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Archer - Town Hall Action



"Swap an opponent's Worker with 1 from the Village". This must be a legal placement. If an opponent has a Black Worker, it cannot be swapped with 1 from the Armoury or Long House (as they require a Grey or White Worker).

Avenger - Crew Action



"If killed, force an opponent to lose a Crew Member also" The Crew Member to be discarded is chosen by the targeted player (not the attacker).

Forager - Crew Action



"Gain 1 additional Provision in the Mill". This is only activated when players take Provisions, not Gold. …


ACCELERATE - Choose a number: advance all motherships forward that many spaces along the orbital track.

AUGMENT - When activating one station, each extra sundiver present (anyone's, beyond the activating sundiver) increases the base reward (by depth: 1/1/1/2/3).

BLIGHT - Activate one other player's mothership to add 3 sundivers from your reserve into the owner's hold. (Your sundiver must be on a space adjacent to another player's mothership).

Clarification: Activation follows regular activation rules, so this takes your whole turn, and the sundiver used is recalled to your hold. Only one mothership can be activated this way. …


It feels as if The Settlers of Catan has been around forever. It's an absolute giant of the gaming world, with a huge variety of expansions and spinoffs, which we'll cover in detail later. In fact, Catan is less than twenty years old, having been created in 1995 by German game designer Klaus Teuber.

So, the first and most obvious question: What is Catan?

Well, it's a name, and it's the name of an island. This island is what you're going to spend much of the rest of your life obsessing about, because Catan is one of those games that keeps wanting you to come back for more. …



I. Journey Card Effects

All Quiet - No Effect.

Kraken - Resolve Combat against the Kraken. Defeating the Kraken grants the player 3 glory. Surviving Warriors advance to combat the Monster.

Lost - Lose 2 items of your choice (2 Food, 2 Viking Warriors, or 1 of each).

No Wind - Lose 1 Food.

Storm - Lose 1 Food or 1 Viking Warrior (your choice).

Whirlpool - Lose 1 Viking Warrior.



II.Viking Leaders

Asmundr the Pious - Asmundr wishes to be Odin's Chosen representative in Midgard and has turned acquisition of Favor into a Glorious pursuit! His ability essentially allows Asmundr to use his Favor Tokens for free. He will always gain the 2 Glory from them whether he spends them on rerolling or not. …



Object of the Game

The object of the game is to empty your hand of cards before the other player (s) while also trying to capture certain scoring cards during play. Additional points may be earned by betting that you will be first to shed all of your cards.


Components

A Haggis deck consists of 54 playing cards, with ranks 2 through 10 in five suits, plus three Jacks, three Queens, and three Kings. There are also three Player Aid cards and this rules document included with the game. The playing cards rank, from low to high: 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K. …



Weapons

You start the game with a Colt .45 revolver. This is not represented by any card, but it is drawn on your playing board. Using the Colt .45 you can only hit targets at a distance of 1, i.e. only players sitting to your right or your left.

In order to hit targets farther than distance 1, you need to play a bigger weapon: place it over the Colt .45. Weapons can be recognized from their blue border with no bullet holes, black-and-white illustration and the number into the sight (see picture) that represents the maximum reachable distance. …


War Hawks #09

Ex: Movement card #1 was played that allowed 2 armies to be moved 3 areas each. Now the active player may move 4 armies 3 areas each.


William Harrison #10

Ex: At least one unit in the army that moves must be blue. Units may be left behind in the original area.


Publication Ban #11

Ex: For this turn only, Rome acts as an American Regulars Muster Area (3.1). Units may not be placed in Albany.


Forced March #12

Ex: Movement card #02 was played that allowed 2 armies to be moved 3 areas each. …


Archeologist



The Archeologist can remove 2 Sand markers from any single tile for 1 action.


Climber



The Climber can move to blocked tiles (tiles with 2 or more Sand markers on them). He may also take one other player with him whenever he moves. Pawns on the Climber's tile are never buried and can leave the tile containing the Climber even if there are 2 or more Sand markers on it.


Explorer



The Explorer can move, remove sand, and may use Dune Blasters diagonally.


Meteorologist



The Meteorologist may spend actions to draw fewer Storm cards (1 card per action) at the end of her turn. She may also choose to spend 1 action to look at the top Storm cards, equal to the Storm level, and may place one at the bottom of the deck. …


  • Don't play every hand and fold more

    Probably the number one mistake that beginning poker players make. They play far too many hands.

    When you're just starting out playing poker, you want to play poker, and that means staying in hands that aren't very good just to be part of the action.

    But playing more doesn't mean winning more, it usually means losing more.

    If you find you're staying in half or more the hands you're dealt, you need to upgrade your starting hand requirements. …


Every morning, Odin, the Allfather of the Norse Gods, sends his two ravens, Huginn and Muninn out into Midgard to watch over the land. Each player will take a raven and use their flight cards to move them across the different landscapes of the world which we know as Earth.

After thousands of years of taking this trip every day, the ravens have turned it into a race! They will head in opposite directions around the world, and the first one who returns to the starting point will be the winner. They can also ask for help from Loki, god of tricks and mischief, to make their path easier or the other raven's path trickier! …