Jeremy Lennert. Strategy
|
|
- Mervyn Cross
- 5 years ago
- Views:
Transcription
1 Jeremy Lennert Gold Banner Game Gol Strategy
2 Which Weapon? Class I: Class II: Class III: To kill a... 6: Two wounds 3-4: Wound 2: Wound 4-6: Spend energy or wound 1: Wound 4-6: Show any card 2-3: Spend energy or wound Golem Aqua Fortis Clay Sword Electrum Hammer Ashen Cane Lead Chain Dog Driftwood Stake Stone Totem Warlock Cold Iron Poker Gold Pin Rod of Luna Pine Bough Steel Dagger Dog Silver Knife Stone Totem Naga Blessed Scepter Flint Axe Gold Pin Spike Steel Dagger Driftwood Stake Mirror Shard Stone Totem Gorgon Aqua Fortis Hunter s Bow Rod of Luna Ashen Cane Pine Bough Driftwood Stake Mirror Shard Silver Knife Spirit Aqua Fortis Cold Iron Poker Firebrand Lead Chain Pine Bough Iron Nails Mirror Shard Stone Totem Werewolf Electrum Hammer Flint Axe Hunter s Bow Ashen Cane Spike Iron Nails Silver Knife Stone Totem Lich Clay Sword Flint Axe Rod of Luna Ashen Cane Steel Dagger Dog Iron Nails Mirror Shard Revenant Blessed Scepter Electrum Hammer Firebrand Lead Chain Spike Dog Mirror Shard Silver Knife Vampire Firebrand Gold Pin Hunter s Bow Pine Bough Spike Dog Driftwood Stake Iron Nails Fairy Blessed Scepter Clay Sword Cold Iron Poker Lead Chain Steel Dagger Driftwood Stake Iron Nails Silver Knife Jeremy Lennert and Victory Point Games
3 Table of Contents Introduction A Note About Cheating Objective Set-Up Sequence of Play Actions Energy Effects of Interactions Reaction Cards Wounds and Dying Using the Scratch Sheet Icons Item Card Anatomy Golem Fairy Electrum Hammermer Card Title Warlock Vampire Monsters Affected by this card s Effect Text (In this case, the Golem, Revenant, & Werewolf ) Naga Gorgon Revenant Lich Action Item 6: Two wounds 3-4: Wound 2: Wound Card Type Effect Text (On the 3-4 roll, Humans in addition to the monster symbols above will also take a wound when this card is used on them) Spirit Werewolf Human included (left) or excluded (right) in effect that this symbol is next to Each monster is represented by a symbol around the main image of the card. When a symbol is shown, all effect text on the card will affect that monster (and human if the symbol is present next to the effect text; otherwise the symbol is displayed next to the effect). Each monster symbol is located in the same space on every card to help the monster player quickly see if the card affects them. Monster player tip: Be sure to memorize where your monster symbol is located so you can quickly tell if an item affects you. If you take too long it may give you away as the monster player since human players typically do not have to look for much on a card. Developed by Victory Point Games 3
4 Human Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy 1: 2: 3: 4: 5: Card/Info Location Introduction Hunt: The Unknown Quarry Rulebook A bounty has been placed on the head of a monster terrorizing a small country town. Bounty hunters descend on the abandoned mansion where it is rumored to make its lair, each hoping to claim the prize however, one of these hunters is actually the monster in disguise. One is forced to ask, then: who hunts whom? A Note About Cheating This game works on the honor system; a lot of information is secret during play, and you will probably find many ways that you can cheat without being caught until everyone else compares notes at the end of the game (and maybe not even then). This secrecy is important for the game to work, but cheating can ruin the experience for everyone. Hunt is only recommended for groups of players that can trust each other to play fairly. By the same token, it is important that all players know the rules, to prevent accidental cheating. You should carefully explain all of the rules before starting. If anyone is uncertain about a rule during play, they are encouraged to check the manual (since asking another player may reveal important information). Objective One player is secretly the monster; that player wins when all the other players have been crippled, allowing the monster to escape. Any of the other players win if they deal the killing blow to the monster. Game Components 6 Screens 1 Six-Sided Die 6 6 Character 6 Plastic 9 Scratch Sheets Pawns Stands Butch Fathom Caitlin Verdge Maxine Noblesse Bite Magic Resilience Jessica Sable Marshal Albion III Rotate to spend this once, turn. Rotate to Feint: spend Ignore once, harassing players turn. turn. turn. this this this Major Thomas Brass Monstrous Action Tireless 6: Two wounds 3-4: Spend energy or wound All Monstrous Ability You may recover energy at the end of any of your turns, regardless of what you did during that turn. Monstrous Action Wasting 6: Cannot interact next turn 5: Wound 4: Spend energy 3: Cannot move next turn 2: Give a random card 1: Show all cards Monstrous Action 6: Wound 5: Wound and spend energy 3: Wound and spend energy Monstrous Reaction Show to negate any action targeting you with a roll of 1 or 2. 6 Energy Cards 5 Monster Ability Cards Lead Chain Flint Axe Hauberk Brawl Grab Spy Action Item 4-6: Spend energy or wound 1: Wound Action Item 6: Two wounds 3-4: Wound 2: Wound Reaction Item Show to prevent a wound if the die roll was a 5. 6: Wound (anything) 5: Spend energy or wound (human) 4: Spend energy (anything) 3-4: Spend energy or give any card 2: Spend energy or give a random card 3 Double-Sided Game Boards 36 Item Cards 3 Standard (1 Upper Floor, 1 Ground Floor, Action Cards & 1 Basement) 5: Spend energy or show any card 3-4: Spend energy or show a random card 1-2: Show any card Jeremy Lennert and Victory Point Games
