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The rules of the beginner game and the advanced game apply with the following additions:


Setup

Shuffle the 12 additional tasks and place them face down off to the side. Turn over twice as many additional tasks as there are players, and place them face up within easy reach of all players.

Example: In a three-player game, turn over 6 additional tasks.


Game Play

At the beginning of each turn, set the timer to 5 minutes.

During the turn, you may take up to 2 additional tasks and place them in front of you. You keep these until the end of the turn; you may not give them up, and no one may take them away from you. …


The black ship starts at Port Royale as the Ghost Ship. It starts with a ship's hold board with 5 doubloons in one hold and 3 in another and the Lady Beth card.

This card can never be stolen. After the two players move, the Ghost Ship moves twice as determined by the action dice. It never pays any costs.

If it is leading the race it must move backwards; if last, it must move forwards; if otherwise, the Captain chooses (he may even make it attack his own ship). …


Do you want to play Mondo, but there's no one to play with at the moment? Then just play alone! The rules of the beginner game apply with the following changes:


Setup

The bonus chips and the score sheet are not needed; put them in the box. The volcano chip counts in solo play; place it next to your board.

Now take 4 tiles at random and place them at random on the 4 spaces of the board that are colored slightly differently from the other spaces. …




The rules of the beginner game apply with the following additions:


Setup

Shuffle the 5 scoring modifiers and place them face down as a deck off to the side. Turn over the topmost scoring modifier and place it face up.


Game Play

Set the timer to 6 minutes at the beginning of every turn.

Scoring

The scoring modifier applies to all players: If one player is the best at fulfilling the scoring modifier, he receives 4 plus points.

If more than one player is the best, they each receive 4 plus points. If one player is the worst compared to the rest, he receives 4 minus points. …




The abilities of Persons are depicted on the top part of their card on the banner. The victory points you gain are depicted on the little shield to the right of the ability banner.

When you act - either as the active player, or during your chance on another players turn - you can use all abilities of Persons in your personal display. If you have multiples of one type of card, their abilities will stack. Should you have 2 Mademoiselles, for example, you will be able to hire Persons at a 2 gold coin discount. …


Neutral Force tokens represent the resistance of independent houses unwilling to submit to the machinations of the players. Neutral forces are placed on the board during setup.

Players may march units into an area occupied by a Neutral Force in order to destroy the Neutral Force and control the area. This may not be attempted, however, unless the marching player has sufficient Combat Strength to defeat the Neutral Force.


Destroying a Neutral Force

In order to destroy a Neutral Force and gain control of its area, a marching player must equal or exceed the strength value printed on the Neutral Force token by the combination of Combat Strength factors listed below: …


The players are in teams of two, the team members facing each other. Going clockwise, each player takes his/her turn (fig. 6: team A versus team B).



The players agree whether conferring is permitted before the game starts.


Game Play

In turn, each player chooses a cube and moves it according to the following rules.

Choosing and taking a cube: The player chooses and takes a blank cube, or one with his/her symbol on it if the point is pointing towards him/her, from the board's periphery; as the direction of the point determines who in the team can play the cube. …



Object of the Game

In Summoner Wars you are playing the role of a Summoner. You have been endowed by a Summoning Stone with the ability to call forth mighty warriors and cast powerful spells to aid you in your battle against an opposing Summoner.

The object of the game is to destroy your opponent's Summoner card. When you are the only player with your Summoner card left in play, you win.


Components

  • 1 Rulebook
  • 1 Battlefield Board
  • 5 Six-Sided Dice 20 Wound Markers
  • 225 Cards

Unit Cards

Unit Cards represent the forces, called Units, which make up your army. Everything from your all-important Summoner down to your lowliest Scout, are Units represented by a Unit Card. …


In the harbor of Port Royal life is bustling and you hope to make the deal of your life. But don't risk too much or your cargo holds will be empty. Don't forget to reinvest your profit to gain the favor of Governors and Admirals and to hire various other persons that can further your goals.

Try to extend your influence and you might even be able to answer the call of one of the prestigious expeditions.


Components

  • 120 Cards, comprised of 60 Persons
  • 6 Expeditions
  • 4 Tax Increases
  • 50 Ships, 10 of each color

Setup

If you play with fewer than 5 players, first remove the special Expedition that is only needed for 5 players and put it back in the box. You can easily tell it apart, because it is the only card without a gold coin on its backside. …


  • One-time Bombs

    Bombs blow up for good after the initial explosion.

  • Attacker Advantage #1

    When pieces of equal rank battle, the attacking piece wins.

  • Attacker Advantage #2

    The attacking piece Is always increased In strength by one rank.

  • Reduce the number of pieces in the game

    Start the game with a reduced army.

  • Open-faced Stratego

    During the game, the identity of every piece is known to both players. Alternately, pieces remain face-up once their identity is revealed.

  • Change The Playing Field

    Play on a board which has hexagons, or pentagons, instead of squares. …