Blood Rage


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game


Blood rage is an area control and card drafting game. Players take control of Viking clans and fight each other to increase their player stats, complete quests, and to die in glorious death. These action will earn you glory points, which is required to win the game. The game ends at the end of 3 Ages, at which point the player with the most glory points wins.

Set Up

Board set up

  • Set the game board in the middle of the table
  • Place the green bordered pillage token on Yggdrasil
  • Place the other pillage tokens randomly face up on the 8 outer provinces.
  • Randomly take 3 Ragnarok tokens and place them on the Age track
  • Place the Doom token on the province indicated by the first Ragnarok token
  • Draw a number of Ragnarok tokens as determined by player number and destroy those provinces, placing the token destroyed side up
  • Place the Saga token on the God’s gift spot of Age 1
  • Give a player a first player token. The token will be passed to the left at the end of each age

Deck set up

  • Separate the decks into the 3 Ages
  • Remove any cards where you don’t meet the minimum required players
  • Shuffle and place the 3 decks on the God’s gift area of the Age track

Player set up

  • Take your clan sheet and matching warriors, leader, ship and extra bases
  • Place clan tokens on the first spot of each stat track
  • Place the last clan token on the 6 of the rage track as indicated by your rage stat.


The game is played over 3 Ages, and each Age has 6 phases. Each phase must be completed before the next. use the Saga token to keep track

  1. God’s Gifts
  2. Action
  3. Discard
  4. Quest
  5. Ragnarok
  6. Release Valhalla

God’s Gifts

This is the drafting phase of the game. Deal 8 cards from current age deck to each player. Each player will take a card and pass the remainder to the player on their left. This continues until there are 2 cards left to pass, which are discarded instead.

Card types

  • Green border – Quest cards, play face down during action phase, resolved during quest phase
  • Black border – Upgrade cards, play during action phase. Apply effect immediately. If it is a warrior, ship or leader upgrade you may invade with that unit for free.
  • Red border – Combat cards, play during a battle in the action phase. Adds strength and other effects to the battle


This is the main part of the game. It uses an action point system. Players take turns performing one action each, until their rage points are exhausted or they choose to pass. The phase ends when all players have passed, or all provinces not destroyed have been pillaged. Starting from the first player going clockwise, choose an action listed on the bottom of the player sheet, playing the cost in rage points. The 5 actions are


Choose a figure from reserve and pay rage equal to figure’s strength. Place figure in empty vilage. Place is Fjord if it is a ship. You cannot have more units on the board than indicated by your horn stat.


Pay one rage to march any number of units from one province to any other province


Choose an upgrade card from your hand, and pay rage equal to the card strength. Place the card in the appropriate slot on your player board. If the slot already contains a card, discard the old card. Upgrades grant permanent effects. Anytime you upgrade a unit, you may immediately invade with that unit for free. If you upgrade a monster, attach your clan base to the monster and you may immediately invade with that monster for free.


Commit to a Quest card by placing it face down on your player board. You may commit up to 2 quests of the same type. There is no rage cost.


Choose a province with at least one of your figure that has not been succesfully pillaged this phase. Pillage is taken in 3 steps

  1. Call to Battle
  2. Play cards
  3. Resolution

Pillage rewards

  • Rage – Increase rage stat one step
  • Axe – Incrase axes stat one step
  • Horns – Increase horn stat one step
  • 5 – Increase Glory by 5
  • Yggdrasil – Increase all 3 clan stats by one step


If there are cards left in hand, players may keep one for the next age by setting it aside


Players now reveal all quests they have committed to. If the requirements are fulfilled, you may gain glory as indicated and increase any clan stat by one. Discard all revealed quest. For quests that involve strength in a province, ties in strength are fails.


Take the token on the Ragnarok phase and place it on corresponding province. All units in province and adjacent fjords are destroyed. When unit is destroyed in such a way, gain glory as indicated on age track. This province is permanently out of the game. Place the doom token on the next province to be destroyed by Ragnarok.

Release Valhalla

At the end of each age, all figures in Valhalla are returned to their owners. Before starting a new age, flip all pillage tokens on undestroyed provinces back to their reward side. Pass the first player marker to the left. Move the saga token to the God’s gift of the next age.

