Player Mats

1 Breach Mage Name.

2 Breach Setup: The initial configuration of your breaches. Not all players have the same amount of available breaches.

3 Starting Hand: The five cards which you will have in your hand at the start of the game.

4 Starting Deck: The five cards, and the order in which they are placed in your starting deck. Place the leftmost cards at the t op of your starting deck.

5 Player Number: Place your player number token here. Player number is used in conjunction with the turn order deck to determine turn order. …


Choose 3 gems, 2 relics, and 4 spells. Place each card of the same name in its own separate pile, in the middle of the table.



Gems are the primary source of gaining aether (). Spending aether () is how you gain new cards, focus and open breaches, and gain charges.

There are seven gem cards in each gem supply pile.




Relics have a wide variety of effects and are resolved as soon as they are played.

There are five relic cards in each relic supply pile. …


Detailed information about:



Best Setups of a former World Champion Player

The first 6 setups are from Vincent Deboer (World Champion Stratego).

Famous Setup of Vincent Deboer

This is one of his most "famous" setups, which is a dubious quality for a Stratego setup. He didn't used any other setup as often on tournaments and several other players have successfully used this setup as well. It is a bit predictable, but all pieces are at hand when you need them and it works well for both attack and defense. …




When being attacked in Close Combat, the defender may announce the unit is going to Evade instead of staying and fighting in Close Combat. Note: An attacking unit may not Evade if the defender Battles Back. If the die roll against the evading unit eliminates the evading unit one Victory Banner is gained.

The attacking unit determines and rolls the proper number of Close Combat battle dice against the evading unit before it Evades, but only symbols that match the evading unit will score a hit. All other unit symbols, leader, swords, and flags rolled are ignored. …


This expansion for 7 Wonders Duel offers players the ability to invoke powerful Divinities to benefit from their powers. During Age I, the players will choose the Divinities they will be able to invoke during Ages II and III. Grands Temples make their appearance and are substituted for the Guilds.


Components

  • 1 Pantheon board
  • 15 Divinity cards
  • 1 Gate card
  • 5 Grand Temple cards
  • 2 Wonder cards
  • 10 Mythology tokens
  • 3 Offering tokens
  • 1 Snake token
  • 3 Progress tokens
  • 1 Minerva pawn
  • 1 Score notepad
  • 1 Rulebook
  • 1 Game Aid card

Game Elements

Divinity Cards

Each divinity card represents a Divinity. These Divinities are sepa- rated into 5 different Mythologies each with a single focus: Greek (civilian), Phoenician (commercial), Mesopotamian (scientific), Egyptian (wonder), and Roman (military). …


  1. Try to add a tile that forms more than one line to score double points.

  2. Avoid creating lines that have 5 tiles because your opponents will add the 6th tile to score a Qwirkle.

  3. Count the tiles to make sure that your needed tile is still available in the bag.

  4. You should score at a minimum of 7 points per turn.

    If you can envisage any situation where you can set an opponent for a score more than 3.5 points above you, find something else. …



Components

  • this 20-page rulebook
  • one game board
  • six animal displays
  • 27 cards-1 "Survival" and 26 "Dominance"
  • 31 large and 12 small hexagonal tiles used to create "earth"
  • 330 wooden cubes representing the "species" belonging to the six animal classes
  • 60 wooden cylinders used for the animals' "action pawns"
  • 60 wooden cones used as "domination" markers for the animals
  • 120 round markers representing the earth's resources, called "elements"
  • 6 square markers used to show each animal's "initiative" (turn order during the Planning Phase)
  • one cloth bag

Overview

The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tun- dra tiles will be placed atop the larger tiles - converting them into tundra in the process - as the ice age encroaches. …


Once players are comfortable with the core rules of the game, they should add flare cards to their future games.


Flare Cards

Flare cards provide players with powerful abilities that can be used repeatedly. Each flare has a blue bar indicating the prerequisities for it to be played. When a player plays a flare card, they use its wild ability.

However, if that player has the matching alien sheet, they must use the super ability instead.

Only the player who has the Kamikaze alien sheet can use this card's super ability. …


After players have played their first game, they should use the advanced rules found in this section.


Complete Setup

This booklet contains rules for an abridged "First-Game Setup" to facilitate players' first time playing the game. During setup for a standard game, players have a wider array of factions to choose from, many of which are more complex than the factions suggested in the "First-Game Setup".

During setup, players are dealt a hand of system tiles to create the galaxy instead of using a preset map. Full rules for setup can be found in the "Complete Setup" section on page 2 of the Rules Reference. …



Advice To The Players

Werewolves: Voting against your partner is an effective way to deflect suspicion from yourself of course, this only works if the townsfolk notice.

The Fortune Teller: Be extremely careful ifyou have discove- red a Werewolf. It may be worth the pain of revealing yourself in order to identify the player, but avoid doing this too early.

Little Girl: : A very powerful character, but very nerve-wrecking to play. Don't hesitate to spy. It may be frightening, but it is necessary to profit quickly before being eliminated. …