Up to 5 Special buildings can be bought in each game. Because of the function of the "Marketplace" Standard building, 6 Special buildings are laid out for each game.

As with all the other buildings that are owned by the town, face-up Special buildings can be bought by players but they cannot be built (Similar to the Clay Mound and Black Market; an exception is the Football Stadium).

The 36 Special buildings include 6 Craftsman's buildings, 14 Economic buildings, 6 Industrial buildings, 4 Public buildings, 5 Non-buildings and a Ship. There are a total of 13 Fishermen and 9 Hammers on the cards. …

Game Components

  • 1 Rules appendix: Buildings overview
  • 3 Game boards
  • 5 Person discs (1 in each player color)
  • 5 Ship markers (1 in each player color)
  • 6 counter sheets, containing:

    • 7 large, round supply tiles
    • 16 large, round Food production tokens
    • 1 large, round starting player tile
    • A total of 420 tokens (coins, grain, iron, clay, wood, ..).
  • 110 cards:

    • 5 "Game turn" overview cards
    • 33 Standard building cards
    • 36 Special building cards
    • 20 Round cards with "Ship" on the reverse
    • 11 "Loan" cards
    • 5 "Round overview" cards


Le Havre can be played in either a full or a shortened version. Rule changes for the shortened version are described at the end of this section. The following table shows how many rounds are played, depending on the number of players: …

The Engineers

You get 2 track advancements of your choice.

You get 1 black track advancement and 1 gray track advancement.

You get 1 track advancement of your choice and immediately score 3 points.

You get 1 black track advancement and immediately score 3 points.

You get 2 industry advancements.

You get 1 track advancement of your choice and 1 black track advancement.

You get 1 gray track advancement and 1 brown track advancement.

You get 1 brown track advancement and immediately score 5 points.

You get 1 industry advancement and immediately score 3 points.

You place 1 doubler above your Trans-siberian and immediately score 3 points. …

Mancala games are often won with the smallest margin. One extra stone in your mancala can make the difference to win or to lose.

Opening Moves

As the first player, you should start with the 3rd hole as opening move as your last stone will land now in the mancala. This not only scores you a point but gives you a second move.

Now, play from your rightmost or second-rightmost hole. Either of these moves will drop a stone into your opponent's third hole blocking him to make the same opening move. …

Mancala is a name given to a large family of "Pit and Seeds" or "Count, Sow and Capture" games - one of the oldest games known.

There are about 300 different Mancala games, some versions are simple like Kalah or Oware but others like Omweso or Bao can be very complicated as they are played on two boards and sometimes played in a reverse direction.


  • Folding Wood board with 2 rows of 6 pits (holes).
  • 48 colored stones


  • Players sit opposite to each other with the game board in between. The Mancala-board is made up of two rows of six holes or pits. The six small holes on your side of the game board belong to you. …

This expansion adds the following new elements to the game:

  • A new Location: the Dark Alley
  • Two additional turns: the game will end after seven turns instead of five
  • An additional tier of Trick cards, with a Fame Threshold of 36
  • Prophecies that alter the game rules for a turn

The following changes apply to the base game rules:

General Setup

Flip the Main Game Board and all Player Game Boards to their "Dark Alley" side (marked with a black cat symbol). Separate all Trick cards into four decks by category and put them face up above the respective slots in the Dahlgaard Residence part of the Downtown. Each deck should consist of 12 Trick cards instead of the base game's 8. …

Some search cards are listed as party items. Party items are items that can be used freely by any mouse in the party. When a mouse receives a party item, place the card near the story control board and place any marker or token that might be associated with that item in the party stash area of the story control board.


Disguises are bits of discarded rat clothing that can be put on to trick the rats. When revealing an encounter card, players may discard the Disguises token from the party stash to ignore all rat warriors for that encounter. Place any other minions from that encounter as usual. …

The Commands & Colors: Ancients game system allows players to portray important engagements of ancient history. The battles, included in the scenario booklet, focus on the historical deployment of forces and important terrain features on the scale of the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios, an infantry unit may represent an entire legion of soldiers, while in other scenarios, a unit may represent just a few brave warriors.

The Command card system drives movement, creates "fog of war", and presents players with many interesting challenges and opportunities, while the battle dice resolve combat quickly and efficiently. The battlefield tactics you will need to execute to gain victory conform remarkably well to the strengths and limitations of the various ancient unit types, their weapons, the terrain, and history. …

Game Components

  • 1 rulebook
  • 1 story book
  • 6 mouse hero figures
  • 16 minion figures
  • 1 story control board
  • 8 dual-sided room tiles
  • 28 mouse ability cards
  • 71 search cards
  • 18 encounter cards
  • 6 mouse hero cards
  • 5 action dice
  • 3 sheets of die cut counters


To setup a game of Mice and Mystics follow these steps:

  1. Chapter selection: Choose a chapter from a Mice and Mystics story book. Depending on how many people are playing, some players may need to choose and control more than one mouse so that the correct number of mice are in the adventuring party. …

Civilization Buildings

The advanced game uses four civilization buildings. They include a palace, a library, a market hall, and a granary. During setup, place these buildings next to the board near the monuments.

When a player places one of his tiles on the board so that it becomes part of an uninterrupted vertical or horizontal line of three or more tiles of the same color, that player may take the corresponding color building from beside the board and place it on any one of the color tiles in the line. …