Potion Explosion

potion explosion
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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual
  6. Buy now at $32.49

Introduction

Potion Explosion is a set collection game. Players take marbles (ingredients) from a dispenser to make potions. When ingredients are taken, they could cause other ingredients to collide and explode! You can then take those as well. Throughout the game, you can drink the potions you just made to help you make more potions. Each completed potion is worth points. The game ends when the pool of skill tokens are exhausted. The player with the most points at the end wins.

Set Up

  • Give each player a Desk board
  • Give a player the start player marker
  • Drafting starter potions
    • Remove 2 Kinds of potion at random from all the potion tiles
    • Take 2 random starter potion per player, place in center of table recipe side up
    • The first player starts by taking a potion of a choice, proceeding clockwise
    • Once all players have chosen a potion, the last player takes another one, proceed counter-clockwise until all players have 2 starters
    • Place the starters recipe side up on desk
  • Shuffle the other potions and separate into 5 stacks, recipe side up
  • Place ingredients randomly in the tank
  • Place little help tokens and skill tokens (depends on player number) in the middle of table

Gameplay

Players will take turns. Each turn consists of 3 phases. At anytime during your turn you may also drink a completed potion or Use a little help.

  1. Take ingredient
  2. Use ingredient
  3. End turn

Take ingredient

Take an ingredient from one of the columns in the dispenser. If removing the ingredient causes ingredients of the same color to collide, they explode you can remove those too. Explosions are only triggered by the regular remove action. They are not triggered by drinking potions or little help. If removing the exploded ingredients causes another explosion, you can then take all those exploded ingredients as well etc…

Keep all removed ingredients in your hand until the next phase

Use ingredient

Place ingredients on your desk according to these rules

  • When available, you MUST place ingredients from your hand onto available matching colored spaces on your potions.
  • You may freely move potions between your hand and the storage flask during your turn
  • Once an ingredient has been placed on a potion, it cannot be removed
  • Any marbles you cannot place must be placed in the flask until it is full

Completing a potion

When a potion has all their spots filled, it is completed. Place the marbles randomly back in the top of the dispenser and turn the potion over to the completed side. Place it under the desk board in your potion area, cork side up.

End turn

When you’ve taken your regular pick, drank any potion you wish, asked for a little help, and filled up your flask and recipes. Your turn now ends. Follow these steps

  • Discard all ingredients from your hand to the top of the dispenser
  • If you have less than 2 potions in your desk, draw one more from the top of any one of five stacks
  • You MAY NOT move ingredients from the flask to the new potion, because your turn has already ended
  • Check to see if you’ve earned one or more skill tokens
  • Check if Game has ended

Drinking a potion

At anytime during your turn, you may drink a potion you have completed. Indicate this by turning the potion upside down. The potion is still worth victory points at the end, and count towards earning skill tokens. Each potion will have a different effect. Taking ingredients do not trigger explosions.

A Little Help

Once per turn, you may take a little help token to take an ingredient from the dispenser. No explosions are triggered.

Skill Tokens

Skill tokens are worth 4 points. They are earned when

  • Player completes at least 3 potions of the same kind
  • Player completes 5 different potions

End Game

The game end is triggered when the last skill token is taken, or there are no potions available to take. Play continues untill all players have taken equal number of turns. Skill tokens may still be earned from the extra supply. Add up

  • Points from skill tokens
  • Points from potions
  • Negative points from little help tokens

The player with the most points wins the game. Ties broken by tied players in turn order taking one marble from the dispenser. The player that triggers the biggest explosion wins.

Captain Sonar

Captain sonar header
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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual
  6. Buy now at $39.99

Introduction

Captain Sonar puts two submarine crews together in a battle to the death. Each player has a unique role. Everyone must work together to find the location of the enemy sub, charge up your weapons, and hit the target. The surviving submarine wins! This reference would be for real time gameplay only, requiring a minimum of 4 players.

Set Up

Split your group into 2 teams and determine the roles the players will take. If playing with less than 8 players, the Captain will also take the role of First Mate.

