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Hive

Goal: Surround your opponent's Bee completely (either color).

Setup: Each player should have:
* 1 Bee
* 3 Ants
* 3 Grasshoppers
* 2 Beetles
* 2 Spiders
Expansion:
* 1 Mosquito
* 1 Ladybug

Taking turns:
* The very first turn of each player must place an insect next to their opponents
* Within the first 4 turns, a player must place a Bee in play
* When firist placing your own insect, you cannot touch another players insect, 
but on subsequent moves, you can
* If an insect is wedged so that moving it would move other insect, then it cannot be moved
* You cannot break the hive, that is, you cannot make a move that would disconnet the insects
connection

Movement of insects:
* A Bee can only move one spot at a time
* An ant can move around the board onto another insect 
* Grasshoppers can jump hexagonal orthoganally, but it cannot skip blank spaces
* Beetles can move 1 space per turn, both over or on the same level as other insects
* Spiders must move exactly 3 spaces on their turn
Expansion insect movements:
* A mosquito can mimick the movement of an any insect it is adjacent to
(It can move as the beetle until it goes down to ground level. If it touches another mosquito it cannot move).
* A ladybug must move exactly 2 on top and 1 on ground level. (It cannot move outside of the hovi and may not
end its turn on top of the hive.)

Cockroach Poker

Goal: Avoid getting 4 cards of the same suit (whoever does is the loser).

Setup: Shuffle deck and place 7 penalty cards in center with 1 card facing up.
Deal remaining cards to remaining players. For beginners, remove the 2 "any" and "none" card.

Taking turns:
* Randomly select first player
* On players turn, the player chooses to give a card facedown and either lie or tell
the truth about the card that was given to the other player.
* The player who received the card can:
a) Try to guess about the suit of the card
b) Say the declared suit is false
c) Look at the card secrectly and pass it to a different player and declare a suit

* If the receiving player guesses correctly (or calls the bluff), then the giving player gets the
card and places it face up in in front of their tableau. Otherwise, if the receiving player
is wrong they must place the card in front of their tableau face up.

* The last player to be passed the same card must do (a) or (b) and cannot pass.

* Also, the player who had to put a card in front of their tableua is the first person to start
passing a card around.

* When a giving players declares that a card is a Royal, the penalty for guessing wrong is
both the original card and 1 penalty card. Everytime a penalty is given, a new penalty card is 
flipped face up.

* Whoever has 4 cards of the same suit is the loser, OR whovere has no more cards is the loser.

Parade

Official:
Goal: get the most points
Setup:
* shuffle and deal 5 to each player
* flop 6

Gameplay:
* place a card at end of parade (right)
* if the any card that is n spaces of the card value C to the left is the same suit or lesser face value, you must take that card
* draw a card
End of game:
Two instances when the game should end:
1)when a player has all 6 suits in their tableau that signals the last round, everyone gets 1 last turn 
(with drawing a card at the end of their turn) including the player that got the all-suit tableau. 
2) when the draw deck is empty, every gets player one last turn (nobody draws since the deck is empty)

Scoring:
* Count which player or players has the most cards of a particular suit. Turn those cards down 
and each card counts as 1 point. 
* Add the value of the cards that are still face up.
* Highest points wins.

====

Using Five Crowns cards
Goal: have 1 card left in your hand
Setup: 
- from Five Crown get a set 3-6 of the five suits
- shuffle and flop 6 cards
- deal 3 cards for 2-player

Taking turns:
- pick a card from your hand to place on right side of flop
- if the any card that is n spaces of the card value n to the left is the same suit or lesser face value, you must take that card
- player with 1 card left in their hand wins

Variant 1:
Setup:
- Flop 5, Deal 4
Taking turns:
- Same rules as above except:
* you can pair same face value and choose which card will be the value you place e.g. you have a pair of 5 heart and 5 star and you choose the 5 star
* you can pair a 2-sequence of same suit e.g. you have a 3 and 4 of heart, you place them together and it is a 4 heart

Kemet

See player aid here: https://boardgamegeek.com/filepage/98915/player-aid-all-power-tiles-and-di-cards

Objective: Win 8 victory points at the end of the day phase.
In case of tie, player with most VP through combat wins the game otherwise check the rule book for more tie-breakers.
Setup:
---
- Each player gets one player board, 5 action tokens, 1 prayer track token
- Each player gets to place 10 units anywhere near one of their pyramids (Each group can have no more than 5 units in it)
- Each player gets 3 pyramids and can start with levels 1,1,1 or 1,2,0 of their choice (0 means not on board)
- Each player starts with 5 prayer points

