Components

  • 5 player boards
  • 1 governor card and 8 role cards
  • 1 game board
  • 49 buildings (5 large violet buildings (2 spaces), 2 each of 12 small violet buildings, and 20 non-violet production buildings)
  • 54 doubloons
  • 58 island tiles (8 quarry tiles and 50 plantation tiles)
  • 1 colonist ship
  • 100 colonists
  • 1 trading house
  • 50 goods
  • 5 cargo ships
  • 50 VP chips

Object of the Game

The game is played over several rounds. In each round, each player chooses one of seven different roles and, thereby, offers all players, in clockwise order, the action associated with that role.

For example: with the settler, players can place new plantations, on which, with the help of the craftsman, players can produce goods. …


1. Mother's Call And Shuffle

Move a baby that is awake onto a free space of your choice on the tile where the mother is located (a baby that is already on the same tile as the mother can move to another space).

This move must be carried out without crossing spaces that are occupied or on which there is a fire token. Then, shuffle your draw pile and your discard pile (including this card) to form a new draw pile.



A baby raptor is moved to the same tile as the mother. The other baby could not have been moved, as there is no valid path to the mother's tile.



Getting Started

Find the Party pad, take a sheet and fill in your party's name.

Each player chooses a starting Character Class (Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart, or Mindthief), and opens the corresponding character and miniature boxes, then takes that character's character mat, deck of level 1 ability cards, and the 5 character tokens. See pages 42-43. Leave the attack modifier adjustment cards inside the character's box (the cards with the crossed swords on the back).

Each player then takes a sheet of his or her class' corresponding Character pad, fills out the name, and writes down the 30 Gold every character starts with in the Gold Notes section. …


Gloomhaven is a cooperative game of battling monsters and advancing a player's own individual goals. The game is meant to be played as part of a campaign, where a group of players will use the accompanying Scenario Book to string together a series of adventures, unlocking new content for the game as they progress. Any revealed scenario, however, can also function as a highly variable stand-alone experience.


Components

  • 1 Rule Book
  • 18 Character Miniatures
  • 47 Monster Stat Sheets
  • 24 Battle Goal Cards
  • 50 Money Tokens
  • 1 Scenario Book
  • 17 Character Boards
  • 6 Monster Stat Sleeves
  • 24 Personal Quest Cards 46 Damage Tokens
  • 1 Town Records Book
  • 504 Character Ability Cards
  • 150 Event Cards
  • 9 Random Scenario Cards 10 Scenario Aid Tokens
  • 1 Map Board
  • 457 Attack Modifier Cards
  • 253 Item Cards
  • 40 Random Dungeon Cards
  • 4 hp/xp Dials
  • 12 Objective Tokens
  • 4 Player Reference Cards
  • 30 2-Sided Map Tiles
  • 240 Monster Standees
  • 6 Wood Element Discs
  • 32 Summon Tokens
  • 17 Character Pads
  • 1 Party Pad
  • 3 Sealed Envelopes
  • 155 2-Sided Overlay Tiles
  • 232 Monster Ability Cards
  • 35 Character Tuck Boxes
  • 24 Plastic Stands
  • 1 Element Infusion Board
  • 1 Round Tracker
  • 60 Status Tokens
  • 85 Character Tokens
  • 4 Sticker Sheets

Play Overview



A modular board of map tiles a, constructed in a specific configuration using the Scenario Book as a reference. The map tiles should be laid out with doors b connecting them. The configuration of overlay tiles and monsters for the first room c should also be set up along with the character figures. …



Player Board

Your player board is the main part of your player area. To set it up:

  • Choose a color.
  • Put the player board in that color on the table in front of you. Around it, leave plenty of space into which your civilization can grow.

Player Pieces

Each player takes a set of 7 wooden pieces in his or her color. Before the first game, you may decorate them with the stickers provided.



Tactics Standard

This piece marks the current tactic being used by a civilization's military forces. …


When you learn how to play a new strategy game, it often happens that you feel lost in the many possibilities. Don't let this discourage you. Give yourself a fair chance and after a few games you will notice that your play improves rapidly.

Below you'll find a few tips to get you started. We advise reading them after having played a first game.

  1. The most important rule for beginners is this: a turn always starts by putting a piece on a dot! By executing your moves in the dictated 2 steps, you will come to recognize the possible movements of the pieces even sooner. (This is obligatory during tournaments, too). …


Handicap

If particularly experienced players are at the table, you can ask them to take on this handicap to equalize play. You play without the volcano chip; instead, every handicapped player receives 1 minus point for every active volcano.

The players without a handicap receive no minus points for volcanos.

Inactive volcanos bring no minus points. You can increase the handicap further by making the inactive volcanos also carry 1 minus point each.

Back Side of the World Board

The back side of the world board offers you a further opportunity for variation. …



Avoid Begging Cards

As the game suggests, you should avoid earning begging cards at any costs: The -3 penalty for being short for each missing food is quite steep. Sometimes it feels there is a choice between taking begging cards and keeping that grain for sowing or that pair of sheep for breeding.

