From e798a3c84d9c50e6723ab0fd7f22a9328a81199e Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Fri, 14 Feb 2025 19:33:15 +0100 Subject: Add rulebook. --- info/rules.html | 521 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ info/rules1.jpg | Bin 0 -> 162890 bytes info/rules10.jpg | Bin 0 -> 52991 bytes info/rules11.jpg | Bin 0 -> 188045 bytes info/rules12.jpg | Bin 0 -> 11599 bytes info/rules13.jpg | Bin 0 -> 12465 bytes info/rules14.jpg | Bin 0 -> 12557 bytes info/rules15.jpg | Bin 0 -> 20567 bytes info/rules16.jpg | Bin 0 -> 398072 bytes info/rules2.jpg | Bin 0 -> 74878 bytes info/rules3.jpg | Bin 0 -> 185417 bytes info/rules4.jpg | Bin 0 -> 52150 bytes info/rules5.jpg | Bin 0 -> 47759 bytes info/rules6.jpg | Bin 0 -> 80111 bytes info/rules7.jpg | Bin 0 -> 76647 bytes info/rules8.jpg | Bin 0 -> 32294 bytes info/rules9.jpg | Bin 0 -> 44744 bytes 17 files changed, 521 insertions(+) create mode 100644 info/rules.html create mode 100644 info/rules1.jpg create mode 100644 info/rules10.jpg create mode 100644 info/rules11.jpg create mode 100644 info/rules12.jpg create mode 100644 info/rules13.jpg create mode 100644 info/rules14.jpg create mode 100644 info/rules15.jpg create mode 100644 info/rules16.jpg create mode 100644 info/rules2.jpg create mode 100644 info/rules3.jpg create mode 100644 info/rules4.jpg create mode 100644 info/rules5.jpg create mode 100644 info/rules6.jpg create mode 100644 info/rules7.jpg create mode 100644 info/rules8.jpg create mode 100644 info/rules9.jpg diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..29b34df --- /dev/null +++ b/info/rules.html @@ -0,0 +1,521 @@ + + + +rules + + + + + +
+

Introduction

+

Components

+

Setup

+

Winning and Losing

+

Initiative

+

Turn Sequence

+

Player Cards

+

Morale Bonus

+

Teamwork Bonus

+

Hero Points

+

Victory on a Front

+

Defeat on a Front

+

Tracks and Triggers

+

Medallions

+

Final Bid for Glory

+

End of the Year

+

Appendix 1: Symbol Key

+

Appendix 2: Medallions

+

Appendix 3: Rules for Non-Player Factions

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Resources/Credits

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4

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6

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10

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10

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10

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11

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11

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12

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15

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INTRODUCTION

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July 17, 1936 – A coup has just been launched – aimed at

+

overthrowing the Republic! A coalition of Fascist groups, led by

+

right-wing military officers, has been coordinating in secret to

+

install a dictatorship. Just five months ago, the Popular Front,

+

which includes Liberals, Socialists, and Communists, won the

+

General Election and took control of the Republican government.

+

Inspired by Italy and Germany, the Spanish Fascists are determined

+

to destroy this left-wing democracy before it can effect real reforms.

+

Meanwhile, masses of oppressed Spanish peasants are taking over

+

the land and farming it collectively, and thousands of worker-

+

cooperatives are organizing in the cities to self-manage Spanish

+

industry as the bosses flee to the Fascist side. Some two million such

+

workers and peasants are represented by the anarcho-syndicalist CNT, the nation’s largest labor union. But this growing

+

liberty and collectivization are also a threat to the Republican government, which desperately needs to appease potential

+

foreign allies in the capitalist powers of Britain, France, and the United States.

+

In the depths of the Great Depression, and after years of strikes, repression, and assassinations – between Left and Right,

+

rich and poor, Catholic and atheist – Spain is plunged into Revolution and Civil War.

+

Led by Generals Sanjurjo and Mola, the Fascist conspirators have seized control of half of the nation’s army and navy,

+

including all of the elite forces of the Army of Africa. To prevent total collapse, the Republic is forced to distribute arms to

+

the revolutionary CNT and the more reformist UGT labor union. These militias, along with the remaining Republican

+

army, manage to defeat the officers’ coup in Madrid, Barcelona, and Valencia, but other key cities like Sevilla, Valladolid,

+

and Zaragoza have fallen to the rebels. Now about one-third of mainland Spain is held by the Fascists, and thousands

+

who find themselves on the wrong side of the front line are being hunted down and massacred. To survive, many go

+

underground as guerrillas to carry on the fight behind enemy lines.