  • Place the screen in the center of the table
  • Each player takes their corresponding role sheets, with captain and radio operator on both sides using the same map
  • Use the darker side of the sheets for real time
  • Radio operator takes a transparent sheet
  • Each player receives erasable marker
  • The captains will pick a starting dot and mark it with an X

Gameplay

Start the game with both captains announcing “DIVE!”. The game is played simultaneously with no turns. You are free to move around as fast or as slow as you like. Overall, each “turn” or movement will consists of these steps, which must be performed before moving again

While all this is happening, the Radio operator is listening in to the enemy captain to figure out where the enemy submarine is. You are free to converse and strategize with your team.

Captain

As the captain, you are responsible for

Moving the submarine

The captain will announce a compass direction, and indicate the movement on the map. Each movement will move the sub one space. Follow these rules when moving

  • You cannot backtrack or run into your previous path
  • You cannot move across an island
  • You cannot move into your own mine
  • You must wait for OK’s from first mate and engineer before announcing the next course

Surfacing

Whenever you cannot move, you must surface. You can also choose to surface whenever you want to do repairs and erase previous paths. When you do, follow these steps

  1. Announce “Surfacing!”, and your current sector
  2. The engineer begins repairs by drawing line around one of the 4 sections on the top of his sheet, and initial
  3. Pass the sheet to a teammate and continue tracing the lines around other sections
  4. Show it to the enemy engineer to confirm all lines are within the outline
  5. Once confirmed, erase all lines, initials, and breakdowns
  6. Announce “ready to dive”
  7. While this is happening, the captain erases all previous paths, keeping only the current location
  8. Captain may now announce dive and continue moving

Activating systems

Whenever a gauge is full for a system, that system is ready to be activated. The first mate will erase the gauge for the system after it is activated. Follow these steps

  1. Confirm that there are no breakdowns effecting the system
  2. Raise a fist and announce “STOP”. Everyone stops what they’re doing
  3. Announce a system to activate, and resolve it
  4. Continue play

First Mate

The first mate is in charge of charging the different systems on the ship. Fill out a segment of a gauge whenever the captain moves the ship. Indicate to the captain when a system is charged so they may use it. You may also activate the drone and sonar without the captain’s direction. You are also in charge of tracking the ship damage on the top right. The sub is lost if it takes 4 damage.

Engineer

You are in charge of breaking down the sub. Everytime the captain announces a direction, you must cross out one of the symbols corresponding to the direction.

Radiation breakdowns

The radiation symbols can be crossed out, and has no effect on the systems. When all radiation symbols are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Complete area breakdowns

When all symbols on a compass direction are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Self repair

Whenever all symbols connected by a line are crossed out, you may erase the marks from only those 4 connected symbols.

Radio Operator

Whenever the enemy captain announces a direction, the radio operator draws it on the transparent sheet. You may also track locations of mine, surfacing actions, and silence system. Move the transparent sheet around the map to deduce where the enemy ship can be, with the help of drone and sonars. Regularly update the captain with useful information.

End Game

The game is over whenever a sub takes 4 damages. The surviving submarine team wins.

7 Wonders

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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual
  6. Buy now at $34.95

Introduction

7 Wonders is a card drafting game where players pick the cards they want to build up their civilization. There are multiple paths to score victory points. The game is played over three ages, each containing more powerful cards. The player with the most victory points at the end of the third age wins. This reference is only for 3 players and up.

Set Up

Set up the decks according to player number, adding the indicated number of guild cards to age III.

Player # Cards removed Guild cards added
3 4+, 5+, 6+, 7 5
4 5+, 6+, 7 6
5 6+, 7 7
6 7 8
7 use all cards 9
  • Each player will take a Wonder
  • Take 3 coins

Gameplay

The game is played over 3 ages. At the beginning of each age, deal 7 cards from the designated deck to each player. The players will simultaneously pick a card from their hand and place it face down, take one action, then pass the card to the adjacent player in the direction indicated on the back of the cards. This continues until the players have only 2 cards in hand. One last card is chosen and the action performed. The left over card is discarded. At the end of each round, score the military cards.