End Game

Add glory points from the player sheet for reach thresholds for each stat. The player with the most glory wins

Shadows over Camelot


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game


Shadows over Camelot is a cooperative game where players are Knights of the Round Table. They must go on different quests to retrieve valuable artifacts, and bring white swords to the round table. On every turn, evil will also progress, possibly adding black swords to the table. There is also potential for a traitor hidden among the knights.

The game is won when 12 swords have been placed on the table, and there are more white swords than black swords. The game is lost if any of the following happens

  • Camelot is surrounded by 12 siege engines
  • 7 or more black swords are on the table
  • All loyal knights are dead

Set Up

Board set up

  1. Place all game boards on table
  2. Lancelot board placed with his side up
  3. Siege engines, picts, saxons, and swords near board
  4. Figures for Excalibur, Holy grail, and Lancelot’s Armor on respective quests
  5. Remove Merlin cards from white deck equal to number of players
  6. Shuffle the white cards and deal 5 per player
  7. Shuffle the black cards and place the deck in indicated area
  8. Shuffle the loyalty cards and deal one per player

Player set up

  1. Take a knight figure and character sheet, place figure on corresponding round table spot
  2. Take a Merlin and a Loyalty card
  3. Place same colored dice on character sheet set to 4
  4. All players now select a white card from hand and play it face up on table
  5. Determine how to share those cards, if no concensus reached, the cards are shuffled and randomly distributed again


King Arthur will begin the game if present, otherwise the youngest player. Play goes around in clockwise order with each player taking one turn. Each turn consists of two phases

  1. Progression of Evil
  2. Heroic Action

See Quests for more information on individual quests.

Progression of Evil

Perform one of three actions

Drawing a black card

Draw the top black card in the deck and apply the effects. Whenever the deck runs out, reshuffle all the discards into a new deck, and shuffle the white card discard and draw pile together as well.

Special black cards

Some of these card have persistent effects. Apply the effect immediately when the card is drawn. They may be countered by playing the group playing 3 Merlin cards as a group.

Standard black cards

Place these cards on its corresponding quests. They cannot be countered by 3 Merlin cards.

  • Mercenaries, Picts, and Saxons
  • Lancelot and the Dragon
  • Excalibur
  • Black Knight
  • Despair

Heroic Action

You must take one of 5 Heroic actions

  • Move to a new quest
  • Perform quest action – see Quests
  • Play special white card
  • Heal yourself
  • Make accusation

You can also sacrifice one life point to perform a second action. The second action must be different than the first.

Special Powers

You may use your special power during your Heroic action phase


All quests outside of Camelot share these common traits. During quests, ties always go to evil side. At the end of each quest, return the knight(s) to the round table. For all solo quests, all white cards must be removed if the knight is to depart from the quest.

  • Knight positions
  • Card spots
  • Victory and defeat effects

End Game

The game ends immediately when the 12th sword is laid on the round table. If the traitor is still hidden, they may reveal their loyalty card to turn 2 white swords into black swords. It is possible to end the game with more than 12 total swords. If there are more white swords than black swords, the game is won in favor of loyal knights.

The game may end prematurely when

  • Camelot is surrounded by 12 siege engines
  • There are 7 or more black swords in Camelot
  • All loyal knights are dead

Potion Explosion

potion explosion

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


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


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

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


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


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.


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


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.


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.

Clank in Space


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


Clank in space is a deck building game that also involves characters moving around a spaceship. The goal is use resources and movements provided by the deck to move through the ship, steal one of the 6 artifacts, and escape. Throughout the ship there are enemies to fight, and obstacles to bypass. If you make too much noise during your adventure, you’ll also wake Lord Eradikus, who will attack and may leave you incapacitated. The player that escapes with the most amount of points wins the game.