5 1: 2: 3: 4: 5: Set-Up Hunt: The Unknown Quarry Rulebook Set out the three game boards on the table (one for each floor of the house). Each board has a different layout on each side, so you can play with a different arrangement each game. Each player takes one of the player pawns, placing it in the Hall (ground floor), and the corresponding energy card, placing it face-up in front of them. Put the remaining pawns and energy cards away; you will not use them this game. Each player also takes one scratch sheet and a writing implement for taking notes during the game, and their character s player screen to keep those notes hidden from the other players. Note that energy cards should not be hidden behind the player screen; they should always remain visible to all players. Separate the remaining cards into three piles: the 3 standard actions (Spy, Grab, and Brawl), the 5 monstrous abilities (Bite, Wasting, Magic, Resilience, and Tireless), and the remaining cards (items). Shuffle the 5 monstrous cards, and place 2 of them in a pile, face-down. Shuffle the item cards, and then deal out enough piles (of 2 cards each) of item cards so that each player has one pile (including the monstrous pile); e.g., in a 4 player game, you would deal out three piles of item cards, with the fourth pile being the monstrous pile. Then, two players look away while the other players rearrange the piles, and then those players look away while the first two rearrange them again; this ensures that no one knows which pile contains the monstrous cards. Each player then takes one pile, which forms their starting hand (you can look at your own hand, but do not show it to anyone else). If you took the pile with the monstrous cards, then you are the monster: Those cards represent your abilities, and determine what type of monster you are (consult your player screen). If you took a pile containing item cards, then you are one of the (human) bounty hunters, and those are your starting equipment. Now, shuffle the remaining 3 monstrous cards together with the remaining item cards (without looking at them!), and deal out a number of cards (face-down) in each room equal to the number printed on the board in that room. Divide any leftover cards between the rooms marked with an asterisk (as evenly as possible). Finally, choose a player to go first, and give that player the standard action cards (Spy, Grab, and Brawl). Set-Up Example Diagram is setup for a 4 player game Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy Human Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy 1: 2: 3: 4: Card/Info Location 5: Card/Info Location * * * * Marshal Albion III Butch Fathom Major Thomas Brass Jessica Sable First Human Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy 1: 2: 3: 4: Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy 1: 5: 2: 3: 4: 5: Card/Info Location Brawl Card/Info Location Grab Spy 6: Wound (anything) 5: Spend energy or wound (human) 4: Spend energy (anything) 3-4: Spend energy or give any card 2: Spend energy or give a random card 5: Spend energy or show any card 3-4: Spend energy or show a random card 1-2: Show any card Developed by Victory Point Games 5
6 Sequence of Play Each player takes a turn, proceeding in clockwise order. When your turn ends, you always pass the standard action cards (Spy, Grab, and Brawl) to the next player. Play continues until the victory conditions are fulfilled (either the monster is slain, or all the other players declare they have been crippled). Harassment Example Alice is in the Gardens with Bob, and spends her last action to interact with him. Bob is now considered harassed by Alice. It is now Bob s turn, and if he wanted to move into a connected room, he would have to spend two actions (instead of one) to do so or use the feint ability on his energy card, because Alice has not left the room he occupies. On Bob s next turn, if neither Alice nor any other player harasses him, he can move to a connected room normally for one action. Important Note on Monstrous Cards Monster cards should never change possession for any reason. This means that you cannot pick up, drop, or steal monster cards at any time during the game. Actions On their first turn, the first player is allowed to take one action. The second player can take two actions on their turn, and the third player can take three; from the fourth turn onward, all players are allowed four actions per turn (this helps balance out the advantage of going first). You don t have to use all of your actions for a turn if you do not want to. A player chooses their actions one at a time, resolving each before selecting the next. Each action can be any of the following (when appropriate): Move Move your pawn into any connected room. Two rooms are connected if they touch each other (only along a side, not diagonally) and there is not a solid dark line (wall) between them. Additionally, stairs in a room connect to the room immediately above and/or immediately below them (e.g., the Storeroom in the basement connects directly to the Game Room on the ground floor). Each player spends one move action to move between each floor, therefore you cannot move from the basement to the upper floor (or vice versa) for one action. The first move of your turn costs an extra action for each other player in the room you are leaving that has harassed you since your previous turn (see Interact, page 8). For example, if there are four other players in the same room as you, and two of them have harassed you since your last turn, you need to spend 3 actions total to move into a connected room. You can avoid this extra cost by spending your energy on the feint ability (see Energy, page 8). Search Look at all of the cards that are face-down in your current room (do not show them to anyone else). Pick Up Take an item card from your current room and add it to your hand. You cannot pick up monstrous cards. If picking up an item causes you to have more than 4 cards in your hand (not counting the standard actions), you must immediately drop an item (not a monstrous card!) to get back down to 4 cards; place the dropped item face-down in the room. Important: You can only pick up items if you have already searched the room on your current turn! After your turn ends, the items are scattered and you have to look around again to find the one you want. You can pick up multiple items on your turn (after searching the room only once), but each item you pick up is a separate action Jeremy Lennert and Victory Point Games
