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Combats are the most complex events in the game, especially when multiple enemies are involved. It would not be fair to let a player handle it by himself when learning the game. Also, someone should look out for the enemy during combat - it is easy for a player to overlook a special ability.

If a combat happens, the player that was playing before the active player (or the player who knows the game best) should become the Combat manager. He makes no decisions for the enemies; it is just his duty to see that everything goes according to the rules. …

Several varieties of trees compete to grow and spread their seeds in the sunlight of this small, but fertile, forest. As each tree grows its leaves are touched by the sun's rays, collecting Light Points and casting shadows on the surrounding smaller trees. When a tree reaches the end of its life cycle, players win points proportional to the richness of the soil the tree was rooted in.


  • Illustrated Rules
  • 1 Game Board
  • 1 Sun Segment
  • 4 Sun Revolution Counters
  • 4 Player Boards
  • 1 First Player Token
  • 24 Scoring Tokens
  • 4 Light Point Trackers
  • 24 Seed Tokens (6 of each variety)
  • 32 Small Trees (8 of each variety)
  • 16 Medium Trees (4 of each variety)
  • 8 Large Trees (2 of each variety)

Object of the Game

Using your light points, take your trees through their life cycles, from seedlings to fully grown. Then, collect Scoring Tokens with points proportional to the richness of the soil on which the trees grew. …

Score 3 points for each of your temples that are exactly 1 portage away from Thera. If the temple can be connected using Shipping Routes (the portage is not required), then that temple does not score any points.

Score 6 points for each of your temples that are exactly 2 or more portages away from Thera. Il the temple can be connected using Shipping Routes or fewer than 2 portages, then that temple does not score any points.

Score 3 points for each of your Temples that are not directly connected to islands with your other Temples. Islands are connected if you can move your boat from the dock on one island to a dock on the other island in I move. Islands connected only through the Thera board are not connected. …

After being stripped of all their possessions, a mage, a barbarian, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the necessary equipment they need for their next adventure. They agree to pull off their heists simultaneously, then dash to the exits in order to evade the guards who eyed their arrival suspiciously.

In order to make this game accessible to people with altered color perception, each color is associated with a symbol. Whenever a color is mentioned, it can be identified by the corresponding symbol. …


When recruited by a player, each of that player's opponents checks the number of Allies they have in hand. All players who have more than 6 discard the excess (they choose which cards to discard).

As long as the Commander is free in front of its owner, opponents can continue to add Allies to their hand (by exploringthe depths, of requesting the Council's support). But, at the end of their turn, they will have to choose which Allies to discard if they've gone over the limit of 6 Allies in their hand. …

The solo mode is played over a series of five rounds played similarly to the multiplayer game, with a few key differences. Rather than competing against rival book collectors, you'll be attempting to have your librarian license approved.

To do so, you'll need to exceed the score of the public library, which is represented by the entire discard pile.


1 Place the town board in the center of the table with the Official Librarian License Application S-42a nearby. …

Once played, General Store cards are then discarded.

Equipment Cards (6 Cards)

These cards award from 1 to 8 points at the end of the game.

Dynamite (1 Copy)

Play this card when you exploit the Gold Mine.

You find twice as many Nuggets as you would normally.

The Girls (1 Copy)

Play this card when you steal from your adversaries at the Saloon.

You make the Saloon action twice in a row (either on the same player or two different players).

The Brute (2 Copies)

Play this card when you show your dice. …

To play a solitaire game of Dice City, you will need to make the following adjustments:

  • Setup the game as normal but place a single bandit and trade ship card of each value. Each bandit and trade ship card is considered to be always available and every time you are supposed to take one, simply take the VP directly from the supply.

  • The solo variant can be played in one of two modes: normal and hard. To play the normal mode, shuffle the location deck and draw eight cards, placing them in two rows of 4 cards. For the hard mode, draw ten cards, placing them in two rows of 5 cards. These are the available cards in the display that you may build. …

Q: If I play Cache Warden and it gains me my 10th , do I draw a card from its bonus?

A: Yes. You will first gain 1 from the top half of the card effect, putting you to 10 mastery or more. This will allow you to then draw a card.

Q: When I exhaust Systema AI, do I gain the Mastery Threshold Bonus listed beneath the exhaust text?

A: Yes. Once you exhaust a Champion, everything after and below the exhaust text occurs. …

You're somewhere in the Wild Wild American West... Picture a gold mine and beautiful fields, perfect for raising cattle... a place that attracts pioneers like bears to honey. A small town has sprung up overnight in the middle of these promising lands. T

he question is, who's going to own the town when all is said and done? Well partner, if you haven't got lead in your feet and aren't afraid of taking a little lead in your body, this is your chance to stake your claim or leave the table!!! …