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This example kingdom scores as follows:

1 Coin Counting:

The player has 11 Coins left and therefore scores 3 points (1 for every 3 Coins).

2 The Crowns:

  • Fields (yellow) score 3 points: 3 squares x1 crown

  • Forests (dark green) score 3 points: 2 squares x1 crown plus 1 square x 1 crown

  • Lakes (blue) score 6 points: 3 squares x2 crowns

  • Grasslands (light green) score 16 points: 4 squares x3 crowns and the Queen . This Kingdom had the most towers, so the player hosted the Queen and placed it on the largest territory to count as an extra crown. …


Each player becomes the head of a Scottish clan of the 1600s and seeks to maximize the clan's influence and power in the Scottish highlands.

Each clan leader attempts to steadily increase his landholdings by adding tiles to his display, which he then activates for specific benefits: resources that can be used to gain new territory or transformed into victory points; or new clan members to oversee territorial expansion; or any of the 13 special locations, which offer particular advantages to their owners. This is to say nothing of the countless whiskey distilleries and taverns ... …


In the icy north, an army of barbaric wildlings gather to descend upon the continent of Westeros. The ancient order of the Night's Watch protects the massive Wall that defends against these (and even more insidious) dangers. Yet the strength of the Night's Watch will fail without the support of the great Houses.

In A Game of Thrones: the Board Game there are two events during the Westeros Phase which cause the wildlings to attack. They are:

  • The Wildling Threat token reaches "12" on the Wildling track.
  • A "Wildling Attack" Westeros card is drawn and resolved.

The Wildling Threat

In all three Westeros decks (I, II, and III), some cards are marked with a Wildling icon. For each such Westeros card, the Wildling Threat token is advanced one space on the Wildlings track (in this way, it's possible for the Wildling Threat token to advance up to three times during a single Westeros Phase). …


In Raiders of the North Sea: Fields of Fame, enemy jarls have joined forces to help defend against the onslaught of recent raids. But despite their threats, there is fame awaiting those willing to stand against them. Encountering a jarl is sure to bring injury, but now is no time for the faint-hearted. Onwards to the battlefield!


Components

  • 1 Township Board
  • 1 Black Worker
  • 3 Grey Workers
  • 3 Reference Cards
  • 1 Ship Card
  • 6 Encounter Boards
  • 9 Score Markers (In 6 Colours)
  • 30 Townsfolk Cards
  • 50 Wounds
  • 12 Jarl Tokens
  • 2 Valkyrie Dice
  • 6 Multiplier Tiles

Setup

Setup Raiders of the North Sea as described in the original rulebook, with the following changes and additions: …



Setup

Rules are as per the original Ticket to Ride unless specified.

Each player begins with 45 Colored Trains Cars, matching Scoring Marker, and a hand of 4 Train Car cards.

Like Ticket to Ride: Europe/Asia, players begin with 4 Destination Tickets. 1 Long route (blue writing), and 3 Regular routes (red writing). Players must keep at least 2 of the 4, but may keep more.

Place the portraits of Sir John A. Macdonald and Louis St. Laurent, from the bonus ticket cards, in their respective corners to gaze in approval upon your creation as it manifests. …


  • Decoy

    Playing a card that can be easily snatched (e.g., a single, low-numbered card), may give you the opportunity to draw a better card from the card row.

  • Everything Counts In Large Amounts

    Lower-numbered cards are often easy to collect. By playing several of them at once (e.g., six deuces), they won't be easily snatched.

  • Homestretch

    Keep an eye on how many cards your neighbors have in their hands. The game can be over faster than you think! On the home stretch, you should try to avoid picking up snatched cards... …


In the Solitaire Game, play for a total of 8 rounds and attempt to get the highest score you can.

Tip: Use the wood track of an unused player board to track the number of rounds remaining.

Place an extra peg in the "8" hole and move it back after the last step of each round. When you get to the last hole on the wood track, you will know you've taken 8 rounds and the game is over.


Setup

Return 1 longhouse, 2 keeps and all tracking tokens to the game box. Use all remaining structures and dice in the game. Build your starting domain as you normally do in multi-player games but start with 3 scorched areas. …


In a two-player game all the rules for a 3- or 4- player game are applicable with the following exceptions:


Setup

First a starting player is chosen. The starting buildings are prepared as for a 3-player game (or decide to quick start by using a random distribution with the Village Centers). Both players receive all of their playing pieces.

A third Village Center is setup as a neutral village. A third color is used for the neutral village. The neutral village receives the 4 remaining starting buildings. Now, there should be 2 buildings of each type in play. …


Some cards use keywords to describe certain actions:

DECIDE (mostly used on Adventure cards) - Players always have the choice described on the card. It is usually a choice between discarding the Adventure card without any effect, or getting some benefits but also facing some consequences later (i.e. shuffling the Adventure card into the Event deck and resolving some negative effect if it is drawn in a future round).

IF POSSIBLE - Resolve the described effect only if it is possible. If you cannot (for example: you have to discard a resource that you do not have), nothing happens. The Rule of Unfulfilled Demand does not apply in this case. …



Flexible Bank Resource Trading

The Standard Rules requires that the 4 (or 3 with a port) resources traded be the same to receive 1 of your choice from the bank.

  • Option 1: Allow any mixture of resources to be traded at the standard rate.

  • Option 2: Allow any mixture of resources to be traded at the standard rate plus an additional resource.


Pirate & Bandit Expires

The Standard Rules state that the Pirate & Bandit stay in place until moved.

  • Option 1: Allow the Pirate & Bandit to expire after adversely affecting a player a number of times like 1, 2 or 3. …