+

With Nazi Germany, Fascist Italy, and Communist Russia sending both troops and weapons to escalate the conflict, and

+

the entire world watching closely, could the Civil War in Spain perhaps be the first act in another World War, or will the

+

workers of Spain achieve true self-determination?

+

COMPONENTS

+

+

One 22”x17” Board

+

+

3 Player aids with Non-Player rules

+

on the reverse

+

+

+

111 Poker Sized Cards Including:

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• 54 Players Cards (18 cards

+

per faction)

+

• 54 Fascist Cards (18 cards

+

per year)

+

• 3 Reference Cards

+

+

141 Counters and & 5 Standees

+

+

Bag of Glory

+

+

Rulebook

+
+ +
+

SETUP

+

Place 2 Fascist Attack tokens on each of the 4 Fronts.

+

Assemble the Standees. Place the corresponding standee on the following spaces of each track: 5 on Liberty and

+

Collectivization, 6 on Government, 3 on Soviet Support and Foreign Aid.

+

Place both the Morale and Teamwork Bonuses to their “on” side in the Bonuses area.

+

Place all the Medallions into the bag and randomly draw out 5 of them, placing them in the Medallions area.

+

Return the others to the game box.

+

Give each player their Player aid, deck, and tokens. Shuffle the decks and each player draws their starting hand of

+

5 cards.

+

Each player places one of their tokens in the Bag of Glory.

+

The Moderate player begins with the Initiative. The other players begin with 2 Hero points.

+

Shuffle the Fascist decks. Place the Year 1 deck on the board.

+

Keep the reference cards, Attack/Strength tokens, Hero points, and Blank markers within reach of all players.

+

Full setup on the Back Cover.

+

3D Standee by

+

Dean Groth

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+ +
+

WINNING AND LOSING

+

+

The game is divided into 3 Years: Year 1 (1936–37), Year 2 (1937–38), and Year 3 (1938–39). Each Year has 4

+

turns. If the players do not lose the war earlier, the game will end at the end of Year 3. If the war is lost, all players

+

lose. If the war is won, the player with the most Glory is the winner.

+

+

There are 4 Fronts: Madrid, Northern, Aragon, and Southern. The presence of Fascist Attack tokens signifies that

+

the Front has a negative value – each Fascist token equals a -1 value. Conversely, the presence of Republican

+

Strength tokens signifies that the Front has a positive value – each Strength token equals a +1 value.

+

+

If a Front ever falls to -10, it suffers Defeat immediately.

+

+

If a Front ever rises to +10, it achieves Victory immediately.

+

(See pg. 8 for full effects of Defeat or Victory on a Front.)

+

+

The war can be lost in 3 ways:

+

+

Defeat on the Madrid Front (instant loss).

+

+

Defeat on any 2 Fronts (instant loss).

+

+

Any 2 Fronts at 0 or worse at the end of Year 3.

+

+

The war can only be won in 1 way: 3 Fronts must be at +1 or better at the end of Year 3.

+

+

If the war is won, player tokens are drawn from the Bag of Glory until the Glory area is full. The player with the

+

most Glory wins the game.

+

+

In the case of a tie, the Initiative player breaks the tie. (The Initiative token breaks all ties.)

+

INITIATIVE

+

+

One player always has the Initiative token. This allows them to go first in turn order, break all ties, and most

+

importantly add one of their player tokens to the Bag of Glory at the end of every turn AND at the end of every

+

Year. Having the most tokens in the Bag of Glory greatly increases your odds of winning the game – presuming

+

you win the war, of course.

+

+

Initiative is held by the Anarchists if both the Liberty AND Collectivization tracks are at 6 or above.

+

+

If either Liberty OR Collectivization are below 6, Initiative is held by whichever player controls the Government

+

– either the Communists or Moderates. The Moderates begin the game with Initiative because they control the

+

government and the Anarchist Revolution is not in full effect.

+

+

Initiative is claimed by a new player as soon as the Liberty, Collectivization, or Government tracks move past the

+

necessary thresholds. (See Tracks and Triggers, pg. 9.)

+
+ +
+

TURN SEQUENCE

+

Fascist Event – Reveal the top card of the current Year deck. The Fascist

+

Event card will add a certain number of Attacks to the Fronts, labeled

+

M, N, A, S (for Madrid, Northern, Aragon, and Southern) or V or D

+

(for the Front closest to Victory [+10] or Defeat [-10]). Events in Year 2

+

add more Attacks than those in Year 1, and Year 3 Events are still more

+

damaging. Fascist Events have other immediate negative effects, like

+

reducing tracks or turning off Bonuses.