For the first turn, randomly determine the turn order by shuffling the player order tokens.
Day phase:
----
- Players can normally take play 1 action token
- Players must pick at least one action in each row of their player board
- Teleportation costs 2 prayer points to goto an obelisk
- Troops can normally only move 1 unless they have an upgrade
- Troops must stop at the wall of a city unless they have a special upgrade

End of day phase:
-----
- Resolve who controls 2 temples and give a permanent victory point to that player
Night phase:
- Resolve victory points for 

Victory points
-----
- 1 temporary for capturing an opponents 
- 1 permanent? for upgrading to level 4 pyramid
- 1 permanent for winning a victory
- 1 permanent can be bought from white or blue upgrade cards

Upgrades:
----
- Upgrades can only be bought if your pyramid is at that level
- Upgrades purchase price is the number of ankh icons 
- If you capture a pyramid you get 1 temporary victory point and ability to buy upgrades of that color

Combat:
----
- Resolve combat by strength, then casualty (damage), then by defense
also take into consideration upgrades
- If a person loses, they have the choice to sacrifice 1 unit per prayer point
If they don't want to sacrfice, the winner choses 1 available spot to push them away

Lords of Vegas

Setup:
- Shuffle hotel cards
- Separate hotel block pieces
- Separate money
- Deal 2 hotel cards (face up) to each player

Taking turns
- Player draws a card player places their colored token on the hotel they earned
- Place the hotel card into their respective slot on the board. This indicates what
cards have been drawn and what other cards will likely go next
- Give money to landowners in the amount of spaces they own e.g. if 1st players own
3 lots they get $3
- Players can now take their actions

Actions
- Reorg - pay $ equal to the number of pips in that hotel
- Gamble - pay $ equal to the number of ???
- Redecorate - change the color of your hotel 
- Sprawl - pay $5 for each orthogonally adjacent segment you want to build on

Drawing a hotel card
- If the hotel card is the 



Battles of Westeros (Fast Variant - beta)

We created this variant so to speed up setup and gameplay. The original rules make it too long to setup.

Overview of differences
-----------------------
Original rules ignored:
x No rally - see special rule for rally card below
x No engaging
x No flanking
x No off-balance

Recognized:
* Stalwarts allowed i.e. ignore first flag
* Armor allowed
* Advance/Overrun (Cavalry only)
* Cover & Toughness
* Dogs of War
* Heavy Armor

Setup
------
* Choose a Skrimish Summary Card
* Choose any 2 Hero/Commanders e.g. Robb Stark + Maege Mormont (command points don't matter)
* Combine your Hero command cards with base command cards
* Add rank flags to your appropriate units. For skirmishes you can place within 3 of player's board edge, 4 for hero units.
* Make your units (3 figures for Cavalry, 4 for infantry, 4 for archers, 3 for kennel masters)
* Shuffle and deal 2 to each player
* Add terrain to board: within 8 of player's board edge

Playing a Turn
--------------
* Roll 4 dice for the color, Fists are wild (except for certain high-ranking archers (see card))
* Initially deal 2 Command Cards
* After rolling dice, player draws 2 command cards and discards 1 face up
* Player can only use 1 command card on their turn
* Player can only choose 1 command token item from the Command Card, but they can enact the description at the bottom of card

Unit abilities
---------------
Archers:
* follow fist rules in unit reference card

Heavy Armor:
* follow unit reference card

Tywin Lannister: (untested idea)
* special ability: choose one or the other:
friendly units within 2 of command range - ignore flags or,
units within 1 of command range can counter attack
* maybe Robb Stark can have this ability, too

Terrain
-------
Hills:
* blocks line of sight
* when attacking units in hill, the attacking unit(s) can have 3 dice maximum

Forest:
* when attacking units in forest, max 2 dice
* when attacking from forest, max 2 dice

Roads:
* move 1 extra hex 

Cities:
* Must stop and cannot attack
* Cavalry -2 dice when attacking against city
* Archery -2 dice when attacking against city
* Units in buildings have no combat restricting
* No flag protection in city

Rally cards:
You can choose to command 1 unit of your choice OR roll 4 dice and a pair of colors gives you 2 units to order
and a book of colors e.g. Green+Green+Green gives you choice of any 3 units to order. Rolling 2 pairs (e.g GG+RR) gives you
the same as if you rolled a book of colors i.e. order 3 units to order.

Prohis

Object: Player with most money wins.

