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

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.



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.

Game Night – Food Chain Magnate


Alright, I’ve finally got a chance to play Food Chain Magnate. Let me just say this to start, it is every bit as good as it is hyped up to be. Game Night is a segment where I’ll be writing about my experience during that game night, and not meant to be a full comprehensive review of the game.

Set up

I got my wife to come with me to this game night, and when we arrived the game has already been set up for 4.  We spent about 45 minutes learning the game from Aaron. I have to say, the amount of information to take in even for an experienced gamer is overwhelming. My wife, who doesn’t play nearly as many games as I do, was totally lost by the end. There are just so many things going on. What each of the characters do, all the milestones, the tile placement, marketing, getting drinks, and calculating who gets to sell. The first two rounds where pretty much played for us by Aaron, who suggested we go with a trainer to Guru start. Which is exactly what we did.


Once we got a few employees under our management and started marketing to our neighbourhood, everything just clicked. Aaron and Chad had a great little corner where they got permanent marketing of burgers to many homes, but were competing with each other every round. I had my own little dead end area supplying my burgers to a couple homes. Annie also had a little corner of the map where she was relatively undisturbed. Each of us went with a slightly different strategy as well. Aaron and Chad went with a slower start, selling a few burgers and pizzas each turn with their permanent billboards while making barely enough to cover their management salaries. They plan to build up their management quickly and sweep in in the end. With her location, Annie specialized in drinks, and quickly became the go to place for beer. I had a fast expansion strategy and was making a decent amount of money each round with my exclusive access to my upgraded homes with gardens. All was going well until Aaron executed his master plan…

No one had acquired lemonade for the game, as no one bothered with the marketing for a brand new product whose sources are in this cut off road that none of the original shops could get to. At the same time, no one paid attention to the amount of beefed up errand boys that Aaron has slowly acquired. Each of his errand boy can obtain 2 drinks due to a milestone achieved early on in the game. In the second to last turn, Aaron quickly constructed a Radio tower and suddenly almost all homes started wanting lemonade. As Annie and I quickly scramble to get lemonade with our blimps, Aaron began the second portion of his plan, the “Price Cut”. He undercut all our prices with his discount manager and waitress, and during the last round, was able to nag every sale except a couple of Annie’s in the corner.

We broke the bank for the second time, and its finally time for final scoring. Aaron started from less than 20 dollars to 300 in one turn. I only made about 50 dollars the last round thanks to my quick expansion strategy into that dead end road with the lemonade. Chad was less fortunate. He had a similar strategy as Aaron, but never got to execute his plan. He ended the game robbed of all profits and 35 dollars in his pocket. The surprising winner is Annie, who despite claiming she is terrible at games, made about 450 dollars at the end. I guess slow and steady wins the race?

Final thoughts

I had a great time playing Food Chain Magnate for the first time. It is a little tricky to learn mainly because of the huge amount of choices and strategies available. Once you get it though, the game has a nearly perfect mix of strategy, sabotage, and diplomacy. Combine it with a great theme that everyone can relate to, you’ve got a winner of a game.

Broom Service

broom service

Table of Contents

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


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


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

Table of Contents

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


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


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 all workers in the cup.


Place dice onto the phase strip using the following rules

  1. Initial placement
  2. Phase selection
  3. Reassignment


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.

Video game mechanics in board games

video game mechanic

We often see a lot of board game mechanics being used in video games, especially in the RPG, puzzle games, and real time strategy games genre. What about some mechanics that are common in video games but not often seen in board games? In this article I’m going to go over some popular video game mechanics and how they might be utilized.

Physics based destruction

As computers get more powerful, we can build more realistic physics based destruction that will actually affect game play. In the board game world, the only games off the top of my head are simple kids games “Rampage/Terror in Meeple City” and “Jenga”. I think this is an interesting mechanic that can be utilized even in heavier strategy games. One idea would be to build buildings out of different colored bricks during set up. As different colors are knocked into different areas on the board, special effects would be triggered. Buildings can be knocked over flicking, a small spring powered gun or cannon, dropping “bombs”, or a small swinging heavy ball.

The main draw back of destruction in board game is the added randomness that is undesired in heavier games. However, plenty of heavier game uses dice, but they have ways of adjusting dice values, or using the same dice face for multiple purposes. This randomness of destruction can also be attenuated by allowing limited removal fallen pieces, or moving the pieces. (One idea would be to “bulldoze” through the destruction, spreading the pieces to either side).

