# Alien
## Links
- [Info](https://boardgamegeek.com/boardgame/296469/prishelec)
- [Rules](https://tesera.ru/images/items/1579867/20190911_rules_prishelec_200x210_LIGHT.pdf)
## Hats
### Players
- **Player**: x1 black
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
### Figures
- **Figure**: x1 black
- **Figure**: x1 red
- **Figure**: x1 yellow
- **Figure**: x1 lime
- **Figure**: x1 blue
## Wools
### Tokens
- **Break**: x6 red
- **Eggs**: x1 black
- **Weapon**: x3 gray
- **Spacesuit**: x4 light gray
- **Cobweb**: x4 white
## Books
### Characters
- **Mark &0**: x1 red
- Has a Blaster.
- **Lena &2**: x1 yellow
- Can increase speed by 1.
- **Victoria &3**: x1 lime
- Can fix objects, except Anabiosis Chamber.
- **Nicholas &7**: x1 blue
- Has 3 life points.
### Weapons
- **Blaster (2↔ 2♥) &0**: x1 red
- Distance: 2 spaces.
- Damage: -2 life points.
- **Plasma Gun (2↔ 3♥) &2**: x1 yellow
- Distance: 2 spaces.
- Damage: -3 life points.
- **Flamethrower (1↔ 3♥) &3**: x1 lime
- Distance: 1 space.
- Damage: -3 life points.
- **Beam Gun with Scope (4↔ 2♥) &7**: x1 blue
- Distance: 4 spaces.
- Damage: -2 life points.
# Bang
## Links
- [Info](https://boardgamegeek.com/boardgame/3955/bang)
- [Rules](https://www.ultraboardgames.com/bang/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
## Books
### Roles
- **Sheriff &7**: x1 blue
- Kill all the Outlaws and the Renegade.
- **Deputy &3**: x2 lime
- Protect the Sheriff. Kill all the Outlaws and the Renegade.
- **Outlaw &0**: x3 red
- Kill the Sheriff.
- **Renegade &b**: x2 brown
- Be the last one in play.
### Characters
- **Bart Cassidy (4♥) &0**: x1 red
- Each time he is hit, he draws a card.
- **Black Jack (4♥) &1**: x1 orange
- He shows the second card he draws. On Heart or Diamonds, he draws one more card.
- **Calamity Janet (4♥) &2**: x1 yellow
- She can play Bang cards as Missed and vice versa.
- **El Gringo (3♥) &3**: x1 lime
- Each time he is hit by a player, he draws a card from the hand of that player.
- **Jesse Jones (4♥) &4**: x1 green
- He may draw his first card from the hand of a player.
- **Jourdonnais (4♥) &5**: x1 cyan
- Whenever he is the target of a Bang, he may "draw": on a Heart, he is missed.
- **Kit Carlson (4♥) &6**: x1 light blue
- He looks at the top three cards of the deck and chooses the 2 to draw.
- **Lucky Duke (4♥) &7**: x1 blue
- Each time he "draws", he flips the top two cards and chooses one.
- **Paul Regret (3♥) &8**: x1 purple
- All players see him at a distance increased by 1.
- **Pedro Ramirez (4♥) &9**: x1 magenta
- He may draw his first card from the discard pile.
- **Rose Doolan (4♥) &a**: x1 pink
- See sees all players at a distance decreased by 1.
- **Sid Ketchum (4♥) &b**: x1 brown
- He may discard 2 cards to regain one life point.
- **Slab the Killer (4♥) &c**: x1 black
- Player needs 2 Missed cards to cancel his Bang card.
- **Suzy Lafayette (4♥) &d**: x1 gray
- As soon as she has no cards in hand, she draws a card.
- **Vulture Sam (4♥) &e**: x1 light gray
- Whenever a player is eliminated from play, he takes in hand all the cards of that player.
- **Willy the Kid (4♥) &f**: x1 white
- He can play any number of Bang cards.
### Cards
- **Bang (2-9♣|A♠|2-A♦|Q-A♥) &0**: x25 red
- **Missed (10-A♣|2-8♠) &1**: x12 orange
- **Beer (6-J♥) &2**: x6 yellow
- **Saloon (5♥) &3**: x1 lime
- **Stagecoach (9♠) {1-2} &4**: x2 green
- **Wells Fargo (3♥) &4**: x1 green
- **General Store (9♣|Q♠) &5**: x2 cyan
- **Panic (8♦|J-Q,A♥) &6**: x4 light blue
- **Cat Balou (9-J♦|K♥) &7**: x4 blue
- **Gatling (10♥) &8**: x1 purple
- **Indians (K-A♦) &9**: x2 magenta
- **Duel (8♣|J♠|Q♦) &a**: x3 pink
- **Mustang (8-9♥) &b**: x2 brown
- **Scope (A♠) &b**: x1 brown
- **Barrel (Q-K♠) &c**: x2 black
- **Jail (10-J♠|4♥) &d**: x3 gray
- **Dynamite (2♥) &e**: x1 light gray
- **Volcanic (1↔ 10♣|10♠) &f**: x2 white
- **Schofield (2↔ J-Q♣|K♠) &f**: x3 white
- **Remington (3↔ K♣) &f**: x1 white
- **Rev. Carabine (4↔ A♣) &f**: x1 white
- **Winchester (5↔ 8♠) &f**: x1 white
# Burgle Bros
## Links
- [Info](https://boardgamegeek.com/boardgame/172081/burgle-bros)
- [Rules](https://www.ultraboardgames.com/burgle-bros/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
### Figures
- **Figure**: x1 red
- **Figure**: x1 yellow
- **Figure**: x1 lime
- **Figure**: x1 blue
- **Guard**: x3 black
## Wools
### Tokens
- **Alarm**: x9 red
- **Open**: x6 yellow
- **Crack**: x18 lime
- **Stealth**: x6 blue
- **Hack**: x18 purple
- **Downstairs**: x3 gray
- **Thermal Bomb**: x2 light gray
- **Crow**: x1 black
- **Kitty**: x1 white
## Books
### Characters
- **Acrobat &0**: x1 red
- Flexibility.
- Climb Window.
- **Hacker &1**: x1 orange
- Jammer.
- Laptop.
- **Hawk &2**: x1 yellow
- X-Ray.
- Enhance.
- **Juicer &3**: x1 lime
- Crybaby.
- Reroute.
- **Peterman &5**: x1 cyan
- Steady Hands.
- Drill.
- **Raven &7**: x1 blue
- Distract.
- Disrupt.
- **Rigger &8**: x1 purple
- Solution.
- Tinker.
- **Rook &b**: x1 brown
- Orders.
- Disguise.
- **Spotter &f**: x1 white
- Clairvoyance.
- Precognition.
### Abilities
- **Flexibility &0**: x1 red
- You may move into a tile with a Guard as a free action and you don't use a Stealth when you do. You must leave before the Guard moves or lose a Stealth.
- **Climb Window (A) &0**: x1 red
- If you are on an outer tile, you may spend 3 actions to move up or down 1 floor. This ends your actions.
- **Jammer &1**: x1 orange
- You do not trigger Fingerprint, Laser or Motion tiles. Other players will not trigger them while you are there.
- **Laptop (A) &1**: x1 orange
- You can add a hack token to yourself for one action (limit 1). This token can be used as a laser, motion, or fingerprint hack token by any player.
- **X-Ray &2**: x1 yellow
- Once per turn as a free action you may peek at an adjacent tile through a wall.
- **Enhance (A) &2**: x1 yellow
- As a free action, once per turn, you may peek at a tile up to two spaces away. You may not skip over an unrevealed tile. You cannot see through walls, but you can see around corners and up stairs.
- **Crybaby &3**: x1 lime
- As a free action, you may create an alarm in an adjacent tile, (but not through walls).
- **Reroute (A) &3**: x1 lime
- Once per turn as a free action, you may pick up an active alarm on your tile and draw a new Patrol card OR discard your alarm token to trigger an alarm (limit 1).
- **Steady Hands &5**: x1 cyan
- When rolling for the Safe or Keypad, roll 1 additional die.
- **Drill (A) &5**: x1 cyan
- You may add dice and roll on safes above or below your tile, but cannot pick up loot or tools from those safes.
- **Distract &7**: x1 blue
- As a free action you may place the crow token up to two tiles away from your character (not through walls). If the guard enters a tile with the crow, he loses one movement. The crow remains in that location until you move it again.
- **Disrupt (A) &7**: x1 blue
- As a free action you may place the crow token on your current tile. If the Guard starts his movement on the same tile as the crow, AND there are no alarms, he loses all movement, and the crow is returned to the you.
- **Solution &8**: x1 purple
- You start with the Dynamite Tool. When any player finds a Tool, they may draw two Tool cards, keep one, and discard the other.
- **Tinker (A) &8**: x1 purple
- You can discard a Stealth token to draw a Tool. When any player draws a Tool, they may draw two Tool cards, keep one and discard the other.
- **Orders &b**: x1 brown
- Once per turn you may spend an action to move another player one tile. Ignore move costs such as those from Deadbolt and Laser. Follow all other normal movement rules.
- **Disguise (A) &b**: x1 brown
- You may spend your first action to trade places with any player. This does not count as entering the tile for either of you.
- **Clairvoyance &f**: x1 white
- Once per turn you may spend one action to look at the top card of the Patrol deck for you floor. Choose to place it on the top or bottom of the deck.
- **Precognition (A) &f**: x1 white
- Once per turn you may spend one action to look at the card of the Event deck. Choose to place it on the top or bottom of the deck.
### Patrols
- **Patrol {1-3} &0**: x48 red
- Destination:
- {A-D}{1-4}.
- **Patrol {1-3} &0**: x3 red
- Lost Visual:
- The Guard loses all his movement. Remove him from the board. The next turn that he would move, draw a new location and destination.
### Events
- **Brown Out &8**: x1 purple
- Alarm tokens on all floors are remove. Draw a new patrol card for each alarm removed.
- **Buddy System &8**: x1 purple
- Choose a player. Move their piece onto your current tile. Does not count as entering.
- **Change of Plans &8**: x1 purple
- Activate the next Patrol card on your floor.
- **Crash! &8**: x1 purple
- Set Guard destination on your floor to your tile.
- **Daydreaming &8**: x1 purple
- The Guard on your floor has one less movement this turn.
- **Dead Drop &8**: x1 purple
- Current player passes all tools and loot to the player on their right.
- **Espresso &8**: x1 purple
- The Guard on your floor has one additional movement this turn.
- **Freight Elevator &8**: x1 purple
- Fall up one floor. Does not count as entering the tile.
- **Go with Your Gut &8**: x1 purple
- If you are adjacent to an unexplored tile, move into it now. Choose if there is more than one.
- **Gymnastics &8**: x1 purple
- Walkways tiles act as stairs for one round. Leave this in front of you and remove it at the start of your next turn.
- **Heads Up &8**: x1 purple
- The next player gains an additional action on their turn.
- **Jump the Gun &8**: x1 purple
- Skip the next player's turn (including Guard movement).
- **Jury-Rig &8**: x1 purple
- Draw a Tool.
- **Keycode Change &8**: x1 purple
- Any open Keypad tiles are now locked again. Roll a 6 to enter and re-open.
