The game may be played either by 2 to 5 individual players or as a partnership game for 4, 6, or 8 players. The rules for partnership play are explained at the end of the standard rules.


Components

  • 25 merchant ships The number of gold coins on each card indicates the value of its cargo. The combined value of all merchant ships is 100 gold, divided as follows: 5 twos, 6 threes, 5 fours, 5 fives, 2 sixes, 1 seven, and 1 eight.



  • 48 pirate ships 12 each in 4 different colors - blue, green, purple and gold. The twelve ships of each color are divided into varying levels of attack strength, measured by the number of skull-and-crossbones on the card. The breakdown is as follows: 2 ones, 4 twos, 4 threes, and 2 fours. …


Pirates are the least of Captain Bullseye's problems. He has his cargo riskily stowed away high up in the yardarms so that no peg-leg can get too close to it.

But given this unusual way of safe- guarding the cargo, many a hardened sea dog turns out to be just an ordinary seaman who gets into trouble with his balance already halfway up the mast.

In this case - as if they were jinxed by the ship's gremlin - all chests on wobbly planks start shifting, until the whole ship threatens to capsize in the pitching and tossing of the waves. But, in the blink of an eye, the best hands from Captain Bullseye's crew catch the falling load... …


Hello, my name is Picto! You want to start playing right away, without having to read the entire rulebook? Then just read my outlined comments and skip the paragraphs in between.

If any questions come up during your first game, you can always refer to the full rules text for clarification. I would, however, recommend reading the entire rulebook before playing your second game of Pictomania.


Object of the Game

In Pictomania, you are each secretly dealt a clue, which you have to draw. You also try and guess what your fellow players are drawing - all at the same time! You secretly make guesses with your guess cards. …



Components

  • 1 game board
  • 12 childhood cards
  • 26 early adulthood cards
  • 20 middle age cards
  • 8 life goal cards
  • 17 old age cards
  • 4 player reference cards
  • 7 dice
  • 49 tokens
  • Notepad
  • Pencil
  • Rulebook

Object of the Game

The goal of the game is to write a CV of a fictional character, whom the player represents. Players roll the dice and use the symbols thrown to gain cards representing different accomplishments in life.

The cards give various special abilities. Thus the players, step by step, create their life histories, trying to reach their goals. At the end of the game, players get points for different sets of cards. The player with the most points wins. …


Madness in the lab! Doctor Eureka needs help to complete his experiments. Transfer your materials between the right test tubes, in the right order, and faster than the other players to become the best and brightest scientist!


Components

  • Illustrated Rules
  • 54 Challenge Cards
  • 24 Balls C8 Green. 8 Purple, 8 Red)
  • 12 Test Tubes

Object of the Game

Each player takes on the role of one of Doctor Eureka s apprentice scientists, and races to be the first to realize the correct combination of plastic balls in the order shown on the current Challenge Card. …


How much does it cost to hire thugs?

Thugs can be hired using any combination of food and meds totaling 6 units.


What are you supposed to do with junk cards?

Sometimes players dig junk out of the junkyard. Players do not have to hold onto these cards. They may immediately discard them at the bottom of the junkyard (they do not get another dig).


Can group leaders, or snipers carry tools?

No. A card must have a base ability in order to improve it with a tool. …


At the beginning of each turn, when a player takes an Enemy card from the stack, he moves the corresponding counter forward to the next space (on the right). The effect of the Enemy is applied. His power is determined by the area that he has just arrived in.

It should be noted that the last space (Odin's residence) does not trigger the Enemy's effect but can lead to the Gods' defeat.

The power of the effect is symbolized by the . …



Components



Object of the Game

You are the owner of a large company.

The goal of the game is to develop your town, so that you can build all of the major landmarks before your rivals do.

Note: The cards in this game depict various establishments, and are laid out on the table for play. They are never held in your hand or shuffled.


Setup

Place the two starting establishments (Wheat Field and Bakery) face up, and the four Landmarks (Station, Shopping Mall, Amusement Park, Radio Tower) face-down (Under construction) in front of each player. …


Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour.

And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs.

The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. …


Mister X tries to escape his would-be capturers in London by taxi, bus and underground. You have to be a particularly clever detective to be able to catch him.

Mister X tries to stay one step ahead of the detectives and keep them guessing at his whereabouts right up until the end of the game, while the detectives try to pick up his trail and track him down.


Components

  • 1 game board
  • 6 playing pieces
  • 29 start cards
  • 57 x taxi tickets
  • 45 x bus tickets
  • 23 x underground tickets
  • 5 x black tickets
  • 3 double-move tickets
  • 5 ticket boards for the detectives
  • 1 travel log with paper insert for Mister X
  • 1 visor for Mister X
  • 2 rings for the Bobbies

Setup

First decide who will play the role of Mister X. …