+

+

Example: An Event (see right) with 4 M and 2 V adds 4 Attacks

+

to the Madrid Front and 2 Attacks to the Front closest to

+

Victory. The Madrid Front was at +2 (indicated by the presence

+

of 2 Republican Strength tokens), so 4 Attacks drops its value

+

to -2 – flip the Strength tokens to the negative side to show 2

+

attacks. The Front closest to Victory is now the Southern Front

+

at +2, so 2 Attacks drops that Front to 0 – remove all tokens

+

from the Front. This card also reduces Liberty by 1.

+

+

Finally, each Fascist Event also contains a Test, challenging the players to support a specific Front to increase

+

its value to a certain threshold. (In this example, the Test is on the Madrid Front and the threshold is 0.)

+

The Test will be resolved after the players take their turns (see part 3 below).

+

Player turns – Each player simultaneously chooses one card to play on their turn. Once all have chosen, the

+

Initiative player goes first, revealing and playing their card. They also have the opportunity to spend Hero points

+

at any time during their turn. When that player has finished their turn, the next player reveals their card and takes

+

their turn, etc. until all three have finished. (See Player Cards, pg. 6 and Hero points, pg. 7.)

+

+

Turn order is clockwise for Year 1 and Year 3, and counter-clockwise in Year 2.

+

Resolve Fascist Test – The Test challenges one specific Front each turn. If the players have supported that Front to

+

boost its value sufficiently to pass the Test, there will be a reward. That reward may benefit all players or only one

+

specific player. On the flip side, if the Test fails, there will be a penalty, which may affect all players or only one

+

specific player. Depending on the Test, it’s possible one or more players will prefer for the Test to fail, but typically

+

at least two players will be incentivized to pass the Test.

+

+

Tests on the Northern Front typically affect the Moderates; Tests on the Aragon Front typically affect the

+

Anarchists; Tests on the Southern Front typically affect the Communists; Tests on the Madrid Front

+

+

typically affect the Initiative player or the Government.

+

+

If a Test is passed, all players who contributed to the success gain 2 Hero points. (See Hero Points, pg. 7.)

+

Bag of Glory – At the end of every turn, the Initiative player adds one of their tokens to the Bag of Glory. If it is

+

the end of the Year, they also add one more. (See End of the Year, pg. 10.)

+

Remove all player tokens from the Fronts.

+
+ +
+

PLAYER CARDS

+

+

Each player has their own unique deck of 18 cards. Their deck contains twelve cards of strength 1, five cards of

+

strength 2, and one card of strength 3 – their Leader card. Players will have a hand of cards, a discard pile, and may

+

use cards to build a tableau in front of them.

+

+

At the start of each Year, all players draw 5 cards to their hand from their deck. At the start of Year 1, players will

+

have 5 cards; at the start of Year 2 - 6 cards; Year 3 – 7 cards. (See End of the Year, pg. 10.)

+

+

Each turn, all players will play one card from their hand. Cards can be played in two ways – either for the card’s

+

+

Event effects OR for its Action Points (and possible Morale Bonus).

+

+

When a card is played for its Event effects, the player activates each line

+

in the card’s Event text in the order written (in the example to the right,

+

the text beginning with Liberty +1). The card is then trashed (place it in

+

the game box). Events typically provide a larger, short-term benefit to

+

the player; trashing the card means that it will likely not be seen again.

+

+

When a card is played for its Action Points (AP), the strength number

+

in the top-left of the card is used to affect one area of the board – any

+

single area of the player’s choice: a Front, a Track, or to turn on Bonuses.

+

+

Action Points can be used to add strength to a single Front equal

+

to the number of AP (e.g. a card with 1 AP would remove 1

+

Fascist Attack or add 1 Republican Strength).

+

+

AP can be used to move a single Track that number of steps. The

+

player can choose to move the Track either up or down. (See

+

Tracks and Triggers, pg. 9.)

+

+

AP can be used to turn on the Morale Bonus, the Teamwork

+

Bonus, or both (1 AP per Bonus).

+

+

AP cannot be divided into multiple areas of the board. If any AP

+

is left over, it is wasted.

+

+

If a card is played for AP, it is added to the player’s tableau. This allows

+

them to also make use of the icons on the card through the Morale

+

Bonus.

