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1812 Full Campaign Scenario Setup

This is the full version of the game.

Starting Units: Populate the map areas with the corresponding colored units that are printed on the map.

Additional Units: After the initial on-board units are placed, the British Regulars, Canadian Militia, and Native American players each place 4 additional units of their color on any British homeland area.

Next, the American Militia and American Regular players each place 6 additional units of their color on any American homeland area.

A player's units may be placed on one or more areas, including empty areas. …




The silver circle shows the possible movement of the character.

There are eight different characters. When a character is used, it must move and/or use its Special ability. The symbols on the card show what the character's special ability is and when it must (or can) be used.

The golden circle shows the ability of the character.

The shape of the area shows when the ability is to be used:

the ability MUST be used before or after a movement …


Game Components

  • 44 Path Cards
  • 27 Action Cards
  • 28 Gold Nugget Cards
  • 7 Gold Miners
  • 4 Saboteurs

Setup

Separate the cards into path, action, nugget, and dwarf cards.

The number of gold miner and saboteur cards used depends on the number of players (put the remaining dwarf cards back in the box-they will not be needed for the rest of the game):

  • 3 players: 1 saboteur and 3 gold miners
  • 4 players: 1 saboteur and 4 gold miners
  • 5 players: 2 saboteurs and 4 gold miners
  • 6 players: 2 saboteurs and 5 gold miners
  • 7 players: 3 saboteurs and 5 gold miners
  • 8 players: 3 saboteurs and 6 gold miners
  • 9 players: 3 saboteurs and 7 gold miners
  • 10 players: all dwarf cards

Shuffle the required numbers of gold miners and saboteurs together. Deal one card to each player, who looks at it and puts it face down in front of him without revealing his role to the other players. The last card is set aside (also face down) until the end of the round. …


There are six types of Magic cards:


Artifact

Artifacts are colorless permanents that represent magical objects. You can play artifacts only during your main phases when the stack is empty.

(You'll learn about phases and the stack later).

A card with "Artifact - Equipment" on its type line represents a weapon, armor, or other item your creatures can use.

Once an Equipment is in play, you can pay to attach it to a creature you control or to move it from one of your creatures to another. …


Whenever a player marches one or more of his units into an area containing units from another House, combat ensues.

Combat is resolved by comparing the total Combat Strength of the battling sides. The victor is the player who gathers the highest Combat Strength.

The following elements can contribute to Combat Strength:

  • Units in the combat
  • Supporting units
  • Defense Order (defender only)
  • March Order (attacker only)
  • The Valyrian Steel Blade token
  • House cards
  • Garrison token (defender only)

The player resolving the March Order is considered the attacker (and his units are attacking) while the opponent occupying the contested area is the defender (and his units are defending). …



Decks

There are two types of cards - civil cards and military cards. We already know some civil cards: All the initial technologies printed on your player board are Age A civil cards. The military cards will enter the game later.

Separate the cards into eight decks according to their backs. Your first game will be shorter and not very militant. To ensure that, you need to adjust the decks:

  • Return both Age III decks to the box. Your first game will have one age less than the full game.
  • From the Age I and II military decks use only the following cards:
    • Events and territories (green cards, with the jST symbol in the upper right corner) …


Game Components

  • 14 Character cards
  • 10 Quest cards
  • 5 Team tokens
  • 20 Vote tokens
  • 5 Score markers
  • 1 Round marker
  • 1 Vote Track marker
  • 1 Leader token
  • 3 Score tableaus
  • 2 Loyalty cards
  • 1 Lady of the Lake token

Object of the game

The Resistance: Avalon is the game of hidden loyalty. Players are either Loyal Servants of Arther fighting for Goodness and honor or aligned with the Evil ways of Mordred.

Good wins the game by successfully completing three Quests. Evil wins if three Quests end in failure. Evil can also win by assassinating Merlin at game's end or if a Quest cannot be undertaken. …


The games rules provided above relate to the standard game of "Take It Easy!". There are also a number of variants of the standard game that you can play, which are described below.

Some of these variants involve different rules for the placement of tiles; others suggest different methods of scoring for the rows you create. As a general rule, you can combine any of the tile placement variants suggested below with any of the scoring-method variants. It's up to you! …


Game Components

  • 1 game board with universal icons
  • 5 sets of pawns and cubes
  • 110 Concept cards, each with 9 words/phrases in three categories of difficulty
  • Tokens for Single and Double victory point tokens
  • 2 player aids
  • 1 bowl for storage

Setup

Place the icon game board in the center of the table so that all players can easily see and access it.

Shuffle the deck of Concept cards and place it face down, then create a pile of 12 Double VP tokens and lots of Single VP tokens. …


Game Components

  • Plastic gameboard
  • 7 plastic buildings
  • 108 corportate tiles
  • 7 set of stock certificates
  • stock market tray
  • 6 information cards
  • paper money

Setup

The first time you play, remove the game parts from the plastic bags. Discard the bags. Carefully punch out the information cards. Then, set up the following each time you play:

  1. Put the gameboard on the playing surface and cluster the gray tiles facedown near it.

  2. Choose a player to be the stock market banker. The banker sets up the stock market tray. …