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The Last Friday:: Last Friday Italian Rulebook By: Geremy

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The Last Friday:: Last Friday English Rulebook By: Geremy

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Fury of Dracula (third edition):: Aprende a jugar y referencias de reglas By: juanodark

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Tube Heroes Racers:: Tube Heroe Racers Beta Rulebook By: Vesuvius Media

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Kamozza (貨モッツァ):: Kamozza EN By: matador

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Toire o Yogoshita nowa Dareda? (Who Soiled the Toilet?):: Who Soiled the Toilet? EN By: matador

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Far Space Foundry:: Regras Traduzidas By: prcsdark

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Are You Chicken?:: Are you chicken?_FR By: matador

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Between Two Cities:: Between Two Cities Rules Summary By: Dopeski

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Samurai Spirit:: Regras traduzidas By: prcsdark

12

Crazy Cat Lady:: Crazy Cat Lady - Rulebook PDF By: MrGlubGlub
Crazy Cat Lady Rules - Final for Realzies Unless Future Publisher Changes It.pdf (403 KB)
Refined. Any future updates will include diagrams.
Jul 26, 2016
Crazy Cat Lady Rules 4.2 - July-3-2016.pdf (396 KB)
Rulebook nearing completion. Game starting to feel fleshed out but still remain simple to learn.
Jul 3, 2016
Crazy Cat Lady Rules 4.1- June-29-2016.pdf (396 KB)
Rules updated to involve more strategy towards reno cards and make the early game more enjoyable and the long-term game more strategic.
Jun 29, 2016
Crazy Cat Lady Rules 4.0.pdf (395 KB)
Rulebook for the game Crazy Cat Lady version 4.0.

Game and rules property of Sean McDonald/Tower Guard Games Copyright 2015-2016 All Rights Reserved.
May 20, 2016

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Age of Empires III: The Age of Discovery:: New Trade Goods - 14 SCi-FI, 14 AoE Themed By: Korei Khan

9

Crazy Cat Lady:: Crazy Cat Lady - Game Cards PDF Print-N-Play By: MrGlubGlub
CCL-GAME-FINAL-July-14-2016.pdf (5.89 MB)
2 Less 'Cat Nap' Event Cards, 2 More 'House Collapses' Event Cards, to add balance to new Reno and Job card mechanics.
Jul 13, 2016
CCL-GAME-FINAL-July-3-2016.pdf (780 KB)
Re-organized cards per pages so there are more of a type of card per page, incase only one type of card needs to be reprinted during updates. Also added more info to the cards for easier usage during play.

Only a pen is needed to make any necessary changes, no need to reprint.
Jul 3, 2016
CCL-GAME-FINAL-June29-2016.pdf (776 KB)
Updated to apply to the new rulebook. Features new card ratios for Reno Cards and a alteration to the Starting Home Card to make the earlier moments of the game more pleasant and also involve more long-term decisions.
Jun 29, 2016

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Empires: Age of Discovery:: New Trade Goods - 14 SCi-FI, 14 AoE Themed By: Korei Khan

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Fire Sale:: Fire Sale 1.6 By: 79strat

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Dawn of the Zeds (Third edition):: Basic Rules Chines By: yucv2006

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Dawn of the Zeds (Third edition):: Basic Rules Chines By: yucv2006

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Fire Sale:: Fire Sale 1.5 By: 79strat

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Fire Sale:: Fire Sale 1.4 By: 79strat

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Fire Sale:: Fire Sale 1.3.2 By: 79strat

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Fire Sale:: Fire Sale 1.3.1 By: 79strat

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Ginkgopolis:: Tile and card tuckboxes for Ginkgopolis By: iamzimmer

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Empires: Age of Discovery:: Game Rules Summary - Everything Useful Summarised (2016) By: Korei Khan

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Age of Empires III: The Age of Discovery:: Game Rules Summary - Everything Useful Summarised (2016) By: Korei Khan

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Gettysburg: Badges of Courage:: Cool Cards to Spice Up Who Goes First By: sharpe1813
Union BOC Cards Jully 22.pptx (92 KB)
Here are the "Gettysburg" version of the rules. I have also posted rules and cards for "Borodino" both by Columbia Games.