7 Card Examples Action cards card Stone Totem Brawl 4 Action Item 4-6: Show any card 2-3: Spend energy or wound 5 6: Wound (anything) 5: Spend energy or wound (human) 4: Spend energy (anything) You have the Stone Totem card in your hand. You see that it affects the Golem, Werewolf, Spirit, Naga, and Warlock. On your turn, you decide to target the player in the same room as you (hoping they are one of the listed monster types) and roll a die. The result is a 4. You pass the Stone Totem to your target, who must show you any of their cards due to Stone Totem s effect if they are any of the 5 listed monster types. Your target (who is secretly a Spirit) selects a card from their hand and shows it to you. You make a note on your scratch sheet of that player s potential monster types. Hunter s Bow On your turn, you play the Brawl card on one of the other players in the same room as you and roll a die. You roll a 5, therefore your target, if human, must spend energy or take a wound. The targeted player reacts to the Brawl card, but the only thing you know is that they did not spend any energy (you do not know whether or not they took a wound). This effect does not affect any monsters, but the monster player (if targeted) could still spend their energy if they wanted their attacker to think they were human. Reaction card Bite Buckler Monstrous Action 6 Action Item 6: Two wounds 3-4: Wound 4 6: Two wounds 3-4: Spend energy or wound Reaction Item Show to prevent a wound if the die roll was a 4. 2: Wound You are being targeted by another player. They play the Hunter s Bow card on you and roll a 6, instructing you to take two wounds if you are the Vampire, Werewolf, or Gorgon. However, you are a human player, and you see the symbol by that effect, so you are not affected by that effect. You have been targeted by another player, who plays the Bite card on you and has rolled a 4, giving you the choice to spend energy or take a wound. Luckily, you have the Buckler in your hand and show that Reaction card to the other player in order to prevent taking a wound. Developed by Victory Point Games 7
8 Interaction Effect Example You have the Cold Iron Poker item card in your hand. The monster icons listed on the card are: This means that this card affects the Warlock, Fairy, and Spirit monsters. You also notice a symbol on the 3-4 result, which means that if you roll that result and the player you target is one of the three affected monsters or a human, they would take a wound. Conversely, if you rolled a 6 (which has a symbol), a human would be immune, but the three listed monster types would still be affected. Energy (Unspent) Caitlin Verdge Energy (Spent once) Energy (Exhausted) Exhausted Caitlin Verdge Interact You cannot interact with another player on your first TWO turns. You can perform an action targeting another player in the same room. Declare which player you are targeting, and choose an Action card from your hand (without showing it to anyone), setting the rest of your cards down. The card you choose can be any of the standard actions, but it can also be an item or monstrous card from your hand as long as that card is labeled as an Action. Then, roll the die, and compare the result to your selected card. Each action has different effects depending on the number rolled; if a number is not listed on a card, then that card does nothing on that number. If you are satisfied with the result, then pass your selected card to your target (without letting anyone else see it); that player looks at the card and your die roll to determine the effect, then passes the card back to you and resolves the effect (this may involve passing you cards from their hand or marking down wounds on their scratch sheet). If you are not satisfied with the number you rolled, you may choose to withdraw your Action card, returning it to your hand without revealing it to anyone. You have still used up one of your actions for the turn, and the card has no effect, but you do not have to show it to anyone. You can use the same Action card multiple times in a single turn, if you want; each use counts against your actions for the turn. Any player that you target with an Action card is considered harassed by you, even if you withdraw the card (see below). Energy In addition to the actions you are allowed each turn, you can choose to spend your energy for additional effects: Surge: You can add or subtract 1 from roll when interacting. Adrenaline: You can take an additional action on your turn. Feint: You can ignore the effects of being harassed for the rest of your turn. Energy can also be spent during other players turns to negate the effects of some actions (as noted on the Action card). Some actions force you to spend energy, if you have any. You are always allowed to spend energy when someone interacts with you, even if the Action card doesn t affect you or does not mention energy. The first time you spend energy, tilt your energy card sideways; the second time, flip it to its exhausted side. When the card is exhausted, you cannot spend energy (see left). You recover your energy (returning the card to its original, face-up position) at the end of your turn if the only actions you took during that turn were to search, pick up items, and use the Spy card. If you move or you interact with any other card during your turn, then you cannot recover energy that turn (even if you withdrew the card after the roll). Energy cards should always remain visible to all players. Caitlin Verdge Flip at the end of your turn if you do not move or interact (except for spying) Jeremy Lennert and Victory Point Games
