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Every Expedition yields some loot items as depicted on the "Expedition loot" Overview card. There are a number of Action spaces on which you can undertake an Expedition with an armed Dwarf. Expeditions have one of four different levels (1-4).

The Expedition level determines how many different loot items you may choose from the Overview card. (Choose the loot items one by one in any order).

Each space with a loot item on the Overview card has a Minimum strength value. When choosing an item from the list, you may only choose items with a Minimum strength value lower than or equal to the Weapon strength of the Dwarf undertaking the Expedition. …


New York Slice is played over a series of rounds, with one player slicing a pizza into a number of portions equal to the number of players, with a "Today's Special" chalkboard added to a portion (or existing as its own portion).

Then each player, in turn order, chooses a portion, with the Slicer always choosing last. As players choose portions, they determine, for each slice, if they should collect it or eat it. After all of the pizzas have been sliced and distributed, points are scored on the Guest Checks the player with the most points wins! …



Components

  • Gameboard
  • 5 armies with 40 infantry
  • 12 cavalry
  • and 8 artillery each
  • deck of 43 cards
  • 2 reference cards
  • 5 dice
  • Instructions

Game Board

The game board is a map of 6 continents divided into 42 territories. Each continent is a different color and exists of 4 to 12 territories.

The numbers along the bottom (southern) edge of the board indicate the number of armies you will receive for a set of cards you trade in.



The Armies

There are six complete sets of armies, each containing three types:

  1. Infantry (worth l)
  2. Cavalry (worth 5 Infantry)
  3. Artillery (worth 10 Infantry, or 2 Cavalry)

Start the game by placing Infantry pieces. Later, you can trade in 5 Infantry for 1 Cavalry, or 2 Cavalry (or 1 Cavalry and 5 Infantry) for 1 Artillery. …



Components

  • 7 Emerald tokens (green)
  • 7 Diamond tokens (white)
  • 7 Sapphire tokens (blue)
  • 7 Onyx tokens(black)
  • 7 Ruby tokens (red)
  • 5 Gold Joker tokens (yellow)
  • 90 Development cards
  • 10 Noble tiles

Setup

Shuffle each development card deck separately, and then place them in a column in the middle of the table in increasing order from bottom to top (level 1;level 2;level 3).

Then reveal 4 cards from each level.

Shuffle the noble tiles and reveal as many of them as there are players plus one (example: 5 tiles for a 4 player game). …


Stealth Fighter, Phantom Fighter

Until they perform their X action, all weapons systems ignore them.

If the Phantom Fighter is targeted by a rocket (after it has revealed itself) the rocket is destroyed with no effect.

Cryoshield Fighter, Cryoshield Frigate

The cryoshield absorbs all damage the first time the threat is targeted. In the first Compute Damage step in which the threat is targeted by at least one weapon, the threat is not damaged, regardless of its shield points and the total strength of your weapons. Instead, put a black block on its cryoshield icon to denote that the cryoshield has been destroyed. In later turns, the threat can be targeted and damaged as normal. …



Components

  • 168 cards
  • One six-sided die
  • Rules Book


Card Management

Keep separate face-up discard piles for the two decks. You may not look through the discards unless you play a card that allows you to! When a deck runs out, reshuffle its discards.

If a deck runs out and there are no discards, nobody can draw any of that kind of card!

In Play: These are the cards on the table in front of you, showing your Race and Class (if any) and the Items you are carrying. Continuing Curses and some other cards also stay on the table after you play them. Cards in play are public information and must be visible to the other players. …


The three field generators alter the rules within the territory where they are located and, where there is a conflict, take precedence over alien tech card effects.


Isolation Field

The Isolation Field nullifies a territory's bonus. The first player to discard a Stasis Beam card will place the Isolation Field counter on a territory of their choice. Any subsequent player who discards a Stasis Beam card will move the counter to another territory.

Example: If the Isolation Field is placed on Pohl Foothills, the player who controls that territory does not receive the "pay one less fuel than normal on each alien tech card you use" bonus and the bonus is not available to a player using a Data Crystal card. …


When you are selected to be the Master for a game of Zendo, you take on a very different role than you would if you were playing as one of the students.

You will not be trying to guess the secret rule; instead, you will create the secret rule that the others are trying to guess. You will spend much of your time during the game carefully marking the koans that the players build, and setting up counter-examples to their guesses. …


Each territory grants its controlling player a bonus over some aspect of the game. A player controls a territory if they have more colonies on that territory than any other single player. The controlling player takes the territory counter.

Example: Red has two colonies on Lem Badlands and Green, Yellow, and Blue each have one colony on Lem Badlands. Red has the most colonies on the territory so Red controls Lem Badlands.

A territory is not controlled by any player if two or more players are tied for the most colonies on a territory. No player earns the bonus for such a territory. The counter for a territory that is not controlled remains on the territory. …



Variant - Want an Easier Game

If the players are losing too often they can make one or more of the rule changes to make the game easier. It is suggested that you do not add multiple changes unless you continue to lose after making one change.

  1. During setup, instead of drawing 3 & 3 Darkness Spreads Cards (for a total of 6) only draw 2 & 2 Darkness Spreads cards (so instead of 30 minions on the board to start the game, there will be 24).

  2. Players suffer no penalty if they lose a battle against a General. …