Anachrony Essential Edition: Rules, Time Travel & Strategy
Anachrony Essential Edition explained: worker placement, exosuits, time travel, borrowed future resources, asymmetric Paths and evacuation before the final cataclysm.
Individual board game guides and reference pages.
Anachrony Essential Edition explained: worker placement, exosuits, time travel, borrowed future resources, asymmetric Paths and evacuation before the final cataclysm.
The Crew: The Quest for Planet Nine explained: cooperative trick-taking, 50 missions, task cards, limited communication, trump rockets and escalating objectives.
Aeon’s End explained: cooperative deck building, breaches, spells, gems, relics, variable turn order, nemeses and deliberate no-shuffle deck planning.
Mansions of Madness Second Edition guide: two-action turns, the Mythos phase, app requirements, solo play, scenario goals, saving and physical expansions.
Clank! Catacombs explained: build your deck, reveal a modular dungeon, rescue prisoners, use portals, collect artifacts and escape before the dragon catches you.
Puerto Rico 1897 explained: choose roles, build a city, grow crops, produce goods, trade, ship and manage workers in a classic economic strategy game.
Tapestry explained: advance on science, technology, exploration and military tracks, build a capital city, use asymmetric civilizations and score income turns.
Brass: Lancashire explained: canal and rail eras, industry tiles, shared coal and iron, loans, markets, links and economic timing.
Terra Mystica explained: 14 asymmetric factions, terraforming, building upgrades, power cycling, cult tracks and area expansion.
Mage Knight Ultimate Edition guide: learn the first scenario, turn and combat order, day and night planning, solo play, and what its three included expansions add.