Components

  • 128 player pieces
  • 5 settlements
  • 4 keeps
  • 7 guards
  • 15 roads
  • Build cost card
  • 40 wildling pieces
  • 24 regulars
  • 8 climbers
  • 8 giants
  • 48 wildling tokens
  • 95 resource cards
  • 27 development cards
  • 11 hero cards
  • Game board
  • 6 frame parts
  • 21 terrain tiles
  • 21 number tokens
  • 5 trading posts
  • 2 six-sided dice
  • Twelve-sided die
  • 4 large plastic wall sections
  • 2 card trays
  • Special number token

I. Base Game Rules

Note: If you are new to catan, play the base game rules before you play the full game!


  1. The kingdoms let you recruit from their slums and prisons; but, otherwise, they have all but forgotten you. You still control the ancient territory called the "Gift". …



Components

  • 5 Dice
  • Dice Cup
  • Scoreboard
  • Label Sheet
  • 20 Scoring Tokens
  • Rulebook

Object of the Game

Score the most points by rolling the dice and matching the Star Wars characters.



Setup

Each player takes 5 scoring tokens of the same color.

Note: There will be unused scoring tokens left over in 2- and 3-player games.

Put the 5 labeled dice into the dice cup. Put the scoreboard within easy reach of all players.


Game Play

Score the most points by rolling the dice and matching as many of the same Star Wars characters as you can. On each turn you can roll up to 3 times. The more characters you match, the more you score! …


The hypnotic beat of rock music spills into the London streets along with young people dressed as smart as you please. Your bus navigates through the city, headed to the next destination but you wonder about getting off; touring the city on a double-decker bus is smashing!


Components

  • 1 board map of London transportation network
  • 68 plastic Buses (17 in each color)
  • A Few spare plastic Buses
  • 44 Transportation cards
  • 20 Destination Ticket cards
  • 4 Scoring Markers
  • Rulebook

Object of the Game

  • Claiming a Route between two adjacent Locations on the board; …



Components

  • 1 Game Board
  • 80 Plastic Trains
  • 72 Train Cards
  • 32 Ticket Cards
  • 4 Coast-to-Coast Bonus Ticket Cards
  • 1 Golden Ticket

Object of the Game

The goal of the game is to be the first player to complete 6 Tickets.


Setup

Place the game board in the center of the table. Give each player 20 trains of a single color.

Shuffle the train cards and give each player 4 random cards. Place the remaining cards facedown to form the Train deck.

Shuffle the ticket cards and give each player 2 random Ticket Cards. Place the remaining cards facedown to form the Ticket deck. …


This variant allows a player to play a 2-player game against an automated opponent. All rules are the same unless otherwise noted.


Setup

Remove 12 cards from the Dragonwood deck as in a 2-player game (and put the 2 Dragons in the bottom half).

Put 5 cards in the landscape as normal with the deck set to the right. Deal 5 cards as normal to yourself. The opponent does not have cards. You go first.


Game Play

On your turn, always begin by drawing one card, and then take a turn as normal (so you will either draw 2 cards or draw 1 card and then attempt to capture on each turn). …


Against the challenges of dust storms and a harsh climate, the human civilization on Mars is slowly growing. At the center of this is the Terraforming Committee, where corporations and lobby groups struggle to make their voices heard.

It is a time of turmoil, where the corporations need to navigate natural disasters, social movements, and high-level politics.


Components

  • 16 project cards
  • 5 corporation cards
  • 2 reference cards
  • 31 Global Event cards
  • 6 Policy tiles
  • 35 delegates (7 in each color)
  • 14 neutral delegates
  • Terraformer milestone tile
  • Terraforming Committee board
  • Global Event board
  • Rulebook

This expansion to Terraforming Mars introduces global events (visible 3 generations in advance) that affect all players. The players also place delegates in the Terraforming Committee to gain influence and decide which party will rule during the next generation. …



Lizard Cult


The Cult relies on word of mouth and beak to spread its gospel, and new enclaves can spring up anywhere on the map. Where the Cult rules clearings, they can build gardens, which will further radicalize the animals that live there.

While other factions spend cards to achieve their aims, the Cult acts chiefly by revealing cards and gradually drafting the ideal set of followers. Unless used for scoring, these cards are not spent and are returned to the Cult's hand during Evening.


You are the mayor of a town on the island of Machi Koro. Life's pretty laid back: You usually roll into work a few hours late, shake some hands, grab lunch, maybe take a nap, then head home. It's a good job. Super low pressure.

One day, a mayor on the other side of the island decided to build some new establishments. The citizens started visiting these establishments, and talking about establishments, and talking about building more establishments. Things got competitive, and suddenly you had to work at your job. …



Components

  • 19 Blue cards - 0 to 9
  • 19 Green cards - 0 to 9
  • 19 Yellow cards - 0 to 9
  • 19 Red cards - 0 to 9
  • 8 Draw Two cards
  • 8 Reverse cards
  • 8 Skip cards
  • 4 Wild cards
  • 4 Wild Draw Four cards
  • 4 Sorting Hat Cards

Object of the Game

Be the first player to get rid of all of your cards in each round and score points for the cards your opponents are left holding. Points in rounds accumulate and the first player to reach 500 points wins.


Setup

  1. Each player draws a card; the player that draws the highest number deals (count any card with a symbol as zero).
  2. The dealer shuffles and deals each player 7 cards.
  3. Place the remainder of the deck facedown to form a DRAW pile.
  4. The top card of the DRAW pile is turned over to begin a discard pile.



Game Play

The person to the left of the dealer starts play. …



Components

  • 19 Blue cards
  • 19 Green cards
  • 19 Red cards
  • 19 Yellow cards
  • 8 Draw Two cards
  • 8 Reverse cards
  • 8 Skip cards
  • 4 Wild cards
  • 4 Wild Draw Four cards
  • 4 Creeper Cards

Object of the Game

Be the first player to get rid of all of your cards in each round and score points for the cards your opponents are left holding. Points in rounds accumulate and the first player to reach 500 points wins.


Setup

1. Each player draws a card; the player that draws the highest number deals (count any card with a symbol as zero). …