All text is Copyright to Tim Edwards 2017

Size: px
Start display at page:

Download "All text is Copyright to Tim Edwards 2017"

Transcription

1 CONTENTS Introduction 2 Dice Play 3 Attacking 7 Overview 2 Movement 4 Occupying the same square 13 Components 2 Special manoeuvres 6 Winning the game 14 Set up 3 Running aground 7 Print and play boards 15 1

2 INTRODUCTION Sloops of war is a game of duelling ships in the age of sail. Use strategy, classic tactics, and a concealed hand of ship s dice to defeat the enemy ship. The numbers on your dice correspond, individually or in combinations, to the readiness of your ship and crew to perform various manoeuvres and attacks. Move your ship and choose which of your dice to hold and which to roll in order to outwit and outfight your opponent. OVERVIEW You start the game with 8 coloured dice (4 red and 4 black). Coloured dice provide movement bonuses and the ability to fire broadsides and to fight boarding actions. You also start the game with 3 white dice. White dice provide movement bonuses and allow special manoeuvres. You keep your hand of dice hidden behind a screen so your opponent will not know for sure what numbers you have available until you decide to use them. To use dice, you take them from behind your screen and present them openly whereupon you will be allowed to perform particular actions. Once used, dice are not returned immediately to your hand. They remain next to the game board as spent dice and cannot be used again until you have the chance to retrieve them. Thus, you will need a sea-captain s nous to decide how to move, which dice to throw, which to keep, and when to use them in order to get the better of your opponent. When your ship is damaged, dice are permanently lost. The objective of the game is to force your opponent s ship to surrender by damaging her until either all her coloured or all her white dice are lost. COMPONENTS 2 ships 8 red dice, 8 black dice, 6 white dice 2 dice cups for throwing dice without displaying the results 2 screens for concealing your hand of dice A board of 10x10 diagonal squares. A compass rose in the centre indicates North. Wind always blows from the North. This will affect how your ships can move. 2 coins which you can turn over to remind you of damage received 2

3 SET UP Place the two ships on the board, facing the directions indicated on the two decorated ship squares. Each player has 4 red dice, 4 black dice, and 3 white dice. Every turn consists of three short phases: Dice Play where you attempt to make changes to your hand by rolling dice; a Base Move where you move forwards in the direction you re facing at the start of your turn; Extra movements and Attacks. DICE PLAY At the beginning of your turn, you have the option of trying to improve your hand. You can do this in one of three ways. You must declare your decision to your opponent: Throw one or more dice from your hand Select any number of dice from your hand that you wish to throw. You must declare how many dice of each colour you intend to throw. Throw the dice using your cup so your opponent cannot see the results. All the chosen dice must be thrown simultaneously. Retrieve a single spent die Choose any one spent die. Declare which one you are picking up, throw it using your cup and reintegrate it into your hand. Retrieve all spent dice Declare your decision and scoop up all spent dice AND all dice held in hand. Throw all dice with your cup to establish a brand new hand. [NOTE: This is always your best choice on your very first turn, since all your dice are spent when you start the game!] 3

4 MOVEMENT The movement of your ship consists of a compulsory base move followed by optional extra movements. Compulsory base move Your base move is a compulsory forward movement made in the direction you are facing at the start of your turn. The number of squares you must move for your base move depends on your direction in relation to the wind. - close-hauled: 1 square - Reaching: 1 square - broad reaching: 1 or 2 squares (your choice) - running: 1 square - in irons: 0 squares (you cannot move directly into the wind, i.e. north) - in collision: 0 squares (you cannot occupy the same square as the enemy unless you intend to fight a boarding action) Extra movements After making your base move, you can gain extra movement by spending aces, or a sequence. Spending aces White 5 s, white 6 s and 1 s of any colour are all aces. In a turn, you can spend ONE ace to change direction by 45 degrees and/or ONE ace to gain an extra forward movement of one square. 4

