Experience the golden age of the Renaissance. Assume the role of the head of an Italian Aristocratic dynasty and lead your family like the Medici or Borgia. The players support the builders, artists, and scholars so that their completed works will bring their families fame and prestige.

As the patrons of the creators of great works, the players seek to multiply their fame and reputations, but only one will become the most prestigious prince of Florence!

The 3 to 5 players build Buildings, cultivate Landscapes, and invite artists and scholars to their Palazzi over 7 rounds where they provide them with the facilities which inspire such people to produce great Works. All this is done by the players in their Principalities to earn Prestige points (PP), which are recorded on the fame track. …

It's not uncommon for the first few games of One Night to start the day phase with people looking at each other, wondering what to say.

To get things started, you might want to offer a limited amount of information, such as "I'm the Seer but I'm not going to say what I looked at... yet", or "I started as the Robber, but I exchanged someone's card...once some other people start talking I'll tell you whose it is".

Knowing how all the roles in the game work is really important if you're a Werewolf, as you'll have to lie initially about who you are and what you did (if anything). …

Extra Office (5)

When a player claims a route, he can use this bonus marker to place an Office to the left of but not directly in an adjacent city. He must use a trader or merchant from the route he just claimed, and there must be at least one Office already established in that city.

This additional office counts like any other, except that it is the least valuable for purposes of determining which player controls a city in the event of a tie. The Switch Offices bonus marker cannot be used on this extra Office. …


  • 112 circus cards: complete 56 card Tichu decks
  • rule booklet

The cards, with their four suits:

  • Jade

  • Swords

  • Pagodas

  • Stars

Each suit has 13 values, correspond to a "normal" bridge deck. The ace is the highest in each suit and the 2 is the lowest. The 10 ranks between the 9 and the jack, as in most card games.

Four extra cards expand the deck to 56 cards: the Dragon, the Phoenix, the Hound, and the Hemp-Sparrow (or Mah Jong).

Some say tichu cannot be explained but must be experienced. If we believed that, there would be no rules with this game. So, we talked Mr Chuang (the man who taught us the game) into helping us. He drummed up some rules in the backroom of the souvenir shop of the Confucian temple. …

Welcome to the Rococo era. Louis XV rules in France and it is bon ton to hold lavish balls. Important personages wrap up in distinguished coats and dresses, anxious to outshine one another.

The biggest event is coming up in just a few weeks, and everyone is turning to you with their requests: an elegant coat here, a stunning dress there, or even a donation to help fund the fireworks.

Soon you realize that it's not just about your dressmaking business anymore - it's about managing the most prestigous ball of the era. Now, "have a ball" - it's time to roc(k)! …

Star Wars: Armada is a competitive game of space warfare for two players. In each game, players take on the roles of Rebel and Imperial admirals, directing their fleets and countless weapons into explosive conflict. The victorious admiral will send the fiery remnants of his opponent's fleet limping into hyperspace to beg forgiveness for their failure.


  • 3 Ships
  • 10 Squadrons
  • 3 Ship Tokens
  • 10 Squadron Disks
  • 9 Attack Dice
  • 10 Activation Sliders
  • 6 Command Dials
  • 3 Speed Dials
  • 4 Squadro Cards
  • 12 Objective Cards
  • 4 Reference Cards
  • 6 Ship Cards
  • 52 Damage Cards
  • 18 Upgrade Cards
  • 1 Initiative Token
  • 6 Obstacle Tokens
  • 4 Setup Area Markers
  • 13 Defense Tokens
  • 12 Shield Dials with 12 Command Tokens
  • 12 Plastic Connectors
  • 10 Victory Tokens (Rebel on front, Imperial on back)
  • 1 Maneuver Tool
  • 1 Range Ruler
  • 7 Objective Tokens
  • 6 Ship ID Tokens
  • 6 Round Tokens
  • 2 Main Flagship ID Tokens
  • 4 Flagship ID Tokens
  • 20 Squadron ID Tokens

For Your First Game

For the first game of Star Wars: Armada, players are encouraged to play the learning scenario. This scenario is designed for new players to quickly set up and play a game using only the essential components and rules. …

Players represent wealthy trade dynasties which take part in building up the Portuguese colonial empire. The first aim is to explore the unknown sea regions.

The player who first enters such a region is rewarded with an explorer and a premium of cash, but also has to sacrifice one ship. Along with a player's other achievements (colonies, factories, shipyards, churches), the explorers count for victory points at the end of the game.

Colonies are an important economic factor as their goods can be sold on the market. Factories are an alternative source of income, because they generate profits when processing goods taken from the market. …

Boarding House:

When this building is acquired, the owner discards 1 Debt chit. If they have no Debt chits, they should take one (gaining 2 Silver) so they can discard it.


You may use Gold as if it were Copper or Livestock when paying for buildings, or for the abilities on phase 9 and 10 Auction tiles that allow you to pay a Livestock or Copper for 4 Victory Points.

You may not sell Gold (using the sale action) as if it were Copper/Livestock. You may use this ability any number of times. …


  • 168 Deed Cards
  • 40 Unit Cards
  • 12 Tactic Cards
  • 4 Hero Cards
  • 4 Skill Description Cards
  • 7 Site Description Cards
  • 1 Scoring Card
  • 4 City Cards
  • 128 Hero Tokens
  • 60 Enemy Tokens
  • 12 Ruin Tokens
  • 20 Map Tiles
  • 2 Game Mats
  • 4 Hero Figures
  • 4 City Figures
  • 54 Mana Crystals
  • 7 Mana Dice
  • 2 Rulebooks


In the game, each player controls a Hero known as a Mage Knight. He has his game figure, several types of tokens, and a Deed deck consisting of 16 Action cards. There are a few revealed Map tiles creating the starting area - the magic portal and the surrounding area. …

Each player gets 3 Bonus Action tiles to start the game. These tiles are kept behind the player screens.

They may be played on the player's turn to take advantage of the tile's benefit, and are discarded when played. Players should discard the tiles face up in front of their own player screen so that everyone will be aware of which tiles have been used.

A player may use multiple tiles on a turn if desired. Any tile still held at the end of the game is worth 4 points to the player. (Points are shown on the tile backs). …