign FAQ v1.0 Last updated 12/29/2011 Errata This section contains corrections to the rules. Dice The Wildcard Symbol The wildcard result on the red die may be used as a lore, a peril, a terror, or 4 investigation (not 1 investigation as previously

More information

Elder Sign FAQ v2.0 Last updated 7/25/2018

Elder Sign FAQ v2.0 Last updated 7/25/2018 Elder Sign FAQ v2.0 Last updated 7/25/2018 Elder Sign FAQ v2.0 Last updated 7/25/2018 Errata & Clarifications This section contains corrections and clarifications to the rules. Adventure cards Game effects

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

Introduction. Game Overview. Component List. Component Overview. Ingenious Cards

Introduction. Game Overview. Component List. Component Overview. Ingenious Cards TM Introduction Which challenge will you choose: cards, dice, or tiles? They may appear simple, but don t be deceived. As soon as you start your search for matching symbols, you ll find that these challenges

More information

Reference Guide. Using This Reference Guide STOP! The Golden Rules

Reference Guide. Using This Reference Guide STOP! The Golden Rules Reference Guide Using This Reference Guide This document is intended as a reference for all rules queries not answered in the main rulebook. Unlike the rulebook, this reference guide does not teach players

More information

not stopped, they will soon overwhelm us all! You must lead the fight or the world is surely doomed! - Walter P Matherson What is in the Expansion?

not stopped, they will soon overwhelm us all! You must lead the fight or the world is surely doomed! - Walter P Matherson What is in the Expansion? Our fight against the elder gods continues to rage. Even now, they are gathering their forces and extending their powers. Their cults hide in the shadows, rarely emerging into the light, yet their grip

More information

A Few House Rules for Arkham Horror by Richard Launius

A Few House Rules for Arkham Horror by Richard Launius A Few House Rules for Arkham Horror by Richard Launius Arkham Horror is an adventure game that draws from both the stories of HP Lovecraft as well as the imaginations of the players. This aspect of the

More information

Component List. Component Breakdown. Keeper Guide

Component List. Component Breakdown. Keeper Guide The one unbroken lamp in the ransacked laboratory illuminates a small, slug-like creature wriggling on a glass dish. The notes next to it are covered with a bizarre mix of mathematical formulae and arcane

More information

Contents. Overview. The Battlefields expansion for the Lord of the Rings board game offers the following new features:

Contents. Overview. The Battlefields expansion for the Lord of the Rings board game offers the following new features: You have reached the final challenge of the epic adventure. While you lead your hobbits through the perilous scenarios in the game towards Mount Doom you must also give direction to the other members of

More information

The Esoteric Order of Gamers orderofgamers.com

The Esoteric Order of Gamers orderofgamers.com Hello fellow gamer! DOES THIS MAKE YOUR GAMING MORE FUN? I ve been supplying tabletop gamers with free, professional quality rules summaries like this one for more than a decade. Can you spare a few $

More information

Game Overview. Game Components and Preparation

Game Overview. Game Components and Preparation RULEBOOK Welcome to Arkham! The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It

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

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

Introduction. Contents

Introduction. Contents Introduction Side Quest Pocket Adventures is a dungeon crawling card game for 1-4 players. The brave Heroes (you guys) will delve into the dark depths of a random dungeon filled to the brim with grisly

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

Playing By Order of the Queen:

Playing By Order of the Queen: Playing By Order of the Queen: Overview: In By Order of the Queen, you and your fellow players are leaders of the most prestigious guilds of the Kingdom of Tessandor. You must work together to fulfill

More information

The Stygian Society Rules v2.2

The Stygian Society Rules v2.2 The Stygian Society Rules v2.2 By Kevin Wilson Edits by Kevin Brusky (7/28/18) Introduction The Stygian Society. You do not know them, but for hundreds of years, they have quietly worked to protect you

More information

Welcome to Arkham! Component Overview. Object of the Game. 1 Town Board (Arkham) Game Overview. 3 Town Boards (Dunwich, Innsmouth, and Kingsport)