5 Sequences If you are free of the wind (i.e. on a reach, broad reach, or run), you may gain multiple extra movements by spending a sequence. Sequences are constructed as below: Any ace + 2 (of any colour): Any ace + 2 (of any colour) + white 3: 2 extra movements 3 extra movements Any ace + 2 (of any colour) + white 3 + white 4: 4 extra movements Each extra movement gained from a sequence may be used to change direction by 45 degrees and/or to move forwards one square. A change of direction must always follow a move forward, i.e. the base move or an extra forward movement. You may not spend a sequence AND additional aces in a turn. All dice used in a sequence are spent. The Bosun s Bonus The Boson s Bonus is a free 45 degree change of direction which you may make at the end of your turn without having to spend an ace if you did not fire a broadside during that turn. The Bosun s Bonus MUST ALWAYS be preceded by a forward movement. You may not move or attack after using the Bosun s Bonus - the Bosun s Bonus always ends your turn. Going head into wind A ship cannot sail directly into the wind. If you change direction to face directly north, you are head into wind and cannot move again that turn. If you are head into wind at the start of your turn, your base move is 0 (you are in irons.) You may not use the Bosun s Bonus to get out of irons. You may get out of irons, however, by spending an ace to change direction as if you had made a prior forward move. Once you are out of irons, you are free to continue moving with extra movements as normal. 5

6 In collision When it is your turn and your way is blocked by the enemy ship lying in the square directly in front of you, you have a choice: you may occupy that square and fight a boarding action, or you may accept that you are in collision. Being in collision is similar to being in irons. Your base move is 0, but you may use aces (or a sequence if you are free of the wind) to change direction and continue moving as normal. SPECIAL MANOEUVRES Special manoeuvres are dramatic direction changes of 90 degrees or more. All special manoeuvres require the spending of TWO aces together. Two aces combined to perform a special manoeuvre count as a single ace to change direction. Thus, you cannot perform a special manoeuvre and use a further ace to change direction in the same turn. You may, however, use a further ace to gain extra forward movement. There are three kinds of special manoeuvre: Going about If you are on a close-hauled course, you may make a 90 degree change of direction through the wind by spending ANY TWO ACES at once. Box hauling If you are on a close-hauled course, you may go about and continue changing direction until your ship is on a reach or broad reach. You require TWO white 5 s to box haul to port, and TWO white 6 s to box haul to starboard. You may also box haul to get out of irons when you are head into wind. Hard a port and hard a starboard With TWO white 5 s you may turn to port by 90 degrees. With TWO white 6 s you may turn to starboard by 90 degrees. Special manoeuvres and sequences The two aces you use to perform a special manoeuvre may be used to start a sequence if you are free of the wind at the end of the manoeuvre 6

7 RUNNING AGROUND If your base move takes you off the game board, you have run aground and must surrender. Think very carefully about which way your ship is pointing when you are near the edge of the board! ATTACKING There are two ways to attack the enemy ship: fire a broadside or fight a boarding action. Firing broadsides You can fire broadsides by spending red or black 6 s, 5 s or 4 s. Each represents a different type of shot and has a different effect on the enemy ship. Red dice are used for port broadsides. Black dice are used for starboard broadsides. Firing a broadside with 5 s (grapeshot) Red or black 5 s will sweep the enemy ship s deck with grapeshot, killing her crew and reducing her ability to fight and move. The range for grapeshot is shown below: NOTE: When on a diagonal, you attack the point blank square (filled) as you move past it. Although, the point blank square has no special significance when firing grapeshot, it is very significant when firing round shot. 7

8 Angles of attack The number of red or black 5 s required to hit the enemy ship depends upon her angle in relation to your broadside. Side-on attacks Side-on attacks are when the enemy ship is parallel or nearly parallel to yours. FOUR red or black 5 s are required for a side-on attack. The side-on attack positions: Full rakes Full rakes are when the enemy ship is lying at exactly 90 degrees to your ship. It is a bow rake when the enemy ship is facing you and a stern rake when she is pointing away from you. TWO red or black 5 s are required for a full bow rake. Only ONE red or black 5 is required for a full stern rake. The full rake positions: 8

9 Half rakes Half rakes are when the enemy ship is at an angle between a full rake and a side-on attack. THREE red or black 5 s are required for a half-bow rake. TWO red or black 5 s are required for a half-stern rake. The half rake positions: Damage The first time you hit the enemy ship with 5 s you must turn over a coin to remind you that the first hit has been made. There is no immediate detrimental effect on the enemy. The second time you hit the enemy ship with 5 s she must lose FOUR coloured dice. The injured ship chooses which dice shall be lost. She may choose any combination of reds or blacks, and may choose spent or unspent dice. The third time you hit the enemy ship with 5 s she must surrender. 9

