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After war dinamic

Listado top ventas after war dinamic

Madrid (Madrid)
AFTER THE WAR DINAMIC SOFTWARE ESPAÑA SNATCHO LUIS ROYO 1989 DISKETTE AMSTRAD CPC 464 6128 664 DISCO AFTER THE WAR DINAMIC SOFTWARE ESPAÑA SNATCHO LUIS ROYO 1989 DISKETTE AMSTRAD CPC 464 6128 664 DISCO   WE SHIP INTERNATIONALLY / COMBINE SHIPPING COSTS   COMBINA ENVÍOS:  EN PEDIDOS A PENÍNSULA, PAGA SÓLO 5 EUROS COMPRES LO QUE COMPRES   Paypal ACCEPTED  
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Madrid (Madrid)
AFTER THE WAR PC NUEVO Y PRECINTADO AFTER THE WAR PC NUEVO Y PRECINTADO AFTER THE WAR PC NUEVO Y PRECINTADO ADMITO PAGO MEDIANTE INGRESO EN CUENTA O TRANSFERENCIA BANCARIA. TAMBIEN ACEPTO PAGO CON PAYPAL COMO AMIGO O FAMILIAR   ENVIO POR CORREO ORDINARIO (3,50 EUROS) O POR CORREO CERTIFICADO (6,50 EUROS)   ADMITO ENVIOS COMBINADOS, COMPRA VARIOS ARTICULOS Y PAGA SOLO UN EURO ADICIONAL POR ARTICULO COMPRADO Y ENVIADO JUNTO CON EL PRIMERO CON TOPE MAXIMO DE 10 EUROS DE GASTOS DE ENVIO   PARA ENVIOS INTERNACIONALES CONSUTAR ANTES LOS GASTOS DE ENVIO
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Cabanes-Castellón (Castellón)
Mega Box [Dinamic Software] 1991 [ZX Spectrum] Navy Moves,A.M.C.,Satan,Narco Police,After the War Mega Box [Dinamic Software] 1991 [ZX Spectrum] Navy Moves,A.M.C.,Satan,Narco Police,After the War Mega Box [Dinamic Software] 1991 [ZX Spectrum] Navy Moves,A.M.C.,Satan,Narco Police,After the War Formato: 3 x cinta en caja propia coleccion Estado: Como nuevo [ver imágenes] Manual adjunto en castellano Compilación de 5 juegos para Zx Spectrum 48Kb / 128Kb (según juego) Juegos que forman parte del pack: 1. Navy Moves  2. After the War  3. Astro Marine Corps (A.M.C.)  4. Satan  5. Narco Police  7,95 € - Envió certificado protegido por agencia. Consulta nuestros otros artículos disponibles; es posible realizar ajustes de precio por pedidos múltiples y por supuesto, envíos combinados.
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Murcia (Murcia)
Metal Action [Dinamic Soft 1990 Zx Spectrum] After the War,AMC,Satan,Aventura Original,FreddyH in MS Metal Action [Dinamic Soft 1990 Zx Spectrum] After the War,AMC,Satan,Aventura Original,FreddyH in MS Caja abierta en un par de esquinas
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Madrid (Madrid)
MEGA BOX DINAMIC / NAVY MOVES SATAN NARCO POLICE AMC AFTER THE WAR CBM COMMODORE 64 128 C64 CASSETTE MEGA BOX DINAMIC / NAVY MOVES SATAN NARCO POLICE AMC AFTER THE WAR CBM COMMODORE 64 128 C64 CASSETTE   MUCHOS MÁS JUEGOS DISPONIBLES EN LA TIENDA DE TODOCOLECCION a b u e l o n   INTERNATIONAL SHIPPING / COMBINE SHIPPING COSTS   TAKE A LOOK TO MY OTHER VINTAGE VIDEOGAMES   COMBINA ENVÍOS: EN PEDIDOS A PENÍNSULA, PAGA SÓLO 5 EUROS POR TU ENVÍO CERTIFICADO COMPRES LO QUE COMPRES SE EFECTÚAN ENVÍOS ORDINARIOS A CUENTA Y RIESGO DEL COMPRADOR. VER MIS VOTOS.   ACEPTAMOS  Paypal    /   bizum  
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Barcelona (Barcelona)
JUEGO CASSETTE MSX MSX2 PACK METAL ACTION DINAMIC FUNCIONANDO SATAN ASTRO FREDDY HARDEST AVENTURA JUEGO CASSETTE MSX MSX2 PACK METAL ACTION DINAMIC FUNCIONANDO SATAN ASTRO FREDDY HARDEST AVENTURA JUEGO CASSETTE MSX “PACK METAL ACTION" DINAMIC Incluye: After The War / A.M.C (Astro Marine Corps) Freddy Hardest Manhattan Sur / Aventura Original / Satán MUY BUEN ESTADO / FUNCIONANDO PERFECTAMENTE
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Murcia (Murcia)
videojuego after the war en caja videojuego after the war en caja videojuego after the war, en caja de msx, trae lo que se ve en la foto, los portes seran de 6,00 euros mas gracias 
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España (Todas las ciudades)
descripcion: juego msxafter the war marca: msx modelo: after the war accesorios: manual estado: buen estado informacion adicional: revisar el estado de uso en las imágenes Descripción del artículo coleccionismo vintage otros after the war es un objeto de Segunda Mano que se ofrece en estado buen estado.