In these situations it is almost always better to feed your family and wait for an opportunity later to get your farm operating. The only time you can safely take begging cards is if you have the Mendicant occupation. …



Components

Game Boards:
  • 5 farmyards for the players (with farmyard spaces as well as 1 example on the reverse side)
  • 3 game boards for the game actions (including one with an alternative reverse side for the Family game, as well as two examples)
  • 1 board for Major Improvements (with a summary of scoring on the reverse side)
360 Cards:
  • 169 yellow "Occupation" cards (66 cards for 1-5 players; 41 cards for 3-5 players; 62 cards for 4-5 players)
  • 139 orange "Minor Improvement" cards (including 7 upgrades from Major or Minor Improvements)
  • 10 red "Major Improvement" cards
  • 14 blue Round cards with possible actions for rounds 1 to 14
  • 16 green Action cards with possible actions that depend on the number of players
  • 5 grey Begging cards
  • 5 Summary cards
  • 2 Deck cards (1 Deck I, 1 Deck K)
Wooden Playing Pieces:
  • 5 Family member discs, 4 Stables and 15 Fences in each of the five player colors (blue, green, red, natural wood and purple)
  • 33 round, dark brown Wood counters, 27 round, light brown Clay counters, 15 round, white Reed counters, 18 round, grey Stone counters, 27 round, yellow Grain counters, 18 round, orange Vegetable counters
  • 21 Sheep tokens (white cubes), 18 Wild boar tokens (black cubes), 15 Cattle tokens (brown cubes)
  • 1 Starting player token
And Also
  • 33 brown/grey Field/Stone house tiles
  • 24 brown/red Wood/Clay hut tiles
  • 36 yellow Food markers labeled "1"
  • 9 Multiplication markers (can apply to animals, goods or Food)
  • 3 Claim markers (with "Guest" on the reverse)
  • 1 Scoring pad

Object of the Game

Players start the game with a farming couple living in a simple two-roomed hut. During the course of the game, these families have abundant possibilities to improve their quality of life by building up their home, improving their fields and breeding their animals. …


The card set "The Helpers of Catan" is an expansion for "The Settlers of Catan" for 3-6 players, and is also suitable for use with "Seafarers".


Setup

Each card has a helper with a front side "A", and a back side "B". Some cards also have a number.

Make a stack of the numbered cards, A-side-up. The top card will be A1; the remaining cards will follow in numerical order, i.e. A2, A3, etc.

For now, set aside the cards that don't have a number.

When you build your second settlement in the setup phase, take the top card from the stack and place it in front of yourself with the A-side up. Thus, the 1st player receives card A1; the 2nd, A2, and so on.

Spread out the rest of the helper cards (including any leftover numbered cards) as a display, A-side-up, beside the board.


Using Helper Cards

Each helper card offers an advantage. Once you have used the advantage of a card, you have two options:

  • Return the card to the display and take any other card from there. Place it A-side-up in front of yourself, available for use on a subsequent turn.

  • Turn the card to its B-side so you can use it a second time (and no more!), when the opportunity arises on a subsequent turn. After you have used the helper a second time, return the card to the display and take a new card.

Important: You can never use a helper card in the same turn that you received it.

When playing with 5-6 players, you may never use a helper card during the Special Building Phase - neither to help with construction nor with buying a development card.


The cards

Merchant: Forced trade



Demand a specific resource from up to 2 players. For each resource you get, give the player any one resource in return.

Mendicant: Help with road construction



1× during your turn, when you build a road, you may replace either the required brick or the required lumber with any other resource.

Mayor: Resource balanse



When a die roll (other than "7") does not earn you any resources, you take any 1 resource card.

Explorer: Street relocation



1× during your turn, you can remove 1 of your terminal* roads, and place it elsewhere in compliance with the rules.

General: Protection from the "7"



With the next "7": If you have more than 7 resources, you don't lose any resources. If you have 7 or fewer resources, take any 1 resource (before placement of the robber).

Architect: Select development card



1× during your turn, when purchasing a development card, you can replace 1 of the 3 resources it costs with any other. Select the development card from the first 3 in the stack. Then, shuffle the stack.

Robber bride: Robber in the desert



On your turn (even before rolling the dice), you can move the robber to the desert. You receive 1 resource from the landscape from which you pulled the robber.

Captain: Free harbor



Select 1 resource type, and exchange it as much as you want during your turn at a 2:1 ratio.

Priest: Swords into plowshares



1× per turn, you can put one of your knights put on the discard pile, and then either build a city for 2 ore and 1 wheat, or build a settlement for 1 lumber and 1 brick.

Noblewoman: Resource for the poor



1× during your turn, after rolling the dice, you may select and take 1 resource card from another player who has more victory points than you.