A Game of Time Travel for Fun and Profit 2 to 4 Players / 20 to 40 Minutes
|
|
- Georgina Malone
- 6 years ago
- Views:
Transcription
1 A Game of Time Travel for Fun and Profit 2 to 4 Players / 20 to 40 Minutes 16 Trip (2 different backs) PTS Sign the Declaration of Independence Action Discover Antarctica 4 PTS You and the other players work at Loop Incorporated, the most prestigious time travel agency in the world. Well, that s not entirely true. It s a mismanaged, third-tier agency owned by the slick Mr. Loop, who cares more about making a buck than making sure the delicate weave of the space-time continuum stays tight and safe. For you and your coworkers, it s as good a job as any, and if you time things just right you may even get a nice bonus at the end of the day. And since you have a time machine, you can take multiple cracks at it... assuming things don t get too chaotic with your past selves running around. 4 Player Boards (in 4 colors) I II III Place an! token on a Trip for this Day. TAGLINE Put things in perspective. Visit the Dark Ages. Armory + Take an ARMOR component from the Armory. CAUTION The primordial soup is non-potable. Garage + or Take a WHEEL or a PROPELLOR component from the Garage. CUSTOMER SAFETY TIP Score Board No drinks will be served while tumbling through the spacetime barrier. 60 Component Tokens (12 each of 5 types) 40 Time Machine tokens I I II I 4 Score tokens Component Board Garage Shop Armory Day 1 Day 2 Day 2 Day 3 16 Tear tokens 12 Ad! tokens /player /player /player
2 Setup 1. Each player selects a color and receives: Player Board / 6 Time Machine Tokens / 3 Ad! Tokens / 1 Score Token in their color. 2. Place the Tear tokens to the side, where they can easily be reached. 3. Place the Component Board in the middle of the table. 4. Place the Score Board to the right of the Component Board. Place the Score Tokens for each player at 0 on the Score Board. 5. Place one of each type of component for every player on the correspondent space on the Component Board. For example, in a 3 player game, the Shop would get 3 Nets and 3 Cameras. The Armory would get 3 Armors. The extra components tiles should be set aside, for later in the game. 6. Beneath the Component Board, place a number of Action face up equal to the number of components on the room, plus one. For example, in a 3-player game, the Garage would get 7 cards, and the Armory would get 4. Place these cards below their appropriate room on the Component Board. 7. Place a number of Trash, Exchange, and Move cards equal to the number of players plus 1 in separate piles along the row formed by the other cards. 8. Shuffle each Era of Trip cards separately (noted by different colored backs), A number of Trip cards are dealt out, arranged above the Component Board. The number of cards dealt out depends on the number of players: 2 players: 3 and 2 BC 3 players: 3 and 3 BC 4 players: 4 and 3 BC 9. Arrange these cards in a timeline on the opposite side of the actions cards, going from the earliest date to the latest. If playing a 4-player game, you may need to stagger these cards based on table size. 10. Shuffle the Anomaly cards and place them face down next to the play area. They will be used later. Setup Diagram Trip : Earliest to Latest Component Board Score Board Garage Shop Armory Trash Exchange Move Sample row of Trip cards (2 players). 2 BC and 3 cards. 200,000 BC 7 1,400 BC 7 Water the Hanging Gardens of Babylon Train with the Samurai Watch a Play at the Globe Theatre Visit the Golden Age of Paris Hunt a Mammoth Walk with the Neanderthals 10,000 BC 9 Play in a Mayan Ball Court 600 BC 8 Explore with Erik the Red Indulge in the Italian Renaissance Fly with the Wright Brothers
3 Gameplay Overview: A game of Loop, Inc. is played over the course of a single day, repeated three times. For convenience the repeated days are called Day 1, Day 2 and Day 3. During Day 1, players will get to perform three NEW actions and send out their single time machine. Then, at the end of the Day 1, players jump into their time machines and return to the beginning to start the day over again. The catch is, that when players go back in time to try the day again, their past selves are still running around. This means on Day 2 they ll get to perform all the actions from Day 1, as well as 3 NEW actions for Day 2. They ll also have an additional time machine to launch! On Day 3, things compound even further as there are 3 more New cards to play along with the previous 6, as well as a third time machine to launch, which makes timing key. At the end of Day 3, the player who completed the most profitable trips with their time machines wins, provided they didn t cause too many tears in the space-time continuum. During employee training, Mr. Loop was very clear that employees should not be using the time machine for anything other than taking customers on trips. Of course, Mr. Loop also said Profit above safety, so he might not disagree with what you re doing. Still, it s better not to tell him. Playing a Day: A day is played over several turns. Each turn is the play of a card. During each day, a player will have 3 turns in which they must elect a new action. In addition, on each day after the first day, players will also have turns to play the cards from the previous day or days. Thus, on the first day there will be 3 turns for each player (3 new cards). On the second day there will be 6 turns for each player (3 new cards plus the previous day s 3 cards). On the third day there will be 9 turns for each player (3 new cards plus the previous two days 6 cards). At the beginning of the day, each player should take the Time Machine tokens needed for the day. For the first day, you only need the Day 1 token for your Time Machine Mark I. Place that token on your Mark I time machine to show that it is available, and has not launched. On the second day, you ll need Day 2 tokens for your Time Machine Mark I and Mark II. On the third day, you ll need Day 3 tokens for your Time Machine Marks I, II and III. These will go on their respective time machines as well. I II I II III Day 2 Day 2 (Example of a player about to start the 2nd Day) Remember as you go forward, on the 1st day, only the Mark I time machine is available. On the 2nd day, you may use the Mark I and II. On the 3rd day, you may use the Mark I, II and III. During the first day, the youngest player goes first. In the 2nd and 3rd round, the player who has the lowest score goes first. If there s a tie, it rotates to the tied player that is next clockwise to the current first player.