10 Firing a broadside with 6 s (chain shot) Red or black 6 s will fire chain shot into the enemy ship s rigging, shredding her sails and drastically reducing her manoeuvrability. The range for chain shot is the same as that for grapeshot. However, due to the heeling of the two ships, 6 s are NOT EFFECTIVE AGAINST A SHIP TO LEEWARD, i.e. a ship further south than you (see below.) When using chain shot, a ship on the yellow spot cannot hit an enemy in the shaded (leeward) area whatever angle she might be at. As with grapeshot, the number of 6 s required to hit the enemy ship depends upon her angle in relation to your broadside. THREE red or black 6 s are required for a side-on attack. TWO red or black 6 s are required for a half-bow rake or a half-stern rake. Only ONE red or black 6 is required for a full-bow rake or a full-stern rake. Damage Every time you hit the enemy ship with 6 s she loses ONE sail (white) die. When she has lost all her sail dice, she surrenders. 10

11 Firing a broadside with 4 s (round shot) Red or black 4 s will send round shot crashing into the enemy ship causing various types of critical damage depending on the ships relative positions. FOUR red or black 4 s are always required for any broadside with round shot. Range and angle determine the kind of damage that will be dealt. Shatter steerage A stern rake at point blank range shatters the steerage, forcing the enemy ship to SURRENDER INSTANTLY. Dismast A side-on attack at point blank range topples a mast of the enemy ship. She must LOSE ALL BUT ONE OF HER SAIL DICE. If she only had one sail dice before, she SURRENDERS. Twixt wind and water Due to the heeling of the two ships, round shot fired at range (not point blank) from a windward position in a side-on attack will make a hole dangerously low in the enemy ship s exposed hull. This causes damage equivalent to TWO hits with grapeshot (since crew members are hurried to bailing duties!) Thus if the enemy ship s crew had not been hit before, she must now lose four deck dice. If her crew had already been hit, she now surrenders. The positions for hitting twixt wind and water are: NOTE: When shooting Twixt wind and water, round shot has a longer range than grapeshot and chain shot. The angles for a twixt wind and water hit at long range are the same as those for an attack at normal range. 11

12 When can you fire broadsides? You may fire broadsides at ANY point during your turn. That is, you may fire before making your base move, after your base move, before or after any extra movements, or midway through any special manoeuvres or sequences. You may fire ONE broadside per turn. You may not fire after taking a Bosun s Bonus since the Bosun s Bonus always ends your turn. Fighting boarding actions Boarding actions are fierce, often decisive hand to hand battles fought between the crews of two ships. They are possible only when both ships are occupying the same square. When you are on the same square as the enemy and wish to attack with a boarding action, you must show ONE OR MORE coloured 3 s (red and/ or black) from your hand. There is no requirement as to how many 3 s you must show for a successful attack but, once you have presented them, the defending ship may present 3 s of her own to repel the attack. The defending ship will successfully repel the attack if she can produce at least HALF the number of coloured 3 s presented by the attacking ship. That is, an attack with one or two 3 s is repelled by one 3; and attack with three or four 3 s is repelled by two 3 s, etc. [It makes good sense to attack using an odd number of 3 s since adding one more to make up an even number is no more likely to succeed!] All dice presented by the attacking and defending ships are spent. Attacking with a boarding action always ends your turn. You may not attack again or move after attacking with a boarding action. Damage The losing ship, whether attacker or defender, suffers damage equivalent to ONE hit with grapeshot. 12

