Attack

In a game of Kemet, waiting is usually not a winning strategy. One of the most common ways to earn Victory Points is to win a fight as the attacker. This means that it is sometimes appropriate to abandon a position that seems good in order to push your luck and try attacking your opponent. It also means that each one of your troops is a potential target.

A Kemet game can be very fast (usually 4 to 7 turns), and even if you've accumulated many Powers in front of you, if your opponents are controlling the temples, retrieving Prayer and Victory Points at each end of turn, you may not achieve victory. …



Components

  • Board map of North American train routes
  • 240 colored train cars
  • 144 Illustrated cards
  • 5 Wooden Scoring Markers
  • Rulebook

Setup

While the map is placed in the center of the table, each player takes his set of 45 colored train cars and its matching scoring marker. The marker will be placed on start.

Shuffle the train cards and deal 4 cards to each player. The remaining deck of train car cards are placed next to the board and the top five cards from the deck are placed face-up. The Longest Path Bonus card is also placed face up next to the board. …



Game Components

  • 1 Tokyo Board
  • 6 Monsters
  • 6 Black Dice
  • 6 Cardboard Figures
  • 66 Power Cards
  • Energy Cubes
  • 28 Tokens and 2 Green Dice

Setup



The game plays clockwise. Each player rolls the 6 black dice. Whoever has the most results goes first. In case of tie, players roll dice until one player has the greatest number of .


Object of the Game

You are a gigantic Monster willing to do anything to become King of Tokyo.

Your rampage brings you glory in the form of Victory Points ().

To win, be the first Monster to gain 20 Victory Points. Or, get your claws out and eliminate your enemies. The last one standing claims victory! …


Each skill can be used at any time, only by its character, and only once per round.


Carpenter

Economical Construction

Discard 2 Determination tokens to spend 1 less wood during one Action of any type.

For example: if you need 3 wood to build Shelter, the Carpenter can build it with only 2 wood. If the Threat Action requires 1 wood, the Carpenter can take this Action without discarding any wood.

Crasmanship

Discard 2 Determination tokens to reroll any brown Action die. Note! You cannot use the Determination tokens gained from an unsuccessful die roll to reroll that die which gave you those Determination tokens. …



Broken Ground

Movement: No movement restrictions for foot units except war machine units, which may not enter a broken ground hex. Any mounted unit or unattached leader must stop when it enters a broken ground hex and move no further on that turn.

Battle: A foot unit may battle on the turn it enters a hex with broken ground. A mounted unit may not battle on the turn it enters a broken ground hex. When battling an enemy unit on a broken ground hex or a unit on a broken ground hex battling out, will roll a maximum of 2 battle dice. A Command card that adds additional dice in battle will modify the maximum number of battle dice that may be rolled. …


Game Components

  • 1 board & 11 Island tiles
  • First Player token
  • Event & Wreckage cards
  • Adventure & Mystery cards
  • Starting Item & Beast cards
  • Invention & Scenario cards
  • 4 Character cards
  • Friday card and pawn
  • Dog card and pawn
  • Player & Additional pawns
  • Black, White & Blue markers
  • Wound & Round markers
  • Resources cubes
  • Adventure & Discovery tokens
  • Weather & Camp/Shelter tokens
  • Reroll Success token
  • Shortcut & Determination tokens
  • Special Wound tokens
  • Additional effect tokens



Setup

Place the board in the middle of the table. Each player draws a random Character card and places it in front of them. (In a two-player game, randomly draw a Character card out of only the following three: Carpenter, Cook and Explorer). Unused Character cards should be put back into the box. Each Character card shows a particular Invention. The matching card should be removed from the Invention deck and placed face up (Invention side up) on their Character card. Each player should also take 2 pawns in the color of their choice (blue, yellow, black or orange) and 1 Wound marker which they place on the lemost space of their Character's life track. …





The player owning the most gold may upgrade one of their own deployed knights. In case of a tie, all tied players are granted this reward.



The player employing the most squires recruits a new knight with strength 1 from the reserve for their own supply. In case of a tie, all tied players are granted this reward.


All players gain 3 power points for every 2 counties occupied by their own knight.






Players may buy 1 voting marker for 1 gold each. In player order and beginning with the start player, each player decides how many voting markers they want to buy. …


Though the Corporation spends much of the game repelling the Runner's intrusions, traces and tags give the Corporation opportunities to attack the Runner.

Traces

Some card abilities initiate a trace on the Runner. Traces are marked by the language "TraceX" on a card, with X equaling the base trace strength of the trace. Traces pit the Corporation's trace strength against the Runner's link strength, both of which are increased by spending credits.

The Corporation acts first during a trace, openly spending any number of credits to increase his trace strength by one point for each credit he spends. There is no limit to the number of credits the Corporation can spend on the trace. …


Game Components

  • 134 Corporation Cards
  • 114 Runner Cards
  • 2 Reference Cards
  • 2 Click Tracker Tokens & Cards
  • 51 One-Credit/Advancement Token
  • 8 Five-Credit Token
  • 6 Brain Damage Token
  • 12 Bad Publicity/Tag Token
  • 23 Generic Tokens

Object of the game

The objective for both players is to score seven agenda points. The Corporation scores agenda points by advancing agendas; the Runner scores agenda points by stealing agendas from the Corporation. Agendas are cards that only appear in the Corporation's deck.

The Corporation also wins if the Runner is flatlined and the Runner wins if the Corporation must draw a card from his empty draw deck. …


Game Components

  • 1 Game board and 1 Cult board
  • 7 Faction boards
  • 56 Terrain tiles
  • 65 natural-colored Workers
  • 40 small Coins, 25 medium coins, 20 big coins
  • 65 purple Power tokens
  • 7 x 8 Dwellings
  • 7 x 4 trading houses
  • 7 x 1 stronghold
  • 7 x 3 temples
  • 7 x 1 sanctuary
  • 7 x 7 priests
  • 7 x 7 Markers
  • 7 x 3 bridges
  • 1 orange Starting player token
  • 17 Action tokens and 1 Game end token
  • 5 "100 Victory points" tokens
  • 28 oval Favor tiles
  • 10 Town tiles
  • 9 Bonus cards
  • 8 rectangular Scoring tiles
  • 5 "Actions" Overview tiles
  • 12 zip-lock bags

Setup

The setup of Terra Mystica is quiet complex.


Object of the game

At the end of the game, the player with the most Victory points wins the game. Victory points are depicted as brown squares containing a laurel wreath. …