Setup: (rough draft)
* Give each player 1 low-value prohi and 1 middle-value prohi
* Shuffle goods & prohi cards 
* Draw 4 from pile and put in public space

Taking turns overview (rough draft)
* A random player starts. 
* Each player can do 1 and only 1 of two types of actions: draw a card, make convoy to deliver goods.
* (rough draft) If you draw 1 card from the draw pile then you must take one card from public cards
* If only drawing from public cards, You can draw 1 or 2 cards.

Making a convoy:
* The purpose of the convoy is to sneak as much high-value (illegal) goods to be shipped as possible
* Put 2,3, or 4 cards facing down in front of you

* Bribing  as soon as you are ready to ship your goods from your convoy, any other player
can use one of their prohi cards to initiate inspection. You have a chance to bribe them
with 1 or more cards now, you must honor your bribe.

Inspecting:
* Inspecting means you flip over 1 card at a time
* If two players both want to inspect, then highest ranking prohi wins.
If there is a tie in prohi rank, whichever placed card on table wins, otherwise break 
the tie using Rock Paper Scissors.
* If inspection shows all legal goods then shipping succeeds and player puts it in their score pile face down.
The inspected players puts the inspecting prohi in their hand.
* If you flip over an illegal good then the inspector steals all the goods cards
and puts it in their scoring pile face down.
* If you flip over a prohi, inspection stops and 
the convoy succeeds. The smuggler takes the inspecting prohi and puts it in her hand. 
No goods other goods need to be seen other.
* Cards don't have to be revealed unless the prohi successfully found an illegal card


Counting points: Counted shipped good - both legal and illegal. Use the highest value for the shipped goods.
For the goods cards in your hand, use the lowest value for legal goods and negative values for illegal goods.
For the prohis cards in your hand, use the lowest values.

Winner: The person with the highest dollar amount wins.

Ending: When there are no more cards in draw pile and less than 4 cards on public space,
everyone gets one last turn.

Castles of Burgundy

Object: Player with most points wins. 
How to earn points:
- Number of shipped items (for 2 player: 1 points per shipped item?)
- Completing a town, that is, completing a block of the same color on your board
(you get a bonus if you complete at town in 1 season)
- Placing animals tiles gives you points equal to the number of animals shown on the tile

Setup:
* Shuffle goods tiles and place five in each of the goods slots on the game board
* Tiles are placed respective colors (green, beige, dark green, blue, and black in center)
* First player gets 1 worker, 2nd player gets 2 workers
* Each player gets 1 silver
* Each player gets random 3 goods
* Each player gets to place 1 castle on their player board

Gameplay notes:
* You can only place tiles adjacent to existing tiles
* Your dice can allow you to play 4 actions (see bottom left of your player board for reference)
* You can exchange up to 2 die in each for 2 wokers per die e.g. exchange 2 die for 4 workers
* When you build a new castle, you immediately get to pick 1 of the tiles. Also, if you complete a town by building a castle
  you get the bonus points assigned for that year
* When you ship you get 1 silver and points depending on the # of players
* You can pay 2 silver to purchase black (center of game board) tiles
* The first player gets 1 die. The white die roll value is where slot where you put the shipping goods
* You make money from: mines, shipping goods (earn 1 point for each shipped good)
* Workers can decrement die roll e.g. 1 to 6 or increment e.g. 2 to 3
* A season is composed of 4 rolls
* If you ship something you advanced your token on the shipping slots and you get the white die 
* After 4 rolls (seasons), unpurchased buildings are discarded and new ones are placed in the respective colors 

Coup

Setup:
* Shuffle all cards, deal 2 to each player
* Give each player 2 coins and 1 summary card

Goal:
* Eliminate all face-down cards of each player and be the last one with a face-down card (influence)

Revealed cards (Lost influence):
* Revealed cards remain face up in front of player visible to all
* Each player choose which card they wish to reveal
* When a player has both cards face up, they lose. they must return all coins to the treasury

Taking turns:
* each player chooses one action only, after action is taken other players have opportunity to challenge or counteract action. if it is not counteracted or challenged it succeeds. 
* when choosing an action they must claim they have the required character to do that action (telling truth or bluffing)
* challenges are resolved first before any actior or counteraction is resolved
* take turns clockwise order

General actions (always available)
* take 1 coin from treasury (income)
* take 2 coins (foreign aid)
* start a coup (pay 7 coints to treasury) which means they target another player to put one of their cards face up (lose an influence). a coup is always successful. 
* if you start your turn with >= 10 coins you are required to launch a coup against a player