+

+

Most cards in players’ hands and tableaus will go to their discard pile at

+

the end of the Year, but they will be allowed to keep 1 in both places at

+

the end of Year 1, and 2 at the end of Year 2. (See End of the Year, pg. 10.)

+

The discard pile will eventually be recycled into players’ decks when

+

their deck runs out and they need to draw again.

+
+ +
+

MORALE BONUS

+

+

If the Morale Bonus is on, a player can use it when they play a card for

+

Action Points. The Morale Bonus allows the player to choose any 1 icon on

+

the left side of their current card to activate, multiplying the effect of that

+

icon by the number of times it appears in their tableau, including their

+

current card.

+

+

In the example to the right, the Morale Bonus would allow the player

+

to increase Foreign Aid, move the Government in their direction, or reduce

+

Collectivization. If they also had 2 other cards in their tableau with the

+

Foreign Aid icon, their Morale Bonus could increase Foreign Aid by 3.

+

Remember, the Morale Bonus can only activate one icon on the player’s

+

current card. (See Appendix 1, pg. 11 for the Symbol Key.)

+

+

The Morale Bonus produces 1 benefit, not multiple benefits. A Morale

+

Bonus of adding Strength to a Front must all be applied to a single Front.

+

TEAMWORK BONUS

+

+

When a player strengthens a Front (including removing Attacks), they place one (and only one) of their player

+

tokens in that Front to show their positive contribution this turn. First, if that Front is the location of the Fascist

+

Test, then that player will earn 2 Hero points if Success on the Test is achieved. Second, whenever the second (or

+

third) different player token is added to the same Front, it may trigger the Teamwork Bonus.

+

+

If the Teamwork Bonus is on, it adds +1 Strength to the same Front where the second or third player adds Strength

+

on the same turn. This allows players to benefit from coordinated efforts. It is not possible for one player to

+

trigger the Teamwork Bonus with themselves.

+

+

At the end of each turn, remove all player tokens from the Fronts.

+

HERO POINTS

+

+

Hero points are a currency that players earn by performing heroic acts, primarily at the Fronts:

+

+

A player immediately earns a Hero point when they strengthen a

+

Front to Republican control (bringing that Front’s value from 0 or

+

worse to +1 or better).

+

+

All players who contributed to Success on the Fascist Test earn 2 Hero

+

points. They must have strengthened that Front this same turn.

+

+

All players who contributed to Victory on a Front earn 3 Hero points.

+

(See Victory on a Front, pg. 8.) They must have strengthened that Front this same turn.

+
+ +
+

+

Hero Points can also be earned through certain Event effects and Medallions.

+

+

If there are no Hero point tokens available, players cannot receive those earned. If the supply is insufficient

+

when multiple players earn Hero points simultaneously, the Initiative player receives Hero points first,

+

then the other players in turn order until there are no tokens remaining.

+

+

A player may spend any number of Hero points any time during their turn for the following benefits:

+

+

Draw cards – 1 Hero point per card.

+

+

Turn on a Bonus – 2 Hero points.

+

+

Move the Soviet Support or Foreign Aid tracks – 2 Hero points per step.

+

+

Move the Liberty or Collectivization tracks – 3 Hero points per step.

+

+

Move the Government track – 4 Hero points per step.

+

+

Certain Medallions cost Hero points to activate once they have been acquired by the player. (See

+

Appendix 2, pg. 11.)

+

+

Hero points can be lost as a result of Fascist cards or stolen by other players’ cards.

+

VICTORY ON A FRONT

+

+

As soon as any Front reaches +10, the players achieve Victory on that Front. Cover the Front with a “Victory on

+

a Front” card. The victorious Front can never again be Attacked or damaged in any way.

+

+

All players who contributed to the victorious Front this turn

+

receive 3 Hero points.

+

+

For the rest of the game, any Fascist Attack on the victorious Front

+

instead Attacks the Initiative player’s choice of Front, and any Tests

+

on the victorious Front automatically pass.

+

+

Any Player cards affecting the victorious Front can now be applied

+

to the Front of the player’s choice.

+

+

The Front closest to Victory is that closest to +10. If there is a tie, it is broken by the Initiative player.

+

DEFEAT ON A FRONT

+

+

As soon as any Front falls to -10, the players suffer Defeat on that Front. Cover the Front with a “Defeat on a

+

Front” card. The defeated Front can never again be strengthened or recovered in any way.

+

+

If the defeated Front is Madrid, or the second Front to be defeated, the game is over and all players have lost.