- **Lampshade &8**: x1 purple
- Gain a Stealth.
- **Lost Grip &8**: x1 purple
- Fall one floor. This does not count as entering a tile.
- **Peekhole &8**: x1 purple
- You may peek at one adjacent tile, even through a wall or up/down floors. Resolve immediately.
- **Reboot &8**: x1 purple
- Set hacks on any computer rooms to one token.
- **Shift Change &8**: x1 purple
- Guard does not move on your floor. Instead, Guards on the other floors move this turn (if revealed).
- **Shoplifting &8**: x1 purple
- Alarms are triggered on all Laboratory tiles that have had tools taken from them.
- **Squeak! &8**: x1 purple
- Move the Guard on your floor one tile towards the nearest character.
- **Switch Signs &8**: x1 purple
- The Guard on your floor and his destination swap positions.
- **Throw Voice &8**: x1 purple
- Move the Guard destination into an adjacent tile from its current location.
- **Time Lock &8**: x1 purple
- Players cannot move up/down through stairs for one round. Leave this in front of you and remove at the start of your next turn.
- **Video Loop &8**: x1 purple
- All Camera tiles are disabled for one round. Leave this in front of you and remove it at the start of your next turn.
- **Where is He &8**: x1 purple
- Guard on your floor jumps to his current destination.
### Tools
- **Blueprints &3**: x1 lime
- Discard to peek at any one tile on any floor.
- **Crowbar &3**: x1 lime
- Discard to permanently disable an adjacent tile. It can no longer block movement or trigger alarms.
- **Crystal Ball &3**: x1 lime
- Discard to look at the top 3 events. Put them back in any order.
- **Donuts &3**: x1 lime
- Place the Donuts under any Guard. Next time that Guard would move, he instead loses all movement and the Donuts are discarded.
- **Dynamite &3**: x1 lime
- Discard to destroy a wall adjacent to you that players and Guard may pass through. Trigger an alarm in the player's current tile.
- **E.M.P. &3**: x1 lime
- Remove all alarms from all floors. No alarms triggered on any floor until your next turn. Discard at the start of your next turn.
- **Invisible Suit &3**: x1 lime
- Discard to not be seen by Guards or Cameras while moving and gain one additional action this turn.
- **Makeup Kit &3**: x1 lime
- Discard to give all players on your current tile a Stealth token.
- **Rollerskates &3**: x1 lime
- Discard to gain two additional actions this turn.
- **Smoke Bomb &3**: x1 lime
- Discard to add three Stealth tokens to the current tile. These tokens may only be used in this room.
- **Stethoscope &3**: x1 lime
- Discard after a cracking attempt to change the result of any one die to any side you wish.
- **Thermal Bomb &3**: x1 lime
- Discard to make Stairs up or down from current tile. Mark with a stair token. Trigger an alarm in the player's current tile.
- **Virus &3**: x1 lime
- Discard to add three hack tokens to any computer room.
### Loots
- **Bust &6**: x1 light blue
- You may not use tools while holding the Bust.
- **Chihuahua &6**: x1 light blue
- Each turn roll a die. If 6, trigger an alarm on your tile.
- **Cursed Goblet &6**: x1 light blue
- Player who draws the Cursed Goblet loses one Stealth.
- **Gemstone &6**: x1 light blue
- Pay an extra action to enter a tile occupied by another player.
- **Gold Bar {1-2} &6**: x2 light blue
- Find the other Gold Bar, put in play. Only one can be carried per player.
- **Isotope &6**: x1 light blue
- Trigger an alarm when entering a Thermo tile with the Isotope.
- **Keycard &6**: x1 light blue
- Holder must be present to roll dice for cracking any Safe.
- **Mirror &6**: x1 light blue
- -1 action while holding. Holder does not trigger Laser alarms.
- **Painting &6**: x1 light blue
- Holder may not travel through Secret Doors or Service Ducts.
- **Persian Kitty &6**: x1 light blue
- Each turn roll a die. If 1 or 2, Kitty moves 1 tile towards nearest alarm.
- **Stamp &6**: x1 light blue
- When 3 actions or fewer are used by holder, trigger an event.
- **Tiara &6**: x1 light blue
- Guards will see you from adjacent tiles while you are moving.
### Rooms
- **Safe (-) &3**: x3 lime
- 1 action to roll combination
- 2 actions to add die
- **Stairs (4|5|6) &d**: x3 gray
- May move or peek upstairs
- **Walkway (1|2|3) &6**: x3 light blue
- If revealed via move, fall
- May move downstairs
- **Laboratory (3|4) &6**: x2 light blue
- First player to enter draws a Tool
- **Lavatory (5) &6**: x1 light blue
- When revealed place 3 Stealth tokens
- **Service Duct (5|6) &b**: x2 brown
- May move to other duct
- **Secret Door (1|2) &b**: x2 brown
- May enter through walls
- **Computer Laser (5) &a**: x1 pink
- Hack Laser alarm
- **Computer Motion (6) &a**: x1 pink
- Hack Motion alarm
- **Computer Fingerprint (4) &a**: x1 pink
- Hack Fingerprint alarm
- **Camera (1|2|3|6) &9**: x4 magenta
- If Guard on any Camera trigger alarm
- **Laser (1|2|3) &0**: x3 red
- 2 actions to enter or trigger alarm
- **Motion (1|2|3) &0**: x3 red
- Stop here or trigger alarm
- **Fingerprint (4|5|6) &0**: x3 red
- Trigger alarm on enter
- **Detector (4|5|6) &0**: x3 red
- If holding Tool or Loot, trigger alarm
- **Thermo (1|2|3) &0**: x3 red
- If actions end here trigger alarm
- **Keypad (4|5|6) &1**: x3 orange
- To enter, roll die. Open on 6
- Add die each roll
- **Deadbolt (1|2|3) &1**: x3 orange
- If empty, 3 actions to enter
- **Foyer (1|2) &2**: x2 yellow
- Seen from adjacent
- **Atrium (3|4) &2**: x2 yellow
- May peek up or down
- Seen from above & below
# Carcassonne
## Links
- [Info](https://boardgamegeek.com/boardgame/822/carcassonne)
- [Rules](https://www.ultraboardgames.com/carcassonne/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Meeples
- **Meeple**: x7 red
- **Meeple**: x7 yellow
- **Meeple**: x7 lime
- **Meeple**: x7 blue
- **Meeple**: x7 purple
- **Meeple**: x7 white
## Wools
### Markers
- **Marker**: x7 red
- **Marker**: x7 yellow
- **Marker**: x7 lime
- **Marker**: x7 blue
- **Marker**: x7 purple
- **Marker**: x7 white
## Papers
### Tiles
- **Land Shield 40**: x1
- **Land Shield 31 {1-2}**: x2
- **Land 31**: x1
- **Land Shield 30**: x1
- **Land 30 {1-3}**: x3
- **Land Shield 22 {1-2}**: x2
- **Land 22 {1-3}**: x3
- **Land Shield 201 {1-2}**: x2
- **Land 201**: x1
- **Land Shield 202 {1-2}**: x2
- **Land 202 {1-3}**: x3
- **Land 203 {1-3}**: x3
- **Land 204 {1-2}**: x2
- **Land 13 {1-3}**: x3
- **Land 121 {1-4}**: x4
- **Land 122 {1-3}**: x3
- **Land 123 {1-3}**: x3
- **Land 10 {1-5}**: x5
- **Land 04**: x1
- **Land 03 {1-4}**: x4
- **Land 021 {1-8}**: x8
- **Land 022 {1-9}**: x9
- **Land Monastery 01 {1-2}**: x2
- **Land Monastery 00 {1-4}**: x4
## Books
### Points
- **1 Point &0**: x64 red
- **5 Points &1**: x64 orange
- **10 Points &2**: x64 yellow
- **20 Points &3**: x64 lime
- **50 Points &5**: x64 cyan
- **100 Points &7**: x64 blue
- **500 Points &8**: x64 purple
# Cards
## Links
- [Info](https://boardgamegeek.com/boardgame/21804/traditional-card-games)
- [Rules](https://playingcarddecks.com/pages/card-game-rules)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
## Papers
### Cards
- **Clubs {2-A}**: x13
- **Spades {2-A}**: x13
- **Diamonds {2-A}**: x13
- **Hearts {2-A}**: x13
# Citadels
## Links
- [Info](https://boardgamegeek.com/boardgame/205398/citadels)
- [Rules](https://www.ultraboardgames.com/citadels/deluxe.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
## Wools
### Tokens
- **Gold Coin**: x30 yellow
- **Crown**: x1 white
## Books
### Markers
- **Warrant Marker &0**: x2 red
- Unsigned Warrant.
- **Warrant Marker &0**: x1 red
- Signed Warrant.
- **Threat Marker &1**: x1 orange
- Unmarked Lace.
- **Threat Marker &1**: x1 orange
- Flowered Lace.
### Characters
- **Assassin (1 1) &0**: x1 red
- Call a character you wish to kill. The killed character skips his turn.
- **Witch (1 2) &0**: x1 red
- Gather resources, call a character you wish to bewitch, then put your turn on hold. After the bewitched character gathers resources, you resume your turn as that character.
- **Magistrate (1 3) &0**: x1 red
- Assign warrants facedown to character tokens. Reveal the signed warrant to confiscate the first district that player builds. The player gets back all gold paid to build that district.
- **Thief (2 1) &1**: x1 orange
- Call a character you wish to rob. When the robbed character is revealed, you take all his gold.
- **Spy (2 2) &1**: x1 orange
- Name a district type and look at another player's hand. For each card of that type, take 1 of his gold and gain 1 card.
- **Blackmailer (2 3) &1**: x1 orange
- Assign threats facedown to character tokens. A threated player can bribe you (half his gold rounded down) to remove his threat. If you reveal the flower, you take all his gold.
- **Magician (3 1) &2**: x1 yellow
- Either exchange hands of cards with another player or discard any number of cards to gain an equal number of cards.
- **Wizard (3 2) &2**: x1 yellow
- Look at another player's hand and choose 1 card. Either pay to build it immediately or add it to your hand.
- You can build identical districts.
- **Seer (3 3) &2**: x1 yellow
- Randomly take 1 card from each player's hand and add it to yours. Then give each player you took a card from 1 card from your hand.
- You can build up to 2 districts.
- **King (4 1) &3**: x1 lime
- Take the crown.
- Gain 1 gold for each of your Noble districts.
- **Emperor (4 2) &3**: x1 lime
- Give the crown to a different player and take either 1 of his gold or 1 of his cards.
- Gain 1 gold for each of your Noble districts.
- **Patrician (4 3) &3**: x1 lime
- Take the crown.
- Gain 1 card for each of your Noble districts.
- **Bishop (5 1) &5**: x1 cyan
- The rank 8 character cannot use its ability on tour districts.
- Gain 1 gold for each of your Religious districts.
- **Abbot (5 2) &5**: x1 cyan
- The richest player gives you 1 gold.
- Gain either 1 gold or 1 card for each of your Religious districts.
- **Cardinal (5 3) &5**: x1 cyan
- If you are short of gold to build a district, exchange your cards for another player's gold (1 card = 1 gold).