13 OCCUPYING THE SAME SQUARE To move onto the same square as the enemy ship, you must take three steps: 1) Move onto the square following the normal rules for movement. 2) Place your ship side by side and parallel with the enemy ship. (see coming alongside below.) 3) Fight a boarding action to complete your turn. NOTE: You MUST fight a boarding action when you move onto the enemy s square. You may not move onto the enemy ship s square unless you are prepared to come alongside and fight a boarding action in that turn. Coming alongside Once you have moved onto the enemy ship s square you must place your ship parallel to her on the side from which you approached. If you approached from directly in front or from directly behind, you may choose which side to come alongside (a). If you approached from behind or on her stern quarter, you will come alongside pointing in the same direction as the enemy ship (b). If you approached from the front or on her bow quarter, you will come alongside pointing in the opposite direction as the enemy ship (c). If you approached 90 degrees to her beam, you may choose (d). Coming alongside is automatic when you move onto the enemy ship s square and does not require the spending of any extra dice. 13

14 Beginning your turn on a shared square If you are alongside the enemy ship at the beginning of your turn, you start your turn with the usual Dice Play options. Then you may choose whether to attack with a boarding action, take no action, or disengage and move off the square. You may not fire broadsides whilst sharing a square. Disengaging In order to move, you must disengage first by spending an ace. Once you have spent an ace to disengage, you will move as normal, starting with your base move in the direction you are facing. If you are facing head into wind, you will move off on a close-hauled course with a corresponding base move of 1. You may not disengage in the same turn where you attacked with a boarding action, since a boarding action ends your turn. Taking no action If you decide to remain alongside the enemy and take no action at all, BOTH ships must drift south one square. If drifting results in the ships moving off the game board, the leeward ship (that is the ship on the southern most side) is run aground and the windward ship wins. If both ships run aground pointing north to south or south to north, the ship with the least remaining dice is run aground and surrenders. If both ships have equal numbers of remaining dice, the ship with the least unspent dice is run aground and surrenders. If both ships have the same number of unspent dice, the result is a draw! WINNING THE GAME You win the game when the enemy ship: - surrenders because of a critical hit with round shot - surrenders because she has no more coloured dice - surrenders because she has no more white dice - surrenders because she has run aground Talk about this game at and 14

15 15

16 16

17 17

18 18

19 19

The winner rules the Spanish Main until the next encounter!

The winner rules the Spanish Main until the next encounter! Game play is a suspenseful sea duel between the pirate ship and the Spanish galleon and, true to all the historically-based pirate adventures, any one of several outcomes is possible. Will the Seahawk

More information

PROFILE. Jonathan Sherer 9/30/15 1

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

More information

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

KUNG CHI. By Stone Mage Games RULES. Sample file

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

More information

War on the High Seas

War on the High Seas War on the High Seas By Martin Knight 20 The game is set in the year of 1750 around the time that world trade was plagued by piracy, dangerous ocean voyages and fierce wars. Can you a small time merchant

More information

PROFILE. Jonathan Sherer 9/10/2015 1

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

More information

BRONZE EAGLES Version II

BRONZE EAGLES Version II BRONZE EAGLES Version II Wargaming rules for the age of the Caesars David Child-Dennis 2010 davidchild@slingshot.co.nz David Child-Dennis 2010 1 Scales 1 figure equals 20 troops 1 mounted figure equals

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

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

French and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4

French and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4 French and Indian Wars Skirmish Rules Tyneside Wargames club October 2016 Version 3.4 Page 2 of 11 Index: Introduction:... 4 Troop Classifications:... 4 Loyalty:... 4 Weapons:... 4 Play Sequence:... 4

More information

Along the way, battle with other ships to loot or destroy them. The Board

Along the way, battle with other ships to loot or destroy them. The Board Sky Pirates and the Quest for Helium A take that pick up and deliver game for 2 6 players Helium a speculative lifting gas nearly as good as hydrogen but not subject to flame. No hydrogen dirigible would

More information

Cliff Hoopin. N a t h a n a e l S m i t h

Cliff Hoopin. N a t h a n a e l S m i t h Cliff Hoopin N a t h a n a e l S m i t h Cliff Hoopin is a game that relies heavily on physical skill and consistency. As a player one must consistently hit their free-throws as well as have the foresight

More information

Airship! Airship Creation

Airship! Airship Creation Airship! The Steampunk Adventure Table Game Captain? It s been some time. Thank you for agreeing to meet with me. There s trouble out west. The kind of trouble you specialize in solving. We re giving you