4 Your Turn Turns go clockwise. On each turn, players must take one of two actions: Choose a New Action (must be done three times throughout the day), or Play a Past Action (not available in the first round) Then they may optionally: Launch a Time Machine Choosing a New Action Select an action card from the faceup supply in the middle of the table. Take the action immediately, and then place the card at the end of your tableau in front of you. (If it is the first card of this day, then you are just starting your tableau.) Place new actions cards crooked to show that this is the first time the card has been played. This helps you count the three times you must use new actions. Play a Past Action When you play a past action, you must select the FIRST card in your hand. Take the action immediately and place the card at the end of your tableau. Past actions are placed with the cards straight, not crooked like when placing a new action. You cannot rearrange the order of the cards in your hand, and you must play them in the same order as the previous day. Note on your Tableau It is important that when you are playing cards that you place and keep them in the order they are played. This ensures that when you play the cards the next day, they are played in the same order as required. The correct way to manage your Tableau is to place cards on top of and to the right of cards previously played. It is also very helpful to play NEW cards crooked so that you ensure you take and play the 3 mandatory NEW cards each day. Place an! token Place on an a! token on a Trip for this Day. Trip for this Day. TAGLINE Garage TAGLINE Put things in perspective. Put things in perspective. Visit the Dark Ages. Visit the Dark Ages. Armory + or + Take a WHEEL or a PROPELLOR component from the Garage. CUSTOMER SAFETY TIP Take an ARMOR component from the Armory. CAUTION The primordial soup is non-potable. No drinks will be served while tumbling through the spacetime barrier. (Example of adding to the Tableau on the 2nd Day. Notice the crooked card, which was a NEW action for this Day. The next 2 plays to finish the day must also be NEW cards to fulfill the requirement to play all of the cards from the previous day AND take and play 3 NEW cards. Note that the NEW cards can be taken and played at on any turn in the day, but the order of the cards played during each Day must be retained for the next day.) The Game s Actions Each action in the game represents a workstation at Loop, Inc. Therefore, the available actions at the beginning of the game are, for the most part, the only ones that will be available for the entire game. Going back in time does not create more workspace, and just makes things more crowded. Sometimes, you may even be forced to take actions you don t want to take, so plan accordingly. However, at the end of Day 1 or Day 2, more actions will be added in the form of anomalies, which will make things a little less crowded, but more chaotic. If you are ever not able to completely fulfill an action, you cause a tear in the space-time continuum. Reference the Causing a Tear in the Space-Time Continuum Section section after the action list. General rule for Actions: You cannot add, subtract or move components from a time machine that has already been launched.
5 Here are the available actions: Garage, Shop or Armory When you take this action, take one component from the appropriate room. You may choose which component to take. For example, from the Garage you may take a Wheel or a Propeller, and from the Shop you may take a Camera or a Net). If the type of component you want is no longer available, you must take the other type or take a Tear. You must add this component to a time machine. However, you cannot add a component to a time machine that has already been launched. You may be surprised to see a net available for your time machine. Luckily, time travel law follows the Breadbox Theory, which states that you may take anything from the past, as long as it s no larger than a breadbox. Physicists have backed this up by saying that Time is more robust than it looks and deny that it has anything to do with their burgeoning collections of antique microscopes. Fun fact: the first thing brought back from the past was actually a breadbox, because nobody in the present knew what one looked like. Exchange When you take this action, you must take a component off of one of your time machines and then return it to the Component Board in the appropriate room. After you place the component, you may select any replacement component from the Component Board for your time machine. Remember that components cannot be added or removed from a time machine that has already been launched. Move You may move one of your components from one ship to another. Remember: you cannot move components on or off ships that have already been launched. Take one of your Ad! tokens and place it on a Trip of your choice. The Trip must have no other players on it from this day, and cannot have another Ad! on it. The Ad! means that you have priority going to that trip this round, and any other player who goes there must take a Tear. If you visit this Trip, you will also get a point at the end of the game for fulfilling this Ad!. However, be careful, if you and don t fulfill the Trip you ll get a -3 penalty. Note that you only have the budget for three Ads. Mr. Loop traditionally didn t like spending money on advertising, but then he realized that he could put his face on everything, which really catered towards his ego. It s terribly done, and Mr. Loop is scowling in most of the ads, but they somehow get people to come pay for time travel excursions. Trash Take one or more components off your unlaunched time machines and discard them from the game. Note: this is a good way to prevent unnecessary penalties for creating waste. Anomalies When you come back in time, you will create anomalies. These are generally harmless, and will allow you to perform special actions. Each anomaly card will describe what it does. (Anomolies do not appear until the 2nd and 3rd day, described later).