Welcome to Arkham! Component Overview. Object of the Game. 1 Town Board (Arkham) Game Overview. 3 Town Boards (Dunwich, Innsmouth, and Kingsport) Welcome to Arkham! The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It s a celebration

More information

To set up Cave Troll, follow these steps in order: Use a Character Action 4 Reference Sheets

To set up Cave Troll, follow these steps in order: Use a Character Action 4 Reference Sheets Rules of Play Setup To set up Cave Troll, follow these steps in order: 1. Place Game Board: Open the game board and place it in the center of the play area. Game Overview Inside the Cave Troll s lair lie

More information

Below is a list of all the components you will find in your copy of Chaos Marauders: 1 Cube of Devastation (or simply die, if you re a wimpy git)

Below is a list of all the components you will find in your copy of Chaos Marauders: 1 Cube of Devastation (or simply die, if you re a wimpy git) Game Rulebook Introduction Chaos Marauders is a game for two to four players, with each player representing a tribe in an Orc dispute (and these disputes happen quite frequently!). Players draw and place

More information

Components. Matching Travel Markers. Brother Gherinn

Components. Matching Travel Markers. Brother Gherinn Welcome to Dragonfire Dungeon! Vast wealth awaits the adventurer who is strong enough to face the creatures that dwell within and clever enough to avoid the many pitfalls that await. But one must be quick,

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

1 4 Players Playtime: minutes. Introduction: Object of the Game: Contents:

1 4 Players Playtime: minutes. Introduction: Object of the Game: Contents: 1 4 Players Playtime: 45 80 minutes Introduction: This isn t the end of the world. That already happened. This is what s left. Us, Gravehold, and The Nameless creatures seeking to snatch what little we

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

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

Tide of Serpents. Setup: Ancient One: Yig Setup as normal, with the following cards being removed from the decks: Scenario

Tide of Serpents. Setup: Ancient One: Yig Setup as normal, with the following cards being removed from the decks: Scenario Yig Setup as normal, with the following cards being removed from the decks: Tide of Serpents At the start of each Mythos Phase, if there are ever 2 or more cultists in the same location on the board, Yig

More information

1 Setup. 100 Before playing each game, resolve the following steps in order Choose Scenario Prepare Board and Encounters

1 Setup. 100 Before playing each game, resolve the following steps in order Choose Scenario Prepare Board and Encounters Rules Reference Using this Document This document is the definitive source for all Arkham Horror Third Edition rules. This document is not intended to teach new players how to play the game. Players who

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

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

Another game aid.

Another game aid. Another game aid by Universal Head The Esoteric Order of Gamers www.orderofgamers.com Tabletop game rules summaries, foamcore box plans, articles, interviews, reviews and lots more at www.orderofgamers.com

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

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

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

by Dario Dordoni The toilet isn't always right behind the corner: sometimes finding it is a quest in itself!

by Dario Dordoni The toilet isn't always right behind the corner: sometimes finding it is a quest in itself! by Dario Dordoni The toilet isn't always right behind the corner: sometimes finding it is a quest in itself! Dungeon WC is a real time cooperative game where the players try to connect dungeon cards to

More information

Torchlight Example. Death Can Wait. Torchlight. Solo Play. Attempting an Escape. Fighting in Combat

Torchlight Example. Death Can Wait. Torchlight. Solo Play. Attempting an Escape. Fighting in Combat This Rules Reference for DungeonQuest Revised Edition serves as a supplement to the game s Learn to Play booklet. If you have never played the game, read the Learn to Play booklet first. Among other things,

More information

English Rulebook. Version Moaideas Game Design

English Rulebook. Version Moaideas Game Design English Rulebook Version 1.00 2013 Moaideas Game Design www.moaideas.net moaideas@gmail.com 3 6 Players / 20 30 mins. / 12+ yrs. old Introduction Welcome guild leaders! Are you ready for some quests in

More information

THE RULES 1 Copyright Summon Entertainment 2016

THE RULES 1 Copyright Summon Entertainment 2016 THE RULES 1 Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter

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

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

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

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. 2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862. Distributed in

More information

Defenders of the Realm: Battlefields 1. Player seating arrangement -

Defenders of the Realm: Battlefields 1. Player seating arrangement - Defenders of the Realm: Battlefields is a competitive fantasy battle game for 2 to 4 players. In the game, one side takes the role of the Dark Lord s invading army and minions while the other side represents

