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Two covert operatives are on a secret mission in a crowded city. Each knows 9 secret agents that the other must contact. Communicating in coded messages, they sneak past enemy assassins in an attempt to complete their mission before time runs out.

Codenames: Duet is a cooperative word game for two or more players. A key card gives you 9 words to give clues for and 3 words your partner must avoid. A clue is only one word, but it can point to multiple words that you want your partner to guess. Your partner also gives you clues for the words you need to find. …


Game Components

  • 60 card deck in 4 suits (Diamonds, Hearts, Spades, Clubs)
  • 110 small plastic Diamond Crystals
  • 25 large plastic Diamond Crystals
  • 6 Vaults
  • 6 Player Aid cards


Setup

Place all the Diamond Crystals in the middle of the table. This is known as the Supply.

There are two sizes of Diamond Crystals:

  • Small: these are 1-point Diamond Crystals.
  • Large: these are 5-point Diamond Crystals.

Each player takes the following:

  • 1 Vault: The Vault is your secure area where you will be able to put your Diamond Crystals as directed by actions during the game. The Diamond Crystals in your Vault should remain secret to the other players.
  • 3 small Diamond Crystals: Place these Diamond Crystals into your Showroom. The Showroom is the space immediately in front of you, next to (but not inside) your Vault. The Diamond Crystals in your Showroom are visible to all players.

One Player Aid card: This card uses the symbols shown on the right for Supply, Vault, Showroom (and "other player's Showroom") to illustrate the Suit Actions in the game. Suit Actions will be described later. …


Game Components

108 cards:

  • 14x Tempura
  • 14x Sashimi
  • 14x Dumpling
  • 12x 2 Maki rolls
  • 8x 3 Maki rolls
  • 6x 1 Maki roll
  • 10x Salmon Nigiri
  • 5x Squid Nigiri
  • 5x Egg Nigiri
  • 10x Pudding
  • 6x Wasabi
  • 4x Chopsticks

Setup

Shuffle all the cards well and deal the following, depending on the number of players:

  • In a 2 player game, deal 10 cards to each player.
  • In a 3 player game, deal 9 cards to each player.
  • In a 4 player game, deal 8 cards to each player.
  • In a 5 player game, deal 7 cards to each player.

(Hold your cards in your hand, secret from opponents) …


Game Components

  • 106 cards of which there are 4 Jokers
  • 4 card holders

Object of the Game

The aim of the game is to get rid of all of the cards that you have been dealt. To achieve that, the players must arrange certain combinations of cards that they can play on the common table.

The first to play all of his cards is the winner of the round. He receives score points.

Another aim is to keep the number of cards that you weren't able to play as low as possible, because every player except for the winner receives the total of his card points as minus points. Normally you would play a couple of rounds and the winner is the one with the best score. …



Plot Cards

The "Plot Thickens" introduces Plot cards. These cards provide additional opportunity for Character affiliations to he identified or concealed.

The Plot cards are marked to indicate which cards are included in the game for the number of players present.

  • Games of 5-6 players use 10 Plot cards;
  • Games with 7+ players use all 15 Plot cards.

Plot Cards are not secret and must remain face-up as soon as they're in play.



Distributing Plot Cards

At the beginning of each round, the Leader draws Plot cards (2 for 5-8 players or 3 for 9-10 players) and distributes the drawn Plot cards to the other players (not himself). Remember there are only 5 Rounds in the game. …


Game Components

  • 16 Place tiles (places)
  • 5 Wheelbarrows (player boards)
  • 15x Wheelbarrow extensions
  • 7x Stickers for the Governor, Smuggler and Merchants
  • 26 Bonus cards
  • 16 Mosque tiles
  • 10 Demand tiles
  • Coins (30 x 1 lira, 15 x 5 lira, 12 x 10 lira)
  • 4 Mail indicators
  • 5 Overviews
  • 1 Starting player marker
  • 1 Governor and Smuggler
  • 32 Rubles
  • 2 Dice

Setup

Lay out the 16 Place tiles in a 4x4 grid. This is 1 considered the game board. When playing for the first time, we recommend you use the "Short paths" layout, in which the Place tiles are laid out according to their blue numbers as shown below. …


In this expansion, there are new roles for the dwarves to take as well as new action and path cards that await the players. There are the usual gold-digging dwarves, but now they are split in two teams: the Green Team and the Blue Team. As before, the gold diggers want to drive a mine towards the treasure. But this time, they're not on their own, but have to co-operate with their team mates in order to succeed.

One of the new characters is The Boss. He wins whenever the Green or the Blue Team wins, but always gets one Gold Piece less than them. …


Q: Are you allowed to play tiles without your own color?

A: Yes.


Q: Does each new tile played have to connect to at least two others?

A: No. This rule only applies to Tantrix Gobble.


Q: What happens if filling a gobble creates another gobble with three links of the same color?

A: The original gobble must not be filled, unless it is during the endgame.


Q: Do players still have a free move if they were unable to fill any gobbles?

A: Yes. Each player always has one free move per turn. …


When you play Kamisado, you may wish to keep a record of your moves. This can be useful if you need to break off partway through a match (or even a round) and complete it another time. F

The annotation is totally language independent, and the entry for each move comprises four symbols. Firstly, there is a colored octagon representing the piece which was moved (each different color bearing a different Chinese symbol to assist the color-blind). These octagonal symbols are as shown below: …


Game Components

  • The Zombie Dice set
  • 26 counters (13 of one color, and 13 of a second color)

Setup

Before beginning to play, take the original 13 dice that came with the game and set aside the 6 green dice. These will not be used in this variant.

This will leave you with 4 yellow dice and 3 red dice for a total of 7. These will be used in this variant.

Set aside the 26 colored counters. These will be used to keep track of scoring throughout the game. …