Military card scoring

Compare the number of shield icons on your tableau with your neighbors. The player with more shields gains either 1, 3, or 5 victory points depending on age. The player with fewer gains -1 VP. Keep track with military tokens. No effect if tied.

Card actions

Players can choose from 1 of 3 actions

Contruct the card

Reveal the card and place it in your tableau, gaining its effects. You must be able to satisfy the construction cost or prerequisites to build it, otherwise it is discarded. All player boards initially provide a free resource as indicated. You can buy resources from your neighbors for 2 coins to meet requirement. See the the last page of the Manual for detailed card effects.


Build a Wonder stage

Instead of revealing the card, you can place the card under the first available wonder stage to build it. You need to satisfy the cost of constructing the wonder. Follow these rules when building wonders

  • Building the wonder is not a requirement
  • You must build from the first available stage
  • You may construct stages of your wonder at any Age
  • Gain the effect of the wonder when it is constructed

Discard the card for 3 coins

Discard the card face down into a discard pile for 3 coins. Any card that cannot be constructed will be discarded instead.

End Game

The game ends at the end of Age III. Resolve the military cards one last time. Calculate the final score by adding the following scores

  1. Military
  2. Coins
  3. Wonders
  4. Civilian structures
  5. Science
  6. Commercial structures
  7. Guilds

Survive Escape from Atlantis

Survive escape from atlantis
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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. Buy now at $28.95

Introduction

Survive Escape from Atlantis is a meeple movement/racing game where players try to escape from the sinking island of Atlantis. Throughout the game the safe areas on the island will shrink while the creatures of the sea try to hunt you down. In this world, not all explorers are created equal. Some explorers are worth more than others. The goal of the game is to move as many valuable explorers as you can onto the four safe isles before the volcano finally erupts.

Set Up

  • Place the Sea Serpents on the 5 indicated spaces
  • Shuffle the Terrain tiles and place them within the thick border on the board, terrain side up
  • Each player takes the 10 explorers in their color
  • Each player takes 2 ships

Starting with the first player, place one explorer on an empty terrain tile. Continue placing one meeple each on unoccupied terrain tiles going clockwise around the table. When all explorers are placed, begin placing one ship at a time on sea spaces adjacent to land.

Gameplay

Starting with the first player, each player take turns performing 4 actions in order. The actions are

  1. Play a Terrain tile
  2. Move explorer/ship
  3. Remove a Terrain tile
  4. Roll creature dice and move creature

Play a terrain tile

This action is optional. You may play a red bordered tile from your hand and resolve its effects.

Move explorer/ship

Use 3 movement points to move explorers and ships. Each movement point allows movement of one explorer/ship to an adjacent space. Multiple points may be used on the same ship or explorer. Follow these rules for movement

Explorers

  • Multiple explorers can occupy the same tile
  • Can move into adjacent ship, including from another ship
  • May not move back on island once left
  • May jump from a ship to the same tile the ship is on
  • Explorers become swimmers once they left land and are not on ship
  • Only move one space per explorer once swimming
  • Jumping from ship or land to a sea space counts as swimming

Ships

  • When ship is empty, any player can control it
  • A sea space cannot contain more than one ship
  • If a ship is destroyed, the occupants become swimmers on the same sea space
  • The player with the most explorers on the ship controls the ship

Anytime a ship or explorer moves into a space containing other creatures, resolve that creature’s ability

Swimmers and occupants of ships can move onto the safe isles from one of the 2 adjacent sea spaces using a movement point. Any of the 4 safe isles can be used.

Remove terrain tile

Remove a terrain tile, representing the sinking of Atlantis. All sand tiles must be removed before forest tiles, then mountain tiles. The tile removed must be adjacent to a sea space unless none are available.

Any explorers on the land tile removed become swimmers. If the tile has a green border, reveal the tile and resolve its effects. If it has a red border, keep it to play later.

Roll creature dice

Roll the creature dice and move the creature according to the guide on the board. The creatures will move and have the following effects.