19 €
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Valencia (Valencia)
MEGABOX ZX Spectrum + 3 disco 128 K Dinamic 1991 MEGABOX ZX Spectrum + 3 disco 128 K Dinamic 1991 Caja Megabox de Dinamic, año 1991, incluye los juegos:Satan, A.M.C, Narco police, Afrer the war y Navy moves Viene con dos discos y manual
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Valencia (Valencia)
Juego de ordenador Amstrad After The War Juego de ordenador Amstrad After The War
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Valencia (Valencia)
MSX, MSX2 juego, AFTER THE WAR, casete, cassette, caja española MSX, MSX2 juego, AFTER THE WAR, casete, cassette, caja española Usado, en buen estado, según imágenes. 6,45 euros envío certificado, 2,70 euros ordinario, se combinan envíos.International shipping,ask price.
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España
Enemy Coast Ahead - The Doolittle Raid Enemy Coast Ahead: The Doolittle Raid uses the game format to explore the first raid on the Japanese home islands by the United States during World War Two. It is a solitaire game challenging the player to conduct a successful mission where the criteria for success is not purely military. The player must organize, equip, and train a squadron of B-25 medium “Mitchell” bombers to attack a distant and rather dangerous target. The game not only covers the raid from launch to landing, it extends the story on both ends. Threatened from the air and from the sea, the player must do his utmost to strike the Japanese capital, avenging the attack on Pearl Harbor, and then land his aircraft safely. If the raid goes poorly it may boost Japanese morale and deflate the mood in the United States. Getting the B-25s close enough to launch is vital, as is the recovery of aircraft and crewmen, but above all, the player's main dilemma will be secrecy. The risk is great. Failure could mean the loss of an entire squadron, or worse, the sinking of a precious aircraft carrier. Will the Doolittle Raid add to the dismal news of Pearl Harbor, Guam, Wake Island, and Bataan, or will it signal the turning of the tide? The History Washington - April 21, 1942: After two days of rumor prompted by Japanese radio broadcasts, President Franklin Delano Roosevelt finally agrees to a press conference. Deftly avoiding difficult questions, he claims insufficient information to neither confirm nor deny the biggest news story of the four month old war. To placate tenacious journalists, however, he tells the press that the attack on Kobe, Osaka, Nagoya, and Tokyo by United States aircraft, was launched from a mysterious base he would only call “Shangri-La,” an imaginary island from the recently published novel Lost Horizon. His impish grin, if not his words, tell the press that the top secret operation dubbed Special Aviation Project Number One has indeed been a success. That same day China's foreign minister hands a telegram to Army Air Corps Chief Hap Arnold. It has taken some time to arrive in Washington, an indication that all may not be well with the mission. Dictated two days ago by the commander of that top secret operation, a distraught Lt. Colonel James Doolittle, it reads: Mission to bomb Tokyo has been accomplished. On entering China we ran into bad weather and it is feared that all planes crashed. Telegram in hand, Arnold immediately admits to the commander of the Joint Chiefs of Staff that the mission has failed. No bombers have been recovered. After sending that telegram, Doolittle himself expects a court marshall, confiding to his engineer that they'll tie him to a desk for the rest of the war, if he's lucky. Days later he is astonished to learn of his promotion to Brigadier General, and even more so when he is notified that the president recommended the Congressional Medal of Honor. The Doolittle Raid remains an enigmatic and contradictory episode of World War Two, defying easy interpretation even to this day. Was it a victory or a debacle? Was it a minor footnote in the