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Try to get as high score as possible. 200+ points is a victory (which is quite challenging). But maybe you want to challenge yourself even more?

With 220+ points, you may call yourself Ringmaster; with 240+ points, you are simply Magnificent!


Setup Changes

Roll 1 die of each color + 2 clear dice and place them on the main tent. The remaining dice are placed in a reserve near the game board. Fill the MAIN DISPLAY with 4 master cards and 4 trainer tiles.

Draw another 6 master cards and choose 4 that you place in front of you as your starting cards. Shuffle the two leftover cards back into the deck. Draw 2 random trainer tiles from the deck and place one in your trainer area. …


There are a number of general rules that apply to all game modes, but are not needed in the tutorial. These rules are listed on this page.


Figures

Figures on the map represent characters, vehicles, and creatures controlled by the players. Some figures are plastic miniatures, while others are represented by cardboard tokens.

Friendly and Hostile Figures

Figures on the map relate to each other in one of two ways: figures can either be friendly or hostile.

An attack can only target a hostile figure. Numerous other game effects specify whether they affect a friendly or hostile figure. …


Trajan (born Marcus Ulpius Trajanus) has gone down in history as the best Roman Princeps (Optimus Princeps). He was the first Emperor of Rome who came not from the city but from a province.

During his reign (98 to 117 AD), the Roman Empire reached its largest extent. And Trajan undertook numerous building projects and social operations. Among other things, he established several cities (Coloniae); and with the construction of the Forum Trajanum, he erected a monument during his lifetime to serve as his memorial that has (partially) survived to this day. …


The game is set in late prehistory, a time of transition - when our distant ancestors, who had struggled and barely survived for ages in very small nomadic groups, began to feel that their lives would be more secure and less arduous if they formed larger groups. This led to the formation of the first villages.


Components

A board showing a vast area divided into 60 territories of 4 different types. These are grouped into 12 regions, each containing 5 territories; these 12 regions, bordered by rivers, the shores of lakes, and the edge of the board, are used only in the preparation phase of the game. …



Components

  • 1 game board
  • 30 white pieces: 6 Tzaars, 9 Tzarras and 15 Totts
  • 30 black pieces: 6 Tzaars, 9 Tzarras and 15 Totts
  • 1 bag
  • 1 rulebook

Object of the Game

There are two ways to win:

  1. Players have 3 types of pieces: Tzaars, Tzarras and Totts.

    These 3 types represent a trinity: they cannot exist without each other. You must keep at least one piece of each type on the board at all times. In other words, the first way to win is to make your opponent run out of either Tzaars, Tzarras or Totts. …


Activate: turn a card 45 degrees, and immediately gain any resources it gives (top right-hand corner). You may also use its other effects this turn. You can never activate a card that was previously activated this turn.

Active Cultural Policy: The topmost Cultural policy, ie. the policy a player most recently developed.

Archive: When you archive a card, choose any card in your City that you did not activate this turn, and remove it from the game. If you archive a card that has a Knowledge card attached, the Knowledge card is discarded. Place the archived cards under your Warlord card. …


When I Dream is played over a series of rounds equal to the number of players. Each round is divided into 2 phases: Night and Day. Each night, one player-the Dreamer-tries to identify the Elements based on the clues that the other players give them.

Each day, the Fairies and the Dreamer score points for each Element the Dreamer identified correctly. The Boogeymen score points each time the Dreamer is incorrect. The Sandmen score extra points when the Fairies and the Boogeymen score the same number of points. …


Lost in the Fae and hounded by enigmatic spirits, the brave druids of the Baruitha clan gather to perform sacred rituals in honor of these mystic denizens. Appeasing the creatures may be critical to the clan's survival in this extraordinary realm.

In Fae, 2-4 players assume the roles of wayward spirits within the mystic realm of the Fae, obscuring their identities from each other while influencing and luring the lost druids throughout the strange lands.

As the spirits lead groups of druids together, the druids perform rituals that award points. At the end of the game, players reveal their hidden identities, and the player with the most points wins. …


Archer

Q: Can the Archer attack an adjacent unit?

No, the Archer cannot attack using the normal attack action. It can only attack using its tactic, which specifies that the target of the attack is two spaces away.


Berserker

Q: When I take consecutive maneuvers with a Berserker, do I need to also discard a coin from my hand for each one, as well as removing a coin from the unit?

No, you only need to discard one coin to execute the Berserker's tactic. …


A Fable game is one where the gameplay changes over time. The first time you play, the game starts in its initial state, which is a relatively simple state. But as you explore deeper into the game system, the mechanisms and gameplay experience will evolve.

You play the game many times, and each play changes the game slightly. However, the game is never permanently changed.

At any time you may easily restart a Fable game from the beginning, either after you have run through the entire game system, or at any time during the multiple plays you will get from this game system. The Fable game will remain just as playable on the 20th play as it was on the first play of the game. …