There exist also alternative rules: How to play Salvo?


  • 2 game units
  • 10 plastic ships
  • 4 runners of white pegs
  • 2 runners of red pegs
  • Label sheet

Each player's fleet contains 5 different ships:

  • Carrier (5 holes)
  • Battleship (4 holes)
  • Cruiser (3 holes)
  • Submarine (3 holes)
  • Destroyer (2 holes)


You and your opponent sit facing each other and neighter can see the other's ocean grid.

Place your fleet of 5 ships on the ocean grid.

Rules for placing ships:

  • Place each ship in any horizontal or vertical position but not diagonally.
  • Don't place a ship so that any part of it overlaps letters, numbers, the edge of the grid or another ship.
  • Don't change the position of any ships once the game has begun.

Game Play

Decide who will start. You and your opponent will alternate turns, calling out one shot per turn to try to hit each other's ships. …

Texas Holdem is played on a single table with two to 10 players.

Each player is dealt two private cards (known as "hole cards") that belong to them alone.

Five community cards are dealt face-up, to form the "board".

A player may use these shared the cards of the board in conjunction with their own hole cards to make their highest possible poker hand.

Video Tutorial

Game Play

The structure of Texas Hold'em can be broken up into three divisions:

  1. Setup
  2. Betting Rounds
  3. Showdown

The goal is simple: win as many chips as you can, one pot at a time. You win this pot by having the best hand or by having all other players fold before the showdown. …


  • 4 Pots (player boards)
  • 4 Flasks
  • 4 Bags
  • 8 Droplets
  • 4 Rat stones
  • 1 Scoring Track
  • 4 Scoring Markers
  • 1 Flame (round marker)
  • 24 Fortuneteller Cards
  • 20 Rubies
  • 12 Ingredient Books
  • 215 Ingredient Chips
  • 4x 0/50 Seals
  • Bonus Dice


The last person to cook something goes first. The start player then shuffles the Fortune Teller cards and puts them face down into a draw pile in front of them. Now put the Scoring Track in the middle of the table.

The Flame 1 goes on the 1-space of the Turn Indicator. The 4 seal tiles go on the 4 seal spaces 2 with the "0" facing up. …

After the invention of Jump Drive, every colony could expand to new worlds and dream of empire... In New Frontiers, players build space empires by developing technologies, exploring and settling worlds, producing goods, and trading these goods for credits or victory points.

Can you build the most successful galactic empire?


  • 8 empire mats
  • 60 goods cubes
  • 60 colonist pieces
  • 2 development mats
  • 56 development tiles
  • 60 world tiles
  • 7 action tiles (gray)
  • 8 goal tiles
  • 5 stockpile mats
  • 1 setup summary/colonists mat
  • 1 world summary tile
  • 40 victory point chips (hexagons)
  • 56 credit chips (rectangles)
  • 1 priority track
  • 10 player disks, 2 each in 5 colors
  • 1 bag


Put the two development mats in the center of the table and place the developments on them: …

This section includes additional rules that are necessary to play the game.


This section explains additional details related to enemy groups.

An enemy group is either readied or exhausted. Enemies become exhausted either after the app activates them or after they attack. When an enemy is exhausted, its portrait in the app is darkened.

Exhausted enemies cannot activate, counterattack, or be provoked. The app readies all enemy groups at the end of the shadow phase.

Provoking Enemies

While a hero is in the same space as a readied enemy group, certain actions will provoke that enemy, causing it to attack. A hero must provoke an enemy during each of the following situations: …

Two-four alchemical mages vie for control of ancient monuments and Places of Power. As a mage, use your magical essences and items to build artifacts, activate their powers, and command dragons. The mage with the most points wins!

Each mage begins with 1 of each essence, 3 artifacts in hand, and 1 magic item. During a round, you'll collect essences and then do 1 action each turn, until everyone passes. The goal is to have the most points, 10 or more, when victory is checked.


  • 40 Artifact cards
  • 5 Places of Power
  • 10 Mage cards
  • First Player token
  • 10 Monument cards
  • 8 Magic items
  • 150 essence tokens
  • 12 "5x" essence chips
  • 4 reference cards
  • Summary tile

Mages and items are chosen during setup and begin in play. Each round, when a player passes, they will turn in their item for a new one. …

You are all cryptozoologists, trying to be the first to discover definitive proof of a cryptid in the wilds of North America. Each player will be given a unique clue - one piece of crucial information about where the creature lives. When combined, the clues identify a single space on the map - the creature's habitat.

Each player's clue either states an area where the creature can be found, or where it cannot be found, based on the terrain and structures on the board. During the game, you will ask each other questions with the aim of guessing each other's clues. The first player to correctly use all of the clues to find the habitat wins the game. …


  • 1 Game Board
  • 36 Floor Cubes
  • 12 Rooftops
  • 6 Company Certificates
  • 3 Building Permits
  • 1 Cancel Cube
  • 1 Mayor
  • 2 Linen Bags
  • 60 Checks
  • Rulebook


1 Place the Game board in the middle of the table.

2 Place the 6 Company Certificates near Main Street.

3 All 36 Floor cubes are put into one of the linen bags. Randomly draw out 24 of the Floor cubes. Place them numbered side up in 3 rows of 8 cubes each beside the board. The 12 remaining Floor cubes are not used in this game and are returned to the box. …

In a game of Specter Ops, one player is an A.R.K agent who has just infiltrated Raxxon Global's abandoned pharmaceutical facility in an attempt to expose information about Raxxon's past.

The other player(s) are Raxxon hunters, genetically or mechanically enhanced humans tasked with hunting down A.R.K. agents and nullifying the threat they pose to Raxxon.


  • 1 Game Board
  • 1 Pad of Movement Sheets
  • 5 Hunter Figures
  • 4 Secret Role Cards
  • 4 Agent Character Cards
  • 8 Hunter Character Cards
  • 1 Sand Timer
  • 4 Agent Figures
  • 1 6-Sided Dice
  • 1 Dual-Sided Vehicle Card
  • 29 Tokens
  • 17 Equipment Cards
  • 1 Rulebook

Character Card

  1. Name: The name of the character
  2. Abilities: The effects the character has on the game
  3. +A gent or Hunter: The character will either be an agent or a hunter

Equipment Card

  1. Name: The name of the equipment
  2. Type: The type of equipment
  3. Effect: The effect the equipment has when used
  4. Unique Symbol: Some equipment can only be used by specific agents
  5. Charges: The number of times the equipment can be used per game before it is discarded

Vehicle Card

  1. Name: The name of the vehicle
  2. Move: The maximum number of spaces the vehicle can be moved in a round.
  3. Abilities: The effect the vehicle has on the game



The main portion of these rules describes the setup and game play for the 2-3 players. …

Steampunk Rally is a card-drafting, dice-placement game. You will be rolling and placing dice on your Invention to generate Motion, gain more dice, prevent & repair damage, and discard used dice.

Improve the efficiency of your Invention by adding Machine Parts. Harness the power of various Boost technologies, utilizing them to thwart your rival Inventors and achieve victory!

The game is played over a series of rounds until one player's Invention crosses the Finish Line, at which point one final round is played. The player furthest past the Finish Line after the final round is declared the winner! …