annals of that war or a significant military event? Was it a desperate bid to avenge the attack on Pearl Harbor, or, a harbinger signaling death and horror soon to visit Japanese cities from the sky? Narrative Sequence Much like chapters in a story, the game is organized in six narrative segments, chronologically arranged. Each poses its own set of challenges and prompts decisions that establish the environment and conditions of subsequent chapters. Planning Naval Flight Over Targets Recovery Debriefing Historical Scenarios Besides play of the full narrative, the game offers a number of historical dissections, each a scenario focusing on a fragment of the raid. They are also a handy way to learn the game, since each scenario uses only part of the rules. For example, Scenario One covers Doolittle's flight over Tokyo, using only the 8.5x11 Target Map and the Attack Segment. An alternative scenario looks at a night raid by that flight, as Doolittle originally planned it. After playing one or two small scenarios using only the Attack segment's rules, a larger scenario can be played adding the Flight segment. Graduate next to an even larger scenario that starts with the Naval segment. In this way a player can learn the game in program fashion, little by little, studying the history of the raid by playing it as he learns. Player Aid Folders: The game comes with several 11” x 17” bi-fold aids allowing the play of each game segment with minimal study of the rule book. The mapsheet is designed to interlock with other game components, including those play aids, in order to make the player's experience fluid. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
53,5 €
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Madrid (Madrid)
Maqueta Heller 1/72 Fieseler Fi 156C-3 Storch - 1976 #072 Maqueta Heller 1/72 Fieseler Fi 156C-3 Storch - 1976 #072 El Storch (cigüeña) se desarrolló a finales de los años treinta como aparato de observación, enlace y reglaje artillero para la Werhmacht, de quien llegó a convertirse en una suerte de 'jeep' volador. El extraordinario diseño de sus superficies de vuelo le permitían volar extraordinariamente lento, llegando incluso a quedar parado en el aire con un mínimo viento en contra; y gracias a su tren de aterrizaje podía tomar tierra en casi cualquier superficie mínimamente plana de terreno. Unos pocos ejemplares sirvieron en la Guerra Civil Española, permaneciendo después en el Ejército del Aire. Una de sus acciones más destacadas durante la IIGM fue la evacuación de Benito Mussolini tras ser liberado de su reclusión, en la cumbre del Gran Sasso, por un comando de paracaidistas alemanes. Tras la guerra continuó su producción en Francia con la designación MS-500, llegando a operar en la guerra de Vietnam. La maqueta. Una opción a seguir teniendo en cuenta a pesar de la mucho más moderna de Academy. Buen detalle superficial y suficiente en cabina para que no se vea vacía. Calcas para un esquema desértico alemán (ilustrado). Caja sellada. Peso: 90 g. *************** The Storch (stork) was developed in the late '30s for liaison, observation and artillery spotting duties for whom she became a kind of 'flying jeep'. The outstanding design of her flying surfaces allowed her to fly very slowly, to the point of keeping stopped in the air with a minimum of face-wind; and to her undercarriage she could land in almost any more or less flat surface. A handful operated in the Spanish Civil War with the Legion Condor. One of her most famous actions during IIWW was the evacuation of Benito Mussolini after being rescued from his reclusion, at the Great Sasso peak, by a 'commando' of german parachutists. After the war her production continued in France with the MS-500 designation, flying operations again in the Vietnam war. The kit. Still an option to be considered despite the much modern offer by Academy. Good overall detail, enough in the cockpit to avoid an 'empty' look. Decals for a German desertic scheme (luustrated). Sealed box. Weight: 120 g.