+
+ +
+

+

Immediate effects of Defeat on a Front: the Morale Bonus is turned

+

off; Collectivization, Soviet Support, and Foreign Aid are all reduced

+

by 1.

+

+

For the rest of the game, any Fascist Attack on the defeated Front

+

instead Attacks the remaining Front closest to Defeat, and any Tests

+

on the defeated Front automatically fail.

+

+

Any Player cards affecting the defeated Front must now be applied

+

to the remaining Front closest to Defeat.

+

+

The Front closest to Defeat is that closest to -10. If there is a tie, it is broken by the Initiative player.

+

TRACKS AND TRIGGERS

+

+

Each player has two Tracks that belong to them. The Anarchists have the Liberty and Collectivization tracks, and

+

are incentivized to increase those as much as possible. The Communists have the Soviet Support track and want

+

to pull the Government track as far as possible in their direction (to the left – lower values). The Moderates have

+

the Foreign Aid track and want to move the Government track to the right (higher values).

+

+

Each player has one track that is dependent on their other track. For

+

the Anarchists, Liberty cannot advance past 7 unless Collectivization

+

is at least 8. For the Communists, Government cannot go below 3

+

unless Soviet Support is at least 8. For the Moderates, Government

+

cannot advance past 7 unless Foreign Aid is at least 8. If a standee is

+

already inside one of these restricted areas on the dependent track

+

and the other track falls below 8, the standee remains where it is but

+

cannot advance further unless the other track is restored to 8 or above.

+

+

The five Tracks have icons on them representing triggers which take effect immediately when the standee on those

+

Tracks moves to or through the given step. When an icon is triggered, place a Blank marker on the space to cover

+

up the icon, showing that the trigger is extinguished. The Anarchist flag on space 6 of the Liberty and Collectivization

+

tracks is not a trigger; this indicates that the Anarchists claim the Initiative when both tracks are 6 or higher. Do

+

not place a Blank marker on these spaces.

+

+

The Turn off Morale Bonus trigger at the bottom of each Track does not get covered by Blank markers. Whenever

+

any track reaches 0 (or when any Front falls to Defeat), the Morale Bonus is turned off. This could be triggered

+

multiple times during a game.

+

+

The Center of the Government track is between spaces 5 and 6. When the Government moves “towards Center,”

+

it moves precisely one step and may pass across the Center line to give control of the Government to the other player

+

(e.g. Government is at 6 and moves “towards Center” so it goes to 5 and gives the Communists control of the

+

Government). When the Government moves “away from Center,” it moves one step in the direction of the player

+

that already controls the Government.

+

+

When a “+1 to a Front” trigger is reached on one of the tracks, the player who that track belongs to decides which

+

Front to add that Strength to, even if another player was responsible for moving the track and hitting that trigger

+

(e.g. the Communist player moves Foreign Aid to 7, triggering +1 Strength to a Front, but the Moderate player

+

decides which Front to add +1 to).

+
+ +
+

MEDALLIONS

+

+

When a player’s track is maxed out they may earn one of the available Medallions (e.g. Government reaches the

+

Medallion trigger on space 1, earning one for the Communists). Each game there are 5 random Medallions

+

available at the start of the game. The player earning a Medallion may choose the one they desire from the board.

+

If there are no Medallions remaining, they do not receive one.

+

+

Some Medallions give an immediate one-time bonus, others give a permanent upgrade or a new way to utilize

+

Hero points (for the full list of Medallions, see Appendix 2, pg. 11).

+

FINAL BID FOR GLORY

+

+

The final turn of the game is structured differently. After the Fascist Event,

+

each player simultaneously chooses up to 3 cards from their hand as their Final

+

Bid. These cards will not be played; they will be used for the Final Bid and then

+

discarded.

+

+

The player who bid the largest total number of Action Points wins the Final

+

Bid. The winning player scores one of their tokens directly to Glory – skipping

+

the Bag and immediately increasing their end-game score.

+

+

After the Final Bid, the rest of the turn sequence is as normal. Players

+

simultaneously choose the card they wish to play from their hand and take

+

their final turns; the Fascist Test is resolved; the Initiative player adds the final

+

two tokens to the Bag of Glory.

+

END OF THE YEAR

+

+

Each Year ends after the fourth turn has concluded. In addition to the normal

+

token at the end of the turn, the Initiative player adds a second token to the

+

Bag of Glory.

+

+

At the end of Year 1, pull 1 player token from the Bag of Glory and score it.

+

The other two players receive 1 Hero point (for selfless commitment to the

+

war effort). Each player may keep 1 card in their hand and 1 in their tableau.