- Gain 1 card for each of your Religious districts.
- **Merchant (6 1) &7**: x1 blue
- Gain 1 extra gold.
- Gain 1 gold for each of your Trade districts.
- **Alchemist (6 2) &7**: x1 blue
- At the end of your turn, you get back all the gold you paid to build districts this turn. You cannot pay more gold than you have.
- **Trader (6 3) &7**: x1 blue
- You can build any number of Trade districts.
- Gain 1 gold for each of your Trade districts.
- **Architect (7 1) &8**: x1 purple
- Gain 2 extra cards.
- You can build up to 3 districts.
- **Navigator (7 2) &8**: x1 purple
- Gain either 4 extra gold or 4 extra cards.
- You cannot build any districts.
- **Scholar (7 3) &8**: x1 purple
- Draw 7 cards, choose 1 to keep, then shuffle the rest back into the deck.
- You can build up to 2 districts.
- **Warlord (8 1) &b**: x1 brown
- Destroy 1 district by paying 1 fewer gold than its cost.
- Gain 1 gold for each of your Military districts.
- **Diplomat (8 2) &b**: x1 brown
- Exchange 1 of your districts for another player's district, giving him gold equal to the difference in their costs.
- Gain 1 fold for each of your Military districts.
- **Marshal (8 3) &b**: x1 brown
- Seize 1 district with a cost of 3 or less from another player's city, giving that player gold equal to its cost.
- Gain 1 gold for each of your Military districts.
- **Queen (9 1) &f**: x1 white
- If you are sitting next to the player who reveals the rank 4 character, gain 3 gold.
- **Artist (9 2) &f**: x1 white
- Beautify up to 2 of your districts by assigning each of them 1 of your gold. A district can be beautified only once.
- **Tax Collector (9 3) &f**: x1 white
- After each player builds, he places 1 of his gold on the Tax Collector's character token.
- Take all gold from your character token.
### Military Districts
- **Barracks (3) {1-3} &0**: x3 red
- **Fortress (5) {1-2} &0**: x2 red
- **Prison (2) {1-3} &0**: x3 red
- **Watchtower (1) {1-3} &0**: x3 red
### Noble Districts
- **Castle (4) {1-4} &2**: x4 yellow
- **Manor (3) {1-5} &2**: x5 yellow
- **Palace (5) {1-3} &2**: x3 yellow
### Trade Districts
- **Docks (3) {1-3} &3**: x3 lime
- **Harbor (4) {1-3} &3**: x3 lime
- **Market (2) {1-4} &3**: x4 lime
- **Tavern (1) {1-5} &3**: x5 lime
- **Town Hall (5) {1-2} &3**: x2 lime
- **Trading Post (2) {1-3} &3**: x3 lime
### Religious Districts
- **Cathedral (5) {1-2} &7**: x2 blue
- **Church (2) {1-3} &7**: x3 blue
- **Monastery (3) {1-3} &7**: x3 blue
- **Temple (1) {1-3} &7**: x3 blue
### Unique Districts
- **Armory (3) &8**: x1 purple
- During your turn, destroy the Armory to destroy 1 district of your choice.
- **Basilica (4) &8**: x1 purple
- At the end of the game, score 1 extra point for each district in your city with an odd-numbered cost.
- **Capitol (5) &8**: x1 purple
- If you have at least 3 districts of the same type at the end of the game, score 3 extra points.
- **Dragon Gate (6) &8**: x1 purple
- At the end of the game, score 2 extra points.
- **Factory (5) &8**: x1 purple
- You pay 1 fewer gold to build any other Unique district.
- **Framework (3) &8**: x1 purple
- You can build a district by destroying the Framework instead of paying that district's cost.
- **Gold Mine (6) &8**: x1 purple
- If you choose to gain gold when gathering resources, gain 1 extra gold.
- **Great Wall (6) &8**: x1 purple
- The rank 8 character must pay 1 more gold to use its ability on any other district in your city.
- **Haunted Quarter (2) &8**: x1 purple
- At the end of the game, the Haunted Quarter counts as any 1 district type of your choice.
- **Imperial Treasury (5) &8**: x1 purple
- At the end of the game, score 1 extra point for each gold in your stash.
- **Ivory Tower (5) &8**: x1 purple
- If the Ivory Tower is the only Unique district in your city at the end of the game, score 5 extra points.
- **Keep (3) &8**: x1 purple
- The rank 8 character cannot use its ability on the Keep.
- **Laboratory (5) &8**: x1 purple
- Once per turn, discard 1 card from your hand to gain 2 gold.
- **Library (6) &8**: x1 purple
- If you choose to draw cards when gathering resources, keep all drawn cards.
- **Map Room (5) &8**: x1 purple
- At the end of the game, score 1 extra point for each card in your hand.
- **Monument (4) &8**: x1 purple
- You cannot build the Monument if you have 5 or more districts in your city. Treat the Monument as being 2 districts toward your completed city.
- **Museum (4) &8**: x1 purple
- Once per turn, assign 1 card from your hand facedown under the Museum. At the end of the game, score 1 extra point for each card under the Museum.
- **Necropolis (5) &8**: x1 purple
- You can build the Necropolis by destroying 1 district in your city instead of paying the Necropolis' cost.
- **Observatory (4) &8**: x1 purple
- If you choose to draw cards when gathering resources, draw 3 cards instead of 2.
- **Park (6) &8**: x1 purple
- If there are no cards in your hand at the end of your turn, gain 2 cards.
- **Poor House (4) &8**: x1 purple
- If you have no gold in your stash at the end of your turn, gain 1 gold.
- **Quarry (5) &8**: x1 purple
- You can build districts that are identical to districts in your city.
- **School of Magic (6) &8**: x1 purple
- For abilities that gain resources for your districts, the School of Magic counts as the district type of your choice.
- **Secret Vault (0) &8**: x1 purple
- The Secret Vault cannot be built. At the end of the game, reveal the Secret Vault from your hand to score 3 extra points.
- **Smithy (5) &8**: x1 purple
- Once per turn, pay 2 gold to gain 3 cards.
- **Stables (2) &8**: x1 purple
- Building the Stables does not count toward your building limit for the turn.
- **Statue (3) &8**: x1 purple
- If you have the crown at the end of the game, score 5 extra points.
- **Theater (6) &8**: x1 purple
- At the end of each selection phase, you may exchange your chosen character card with an opponent's character card.
- **Thieves' Den (6) &8**: x1 purple
- Pay some or all of the Thieves' Den cost with cards from your hand instead of gold at a rate of 1 card = 1 gold.
- **Wishing Well (5) &8**: x1 purple
- At the end of the game, score 1 extra point for each Unique district in your city (including Wishing Well).
# Dominoes
## Links
- [Info](https://boardgamegeek.com/boardgame/2394/dominoes)
- [Rules](https://www.wikihow.com/Play-Dominoes)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
## Papers
## Tiles
- **Domino 0{0-6}**: x7
- **Domino 1{1-6}**: x6
- **Domino 2{2-6}**: x5
- **Domino 3{3-6}**: x4
- **Domino 4{4-6}**: x3
- **Domino 5{5-6}**: x2
- **Domino 66**: x1
# Hidden Leaders
## Links
- [Info](https://boardgamegeek.com/boardgame/320718/hidden-leaders)
- [Rules](https://www.hidden-leaders.com/_files/ugd/c346e7_e8d27a4d0b534dfab96a942c78efecd7.pdf)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Markers
- **Imperial Army**: x1 red
- **Hill Tribes**: x1 lime
## Books
### Leaders
- **Lemron the Wise (HW 1) &0**: x1 red
- Although Lemron lost her sight, she never turned a blind eye to the countless injustices of the Empire.
- **Cyra the Righteous (IW 2) &2**: x1 yellow
- As a general, Cyra follows in the foot-steps of her father. She wants to restore order and peace within Oshra.
- **Myrad the Banished (HU 3) &3**: x1 lime
- Once Myrad challenged the broken promises of his father. Defeated, he is gathering an army for his revenge.
- **Xiadul the Cunning (IU 4) &7**: x1 blue
- As child of the streets, Xiadul has no claim to the throne. As a compensation, he seized half the treasury.
- **Pavyr the Opportunist (IH 5) &8**: x1 purple
- As a well-traveled man, Pavyr's ties within Oshra are weak. He will ally with anyone to claim the throne.
- **Enned the Innocent (WU 6) &f**: x1 white
- Enned was raised to be a diplomat. However, due to her young age she is easily frustrated.
### Yellow Heroes
- **Buried Emperor &2**: x1 yellow
- This card is 1 Hero representing all factions at any time.
### Red Heroes
- **Ace Fighter &0**: x1 red
- Red +1 OR Red +2 IF the Green marker is the leading marker.
- **Almost-Evil Scholar &0**: x1 red
- Red +X. Pick 1 player. X is the number of Green Open Heroes in their party. max. +3
- **Androgynous Assassin &0**: x1 red
- Red -1 OR Green +1. Guess 1 faction. Turn over 1 Hidden Hero of another player. Bury that Hidden Hero IF you guessed correctly.
- **Angry Priestess &0**: x1 red
- Green -2 IF you discard a Black from Tavern.
- **Battle Connoisseur &0**: x1 red
- Green +1. Take all cards from Tavern. Place 1 of them into your Hidden Heroes party. Discard the others.
- **Canned Champion &0**: x1 red
- Red -1 OR Green +1. Bury any 1 Green Open Hero.
- **Doubtful Priest &0**: x1 red
- Player next in turn decides: Red +2 OR Red -2. You may play another card that is not Red.
- **Flailing Knight &0**: x1 red
- Red -1 AND Green -3.
- **Goblin Cryptographer &0**: x1 red
- Red -1 AND/OR Green -1. You may take 1 Open Hero and place it in the party of a player other than you.
- **Groggy Preacher &0**: x1 red
- Red +1 OR Green +1. Exchange 1 card from Tavern with 1 of your Open Heroes.
- **Heart-Bending Bard &0**: x1 red
- Green -X. Discard all Blue AND Green from Tavern. X is the number of cards discarded.
- **Modest Monsterslayer &0**: x1 red
- Take 1 card from Tavern. Perform that card's abilities as if you played it. Then place it into your Hidden Heroes party.
- **Nagging Northman &0**: x1 red
- Red +2 IF you discard a Green from Tavern.
- **Queer Quartermaster &0**: x1 red
- Red +1. You may exchange 1 of your Open Heroes that is not Red with 1 card in your hand.
- **Resilient Rearguard &0**: x1 red
- Red +1 OR Green -1. Draw 1 card from another player's hand.
- **Short-Sighted Soldier &0**: x1 red
- Red +1 AND Green -1.
- **Underestimated Squire &0**: x1 red
- Red -1 AND Green -1. You may exchange 1 of your Hidden Heroes with 1 card from your hand.
- **Underpaid Mercenary &0**: x1 red
- Red +3 AND Green +1.
- **Well-Aged Warrior &0**: x1 red
- Red +1 AND Green +1. Place 1 card from your hand into your Hidden Heroes party.
### Green Heroes
- **Battle Pet Master &3**: x1 lime
- Red +1 AND Green +1. Place 1 card from your hand into your Hidden Heroes party.
