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Your Player Board represents the small piece of land you own.

  1. Good Storage Area: Store Goods until you spend them.
  2. Workers Lot: Store unemployed Workers (meeples) you've received from completed Settlers cards.
  3. Die slot: Return an Apprentice (meeple) from the main board to your Workers Lot.
  4. Construction Platform: Store Houses you've purchased from the Construction Yard.
  5. House Lot: Place Houses on these lots as part of the requirement to fulfill a Settlers card. Each lot can hold 1 House and fulfill one Settlers card. You can build a maximum of 7 Houses.
  6. Community Building Lot: Place purchased Community Buildings on these lots.
  7. Reputation track: Keep track of your reputation.


Reputation

It's important to keep up your good name in the City and maintain good relations with High Queen Tabita. Your reputation is tracked on the Reputation track on your Player Board. All players start with a reputation of 9. …


Honshu is a trick-taking, map building card game set in feudal Japan. Players are lords and ladies of Noble houses seeking new lands and opportunities for fame and fortune.

One game of Honshu lasts 12 rounds, and each round is divided into two phases.

First, Map cards are played in a trick and the player who played the highest valued card gets to pick first from those played. Then the players use the Map cards picked to expand their personal maps. Each player must expand their personal maps to maximise their scoring possibilities. …


Once the players have activated all their Survivors, the Zombies play. Nobody takes their role; they do it themselves, performing the following steps in order:


Step 1 - Activation

Each Zombie activates and spends its Action on either an Attack or a Move, depending on its situation. First resolve all the Attacks, then all the Moves, but each Zombie only performs one or the other with a single Action.

Attack

Each Zombie in the same Zone as a Survivor performs an Attack. A Zombie's Attack is always successful and does not require any dice rolls. …


During a chess game, you will often be required to exchange one piece for another. How do we know when a trade is good or not? e.g. is it good to trade a bishop for a knight?

There are many factors to consider like position of the board, state of play (are you in a leading or loosing position?), etc...

When you are in a leading position, it can be usefull to make a trade.

The sheer number of pieces on the board don't tell much if you are winning or losing because each piece has a distinct value. …



Player Aid Cards

Each player receives a Player Aid card that includes a summary of the sequence of play on the front.

The back is used for scoring Reputation Stars at the end of the game.


Class Cards

Each player receives one Class card, defining their character 's adventuring profession. The Class card has two options for the player to choose from, one on each side. Each Class has its own unique Attribute Goals and Class- specific special ability. …


Starting with whoever holds the "first player" token, each player activates his Survivors one after the other, in the order of his choice. Each Survivor can execute three Actions at the Blue Danger Level. This is increased to four when the Survivor reaches the Yellow Danger Level.

Some Survivors have a free Action at the Blue Danger Level. Any free Actions do not count toward this total.

Example: On her turn, Amy uses her free Move Action. She still has her basic three Actions of the turn remaining. …




General: If there is ever a discrepancy between a card and the rulebook, follow the rules on the card.

Attuned (Druid Class Ability): The player may return any card from the Market discard pile to the Market. They do not replace cards; they add to them. For example, in a four player game, the player may add a sixth card to the Market from the Market discard pile before the Market Phase begins.

Charming (Bard Class Ability): Both buys are made during the player 's turn in the Market Phase. If a Charisma token is used, it only applies to one buy. Charming cannot be used to discard cards from the Market to gain Gold. …


Dominion: Intrigue

Dominion: Intrigue is an expansion set for the original Dominion by Rio Grande Games.

In Dominion, you assume the role of a monarch who desperately wants to expand his empire. Unfortunately, you are not the only monarch with expansion on his mind and soon you are vying for fiefs, freeholds and forums as you attempt to unit them under your banner. …


Being a good fugitive requires taking risks. The mar­shal must methodically search and deduce where the fugitive might be. Here are a few strategies and tips for each side.



Fugitive Strategies

  • You don't always have to play a hideout. some­ times it's best to wait for better cards.

  • You may sprint to your first hideouts.

  • Sprinting too often as the fugitive can use up too many cards, often making you wait for a good draw.

  • You can bluff by playing unnecessary sprint cards, but don't bluff too often. It may keep the marshal guessing, but it can also make you run out of cards quickly. …


Blockers! is a simple game to learn, and yet there are many strategies to try.

You have two goals: to end up with as few groups as possible on the board, and to avoid capturing too many tiles of the same color. How you choose to balance these two goals determines your personal style of play.

For instance, you may choose to focus on having as few groups as possible at the end of the game. This leads to an Aggressive style of play, because you will need to relentlessly block and attack your opponents in order to accomplish your goal. …