More information

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight

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

Shaun Austin Jim Hartman

Shaun Austin Jim Hartman RULEBOOK Shaun Austin Jim Hartman V 1.3.1 Copyright 2005 Shaun Austin & Jim Hartman Lost Treasures Introduction Lost Treasures is a simple two player game where each player must hire a party of adventurers

More information

SETTING UP THE GAME: YOUR MISSION BEGINS

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

More information

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

Rules for 2-5 players Ages 10+

Rules for 2-5 players Ages 10+ Rules for 2-5 players Ages 10+ Contents: Gameboard, 3 Classic Dalek Armies, 2 New Dalek Paradigm Armies, 1 TARDIS, 42 Territory Cards, 15 Power Cards, 10 Mission Cards, 5 Dice, Cardboard Clara Token. 1

More information

DOMINATION PLAYER A PLAYER B

DOMINATION PLAYER A PLAYER B DOMINATION The battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield,

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

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

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

More information

A Clash of Arguments

A Clash of Arguments A Clash of Arguments A set of rules for the lazy gamers of this world. (Or Horse and Musket?) By Craig Grady Phases each turn consists of the following five phases Initiative Move Shoot Hand to Hand Moral

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

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight

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

ARMY COMMANDER - GREAT WAR INDEX

ARMY COMMANDER - GREAT WAR INDEX INDEX Section Introduction and Basic Concepts Page 1 1. The Game Turn 2 1.1 Orders 2 1.2 The Turn Sequence 2 2. Movement 3 2.1 Movement and Terrain Restrictions 3 2.2 Moving M status divisions 3 2.3 Moving

More information

Frontier/Modern Wargames Rules

Frontier/Modern Wargames Rules Equipment: Frontier/Modern Wargames Rules For use with a chessboard battlefield By Bob Cordery Based on Joseph Morschauser s original ideas The following equipment is needed to fight battles with these

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

Location cards. soldier attacks. HostiLe turn. additional information

Location cards. soldier attacks. HostiLe turn. additional information introduction Game Overview...2 Victory...2 Component Overview...2 Set-Up...6 BuiLding Your mission and team Mission Card...7 Objective Card...8 Soldiers Player Soldier Cards...9 Non-Player Soldier Cards...10

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

Adventures. New Kingdoms

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

More information

Star Trek Fleet Captains FAQ version

Star Trek Fleet Captains FAQ version If you are missing your command posts, look under the ship insert (not the entire insert, just the insert the Ships are in) Where can I get replacements for damaged, missing or broken cards/ships: http://

More information

Wings of war campaign. All players start on the same side, and are in the same scout squadron on the Western front in Late August 1917.

Wings of war campaign. All players start on the same side, and are in the same scout squadron on the Western front in Late August 1917. Wings of War Campaign Tyneside Wargames Club June 2011 Wings of war campaign All players start on the same side, and are in the same scout squadron on the Western front in Late August 1917. Players may

More information

Wings of Glory campaign

Wings of Glory campaign Wings of Glory Campaign Tyneside Wargames Club June 2016 Wings of Glory campaign All players start on the same side, and are to use planes which historically flew together (IE no DH-2 flying with a Sopwith

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

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

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

More information

Free Shipping for all USA orders!

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

More information

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

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

More information

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 INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here. Revised 12-4-2018 Don t fire unless fired upon, but if they mean to have a war, let it begin here. - John Parker - INTRODUCTION By design, Commands & Colors Tricorne - American Revolution is not overly

More information

For 2 to 6 players / Ages 10 to adult

For 2 to 6 players / Ages 10 to adult For 2 to 6 players / Ages 10 to adult Rules 1959,1963,1975,1980,1990,1993 Parker Brothers, Division of Tonka Corporation, Beverly, MA 01915. Printed in U.S.A TABLE OF CONTENTS Introduction & Strategy Hints...

More information

BETA TEST Revision Sep-18 Page 1

BETA TEST Revision Sep-18 Page 1 Page 1 GLOSSARY OF TERMS ACTION DICE: Dystopian Wars uses six-sided custom die known as an Action Die. Each side on the Action die has a special symbol which relates to a result. For those who do not have

More information

Conflict Horizon Dallas Walker Conflict Horizon

Conflict Horizon Dallas Walker Conflict Horizon Conflict Horizon Introduction 2018 Dallas Walker Conflict Horizon Welcome Cadets. I m Sargent Osiren. I d like to make it known right now! From that moment you stepped foot of the shuttle, your butts belonged

More information

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS i The 1 st Brigade would be hard pressed to hold another attack, the S-3 informed Bannon in a workman like manner. Intelligence indicates that the Soviet forces in front of 1 st Brigade had lost heavily

More information

Play with good sportsmanship and have fun!