Challenges
* any action or counteraction using a character can be challenged. any other player can issue a challenge to player regardless whecher they are involved in the action. 
* they player being challenged does not want to prove it, they can discard their influence face down and lose an influence.
* if the player wins by showing their charecter, the return and shuffle that card into the deck and draw one card.
* whoever loses a challenge, must turn 1 of the cards face up (loses an influence)

Character Actions
* Duke - take 3 coins from treasury
* Assassin - pay 3 coins to the treasury and target another player to lose an influence (assassination)
* Captain - take 2 coins from another player. if the other player only 1 coin just take that 1 remaining coin. captain can block stealing.
* Ambassador - exchange cards with the deck. take 2 random cards from deck. choose which, if any, to exchange with face down cards. then return two cards to deck. ambassador can block stealing.
* Duke - can block foreign aid (the taking of 2 coins) of another player.
* Contessa - can block being assassinated. if blocked, then the assassin still has to pay that money to treasury.

Love Letter (3-4 players)

Goal: Have the highest ranked card at the end of the game or be last player standing.
Setup:
- Shuffle cards
- Deal 1 card to each player

Taking turns:
- Draw 1 card
- You must discard one card face-up in front of you and play its ability

Cards:
- Princess - If you discard this card no matter how or why, you are knocked out the game.
- Prince - Whe you discard the prince, choose one player still in the round (including yourself).
   That player dicards his hand (do not apply its affect, unless it is the princess) and draws a new card.
   If the deck is empty, that player draws the card that was remove at the start of the round.
- Handmaid - when you discard the Handmaid, you are immune to the effects of other cards until the start of your next
    turn. If all players are protected by the handmaid other than the player whose turn is it, then that player
    must choose himself e.g. player plays prince but others are protected by handmaid then the player has to 
    choose himself to discard a card and draw a new card.
- Baron - when you discard the Baron, choose another player to compare hands with. 
    The player with the lower rank is knocked out of the game. In a case of a tie, nothing happens.
    If all other players still in the round in the Handmaid, this card does nothing.
- King - When you discard the king, trad the card in your hand with the card held by another player of your choice.
   If all other players are protected by Handmaid, this card does nothing.
- Countess - She has no effect when you discard her. If you ever have the Countess and either the
   King or Prince, you must discard the Countess. You don't have to reveal your hand. You can also discard 
   the countess if you don't have the king or prince. You are encouraged to bluff.
- Priest - when you discard the Priest, you can look at one other player's hand. Do not reveal hand to all players.
- Guard - when you discard the Guard, choose a player and name a card (other than a guard). 
   that player is knocked out of the game. if all other player still in the game are protected by the handmaiden, 
   this card does nothing.

Love Letter (2-player variant)

Goal: Same as basic standard game: to have highest hand or to guess other person's hand correctly.
Setup: 
- Shuffle deck and discard 1 card from top.
- Deal 1 card to both players

Taking turns:
- Draw 2 cards
- You must: discard one face-up, and play 1 card face-up.
- If there is only one card left in draw pile, follow basic rules: Take 1 and you must play 1.

Guillotine

Goal: Have the most points at the end of the game.
Setup:
- Shuffle noble deck and shuffle ability deck
- Deal 5 ability cards per player
- Place guillotine on the table
- Draw and place 12 noble cards face up. The rightmost is at the front of the guillotine

Taking turns:
- Starting with random player.
- Optional: Play an ability card
- Get a card at the front of the line

Endgame:
- After 3 draws of 12 nobles, whovere has the highest points wins

King of Tokyo

Goal: Be the first with 20 victory points or last monster standing. (>0 heart)

Setup
* Each player gets a monster card. They should be at 10 heart and 0 star (victory points)
* Tokyo board in center
* Shuffle ability cards and draw and show 3 face up next to ability pile.
* Put energy cubes next to ability pile.
* Rolle whoever gets highest attack rolls to be the first player to start.

Gameplay (3-4 players)
* On player turn, whoever gets first attack die rolls take over Tokyo. (Place monster on Tokyo)
* Things to do on your turn:
  1. Roll up to 2 rerolls (use 6 black dice. the green are special use only)
    e.g. roll 1: 111,heart, energy, attack
    e.g. reroll 1: keep heart, attack, and reroll others
    e.g. reroll 2: reroll the heart and attack
  2. Resolve dice values
  3. Purchase card and/or pay 3 energy to cleare and redraw abilities up for sale

Tokyo
* If you are in Tokyo you damage all monsters
* If outside monsters attack you you can 
  a) yield. Take damage and leave Tokyo and they must take your place
  b) stay and take the damage
* When you enter Tokyo you get +1 Victory point
* When you start your turn you get +2 Victory points

Coloretto

Goal: 
* To have the most points at the end of the game.