6 Causing a Tear in the Space-Time Continuum If you are ever unable to fully complete an action, then you cause a Tear in the space-time continuum. When this happens, you must take a Tear token from the general supply and place it in your penalty box. The penalties for Tears add up as you gain more. One Tear will give you a -1. Two Tears will give you a -3. And, 3 Tears will give you a -6. On the chance you get four Tears, you are eliminated from the game because you caused yourself to disappear from existence. The penalties for Tears are noted on the tokens. Examples of causing a Tear: There are no components available in the shop when taking a Shop action. You do not have an unlaunched time machine to which to add the component. You do not have two unlaunched time machines to move a component between. You try to, but have no Ad! tokens left. Mr. Loop doesn t really care about the stability of the space-time continuum, but he does care about the fine he has to pay when it happens. And that fine sure isn t coming out of his wages... Launch a Time Machine (Optional) Each time machine can only get launched once per day, and you may only launch one on a turn. An unlaunched machine should still have its token on it. You ll notice that each Trip card has two separate trips on it. Each trip is treated completely separate. The fact that they are on the same card is irrelevant. When launching a ship, take its token and place it on the desired Trip card, over the image of the trip to indicate that it s already been taken this turn. To place it there, you must fulfill the following: Your time machine must have the required components, noted on the bottom of the Trip card. You cannot have a time machine token there from a previous day (these will be placed above or below the particular trip, depending on the arrow). In addition, only two players can visit the same trip during a day. The first player may place without a penalty, but the second player gets penalized for using the same time stream twice in a day. You are the second player to visit a trip if either: A player has already visited this trip for the day, or Another player s Ad! token is there If you are the second player to visit, you must take a Tear penalty token. Place this token in your penalty area. If you visit a spot with your own Ad! token there, then move the Ad! token up or down off the trip, depending on the arrow. At the end of the game, you will gain an additional point for advertising and fulfilling this trip. Note: the Ad! token counts as a player when counting the two player limit per trip. So if an Ad! token and another player s time machine are on a trip, then that trip can no longer be visited this day. Wouldn t Mr. Loop realize that you are launching three ships on the last day, instead of one? Probably not. All you employees look the same to him. That being said, if you tried to jump back in time more than three times he would probably catch on. Even complete indifference has its limits.
7 If you successfully placed your token on the trip, it s possible you created waste. If there are any components on your ship that are not needed, the components are removed from your ship and placed face down (which shows a -1 ) into your penalty box. Those components can no longer be used, and will count against you at the end of the game. To Mr. Loop, creating waste is more offensive than insulting his mother s good name. So, for him, putting unnecessary components on one of his time machines is inexcusable. In fact, that s the reason he fired his mother. Keep track of your points on the Score Board. When you launch a trip, move your Score Token up that many spaces on the track, while subtracting any penalties you may get. At any point, you can verify your score by counting up your points from completed trips and subtracting your penalties. Ending the 1st and 2nd Day Each room (Shop, Garage, and Armory) should be filled so all of their slots have one component in them. All the time machines that have been placed on Trip cards should be placed above or below the trip card (as noted by the arrow). This will show that the trip is free for the next round, and placing the token next to the trip will note that the token needs to be scored at the end of the game. If any time machines were not launched during the course of the day, remove the machine s token. It can no longer be used. Note: all the components remain on the time machine until the next day. If any player has an Ad! token on a Trip card, but did not fulfill it, then it turns into a penalty. Place the token with the -3 up in the penalty box on their player board. Adjust the player s score accordingly. Since players are now going back in time, anomalies are created! Draw a number of anomaly cards equal to the number of players and place them faceup in the play area. These can be taken as actions in the following days. Players then pick up their tableau into their hand. It is very, very important that you maintain the correct order of your cards. In the next day, you will have to play these actions in the same order so be careful! Then, play the day as you had played the previous one! Be sure to select the starting player and gather your time machine tokens as described at the beginning of Playing a Day. The player who currently has the least amount of points goes first in the following day. If there are multiple players with the same score, the first player title rotates clockwise from the current first player to the next player with the low score. Ending the 3rd Day & Winning If any player has an Ad! token on a Trip card, but did not fulfill it, then it turns into a penalty. Place the token with the -3 up in the penalty box on their player board. The highest total wins! If there is a tie, the player with the least penalty total wins.