Play with good sportsmanship and have fun! Rules of the High Seas Here are some game concepts important to the Pirates Constructible Strategy Game (CSG) rules: Six-sided dice are abbreviated d6. Ability text (found on the fronts of cards) overrules

More information

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle

More information

How to Win Axis and Allies Style Games

How to Win Axis and Allies Style Games How to Win Axis and Allies Style Games October 31, 2006 Alan Richbourg Why Try? Whether you win or lose, especially in the long run, it s most rewarding for all players if they all make a reasonable effort

More information

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS i The Flames Of War More Missions pack is an optional expansion for tournaments and players looking for quick pick-up games. It contains new versions of the missions from the rulebook that use a different

More information

WARHAMMER 40K COMBAT PATROL

WARHAMMER 40K COMBAT PATROL 9:00AM 2:00PM ------------------ SUNDAY APRIL 22 11:30AM 4:30PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate

More information

Component List. Game Overview. How to Use This Rulebook. This Rulebook. 1 Quick-Start Rules Booklet. 3 Painted Plastic Ships.

Component List. Game Overview. How to Use This Rulebook. This Rulebook. 1 Quick-Start Rules Booklet. 3 Painted Plastic Ships. Game Overview Welcome to X-Wing, an exciting, fast-paced dogfighting game set in the Star Wars universe. In X-Wing, two players take control of X-wings, TIE fighters, and other ships from the Star Wars

More information

SCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook -

SCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook - The following is the complete list of scenarios that may be played at the 2011 Ultimate Warhammer 40K tournament. Four of these will be used by all players in the first four rounds of the tournament (pre-determined

More information

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery The Portable Wargame Rules Late 19 th Century Version For use with a battlefield marked with a grid of hexes By Bob Cordery Based on some of Joseph Morschauser s original ideas The Portable Wargame Rules

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

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

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

More information

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

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

TUMULT NOVEMBEr 2017 X-WINg DOUBLES TOUrNAMENT. Lists need to be submitted by 14 November 2017 V 1.1. Sponsored by

TUMULT NOVEMBEr 2017 X-WINg DOUBLES TOUrNAMENT. Lists need to be submitted by 14 November 2017 V 1.1. Sponsored by TUMULT 2017 18 NOVEMBEr 2017 X-WINg DOUBLES TOUrNAMENT players pack Lists need to be submitted by 14 November 2017 V 1.1 Sponsored by 1 GENErAL INFOrMATION WHEN: Saturday 18 November 2017. Check in is

More information

Sequence of Play This rulebook is organized according to this Sequence of Play.

Sequence of Play This rulebook is organized according to this Sequence of Play. Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...10 Pre-Combat...11 Combat...14 Post-Combat...19 End of Week...20 End of Campaign...22 Optional Rules...22 Credits...22 Sample Game...23

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

UNITS Hidden Units Formed Units Fighter Commander

UNITS Hidden Units Formed Units Fighter Commander COLONIAL ADVENTURE UNITS Each unit consists of 5 to 20 figures. Additionally units may contain leaders (maximum 2 per unit), musicians (maximum 1 per unit) and color bearers (maximum 1 per unit). Each

More information

Highbrow Gran Orc A miral

Highbrow Gran Orc A miral Captain Highbrow Gran Orc A miral COMPOSED BRUTALITY BLADE OF THE DAMNED CONTROLLED RAGE BLADE OF THE DAMNED ANGER MANAGEMENT 0 0 Highbrow Highbrow Lv. COMPOSED BRUTALITY COMPOSED BRUTALITY Gains To Hit

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

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Note: A few questions are deliberately repeated under different headings Characters Tilda Can Tilda heal herself?

