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Alien deck building game

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UNDAUNTED NORMANDY - JUEGO DE MESA
  • Junio de 1944. D-Day., los aliados se desbarman en las playas de Normandia y se han impadónico, rechaza a las fuerzas alemanas, toma el control en el chaos de la batalla y permanece indomito en Undaunted – Normandy, juego deck-building de combate táctico ambientado en Normandia en pleno de la Segunda Guerra Mundial, no exponer al enemigo
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LEGENDARY ENCOUNTERS: ALIEN COVENANT EXPANSION
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    LEGENDARY ENCOUNTERS DECK BUILDING GAME: PREDATOR CORE
    • Legendary Encounters: A Predator Deck Building Game está basado en las dos primeras películas de la serie "Predator", es un juego cooperativo. Esta entrada independiente en la serie Legendary Encounters es totalmente compatible con Legendary Encounters: An Alien Deck Building Game. Legendary Encounters: A Predator Deck Building Game también es compatible con la versión de los superhéroes de Marvel Legendary pero no puede ser completamente integrado.
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    LEGENDARY ENCOUNTERS: AN ALIEN DECK BUILDING GAME BY UPPER DECK
    • Legendary Encounters: An Alien Deck Building Game
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    LEGENDARY ENCOUNTERS DECK BUILDING GAME: A FIREFLY DECK BUILDING GAME
    • Legendary Encounters A Firefly Deck Building Game
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    LEGENDARY ENCOUNTERS DECK BUILDING GAME: BIG TROUBLE IN LITTLE CHINA
    • Legendary Big Trouble In Little China Board Game
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    UPPER DECK LEGENDARY ENCOUNTERS: THE X-FILES CARD GAME - ENGLISH
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      ADC BLACKFIRE ENTRETENIMIENTO UD82438 - ENCUENTROS LEGENDARY - UN MAZO ALIEN EDIFICIO JUEGO, INGLÉS
      • Juego cooperativo, en la misma línea que Marvel Legendary, basado en la saga Alien
      • Los jugadores deben trabajar codo a codo para derrotar a los temibles Aliens
      • El juego contará con protagonistas como Ripley, Dallas, Hicks o Bishop
      • El juego básico incluye más de 500 cartas con ilustraciones originales
      • Además de un tapete para organizar el juego y el reglamento en inglés
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      España
      Legendary Encounters - An Alien Deck Buikding Game Expansion Continue the horrifying Legendary Encounters adventures with the all new expansion to the 2014 Acclaimed game, “Legendary Encounters: An ALIEN Deck Building Game”. - More Face Huggers, More ALIENS and finally, more ALIEN QUEEN! - The roster of characters grows with this expansion to include, “:Lieutennant Gorman, Superintendant Andrews, Captain Elgyn, and Kane! - There will be a new unique playmat to allow players to play as the ALIEN Queen! - 400 new cards featuring all original art. FUNDAS 63,5x88 (400)
      42,49 €
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      Pongo a la venta el juego Legendary Encounters de Alien, en perfecto estado y con todas las cartas enfundadas. El juego se encuentra en inglés ya que nunca ha salido en castellano, pero se trata de un inglés sencillo. oportunidad de hacerte con este pedazo de juego. Cualquier duda, preguntar sin problema.
      75 €
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      Legendary Encounters - A Firefly Deck Building Game For those that have played the previous Legendary Encounters games they will be pretty far along to knowing the rules of this one. One of the biggest differences between Legendary Encounters: A Firefly Deck Building Game and its predecessors are the Avatars. While Avatars have always been present in Legendary Encounters these Avatars are of the main cast of the show: the crew of Serenity. Players will now take on the roles of characters like Mal, Zoe, River, and Simon to try and complete episodes from the Firefly TV show. During setup, players will each select an Avatar. These will be the Main Characters of the game. Each game will have 5 Main Characters and 4 Supporting Characters so all 9 crew members will be a part of each game. In a game with fewer than five players, additional Avatars are selected until the total count including players is five. These extra Avatars are placed below the playmat. These cards are also Main Characters, but they do not count as players. The four remaining Avatars are the Supporting Characters of the game. The 14-card stack for each Supporting Character is shuffled together to form the Crew Deck. An example of this setup would be: Mal, Kaylee, and Jayne are selected for a three player game. To round out the five Main Characters Inara and Wash are also selected. These two will not be used by players directly. The 14-card decks of the final four Avatars: Book, River, Simon, and Zoe are shuffled together to form the Crew Deck. FUNDAS 63,5x88 (500) BGG - 195571 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
      44,59 €
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      Otros Juegos RENEGADE GAME STUDIO Power Rangers Deck Building Game: Zeo Stronger Than Before (Edad Minima: 13 años)
      38,40 €
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      Juego de Mesa USAOPOLY Toy Story Obstacles and Adventures: Co-op Deck Building Game (Inglés - Edad Mínima: 12)
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      Juego de Mesa CRYPTOZOIC Rick and Morty The Rickshank Rickdemption Deck Building Game (Inglés - Edad Mínima: 18)
      42,40 €
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      En inglés. Play through the CIVIL WAR storyline within Legendary! Fourth Big Box Expansion since the Dark City release in 2013! New Heroes! New Villain groups! New Masterminds! New Schemes! The game will feature playable characters from both sides of the Super Hero Registration act. Will you choose to side with Captain America or Iron Man? New ways to play by teaming up with a partner and taking sides against the opposition. Fabricante: CRYPTOZOID Idioma: Inglés. Referencia BGUD86036