  • Sea Serpent – Move a sea serpent one sea space, remove all swimmers and ships from the sea space it enters
  • Shark – Move a shark 1 – 2 sea spaces, remove any swimmers in sea space it enters and end movement. No effect on ship or passengers
  • Whale – Move a whale 1 – 3 sea space, remove occupied ship in sea space it enters and end movement. No effect on swimmers or empty ships

End Game

The game ends as soon as the volcano eruption tile is revealed. Flip over rescued explorers on safe isles and add up the point value. The player with the most points wins.

Food Chain Magnate

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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. Buy now at $235.50

Introduction

Food Chain Magnate is a resource management and area control game where players act as CEO’s of fast food companies. Throughout the game you will build new franchises, hire and train staff, and market fast food items. This is all happening on a randomly generated map where the location of your franchises and marketing campaigns are important. The player with the most money wins the game.

Set Up

Board set up

  • Lay out the milestone cards
  • Lay out the employee cards
  • Create map randomly according to player number

Player set up

  • Each player will choose a restaurant chain
  • Randomly choose the starting position on turn order track using corresponding turn order markers
  • Starting with the last player, place one restaurant on board
  • Choose a bank reserve card. Collect all reserve cards face down next to bank

Restaurant placement

The location of your first restaurant is one of the key to winning the game. Here are the rules for placing your first restaurant

  • Restaurants must be fully on empty squares
  • The entrance must contact a road
  • The entrance must not be in the same tile as another restaurant

The following are things to consider when you place your first restaurant

  • Your distance to homes relative to other restaurants
  • Location of drinks
  • Location of Marketing
  • Gardens
  • Potential drive ins

Gameplay

The game is played over 7 phases each round. The phases are

Keep in mind of the Milestones throughout the game, which will determine a large part of the strategy

Restructuring

Players simultaneously choose which employee to send to work, and which to send to the beach, creating 2 facedown piles. After all players have chosen, flip over the cards.

Employees at work

Employees sent to work must be placed under a manager with open slots. There can be at most 3 levels of management. The CEO is played every round. Employees at work cannot be trained.

Employees on the beach

Employees on the beach do not perform their actions this turn. They however still need to be paid. They can still be trained by trainers at work. Employees and managers acquired on the current turn will be sent to the beach, and thus can be trained on the same turn.

Order of Business

Players take turns choosing the turn order for this round. The order of choosing is determined by

  • Most Open slots
  • Ties broken by turn order of previous round

Working

Perform the available actions for your employees at work in this order. Each player plays all their action before moving to the next player in the turn order. Some actions are mandatory, others optional.

Dinnertime

For each house with a demand token and starting with the lowest numbered house, determine which chain to sell to in the following order

  1. Players connected by roads that can meet the full demand of the house
  2. The player with the lower total of Unit Price + Distance
  3. Number of waitresses active
  4. Earlier in turn order

When a chain is chosen by a home, discard the food and drink tokens from the chain’s supply and receive unit price plus bonuses for each item sold. Double the unit price when the house has a garden. Continue with the next numbered house on the board.

Players with waitress receive $3 dollar per waitress, $5 if they have the “first waitress played” milestone

Players with CFO will collect 50% of all income earned this round.

Breaking the bank

When the bank does not have enough funds to pay all income, the bank is “broken”. If this is the first time, reveal the reserve cards. Add the total amountto the bank and change CEO structure if necessary. Finish paying income with the reserve.

When the bank is broken the second time, finish paying income and end the game.

Payday

Fire any employees active or on the beach, and place those cards back in the supply. For every employee with the cash symbol left, pay 5 dollars per employee to the bank. Player may be forced to fire employees if there is no money

Recruiting managers and HR director with actions left over can now be used to offset salaries.

Marketing Campaigns

Resolve marketing campaign starting from the lowest number according to the method described in Working > Initiate marketing campaign. Each house with no garden can have at most 3 demand, house with garden with 5. If a marketing campaign reaches a house already at capacity, it will have no effect.