8 Stretch Goal Expansions: Futures (5 Future ) In this expansion, players are able to send customers on trips to the future as well as the past. Future trips might not be as lucrative as the ones in the far past, but they allow you to gain some helpful knowledge about the future and streamline your day a bit more. Customers always come back with some gossip about the future. Setup with the futures expansion is as follows: - 2 players: 3, 1 BC and 1 FUTURE - 3 players: 3, 2 BC and 2 FUTURE - 4 players: 4, 2 BC and 2 FUTURE When you send a time machine to a future trip, you are able to take a bonus action described on the trip. Take that action immediately, unless it says otherwise. More Anomalies (4 Anomaly ) Simply add these extra cards to the existing Anomaly deck. More variability for the win! Office Actions (5 Office Action ) These cards replace the Trash action in the base game. They are placed in the same quantity as the Trash cards (ie.: the number of players plus one). The Office action is more advanced, and gives you the opportunity to score points by doing boring office work during the day. When you take an Office action, you get to discard one -1 component penalty that you ve earned. In addition, at the end of the day you ll get points for the Office actions you ve taken. And, the earlier in the day the better. If you take an office action in the first three cards, you gain 2 points. If you take it in the second three cards, you gain 1 point. If you take it in the last three cards, you gain no additional points, although you likely avoided a Tear or removed a penalty.
THE STORY GAME PLAY OVERVIEW
THE STORY You and your friends all make a living selling goods amongst a chain of tropical islands. Sounds great, right? Well, there s a problem: none of you are successful enough to buy your own seaplane,
More informationCard Racer. By Brad Bachelor and Mike Nicholson
2-4 Players 30-50 Minutes Ages 10+ Card Racer By Brad Bachelor and Mike Nicholson It s 2066, and you race the barren desert of Indianapolis. The crowd s attention span isn t what it used to be, however.
More informationOnly and are worth points. The point value of and is printed at the bottom of the card.
Game can be played with or without a playmat. Print your free downloadable playmat at Send your Agents on missions to Locations to collect Secrets and Founders and earn points. Sabotage your opponent s
More informationCONTENTS INSTRUCTIONS SETUP HOW TO PLAY TL A /17 END OF THE GAME FAQ BRIEF RULES
BRIEF RULES FAQ END OF THE GAME HOW TO PLAY TL A115098 1/17 SETUP INSTRUCTIONS 1 CONTENTS CONTENTS The Inox people have been living peacefully in the Land of the Waterfalls for a long time. But now there
More informationGOAL OF THE GAME CONTENT
The wilderness of Canada is in your hands. Shape their map to explore, build and acquire assets; Plan the best actions to achieve your goals and then win the game! 2 to 4 players, ages 10+, 4 minutes GOAL
More informationPrint and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages.
SWAMPED Print and Play Rules Game Design by Ben Gerber Development by Bellwether Games LLC & Lumné You ve only just met your team a motley assemblage of characters from different parts of the world. Each
More informationThe player who earns the most prestige points through producing exhibitions and managing his budget best, wins the game.
Introduction It is the early 20th Century, and the great museums of Europe and compete for artifacts from around the world in order to fill their museums with the most prestigious exhibitions. Game idea
More informationStock Trading Game. Rulebook
Stock Trading Game Rulebook Game Concept: Gregorius J. M. Tampubolon Andrew Hedy Tanoto Game Designer: Febndy & Lovita Darwin Artist: FEBNDY & Kevin Reynaldo AQUA TERRA VENTUS PRODUCTION 207 Table of Contents
More informationContents. 12 Award cards 4 Player Aid cards 8 Attraction mats 4 Equipment tiles 15 Player markers (tractors) in 5 colors
It is time for the annual Agricultural Grand Fair where all aspects of a farmer s life are celebrated! Farmers all around the area are coming to see the attractions, watch the festivities, take part in
More informationPHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson
PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson For Two to Six Players Object: To be the first player to complete all 10 Phases. In case of a tie, the player with the lowest score is the winner.
More informationCOMPONENTS. by harry-pekka Kuusela. 1 central board. 4 player boards 2-4 (-8) (-90) 12+
2-4 (-8) by harry-pekka Kuusela 30-60 (-90) 12+ In ESSEN, each player is a board game publisher that attends the most prestigious board game fair in the world. In that fair new board games hit the market,
More informationThe Butterfly Garden
The Butterfly Garden A game for 2-6 lepidopterists The local science museum needs your help expanding and diversifying its butterfly garden. Capture highly desired butterflies, put them in your trusty
More informationContents. 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 informationThe Princess & The Goblin: The Golden Thread
This rulebook belongs to the unfinished prototype. All artwork is for testing purposes only and is not final. Please contact dennis@bellwethergames.com to provide feedback or comments. Thank you for playing!
More informationThe Modules. Module A - The Contracts. Symbols - What do they mean?