Setup:
(2-player setup)
* For two players remove Brown and Pink from deck.
* Remove last round marker card from deck.
* For 2-player, each player gets 2 different color cards.
* Place 1-2-3 slot marker cards in center.
* Shuffle remaining cards. Draw 15 cards face-down and place Last Round marker card on top. 
  Place the remaining cards on top of that stack.
(3-player setup)
* Remove Brown from deck.
* For 3-player, each player gets 1 different color.
* Use the 3-3-3 slot marker cards.

Gameplay:
* House rules: decides who starts first
* A player can do two things on their turn, either:
  a) Draw from deck and place a card on one of the non-filled slots
  or
  b) Choose all cards in one slot. It is all or nothing.

* For 2-players, when 2 slots are chose the last slot's cards are discarded in a discard pile.
* For 3-players, all slots should be eventually chosen.
* Players put back slot marke cards in the center and continue their turns until they reach the Last Round marker card.
* When the Last Round marker card is drawn, that signals that this is the last round.

Tallying the score:
* When the last round is done, each players uses the score card to look up thei values of the 3 selected colors. 
* Subtract 1 point for each non-chosen color in your deck.
* Player with highest points wins.
You can only draw and place in slot and that's it. After you draw, you must put card down.
or you can collect what's in a slot, but then you'll have no more turns.

Sushi Go (2-player)

Goal:
* Player with most points wins.

Setup:
* Deal 4 hands of 5 cards. 2 hands per player: 1 hand is your play hand and 1 hand is the blind replenish which will always be face down.

Gameplay:
* After the first turn, you do not replenish.
* On your turn play your card by facing it up in front of you.
* Now pass your hand to your opponent.
* They play a card and replenish using the blind replenish pile.
* Repeat until all cards played.

Biblios (2-player)

Goal: Collect best sets of cards that result in the most points. For example, having the most blues and greens might give you more
points than having the most yellows and reds.

Setup:
- Shuffle all cards and make a draw pile with it.
- Do not deal.
Gameplay:
  Gift Phase:
    - On each players turn, the player must do each of the following:
       a) keep 1 card
       b) give 1 card
       c) put 1 card in auction pile face down
    - Do this until all cards are drawn from the draw pile.
    - When a church card is received or given, it must be played immediately. THe church card changes
      the points earned for the card sets e.g. adding +1 to make owner of blue set worth 4 points.
   Auction phase:
      - The first player is the one to the left of the player that finished the draw pile.
      - On each players turn, the person takes top card from auction pile and the next player makes a bid or passes.
        If everyone passes, the card is discarded.
      - If the highest bidder doesn't have the money, then they are penalized: the other players randomly select a card
          from their hand. The item is put up for auction again but the player who couldn't pay does not participate in the
          auction for that card.
          Variant penalty: The player to the left of deadbeat chooses a random card to discard from the deadbeat's hand.
      - You can trade gold cards by bidding the cards in their hand e.g. "I bid 2 cards". THe highest bidder wins
        and the payment is placed facedown (not revealing what cards they paid with) into the discard pile.
      - You can pay for book cards with gold, but you don't get change if you pay more gold than the book price e.g. you bid 2 gold 
         but paid with 3-gold card. Highest bidder wins and places gold card face-up on discard pile.

Scoring phase:
- Count the number of card sets you have. Whovere has the highest count of a particular set wins the points (the dice value)
for that particular set. For example, if Alice had the most Blue cards then she wins the points for blue cards, say, 4 points.
If Bob had the most Red cards then she wins the points for the red cards, say, 6 points.
Whoever has the most points wins.

Linko (2-player)

Goal:
* Have the highest played card count wins

Setup:
* Shuffle deck
* Deal 13 cards to shadow hand
   a) If you see Card [13] or [W], put it on the lowest open card. Each attached [13] counts as 0 count.
   b) If all current open cards have a [13] attached then discard the [13] or [W].
* Place 6 open cards on the table by drawing from the deck. Same rules applies for [13] or [W].
* Deal 11 cards to each of the 2 players, each player gets 1 [W] wildcard.