More information

For 2-4 Players Ages 8 and Up

For 2-4 Players Ages 8 and Up For 2-4 Players Ages 8 and Up TM Ahoy, and welcome to Ship of Treasures! In addition to the excitement of playing the part of a pirate searching for buried treasure, there s another exciting part to this

More information

The Esoteric Order of Gamers

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

More information

Created by Michael Browning

Created by Michael Browning Created by Michael Browning for Jasper The story so far... You Have Travelled to Zerenia, you hear tales of a deadly pirate called Captain Blood and his ship The El Cor'ed. He is terrorising the seas,

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

HORUS HERESY: BETRAYAL AT CALTH BOX BASH

HORUS HERESY: BETRAYAL AT CALTH BOX BASH THURSDAY :: MARCH 23 8:00 AM 8:30 PM HORUS HERESY: BETRAYAL AT CALTH BOX BASH Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.

More information

The Glory that was GREECE. Tanagra 457 BC

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

More information

v. 0.1 Warmster Revolution CZ

v. 0.1 Warmster Revolution CZ v. 0.1 Warmster Revolution CZ Mighty Empires Campaign Book Rules for Warmaster Campaign Compiled by Czech Warmaster Community This publication is completely unofficial and in no way endorsed by Games Workshop

More information

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length Fleet Engagement Mission Objective Your forces have found the enemy and they are yours! Man battle stations, clear for action!!! Mission Special Rules None Set Up velocity up to three times their thrust

More information

Let us now look at a situation a few rounds into the game, from the perspective of player 2.

Let us now look at a situation a few rounds into the game, from the perspective of player 2. Example of gameplay Thermal Showdown Updated to version 1.35 Do you want to know how to play Thermal Showdown? Or just find out what it s really about? There is no better way than to watch an example of

More information

Under fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire.

Under fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire. Featherstone Like WW2 Rules These rules are very similar to the Featherstone/Bath mass combat rules you can find for Ancient and 18 th Century combat. They have been adapted for a massed skirmish game

More information

Attention! Choking hazard! Small pieces, not for children under three years old. Figure 01 - Set Up for Kick Off. corner arc. corner square.

Attention! Choking hazard! Small pieces, not for children under three years old. Figure 01 - Set Up for Kick Off. corner arc. corner square. Figure 01 - Set Up for Kick Off A B C D E F G H 1 corner square goal area corner arc 1 2 3 4 5 6 7 penalty area 2 3 4 5 6 7 8 center spin circle 8 rows 8 8 7 7 6 6 5 4 3 2 1 penalty arc penalty spot goal

More information

HOW TO PLAY BLACKJACK

HOW TO PLAY BLACKJACK Gaming Guide HOW TO PLAY BLACKJACK Blackjack, one of the most popular casino table games, is easy to learn and exciting to play! The object of the game of Blackjack is to achieve a hand higher than the

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

SET-UP QUALIFYING. x7 x4 x2. x1 x3

SET-UP QUALIFYING. x7 x4 x2. x1 x3 +D +D from lane + from mph lane from + mph lane + from mph lane + mph This demonstration race will walk you through set-up and the first four turns of a one- race to teach you the basics of the game. ;

More information

WORMHOLES. a game of starship tactics for the piecepack. The Story. Summary. Setup

WORMHOLES. a game of starship tactics for the piecepack. The Story. Summary. Setup WORMHOLES a game of starship tactics for the piecepack by Marty Hale-Evans (marty@martynet.org) and Ron Hale-Evans (rwhe@ludism.org) [version 0.6, 2001-10-01] 2 players Approx. 20 minutes The Story In

More information

A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2

A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.) Version 2 Page 1 of 30 A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2 The first abstraction: A Marvellous Victory are an abstract set of wargame

More information

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party. It is recommended you use the Quick Reference Booklet to lookup Map tiles, Creature abilities, Quests and Tokens as you encounter them on your adventure You will only encounter a small selection of the

More information

Set Up. Developed by Alan Emrich and Josh Neiman

Set Up. Developed by Alan Emrich and Josh Neiman From the far reaches of our galaxy, an alien race has come to Planet Earth with the intent to wipe out the entire human race. As cities crumble and fall to the onslaught, a few civilizations bravely gather