The Modules Each time you play First Class, you will use exactly 2 modules. All of the modules can be combined with each other. For your first game, use modules A and B. This will help you learn the core
More informationOVERVIEW + 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 informationRulebook min
Rulebook 0+ 2-45 min Presentation What fabulous fish and phenomenal plants! Wouldn t it be simply superb to have them all in your Aquarium In Aquarium, players attempt to acquire the most beautiful fish
More informationParty Game. Ages 9 and Up 3 to 8 Players. Watch the Video: BigGcreative.com/Brady Time to Play: 20 Minutes
Ages 9 and Up to 8 Players Watch the Video: BigGcreative.com/Brady Time to Play: 0 Minutes Party Game TM Contents: 8 Mischief s, Snoop s, 8 Character Tiles, 8 Tile Bases, 6 Reference s, Cookies, Help Tokens,
More informationGame Preparation. Round Setup
7+ ~8 0 min One player is the monster, others may be hunters. How can you tell who is who? As the cards keep getting exchanged, the identity of the monster remains vague. In one turn you can be a hunter
More informationFOR THE CROWN Sample Play
FOR THE CROWN Sample Play v1.0 1 Turn 1 Yellow player FOR THE CROWN Sample Play To begin the game, Yellow player Draws 2 Peons and 3 Guards into his Hand. Order Phase: For his first Order Phase, he cannot
More informationPlacing a meeple: The player may place a meeple from her supply onto the tile she has just placed.
A clever tile-laying game by Klaus-Jürgen Wrede for 2 to 5 players aged 7 and up Carcassonne, the world-famous French city, known for its imposing fortifications erected during the Antiquity and the Middle
More informationGame Concept. The Game Board
A strategy game for 2 4 master builders 12 years old and up, by Andreas Steding Game Concept In the Florence of the 12th-14th centuries, the city s powerful and influential families don t just compete
More informationPony Primer. Getting Started
To confront a Problem, you need to have characters at that Problem with the proper colors and power to meets its solve requirements. Each character card has a color and a power value. Pony Primer Welcome
More informationPony Primer. Getting Started
To confront a Problem, you need to have characters at that Problem with the proper colors and power to meet its confront requirements. Each character card has a color and a power value. Pony Primer Welcome
More informationComponents. Loading dock 1. Loading dock 2. Loading dock 3. 7 shift tokens 5 action cards: 3 mining action cards
A card game by Wolfgang Kramer and Michael Kiesling for 2 to 4 players, aged 10 and up Development: Viktor Kobilke Illustrations: Dennis Lohausen Immerse yourself in the world of coal mining. Use lorries
More informationSETUP. Remove Extra Cards. Infect Wolf Zero. Set Aside Night Cards
Werewolves are among us... and humans who get bitten three times turn into wolves themselves! Humans try to give wounds to the wolves and avoid getting bitten. Humans win if at least one human survives
More informationAnthony 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 informationComponents. 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 informationOverview. Equipment. Setup. A Single Turn. Drawing a Domino
Overview Euronimoes is a Euro-style game of dominoes for 2-4 players. Players attempt to play their dominoes in their own personal area in such a way as to minimize their point count at the end of the
More informationFor how to play videos and more information about the game, visit
Game Rules There are six weeks before November. The campaign has been grueling, but the word "give up" isn t in Pauleen Packer s vocabulary. Technically, that's two words, but she would need to look them
More informationPhase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players
Phase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players Object: To be the first player to complete all 10 Phases. In case of a tie, the player with the lowest score is the winner.
More informationMichael Kiesling. 8 Player markers (2 in each color: white, orange, light brown and dark brown)
Michael Kiesling As the leaders of powerful Vikings tribes, the players set out to discover the islands seen off the coast of the mainland. Craftsmen, nobles and warriors will be stationed at these islands
More information200 CARDS (63X88) 1 VICTORY POINT BOARD 4 VICTORY POINT MARKERS 1 FIRST PLAYER TOKEN 4 FACTION BOARDS ST STATE BASE CARDS 12 CONNECTION CARDS
GOAL OF THE GAME Your goal is to build a new State in this post-apocalyptic world. Whether you command merciless Mutants or brave New Yorkers, your aim is always simple and clear conquer new lands, incorporate
More informationFor 2 to 5 players, ages 8 and up
GAME OVERVIEW For 2 to 5 players, ages 8 and up Each of you will be in charge of a zoo, trying to make it as profitable as possible. To succeed, you will need many animals, couples, their offspring; a
More informationBridge Players: 4 Type: Trick-Taking Card rank: A K Q J Suit rank: NT (No Trumps) > (Spades) > (Hearts) > (Diamonds) > (Clubs)
Bridge Players: 4 Type: Trick-Taking Card rank: A K Q J 10 9 8 7 6 5 4 3 2 Suit rank: NT (No Trumps) > (Spades) > (Hearts) > (Diamonds) > (Clubs) Objective Following an auction players score points by
More informationgame design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games
game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games www.garphill.com 2 introduction Explorers of the North Sea is set
More informationCorners! How To Play - a Comprehensive Guide. Written by Peter V. Costescu RPClasses.com
Corners! How To Play - a Comprehensive Guide. Written by Peter V. Costescu 2017 RPClasses.com How to Play Corners A Comprehensive Guide There are many different card games out there, and there are a variety
More informationHEY! DON T READ THESE RULES!