With the exception of eternal campaigns, remove one token from the campaign when it is resolved. When it runs out of token, move it back to the supply, and place the marketeer back into your hand.

Clean up

Discard any left over food and drink tokens except with the “First to throw away drink/food” milestone, in which case discard down to 10. Turn over all “Coming Soon” restaurants.

Remove/turn upside down any milestone that were awarded this turn. Start the next turn.

Milestones

Any player that achieved a milestone during the turn will receive the milestone card and gain its benefits. The effects of the milestone cards are not optional.

  • First billboard placed
  • First to train someone
  • First to hire 3 people in one turn
  • First burger/pizza/drink marketed
  • First errand boy played
  • First to have $20
  • First burger/pizza produced
  • First waitress played
  • First to throw away drink/food
  • First to lower prices
  • First cart operator played
  • First airplane campaign
  • First radio campaign
  • First to have $100
  • First to pay $20 or more in salaries

End Game

The game ends when the bank is broken twice. Salaries are not payed in the last round. Any unpaid income is still added to the final total. Player with the most money wins.

Forbidden Desert

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Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. Buy now at $17.97

Introduction

Forbidden Desert is a cooperative exploration game where players are adventurers lost in a desert. Each player has unique special abilities and they must work together to find the 4 parts required to build a magical ship and fly away. At the end of each player’s turn your quest gets a little more difficult as the wind shifts the sand around and the group starts dying of thirst…

Win condition – Find the location of the 4 missing parts, pick them up, and meet up with the whole team at the launch pad

Lose condition – Any one player loses all water, the storm meter goes to the top space, or the supply runs out of sand.

Set Up

  • Lay the tiles randomly desert side up and compass on top left into a 5×5 grid with a hole in the middle
  • Place sand markers light side up on the tiles in a diamond shape
  • Place the 4 machine parts beside the board
  • Set the difficulty level on the Sand Storm meter
  • Shuffle the storm and equipment deck
  • Deal an adventurer card randomly to each player. Set the water meter to full
  • Place pawns corresponding to player colors onto the crash site

Gameplay

Each player take turn performing 4 actions, then resolving the storm.

Perform up to 4 actions

Take up to 4 of the actions from the following list. You may also share water and equipment cards with other players on the same tile for free at anytime during your actions.

Draw storm cards and resolve

Draw a number of storm cards equal to the current storm meter level. Reveal the cards one at a time and resolve. There are 3 types of storm cards

 

Alchemists

alchemists
Standard

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. Appendix
  6. PDF Manual
  7. Buy now at $45.90

Introduction

Alchemists is a worker placement puzzle game with players trying to figure out what components or “alchemical” makes up each ingredient. Points are primarily scored by publishing papers about these ingredients. This game uses an app that contains the solution for the game, and is also used to give clues throughout. The alchemist with the most points at the end of the game wins. The following reference is for the apprentice variant. See appendix for master variant.

Set Up

Board set up

Use the side of the board corresponding to player number

  • Shuffle the Adventurer tiles and remove 1 from the game
  • Turn over the top card of the adventurer deck and place in adventurer space
  • Insert the conference tiles into the adventurer deck
  • Separate the artifact cards by card back and draw three from each deck, return rest to box
  • Place the cards with back 1 face up on artifact row, set other cards aside
  • Shuffe the ingredient cards, draw 5 face up onto ingredients row
  • Shuffle favor cards and place on board

Theory board set up

  • Arrange grants into corresponding spaces
  • Set the 8 alchemical tokens to the side

Player set up

  • Player board
  • Action cubes depending on player number
  • Set of bid cards
  • Draw 2 favor cards and choose 1
  • Draw 3 ingredients
  • Take 2 coins
  • Flask on 10 of score/reputation track
  • Set of seals in your color
  • Assemble laboratory and caldron
  • Give a player the starting player token

Gameplay

The game is played over 6 rounds. Each round consists of

  1. Choose turn order
  2. Declare actions
  3. Resolve actions
  4. Clean up

Choose turn order

Player choose when they want to wake up starting with the start player. Take the bonus associated with the space. Waking up first requires you to Pay one coin.