9 Effects of Interactions Each Action card lists the effect that it has for each die result (if a die result is not listed, then that card has no effect on that roll). Some effects only work on particular types of creatures; the affected types are shown as icons on the top of the card, or listed in parentheses after the effect. If you are not one of the affected creature types, you MAY NOT perform the effect, even if you want to except that you may always choose to spend energy (even if it is not mentioned by the card). Show Card If an Action card instructs you to show a card, then you pass that card to the player who used the action on you (without showing it to anyone else); that player looks at it and passes it back. If the effect says to show any card, you choose which card you show. If it says to show a random card, the player takes one at random from your hand. Give Card Giving a card works like showing a card, except the other player does not have to pass it back (though they still can, if they want to). If you choose which card to give, you cannot choose a monstrous card, unless all the cards in your hand are monstrous. If you give someone a monstrous card (at random, or because you had no choice), the receiving player must give it back. If receiving a card puts you over your hand limit (4 cards, not counting standard actions), you must either give the card back or drop a card from your hand (which could be the card you received). Dropped cards are placed face-down in your current room. Wound If you suffer a wound, check off one of your life boxes on your scratch sheet. See Wounds and Dying, page 10. Spending Energy An Action card may require you to spend energy. This has no effect if your energy card is already flipped to its exhausted side. Some Action cards list an effect or spend energy. This means that if you have energy, you may spend it to avoid the effect. You may spend energy to avoid an effect even if you wouldn t be affected anyway. For example, the Brawl standard action card says Spend energy or wound (human). If you are the monster, you will not be wounded in any event, but you can still spend energy to try and make the other player think you are a human, if you want. When Are Humans Affected? When you see a symbol on a card, it means that human players are affected by that listed effect and must do what the effect says. When you see a symbol on a card, it means that human players are not affected by the listed effect, and therefore do not perform that effect. Secret Information The cards in your hand and the wounds you have taken are secret. Do not show them to anyone. Your current energy, your location in the house, and your die rolls are all public. You may also count the number of cards in any room of the house at any time (without looking at their fronts). Developed by Victory Point Games 9
10 Reaction Card Example Alice plays Brawl and rolls a 5, which tells Bob to spend energy or suffer a wound if he is human. Instead, Bob shows Alice his Hauberk card, which prevents a wound if the die roll is a 5. Crippled Example Alice already has 2 wounds. Bob plays the Bite card on her and rolls a 6, dealing 2 more wounds. Since Alice now has 3 or more wounds, she is crippled, but she does not announce it until the next time she receives 1 or more wounds. Reaction Cards Cards labeled as a Reaction can be used to defend yourself from certain interactions (as described on the Reaction card). When the Reaction is relevant, you may show the Reaction card to the player who played an Action card on you instead of resolving the action. You can use a Reaction even if your species is not affected by the Action being used (e.g., in the example on the left, Bob could show his Hauberk card even if he is the monster and would not have been wounded in any case). Wounds and Dying Each time you are wounded, mark off one of your life boxes on your scratch sheet. If you are not the monster, you are crippled when you have suffered 3 (or more) wounds. Do not immediately announce this fact; instead, you should declare that you are crippled the next time you suffer a wound (this gives the killer a chance to avoid detection by the other players). You may never declare yourself to be crippled except when required by the rules. Being crippled is a considerable disadvantage, but it is still possible to win the game. While crippled, you are subject to the following restrictions: You may not spend energy (even when it would normally be mandatory to do so). You may not move more than 2 spaces per turn (any leftover actions must be spent on something else or they are wasted). When interacting, you must withdraw your Action card if you roll a 4, 5, or 6; you can only complete the action if you roll a 1, 2, or 3. Further wounds inflict no additional penalty on a crippled player. If all players (besides the monster) have declared that they are crippled, the monster wins the game. If you are the monster, you are mortally wounded when you have suffered wounds equal to the number of players in the game. When this happens, announce it immediately; then, each other player declares whether they are crippled or not. If all of the other players are crippled, then the monster wins; the monster is badly hurt, but none of the hunters are strong enough to stop them from escaping. If at least one other player is not crippled, then the monster is slain, and the player who dealt the last wound to the monster wins. All the other players lose Jeremy Lennert and Victory Point Games