Gameplay:
* Youngest player starts
* Turns go clockwise
* Phases:
  I. Player can put down a card or a set of card e.g. [2] or [2][2]
  Stealing:
    * Starting from the shadow player then human then open cards, you can steal cards if they 
    have the same same card count and are equal or lesser value e.g. playing [5][5] can steal [4][4] or playing
    [13][13][13] can steal [2][2][2]. 
    * If you don't want to steal, the other player has two choices:
     1) Put the target cards back in their hand, and draw the number of target cards from either/or
     the open cards from the deck e.g. 1 from open pile, 1 from deck or 2 from deck or 2 from open pile
     or,
     2) The victim player can discard thei target cards and enact the same replenish rules as option 1.
    If nothing to steal, end your turn.
  Replenishing:
    * Whenever shadow player or open cards have cards stolen, replenish the number of cards that were stolen.
      Note that a [W] or [13] has zero-count and also you put the [13] or [W] on top of the lowest cards.
  Steal Order:
    - Shadow hand
    - Counter-clockwise players
    - Open cards

Ending:
* When a player empties their hand, the game ends. Everyone counts the cards played in front of them and subtract the number of cards
in their hand. Player with highest count wins.

Black Fleet

Goal: To collect enough money to purchase the Governor's hand in marriage.
Setup: 
- Shuffle the following decks: Fortune deck, Movement deck, Upgrade Deck
- Deal 2 Fortune Cards to each player
- Deal 2 Movement Cards to each player
- Deal a 5, 8, 11, 14 Upgrade(development deck) + One 10 end-game card to each player
- Put the appropriate color goods to their respective ports
- Each player chooses their starting port

Taking turns:
- Play a movement card
- Optional: Play a fortune card. Play only fortune cards you had at the beginning of your turn unless otherwise told.
- Draw the same number of movement cards that you used
- Optional: Purchas a development card and/or End-game card

Movement cards:
- You move all your type of ships the amount shown for each type on the card you played
- Drawn the number of movement cards you used (usually just 1 per turn)

Development cards:
- To win the game you must purchase all development cards before you purchase the end game card

End-game cards:
- The governor's daughter has the 10 dabloon version and the 20 dabloon version. You can choose which one depending 
how long you want to game to be.

Get Bit

Goal: Be the first person in line at end of game.
Setup: 
- Place shark on the left and playerss on the right
- 4 players: remove the 6 and 7 action cards
- 5 players: remove the 7 action cards
- Give the players their action cards

Taking turns:
- Everyone plays their card face down and everyone reveals it at the same time
- On first turn, nobody gets bit
- When two players have same value, they don't move
- When lowest value goes to front of line first, second lowest goes to front of line next, etc.
- When a player only has two cards at the end of their turn, they take back all their cards
- When a player is bit, they go to front of line and take back all their cards

Roll for It

Goal: First person to 40 points wins
Setup:
- Shuffle cards and flop 3

Taking turns:
- Roll once and match however many dice on the cards you think you can win
- If you immediately match a card, you can take that card
- Next person takes their turn

Endgame: 
- First person to 40 points wins

Battles of Westeros

* you roll to buy order tokens. and the color of the tokens is what you would use to order your units around.
* you a leadership card to use leadership and pay whatever command token to pay pay for those leader orders.
* you can only have one 1 leadership card and 1 order token at the end of your turn.


* when you first attack someone you put an engagement token
* when you fight someone that's already engaged you can just to re-roll one type of dice.
* when you rolll a shielf of a certain color that is a hit against that type of color. if you roll a gauntlet that is a hit to any type of unit.
* after attacking flip your flag

* if you kill a green unit you get x number of morale
* you kill a red unit you get x number of morale
* you kill a blue unit you get x number of morale

if you want to organize your units, you can put them in ziploc bags with ties.

Tokaido

Object: To get the most victory points by visiting tourist spots.
Setup: 
- Shuffle the Hot Springs, Souvenir, Encounter, and Rest Stop cards
- Sort landscape cards from lowest to highest start from the top
- Shuffle character cards and deal 2 to each player. Each player discards one card of their choice.
- Place round character tokens on score track
- Randomly place player meeples on course (shake in hand and randomly draw from your palms)
Setup (beginner variant):
- Do not deal character cards and just deal 6 coins to each player.

*Temple: You must have at least 1 coint to visit temple. Donate 1 to 3 coins.
*Farm: Automacilaly get 3 coins for visiting
*Souvenirs: You need at least 1 coin to visit - purchase is optional. You get the scale of points based on whether you complete sets of item types. Draw 3 face-up and purchase any or all souvenirs if you have money. Score points as you complete sets.
*Encounters: Play the encounter cards and you can get free landscape cards, free coins, free food cards etc.
Hot springs: When you goto a Hot Spring you get points based on what card you get from drawing from the Hot Spring pile. 

2-slot spots: THere are two slots, the player in last slot goes ahead of the person that's in the first slot.