THE RULES (DON T WORRY, IT S MOSTLY PICTURES) HEY! DON T READ THESE RULES! Reading is the worst way to learn how to play a game. Instead, go online and watch our instructional video: www.bearsvsbabies.com/howtoplay
More informationBouncy Dice Explosion
Bouncy Dice Explosion The Big Idea This week you re going to toss bouncy rubber dice to see what numbers you roll. You ll also play War to see who s the high roller. Finally, you ll move onto a giant human
More informationRunikend 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 informationFIFTH AVENUE English Rules v1.2
FIFTH AVENUE English Rules v1.2 GAME PURPOSE Players try to get the most victory points (VPs) by raising Buildings and Shops. Each player has a choice between 4 different actions during his turn. The Construction
More informationDragon Canyon. Solo / 2-player Variant with AI Revision
Dragon Canyon Solo / 2-player Variant with AI Revision 1.10.4 Setup For solo: Set up as if for a 2-player game. For 2-players: Set up as if for a 3-player game. For the AI: Give the AI a deck of Force
More informationGAME COMPONENTS. Your ORIGINZ box contains:
GAME COMPONENTS This 20-page Rule Book 12 dividers Your ORIGINZ box contains: 264 cards (252 white-bordered and 12 black-bordered) divided into 12 pre-constructed, ready-to-play, Origin decks. Each Origin
More informationClassic Dominoes. Number of Players: 2-4
Classic Dominoes Number of Players: 2-4 First, all dominoes must be turned face down and mixed. Each player then draws five dominoes and stands them up on end in front of them so the backs of the dominoes
More informationSTEFAN RISTHAUS. A game by. for 2 4 players. 12 years and up
A game by STEFAN RISTHAUS for 2 4 players 12 years and up Contents 1.0 Introduction 2.0 Game components 3.0 Winning the game 4.0 Setting up the game 5.0 Sequence of Play 6.0 End of Turn Phase 7.0 Emergency
More informationThe Art of the Discard
The Art of the Discard How do you feel when declarer starts running a long suit? Do you find it hard to breathe? Do you panic? Or do you confidently discard knowing exactly which cards to save? Discard
More informationMONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens
Matthew Dunstan MONUMENTAL 1 4 players l 90-120 min l Ages 14+ RULES In Monumental, each player leads a unique civilization. How will you shape your destiny, and how will history remember you? Dare you
More informationOverview & 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 information2-4 players 5 years and up 15 minutes
Marco Teubner 2-4 players 5 years and up 15 minutes Hi there, I m Martin, the mammoth! Welcome to the neighborhood. I m here to help you learn the rules. Before we get started with the game, let s discover
More informationComponent 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 informationNEVADA GOOD SAMS GAME RULES Revised September 2015
NEVADA GOOD SAMS GAME RULES Revised September 2015 GENERAL GAME RULES FOR TOURNAMENTS: All games will be played in accordance with Nevada Good Sam Official Game rules. In order to participate for the Nevada
More informationKingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail
Kingdom Card Almanac Ancient Techniques Immediately look through the Craft discard pile and take one Craft Card for free. The Craft discard pile is made up of all the Craft Cards that were discarded at
More information1. Play one Maniac card from your hand. *optional. 2. Move in for the Kill. Grab the Victim card residing in The Kill Spot.
Steps for Taking a Turn 1. Play one Maniac card from your hand. *optional 2. Move in for the Kill. Grab the Victim card residing in The Kill Spot. 3. Play one Weapon and/or one Mask card, from your hand.
