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This is a complete list of all of the cards in the game. If there is more than one of the card then the number is shown in brackets, indicating also how many are in the 'A', 'B', and 'C' decks if necessary.

Only those cards with more complex effects have a detailed description. The rest should be easy to understand from the symbols on them.

Albert Hall

Almshouses

Bank of England - Whenever you need to take a loan you take £12 from the bank instead of £10. You cannot take loans to repay loans. Billingsgate Market …



Investigation Book

The investigation book is the heart of the game, containing eight separate investigations.

Due to the complexity of some cases, it is recommended that players attempt the investigations in order.



Arkham Directory

The directory contains the coordinates for the locations of homes and businesses and public places that players may travel.

If you need to find out how to look up the location for a particular person or place, this is where to look.


8 Newspapers

Each investigation has a newspaper copy of the Arkham Advertiser that corresponds by date. You may look at any previously dated newspapers as well during any investigation. …



Components

  • 1 map
  • 60 track tiles
  • 69 cars
  • 8 scoring markers
  • 32 shares
  • 1 shares sheet
  • rulebook

Object of the Game

Life was hustling and bustling in the streets of San Francisco in the early 20th century. Cable Cars had quite a big impact on everyday street life. Each player conducts their own cable car company and tries to expand their network.

Victory points are awarded for each destination station connected to a player's line. Who will finally be the owner of the most successful cable car company? …



Components

  • 61 transparent cards
  • 65 Enigma cards
  • 35 tokens

Object of the Game

Win the most points by guessing and getting the other players to guess enigmas with the help of the transparent cards.


Setup

  1. Arrange all of the transparent cards in a large circle on the playing surface.

  2. Put the tokens within easy reach.

  3. Shuffle the Enigma cards and place them in a pile.



Game Play

The most creative player goes first. (If you cannot decide, the youngest one starts). On your turn, you have to get the other players to guess an enigma. To do this, you must: …


Affiliate: keep in front of you the weakest Ally used during a recruitment.

Ally: card from the Exploration deck which represents a squid, a seahorse, a shell, a jellyfish, or a crab, with a value of 1 to 5.

Council: area of the board where. Race by Race, the Allies who were not kept during the Exploration of the depths phase are gathered.

Court: area of the board where Lords waiting to be recruited are placed.

Explore: reveal one at a time the cards from the Exploration deck on the corresponding area of the board (Exploration track) to try to find the Ally best suited for your purpose. …


A solo game is played as a normal game, but you should use the advanced set-up.

At the end of a year, you gain points according to the scoring table for 2 players if you have passed a certain number of trees (), which are "planted" just below the conquistador track:

At the end of the first year, you score 4 points if your conquistador marker has passed the 1st tree. After the second year, you score 5 points if you have passed the 2nd tree, and after the third year, you score 6 points if you have passed the 3rd tree. …


Many of the events have an effect on buildings. If you lose a building then you must hand back the City Area card that goes with it.



The Dragon

Roll the die to determine which area on the board will be hit by the dragon.

Remove all minions (including demons and trolls), any trouble marker, and any building from the area affected.


Flood

Roll the die twice to see which areas are affected by flood. Areas rolled that are adjacent to the river are affected by flood. …


Devil's Island

Rather than the usual starting positions, players begin with one ship on the anchor square in their harbor and their two remaining ships on the two closest anchor squares next to Skull Island. This game can always be counted on for a lively beginning.


Hurricane

Add an extra die to your game for some unusually fast action. But if you roll a hurricane (three of a kind), you lose the ship furthest from your harbor. Batten down those hatches, sailor! …


Essen, on the verge of the 20th century: A time when endless supplies of coal are abundant in the earth and ripe for the taking! You are the owner of a coal mine fulfilling contracts for various types of coal. Spend capital to buy coal carts and expand tunnels as you dig a variety of coal.

Complete orders to gain victory points. However, the orders are very specific about the type of coal they demand. Since each kind is in a different mine level, …


In the Combat Phase, battles are resolved. A battle will take place if a hex is occupied by more than one party (a party being either a player, the Ancients or the GCDS).


If there is a battle in more than one hex, the battles are resolved in descending numerical order of the hexes (printed on one corner of each hex). The Center hex has the lowest number and will thus always be resolved last.

If a hex contains more than two parties, battles are first resolved among the players' Ships with the sole surviving player then engaging the Ancients or the GCDS in battle. …