- **Blind Eye Collector &3**: x1 lime
- Red +1 AND Green +3.
- **Bored Goblin &3**: x1 lime
- Red -2 IF you have 1 or more Black Open Heroes in your party.
- **Curious Cat Lover &3**: x1 lime
- Red +1. Draw 1 card from another player's hand. Place it in your Hidden Heroes party.
- **Curious Troll &3**: x1 lime
- Red +1 OR Green +1. You may look at any 2 Hidden Heroes.
- **Depressed Druid &3**: x1 lime
- Red -3 AND Green -1.
- **Gambling Overseer &3**: x1 lime
- Red -1 AND Green -1. Bury 1 of your Hidden Heroes. Then place 2 cards from your hand into your Hidden Heroes party.
- **Grumpy Guard &3**: x1 lime
- Green +2 IF you have 1 or more Blue Open Heroes in your party.
- **Hairy Hermit &3**: x1 lime
- Red -1 OR Red -2 IF the Red marker is the leading marker.
- **Hangry Barbarian &3**: x1 lime
- Red -X. Discard all Red AND Black from Tavern. X is the number of cards discarded.
- **Joyless Chief &3**: x1 lime
- Red +1. Look at the top 2 cards from Wilderness. Place 1 of them into your Hidden Heroes party.
- **Long-Eared Loner &3**: x1 lime
- Green +1. Pick another player. Turn over 1 of their Open OR Hidden Heroes.
- **Overworked Amazon &3**: x1 lime
- Red +1 OR Green -1. Pick 1 player. They have to bury 1 of their Open Heroes.
- **Pigmented War Pig &3**: x1 lime
- Red -1 AND Green +1.
- **Potato Privateer &3**: x1 lime
- Green +X. Pick 1 player. X is the number of Red Open Heroes in their party. max. +3
- **Saber-Toothed Troll &3**: x1 lime
- Take a Open Hero from another player into your hand. They decide: Green +2 OR Green -2.
- **Shaky Sharpshooter &3**: x1 lime
- Red +1 OR Green -1. Bury any 1 Red Open Hero.
- **Spirited Shaman &3**: x1 lime
- Red -1 AND Green -1. Pick another player. Turn over 1 of their Open OR Hidden Heroes.
- **Watchful Witch &3**: x1 lime
- Red -1 OR Green +1. You may look at any 2 Hidden Heroes.
### Blue Heroes
- **Aimless Eel &7**: x1 blue
- Red +1 OR Green +1. Bury any 1 Black Open Hero.
- **Apathetic Waterpriest &7**: x1 blue
- Red -2 OR Green -1.
- **Bludgeoning Blowfish &7**: x1 blue
- Red +1 OR Green -1. Turn over 1 Hidden Hero of another player OR look at any 1 Hidden Hero.
- **Deep Sea Squire &7**: x1 blue
- Red +1 OR Green +1. Draw 2 cards from Harbor. Place 1 of them into your Hidden Heroes party, keep 1 in hand.
- **Double-Shielded Turtle &7**: x1 blue
- Red -X AND/OR Green -X. Pick 1 faction. Discard all cards of this faction from Tavern. X is the number of cards discarded.
- **Drowned Deserter &7**: x1 blue
- IF there is a leading marker, -1 leading marker OR +2 trailing marker.
- **Friendly Frogmage &7**: x1 blue
- Red +1 AND Green +1. Place 1 card from your hand into your Hidden Heroes party.
- **Furious Frog &7**: x1 blue
- Red -2 AND/OR Green -2.
- **Hopeful Salamander &7**: x1 blue
- Red +1 AND Green +1. Take 1 card from Tavern. Place it in your Open Heroes party.
- **Keen Koi &7**: x1 blue
- IF there is a leading marker, -1 leading marker AND +1 trailing marker.
- **Krill Keeper &7**: x1 blue
- Red -X AND Green -X. Pick 1 player. X is the number of Black Open Heroes in their party. max. -3
- **Leery Lizard &7**: x1 blue
- Red -1 OR Green -2.
- **Miniature Merman &7**: x1 blue
- Red -1 OR Green +1. Draw 2 cards either from Wilderness OR Graveyard.
- **Pessimistic Whaleman &7**: x1 blue
- Red +1 OR Green +1. Draw 2 cards from Harbor. Place 1 of them into your Hidden Heroes party. Discard the other.
- **Saltwater Sage &7**: x1 blue
- Turn over 1 of your Hidden Heroes. Perform that card's abilities as if you played it.
- **Tentacled Oracle &7**: x1 blue
- Reveal the top card from Wilderness. Red -3 AND Green -3. IF that card is not Black.
- **Triple Sword Lizard &7**: x1 blue
- IF there is a leading marker, -1 leading marker OR -3 leading marker.
- **Underwater Artist &7**: x1 blue
- Red +1 AND Green +1. Pick 1 faction and 1 player. If able, that player reveals 1 card of that faction from their hand. Add it to your hand.
- **Vegetarian Sharkguard &7**: x1 blue
- Red +2 AND/OR Green +2. Discard 1 Open Hero of another player.
### Black Heroes
- **Arrowgant Skeleton &c**: x1 black
- Red +2 AND/OR Green +2.
- **Careless Cartographer &c**: x1 black
- Red +1 AND/OR Green +1. Exchange 1 Hidden Hero of another player with 1 of your Hidden Heroes.
- **Crow Carrier &c**: x1 black
- Red -1 AND Green -1. Draw 2 cards from Graveyard. Place 1 of them into your Hidden Heroes party. Discard the other.
- **Ghastly Granny &c**: x1 black
- Pick 1 of your Open Heroes. Perform that card's abilities as if you played it.
- **Gorgeous Gorgon &c**: x1 black
- Red +1 OR Green +1. Pick 1 player. Bury 1 of their Open Heroes at random.
- **Half-Eaten Bull &c**: x1 black
- Red +2 AND Green +1. Bury any 1 Blue Open Hero.
- **Half-Headed Wizard &c**: x1 black
- Red +1 AND Green +1. Exchange 1 card from Tavern with 1 Open Hero of another player.
- **Insidious Impaler &c**: x1 black
- Pick 1 card in Tavern. Perform that card's abilities as if you played it, then bury it.
- **Lethargic Leech &c**: x1 black
- Red -1 OR Green -1. Place 1 card from your hand into your Hidden Heroes party.
- **Mummy Mystic &c**: x1 black
- Red +1 AND Green +2. You may exchange the top card from Graveyard with 1 of your Open Heroes.
- **Naughty Necromancer &c**: x1 black
- Red +X AND Green +X. X is the number of cards in Graveyard. max. +3
- **Nightmarish Northman &c**: x1 black
- Red +2 AND/OR Green +2. Bury 1 of your Open Heroes AND 1 Open Hero of another player.
- **Resurrected Ram &c**: x1 black
- Red +1 OR Green +1. Discard all cards from Tavern. Then refill Tavern with the top cards from Graveyard.
- **Rotting Orangutan &c**: x1 black
- Red +2 OR Green +2.
- **Slaughtered Slime &c**: x1 black
- Red -1 OR Green -1. Bury any 1 Hidden Hero.
- **Sun-Shy Skeleton &c**: x1 black
- Perform the abilities of the top card from Graveyard as if you played it.
- **Unconfident Executioner &c**: x1 black
- Red -1 AND Green -1. Bury any 1 Open Hero.
- **Will-Bending Witch &c**: x1 black
- Red +1 OR Green +1. All other players have to discard 1 card from their hand.
- **Wrapped Warrior &c**: x1 black
- Red +1 OR Green +1. Take any 1 card from Graveyard into your hand.
# Mafia
## Links
- [Info](https://boardgamegeek.com/boardgame/191292/mafia-party-game)
- [Rules](https://www.kqed.org/pop/10178/how-to-play-mafia-an-in-depth-guide-to-the-perfect-holiday-game)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 pink
- **Player**: x1 brown
- **Player**: x1 black
- **Player**: x1 gray
- **Player**: x1 white
## Books
### Roles
- **Detective &7**: x1 blue
- At each nighttime phase, can check a player.
- **Doctor &3**: x1 lime
- At each nighttime phase, can save a player.
- **Mafia &0**: x3 red
- Kill all the Civilians.
- **Civilian &f**: x7 white
- Find and kill all the Mafia.