11 Using the Scratch Sheet You must keep track of your personal life on your scratch sheet. You are the only one who knows how many wounds you have taken! Other than that, you may choose to take (or not take) any notes you wish, but you may find the following recommendations a helpful starting point: At the top of the sheet, there is a matrix of life boxes for every player/monster combination. When you attack someone with a weapon that only damages certain types of monsters, check off boxes for that player in the columns corresponding to those monsters. When you have checked off as many boxes as the monster s health score (i.e., the number of players in the game), if they have not announced they are dead, then you know they are not that type of monster (see the first example on the right). Additionally, if you find any monster cards around the house, you can cross out the columns for all the monsters that use those cards (see the second example on the right). At the bottom of the sheet, there is space for you to write down cards you have seen and their locations; this may be useful for remembering the location of an item that you may want to return for later. Each row also has checkboxes for each player; you can use these to keep track of which other players have seen the same card. This may be especially helpful for any monster cards you spot, to keep track of which other players have seen the same clues (see the third example on the right). On the back of the rulebook, you will find black and white copies of the game s scratch sheet that you can print out as needed. First Example You attack the player to your left with the Clay Sword and roll a 6. On your scratch sheet, you find the row for player 1, and check off two boxes each in the columns for the Golem, Lich, and Fairy monsters. Second Example You search the Gardens and see the Tireless card. That means the monster cannot have that card in their hand, so you cross out the Golem, Spirit, Revenant, and Fairy columns on your scratch sheet. Third Example You write Tireless and Gardens in the first row of the bottom section of your scratch sheet. Next turn, the player to your left also searches the Gardens, so you make a tick mark in the first box of that row to remind you that player has also seen the card. Credits Designer: Jeremy Lennert Developer: Victory Point Games Art: Clark Miller Graphic Design: Noelle Le Bienvenu and Barry Pike III Playtesters: Tylar Allinder, Joshua Carreon, Deon Carrico, Jason Fader, Vinh Ha, Shane Knerl, Edward Laurenzi, Adam Melendez, Daniel Oresic, Darren Rebensdorf, Grant Taylor, Brittany Traufler, Michelle Williams Proofreaders: Leigh Toms and Karen Wolterman Developed by Victory Point Games 11
12 Scratch Sheets Victory Point Games grants permission to make photocopies of this page for personal use. These are black and white copies of the game s scratch sheet that you can scan, print and cut out at home when extras are required. Additional scratch sheets can also be found on our website. Human Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy 1: 2: 3: 4: 5: Card/Info Location Human Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy 1: 2: 3: 4: 5: Card/Info Location Human Golem Warlock Naga Gorgon Spirit Werewolf Lich Revenant Vampire Fairy 1: 2: 3: 4: 5: Card/Info Location
SETUP. 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 informationVictory Point Games. Reiner Knizia
Victory Point Games Reiner Knizia Introduction.............. 2 Game Components....... 2 Set Up................... 2 Sequence of Play.......... 3 How to Win.............. 4 Play Variations............ 5
More informationa cooperative card game by Mike Addison 2016
a cooperative card game by Mike Addison 2016 mbaddis@gmail.com In the small towns and lonely highways of America, monsters lurk in the shadows, stalking and terrorizing innocent victims. You are a small
More informationNIGHTMARE FOREST Dead Run
NIGHTMARE FOREST Dead Run You were out enjoying a night camping with your friends in the woods near The City. Settled around a warm and cozy campfire a good time was being had by everyone. That was when
More 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 informationAnother boardgame player aid by
Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com
More informationzogar s gaze Objective
Objective zogar s gaze Be the first player to collect all the necessary cards to meet your win conditions and you will win the game. These win conditions are determined by your starting race and class.
More 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 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 informationTable of Contents. [31.0] MYSTERY CARDS Mystery cards are a new game mechanic introduced in this
Table of Contents [29.0] INTRODUCTION........... 1 [30.0] GAME EQUIPMENT......... 1 [31.0] MYSTERY CARDS........... 1 [32.0] CLARIFICATIONS........... 3 [29.0] INTRODUCTION In Tales of Old is the fourth
More informationLightseekers Trading Card Game Rules
Lightseekers Trading Card Game Rules 1: Objective of the Game 3 1.1: Winning the Game 3 1.1.1: One on One 3 1.1.2: Multiplayer 3 2: Game Concepts 3 2.1: Equipment Needed 3 2.1.1: Constructed Deck Format
More informationMage Tower Rulebook Ver 0.1
Mage Tower Rulebook Ver 0.1 This is a very early version of the rulebook, and is one of the last things being worked on while the Kickstarter is happening. All the text to play the game is here, but the
More informationIntroduction. 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 informationUnderleague Game Rules
Underleague Game Rules Players: 2-5 Game Time: Approx. 45 minutes (+15 minutes per extra player above 2) Helgarten, a once quiet port town, has become the industrial hub of a vast empire. Ramshackle towers
More informationOf Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring
Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice
More informationIntroduction. Table of Contents. Credits
Introduction You are the last and best hope for survival against an endless horde of invading alien starships on their way to lay waste to your homeworld! But are you enough? is a solitaire game designed
More informationIMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE
STOP! This Rules Reference Guide does not teach players how to play the game. Players should first read the Learn to Play booklet, then use this Rules Reference Guide as needed when playing the game. INTRODUCTION
More information30-45 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 informationTable of Contents. Introduction
the chosin few Gold Banner Game War Table of Contents Introduction............................................... 1 Defeat..................................................... 1 Victory....................................................
