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Components

  • Clue Game Board which shows 9 rooms
  • 6 colored tokens, each representing one of the suspects: Colonel Mustard (yellow), Miss Scarlet (red), Professor Plum (purple), Mr. Green (green), Mrs. White (white) and Mrs. Peacock (blue).
  • 6 miniature weapons: Rope, Lead Pipe, Knife, Wrench, Candlestick, Revolver
  • Pack of cards: 1 card for each of the 6 Suspects, 6 Weapons and 9 Rooms
  • Note books
  • Case File Confidential envelope
  • One die


Setup

  1. Take that Suspect token and place it on the assigned starting space.

    If fewer than 6 are playing, be sure to place the remaining tokens onto the appropriate names because they might be involved in the crime! …


These symbols represent the six progress tracks on the city-state sheet. A squared symbol by itself indicates the player must advance his progress marker one space on the corresponding track.


This is a "wild" symbol, and it indicates the player must advance one of the production progress markers of his choice (agriculture, hunting, or fishing) one space.

These symbols represent the three types of resources: grain, meat, and fish.

When they are on the left side of a Building card, they represent the cost of that building (the number near the symbol is the quantity of that type of goods that must be paid). …



Components

  • 1 Game board
  • 20 count strategy map pad
  • 315 army, navy, and national control markers
  • 1 Rulebook

Game Play

All turns are divided into "spring" and "fall" with the game starting in spring 1901.

Each turn has a serie of phase:

Spring 4 phase turn:

  1. Diplomatic phase
  2. Order Writing phase
  3. Order Resolution phase
  4. Retreat and Disbanding phase

Fall 5 phase turn:

  1. Diplomatic phase
  2. Order Writing phase
  3. Order Resolution phase
  4. Retreat and Disbanding phase
  5. Gaining and Losing Units phase

I. Diplomatic Phase

During this phase, the players meet to discuss their plans for the upcoming turns. Alliances and strategies are made. Usually, they last around 15 minutes but may end sooner if all players agree. …


In a remote land there lies a region with undulating hills and fertile valleys. Widely-travelled settlers have laid the foundation stone for the city of Arkadia.

In addition to several other buildings they want to construct a magnificent castle on a hill. Four wealthy families - the cloth merchants, the spice merchants, the carpenters and the silversmiths - want to enhance prestige and augment their influence.

For this reason, they compete for the major contribution to the castle's construction. Players act as architects. The four families commission them to plan and realize the build-up of the town and the castle. …


The hints below tell you the location at which you find the card, what you might combine it with, and more.


Adventure Card Hints

10: At location 501. Combine with 11.

11: At location 801. Combine with 10.

12: Combine 10 and 11 (entry 1011) to receive 12. Combine with 201.

13: At location 601. Combine with 20 and 25 (entry 132025), to open location 709.

14: Combine 10 with 701 (entry 10701) or 12 with 701 (entry 12701) to receive 14. Shows where two of the three bronze keys can be found.

15: At location 301. Can be used for purchasing items at 407.

16: Combine with 13 and 301 to receive 16. Adds 2 points to the chapter score. …


The awe-inspiring Metropolys is burgeoning! Talented urban planners and architects compete with each other to make luxurious, elegant buildings of glass and steel that seem to defy the laws of gravity and balance. Who will eventually impose their style to leave an indelible mark in the history of the city? The answer is in your hands!

To make the game more enjoyable, two versions of Metropolys are included in these rules: Family and Expert. These versions should not be considered as mere variants, but rather as two different games. …


In Balloon Cup, the players compete in several short balloon flights (hops) to collect the colored cubes associated with each hop. When a player has collected enough cubes of a given color, he earns the trophy card for that color. Players may even trade 3 otherwise useless cubes for 1 they can use. The first player to earn 3 trophy cards is the winner!

Each player has a hand of eight balloon cards. The players play their balloons on mountain or plain hops. Players play their high-valued balloons on the mountains and their low- valued balloons on the plains. …



Components

  • 110 cards
  • 7 easels
  • 7 erasable felt markers
  • Rulebook

Object of the Game

Just One is a cooperative party game. You all play together to get the best score!

Together, make one of the players - the active player - guess a Mystery word by secretly writing a clue on your easel.

Choose your clue without coordinating with each other and be original so as not to write the same clue as ano- ther player, as all identical clues will be canceled before the active player gets to see them. …


Set off as a lone cartographer to explore the Kingdom of Nalos. In solo mode, you attempt to earn a prestigious title from Queen Gimnax at the end of your journey! Gameplay has the following changes:


Changes to Setup

Do not write a title on your map sheet. This is where you'll record the title appointed to you by Queen Gimnax at the end of the game.


Changes to Ambushes

When an ambush card is revealed, examine the grid in the upper right corner of the card to see which corner of the map is shown. …


Cottage

Unfed Cottages remain on the board but do not score points on their own. Some other buildings, such as Wells, treat fed and unfed Cottages the same. You may construct Cottages even if you don't yet have a .


Farm

Farms feed 4 anywhere on the board.



Granary

Granaries only feed in the 8 immediate surrounding squares (up, down, left, right, and diagonal), for a maximum of 8 .



Greenhouse

Greenhouses feed 1 contiguous group of @g.jp that are adjacent (up, down, left, and right) to each other. This group does not have to be adjacent to a Greenhouse. …