Survival Card

The Survival Card is set aside at the beginning of the game. During play, players should keep track of how many of their species occupy tundra tiles. Any player with the sole highest count automatically and immediately takes possession of the Survival Card.

If two or more players are tied for most, no player controls the card (it remains uncontrolled and will not score points for any player).

During each Reset Phase, after Extinction, the player in control of the Survival Card earns bonus VP's for the number of tundra tiles occupied by one or more of his animal's species. …

You will be working with the King, D. Jose I, with Manuel da Maia, the royal builder, and the Marquis de Pombal, the prime minister, to reconstruct a new Lisboa, and develop its economy. You need to build stores downtown to produce goods, and will earn wigs once appropriate Public

Buildings are opened to drive traffic to your stores. In order to open Public Buildings, you will need Plans from one of the two architects, and enough state officials to staff the building. …


  • 1 Game Board
  • 5 Clan Screens
  • 7 Shrine Tiles
  • 10 Political Mandate Tiles
  • 21 Core Season Cards (7 per Season)
  • 24 War Province Tokens (8 per Season)
  • 15 Teapot Set Season Cards (5 per Season)
  • 15 Horseman Set Season Cards (5 per Season)
  • 15 Archway Set Season Cards (5 per Season)
  • 5 Alliance Tokens
  • 20 Stronghold Tokens (4 per Clan)
  • 20 Ronin Tokens
  • 8 War Number Tokens
  • 65 Plastic Coins
  • 10 Clan Markers (2 per Clan)
  • 10 Bonsai Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
  • 10 Koi Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
  • 10 Dragonfly Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
  • 10 Lotus Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
  • 5 Huge Monster Bases (1 per Clan)
  • 10 Turtle Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
  • 15 Shinto White Bases
  • 5 Daimyo Black Bases
  • 15 Large Monster Bases (3 per Clan)

Object of the Game

Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. …

Build Ships

The game board has 20 Ship Cards available for building: 5 bows, 10 middles, and 5 sterns.

You can buy one, two, or three Ship Cards in any combination. For each Ship Card you buy, you pay the indicated number of guilders. (Those at the bottom cost nothing, those in the middle cost 1, and those in the two rows closest to the card decks cost 2).

Ship Cards are used to build ships. A completed ship has a bow on the left, a stern on the right, and only middle cards in between, with no empty spaces. A completed ship must have at least 1 middle card. …

In Gaia Project , each player controls one of 14 factions striving to peacefully colonize the Terra Mystica galaxy. Each faction has different environmental needs to survive on a planet.

These needs have led the factions to master terraforming, enabling them to make different planet types habitable for themselves.

During the game, you will colonize new planets, upgrade mines into better structures, and unite planets to form federations. The choice is yours: will you expand near other factions, which might give you power and trade partners, or will you look for solitude, where you can expand more freely? …

Two to six players will compete to become the next Lord of Ethnos.

To do so, you must earn more Glory (victory points) than your rivals by controlling the Kingdoms on the game board and recruiting the most Allies. You will accomplish your goals by collecting scattered members of the 12 Tribes, represented in the game by cards, and playing them in Bands to gain control over the Kingdoms.

But be careful! Your Allies can be fickle. Any cards you do not use when you create a Band must be discarded, creating opportunities for your rivals. …

Sometimes there are fewer tokens available than cards during a sale. In that case, you still receive the bonus token for the number of cards sold.

The use of the camels is a balancing act: if you don't have any then you have a problem if you want to take a lot of cards and your hand is empty. However, if you take a lot of camels then you risk leaving a very profitable market for your opponent.

If you do decide to take a large group of camels, it can be worthwhile doing this when your opponent already has 7 cards in hand. Then, if the new market is interesting, he'll have to exchange cards and probably won't be able to take all the cards wanted. …

India in the era of the aspiring Mogul empire. New lands are being gained along with great prosperity attained through the trading of silk, tea, and spices. Imposing structures such as the Taj Mahal and the Red Fort are built, and gorgeous gardens are created alongside new buildings and parks that will impress generations to come even centuries later.

At a time when the empire has almost reached its greatest dimensions and is in a phase of relative stability, players, representing rajas and ranis, are called upon to live up to the requirements of their role as venerable sovereigns. They must improve their estates into magnificent and wealthy provinces. …

Clan Buchanan

Several members of this clan were prosperous 'Tobacco Lords' in Glasgow. Most of their tobacco imports from the United States were immediately re-exported to mainland Europe. Buchanan Street is one of the main shopping streets in Glasgow and was named after a wealthy Tobacco Lord, Andrew Buchanan, who owned the land it was originally built on.

You have an additional Export box and can thus obtain one or two Export contracts in one turn. If you obtain just one Export contract per turn, you pay the regular cost of the current round. However, if you obtain two Export contracts (two Export contracts from the action Obtain an Export contract, or two Export contracts from the Building bonus) in one turn, you pay the cost only once instead of twice. …

In Terraforming Mars, you control a corporation, and you buy and play cards describing different projects.

The projects often directly or indirectly contribute to the terraforming process, but can also consist of business enterprises of different kinds. In order to win, you have to accumulate a good terraform rating (TR) and many victory points (VPs).

Your TR is increased each time you raise a global parameter (temperature, oxygen or ocean). Your TR determines your basic income, as well as your basic score. As the terraforming process proceeds, more projects become feasible. Additional VPs are awarded for anything enhancing mankind's grip on the solar system. This can be anything, from founding cities to building infrastructure, or protecting the environment. …