## Papers
### Votes
- **Vote**: x12
# Metro
## Links
- [Info](https://boardgamegeek.com/boardgame/559/metro)
- [Rules](https://www.ultraboardgames.com/metro/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Trains
- **Train**: x18 red
- **Train**: x18 yellow
- **Train**: x12 lime
- **Train**: x9 blue
- **Train**: x7 purple
- **Train**: x6 white
## Papers
### Tracks
- **Track 1234 {1-3}**: x3
- **Track 1243 {1-3}**: x3
- **Track 1324 {1-3}**: x3
- **Track 1342 {1-3}**: x3
- **Track 1423 {1-3}**: x3
- **Track 1432 {1-3}**: x3
- **Track 2134 {1-3}**: x3
- **Track 2143 {1-3}**: x3
- **Track 2314 {1-3}**: x3
- **Track 2341 {1-3}**: x3
- **Track 2413 {1-3}**: x3
- **Track 2431 {1-3}**: x3
- **Track 3124 {1-3}**: x3
- **Track 3142 {1-3}**: x3
- **Track 3214 {1-3}**: x3
- **Track 3241 {1-3}**: x3
- **Track 3412 {1-3}**: x3
- **Track 3421 {1-3}**: x3
- **Track 4123 {1-3}**: x3
- **Track 4132 {1-3}**: x3
- **Track 4213 {1-3}**: x3
- **Track 4231 {1-3}**: x3
- **Track 4312 {1-3}**: x3
- **Track 4321 {1-3}**: x3
## Books
### Points
- **1 Point &0**: x64 red
- **5 Points &1**: x64 orange
- **10 Points &2**: x64 yellow
- **20 Points &3**: x64 lime
- **50 Points &5**: x64 cyan
- **100 Points &7**: x64 blue
- **500 Points &8**: x64 purple
# Monopoly
## Links
- [Info](https://boardgamegeek.com/boardgame/1406/monopoly)
- [Rules](https://www.ultraboardgames.com/monopoly/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Figures
- **Figure**: x1 red
- **Figure**: x1 orange
- **Figure**: x1 yellow
- **Figure**: x1 lime
- **Figure**: x1 cyan
- **Figure**: x1 blue
- **Figure**: x1 purple
- **Figure**: x1 white
## Wools
### Markers
- **Marker**: x28 red
- **Marker**: x28 orange
- **Marker**: x28 yellow
- **Marker**: x28 lime
- **Marker**: x28 cyan
- **Marker**: x28 blue
- **Marker**: x28 purple
- **Marker**: x28 white
### Tokens
- **Hotel**: x12 black
- **House**: x32 gray
- **Mortgage**: x28 light gray
## Books
### Banknotes
- **1 Banknote &0**: x64 red
- **5 Banknotes &1**: x64 orange
- **10 Banknotes &2**: x64 yellow
- **20 Banknotes &3**: x64 lime
- **50 Banknotes &5**: x64 cyan
- **100 Banknotes &7**: x64 blue
- **500 Banknotes &8**: x64 purple
### Chance Cards
- **Chance &1**: x1 orange
- Advance to Go (Collect $200)
- **Chance &1**: x1 orange
- Advance to Istanbul. If you pass Go, collect $200
- **Chance &1**: x1 orange
- Advance to London. If you pass Go, collect $200
- **Chance &1**: x1 orange
- Advance to Montreal
- **Chance &1**: x1 orange
- Advance token to nearest Energy Utility. If unowned, you may buy it from the Bank. If owned, throw dice and pay owner a total ten times amount thrown
- **Chance &1**: x2 orange
- Advance to the nearest Monopoly Company. If unowned, you may buy it from the Bank. If owned, pay wonder twice the rental to which they are otherwise entitled
- **Chance &1**: x1 orange
- Bank pays you dividend of $50
- **Chance &1**: x1 orange
- Get Out of Jail Free
- **Chance &1**: x1 orange
- Go Back 3 Spaces
- **Chance &1**: x1 orange
- Go to Jail. Go directly to Jail, do not pass Go, do not collect $200
- **Chance &1**: x1 orange
- Make general repairs on all your property. For each house pay $25. For each hotel pay $100
- **Chance &1**: x1 orange
- Speeding fine $15
- **Chance &1**: x1 orange
- Take a trip to Monopoly Rail. If you pass Go, collect $200
- **Chance &1**: x1 orange
- You have been elected Chairman of the Board. Pay each player $50
- **Chance &1**: x1 orange
- Your building loan matures. Collect $150
### Community Chest Cards
- **Community Chest &6**: x1 light blue
- Advance to Go (Collect $200)
- **Community Chest &6**: x1 light blue
- Bank error in your favor. Collect $200
- **Community Chest &6**: x1 light blue
- Doctor's fee. Pay $50
- **Community Chest &6**: x1 light blue
- From sale of stock you get $50
- **Community Chest &6**: x1 light blue
- Get Out of Jail Free
- **Community Chest &6**: x1 light blue
- Go to Jail. Go directly to jail, do not pass Go, do not collect $200
- **Community Chest &6**: x1 light blue
- Holiday fund matures. Receive $100
- **Community Chest &6**: x1 light blue
- Income tax refund. Collect $20
- **Community Chest &6**: x1 light blue
- It is your birthday. Collect $10 from every player
- **Community Chest &6**: x1 light blue
- Life insurance matures. Collect $100
- **Community Chest &6**: x1 light blue
- Pay hospital fees of $100
- **Community Chest &6**: x1 light blue
- Pay school fees of $50
- **Community Chest &6**: x1 light blue
- Receive $25 consultancy fee
- **Community Chest &6**: x1 light blue
- You are assessed for street repair. $40 per house. $115 per hotel
- **Community Chest &6**: x1 light blue
- You have won second prize in a beauty contest. Collect $10
- **Community Chest &6**: x1 light blue
- You inherit $100
### Properties Cards
### Brown Properties
- **Gdynia &b**: x1 brown
- Price: $60
- Rent: $2
- 1 House: $10
- 2 Houses: $30
- 3 Houses: $90
- 4 Houses: $160
- Hotel: $250
- House costs: $50
- Mortgage value: $30
- **Taipei &b**: x1 brown
- Price: $60
- Rent: $4
- 1 House: $20
- 2 Houses: $60
- 3 Houses: $180
- 4 Houses: $320
- Hotel: $450
- House costs: $50
- Mortgage value: $30
### Light Blue Properties
- **Tokyo &6**: x1 light blue
- Price: $100
- Rent: $6
- 1 House: $30
- 2 Houses: $90
- 3 Houses: $270
- 4 Houses: $400
- Hotel: $550
- House costs: $50
- Mortgage value: $50
- **Barcelona &6**: x1 light blue
- Price: $100
- Rent: $6
- 1 House: $30
- 2 Houses: $90
- 3 Houses: $270
- 4 Houses: $400
- Hotel: $550
- House costs: $50
- Mortgage value: $50
- **Athens &6**: x1 light blue
- Price: $120
- Rent: $8
- 1 House: $40
- 2 Houses: $100
- 3 Houses: $300
- 4 Houses: $450
- Hotel: $600
- House costs: $50
- Mortgage value: $60
### Magenta Properties
- **Istanbul &9**: x1 magenta
- Price: $140
- Rent: $10
- 1 House: $50
- 2 Houses: $150
- 3 Houses: $450
- 4 Houses: $625
- Hotel: $750
- House costs: $100
- Mortgage value: $70
- **Kyiv &9**: x1 magenta
- Price: $140
- Rent: $10
- 1 House: $50
- 2 Houses: $150
- 3 Houses: $450
- 4 Houses: $625
- Hotel: $750
- House costs: $100
- Mortgage value: $70
- **Toronto &9**: x1 magenta
- Price: $160
- Rent: $12
- 1 House: $60
- 2 Houses: $180
- 3 Houses: $500
- 4 Houses: $700
- Hotel: $900
- House costs: $100
- Mortgage value: $80
### Orange Properties
- **Rome &1**: x1 orange
- Price: $180
- Rent: $14
- 1 House: $70
- 2 Houses: $200
- 3 Houses: $550
- 4 Houses: $700
- Hotel: $900
- House costs: $100
- Mortgage value: $90
- **Shanghai &1**: x1 orange
- Price: $180
- Rent: $14
- 1 House: $70
- 2 Houses: $200
- 3 Houses: $550
- 4 Houses: $700
- Hotel: $900
- House costs: $100
- Mortgage value: $90
- **Vancouver &1**: x1 orange
- Price: $200
- Rent: $16
- 1 House: $80
- 2 Houses: $220
- 3 Houses: $600
- 4 Houses: $800
- Hotel: $1000
- House costs: $100
- Mortgage value: $100
### Red Properties
- **Sydney &0**: x1 red
- Price: $220
- Rent: $18
- 1 House: $90
- 2 Houses: $250
- 3 Houses: $700
- 4 Houses: $875
- Hotel: $1050
- House costs: $150
- Mortgage value: $110
- **New York &0**: x1 red
- Price: $220
- Rent: $18
- 1 House: $90
- 2 Houses: $250
- 3 Houses: $700
- 4 Houses: $875
- Hotel: $1050
- House costs: $150
- Mortgage value: $110
- **London &0**: x1 red
- Price: $240
- Rent: $20
- 1 House: $100
- 2 Houses: $300
- 3 Houses: $750
- 4 Houses: $925
- Hotel: $1100
- House costs: $150
- Mortgage value: $120
### Yellow Properties
- **Beijing &2**: x1 yellow
- Price: $260
- Rent: $22
- 1 House: $110
- 2 Houses: $330
- 3 Houses: $800
- 4 Houses: $975
- Hotel: $1150
- House costs: $150
- Mortgage value: $130
- **Hong Kong &2**: x1 yellow
- Price: $260
- Rent: $22
- 1 House: $110
- 2 Houses: $330
- 3 Houses: $800
- 4 Houses: $975
- Hotel: $1150
- House costs: $150
- Mortgage value: $130
- **Jerusalem &2**: x1 yellow
- Price: $280
- Rent: $24
- 1 House: $120
- 2 Houses: $360
- 3 Houses: $850
- 4 Houses: $1025
- Hotel: $1200
- House costs: $150
- Mortgage value: $140
### Green Properties
- **Paris &4**: x1 green
- Price: $300
- Rent: $26
- 1 House: $130
- 2 Houses: $390
- 3 Houses: $900
- 4 Houses: $1100
- Hotel: $1275
- House costs: $200
- Mortgage value: $150
- **Belgrade &4**: x1 green
- Price: $300
- Rent: $26
- 1 House: $130
- 2 Houses: $390
- 3 Houses: $900
- 4 Houses: $1100
- Hotel: $1275
- House costs: $200
- Mortgage value: $150
- **Cape Town &4**: x1 green
- Price: $320
- Rent: $28
- 1 House: $150
- 2 Houses: $450
- 3 Houses: $1000
- 4 Houses: $1200
- Hotel: $1400
- House costs: $200
- Mortgage value: $160
### Blue Properties
- **Riga &7**: x1 blue
- Price: $350
- Rent: $35
- 1 House: $175
- 2 Houses: $500
- 3 Houses: $1100
- 4 Houses: $1300
- Hotel: $1500
- House costs: $200
- Mortgage value: $175
- **Montreal &7**: x1 blue
- Price: $400
- Rent: $50
- 1 House: $200
- 2 Houses: $600
- 3 Houses: $1400
- 4 Houses: $1700
- Hotel: $2000
- House costs: $200
- Mortgage value: $200
### Gray Properties
- **Monopoly Rail &d**: x1 gray
- Price: $200
- 1 Company: $25
- 2 Companies: $50
- 3 Companies: $100
- 4 Companies: $200
- Mortgage value: $100
- **Monopoly Air &d**: x1 gray
- Price: $200
- 1 Company: $25
- 2 Companies: $50
- 3 Companies: $100
- 4 Companies: $200
- Mortgage value: $100
- **Monopoly Cruise &d**: x1 gray
- Price: $200
- 1 Company: $25
- 2 Companies: $50
- 3 Companies: $100
- 4 Companies: $200
- Mortgage value: $100
- **Monopoly Space &d**: x1 gray
- Price: $200
- 1 Company: $25
- 2 Companies: $50
- 3 Companies: $100
- 4 Companies: $200
- Mortgage value: $100
### Light Gray Properties
- **Solar Energy &e**: x1 light gray
- Price: $150
- 1 Utility: dice x $4
- 2 Utilities: dice x $10
- Mortgage value: $75
- **Wind Energy &e**: x1 light gray
- Price: $150
- 1 Utility: dice x $4
- 2 Utilities: dice x $10
- Mortgage value: $75
# My Gold Mine
## Links
- [Info](https://boardgamegeek.com/boardgame/331571/my-gold-mine)
- [Rules](https://www.spiel-des-jahres.de/en/games/my-gold-mine/)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Figures
- **Figure**: x1 red
- **Figure**: x1 yellow
- **Figure**: x1 lime
- **Figure**: x1 blue
- **Figure**: x1 purple
- **Figure**: x1 white
- **Dragon**: x1 black
## Wools
### Gold Nuggets
- **Gold Nugget**: x18 yellow
### Books
### Mine Cards
- **Mine Dragon &0**: x9 red
- **Mine 1 &2**: x29 yellow
- **Mine 2 and Dragon &3**: x15 lime
- **Mine 1 and Exit &7**: x5 blue
### Exit Cards
- **Exit Single &b**: x3 brown
- **Exit Double &b**: x2 brown
- **Exit All &b**: x2 brown
- **Exit All or Swap &b**: x1 brown
- **Exit All or Single &b**: x1 brown
- **Exit All or Double &b**: x1 brown
- **Exit Single or Swap &b**: x2 brown
- **Exit Double or Swap &b**: x1 brown
- **Exit Single or Double &b**: x2 brown
- **Exit Single or 3 &b**: x1 brown
# Not Alone
## Links
- [Info](https://boardgamegeek.com/boardgame/194879/not-alone)
- [Rules](https://www.ultraboardgames.com/not-alone/game-rules.php)
## Hats
### Players
- **Player**: x1 black
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Tokens
- **Marker Counter**: x1 yellow
- **Creature**: x1 black
- **Target**: x1 gray
- **Artemia**: x1 light gray
## Books
### Place Cards
- **Lair (1) &0**: x7 red
- Take back to your hand the Place cards from your discard pile OR copy the power of the place with the Creature token.