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

FRIDAY APRIL :00PM 12:00AM

FRIDAY APRIL :00PM 12:00AM FRIDAY APRIL 4 ------------------ 8:00PM 12:00AM ------------------ LEGEND OF THE HIGH SEAS THE SACKING OF PANAMA, 1671 Do not lose this packet! It contains all necessary missions and results sheets required

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

LEARN TO PLAY CHESS CONTENTS 1 INTRODUCTION. Terry Marris December 2004

LEARN TO PLAY CHESS CONTENTS 1 INTRODUCTION. Terry Marris December 2004 LEARN TO PLAY CHESS Terry Marris December 2004 CONTENTS 1 Kings and Queens 2 The Rooks 3 The Bishops 4 The Pawns 5 The Knights 6 How to Play 1 INTRODUCTION Chess is a game of war. You have pieces that

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

DOMINATION PLAYER A PLAYER B

DOMINATION PLAYER A PLAYER B The battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield,

More information

Section 1.0 GAME COMPONENTS

Section 1.0 GAME COMPONENTS Version 2 Section 1.0 GAME COMPONENTS The following items are included in the game: 1.1 The Map Tactical Map Counters 5 sheets (160 x 1.2 and 240 x.6 ) Rule Book Charts & Scenario Book Player Aids 4 charts

More information

Battle. Table of Contents. James W. Gray Introduction

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

More information

OFFICIAL RULEBOOK Version 7.2

OFFICIAL RULEBOOK Version 7.2 ENGLISH EDITION OFFICIAL RULEBOOK Version 7.2 Table of Contents About the Game...1 1 2 3 Getting Started Things you need to Duel...2 The Game Mat...4 Game Cards Monster Cards...6 Effect Monsters....9 Synchro

More information

BASIC RULES Contents

BASIC RULES Contents BASIC RULES Contents Section 1: Setting up and General Rules... 2 Section 2: Attributes (including Character Creation)... 3 UNITS... 4 Spells... 6 Section 3: Actions... 7 a: Movements... 7 b: Attacks and

More information

Joshua Nuernberger DESMA 157A Eddo Stern Fall Marathon Running Game The Road Based on the Novel by Cormac McCarthy

Joshua Nuernberger DESMA 157A Eddo Stern Fall Marathon Running Game The Road Based on the Novel by Cormac McCarthy Joshua Nuernberger DESMA 157A Eddo Stern Fall 2010 Marathon Running Game The Road Based on the Novel by Cormac McCarthy THE ROAD GAME DESCRIPTION The near future -- gray skies, barren wastelands, and abandoned

More information

Background. After the Virus

Background. After the Virus After the Virus Background The zombie apocalypse is here! The world has been hit by a virus killing 90% of the population. Most of the survivors have turned into zombies, while the rest are left weak and

More information

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

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

More information

Steamalot: Epoch s Journey

Steamalot: Epoch s Journey Steamalot: Epoch s Journey Game Guide Version 1.2 7/17/2015 Risen Phoenix Studios Contents General Gameplay 3 Win conditions 3 Movement and Attack Indicators 3 Decks 3 Starting Areas 4 Character Card Stats

More information

LORE WAR A Fantasy War Game

LORE WAR A Fantasy War Game LORE WAR A Fantasy War Game TABLE OF CONTENTS: OVERVIEW....3 SUPPLIES......3 SETUP........3 RULES OF PLAY......3 WINNING CONDITIONS. 5 THE LORE BOOK....5 https://loregamescom.wordpress.com/ 2 OVERVIEW:

More information

Henry Bodenstedt s Game of the Franco-Prussian War

Henry Bodenstedt s Game of the Franco-Prussian War Graveyard St. Privat Henry Bodenstedt s Game of the Franco-Prussian War Introduction and General Comments: The following rules describe Henry Bodenstedt s version of the Battle of Gravelotte-St.Privat

More information

OFFICIAL RULEBOOK Version 8.0

OFFICIAL RULEBOOK Version 8.0 OFFICIAL RULEBOOK Version 8.0 Table of Contents Table of Contents About the Game 1 1 2 Getting Started Things you need to Duel 2 The Game Mat 4 Monster Cards 6 Effect Monsters 9 Xyz Monsters 12 Synchro

More information

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

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

More information