More informationPevans Board games reviews and articles by Paul Evans Coal, Iron and Railroads
Pevans Coal, Iron and Railroads Age of Industry reviewed by Pevans Astute readers will have noticed that I m something of a fan of Martin Wallace s games. Age of Industry is his latest. It s a business
More informationEmpires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit
Empires at War 1. About game Empires at War is a competitive card game set during I World War. Players create unique decks and take control over armies of conflicted nations. To win, you have to break
More informationCruise Line: Caribbean! The Cruise Line Game
Cruise Line: Caribbean! The Cruise Line Game Things are looking up in the cruise business! Industry predictions indicate a steady rise in demand for Caribbean Cruises over the next few years! In Cruise
More informationSTATION 1: ROULETTE. Name of Guesser Tally of Wins Tally of Losses # of Wins #1 #2
Casino Lab 2017 -- ICM The House Always Wins! Casinos rely on the laws of probability and expected values of random variables to guarantee them profits on a daily basis. Some individuals will walk away
More informationThe Exciting World of Bridge
The Exciting World of Bridge Welcome to the exciting world of Bridge, the greatest game in the world! These lessons will assume that you are familiar with trick taking games like Euchre and Hearts. If
More informationLESSON 3. Third-Hand Play. General Concepts. General Introduction. Group Activities. Sample Deals
LESSON 3 Third-Hand Play General Concepts General Introduction Group Activities Sample Deals 72 Defense in the 21st Century Defense Third-hand play General Concepts Third hand high When partner leads a
More informationEdited by: Richard Yambo
Designed By: Jessica Loredo Edited by: Richard Yambo VERSION 3/28/2018 Lost Socks PnP Component List Something to represent First Player Token 30 cubes/markers for Dirt 3 Dice of different Colors (for
More informationCOMPONENTS: No token counts are meant to be limited. If you run out, find more.
Founders of Gloomhaven In the age after the Demon War, the continent enjoys a period of prosperity. Humans have made peace with the Valrath and Inox, and Quatryls and Orchids arrive from across the Misty
More informationGame Background 1640 A.D. A
Game Background 1640 A.D. A ghastly curse befell a beautiful island in the Indian Ocean... just because it could. Soon, it was known that its dark magic would not only afflict whoever tried to take away
More informationGOAL OF THE GAME CONTENTS
RULES GOAL OF THE GAME You get to design your own custom dream home from scratch! The game lasts twelve rounds. During each round, you add rooms to your home and decorate them with all kinds of accessories.
More informationFertility Thanks Cyrille: Catch Up Games
Fertility is a game by Cyrille Leroy, illustrated by Jérémie Fleury, published by Catch Up Games and distributed by Blackrock Games. Graphism: Manoël Verdiel. Layout: Clément Milker. September 2018 - Catch
More informationComponents and Setup. Components and Setup. Game Components
Components and Setup. Place the game board in the middle of the table. Put the 50/00 point cards next to the 50 space on the score track. Game Components 4 0 6 6 40 44 3 8 0 5 5 6 7 38 Components and Setup
More informationSetup. These rules are for three, four, or five players. A two-player variant is described at the end of this rulebook.
Imagine you are the head of a company of thieves oh, not a filthy band of cutpurses and pickpockets, but rather an elite cadre of elegant ladies and gentlemen skilled in the art of illegal acquisition.
More informationContents 60 Bird cards Each habitat has: 1 ace 1 raptor 1 rare 2 of each uncommon. Setup. Game Overview
RULES OF PLAY Every year, the most enthusiastic (or maybe just crazy) birders embark on a big year, where they try to see as many different birds as possible. You ve decided that this year will be your
More informationIn the dark underworld of a society in crisis, a dangerous fighting league has taken root. Enterprising engineers and lowly laborers alike are
In the dark underworld of a society in crisis, a dangerous fighting league has taken root. Enterprising engineers and lowly laborers alike are creating diesel-powered machines of destruction, ready to
More informationIntroduction. 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 informationFULL 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 informationHow wordsy can you be?
Wordsy is a game of longer words! Over the seven rounds of the game, you are trying to find a single word that scores as many points as possible. Unlike other word games, you don t need all the letters
More information1.1 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 informationnew world opens before you with untouched land as far as the eye can see. Your boat glides up a river and you examine the banks, appreciating the
A new world opens before you with untouched land as far as eye can see. Your boat glides up a river and you examine banks, appreciating beauty of your new home. Expand your territory, cultivate your land
More informationMilton Public Schools Elementary Summer Math
Milton Public Schools Elementary Summer Math Did you know that the average American child loses between 1 and 3 months of learning in reading and math each summer? You can continue to love and enjoy your
More informationForge War. Game Overview. Components
Forge War Game Overview The wild country lands are growing dangerous. The king has called upon all able-bodied men to fight back the ever-deepening darkness, and you, as a skilled blacksmith, are tasked
More information1-4 Players Minutes Ages 10+
1-4 Players 20-40 Minutes Ages 10+ Among the many reasons that Oaxaca (pronounced wah-ha-kah) is well known are its exquisite handicrafts. Drawing upon generations of tradition, as well as Oaxaca s vast
More informationWHAT 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 informationIntroduction. 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 informationThe player with the largest tribe at the end of the game is declared the winner!
Players: 3-5 Setup Time: 3 minutes Teach Time: 5 minutes Play Time: 45-60 minutes Arctic Scavengers is a fun and interactive card game involving strategy, bluffing, and even a little luck. It is simple
More informationGame Components: About the game: Setup: 1 Place a player board in front of you and put a Reputation marker (wooden cube) on the leftmost
Game Components: 30 Settler tiles, including 4 starting tiles 90 Cards, including: - 30 Earth Shuttle cards - 30 Mars Shuttle cards - 30 Settlers Ship cards 52 Settler meeples (13 in each of the 4 colors)
More informationICONS BUILD/CONTROL TOKENS
In Rick and Morty: The Ricks Must Be Crazy Multiverse Game, players take on the roles of Rick, Morty, Zeep, and Kyle. You ll have the opportunity to introduce wondrous Power Supply technology to the worlds
More informationWould You Like To Earn $1000 s With The Click Of A Button?