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

Dragon Phoenix Games

Dragon Phoenix Games Dragon Phoenix Games Game: Near and Far Developer: Ryan Laukat Publisher: Red Raven Games Year: 2017 Variant Developer: Harvey and Carlie Cornell Status: Released Version: 1.2 Date: 8/7/2017 Overview:

More information

In a little known land some time ago, there were heroic adventurers, mighty rulers, fearsome monsters, and powerful magicians. Nobody knows how to

In a little known land some time ago, there were heroic adventurers, mighty rulers, fearsome monsters, and powerful magicians. Nobody knows how to In a little known land some time ago, there were heroic adventurers, mighty rulers, fearsome monsters, and powerful magicians. Nobody knows how to get there any more. But if you read these rules, and play

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

Arkham Horror: Antarctic Expedition

Arkham Horror: Antarctic Expedition Arkham Horror: Antarctic Expedition Setup Place the Expedition Tokens on the Science Building, Hibb's Roadhouse, Historical Society, the Docks, the Bank and Ma's Boarding House. Place the Antarctic Expedition

More information

S TEFAN F ELD INTRODUCTION GAME COMPONENTS

S TEFAN F ELD INTRODUCTION GAME COMPONENTS S TEFAN F ELD INTRODUCTION For once, Zeus, Greek god of thunder and sky, is in high spirits. He wishes to offer a generous gift to a worthy mortal and invite him to his realm, Olympus. To determine a sufficient

More information

Introduction. Game Overview. Object of the Game. Component List

Introduction. Game Overview. Object of the Game. Component List Introduction They crept down the stone stairs as silently as possible, not daring to announce their presence to whatever foul minions lurked in the shadows. The faint glow from Leoric s enchanted stone

More information

HELLBOY: THE BOARD GAME

HELLBOY: THE BOARD GAME HELLBOY: THE BOARD GAME Beta Rules, version 3.0 Hello! James here, designer of Hellboy. Thanks for taking the time to download this document, and for reading this introduction. Loads of people just skip

More information

CONTENTS. 1. Number of Players. 2. General. 3. Ending the Game. FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017

CONTENTS. 1. Number of Players. 2. General. 3. Ending the Game. FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017 FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017 CONTENTS 1. Number of Players 1.1. This document covers comprehensive rules for the FINAL FANTASY Trading Card Game. The game is played by two

More information

Component List. Expansion Overview. Using This Expansion. Keeper Guide

Component List. Expansion Overview. Using This Expansion. Keeper Guide Expansion Overview Welcome to Call of the Wild, an expansion that takes Mansions of Madness into dark, untamed corners of the wilderness. The main feature of this expansion lies in its five revolutionary

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

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

Mutiny Anyone? Counters. Objective. Setup. Order of Play. Card Types. Victory

Mutiny Anyone? Counters. Objective. Setup. Order of Play. Card Types. Victory Objective @vicarious_games vicariousgames.weebly.com Mutiny Anyone? The goal is earn 10 victory points ( ) through sailing to islands, appeasing crew, and drawing action cards. Dialogue and deal-making

More information

Credits. : Johan Beyens, Johannes Sneyers en Steven Redant

Credits. : Johan Beyens, Johannes Sneyers en Steven Redant Credits Game Design Game Development Artwork Graphical Design Final Redaction : Johan Beyens : Johan Beyens, Johannes Sneyers en Steven Redant : Joris Weyen : Erlend Van der haegen : Tom Pattyn Primary

More information

3rd Edition. Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...