Real time competitive play

When I say real time, i mean the play is non-stop, not just simultaneous. Lots of games do simultaneous game, taking pauses in between turns for resolution. The game that comes to mind for actual real time is Captain Sonar. I think the reason we don’t see this mechanic more often is because of the ease of cheating when all players are so focused on their own choices and actions. Computer games can do real time gameplay easily because there is an omniscient third party that make sure all players are following the rules. Captain Sonar does this beautifully by forcing players to monitor each other in their own team, performing checks after every movement. It is much less likely that the whole team cheats to ruin the game.

There are solutions to this, allowing players to be independent while playing simultaneous real time. The easiest way to reduce cheating would be to increase the time it takes to perform an action. In the board game world, this can be done by rolling dice or drawing cards. These two simple mechanics requires physical movement from the player while giving uncertain results. Lets do cards as an example. Player can be required to draw a certain card out of a deck before they can perform an action. Frequency of the card will determine how fast the player can play, while checks can simply be done by requiring players to place that card in the middle of the table for all players to see.

I would love to see more of these mechanics being utilized, and if you know games at the moment that do them well, let me know!


The Grizzled

the grizzled

 Table of Contents

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


The Grizzled is a cooperative game where you and your friends play a group of tired World War I soldiers. They have to survive the troubles and difficulties that come their way while waiting for the peace treaty to be signed and the war to end. This game is a push your luck game where you try to play as many cards as you can without “busting”.


Win Condition

Players win the game when the Peace Card is visible and there are no cards left in hand

Lose Condition

Players lose the game if the Monument card becomes visible, or a single player receives 4 Hardknocks symbols

 Set Up

  • Each player receives a Grizzled card, charm side up
  • Left support tile, right support tile, and one random tile from left over
  • 25 trials cards into the Trials deck
  • Other cards go on top of monument to form Morals deck
  • A No Man’s Land area
  • Number of speech tokens
  • One player is given mission leader token


The game plays over as many missions as necessary to complete the objective. Rule changes due to Hard Knocks cards will take precedence. Each mission consists of four steps


The mission leader decides how many cards to deal to each player. Cards are dealt starting with mission leader. The first mission is always 3 cards each.

The Mission

This step is where most of the game is played. The goal is to get rid of cards from the hand.

The mission is considered success when all players has withdrawn. The cards in no man’s land are discarded. Proceed to the next step.

The mission fails when 3 identical threats are present, including threats from phobias and trauma hard knocks cards. The cards in no man’s land are shuffled back into the trial deck. Player’s may not play more support cards.

Player perform one of 4 actions on their turn, starting with the mission leader.


Players reveal their support token and give it to the player the arrow is indicating. Player who has received the Majority of support tokens can get rid of 2 Hardknocks cards or recover Good luck charm. Player’s keep their majority. If the mission failed the supported player can only get rid of 1 Hardknocks card.

Morale Drops

Deal from the Morale reserve onto the trials deck number of cards equal to the cards left in hand. Minimum 3 cards. Mission leader moves to the next player, former leader gets a Speech token.

Cry Havoc

Cry Havoc

 Table of Contents

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


Cry Havoc is an area control game with unique player powers where players play cards to move their troops, recruit, build structures, and battle enemies. Over the course of 5 rounds the players will score points by maintaining control over areas containing crystals. This is a game with many different player powers. Text on the cards and boards will overrule the general rules of the game. The player with the most points at the end of 5 rounds wins.

 Set Up

Board set up

  • Randomly pick 4 event tokens and place in corresponding spaces
  • Separate terrain cards and place in corresponding spaces
  • As indicated, place trog war party, exploration tokens, and crystals on board
  • Place initiative tokens on initiative track, place in same order on upcoming track
  • Score tokens on 0, action marker on 1
  • Place headquarters on board, place 4 units into each corresponding headquarter

Player set up

  • Each player picks a faction and take all components
  • Arrange faction boards
  • Take 1-3 skill cards and place face up in front of player
  • Place beside board enable scoring, Tactic card deck, unit miniatures


The game is played over 5 or fewer rounds. Each round consists of 6 phases

  1. Events
  2. Draw 4 cards, discard down to 7 if needed
  3. Actions
  4. Battle Resolution
  5. Prisoners
  6. Scoring, if enabled


  • Reveal the next next stack of event tokens and resolve.
  • Change the initiative track to match the upcoming track.
  • Refresh exhausted skills

Draw 4 cards, discard down to 7

Perform card actions

Players will take turns according to initiative order performing one action each until each player has performed 3 actions. Most actions involve playing/discarding a card to use the functions on the card. The player may play as many card as needed to perform the action.

  • Move
  • Recruit units equal to number of discarded symbols into player headquarter
  • Build/activate structures
  • Draw 2 cards, keep one (including terrain cards)
  • Play the enable scoring card if it has not been played


Each move symbol provides the player one movement point, allowing you to move one unit one space away. If a unit enters a region with an enemy unit or Trog token, NO further movement may occur for that unit. Units may still move into this region during the same move action. If there are no other units in the region, place control token. At the end of all movements, resolve exploration and Trog tokens, place battle token under attacker on any regions containing enemy units.