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 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 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 information2 Players Grand Slam. Teams. Credits. During the setup, each player chooses two Titans.
VARIANTS During the setup, each player chooses two Titans. Players Grand Slam Take turns playing your Titans: Player A s first Titan, then Player B s first Titan, then Player A s second Titan, and finally,
More informationGame Components. 16x Hero Cards. 18x Quest. 9x Double-Sided Weapon Reference Cards. Cards. 1x Bag of Holding. 8x Loyalty.
Game Components 16x Hero Cards 18x Quest Cards 9x Double-Sided Weapon Reference Cards 8x Loyalty Cards 60x Item Cards 1x Double-Sided Animal Card 1x Bag of Holding 25x Damage Markers 8x Exhaustion Markers
More informationThe Stygian Society Rules v2.2
The Stygian Society Rules v2.2 By Kevin Wilson Edits by Kevin Brusky (7/28/18) Introduction The Stygian Society. You do not know them, but for hundreds of years, they have quietly worked to protect you
More informationIntroduction. Components. 60 Resource Cards (15 each of each) 8 Structure Tiles (double-sided: under construction and completed)
Introduction It s the age of the next great space race and you are competing to see who will control the recently-discovered earth-like planet Zenobia. 3-5 of you take control of one of the five corporate
More informationNotes about the Kickstarter Print and Play: Components List (Core Game)
Introduction Terminator : The Board Game is an asymmetrical strategy game played across two boards: one in 1984 and one in 2029. One player takes control of all of Skynet s forces: Hunter-Killer machines,
More informationSpellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.
Errata, Clarifications, and FAQ Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Chapter 1: Wizards and Warbands Shooting Stat The
More informationOverview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase.
Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase. First you will select a Hero from available Class/Weapon pairings in the Boasting phase. Then your
More informationTHE STUFF OF LEGEND!!!
Zeta City, USA THIS JUST IN... A dark cloud looms over Zeta City, one that speaks with a forked tongue and tells of ill omens and other generally bad stuff. In the wake of the retirement of Fastodon, the
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 informationLightseekers Trading Card Game Rules
Lightseekers Trading Card Game Rules Effective 7th of August, 2018. 1: Objective of the Game 4 1.1: Winning the Game 4 1.1.1: One on One 4 1.1.2: Multiplayer 4 2: Game Concepts 4 2.1: Equipment Needed
More informationDUNGEON THE ADVENTURE OF THE RINGS
DUNGEON THE ADVENTURE OF THE RINGS CONTENTS 1 Game board, 1 Sticker Pad, 8 Character Standees, 6 Plastic Towers, 110 Cards (6 rings, 6 special weapons, 6 dragons, 48 treasures, 50 monsters) 2 Dice. OBJECTIVE
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 informationgame design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games
game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games www.garphill.com 2 introduction Raiders of the North Sea is set in
More informationRules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.
Rules Version 2 Game Overview Introduction Heroes of Karth: Deathmatch is a fantasy deck-building card game with lore based on the Heroes of Karth book series. When you play a match it feels like you become
More informationPrimo 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 informationThe Cold War Edition. Ages 10 and Older, 2 to 6 Players For more information, suggestions and rule refinements visit
tm The Cold War Edition Ages 10 and Older, 2 to 6 Players For more information, suggestions and rule refinements visit www.spygame.com SPIES&SPOOKS t m GAME, Patent and Trademark pending. Game idea, rules
More informationThe Esoteric Order of Gamers orderofgamers.com
Hello fellow gamer! DOES THIS MAKE YOUR GAMING MORE FUN? I ve been supplying tabletop gamers with free, professional quality rules summaries like this one for more than a decade. Can you spare a few $
More informationCODINCA. Print & Play. Contained in this document are the files needed to print out and make the following game components:
CODINCA Print & Play Contained in this document are the files needed to print out and make the following game components: 1 Playing Board 16 Playing Tiles 24 Key Discs 24 Trap Cards 4 Luck Action Cards
More informationMystery cards: Starting Item cards. Invention cards. Special Arranging the Camp card (used only in a 4-player game) Scenario cards
GAME OVERVIEW Robinson Crusoe is a board game for one to four players in which players take on the roles of castaways, exorcists or adventurers. During each game, players will explore the Island, build
More informationCRYPTID A GAME BY RUTH VEEVERS & HAL DUNCAN ILLUSTRATED BY KWANCHAI MORIYA
CRYPTID A GAME BY RUTH VEEVERS & HAL DUNCAN ILLUSTRATED BY KWANCHAI MORIYA Sea-serpents, yetis, the chupacabra: you ve studied the footage, connected the dots, and gathered what meagre evidence you could.