3rd Edition. Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles... 3rd Edition Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...23 Hostile Turn...23 Campaigns...26 Optional Rules...28

More information

a cooperative card game by Mike Addison 2016

a cooperative card game by Mike Addison 2016 a cooperative card game by Mike Addison 2016 mbaddis@gmail.com In the small towns and lonely highways of America, monsters lurk in the shadows, stalking and terrorizing innocent victims. You are a small

More information

Looting MiniSkull Castle

Looting MiniSkull Castle Looting MiniSkull Castle In Looting MiniSkull Castle, 2-4 Heroes are back at MiniSkull Castle, but instead of stealing treasures from the caverns beneath the castle, this time they are searching for loot

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

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO,

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO, OFFICIAL RULEBOOK TABLE OF CONTENTS INTRO... 1 OBJECTIVE... 1 WARNING!... 1 SETUP... 2 GAME LAYOUT... 3 CARD LAYOUT... 4 TURN... 5 BUY... 6 TRADE... 6 BUILD... 7 COMBAT... 8 SELL (Advanced Rule)... 10

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

Y dthanatos

Y dthanatos In your hubris you boasted that Death could never separate you and your beloved, just let him, Thanatos, try! That you would be ready come what may! That you held no fear! ou awake the next morning to

More information

RULE BOOK. Kickstarter Version 1

RULE BOOK. Kickstarter Version 1 RULE BOOK Kickstarter Version 1 1 2 Expansion Components 43 Amber Mine Cards New Mine/Mystic s Hut Tile 24 Spell Cards New General Store Tile 13 New Threat Cards Magic Track Tile 3 Introduction Golden

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

OVERVIEW OBJECT OF THE GAME. Components:

OVERVIEW OBJECT OF THE GAME. Components: OVERVIEW Enter the world of Robert Kirkman s The Walking Dead! Each player takes on the role of a survivor in a world full of zombies. With only one companion at the start of the game, each player must

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

Welcome to Runebound. Components

Welcome to Runebound. Components Welcome to Runebound The world of RUNEBOUND is a magical, dangerous world of powerful wizards, noble knights, vicious monsters, and powermad tyrants. It is a world of great quests and mighty deeds. Above

More information

Getting Started Mulligan rule Winning and Losing

Getting Started Mulligan rule Winning and Losing The first war of the gods tore the world apart. Each god continually remaking reality was more than the universe could withstand The great nothingness returned, leaving the gods to bicker in the void.

More information

COMPONENTS LIST. This Rulebook 8 Battle dice 15 Action dice 45 Plastic figures, including:

COMPONENTS LIST. This Rulebook 8 Battle dice 15 Action dice 45 Plastic figures, including: INTRODUCTION In Teenage Mutant Ninja Turtles: Shadows of the Past, up to four players take on the roles of the Ninja Turtles, while one other player takes on the role of the villain, controlling all of

More information

Mythic Battles: Pantheon. Beta Rules. v2.5

Mythic Battles: Pantheon. Beta Rules. v2.5 Mythic Battles: Pantheon Beta Rules v2.5 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Game Terms & General Rules

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

P a g e Realms v1.2 Copyright 2010 Ignazio Corrao

P a g e Realms v1.2 Copyright 2010 Ignazio Corrao P a g e 1 P a g e 2 Siegfried, Snow White, D Artagnan, Red Riding Hood, and the other 12 Realms heroes are being reunited for one last great adventure. The Dark Lords have joined forces to completely conquer

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

Contents. Introduction

Contents. Introduction Rules of Play Introduction 2 Game Components 3 Game Overview 4 Game Setup 5 The Golden Rule 8 The Hero Area 9 Dungeon Room Features 9 Player Turn 9 Action Phase 9 Boosting Actions 10 Skill Symbols 10 Contents

More information

Introduction. How to Win

Introduction. How to Win A Game for 4-10 Castaways Designed by Mike Harrison-Wood & Chris MacLennan Developed by Sen-Foong Lim, Jessey Wright, & Scott Veenvliet Introduction Welcome to Who Should We Eat? - The semi-cooperative

More information

Notes about the Kickstarter Print and Play: Components List (Core Game)

Notes about the Kickstarter Print and Play: Components List (Core Game) Introduction Terminator : The Board Game is an asymmetrical strategy game played across two boards: one in 1984 and one in 2029. One player takes control of all of Skynet s forces: Hunter-Killer machines,

More information

Game Components. 16x Hero Cards. 18x Quest. 9x Double-Sided Weapon Reference Cards. Cards. 1x Bag of Holding. 8x Loyalty.

