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  • Make sure to understand the scoring mode of each different building before playing: use your Helper if needed.

  • Try to define a rough strategy: do you want to follow an industrial approach, building Harbors and Factories? If yes, you will probably need to build Shops to maximize the profits of your Factories and Parks to absorb pollution.

    If you choose a more residential strategy, you need to build Tower Blocks, some Public Services, and Shops to attract the numerous Inhabitants of your Tower Blocks. …


Game Components

  • 70 Land tiles showing roads, cities, fields and monasteries. There is one start tile with a darker back.

    The 12 river tiles are not part of the basic game but have the same back as the start tile.

  • 40 followers in 5 colors.
    Each player will use one of their followers as a score marker.

  • One scoreboard.
  • One rulebook and 1 player aid.

Setup

The start tile is placed in the center of the table, while the scoreboard is placed on the edge of the table. …



Components

  • 1 two-sided board: Germany /U.S.A. with scoring track, player order and resource market
  • 132 wooden houses in 6 colors: 22 per player
  • 84 wooden resource tokens: 24 coal (brown), 24 oil (black), 24 garbage (yellow), 12 uranium (red)
  • money (in Elektro)
  • 6 summary cards with order of play/payments
  • 43 power plant cards: 42 power plants with numbers 03-40, 42, 44, 46 and 50
  • 1 "Step 3" card
  • rules sheet

Setup



Place the board in the middle of the table, choosing the side you wish to play on. The map is separated into 6 areas, each with 7 cities. In each game, the playerschoose which areas they will play in. We recommend one area per player. Of course, the areas chosen must be adjacent. During the game, every player can play in all the chosen areas. …


No matter how valiantly the investigators struggle, they are facing incredible odds. Despite their best efforts, the Ancient One may awaken and enter Arkham. If this comes to pass, the only thing the investigators can do is try to drive it back using the weapons and magic they've accumulated throughout the game.

There are five conditions under which the Ancient One may awaken.

1. Doom Track is Full

If enough gates open, eventually the Ancient One's doom track will fill up with doom tokens, even if the investigators use all of the elder signs. When a doom token is placed on the last open space on the doom track, the Ancient One awakens immediately. …


The Fox in the Forest is a trick-taking game for two players, each playing cards to win tricks against the other over multiple rounds.

Players score points during a round by winning tricks containing specific cards and at the end of a round based on the number of total tricks they won. The player with the most points at the end of the game is the winner.



Components

  • 33 Game Cards
    • 11 Bells
    • 11 Keys
    • 11 Moons
  • 17 Scoring Tokens
  • 2 player Reference

Deep In The Woods Lived A Witch Well Known For Her Potions. Desperate Travelers Would Brave The Depths Of The Dark Forest In Order To Consult With Her. …


Action cards which are not Starting Action cards always have a special effect which is shown in their upper half.

  • Spend the amount shown on the left in order to receive that shown on the right.


  • 1 Volume of your choice.


  • Receive 1 VP for each Volume of the color shown, available to you (on your desk and on the Master cards you have played). You cannot use Potion tokens to replace Volumes required by this special effect.

  • Spend 3 Coins in order to place a second bookshelf tile in the same action. The value of the action must be split. …


The terror track shows the current terror level in Arkham - the current mental state of the city's inhabitants. Various things can raise the terror level, such as too many monsters entering the Outskirts or the effects of some Mythos cards. The terror level can never go down, so players should be very cautious about allowing it to increase.

When the terror level rises, move the terror track marker up the terror track as indicated. The terror track marker cannot leave the track, so the terror level cannot go above 10. …


As dimensional gates open in locations all over Arkham, the investigators must work to close or seal them.


Closing Gates

Before he can close a gate, an investigator must enter the gate, explore the Other World it leads to, and then return to Arkham.

When an investigator returns from an Other World, as described earlier, the player should place an explored marker under his investigator marker. This gives the investigator an opportunity to destroy and close the gate during the next Arkham Encounters Phase. If the investigator leaves the gate's location for any reason, the player must discard the explored marker - the investigator has missed his opportunity and must explore the gate again if he wishes to close it. …


This section of the rules describes the various conditions that may affect an investigator during the course of the game.

Sanity and Stamina

An investigator begins the game with a number of Sanity and Stamina tokens equal to the values listed on the investigator's sheet. These two values are the investigator's maximum Sanity and maximum Stamina. While an investigator may gain and lose Sanity or Stamina over the course of the game, the investigator's current Sanity or Stamina may never exceed the investigator's maximum Sanity or Stamina. …


Eventually, all investigators have to face their fears and do battle with the Mythos. Whenever an investigator enters combat with a monster, resolve the following steps, in order.

I. Horror Check

First, the alien nature of the Mythos threatens to overwhelm the investigator's mind. This is represented by a Horror check.

A Horror check is a skill check using the investigator's Will value. This value is modified by the monster's horror rating (found in the lower-left corner of its combat side). …