Purpose of these Cards: To create incentives for players to gain cards that can be used to control when they go in the turn order.

Initiative Cards: Cards are rated for:
• + or - Rating as determined by the player's orientation of the card.
• Initiative rating to break ties as determined by the top of his discard pile.
• Special Use: Reshuffle and reroll 1 or 2 Dice instead of modifying initiative.

Card Areas: Each player has 4 places where cards reside:
• Draw pile.
• Current hand hidden from his opponent.
• "Play area" when vying for initiative during the Initiative Phase.
• Discard pile which must always contain at least one card. The top of the discard pile is always used to break "ties" when determining initiative.

Beginning of Game: Before the game begins, each player shuffles his deck and flips the top card of the draw pile. This card's initiative rating will be used to break ties. Ignore any "Reshuffle" text. Players start with no cards in their hand.

How to Gain Cards:
1) Activating HQs:
Confederates: Draw a number of cards equal to the number of activated HQs divided by 3 (rounding all fractions ups). The drawer keeps one of the cards and discards the rest in any order.
Union: Draw a number of cards equal to the number of activated HQs divided by 6 (rounding all fractions ups). The drawer keeps one of the cards and discards the rest in any order.
2) Moving Adjacent: Draw a number of cards equal to the number hexes next to enemy units that were vacant at the start of the turn. The drawer keeps one of the cards and discards the rest in any order.
3) Gaining Ground: For each melee in which his unit were the last unit to occupy after all regrouping hex, the victor draws 1 card.
Optional Rule: If either side started the melee with only cavalry or horse artillery units and the last unit of that side to occupy the area retreated, then no card is awarded. If the last unit of such side was eliminated, a card is still drawn by the victor.
Note: This represents the ability of these units to probe and screen.
Capturing Victory Hexes: When control of a VP hex changes, the occupier draws a number of cards equal to the hexes VP level in addition to possibly "gaining ground" (see above). The drawer keeps one of the cards and discards the rest in any order.

How to Play Initiative Cards:
A) During the Initiative Phase, each player rolls his dice as per the standard rule.
B) Each player may then use his cards one of three ways at any time:
1) Play a card to his "play area," orienting the card facing him as to add to his sum total.
2) Play a card to his "play area," orienting the card facing him as to subtracting to his sum total.
3) Discard a card to use its special text to immediately reroll 1 or 2 dice
according to the explicit text direction. This will change a player's tie-breaker.
4) Players may continue to play cards until they run out of cards or choose to stop playing cards. If necessary, the current loser in terms of game's VPs passes first and then the current winner can pass or play. If the current winner plays, then the loser can play another card(s).
5) When both players pass, determine initiative. Ties go to the player with the higher initiative rating on top of their discard pile who will be the 1st player.
Note: If you don't want initiative, you must "lose" it.
6) Next, each player discards his cards in the order that they were played. In other words, he stacks his cards on the discard pile with the bottom first played card going first into the discard pile and the last card played on top of the discard pile.
7) Loss of Momentum: If a player did not play an initiative card, he must discard one card (which includes night turns).
8) Next, each player discards down to their hand limit:
Hand limit = 5 + his Army Commander's Rating (before Commander is reduced for activation).

Reshuffling the deck: Upon the discard of a "Reshuffle" card, immediately do the following:
• Pick up discarded cards except for the top card.
• Add them to the Draw pile.
• Shuffle the deck to create a new Draw deck.


Where do I find the files to support this variant: Go to the "Files" section of this page. Hopefully, BGG will post it.

How do I make the cards?
Materials: Card protectors, adhesive mailing labels (5165/8165), cheapo playing cards.
To assemble:
1) After printing out the cards on the adhesive labels, cut them out.
2) Remove the backing.
3) Apply to the cheapo playing cards.
4) Insert into a card protector.
5) Do this 41 more timeswhistle


If you try this, please give me your feedback.

Thanks for trying out this idea!


Footnote: Cards were partially inspired by Mick Uhl, designer of AH's "Dinosaurs of the Lost World," a really chromy and cool game.
Jul 26, 2016

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