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This section contains a list of clarifications about components and some situations that can occur during the game.

Timing

Players must resolve alien powers and card abilities according to the specific phases indicated on the component for that power or ability.

However, there are times when multiple people may wish to resolve powers or abilities during the same phase. When this occurs, players resolve their powers or abilities in the following order:

  1. Offense
  2. Defense
  3. Other players in clockwise order, starting with the player to the left of the offense

Alien Power Precedence

If an alien power contradicts a rule from this booklet, the alien power takes precedence. …


When you discover a tile with an Event, Item, or Omen symbol, draw a card.

  • Whenever you draw a card (for any reason) from the Item, Omen, or Event deck, you lose all remaining moves (but not actions) for the turn.

  • If you are instructed to draw the top card from a deck, then draw the top card, regardless of its region markings.

  • All cards are read out loud unless their text says otherwise.

  • There is no limit to the number of cards you may carry. …


Centuries ago, the lucrative spice trade compelled the prosperous nations of the world to explore alternate routes to the sources of these precious goods. These nations took to the seas to seek out exotic lands.

This led to the discovery of the famed Spice Islands where the most valuable spices in the world were found. These spices were worth more than their weight in gold and some only grew on these islands. This discovery led to further expedition, competition... and later, war. …



Amulet Effects

The game contains three amulets of each type.


Amulets score the number of victory points shown on them. Keep them face-down until the end of the game.



Reveal and discard the amulet. Draw a card.



Reveal and discard the amulet to cancel the effect of a card that your opponent has just activated using a Naga. The targeted card and its Naga are lost. You cannot use an Amulet of Undoing to cancel the effect of another amulet.



Card Effects

Note: The arrows at the top of the card indicate the player to which the effect applies. …


This 7 Wonders expansion allows you to build fleets of Ships to conquer the seas. New Armada and Island cards enrich the game and increase the interaction between players. The flow of the game is slightly changed, but the victory conditions remain identical to those of the base game of 7 Wonders.


Components

  • 8 Dockyard boards
  • 32 Ship figures (8 each in 4 colors)
  • 24 Armada cards
  • 27 Island cards
  • 2 Incursion tokens
  • 6 coins of value 6
  • 4 game aids
  • 48 Naval Conflict tokens
  • 6 Ground Conflict tokens
  • 1 score booklet
  • This rulebook

Game Elements

Note: In order to differentiate the new elements from those already existing, the naming of some elements from the base game have been changed: …


Players are nobles in charge of a growing city, attempting to build it up into the most prestigious population center in the country. You start with a player board and five different dice that represent your city.

During the game, you use dice to activate locations in order to gather resources, train armies, and build even more grandiose locations.

Adding locations, defeating bandits, and exporting goods with trade ships can reward you with victory points (VP).


Object of the Game

The player with the most VP at the end of the game wins. …



Plastic Figures

The Armies fighting for Middle-earth and the heroes and monsters that lead them are represented in the game by plastic figures.



Armies

The bulk of the armed forces of a Nation are represented by Army units.

The Army units of a Nation are further divided into either Regular or Elite units, where the first category represents a fighting force of average warriors and the second a host of chosen fighters or powerful monsters.

A single Army unit corresponds to a variable number of warriors, from a few hundred expert fighters to thousands of Orcs. In game terms, all units of a kind (Regular or Elite) have the same fighting capabilities as any other of the same kind, regardless of the Nation they belong to. …


Follow the Basic Rules, but with the following changes.

After Setup - choose one of the Aspirant Cards and put it in front of you.

Each round you are the starting player, and the Aspirant plays after you.



During the Aspirant's turn, there are 2 to 3 stages. During the 1st, it takes the leftmost card in the Offer Row. The resource cost of the favor Card triggers the Aspirant's abilities. Resolve each gem in the cost separately.


In the 2nd stage, read the text on the Aspirant's card to determine if the Aspirant can keep the taken favor Card or must put it into its Discard Pile face up. If kept, put the card beside the Aspirant Card. …



Components

  • 20 Location tiles
  • 35 big size Lords cards (65x100mm)
  • 71 small size Allies cards (42x63mm)
  • 50 plastic pearls
  • 20 Monster tokens
  • 10 Key tokens
  • 1 game board
  • 1 score pad
  • 5 Shell plastic cups
  • 1 Threat Track
  • 1 Threat Token
  • 1 rulebook

Setup



1. Place the game board in the middle of the table.

2. Shuffle the Exploration cards and form a face down deck on the Exploration Track.

3. Shuffle the Lord cards and form a face down deck on the Lords space. Then, turn over the top six cards and place them in the Court. …



Components

  • 88 Picture Cards (2 Sets in Blue and Red)
  • 66 Clue Cards
  • 2 Category Cards
  • Instruction Sheet

Object of the Game

Be the first team to reach 5 points by correctly guessing clues built with the Picture Cards!


Setup

  • Divide players into 2 teams.

  • PICTURE CARDS feature a variety of simple drawings. Spread out the blue Picture Cards in front of one team and the red Picture Cards in front of the other team - make sure all the cards are visible.

  • CLUE CARDS feature ADULT clues on the blue side and KID clues on the yellow side.

    …