Goals of the game

With the deck building mechanic, you are attempting to accomplish 3 goals before Lord Eradikus takes you down. They are

  1. Hack the spaceship computer
  2. Steal an artifact
  3. Escape through an escape pod in the cargo bay

The player with the most points that managed to escape will win the game

Set Up

Board set up

  • Assemble the modular board
  • Place the 6* artifacts on their designated spots
  • Place one Major and 2 Minor secrets onto each of their designated spaces
  • Set up the market with 2* of each item
  • Place the 4 escape pod tokens on their spots in the cargo bay
  • Command code token, power crystals and credits next to board
  • Bounty hunter cube (red) and blockade token on the rage track as indicated
  • Boss marker on rage track position according to player number
  • 24 Boss cube (black) into the bag
  • Set up the permanent adventure row with G0B-L1N, FAZR, Boldly Go, and Memory Core cards
  • Deal 6 cards into the adventure row, replace any with the boss attack symbol
  • Place player pawns in cargo area starting space

Player set up

  • Each player takes a deck of 10 cards
    • 6 Hacks
    • 2 Stumbles
    • 1 Access
    • 1 Scramble
  • Take a set of colored clank cubes and data cubes
  • Select a first player, and place 3 Clank! cubes into the Clank area. The second player places 2 cubes, third places 1 cube, and fourth 0 cube


To accomplish the 3 objectives, players will build their deck by acquiring more powerful cards from the adventure row. Each turn, the player will draw 5 cards from their own deck, and play them all. Each card will have symbols and text to resolve. Use these resources to move and purchase cards. Whenever a card is purchased, its spot is left unfilled until the end of turn.

The Cards

Using the total value of skills and sword icons on the cards you played, you may purchase and fight as many cards as you like. When a card is purchased, it is placed in your discard pile. When an enemy is defeated, it is removed from the game. The row is not refilled until the end of the turn. The cards on the permanent row are always available for purchase and fight.

Movement and Locations

Each boot symbol allows movement from one room to another room connected with a normal path. You cannot backtrack immediately in to the room you came from. Some paths have special rules

  • Footprint – Requires 2 boots to traverse
  • Enemy Icons – Take one damage per enemy head. Each sword used can negate one damage
  • Lock – Must have master key to go through
  • Directional arrow – May only traverse in one direction

Special rooms

  • Market – May make a marketplace purchase with 7 credits
  • Secrets – May take one secret token, and reveal it. Keep it infront of you until used
  • Security checkpoint – When you enter a room with red hashmarks, you cannot use any more boots
  • Data ports – Whenever you enter a room with a green data port, you may hack it by placing the data cube there, gaining its effect.
  • Hyperlift – Move along its path to another hyperlift space. After movement, cannot use boots until next turn. May move through normally like regular spaces
  • Telepads – Teleport from one pad to another if you own the telepass. After movement, cannot use boots until next turn
  • Artifact – You can take the artifact if you do not already have one. You can now begin to escape
  • Health/credit/crystal – Take the indicated resource

End of Turn

When a player is done resolving their cards, refill any empty spots in the adventure row. Resolve any arrival effects. If the card shows the Boss attack symbol, Lord Eradikus attacks. Resolve the attack as followed

  • Place all cubes from the clank area into the boss bag
  • Take the number of cubes as indicated by the boss position on Rage track
  • If a black cube is drawn, set it aside
  • If a colored cube is drawn, place it on the damage tracker for that player

Rage Track

The rage track increases anytime one of these 3 events occur

  • A command code is complete
  • An artifact is picked up
  • An archive (a minor secret) is discovered

When the boss reaches the space on the rage track containing the bounty hunter, place it in the bag. Place the blockade on the blockade space when that last rage track space is reached.

End Game


After you have acquired an Artifact, you may escape by running back to the Cargo area. The following cases may happen

  • You leave the ship by an escape pod for an extra 20 points. Count your score.
  • You get knocked out in the Cargo bay. Count your score
  • You get knocked out outside the cargo bay. You are out of the game

Players that are knocked out or have left the ship will no longer take their normal turns. They will instead put cubes from the clank area into the bag, and draw 4 each time they would have taken a turn. When a cube of their color is drawn, it has no effect.


Add up your score from these sources

  • Value of artifact
  • 1 credit is 1 point
  • Points from tokens and market items
  • Points from deck

Ties are broken by value of artifact.

7 Wonders


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


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


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

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game


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.


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


  • 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


  • 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


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game


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


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


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


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.


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.


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.


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


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay


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


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




Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. Appendix
  6. PDF Manual


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


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.


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


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.