The long game of Merkator

Use the standard rules besides the changes in the game setup listed below.

With 3 or 4 players, flip the Time chart onto its backside. With 4 players, the chart is filled completely; with 3 players, just the third line is filled. With 2 players, use the ULTIMO side and fill the chart except the upper row.

This symbol (long outline) shows where to put additional Time counters for the long version of the game.

The players initially get:

  • no cubes onto the Supply tile
  • no Bonus cards,
  • only one value 2 and one value 3 Contract
  • no Time counters to make up for the starting player's advantage

With 3 or 4 players, as soon as the backside has no Time counters left, turn it over and re-fill it completely with Time counters. (Ignore the 3-player logo). …


  • 2 x Teams of eleven players
  • 2 x Goals with nets
  • 1 x Playing Pitch Cloth
  • 1 x Subbuteo Football
  • Rulebook

Prepare The Game

The Pitch

Unfold tho playing surface and lay it onto a flat surface preferably on a blanket or table doth, and smooth out all the wrinkles. If necessary, iron the reverse of tho pitch with a cool iron, under the supervision of an adult. Do not iron on the marked playing surface.


Place the goals on the goal line at either end of the pitch. The handle of the goalkeeper fits under the back of the goal. …

The professional version of the game is played according to the same basic rules, but with the addition of two new elements: "Recruit buyers" and "House of the lighted windows". It is set up as described under point 8 on the crib sheet.

Recruit Buyers

Before placing a buyer on a space on the board, the player must first pay the amount printed on that space into the kitty.

He is then entitled to take 2 buyer cards from the top-up pile.

House of the Lighted Windows

If a player places a buyer on a vacant space in the house of the lighted windows, he must either: …

You're loadin' a whole mess of gear onto this mule for a trip to the gold mines. And any second now, you just might find out why the folks in these parts call him Buckaroo.

For one thing, he likes to travel light. And for another, he's as moody as all get-out!

In this saddle-stacking game, you never know when Buckaroo will buck, and send the gear flying in all directions. So be real careful as you load him up, pardner. One buck, and you're out of luck! …

Everyone likes a bargain. And it's all too easy to find oneself in a buying frenzy. But there's not always a use for all the junk one collects, because in the end only the true values count.

However, each person must decide for himself which items are a bargain and which are junk. Of course it only gets harder when others are looking for the same bargain!


  • 108 bargain cards in 6 colors
  • 2 super-special offers
  • Rulebook

Object of the Game

With the cards that you receive, you play a trick taking game. …


  • 108 cards (3 of each symbol in 6 colors).

Object of the Game

Players try to form as many Qwirkles as possible with their cards.

A qwirkle is a series of 6 cards which are:

  • The same color but different symbols, OR
  • The same symbol, but of different colors.

The one who succeeds in forming the most Qwirkles wins the game.


Shuffle the cards well. Each player is dealt 9 cards, face down. Place the rest of the cards face down in the middle of the table, to form the draw pile. …

RUBIK'S Cube is just one of a series of exciting puzzles designed to challenge your mind and capture your imagination. With amazing movement of color and pieces, each puzzle offers an intricate challenge that is hard to put down.

And just in case it has you stumped, this 7-Step Solution Guide will help you master the challenge.


  • Rubik's Cube
  • Plastic Stand
  • Booklet

Object of the Game

Each of the 6 sides is painted a distinct color (red, orange, yellow, white, blue, green), and the goal of the puzzle is to return the cube to a state in which each side has a single color after it has been randomized by repeated rotations. …

Try to catch as many fish as you can, but watch out! When the Shark bites, you lose.


  • 1 Hungry Shark
  • 12 Sea Creatures
  • 1 Fishing Rods
  • 1 Die
  • 1 Sticker Sheet
  • Rulebook

Object of the Game

Be the player who catches the most fish.


  1. Open the shark's jaws and push them down until they lock into the base

  2. Push the 12 sea creatures into the holes in between the jaws until you hear a "click".

The youngest player goes first, and the game continues clockwise. …

During each of their rounds, players can perform various Actions. There are 4 groups of Actions in the game:

  1. Basic Actions
  2. Actions from Action cards
  3. Actions from Item cards
  4. Actions from Room tiles

Action Icons

Action Cost

Each Action displays an Action icon. The number in any given Action icon indicates the Cost of performing the given Action. In order to pay the Cost, the player must discard the exact number of any chosen

Action cards from their hand. Discarded cards are placed face up in the discard pile. …

After a few young girls began to have fits blamed on the devil, the town of Salem was quickly engulfed in tryals (note the olde spelling) and "confessions" of Witchcraft.

Once all was said and done, more than 150 people were accused of witchcraft. 19 people were hanged as witches, 1 was pressed to death, and at least 5 of the accused died in prison.

  • Abigail Williams - Child (11)

    Abigail, the niece of Samuel Parris, was one of the first young girls to accuse others of witchcraft. She claimed to have epileptic fits and pinching pains inflicted upon her by witches. Two of the first people to be accused by Abigail were Sarah Good and Tituba. …