Declare actions

Starting with the player that woke up last, declare the actions you want to perform by your action cubes on action spaces. The row you place them in corresponds to your position on the turn order chart.

Action space rules

  • Some locations have multiple action spaces, you can perform this action more than once
  • Some actions require multiple cubes to perform
  • Actions are resolved top down, one action at a time
  • When it is your turn, you have the option to decline your action. Place your cube(s) in the unused cube section. Take 1 favor card for every pair of cubes at end of round

Resolve actions

Actions are resolved in clockwise order starting from Forage for ingredients. The action spaces are

Only Forage for ingredients, Transmute ingredient, Buy Artifact, Test on Student, and Drink Potion are available for the first round.

Forage for ingredients

Take one face up ingredient from the row or one face down from the top of the deck. The ingredient row is not replaced until all actions are finished

Transmute ingredient

Discard one ingredient and take one gold.

Sell potion

This action takes place in 4 steps and requires two cubes. The steps are in this order


Buy Artifact

Pay the cost in the upper left and take an artifact from the row. Keep the artifact in a visible area. Follow text on card. Artifacts are worth victory points at the end. The artifact row is not replenished. It is replaced by level II and level III artifacts when the conference cards are drawn. All upcoming artifacts are public information.

Debunk Theory (Apprentice variant)

This action is only used when a theory has been published. Debunk a theory by using the app. Pick an ingredient, and an aspect that you think is wrong. The app will show everyone the correct sign.

Publish Theory

Pick an alchemical token and place it on one of the ingredients on theory board. Mark it with one of your seals. Pay one gold to the bank and gain one reputation.

One can also endorse a theory by paying one coin each to the bank and to each player with seal on the theory. Gain no reputation.

If you have seals on 2 of the 3 or 4 ingredients depicted in the Grant tiles, take the grant and earn 2 coins. For any grants after the first, you must have seals on 3 ingredients depicted.

Experiments

All experiments involve using the app to mix two ingredients. Show the resulting potion to the table, and place a matching potion token on your results triangle, and a token on your player board. Discard the ingredients face down after use.

Experiment – Test on Student

Perform the experiment as described using “Test on student” on the app. If a negative potion is made, the players testing after you must pay 1 coin to experiment.

Experiment – Drink Potion

Perform experiment as described using “Drink Potion”. If negative potion is made, suffer the effects listed

  • Negative Blue – Insanity
  • Negative Green – Paralysis
  • Negative Red – Poison

Negative potions cannot effect you twice in the same round.

Exhibition (Final round only)

In the 6th and final round, place the exhibition board over the experiment spaces. Select Final round on the app. To resolve, place action cube on the potion you wish to demonstrate. You cannot demonstrate two of the same potion. Mix two ingredients using “exhibit potion” on the app. The following can occur

  • You are the first to demonstrate a potion, score one point and move cube to thumbs up space
  • You do not make the required potion, move cube to the thumbs down space
  • Second to demonstrate that potion, gain no points, but keep the cube on the space
  • You make both signs of the potion, score two extra points

Clean up

At the end of each round, perform the following

  1. Top alchemist award Point awarded for all tied players
  2. Gain one favor card for each pair of unused cubes
  3. Move cube from hospital to unused cube space
  4. Remove the old adventurer tile, turn over next adventurer
  5. If conference is revealed, players that meet requirement gain one point. If they don’t, lose points as indicated
  6. Set up new artifact cards at the end of conference
  7. Remove old ingredients and draw 5 more
  8. Pass starting player token to the left

End Game

The game ends after the 6th round and the final exhibition. Add the following to your score

  • Points from artifact
  • Points from grants
  • Exchange one favor card for 2 gold piece, Purchase 1 point per 3 gold pieces

Use the app to “Show Answers”. Gain points according to seal for correct theories. Lose 4 points for any incorrect unhedged seals. Players do not suffer extra reputation due to zones. The player with the most points wins. Ties broken by gold remaining

Appendix

Master Variant

The master variant has 3 differences to the apprentice variant, they can be combined and mixed.