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España
Triumph & Tragedy (Second Edition) Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily. The 22 x 34 area map covers Eurasia to India and the Urals, plus the Americas. Military units are 5/8" blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 7 different colors (Germany/Italy/Russia/Britain/France/USA/Neutral). The mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 110 markers of various types. The game starts in 1936, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace). You can win peacefully by: • Economic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945, or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital). If there is war, you can still win by either of the above methods (with extra Economic Hegemony victory points available), or by: • Military Victory (capture TWO enemy capitals out of nine: each player controls three). Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards), except that Resources can be ignored if at Peace. Powers can spend their current economic Production on either: • Military units (new 1-step units or additional steps on existing units), OR • Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR • Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels). Building a unit step or buying a card costs 1 Production. Simple. You can't inspect cards bought until after you have spent all Production. Initially, the Axis economy is Population/Resource limited, but ahead in Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control of minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces. The early phase of the game tends to revolve around: • Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources, and • Industrial buildup (via Investment cards), with • Military buildups (with the nature of forces being built being unknown to opponents), • Technology advancement (also via Investment cards), and some • Military operations (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails. If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way. At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not. Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall), so a variety of Command cards in one's hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security. Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move). Triumph & Tragedy is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours. AWARDS & HONORS 2015 Golden Geek Best Wargame Nominee FUNDAS 63,5x88 (120)
84,5 €
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España
Wendake "Wendake" is the name that the Wyandot People use for their traditional territory. This population, also known as the Huron Nation, lived in the Great Lakes region together with the Iroquois, Shawnee, Potomac, Seneca, and many others. In this game, you explore the traditions and everyday life of these tribes during the 1756-1763 period when the Seven Years War between the French and the English took place in these territories. But this white man's war is really only a marginal aspect of the game; the focus is on life in the Native villages, fields, and forests. In this game, you won't find the traditional teepees since those were used by southwestern tribes who moved their camps to follow the herds of buffalo. The Natives of the Great Lakes were sedentary, living in long houses. The women farmed beans, corn, and pumpkins, while men hunted beavers in the forests, mainly to sell their pelts as leather. In the game Wendake, you are placed in the shoes of a chief of a Native American tribe. You have to manage all of the most important aspects of their lives, earning points on the economic, military, ritual, and mask tracks. The core of the game is the action selection mechanism: You have the opportunity to choose better and better actions over seven game rounds, and the winner will be the player who can find the best combinations of actions and use them to lead their tribe to prosperity. Each player has their own 3x3 action board that is comprised of nine action tiles. The first time you select an action tile each year, you may choose any tile; the second and third times that year, you must choose another action tile in the same column, row, or diagonal as your previously selected tile(s). If the action tile you choose shows more than one action, you can use them only in the order shown, from top to bottom. After the last player has placed (and resolved) their fourth action marker, the restore phase begins. During the restore phase, all players remove the action markers from their tiles and flip the tiles they used face down so that they show the opposite side. All players then move their action tiles down one row so that the top line of their action grid is empty and the three tiles from their bottom row are now outside of the grid; if any of these three tiles shows the ritual side, they must be flipped back to the action side. The first player may now set aside one of the three tiles below their grid and replace it with one of the six advanced action tiles near the board or with any action tile they already set aside in previous years. This new tile is added to the tiles below the player's grid. Then, whether a new tile was taken or not, they shuffle the three tiles that are below their grid and place them in random order on the top line of their grid, all showing the action side. During the game, you score points in four tracks, with these tracks being coupled randomly at the beginning of the game. The game ends at the end of the seventh year, and for each pair of tracks, you score only the number of points indicated by the score marker on the lower value. Sum these points from the two pairs of score tracks to see who wins.
50,95 €
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