Other rules for movement

  • If there are no Trog units in reserve, return player’s unit to reserve equaling number of missing Trog units.
  • No units from any player may enter battle region on future turns
  • Defending player may use movement action to leave battle region ONLY if they have more than twice the number of units of the attacker
  • Player to the left of the player attacking trogs controls the trogs for that battle

Build/Activate structures

Building points are spent placing building tokens onto non-embattled regions of player’s control. Buildings can also be activated to perform indicated actions, including the buildings just built.

  • Buildings cannot be activated more than once per action
  • Cannot build in headquarters
  • Cannot build same type in same region
  • If player loses control of a region, they cannot activate the building but the building remains on board

Resolve battles

Battles are resolved on the battle board, starting with the lowest numbered battle token. There are 3 objectives with different conditions. Follow the instructions on the battle board for details for resolution. The battle is resolved in 7 steps

  1. Add one crystal to the embattled region
  2. Attackers place units on battle board, then defenders
  3. Starting with attackers, players alternate playing tactics card until both passes.
  4. Resolve objectives according to board, ties go to defender.
  5. Place surviving units of region control winner back into region. If trogs, win, place trog nest
  6. Place surving units of loser into adjacent region, if not available, place in reserve. If trogs retreat, place trog nest in adjacent region
  7. Remove battle token, resolve next battle


All players score 1 VP for every prisoner they control. Players may then spend 2 VP to take prisoner back to reserve

Scoring, if enabled

The player who enabled scoring score 1 VP for every region they control. All players score 1 VP for every crystal in regions they control. Begin new round

 End Game

The game ends during the round where the final scoring event is resolved. During final scoring round, players may not enable scoring. During the scoring phase all players score 1 VP for every crystal in regions they control. The player with the most victory points win, ties broken by number of prisoners, then reverse initiative order.

Five tribes

five tribes

Table of Contents

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


Five Tribes is a game about maneuvering different tribes to in order to gain points through several different methods. The movement involves a mancala like mechanic where a meeples are picked up from a tile and dropped off as it moves along. The player with the most coins at the end of the game wins.

Set Up

Board set up

  • Place the tiles randomly into a 5×6 grid
  • Randomly draw 3 meeples from bag and place into each tile
  • Form market row of 9 market cards
  • Form djinns row of 3 djinn cards
  • Place Bid and Turn order boards beside grid, place turn markers randomly on bid order

Player set up

  • 8 Camels
  • 50 coins


The each round consists of 3 steps

  1. Bid for turn order
  2. Player actions
  3. End turn and clean up

Bid for turn order

Starting with the player on spot 1, the players pay the amount of coins indicated on the turn marker to take that spot. If a player takes the first 0 spot, they may be bumped further back by another player taking the 0 spot. The player furthest to the right of the turn order goes first.

Player actions

  1. Move marker from turn order track to first available spot on bid track
  2. Move the meeples
  3. Perform the action for meeples in hand
  4. Perform action on last tile

Move the meeples

Take all the meeples from a tile containing at least one meeple, dropping meeples onto each tile as you move along an orthogonal path. You CANNOT immediately backtrack or move diagonally. The last meeple you drop MUST match the color of at least one meeple in the last tile you land on. Pick up all the meeples matching the color of the last meeple. If this action removes all the meeple from the tile, place your camel on the tile.

Perform the action for meeples in hand

Depending on the color, each meeple has a different effect

Perform action on last tile

Each tile that you land on has an effect

  • Oasis – Place palm tree on tile (compulsory, no limit)
  • Village – Place palace on tile (compulsory, no limit)
  • Small Market – Pay 3 gold to take one of the first 3 cards in market
  • Large Market – Pay 6 gold to take two of the first 6 cards in market
  • Sacred Place – Buy djinn with 2 Elders or 1 Elder and 1 fakir

Djinns can be used as soon as it is bought. DO NOT replace djinn after purchase.

End turn and clean up

Once all players have taken turn and moved to the bid track, replenish resource cards and djinn cards. Start next turn

End Game

The game can end in 2 ways

  • Player drops his last camel. Current round is completed
  • No more legal moves, players can still invoke djinn power on their turn until round completion


Add up scores for the following

  • Number of coins
  • Total of Djinn points
  • Number of yellow viziers, + 10 for every player with fewer viziers than you
  • Number of white elders x 2
  • Number of palm tree on player’s tile x 3
  • Number of palaces on player’s tile x 5
  • Resource card unique sets

Player with the most points wins.