More informationAGES PLAYERS. Game Guide
AGES 8+ 2-6 PLAYERS Game Guide The Case File The Alliance has spent years trying to locate River Tam and now one of the members of the Serenity crew has finally betrayed her to the Alliance. It is up to
More informationThe Unofficial Friday the 13th Board Game
The Unofficial Friday the 13th Board Game for 3 to 7 players === v. 1.1 compiled by Mike MacDee (at yahoo dot com) based on the Friday the 13th film series and the NES game SUMMARY Jason Voorhees is on
More informationIn ages long past, the Master taught you the dark secrets of
In ages long past, the Master taught you the dark secrets of undeath. You could no longer perish, and as long as you had fresh body parts available, neither could your loyal servants who were coincidentally
More informationContents. Introduction
Rules of Play Introduction 2 Game Components 3 Game Overview 4 Game Setup 5 The Golden Rule 8 The Hero Area 9 Dungeon Room Features 9 Player Turn 9 Action Phase 9 Boosting Actions 10 Skill Symbols 10 Contents
More informationForce of Will Comprehensive Rules ver. 6.4 Last Update: June 5 th, 2017 Effective: June 16 th, 2017
Force of Will Comprehensive Rules ver. 6.4 Last Update: June 5 th, 2017 Effective: June 16 th, 2017 100. Overview... 3 101. General... 3 102. Number of players... 3 103. How to win... 3 104. Golden rules
More informationDungeon 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 informationFind the items on your list...but first find your list! Overview: Definitions: Setup:
Scavenger Hunt II A game for the piecepack by Brad Lackey. Version 1.1, 29 August 2006. Copyright (c) 2005, Brad Lackey. 4 Players, 60-80 Minutes. Equipment: eight distinct piecepack suits. Find the items
More informationOCTAGON 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 informationMice & 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 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 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 informationDUNGEON CRAWLER LABYRINTH
Gifted Vision inc 2015 Welcome to Dungeon Crawler Labyrinth! Deep in the crust of Ara lies twisting tunnels that only the denizens of the deep know, and there lie the untold treasures of all of the would-be
More informationGeneral Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE When all players simultaneously fulfill loss conditions, the MANUAL
DRAGON BALL SUPER CARD GAME OFFICIAL RULE MANUAL ver.1.071 Last update: 11/15/2018 1-2-3. When all players simultaneously fulfill loss conditions, the game is a draw. 1-2-4. Either player may surrender
More informationGeneral Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE. conditions. MANUAL
DRAGON BALL SUPER CARD GAME OFFICIAL RULE MANUAL ver.1.062 Last update: 4/13/2018 conditions. 1-2-3. When all players simultaneously fulfill loss conditions, the game is a draw. 1-2-4. Either player may
More informationLittle Dead Riding Hood
Little Dead Riding Hood GAME SETUP A Game from Twilight Creations, Inc. Game Concept and Design: Kerry Breitenstein Additional Development: Jonathan and Todd Breitenstein Revised Rulebook by Justin Alexander
More informationOverlord. 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 informationEscape the Nightmare
Escape the Nightmare Objective You and your friends are trapped in a nightmare guarded by monstrous wardens. You must work together to escape, by harnessing aspects of the nightmare to defeat the wardens.
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 information2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.
2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862. Distributed in
More informationKUNG 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 informationGoal 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 informationMaybe once you've beaten back the roundheels in the one-off brawls you can go on to fight in the bigger tournaments...
Fréderic Moyersoen Credits Designer: Fréderic Moyersoen Producer & Developer: Josh Neiman Art: Brett Mitchell Graphic Design: Michelle Ball Playtesting: Dustin Crenshaw, Scott Dexter, R.A. Ferrara, Nathan
More informationArkham Investigations An alternate method of play for Arkham Horror.
Arkham Investigations 1 Arkham Investigations An alternate method of play for Arkham Horror. Introduction While Arkham Horror is a great game, for connoisseurs of H.P. Lovecraft's work, it presents a rather
More informationGeneral Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE The act of surrendering is not affected by any cards.
DRAGON BALL SUPER CARD GAME OFFICIAL RULE MANUAL ver.1.03 Last update: 10/04/2017 1-2-5. The act of surrendering is not affected by any cards. Players can never be forced to surrender due to card effects,
More informationThe 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 informationContents. Dragon Rampage
Contents Object of the Game 2 Setting up the Game 2 Game Length 3 Playing the Game 3 I. Heroes Action Phase 3 II. Dungeon Phase 4 III. Rest Phase 6 Ending the Game 6 I. Hero is Slain 6 II. Heroes Escape
More informationIntroduction. Game Overview. Object of the Game. Component List
Introduction They crept down the stone stairs as silently as possible, not daring to announce their presence to whatever foul minions lurked in the shadows. The faint glow from Leoric s enchanted stone
More informationThe game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to. Rules, glossary, and example game Version 0.9.