Rest Stop: Place meeple from first to last in order. The last person in line goes first.
THe first person to the rest stop draws # of players + 1 cards and does not show their card. THen they purchase (or skip) 1 meal
and make a 2nd meal pile facedown next to 1st meal pile. The next player must take from the second meal pile facedown
and purchase (or skip) and put the rest back to 2nd meal pile. Everyone does this until all meals are purchased or skipped.

Landscape: Each time you visit a landscape type you increment the landscape card that you have in your hand. First person to
complete a landscape gets the bonus. people can still get landscapes but they won't get the bonus.

Points: Each time you score, move your token on score track. Bonus points can be tied.

Endgame: Count all points and bonuses. Whovere has the highest points wins.

Pandemic

Object: Treat all diseases and find a cure for all diseases.

Setup:
- shuffle character cards and deal 2 randomly to each player. each player should discard one card
- take out epidemic cards from player cards. as best you can, create for 4 even piles of the player cards and shuffle four epidemic cards in each pile.finally, combine the piles and place in the player card section.
- shuffle infection cards and place in infection pile.
- place player pawn in atlanta and place research facitily in CDC

On each players turn they can perform  4 actions (in any combination) of different types:
movement actions:
- discard a city card to teleport to the city (e.g. discard Tokyo to teleport to tokyo)
- discard a city card that you are on to teleport to any city
- teleport from one research facility to another

non-movement actions:
- discard a city card that you are in and build a research facility
- either you give or take a card as an action. both players must be in the city as that card

Outbreaks:
- When you infect a city with 3 or more infection cubes you must increment outbreak counter.

Finding a cure:
- To find a cure, you must have 5 cards of the same color and you must use an action on in the city with a research
base to find that cure. Then put the appropriate color cure token in its slot. Infection cards of that color no
longer apply and may be discarded. (?)

Smash Up

Setup:
* Pick two factions and shuffle them together
* Draw 5 cards

Taking turns:
* On your turn draw 2 cards
* Play either 1 minion, 1 action or both
* Discard cards if you have more than 10 cards in your hand

Formula D (Basic rules)

Setup:
* Each player rolls black dice to determine pole position
* Before play starts, each player rolls black dice. 1-4 means engine stalls, everything else is no problem.
* Everyone starts at 1 first gear

Taking turns:
* Players declare what gear they are shifting to - up or down
* Players can shift up only one gear, but may shift down at most 3 gears.
Each gear shifted down in excess of 1 gear loses a wear point e.g. shifting down from 4 to 2 means 1 damage.

Corners:
* With corners that have 1 value, players must stop there once or they are eliminated
* With corners of 2 value, they must stop at least once and take damage equal to the number
of spaces they overshoot. If they stop their twice, they take no damage
* With corners of 3 value, they must stop at least twice and would take damage
equal to the numbef or spaces they overshoot. If they stop three times, they take no damage.

Winning:
* Player who crosses finish line first wins

Spartacus

Setup:
* Separate out slave cards and starting gladiator cards 
* Shuffle Market cards and Intrigue cards
* Give each player their character board
* Give each player their starting gladiators and slaves according to the indicated values on their character board
* Give each player a gladiator figure
* Players roll highest value to become Host on first play
* For faster play, everyone starts at 7 Influence (at the top of each players character board)

Phases:
There are 4 phases to the game, each phase the turn starts from the host.

Phase I: Upkeep
*Injured gladiators must roll 1 to 3 to Heal (?).
*During the phase, each player should balance their ledger. Each slave gives 1 gold, whereas each gladiator
cost one gold. If a player does not have enough slaves or gold to pay for a gladiator, the player
must choose a gladiator to discard.


Phase II: Intrigue
--
*During this phase, each player can play their scheme cards against other players
or with the help of other players. The scheme cards have a Influence cost at the top left.
*If the Influence cost is more than you can afford, you may negotiate with other players to pay
that influence. 

Phase III. Auction/Market
--

*Four market cards of put faced down on the arena board.
*Players place their money in one hand to hide how much money they have.
*Players put their money into a fast. All players put their fist of money over the arena board
and simultaneously reveal their bid.
*If players tie, they drop their money on the board and bid again until someone wins.
*If nobody wins an item/slave/gladiator then players take their money back and the item is discarded.
*Lastly, players bid who will become host for the next phase. If bidding results in highest bidders
run out of money, then they must roll for highest dice value.

