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1. Government Contracts

Use these cards to give your game intermediate goals that players can compete for. Shuffle the deck of contract cards and draw 3 at random. Place them on the spaces of the main board at the beginning of the game. Return the remaining cards to the box.

During play, any player may claim a government contract as soon as he or she meets all its criteria. The player keeps the card and immediately gains its benefits. Claimed contracts are not replaced. …


The end of the Third Age was a dark time for Middle-earth. While the basic allegiances of the Free Peoples were clearly defined, their individual opinions towards the threat of Sauron differed widely.

The diplomatic stance of the various Nations is represented in War of the Ring by a Nation's position on the Political Track found on the game board.


The Political Track

The initial starting position of a Nation on the Political Track (marked by the individual Nation's icon on the track itself) represents its diplomatic attitude at the beginning of the war. The farther its Political counter is from the "At War" step of the track, the less inclined that Nation is to take part in the conflict. …



Components

  • Ultimate MASTERMIND game console with built in storage area for pegs, hinged shield to conceal secret code section, scoring area

  • Code pegs-approximately 144 large round headed pegs (about 18 of each 8 colors).

  • Key Pegs-approximately 40 small pegs (about 20 each of red and white).


Object of the Game

The Codebreaker tries to guess the color sequence of a row of 5 pegs in as few turns as possible. After each turn, the Codemaker will give feedback that will help the Codebreaker figure it out!


Setup

Separate the Code pegs from the Key pegs. Decide which player will be the Codemaker and which will be the Codebreaker (players will switch positions after the first round). Position the board between the players so that the 5 shielded holes for the secret code face the Codemaker. …


The Beast: When using the Beast's enhanced senses, ignore structures. The Beast's enhanced senses work in a 9x9 grid with the Beast in the center of that area.


The Gun: The Gun gets to roll 2 dice when attacking. This is still 1 attack with the die roll results summed together.

Only a result of '1' on both dice is considered an automatic miss. If either results in a 6, re-roll that die and add the results to the total.

Quick Draw will only trigger when the agent is spotted. When an agent is not in LOS of the Gun and moves through the Gun's LOS, then the agent is spotted. When an agent starts their turn in LOS of the Gun and then moves out of LOS leaving the last seen marker, then the Gun has lost sight of the agent. …


This section explains a few additional rules to the game.


Tabletalk

Players may freely discuss the game, conspire with other players, or make open accusations against one another. However, players cannot converse with one another in secret; all such communication must remain public for all players to hear.


Ability Cards

Some abilities cause a lasting effect. When an ability instructs a player to take an ability card, he takes that card from the supply and places it next to his character card. …


Agent

You have the AGENT power: once per round, you may privately reveal your card to a player and force that player to card share with you. You must verbally say to the target player, "I'm using my AGENT power. You MUST reveal your card to me".

Note: If used on a character that is unable to card share (e.g. has the "shy" condition or is a Paranoid character that has already card shared), the power is wasted. The target must prove they can't card share by verbally saying (even if "cursed") "I can't because (provide specific and honest (even if a Demon reason)". …


Welcome to pre-WWII Germany. In Secret Hitler, players are German politicians attempting to hold a fragile Liberal government together and stem the rising tide of fascism. Watch out though - there are secret fascists among you, and someone is Secret Hitler.

At the beginning of the game, each player is secretly assigned to one of three roles: Liberal, Fascist, or Hitler. Hitler plays for the fascist team, and the fascists know who Hitler is, but most of the time Hitler does not know who his fellow fascists are. The Liberals don't know who anyone is. …



Solo Player Mode

Solo games work much like normal games, but with a single board as the whole island. The only difference is that you can target yourself with Powers that specifically target Another Spirit', though you do not gain extra benefits from Powers that are better when used on another Spirit, like Gift of Constancy or Elemental Boon.

Also, the luck of the draw is high, and you have no fellow Spirits to compensate for your Spirit's weaknesses and limitations. …


Agoraphobe ­

You win if you are never sent to a different room by anyone.

Ahab ­

You win if Moby gains the "dead" condition and you do not.


Anarchist ­

You win if your vote helped successfully usurp a leader during a majority of the rounds. For example, in a 3 round game, you must have usurped a leader 2 of the 3 rounds.

Born Leader ­

You win if you are a room's leader at the end of the game.

Butler ­

You win if you are in the same room as the Maid and the President at the end ofthe game. …



Land



Each small square on the map that isn't water is called a land area. At the start of the game, land areas may contain a resource or they may be empty. Land areas are adjacent with up to 8 areas in horizontal, vertical and diagonal directions.


Water



The blue areas on the map are water areas. All water that is horizontally or vertically adjacent forms one large water area. Water areas that are only diagonally adjacent do not form one water area. …