The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to Rules, glossary, and example game Version 0.9.4 Object of the Game! Reduce your opponent's life to zero
More informationOFFICIAL 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 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 informationReference Guide. Using This Reference Guide STOP! The Golden Rules
Reference Guide Using This Reference Guide This document is intended as a reference for all rules queries not answered in the main rulebook. Unlike the rulebook, this reference guide does not teach players
More informationGoal. Contents. In This Box
2 Number of Players: 2-4 Play Time: 45 minutes Age: 12 and above Contents Introduction... 2 Goal... 2 In This Box... 2 The Cards.... 3 All Aboard!... 4 How to Play... 5 On A Player s Turn... 6 Playing
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 informationBackground. 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 informationCards Against Inanity
Cards Against Inanity Version 1.0 2017 Viral Virtue, Inc. CardsAgainstInanity.com The one game you can never win but have to play anyway. in ane /iˈnān/ adjective: silly; stupid. Cards Against Inanity
More informationBy Chris Leder and Daryl Andrews. Rulebook. Story and Goal
By Chris Leder and Daryl Andrews Rulebook Story and Goal At the end of the 19th Century, a brilliant and wealthy inventor announced that he was building a gleaming city of the future a utopian metropolis
More informationAlex Rockwell. 1 Start Player marker. 4 Player screens. 4 Market Reference tiles. 1 Auction board. 30 Auction tiles.
Alex Rockwell The Homestead Act of 1862 allowed Americans to claim undeveloped land by living on and farming it for five years. Also in the 1860s, the Transcontinental Railroad was built across North America,
More informationBible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game
Bible Battles Trading Card Game OFFICIAL RULES 1 RULES OF PLAY The most important rule of this game is to have fun. Hopefully, you will also learn about some of the people, places and events that happened
More 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 informationOO1 Game Board OO90 Plastic Pieces, including: OO350 Cardboard Pieces, including: OO67 Bridge-Sized Cards, including:
Introduction Component List 2 Ladies and gentlemen, welcome to the Colonies! Well, a Colony. Maybe we ll name this one after you. I bet you d like a boomtown with your name on it. We are booming sure enough,
More information(3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States.
(3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States. Object of the Game Accrue the most electoral points to win the General
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 information1 4 Players Playtime: minutes. Introduction: Object of the Game: Contents:
1 4 Players Playtime: 45 80 minutes Introduction: This isn t the end of the world. That already happened. This is what s left. Us, Gravehold, and The Nameless creatures seeking to snatch what little we
More informationYou ran from that place in the dark of night. And wandered over a cruel desert...
Rule Book Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You ran from that place in
More informationGetting Started Mulligan rule Winning and Losing
The first war of the gods tore the world apart. Each god continually remaking reality was more than the universe could withstand The great nothingness returned, leaving the gods to bicker in the void.
More 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 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 informationQuestions. Introduction. Credits
Questions Do I have to pay the exact number of dice shown on a card s Cost? More can be used if needed. For example, if you can pay the Cost with just white dice, you can add an extra green die to meet
More informationChanges and additions new to the 4/6/17 version are highlighted throughout the document.
EPIC COMPLETE RULES Last Updated: April 6th 2017 White Wizard Games LLC IMPORTANT CHANGES 1.8.4 The player who goes second now mulligans first. 4.1.2 "Making a play" is defined and used throughout the
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 information4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory)
EPIC COMPLETE RULES Revised August 29th 2016 White Wizard Games LLC REVISIONS Various typo fixes 4.4.11a Tweaked rule to bring it in line with 4.4.11c (overassigning damage is legal, breakthrough damage
More informationDEAD MAN S DOUBLOONS. Rules v2.0
DEAD MAN S DOUBLOONS Rules v2.0 INTRODUCTION Welcome to Dead Man s Doubloons, where players take on the role of a legendary pirate ship captain, hell-bent on winning the race to endless riches of buried
More informationContents: Objective: 1 x ACTIVE PLAYER MARKER 6 x CHARACTER TOKENS 4 x Investigator 2 x Cultist
Contents: 1 x ACTIVE PLAYER MARKER 6 x CHARACTER TOKENS 4 x Investigator 2 x Cultist 30 x INVESTIGATION CARDS 23 x Futile Investigation 1 x Cthulhu 6 x Elder Sign 16 x INSANITY TOKENS CULTIST INVESTIGATOR
More informationPROFILE. 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 information1. Layout all 20 cards face down in 4 rows of This game is played just like Memory or
Ten-Frame Concentration You need: Ten Frame and Dot Pattern Cards (ten pairs of cards, each pair are numbers that Make 10) (download Subitizing Cards at www.mathematicallyminded.com) 1. Layout all 20 cards
More informationA Few House Rules for Arkham Horror by Richard Launius
A Few House Rules for Arkham Horror by Richard Launius Arkham Horror is an adventure game that draws from both the stories of HP Lovecraft as well as the imaginations of the players. This aspect of the
More informationGame Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9
P a g e 1 Game Overview 2 Setting 3 Story 3 Main Objective 3 Game Components 3 Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9 FAQ 10 Credits 10 Game Piece Appendix 11 Resource
More 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 information