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pdf https://cdn.1j1ju.com/medias/80/47/7c-bonne-journee-regle.pdf
7 heures : le réveil sonne ! Debout, les lève-tard sinon vous allez manquer un tas de choses excitantes. Pendant le jeu, les enfants vivent toute une journée, du lever au coucher. Seul celui qui sera attentif et se rappellera bien les motifs gagnera la partie. Et tout en jouant, les enfants s’exerceront à lire l’heure.
1,79 Mo - En Allemand 1,79 Mo - En Anglais 1,79 Mo - En Espagnol 1,79 Mo - En Français 1,79 Mo - En Italien 1,79 Mo - En Néerlandaispdf https://cdn.1j1ju.com/medias/b5/cc/f4-lost-legends-rulebook.pdf
Each player chooses a hero, takes the corresponding hero board and prepares it as follows: 1. Place one experience marker on space 0 of the experience track. 2. Place one life token on the gold-framed space of the life track, then place one life marker on top of the life token.
1,74 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/00/25/9d-enuk-rulebook.pdf
There’s a lot to discover on the ice floes of Greenland … Enuk, the little Eskimo boy, is really excited. He’s been looking forward to wandering around with his brothers for a long time. Up to now they have only told him stories about all the polar bears and seals they encounter, but now he is to get to see the animals for himself.
517,61 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/9c/05/8f-tombouctou-regle.pdf
Chacun tente de transporter toutes les marchandises de sa caravane si possible à Tombouctou, mais dans chaque oasis, des voleurs bien décidés à s'en emparer les guettent. Celui qui met à profit les indications qui figurent sur les cartes Voleurs et évite les voleurs avec le plus d'habileté, est celui qui en fin de partie a réussi à transporter le plus de marchandises précieuses à Tombouctou et est...
612,34 Ko - En Français 608,72 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/f4/65/d4-indus-rulebook.pdf
Each research team is examining the Indus Valley. Players try to earn points for each type of ruin by having the most researchers on each of these ruins. Once all researchers have been brought into play, the discovery counters are assigned.
424,79 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/b6/9b/9c-neuroshima-hex-new-york-rulebook.pdf
New York didn’t collapse. Destroyed by atomic bombs, transformed into a fortress among the ruins, it still fights in the defense of the ideals of Free America. So far it has become a capital of the small state of the same name and has start a crusade to restore the human world. At the same time it has usurped the role of guiding the nation, and removed their opponents wherever they can.
753,96 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/b7/4d/68-neuroshima-hex-vegas-rulebook.pdf
Vegas felt the effects of the war to a lesser extent than the majority of US cities and is one of a few surviving civilisation centres, where you can live a higher life standard than in most parts of the ruined continent. Vegas has also become villains’ Mecca, a place where they caught the scent of money making possibilities.
1,48 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/6b/ee/ab-neuroshima-hex-mississippi-rulebook.pdf
In 2050 Mississippi is a gigantic toxic sewer draining directly from the interior of Moloch territory. The river and the lands in its vicinity are hidden in poisonous fumes and is known as the Belt of Death or seedbed of mutants. Only a few can survive here and for those rare individuals who live here, the deadly toxins in the air and water are every-day reality.
906,45 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/c8/71/b9-neuroshima-hex-neojungle-rulebook.pdf
A Module must be directly linked to some unit in the Motherland (not only to adjacent to a unit in the Motherland) to affect the Motherland. Enemy tiles affecting Modules of the Motherland (for example which cancel the effect of a Module) must directly affect the Module - not just any unit in the Motherland - in order to affect the target Module.
610,09 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/99/66/6e-neuroshima-hex-mephisto-rulebook.pdf
Anomalies originating from radioactive bomb craters gave birth to monstrosities of which even pre-war scientists hadn’t dreamed. Mephisto is a giant maggot, a unique synthesis of flesh and steel, which can even threaten well-armed expeditionary forces. Contaminated craters seem tempting as a shortcut or a reservoir of valuable resources.
458,03 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/97/46/f2-neuroshima-hex-steel-police-rulebook.pdf
Steel Police is a wandering brigade of law and order fanatics, clad in pre-war, experimental power armor. Chemicals exuding from by the armor and cybernetic enhancements increase the organism’s abilities at the expense of the psyche – Steel Police officers will automatically respond to anything the program identifies as threat or crime. They appear out of nowhere and pacify the area amid the roar...
527,40 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/7d/90/b8-neuroshima-hex-duel-rulebook.pdf
Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. It is based on a roleplaying game called Neuroshima RPG published by Portal in 2001. While being familiar with the RPG is not necessary, the players will find it easier to identify with their armies if they have read or played the game.
11,01 Mo - En Anglais