  • Masters receive 2 ingredient cards in the beginning
  • Different conference tiles
  • Master Debunking rules

Master Debunking

To debunk a theory, you need to prove with an experiment that the theory is wrong. Using the app, select 2 ingredients and the potion you believe it will produce. The app will tell you if it produces that potion, or if it doesn’t. Explain to the group why this debunks the theory. If it doesn’t, lose one reputation. If it does, there are 3 possible outcomes.

If the demonstration does not debunk a theory, debunk 2 theories, or demonstrate a new conflict, it is an invalid demonstration. Lose 1 point if demonstration cannot be explained to be useful.

Specter Ops

Specter Ops
Standard

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual
  6. Buy now at $40.80

Introduction

Specter Ops is a hidden movement game where one player as the Agent attempts to move secretly around the board completing objectives along the way. The rest of the players play Hunters to try and find where the agent is and either eliminate or prevent them from completing the objectives. Each character has unique abilities, and the agent also has many equipments at their disposal to complete the objectives. The goal of the Agent is to complete any 3 of the 4 objectives. The goal of the hunter is to reduce the agent’s hit points to 0 or prevent escape by end of round 40. The following reference is for 2 to 3 players.

Set Up

Agent set up

  • Roll die and mark locations of the 4 objective on pad
  • Place objective tokens on board
  • Secretly choose agent and 3 Equipment cards
  • Circle N1 on pad

Hunter set up

  • Pick 2 hunter characters
  • Place vehicle card beside board
  • Place vehicle token on space K17
  • Place hunter minis on vehicle card

Gameplay

On each turn, the agent will move first, followed by the hunters in any order

Agent movement

The agent moves secretly on the movement pad circling and writing the space where each movement ends. Use the follwing rules for movement

  1. If beginning turn within line of sight of hunter, place last seen token at current location, remove mini
  2. Move up to 4 spaces orthogonal or diagonal
  3. May use Equipment card
  4. If starting turn adjacent to objective, flip over objective to complete it before continuing
  5. If passing through line of sight, must place last seen token at the last seen location
  6. If ending turn on line of sight, place mini on location

Once 3 objectives are completed the agent can escape through A3, N1, or W3.

Hunter movement

  • Each hunter can move up to 4 spaces orthogonally or diagonally
  • A hunter must fully complete their turn before another hunter begins
  • A hunter may use the Vehicle
  • At end of movement, check with agent for visibility
  • If visible, attack agent

If hunter is stunned by agent ability, movement is limited to 2, remove market at end of round. Cannot be stunned in vehicle

Attacking the Agent

  • Roll dice
  • If dice roll is equal to greater than distance to agent, agent lose 1 HP
  • If agent and hunter in same spot, automatic hit
  • Dice roll of 1 is miss, dice roll of 6 allows hunter to roll again and add dice values together
  • Cannot attack from vehicle

Using the vehicle

  • Hunters start the game in the vehicle
  • The vehicle can be moved up to 10 spaces on road or use motion sensor when it is occupied
  • Use the vehicle token to indicate location, and the vehicle card for occupancy
  • Entering or exiting a vehicle ends that hunter’s turn
  • Exit vehicle to space adjacent to vehicle token
  • Vehicle does not block line of sight

End Game

The hunters win when the agent has lost all HP, or has not escaped by turn 40

The agent wins when they’ve completed 3 of 4 objectives and escaped by turn 40

Broom Service

broom service
Standard

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual
  6. Buy now at $25.73

Introduction

Broom Service is a trick taking game that offers high risk and high reward. Players play cards representing witches, druids, and gatherers to gather potions and deliver them. If you choose the cowardly way, you will be sure to perform the task. If you choose to be courageous, you might not get to act at all, or you might earn some big rewards for your courage. The player with the most points at the end of the game wins. This reference is for the basic game. See manual for variations.