- Lose 1 extra Will if caught by the Creature token.
- **Jungle (2) &1**: x7 orange
- Take back to your hand this Place card and 1 Place card from your discard pile.
- **River (3) &2**: x7 yellow
- Next turn, play 2 Place cards. Before revealing, choose one and return the second to your hand.
- **Beach (4) &3**: x7 lime
- Place the Marker counter on the Beach OR remove it to move the Rescue counter forward 1 space. (max 1x/turn)
- **Rover (5) &5**: x7 cyan
- Take from the reserve 1 Place card you do not own and add it to your hand.
- **Swamp (6) &7**: x4 blue
- Take back to your hand this Place card and 2 Place cards from your discard pile.
- **Shelter (7) &8**: x4 purple
- Draw 2 Survival cards, choose one and discard the second.
- **Wreck (8) &a**: x4 pink
- Move the Rescue counter forward 1 space. (max 1x/turn)
- **Source (9) &b**: x4 brown
- The Hunted of your choice (you or another player) regains 1 Will OR you draw 1 Survival card.
- **Artefact (10) &f**: x4 white
- Next turn, play 2 Place cards. Resolve both places.
- You may not copy the Artefact.
### Survival Cards
- **Adrenaline (1) &f**: x1 white
- Regain 1 Will.
- **Amplifier (4) &f**: x1 white
- Remove the Marker counter from the Beach to immediately move the Rescue counter forward 1 space.
- **Detector (3) &f**: x1 white
- Avoid the effects of the Artemia token.
- **Dodge (3) &f**: x1 white
- Avoid the effects of the Creature token.
- **Double Back (4) &f**: x1 white
- Take back the Place card you just played.
- **Drone (3) &f**: x1 white
- Instead of using the power of your Place card, copy the power of the Rover.
- **Gate (3) &f**: x1 white
- Instead of using the power of your Place card, copy the power of an adjacent place.
- **Hologram (3) &f**: x1 white
- Move the Artemia token to an adjacent place.
- **Ingenuity (1) &f**: x1 white
- Place the Marker counter on the Beach.
- **Sacrifice (1) &f**: x1 white
- Discard 1 Place card. No Hunt card may be played this turn.
- **Sixth Sense (1) &f**: x1 white
- Take back to your hand 2 Place cards from your discard pile.
- **Smokescreen (1) &f**: x1 white
- All the Hunted hide their discarded Place cards until the end of the turn.
- **Strike Back (1) &f**: x1 white
- Take 2 random Hunt cards from the Creature's hand and put them at the bottom of the Hunt deck.
- **Vortex (2) &f**: x1 white
- Swap your played Place card for one Place card from your discard pile.
- **Wrong Track (3) &f**: x1 white
- Move the Creature token to an adjacent place.
### Hunt Cards
- **Anticipation (2) &c**: x1 black
- Choose one Hunted. If you catch him with the Creature token, move the Assimilation counter forward 1 extra space.
- **Ascendancy (2) &c**: x1 black
- Force one Hunted to discard all but 2 Place cards from his hand.
- **Cataclysm (3) &c**: x1 black
- The place's power of your choice is ineffective.
- **Clone (T 2) &c**: x1 black
- Consider the Target token as a second Creature token.
- **Despair (A 1) &c**: x1 black
- No Survival cards may be played or drawn for the remainder of the turn.
- **Detour (3) &c**: x1 black
- After the Hunted reveal their Place cards, move one Hunted to an adjacent place.
- **Fierceness (2) &c**: x1 black
- Hunted caught by the Creature token lose 1 extra Will.
- **Flashback (-) &c**: x1 black
- Copy the last Hunt card you discarded.
- **Forbidden Zone (2) &c**: x1 black
- All Hunted discard 1 Place card simultaneously.
- **Force Field (T 1) &c**: x1 black
- Before the Hunted play, target 2 adjacent places. Neither may be played this turn.
- **Interference (2) &c**: x1 black
- The powers of the Beach and the Wreck are ineffective.
- **Mirage (T 2) &c**: x1 black
- Target 2 adjacent places. Both are ineffective.
- **Mutation (A 2) &c**: x1 black
- In addition to its effects, the Artemia token inflicts the loss of 1 Will.
- **Persecution (2) &c**: x1 black
- Each Hunted may only take back 1 Place card when using the power of a Place card.
- **Phobia (A 2) &c**: x1 black
- Force one Hunted to show you all but 2 Place cards from his hand.
- **Scream (T 2) &c**: x1 black
- Each Hunted on the targeted place must discard 2 Place cards or lose 1 Will.
- **Stasis (4) &c**: x1 black
- Prevent the Rescue counter moving forward during this phase.
- **Toxin (T 2) &c**: x1 black
- Each Hunted on the targeted place discards 1 Survival card. The power of the place is ineffective.
- **Tracking (4) &c**: x1 black
- Next turn, you may play up to 2 Hunt cards.
- **Virus (A 2) &c**: x1 black
- Target 2 adjacent places. Apply the effects of the Artemia token on both places.
# Resistance
## Links
- [Info](https://boardgamegeek.com/boardgame/41114/resistance)
- [Rules](https://www.ultraboardgames.com/the-resistance/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 pink
- **Player**: x1 brown
- **Player**: x1 black
- **Player**: x1 gray
- **Player**: x1 white
### Markers
- **Spies**: x3 red
- **Resistance**: x3 blue
- **Round Counter**: x1 gray
## Wools
### Tokens
- **Leader**: x1 white
- **Team**: x5 black
## Books
### Votes
- **Reject &0**: x12 red
- **Approve &7**: x12 blue
- **Failure &0**: x5 red
- **Success &7**: x5 blue
### Roles
- **Resistance &7**: x7 blue
- Succeed three Missions.
- **Spies &0**: x5 red
- Fail three Missions.
# Room 25
## Links
- [Info](https://boardgamegeek.com/boardgame/212956/room-25-ultimate)
- [Rules](https://cdn.1j1ju.com/medias/3a/85/e2-room-25-ultimate-rulebook.pdf)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Figures
- **Figure**: x1 red
- **Figure**: x1 orange
- **Figure**: x1 yellow
- **Figure**: x1 lime
- **Figure**: x1 cyan
- **Figure**: x1 blue
- **Figure**: x1 purple
- **Figure**: x1 white
- **Robot**: x2 gray
## Wools
### Reminders
- **Reminder**: x1 red
- **Reminder**: x1 orange
- **Reminder**: x1 yellow
- **Reminder**: x1 lime
- **Reminder**: x1 cyan
- **Reminder**: x1 blue
- **Reminder**: x1 purple
- **Reminder**: x1 white
### Tokens
- **Do Not Cross**: x4 black
- **Lock**: x2 gray
## Books
### Actions
- **Move &0**: x8 red
- **Push &2**: x8 yellow
- **Look &3**: x8 lime
- **Control &7**: x8 blue
- **Adrenaline &f**: x8 white
### Roles
- **Prisoner &f**: x6 white
- Reach Room 25 and move it out of the Complex.
- **Guard &0**: x2 red
- Keep the Prisoners from escaping by all means necessary, including elimination.
### Characters
- **Alice &0**: x1 red
- Be Hidden.
- **Bruce &1**: x1 orange
- Mimic.
- **Emmet &2**: x1 yellow
- Reactivate.
- Lock On.
- **Franck &3**: x1 lime
- Recover.
- **Jennifer &5**: x1 cyan
- Call.
- **Kevin &7**: x1 blue
- Hack the Complex.
- Hack a Robot.
- **Max &8**: x1 purple
- Carry.
- **Sarah &f**: x1 white
- Sabotage a Room.
- Sabotage a Robot.
### Abilities
- **Be Hidden &9**: x1 magenta
- Alice disappears until her next action, regardless of when it occurs. A hidden character cannot be pushed, carried, or called.
- **Mimic &9**: x1 magenta
- Bruce can use part of the Special Ability of another character who is in an adjacent or in the same room as him.
- **Reactivate/Lock On &9**: x1 magenta
- Remove a Do Not Cross token from an adjacent room if it is not occupied. This room is then turned facedown.
- Place a Lock token on an adjacent visible non-blue room.
- **Recover &9**: x1 magenta
- Recover your Adrenaline token If you no longer have it. You can program it at next turn.
- **Call &9**: x1 magenta
- Move an adjacent character of your choice immediately into the room you occupy. The called character applies the effect of the room.
- **Hack the Complex/Hack a Robot &9**: x1 magenta
- Swap two non-blue rooms which are adjacent to the room occupied by Kevin, whether they are occupied or not.
- Immediately give a Move or Push order to a Robot somewhere in the Complex.
- **Carry &9**: x1 magenta
- Move another character present in Max's room together with Max.
- **Sabotage a Room/Sabotage a Robot &9**: x1 magenta
- Replace the non-blue room she occupies with one of her Empty rooms.
- Sarah destroys a Robot present in her current room.
### Events
- **Complex Movement (A-D↑-↓|1-4←-→ x2|+1) &f**: x32 white
- Move the row marked on the map with a box (like the Control action).
- **Punishment (AE|BF|EJ|FK|JM|KS|MA|SB) &f**: x8 white
- Both characters pictured on the card lose one of the following Action tokens for the remainder of the game: Look, Control, or Special Ability.
- **Blackout &0**: x1 red
- All Robots are destroyed and all green rooms are replaced with Empty Rooms (even if occupied).
- **Jamming {1-2} &0**: x2 red
- No communication is possible for this entire round.
- All reminder tokens disappear from the board and new reminder tokens cannot be placed until the next round begins.
- **Rewind &0**: x1 red
- The first player places his character immediately in the Central Room.
- Alice is immune to this effect.
- **Robot {1-2} &0**: x2 red
- If the first player's character is in a red or blue room, this card has no effect. Otherwise a Robot is moved to the first player's room (or placed there if there is no Robot). That Robot then pushes the first player's character into an adjacent yellow room of his choice (if any).
- **Time Bomb {1-2} &0**: x2 red
- If the second Time Bomb card is drawn this turn, all characters in red rooms die immediately.
- **Lock On &0**: x1 red
- The first player places a Lock On an adjacent and visible non-blue room.
- **Disabled Rooms (R|Y|G) &0**: x3 red
- All unoccupied rooms of the color shown on the card are turned facedown. Any tokens on these rooms are removed and returned to their owners.
- **Chaos {1-2} &0**: x2 red
- The Pivoting Room is turned 90 degrees.
- Characters present in the same room as a Robot are pushed into an adjacent yellow room of their choice (if any).
- Characters in a Tunnel Chamber are moved to another visible Tunnel Chamber.
- **Acceleration {1-2} &0**: x2 red
- During the turn, any character that uses the Control action moves the line he has selected twice in the chosen direction.
