• Though play is complete as soon as one player discards all of his/her cards, the game can be continued as the other players discard their remaining cards.

  • 2. You may choose to disregard the rule that "if you have a card in your hand that you can play, you must play". Thus, even if you have a card that can be played, you may choose to draw a card from the draw pile.

  • A "1" card can be used as a "reverse" card, which switches the direction of the game play (i.e., from clockwise to counterclockwise). …


Targeting

This allows the players to complete the Quests in any order they see fit adding a level of strategic planning into the game.

During the team phase, the leader chooses both which players to be on the team and which quest the team will attempt to complete. Use the included round marker to indicated which quest the leader selected.

The number of players chosen to be on the team must correspond to the number required for that Quest.

The 5th Quest cannot be attempted until at least two other Quests have been completed successfully. …


Can the Hound be bombed?

No, Bombs cannot be used to take the hound (and the right to lead). Bombs can only be played (even out of turn) on a card combination (or single card) on the table. You may bomb your own trick, if you want. When 3 players pass in turn order, any player may bomb before the trick isconsidered over.


When can a bomb be played on a Mah Jong?

The best way to answer is with an exampleHere is an example. Player 1 leads the Mah Jong and wishes an 8. Between Player 1 and 2 (out of turn) all players (including players 1 and 2) may bomb (without fullfilling the wish). …



Basic Scoring

During your first game or when playing with younger players, it is advised to use the basic scoring rules. They are very similar to standard scoring rules, with the exception of additional DP for sets of dimension icons:

  • Each player counts DP for his sealed portals (numbers shown inside the bulbs).

  • Then, each player 1 DP for each unused tool!

The player with the highest score wins!


Deadly Portals

Now, horrible creatures from parallel realities are crawling out to steal your research results. This game variant makes the game a little more risky and chaotic during the final scoring. …



Threechu

(Tichu nanking for 3 players)

Shuffle and take cards as you would for a four player game. The shuffler plays with a dummy partner.

The shuffler may not declare Grand Tichu for either himself or the dummy.

Before any cards are pushed, the dealer may look at both his hand and the dummy's.

Pushing cards is the same as in a four player game, except that players only push cards to their oponents (two cards instead of three are pushed).

After cards are pushed, place the dummy face up on the table. The shuffler plays on the dummy's behalf. The dealer may declare Small Tichu on behalf of the dummy before he plays the first card from the dummy. The dummy does not have to fullfill any wish. …



Advanced Wall Layouts

Once you are comfortable with the gameplay, you can customize wall layouts to make the game more difficult. Take 8 Wall pieces per floor.

Place them between tiles (not on the outside), making sure no area is blocked off and inaccessible. Long dead ends and choke points make the floors more challenging.


Fewer Players

For 1, 2 or 3 player games, play as normal - 3 Stealth and one character each. But whenever you shuffle a Patrol deck, including during setup, discard the following number of cards face down: …


Burgle Bros, is a cooperative game for 1-4 players. Players are members of the Burgle Bros., an elite crew that can pull off impossible heists. Your mission is to get in and out with- out getting caught.

There are many types of alarms and patrolling Guards to avoid. If anyone gets caught, it's all over. Find the Safes, crack them, and get to the roof to escape!


Setup: The Bank Job (3 Floors)

In this job, you are hitting a high-end bank. There are safes with priceless loot you are going to procure. Shuffle the Tools, Loot, and Events decks individually; put piles off to the side face down. …



Ranged Combat (fire)

Only units armed with missile weapons may engage in this type of combat. Heavy war machine units are missile capable. Most green circle symbol units (whether or not they have a white border) have missile weapons. Only Light barbarian Chariots do not. Other types of units may be designated as capable of ranged fire in Scenario Special Rules.

A unit with missile weapons battling an enemy unit more than 1 hex away is said to conduct Ranged Combat (fire) at that enemy unit (the "target unit"). In Ranged Combat, the target unit must be within both range and line of sight of the firing unit. …


This is a simple and interactive way of utilizing nuclear weapons in the realm of the game Risk. I've borrowed ideas and text from "Nuclear Risk" as well as the optional sub-variant within "Devastation Risk". My thanks go out to the unidentified originators, and I hope you enjoy!

Note: These extrinsic rules have been sealed intact because they offer a measure of restriction designed to balance nuclear gameplay within the current Risk structure. One may be inclined to ignore or replace any number of these rules, but be he forewarned: no living man knows the chaos that will ensue! …


Aeon's End has adjustable difficulty. Play the nemesis mat as written to play in normal mode. To adjust the difficulty, follow the rules below:

Beginner

  • Each player starts the game with 12 life (2 more).

  • Gravehold starts with 35 life (5 more).

  • The nemesis starts with 10 less life.

Expert

Use the Increased Difficulty rules shown on the nemesis mat. These rules may affect Setup, Unleash, or Additional Rules section of that nemesis.

Extinction

  • Use the Increased Difficulty rules.

  • Also, each player starts the game with 8 life (2 less). …