Set Up

Board set up

  • Use side of board with the two castles showing red banner
  • Shuffle the 24 heavy clouds and place randomly on cloud spaces
  • Shuffle the 10 event cards and discard 3 to the box
  • Reveal the top event

Player set up

  • 10 role cards of one color
  • 2 pawns, one in each castle region
  • 1 potion of each color
  • Starting player and the player to the right receives one wand
  • All other players receive 2 wands

Gameplay

The game is played over 7 rounds. Remember to apply the effects of the current event. Players will first choose 4 of the 10 cards, then play cards in turn order. The card abilities are listed below. The general objective is to gather potions, then deliver them to towers on the board. Players may move into areas containing no clouds, and deliver potions to a tower with its base touching the area. A circular tower can only take one potion of the same color. A square tower can always take potion of the same color. Take victory points and/or wands as indicated when delivery is made.

Playing role cards

Starting with the start player, choose one of the four cards to play. As they play it, they will announce to be cowardly or brave.

  • If cowardly, perform the action immediately
  • If brave, wait until all other players have passed or played their card.

The next player must follow the card that is just played. If they do not have the card, they pass and play moves on to the next player. If they have the card, they will play it in the same manner as the start player, choosing one of 2 actions. When all players have passed or played a card, the last brave role can now perform their action. All other brave roles are skipped. The player that performed the brave action now starts the next turn by choosing a card.

The round ends when all players are out of cards. Begin the next round by revealing the next event, drawing bewitched cards if needed, and drawing 4 of the 10 cards.

End Game

The game ends after 7 rounds. Add on to the score

  • VP from lightning
  • 4 VP for each set of 4 different resources
  • 2 VP for each set of 3 different resource

Player with the most victory points win. Ties broken by number of resources.

Roll for the Galaxy

roll for the galaxy
Standard

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual
  6. Buy now at $40.65

Introduction

Roll for the Galaxy is a dice rolling space empire building game. Players roll their worker dice to determine which worker will do which action this round. The workers will be assigned to settle new planets, research technologies, or get more income. The catch is that each player may only “activate” one of the 5 available actions, so not every worker will get to perform its assigned task. The game ends when one player has 12 tiles in their world, or the victory points pool is exhausted. The player with the most victory points at the end of the game wins.

Set Up

Board set up

Place in center

  • all dice
  • Phase tiles X side up
  • 55 game tiles in bag
  • VP pool containing 12 VP per player + 10 for final round

Player set up

  • Dice cup
  • Player mat
  • Credit marker on 1
  • Player screen
  • Phase strip
  • Initial tiles
  • Draw 2 game tiles and place on mat
  • Put 3 white dice in cup
  • Put 2 white dice on citizenry
  • Take the dice as indicated by starting tiles

Gameplay

During each round, the players will perform these 5 steps. There are no turns, players can all play simultaneously. Repeat until one of the Game end scenario is met.

  1. Roll
  2. Assign
  3. Reveal
  4. Do Phases
  5. Manage Empire

Roll

Roll all workers in the cup.

Assign

Place dice onto the phase strip using the following rules

  1. Initial placement
  2. Phase selection
  3. Reassignment

Reveal

All player reveal the screen. Flip over the phase tiles to the active side for any activated phases among the table. Return to the cup any dice on inactive phases and the dice used to dictate. note for 2 player game

Do Phases

Simultaneously resolve each of the activated phases in numeric order. Use all workers assigned to the phase, including any workers that selected it. Place any used workers in the Citizenry. Note powers of developments when placing workers or resolving phases. The phases are

Manage Empire

Recruit workers from the Citizenry back into the cup by spending one credit for each dice recruited. If the credit tracker is at 0 at the end of recruitment, move it to 1 for the next round. Recall developers, settlers, and goods from the tiles back into the cup.

Flip all phases back to the X side. Check if game ends, and start new round if not.

End Game

Game end is triggered when the original VP chip pool is exhausted, or any player has 12 or more tiles. Add score as follow

  • VP
  • VP equal to cost of tiles in tableau
  • Bonuses from 6 cost developments. Round up fractions

Ties are broken by number of dice in cup, then credits.