- **Panic {1-3} &0**: x3 red
- The first player performs the negative effect of his Special Ability.
### Blue Rooms
- **Central Room &7**: x1 blue
- All characters start in it. Only the actions Look and Move are allowed. This room never moves.
- **Room 25 &7**: x1 blue
- Exit room. Prisoners have to reach and move out of the Complex before the end of the countdown.
- **Key Room &7**: x1 blue
- Once activated, it is destroyed. Now the characters can leave the Complex.
### Green Rooms
- **Empty Room {1-8} &3**: x8 lime
- No effect.
- **Vision Chamber &3**: x1 lime
- Look secretly at any room on the board, then place it back where it was.
- **Moving Chamber &3**: x1 lime
- Exchange this room and its occupants with any hidden room on the board.
- **Control Chamber &3**: x1 lime
- Slide any non-central line of the Complex one rank in the direction of your choice.
- **Tunnel Chamber {1-3} &3**: x3 lime
- Immediately move your character to another visible Tunnel Chamber of your choice (if any).
- **Regeneration Room &3**: x1 lime
- All eliminated characters return to play in the Central Room and can act normally next turn. Once this occurs, this room is destroyed.
- **Robot Room {1-2} &3**: x2 lime
- Place a robot in it when it is revealed or when you enter and there are no more robots in the complex. Give a Move or a Push order to one robot every time you enter.
### Yellow Rooms
- **Vortex Room {1-2} &2**: x2 yellow
- Take your character figurine and place it in the Central Room.
- **Prison Cell {1-2} &2**: x2 yellow
- You can only leave the Prison Cell by moving onto an occupied adjacent room or to the Central Room, if it is adjacent.
- **Dark Chamber {1-2} &2**: x2 yellow
- While you are in this room, you cannot use the Look action.
- **Cold Chamber {1-2} &2**: x2 yellow
- If you are in this room when programming, you can only program one action. Also applies to a revealed Guard.
- **Pivoting Room {1-2} &2**: x2 yellow
- Always direct the bridge at the last player who entered. This room has only 2 exits. You can only Look, Move, Push, or use your special ability in those directions.
- **Jamming Room &2**: x1 yellow
- As long as a character remains in the room, no information can be conveyed between players, regardless of their role.
- **M.A.C. Room {1-2} &2**: x2 yellow
- Draw a M.A.C card and apply its effect immediately. If the card target someone, apply its effect to your character instead.
- **Mirror Room &2**: x1 yellow
- When you enter, you immediately lose your Adrenaline token and any remaining programmed actions.
### Red Rooms
- **Acid Bath {1-2} &0**: x2 red
- As soon as two characters are in this room, the one who entered earlier is eliminated by the arrival of the second one.
- **Flooded Chamber {1-2} &0**: x2 red
- Once revealed, it becomes inaccessible until the end of the game. If your character is still in it at the end of your next turn, he/she is eliminated.
- **Trapped Room {1-2} &0**: x2 red
- If your character is still in it at the end of your next action, he/she is eliminated.
- **Shredder Room {1-2} &0**: x2 red
- As soon as a character exits this room or a Robot enters it, this room becomes inaccessible and any characters still inside are eliminated.
- **Mortal Chamber {1-2} &0**: x2 red
- When your character enters this room, he/she is instantly eliminated.
- **Timer Room &0**: x1 red
- Reduce the countdown by one turn, except during the last round. During the last round, the Timer Room eliminates the character who enters it. In both cases, the room is then destroyed.
- **Paranoia Room &0**: x1 red
- Shuffle your Action tokens into a pile. Program normally at the beginning of the turn after you have exited or if the draw pile is depleted. You can leave with Adrenaline if you programmed it before entering.
- **Illusion Chamber &0**: x1 red
- Immediately exchange the Illusion Room with any hidden room on the board. Reveal the new room, place your character in it and apply its effects.
# Sabotage
## Links
- [Info](https://boardgamegeek.com/boardgame/252854/sabotage)
- [Rules](https://www.ultraboardgames.com/sabotage/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
### Figures
- **Figure**: x1 red
- **Figure**: x1 yellow
- **Figure**: x1 lime
- **Figure**: x1 blue
- **Doomsday Machine**: x6 black
- **Generator**: x4 gray
## Wools
### Markers
- **Enemy Marker**: x26 light blue
- **Unlock Marker**: x34 white
### Cubes
- **Doomsday Cube**: x12 red
- **Generator Cube**: x8 blue
- **Modify Cube**: x15 yellow
- **Slide Cube**: x4 lime
### Devices
- **Virus**: x2 red
- **Hologram**: x4 orange
- **Beacon**: x2 yellow
- **Reflector**: x4 lime
- **Honey Pot**: x2 cyan
- **Trip Laser**: x4 blue
- **TNT**: x2 purple
## Books
### Dices
- **Dice 1 &0**: x4 red
- **Dice 2 &2**: x4 yellow
- **Dice 3 &3**: x4 lime
- **Dice 4 &7**: x4 blue
- **Dice 5 &8**: x4 purple
- **Dice 6 &f**: x4 white
### Characters
- **Acrobat &0**: x1 red
- Thermo.
- Cloak.
- Choke.
- Teleport.
- Virus.
- **Hacker &1**: x1 orange
- Thermo.
- Hologram.
- Crybaby.
- Wireless Hack.
- Flashbang.
- **Hawk &2**: x1 yellow
- Thermo.
- Tunnel.
- Beacon.
- Smoke Bomb.
- Untraceable.
- **Juicer &3**: x1 lime
- Thermo.
- False Alarm.
- Zipline.
- E.M.P.
- Reflector.
- **Chantico &5**: x1 cyan
- Flashlight.
- Flame Thrower.
- Flare.
- Orbital Laser.
- Earthquake.
- **Count V &7**: x1 blue
- Flashlight.
- Tear Gas.
- Honey Pot.
- X-Ray Goggles.
- Rocket Launcher.
- **Nadesh &8**: x1 purple
- Flashlight.
- Camouflage.
- Whirlpool.
- Tentacles.
- Land Shark.
- **Ophidian &f**: x1 white
- Flashlight.
- Trip Laser.
- Freeze Ray.
- Doppler.
- TNT.
### Spies Actions
- **Move & Scan (1-4) &e**: x6 light gray
- Move to adjacent room. Scan your row, column, or quadrant.
- Say: "scan".
- **Parachute (-) &e**: x2 light gray
- If off map, you must plan this as first action and mark room you will enter. On execute, declare half board you enter. You cannot hack this turn.
- Say: name.
- **Hack (5-6) &e**: x2 light gray
- In your room:
- Remove 1 Doomsday cube.
- Remove 1 Generator cube.
- Remove all Villain devices
- Say: "hack".
- **Earpiece (1) &e**: x2 light gray
- Move teammate once. (Do not scan.)
- Say: name.
### Acrobat Actions
- **Thermo (8) &0**: x1 red
- Scan any row, column, or quadrant.
- Say: "scan".
- **Cloak (-) &0**: x1 red
- You are not revealed by Flashlight.
- Say: -.
- **Choke (4) &0**: x1 red
- Anytime on your turn, you may execute Choke in your room. Hit Villains can only place 1 die next round. On hit, you gain 3 unlocks.
- Say: name.
- **Teleport (9) &0**: x1 red
- Place yourself in any room and scan your row, column, or quadrant.
- Say: "scan".
- **Virus (pair) &0**: x1 red
- Each round after this one, Virus hacks its room on your turn. When it hacks, declare Virus.
- Say: -.
### Hacker Actions
- **Thermo (8) &1**: x1 orange
- Scan any row, column, or quadrant.
- Say: "scan".
- **Hologram (4) &1**: x1 orange
- When revealed, declare Hologram as you.
- Say: -.
- **Crybaby (4) &1**: x1 orange
- Declare any room. Tale any Villains from adjacent room and place them in the declared room.
- Say: name.
- **Wireless Hack (7) &1**: x1 orange
- Hack: x _. You cannot hack again this turn.
- Say: "hack".
- **Flashbang (pair) &1**: x1 orange
- x _ _. On a hit, gain 3 unlock. Hit Villains can only place 1 die next turn.
- Say: name.
### Hawk Actions
- **Thermo (8) &2**: x1 yellow
- Scan any row, column, or quadrant.
- Say: "scan".
- **Tunnel (4) &2**: x1 yellow
- Move through a wall and then scan.
- Say: "scan".
- **Beacon (4) &2**: x1 yellow
- Anytime on your turn, you can place yourself at the Beacon, scan, and remove Beacon.
- Say: -.
- **Smoke Bomb (3) &2**: x1 yellow
- Declare any 3x3 area, ignoring walls. Spies do not scan when moving into these rooms this round.
- Say: name.
- **Untraceable (pair) &2**: x1 yellow
- Hack your room. Do not declare room if hacking Doomsday. You cannot hack again this turn.
- Say: "hack".
### Juicer Actions
- **Thermo (8) &3**: x1 lime
- Scan any row, column, or quadrant.
- Say: "scan".
- **False Alarm (4) &3**: x1 lime
- Declare any room. Move any Villain there to their teammate. (Villain doesn't declare if they are there.)
- Say: name.
- **Zipline (7) &3**: x1 lime
- While on map edge, place yourself in the room on the opposite edge and scan. (Either room if on corner.)
- Say: "scan".
- **E.M.P. (13) &3**: x1 lime
- _ ↨ _. Hack these rooms, crossing walls.
- Say: name.
- **Reflector (1) &3**: x1 lime
- If hit, remove Reflector. Attacking Villain can only place 1 die next turn.
- Say: -.
### Villains Actions
- **Move (1-4) &e**: x6 light gray
- Move to adjacent room.
- Say: -.
- **Motion Detector (1-2) &e**: x2 light gray
- Choose any row, column, or quadrant. Spies declare how many are in this area.
- Say: name.
- **Stun Gun (5-6) &e**: x2 light gray
- x _. (Remove hit Spy and devices from the map.)
- Say: name.
- **Generator (3-4) &e**: x2 light gray
- Add 1 cube to Generator in your room. (2 cubes = Generator on.)
- Say: -.
### Chantico Actions
- **Flashlight (3-4) &5**: x1 cyan
- x _ _ _. Reveal these rooms. (Revealed Spies lose Swagger.)
- Say: name.
- **Flame Thrower (9) &5**: x1 cyan
- x _ _.
- Say: name.
- **Flare (8) &5**: x1 cyan
- x _ _ _ x4. Reveal these rooms.
- Say: name.
- **Orbital Laser (13) &5**: x1 cyan
- Attack any room at least two spaces away.
- Say: name.
- **Earthquake (11) &5**: x1 cyan
- Move both Spies once in the same direction. (Spies still act.)
- Say: name.
### Count V Actions
- **Flashlight (3-4) &7**: x1 blue
- x _ _ _. Reveal these rooms. (Revealed Spies lose Swagger.)
- Say: name.
- **Tear Gas (7) &7**: x1 blue
- Declare any room in your row or column. Spies cannot hack there this round.
- Say: name.
- **Honey Pot (9) &7**: x1 blue
- If scanned, move scanning Spy to this room and remove Honey Pot. That Spy gains 1 unlock.
