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Game Components

  • Rulebook
  • 1 Game Board
  • 138 Colored Plastic Units consisting of:

    • 60 Footmen (10 per House)
    • 30 Knights (5 per House)
    • 36 Ships (6 per House)
    • 12 Siege Engines (2 per House)
  • 81 Large Cards consisting
  • 24 Small Tides of Battle Cards
  • 2 Reference Sheets
  • 6 House-specific Player Screens
  • 266 Cardboard Tokens consisting

Setup

Before playing the game, perform the following steps in order:

  1. Prepare the Game Board: Unfold the game board and place it in the center of the play area.

  2. Prepare the Wildling Deck and Wildling Threat Token: Shuffle the Wildling cards to form a deck. Place this deck on the space provided at the top of the game board. Then place the Wildling Threat token on the "2" position of the Wildlings track. …


After you roll for resource production, you may trade with other players (domestic trade) or with the bank (maritime trade).

If you decide not to trade during your turn, no one can trade.

You may trade with another player between your turns, but only if it is his turn and he elects to trade with you.

You cannot trade with the bank during another player's turn. You may not give away cards.

You may trade as long as you have Resource Cards. You may not trade Development Cards. You may not trade like resources (e.g., 2 wool for 1 wool). …


Game Components

  • 18 character cards
  • 30 gold counters
  • 80 district cards
  • 1 wooden Crown marker
  • 8 reference cards
  • A rulebook

Setup

Remove the bonus character and district cards (marked by a white star).

Shuffle the eight remaining character cards together into one deck. This is called the Character Deck.

Shuffle the remaining district cards together into one deck. This is called the District Deck.

Each player is then dealt four random district cards from the District Deck and each player receives two gold from the bank. …


Game Components

  • A square 8x8 board (you could use a chess board)

  • 64 discs coloured black on one side and white on the opposite side.


Setup

The board will start with 2 black discs and 2 white discs at the centre of the board.

They are arranged with black forming a North-East to South-West direction.

White is forming a North-West to South-East direction.



Object of the Game

The goal is to get the majority of colour discs on the board at the end of the game. …


How Do I Get Money

Money (identified by the coin symbol) is used to buy buildings and ships, to repay loans, as a substitute for food and, last but not least, to win the game. The currency is called Francs.

  • The "Francs" Offer space supplies Francs.
  • In the Joinery, 1-3 wood can be sold for 5-7 Francs.
  • Subsidies (½ Franc per good) are paid in the Smokehouse, Bakery and Brickworks, as well as in the Tannery and Cokery (1 Franc per good).
  • The Shipping Line allows players to ship goods - the quantity depends on the ships that the player owns.
  • Goods can be sold using the Bridge over the Seine (only recommended towards the end of the game).
  • The Zoo and Plant Nursery Special buildings supply money; goods can be sold in a further 15 of the 36 Special buildings.
  • Buildings and Ships can be sold for half their value at any time.

Note: A player can only take out a loan if she or he does not have enough food during a Feeding phase or if she or he cannot pay required Interest costs. …


When playing Everdell solo, you will be competing against a cantankerous old rodent known as Rugwort, and his pack of rowdy, rambunctious, rat ruffians. He will be returning to Everdell for three years in a row, each time bearing a new title of nastiness.

You must find a way to overcome his dastardly tricks and rid Everdell of his filth once and for all.


Year One: "Rugwort the Rascal"

Select a player color for Rugwort (he prefers black) and setup the game according to the two-player setup. You have a starting hand of 5 cards, and Rugwort does not have a hand of cards. …


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

Setup



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. …