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Town Hall is a different way to play Tiny Towns that introduces the Resource deck and changes the way resources are selected during the game.

Assign 1 player to be the Mayor, who will draw Resource cards to determine which resource all players will place.



Game Play

Shuffle the 15 Resource cards to form a draw pile, and discard the top 5 cards face-down to a discard pile.

  1. The Mayor starts the game by drawing the top Resource card from the draw pile and placing it face-up on the table. Players must place the resource shown on the card in their town. …


A game of creating and manipulating a deal so you can get the biggest piece of the action. If the cards don't go your way, spoil a deal and frustrate your opponents by turning the deal from a big profit into a big loss.

Through cunning deal-making, and favoring your "Cousins" (and by throwing in some guile and backstabbing too), acquire the most money to prove once and for all that you are "The Boss".


Components

  • 96 Deal Cards in 3 colors
  • 3 "X" Cards
  • 6 multi-colored "Wild" POTA Cards
  • 1 "Boss" and 2 "Cousin" Tokens
  • 12 double sided "I'm In/Pass" Disks
  • 1 "2X" Disk
  • 90 Money Cards
  • 1 Rulebook

Setup

Give each player two I'm In/Pass disks and $50 in money. Randomly determine the starting player and give that player the Boss token and the two Cousin tokens. The player with the Boss token is the Boss and the dealer in this round. …


The privileges may only be used by the player who has an aristocrat in the elector space of the corresponding electorate. If the elector space is empty, no player may use the privilege.

After using the privilege, the player moves the aristocrat tile to the privilege space to show that the privilege has been used. At the beginning of a new round, players move any aristocrats on the privilege spaces back to the elector spaces.


Archdiocese of Trier



The player may, in phase IV, use an action card that is normally used in phase IV, but is no longer available. He takes the action as though the card was available to take, including paying for it. …


Dominion is by the rules very simple, but the execution can be very complex because of the endless possibilities. There are is not a "best strategy or tactics" that will work always because every game is different.

The key point for successful players is adaptation. However, there are still some basic tips to be given about treasure management:


Buy Bigger Treasure

This advice is really important for beginners because when you keep purchasing bigger treasure cards, your deck will keep improving every turn. …


While TriBond is best with 3 to 4 Players or Teams, a 2-player game can be enjoyed by liminating the Challenge and Stealing rules.


Game Play

  • Roll the Number Die to determine who goes first. The Player or Team that rolls the highest Number will be the first "Answering Player". The Player to the RIGHT of the Answering Player takes the Card Box and will be the first to read ("Reading Player").

  • On your turn, roll BOTH the Category Die and the Number Die. The Reading Player draws a Card from the Draw side of the Card Box and reads the Threezer Riddle corresponding to the Category that you rolled. …



  1. Go for numbers early.

    When the map is still mostly empty, it seems like quantity of troops is slightly more valuable than quality.

    I'm willing to give up a coin or two on the first round to get a few more troops.

  2. Decline early to get two races working for you.

  3. Don't be afraid to abandon all regions and relocate all your troops. Sometimes this is a very good thing to do.

  4. Try to place troops on mountains before declining. They'll hold out a little longer there. …


The Checkers rules are quite easy to learn. In fact, it looks easy to win at checkers, but it is more difficult as we think. We need to have some plan worked out in the game.

Even the first moves we do should have a purpose. We should aim to target small objectives that contribute to the achievement of the main goal. We must try to make every turn count in our favor as much as possible.

It's important to know the purpose of a capture because they are not always beneficial. We need to understand the different consequences of double and triple captures and the principles behind positioning as far as captures are concerned. …


There are a couple of strategies in connect four.

The first consists in looking ahead a few moves to avoid the opponent to win and in the same time trying to connect four checkers.

The other strategy is looking for a win in the long run.

Most of the games ends between 35th and 42nd move when you or the opponent is forced to make a particular move since there's only one column available.

Then people think that the winner is lucky, but that's not it. An expert player is able to make this happen much time before. …


Every player has a chance to be a winner by picking the wrong answer and advancing around the playing board.

The reader announces four items that all appear to have a correlation. Players then choose which item they feel does not belong by using their answer tokens.

The players with the correct "wrong" answer then roll the die to move ahead on the board.


Components

  • a gameboard
  • 400 question cards
  • 6 playing pieces and stands
  • 24 letter tokens
  • 1 die

Setup

Each player takes a set of four letter tokens: A, B, C, D. …



Components

  • 2 Gameboard trays
  • 24 Mystery cards
  • 48 Face cards and Face frames
  • 2 Score keepers

Object of the Game

Guess your opponent's mystery Marvel character before your opponent guesses yours.


Setup

Set Up your Gameboard

Each player should choose a gameboard and place it on a flat surface. Flip all of the frames upright by tipping your gameboard away from you; then set it flat again.

Draw your Mystery Card

Shuffle the Mystery cards. Choose two cards at random, then pick one you want to play. Fit your Mystery card into the slot so your Mystery Person faces you (See Figure 4). Return the card you didn't choose to the bottom of the deck. …