- Say: -.
- **X-Ray Goggles (12) &7**: x1 blue
- Reveal any 3x3 area, crossing walls. (Revealed Spies lose Swagger.)
- Say: name.
- **Rocket Launcher (13) &7**: x1 blue
- x _ ↨. Destroy walls.
- Say: name.
### Nadesh Actions
- **Flashlight (3-4) &8**: x1 purple
- x _ _ _. Reveal these rooms. (Revealed Spies lose Swagger.)
- Say: name.
- **Camouflage (-) &8**: x1 purple
- When a scan finds you, declare you are in the scanned area, but not your room.
- Say: name.
- **Whirlpool (2-3) &8**: x1 purple
- Swap rooms with your teammate.
- Say: -.
- **Tentacles (12) &8**: x1 purple
- _ ↨ _. Destroy walls.
- Say: name.
- **Land Shark (13) &8**: x1 purple
- x _ _ _. Destroy walls.
- Say: name.
### Ophidian Actions
- **Flashlight (3-4) &f**: x1 white
- x _ _ _. Reveal these rooms. (Revealed Spies lose Swagger.)
- Say: name.
- **Trip Laser (5) &f**: x1 white
- When a Spy scans, ask if Spy is in room with Trip Laser. Of yes, remove it.
- Say: -.
- **Freeze Ray (7) &f**: x1 white
- x _ _ _. Spies cannot leave these rooms this turn.
- Say: name.
- **Doppler (13) &f**: x1 white
- Reveal all Spies (including Holograms).
- Say: name.
- **TNT (11) &f**: x1 white
- _ ↨ _. Can't detonate on your turn built. Anytime on your turn, detonate to attack. Destroy walls.
- Say: -.
# Saboteur
## Links
- [Info](https://boardgamegeek.com/boardgame/9220/saboteur)
- [Rules](https://www.ultraboardgames.com/saboteur/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 pink
- **Player**: x1 brown
- **Player**: x1 white
## Wools
### Gold Nuggets
- **Gold Nugget 1**: x16 yellow
- **Gold Nugget 2**: x8 orange
- **Gold Nugget 3**: x4 red
## Books
### Roles
- **Miner &7**: x7 blue
- Create a path to the treasure.
- **Saboteur &0**: x4 red
- Put obstacles in the Miners' path.
## Papers
### Paths
- **Path 41 {1-5}**: x5
- **Path 42**: x1
- **Path 31 {1-5}**: x5
- **Path 32 {1-5}**: x5
- **Path 33**: x1
- **Path 34**: x1
- **Path 21 {1-5}**: x5
- **Path 22 {1-5}**: x5
- **Path 23 {1-5}**: x5
- **Path 24 {1-5}**: x5
- **Path 25**: x1
- **Path 26**: x1
- **Path 27**: x1
- **Path 28**: x1
- **Path 11**: x1
- **Path 12**: x1
### Actions
- **Break Lantern {1-3}**: x3
- **Break Minecart {1-3}**: x3
- **Break Pickaxe {1-3}**: x3
- **Fix Lantern {1-2}**: x2
- **Fix Minecart {1-2}**: x2
- **Fix Pickaxe {1-2}**: x2
- **Fix either Lantern or Minecart**: x1
- **Fix either Minecart or Pickaxe**: x1
- **Fix either Pickaxe or Lantern**: x1
- **Map {1-6}**: x6
- **Rockfall {1-3}**: x3
### Treasures
- **Path Ladder 41**: x1
- **Path Gold 41**: x1
- **Path Stone 23**: x1
- **Path Stone 24**: x1
# Solar Storm
## Links
- [Info](https://boardgamegeek.com/boardgame/274037/solar-storm)
- [Rules](https://cdn.1j1ju.com/medias/9a/b3/8d-solar-storm-rulebook.pdf)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
### Figures
- **Figure**: x1 red
- **Figure**: x1 yellow
- **Figure**: x1 lime
- **Figure**: x1 blue
## Wools
### Tokens
- **Repair Cube**: x24 orange
- **Diverted Power**: x8 purple
- **Action**: x8 black
- **Protection {1-4}**: x4 white
## Books
### Protections
- **Protection {1-4} &f**: x4 white
### Resources
- **Metal &0**: x15 red
- **Energy &3**: x15 lime
- **Data &7**: x15 blue
- **Nanobots &8**: x15 purple
- **Universal &c**: x8 black
### Damages 1
- **Damage 1 &e**: x1 light gray
- Bridge
- **Damage 1 &e**: x1 light gray
- Crew Quarters
- **Damage 1 &e**: x1 light gray
- Mess Hall
- **Damage 1 &e**: x1 light gray
- Repair Centre
- **Damage 1 &e**: x1 light gray
- Engine Room
- **Damage 1 &e**: x1 light gray
- Cargo Hold
- **Damage 1 &e**: x1 light gray
- Armoury
- **Damage 1 &e**: x1 light gray
- Medical Bay
### Damages 2
- **Damage 2 &d**: x1 gray
- Engine Room
- Repair Centre
- **Damage 2 &d**: x1 gray
- Medical Bay
- Crew Quarters
- **Damage 2 &d**: x1 gray
- Repair Centre
- Cargo Hold
- **Damage 2 &d**: x1 gray
- Bridge
- Armoury
- **Damage 2 &d**: x1 gray
- Armoury
- Mess Hall
- **Damage 2 &d**: x1 gray
- Bridge
- Cargo Hold
- **Damage 2 &d**: x1 gray
- Crew Quarters
- Mess Hall
- **Damage 2 &d**: x1 gray
- Engine Room
- Medical Bay
### Damages 3
- **Damage 3 &c**: x1 black
- Bridge
- Medical Bay
- Mess Hall
- **Damage 3 &c**: x1 black
- Bridge
- Engine Room
- Crew Quarters
- **Damage 3 &c**: x1 black
- Engine Room
- Armoury
- Cargo Hold
- **Damage 3 &c**: x1 black
- Medical Nay
- Cargo Hold
- Mess Hall
- **Damage 3 &c**: x1 black
- Engine Room
- Repair Centre
- Mess Hall
- **Damage 3 &c**: x1 black
- Bridge
- Repair Centre
- Crew Quarters
- **Damage 3 &c**: x1 black
- Medical Bay
- Repair Centre
- Armoury
- **Damage 3 &c**: x1 black
- Crew Quarters
- Armoury
- Cargo Hold
### Rooms
- **Energy Core &f**: x1 white
- When all rooms have diverted power, get here and use 1 action to reactivate the Energy Core.
- **Escape Pod &c**: x1 black
- ONLINE. Roll the die. Draw a card from the discard pile if you roll equal to or lower than your hand size.
- **Armoury (NEM MND) &0**: x1 red
- Place 2 protection tokens on any room(s) (this ends at the start of your next turn).
- **Bridge (EMD EDN) &1**: x1 orange
- Look at the next 3 Damage cards and put them back in any order.
- **Cargo Hold (NMD DME) &2**: x1 yellow
- Look at the next 5 resource cards. Then put them back in any order.
- **Crew Quarters (NMM MDE) &3**: x1 lime
- Move a player's meeple to a room that has another meeple in it.
- **Engine Room (NNM NMD) &5**: x1 cyan
- Swap a card from your hand with one from the discard pile.
- **Medical Bay (EED ENM) &7**: x1 blue
- Take two action tokens when starting in this room.
- **Mess Hall (EDD DEN) &8**: x1 purple
- Give, take, or exchange a resource card with another player.
- **Repair Centre (NED NEM) &b**: x1 brown
- Repair a damaged room by one space on the Repair Track. Discard the matching card.
# Suspicious
## Links
- [Info](https://boardgamegeek.com/boardgame/204886/suspicion)
- [Rules](https://www.ultraboardgames.com/suspicion/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
### Guests
- **Guest**: x1 red
- **Guest**: x1 orange
- **Guest**: x1 yellow
- **Guest**: x1 lime
- **Guest**: x1 cyan
- **Guest**: x1 blue
- **Guest**: x1 purple
- **Guest**: x1 pink
- **Guest**: x1 brown
- **Guest**: x1 white
## Wools
### Tokens
- **Ruby**: x12 red
- **Diamond**: x12 orange
- **Emerald**: x12 cyan
### Markers
- **Marker**: x36 red
- **Marker**: x36 orange
- **Marker**: x36 yellow
- **Marker**: x36 lime
- **Marker**: x36 cyan
- **Marker**: x36 blue
- **Marker**: x36 purple
- **Marker**: x36 pink
- **Marker**: x36 brown
- **Marker**: x36 white
## Papers
### Answers
- **Yes**: x6
- **No**: x6
## Books
### Guests
- **Guest &0**: x1 red
- **Guest &1**: x1 orange
- **Guest &2**: x1 yellow
- **Guest &3**: x1 lime
- **Guest &6**: x1 cyan
- **Guest &7**: x1 blue
- **Guest &8**: x1 purple
- **Guest &a**: x1 pink
- **Guest &b**: x1 brown
- **Guest &f**: x1 white
### Actions
- **Robbery Invitation {1-2} &c**: x2 black
- **Robbery Red &c**: x1 black
- **Robbery Orange &c**: x1 black
- **Robbery Yellow &c**: x1 black
- **Robbery Lime &c**: x1 black
- **Robbery Cyan &c**: x1 black
- **Robbery Blue &c**: x1 black
- **Robbery Purple &c**: x1 black
- **Robbery Pink &c**: x1 black
- **Robbery Brown &c**: x1 black
- **Robbery White &c**: x1 black
- **Passageway Robbery {1-3} &c**: x3 black
- **Passageway Orange &c**: x1 black
- **Passageway Blue &c**: x1 black
- **Invitation Red &c**: x1 black
- **Invitation Yellow &c**: x1 black
- **Diamond Invitation &c**: x1 black
- **Diamond Lime &c**: x1 black
- **Diamond Cyan &c**: x1 black
- **Emerald Invitation &c**: x1 black
- **Emerald Pink &c**: x1 black
- **Emerald Brown &c**: x1 black
- **Ruby Invitation &c**: x1 black
- **Ruby Purple &c**: x1 black
- **Ruby White &c**: x1 black
# Uno
## Links
- [Info](https://boardgamegeek.com/boardgame/2223/uno)
- [Rules](https://www.ultraboardgames.com/uno/game-rules.php)
## Hats
### Players
- **Player**: x1 red
- **Player**: x1 orange
- **Player**: x1 yellow
- **Player**: x1 lime
- **Player**: x1 cyan
- **Player**: x1 blue
- **Player**: x1 purple
- **Player**: x1 white
## Papers
### Cards
- **Red 0**: x1
- **Red {1-9|Draw 2|Reverse|Skip} {1-2}**: x24
- **Yellow 0**: x1
- **Yellow {1-9|Draw 2|Reverse|Skip} {1-2}**: x24
- **Green 0**: x1
- **Green {1-9|Draw 2|Reverse|Skip} {1-2}**: x24
- **Blue 0**: x1
- **Blue {1-9|Draw 2|Reverse|Skip} {1-2}**: x24
- **Black Wild {1-4}**: x4
- **Black Draw 4 {1-4}**: x4