+

The rest of the hand and tableau cards go to the player’s discard pile. Flip the

+

Initiative token to indicate turn order becomes counter-clockwise for Year 2.

+

All players draw 5 new cards. Replace the Year 1 Fascist cards on the board

+

with the Year 2 Fascist deck.

+

+

At the end of Year 2, pull 2 tokens from the Bag of Glory. Any player(s) who did not score this Year instead

+

receive(s) 2 Hero points. All players may keep 2 cards in their hand and 2 in their tableau. The rest go to their

+

discard piles. Flip the Initiative token to indicate turn order becomes clockwise for Year 3. All players draw 5 new

+

cards. Replace the Year 2 Fascist cards on the board with the Year 3 Fascist deck.

+

+

At the end of Year 3, determine if the war is won or lost. (Three Fronts at +1 or better.) If it is won, pull the

+

+

last 5 tokens from the Bag of Glory. The player with the most Glory wins the game. (Initiative breaks ties.)

+

Colorization by Julius Backman

+

(@julius.colorization on Instagram)

+

Colorization by Julius Backman

+

(@julius.colorization on Instagram)

+
+ +
+

APPENDIX 1 – SYMBOL KEY

+

APPENDIX 2 - MEDALLIONS

+
+ +
+

RESOURCES

+

Books

+

+

Ackelsberg, Martha A. Free Women of Spain: Anarchism and the Struggle for the Emancipation of Women.

+

AK Press, 2004. First published 1991.

+

+

Peirats, José. Anarchists in the Spanish Revolution. Freedom Press 1990. First published 1976.

+

+

Graham, Helen. The Spanish Civil War: A Very Short Introduction. Oxford University Press, 2005.

+

+

Orwell, George. Homage to Catalonia. Harcourt Inc. 1980. First published 1938.

+

Films

+

+

BBC. The Spanish Civil War. Six part documentary series. 1983.

+

+

Loach, Ken. Land and Freedom. 1995.

+

Music

+

+

Original playlist - https://open.spotify.com/playlist/6558sdACTJdxpQjmSWacdA

+

CREDITS

+

Design: Alex Knight

+

Development: Ryan Heilman

+

Cover, Counters, Map, & Cards: José Ramón Faura

+

Player/Non-Player Aids, & Cards: Ryan Heilman, & Alex Knight

+

Rulebook: Ryan Heilman, Alex Knight, & Dave Shaw

+

Printed and Published in the USA by Blue Panther LLC

+

Thank You to Playtesters

+

Phil Amylon, Ana Maria, Jen Armento, Chris Backe, Batu, Christian Beck, G. Paul Blundell, Brad, Jay

+

Bucciarelli, Mark Bray, Break My Game, Dan Bullock, Joe Byer, Casey, Dan Cassar, Tom Chaykun, Ian

+

Chinich, Emma Chu, Jacob Cook, Glenn Cotter, Jim Cummings, Dean, Jason Del Gandio, Matthew

+

DiPaolo, James Firnhaber, Allan Gomez, David Gordon, Jamie Graham, Jo Grim, Ryan Heilman, Alex

+

Hilgeman, Kane Humboldt, Isaac, J.D., Mathijs Jansen, Jeric D. Jones, Joseph, Josh, David K., Katie,

+

Kenton Kelly, Bryan Kline, Aaron Kreider, Kyle, Harold Kyle, Jasper Kyle, Lidora, Greg Loring-Albright,

+

Claire Lutz, Nicole Matchette, Alison Miner, Pasha Mamontov, Nathaniel Miller, Adi Narayan, Nathan,

+

David Newton, Jorge Niederhoff, Niluk Peiris, Shanti Pothapragada, Kevin Roche, Jack Rosetree, Ryan,

+

Chris S., Adam Schlesinger, Joe Schmidt, Seth, Dustin Shannon, Dave Shaw, Phil Simmons, T.L. Simons,

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Ian Smith, Natalie Smith, Shan Shan Song, Michael Sosa, Steven, Suzy Subways, John Sun, Nicola

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Tenaglia, Mike Toland, Tony, Alex Torrez, Daniel Tucker, Jay Vowles, Evan Walter, Bill Ward, Mick

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Ward, Shellie Wass, Wes, Jan Westman, Russ Wetli, Keith Wilcoxon, Amy Wilson, Jordan Winquist,

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and any others omitted. Game design is an impossible job without people willing to slog through an

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unfinished project. Thank you!

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+ +
+
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