Game Components. 16x Hero Cards. 18x Quest. 9x Double-Sided Weapon Reference Cards. Cards. 1x Bag of Holding. 8x Loyalty. Game Components 16x Hero Cards 18x Quest Cards 9x Double-Sided Weapon Reference Cards 8x Loyalty Cards 60x Item Cards 1x Double-Sided Animal Card 1x Bag of Holding 25x Damage Markers 8x Exhaustion Markers

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

Mage Tower Rulebook Ver 0.1

Mage Tower Rulebook Ver 0.1 Mage Tower Rulebook Ver 0.1 This is a very early version of the rulebook, and is one of the last things being worked on while the Kickstarter is happening. All the text to play the game is here, but the

More information

A game by Marcel Süßelbeck and Marco Ruskowski for 2 4 players Parfum transports players to the wonderful world of fragrances, which dates.

A game by Marcel Süßelbeck and Marco Ruskowski for 2 4 players Parfum transports players to the wonderful world of fragrances, which dates. A game by Marcel Süßelbeck and Marco Ruskowski for 2 4 players Parfum transports players to the wonderful world of fragrances, which dates back hundreds of years to when aromatic scents were first used

More information

Using Invader Tokens. Game Setup with Invader Encounters

Using Invader Tokens. Game Setup with Invader Encounters Game Setup with Invader Encounters During setup, separate the blank tokens, standard invader tokens, and advanced invader tokens into three distinct piles and place all tokens face down. At the start of

More information

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game.

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game. RISK Risk is a fascinating game of strategy in which a player can conquer the world. Once you are familiar with the rules, it is not a difficult game to play, but there are a number of unusual features

More information

USING THE ADVENTURE COMIC

USING THE ADVENTURE COMIC USING THE ADVENTURE COMIC This comic contains one full adventure, which can be played as single battles or as a campaign. This is not a rulebook; it is a reference guide that will give you setup instructions

More information

In the event that rules differ in the app from those described here, follow the app rules.

In the event that rules differ in the app from those described here, follow the app rules. In the event that rules differ in the app from those described here, follow the app rules. Setup In the app, select the number of players and the quest. Place the starting map tiles as displayed in the

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

Table of Contents. Game Componen ts. How to read these Rules...2 Vassals 2 Game Board 2 Action Tiles 2 Dragon Tiles 2 Objective Tiles 3

Table of Contents. Game Componen ts. How to read these Rules...2 Vassals 2 Game Board 2 Action Tiles 2 Dragon Tiles 2 Objective Tiles 3 Game Components...1 How to read these Rules...2 Vassals 2 Game Board 2 Action Tiles 2 Dragon Tiles 2 Objective Tiles 3 Game Setup...4 Table of Contents Removing Action Tiles from Introduction and Overview...1

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

Introduction. Components

Introduction. Components Introduction Heroes of Tenefyr is a cooperative deck-building game where players need to work together to improve the strength of their adventuring party to withstand the incoming threat of evil. Components

More information

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game Weiss Schwarz Comprehensive Rules ver. 1.66 Last updated: September 3, 2015 Contents Page 1. Outline of the Game. 1 2. Characteristics of a Card. 2 3. Zones of the Game... 4 4. Basic Concept... 6 5. Setting

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

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

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

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 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

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

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

is a game designed by CArlos B. garcia Box art: Wen Yu Li Card illustrations: Salvador Espin Raul Rossell Luis NCT S. Melero Wen Yu Li Graphic

is a game designed by CArlos B. garcia Box art: Wen Yu Li Card illustrations: Salvador Espin Raul Rossell Luis NCT S. Melero Wen Yu Li Graphic TM 1 2 AnimA: TwilighT of The gods is a game designed by CArlos B. garcia Box art: Wen Yu Li Card illustrations: Salvador Espin Raul Rossell Luis NCT S. Melero Wen Yu Li Graphic design: Sergio Almagro

More information

Dungeon Crawler Card Game

Dungeon Crawler Card Game Dungeon Crawler Card Game Design by: Nadun J Players will choose a class at the start of the game. Hearts = Healer Spades = Warrior Diamond = Wizard Clubs = Trickster Once the classes have been chosen,

More information