Phase IV. Arena
--
* Players who win gain +1 Influence, and their gladiator gets a Favor token. 
Gladiators who enter arena with favor token immediately get +2 gold.
Gladiators with certain number of favor tokens cannot be killed by the Host. (?)
* If a gladiator is defeated, the Host decides if the gladiator is killed. The other player(s)
can negotiate a deal to save the life of the gladiator.
Placing bets:
* Before fighting starts, players choose which gladiators will play.
* Players can play their special scheme cards right after players choose their gladiators.
* Maximum bet per bet-type is 3 gold.

Taking turns:
- Each player can equip their gladiator with one type of armor, weapon, and shield but no more.
- Players get the number of attack, defend, and speed dice based on the indicated numbers on their 
gladiator's character card.
- Players roll their blue dice. The player with the highest sum wins iniative and can now 
choose to move or have other player move first. (House rule: the person with the highest blue die wins,
if there is a tie, check the next highest values, otherwise re-roll all blue dice.)

* Attack dice are red, Defend dice, 
* The highest dice rolls are matched. Starting from highest to lowest, each time a red die
outnumbers a black die, that counts as a hit against the defender. Defender must remove
one of their dice back into the dice pile. Each player must have at least 1 die of each color.

Defeating, Injuring, and Decapitation
--
* When a player has only one die of each color, they are in danger of either being defeated, injured
or decapitated.
* An DEFEAT is caused when a defender is hit once by an attacker's dice roll.
For example:
Defender rolls Black 3
Attacker rolles Red 4 Red 1 
Note that Attack rolls of <= 3 do not count.

* An INJURY is caused when a defender is hit twice by an attacker's dice roll.
For example:
Defender rolls Black 3
Attacker rolles Red 4 Red 5

* A DEPACITATION is caused when a defender is hit 3 times by an attacker's dice roll.
For example:
Defender rolles Black 3
Attacker rolles Red 5 Red 4 Red 5
* A roll of <= 3 does not count on any die that is not matched by another

End game
--
When a player reaches 12 Influence, other players have a chance to reach 12 influence.
If two people have 12 influence, we skip to arena phase and the two players choose their gladiators
with which to fight. The winner in the arena wins the game.
If more than two people have 12 influence at the end of the phase, the players with two-lowest
value of gladiators and equipment must fight. The winner of that fight, must then fight the remaining player(s).

Schotten Totten

Setup:
* Shuffle and deal 6 cards
* Place fence cards orthogonal to the players
* You may exclude the tactics cards

Taking turns:
* Player puts one card in any slot that has 0-2 cards in it
* When both sides of the fence has 3 cards, resolve who wins using reference cards

Scoring:
* Player who won the most fences wins

Formula D

Basic Setup:
* Each player should get one player board 

Basic rules:
* From pole position, each player starts at 1st gear
Thereafter, players can increase/decrease by 1 gear at the beginning of their turn
* Players must stop at least twice in corner that say 3 or more
* Players who overshoot lose 1 damage point per space overshot
* Players lose 1 damage point per number of gears skipped
* You may choose 1 lap your first game. 2 laps mitigates luck of the roll
* First player to the finish line wins

Saboteur

Objective: Be the player with the most gold after 3 rounds.

Setup: 
- For 4 players shuffle tk Miner cards and tk Saboteur cards
- Place 3 goal cards, 1 card-height apart
- Place 1 starting card 7 card width from the goal cards
- For 4 players, deal tk Action cards

Taking turns:
- On a player's turn, they must play exactly 1 card which means they can
 a) place a path card
 b) place a damage equipment card in front of any player including themselves
 c) place a repair equipment card in front of any player including themselves

Bluffing:
- Players cannot say they are the saboteur but people can accusse them of being a saboteur

Rick and Morty: Total Rickall (BASIC CO-OP)

Objective: To kill off all the parasites.

Setup: Shuffle Character, Identity, and Action cards.
Draw and place facedown identity cards  on the table equal to # of players times 2.
Draw and place faceup Character cards on top of the Identity cards.

Gameplay: Starting from the first player (with the first-player token), 
each player will pick one Action card to place facedown in front of them.
WHen all players have placed their Action cards in front of them facedown,
they all reveal their cards and resolve the actions starting from the First Player.
When a parasite is killed, a new Identity+Character card is placed on the table.

End of round: At the end of the round, a new identity + character card is placed on the table.

Game end: When >50% of players agree that all parasites have been killed,
if so, fliup up all Identity cards. If there is a parasite, the humans lose.
Instant lose: when the players kill off the 4th real character

Rook

Each trick is when one person lays down a valued suit. the next people have to place a card with that suit. if they're value is highest they win the trick. if you don't have that suit you have to play something, it makes sense to play something small.
A card with a trump suit wins. unless someone has a trump suit with higher value. 
A crow trumps everything, everytime.
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