Would You Like To Earn $1000 s With The Click Of A Button? (Follow these easy step by step instructions and you will) This e-book is for the USA and AU (it works in many other countries as well) To get
More informationLESSON 6. Finding Key Cards. General Concepts. General Introduction. Group Activities. Sample Deals
LESSON 6 Finding Key Cards General Concepts General Introduction Group Activities Sample Deals 282 More Commonly Used Conventions in the 21st Century General Concepts Finding Key Cards This is the second
More informationHISTORIA. 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 informationCATFISH BEND CASINOS, L.C. RULES OF THE GAME FORTUNE PAI GOW
CATFISH BEND CASINOS, L.C. RULES OF THE GAME FORTUNE PAI GOW TABLE OF CONTENTS Introduction FPG - 2 Pai Gow Poker Hand Rankings FPG - 3 Fortune Bonus Qualifying Hand FPG - 4 Fortune Bonus Payouts FPG -
More informationInstruction Cards Sample
Instruction Cards Sample mheducation.com/prek-12 Instruction Cards Table of Contents Level A: Tunnel to 100... 1 Level B: Race to the Rescue...15 Level C: Fruit Collector...35 Level D: Riddles in the Labyrinth...41
More informationOBJECT To be the only player left in the game who is not bankrupt.
THE PROPERTY TRADING BOARD GAME RULES THE GAME IN BRIEF MONOPOLY is the game of buying, renting or selling Properties so profitably that players increase their wealth the wealthiest becoming the eventual
More information1 My Little Pony Collectible Card Game
My Little Pony Collectible Card Game is a fun and exciting game based on the world of My Little Pony : Friendship is Magic. In this game, players take on the roles of heroic ponies confronting challenges
More informationThe Settlers of Catan Strategy Guide
The Settlers of Catan Strategy Guide DISCLAIMER: Use of the strategies described in this guide do not guarantee winning any specific game of The Settlers of Catan. The dice may not obey the law of averages
More informationSTEFAN RISTHAUS. A game by. for 2 4 players. 12 years and up
A game by STEFAN RISTHAUS for 2 4 players 12 years and up 1.1 Game Board Timetable, Economy and Event Markers; Timetable Indicator The timetable records the progress of the game. It shows which level factories,
More informationWildlife 2-6 players, age 10 up, minutes By Wolfgang Kramer,
Wildlife 2-6 players, age 10 up, 60-120 minutes By Wolfgang Kramer, The wheel of history has been turned back approximately 2.5 Million years. The first humans fight mammoths, bears, crocodiles, eagles,
More informationKaylin. Phrenk. Serena. Wizgille. Remy
Kaylin Phrenk Serena At the start of the game, take Wulfric s deck, shuffle it, and place it near the rest of your cards. Leave room for a current Wulfric attitude pile. When you draw your initial hand,
More informationGoal. Contents. In This Box. Introduction Goal In This Box The Cards Card Basics All Aboard! How to Play...
Number of Players: 2-4 Play Time: 45 minutes Age: 12 and above Contents Introduction... 2 Goal... 2 In This Box... 2 Introduction Can you build the greatest rail line in Japan? Now is your chance to find
More informationJINX - 2 Players / 15 Minutes
JINX - 2 Players / 15 Minutes Players are witches who combine secret ingredients to make big and powerful potions. Each witch will contribute one of the ingredients needed to make a potion. If they can
More informationCard Games Rules. for Kids
Card Games Rules for Kids Card game rules for: Old Maid, Solitaire, Go Fish, Spoons/Pig/Tongue, Concentration/Memory, Snap, Beggar my Neighbour, Menagerie, My Ship Sails, Sequence, Sevens, Slapjack, Snip
More informationFalse Money and True Status
False Money and True Status For 2 4 players who enjoy extravagant purchases, ages 10 and up GAME OVERVIEW You are filthy rich and itching to spend the coins in your purse. In Mercado, you must use your
More informationMuandlotsmore.qxp:4-in1_Regel.qxp 10/3/07 5:31 PM Page 1
Muandlotsmore.qxp:4-in1_Regel.qxp 10/3/07 5:31 PM Page 1 This collection contains four unusually great card games. The games are called: MÜ, NJET, Was sticht?, and Meinz. Each of these games is a trick-taking
More informationPlaying 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 informationComprehensive 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 informationThe Exciting World of Bridge
The Exciting World of Bridge Welcome to the exciting world of Bridge, the greatest game in the world! These lessons will assume that you are familiar with trick taking games like Euchre and Hearts. If
More information