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The Invader goal is to breach at least one Wall Section before the end of the 7th turn.

Invader Units

The Invader has the following Unit types at his disposal:

  • Goblin - Strength 1

  • Orc - Strength 2

  • Troll - Strength 3

Actions

The Action cards define the abilities available to the Invader during the game. The Action cards must be resolved from left to right in ascending order of their Phase numbers:

  • Phase 1 - supplies
  • Phase 2 - machines
  • Phase 3 - equipment
  • Phase 4 - training
  • Phase 5 - rituals
  • Phase 6 - maneuver

Each Action card presents a unique action available to the Invader and the rules corresponding. For a more detailed explanation of each action, see Invader Actions Explained in the supplement. …


This section contains additional rules that players need to understand to play their first game.


Action Cards

Throughout the game, players will accumulate action cards. Players can use action cards to resolve powerful one-time abilities. Each player can have a maximum of seven action cards in his hand. If a player exceeds this number, he must choose which seven cards he wishes to keep and discard the rest.

Each action card indicates when it can be used at the top of its card. When an action card is used, the player using it reveals the card, resolves its effect, and discards the card. …


The world has changed. It is the 26th century and New Earth is slowly recovering from the Day of Purgation: the day a mysterious, catastrophic explosion shook the entire planet. The majority of the population was exterminated, and most of the surface became uninhabitable.

No one understood what really caused the apocalypse - the only thing the survivors could do was find shelter until the dust settled.

The remnants of humanity organized along four radically different ideologies, called Paths: the peaceful Path of Harmony, living in one of the few surviving cradles of nature blooming with flora and fauna; the stern Path of Dominance, ever cruising the oceans in their huge ship built into a floating metropolis; the cunning Path of Progress, looking down on Earth from their city in the sky; and the devout Path of Salvation, dwelling in huge underground halls and chambers. …



Components

  • 1 game board
  • 4 player boards
  • 10 Character tiles
  • 6 City Bonus markers
  • 26 dice (5 each in blue, yellow, green,
  • red, and black, along with 1 white)
  • 40 coins (20x1, 10x5, 10x10)
  • 44 different contracts
  • 31 City cards
  • 18 Goal cards
  • 10 outpost bonuses
  • 15 gold bars (12 small and 3 large)
  • 15 silk bundles (12 small and 3 large)
  • 16 pepper bags (12 small and 4 large)
  • 27 camels (20 small and 7 large)
  • 12 figures (3 each in blue, yellow, green, and red)
  • 38 trading posts (9 each in blue, yellow, green, and red, along with 2 black)
  • 4 50/100 point cards
  • 1 start player marker (hourglass)
  • 4 player aids
  • 1 rules and 1 supplement
  • 1 quick setup sheet

Setup

Components And Setup

Various game components will be left over and need to be distributed to the players. What each player receives and how it should be arranged is shown on the next page. …


Each Path has two different Evacuation conditions, and each condition consists of two parts:

  • The base condition describes what assets the player needs to have in order to take the Eavcuation Action, and how many VPs it is worth in itself (regardless of the additional reward).

  • The additional reward part addresses specific assets A and a related Victory Point ratio. The player gets additional VPs based on the amount of that asset held by the player when the Evacuation Action is taken in addition to the base condition's VP value. …


Allies: Allies are the champions you can recruit to aid you. When you play an Ally from your hand, you gain the effect listed on the card. It goes to your discard pile at the end of your turn.

Banish: When a card is banished, it is placed in the banish pile (removed from the game).

Champions: After you play a Champion from your hand, you can gain benefits from it every turn. Champions remain in play until destroyed by an opponent. …



The player(s) with the most Workers at the end of the game receive(s) 3 VPs.




The player(s) with the most Water at the end of the game receive(s) 3 VPs.




The player(s) with the most breakthroughs at the end of the game receive(s) 3 VPs.




The player(s) with the most occupied building spots at the end of the game receive(s) 3 VPs.




The player(s) with his morale marker closest to the right end of the morale track (i.e., highest morale) at the end of the game receive(s) 3 VPs. …



Components

  • 6 Dice
  • Dice Cup with Lid
  • Instructions

Object of the Game

Be the first person to score 10,000.


Farkle Facts

Only single 1s and 5s are worth points.

Other numbers count only if you get three or more of the same number in a single roll.

Other combinations of numbers are worth points if you get them in a single roll.

Note: Dice from multiple rolls cannot be added together. For example, if you set aside one 5 (50 points) on your first roll and two 5s (100 points) on your second roll, you have 150 points. You cannot add them together to make three 5s (500 points). …



Setup

The Chronobot is a solo play variant for Anachrony, playable with the base game only.

Set up a 2-player game, with the Chronobot as one of the players. The following modifications apply to the setup:

  1. The Chronobot receives its 6 Exosuits and 8 Warp tiles. It doesn't receive any Starting Assets (nor Workers).
  2. Leave all Endgame Condition cards in the box.
  3. Place the Chronobot board next to the Main board, and place the 6 Chronobot tokens on the 6 marked positions.
  4. The Chronobot is the First Player in the first Era. Place its Banner on the First Player spot.
  5. The player may still choose to use either the "A" or the "B" side of his Player board.

Paradox Phase

The Chronobot rolls for Paradoxes last. If the Chronobot gains an Anomaly, remove any one Warp tile from the Timeline tile where the Chronobot has the most Warp tiles (oldest if tied). …



Artifact List


Perform an Additional Action during your turn.


Draw 2 cards from your Draw Deck.


Take a Bomb Token from the supply and draw 1 card from your Draw Deck.


Take a Platinum Mineral Tile from the supply and place it on any of your Pilot Stacks.


Take a Gold Mineral Tile from the supply, place it on any of your Pilot Stacks and draw 1 card from your Draw Deck.


When you purchase a card from one of your Pilot Stacks, you may discard this to place the card directly into your hand instead of placing it in your Discard Area. …