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      Alien Frontiers Alien Frontiers is a game of resource management and planetary development for two to four players. During the game you will utilize orbital facilities and alien technology to build colony domes in strategic locations to control the newly discovered world. The game board shows the planet, its moon, the stations in orbit around the planet, and the solar system's star. The dice you are given at the start of the game represent the space ships in your fleet. You will assign these ships to the orbital facilities in order to earn resources, expand your fleet, and colonize the planet. As the game progresses, you will place your colony tokens on the planet to represent the amount of control you have over each territory. Those territories exert influence over specific orbital facilities and, if you control a territory, you are able to utilize that sway to your advantage. The planet was once the home of an alien race and they left behind a wondrous artifact in orbit. Using your fleet to explore the artifact, you will discover amazing alien technologies that you can use to advance your cause. Winning the game will require careful consideration as you assign your fleet, integrate the alien technology and territory influences into your expansion plans, and block your opponents from building colonies of their own. Do you have what it takes to conquer an alien frontier? Roll and place your dice to gain advantages over your opponent and block them out of useful areas of the board. Use Alien Tech cards to manipulate your dice rolls and territory bonuses to break the rules. Steal resources, overtake territories, and do whatever it takes to get your colonies on the map first! Don't dream it'll be easy, though, because the other players will be trying to do the same thing. FUNDAS / SLEEVES 63,5x88 (22)
      50,99 €
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      JOGO ORIGINAL EM INGLÊS: Whether you’re new to ONE PIECE CARD GAME or already building up your card collection, this is the character lineup you’ve been waiting for! It’s Not Too Late! Great Deck for New & Experienced Players! Add to your card pool with black cards, first released in ST-05, and black cards, first released in ST-07!Have more scope for deckbuilding with enough black cards to rival the other colors!This is the perfect way for new players to get started, and a great chance for experienced players to strengthen their deck! Contents ·Constructed Deck 1 (51 cards)·DON!! Card x10·Playsheet x1
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      Legendary Captain America 75Th Anniversary Legendary: Captain America 75th Anniversary is a small box, 100-card expansion for Legendary: Marvel Deck Building Game that focuses on the esteemed legacy of Cap and his fellow comrades that have taken up the mantle of the greatest soldier of all time! FUNDAS 63,5x88 (100) BGG - 186845 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
      18,64 €
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      Orcs Orcs Orcs Orcs Orcs Orcs is a game for two to four players that combines two excellent game mechanics that have not been paired before (deck building and tower defense) and has players casting spells, squashing orcs and rolling up the score in the Orc Squash Tournament. The mages start the game on top of the tower in the middle of the battlefield. The battlefield consists of six lanes, each with three sectors, radiating out from the tower. On these lanes the orcish hordes will try to charge all the way towards the tower. Your job is to defeat them before they can reach you. At the beginning of each game round players draw a fate card, which will determine which category of creatures will advance one sector towards the tower and sometimes implement a nasty rule change for that particular game round. There are three categories of orcs which differ in strength and special abilities that are conveyed to a player once an orc is defeafed. The game ends when on four lanes you run out of orcs. During the final scoring players count up their defeated orcs and multiply them by the number on the creature counter, get points for each support spell learned and subtract points for each poison card in their deck. Whoever has the most points will be declared "Master Mage"! BGG - 165477 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
      19,95 €
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      Ruthless The primary mechanic of Ruthless is deck building. Every turn a player must play a card or set of cards from their hand after which they may buy new cards to their deck. The deck consists of pirate cards, which allow to attack opponent, draw more cards and perform many more profitable actions, and treasure cards which allow to buy more and better pirates. Treasures can be discarded immediately to acquire gold when needed or added to the deck to benefit repeatedly from their bonus. New crew members are laid out in front of the players and their effects are used at the moment of acquisition. At the end of each round the players will form poker combinations with the cards in front of them and compare the strength of their crew in play. The player with the strongest crew wins the battle and gains most points. After five or six rounds (depending on player count) the game is over and the player with most points wins.
      21,25 €
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      Invaders - Segunda Mano JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Mazos de cartas precintados. One player leads the extraterrestrial conquerors whose goal is to transform the Earth and subjugate its inhabitants. The Invaders possess unthinkable weapons and unknowable technologies. More so, within their galactic armada the aliens hold bound a terrifying array of eldritch creatures engineered specifically to sow the chaos and destruction that heralds the arrival of their masters. The other player commands the unyielding forces of a united Earth. In the shadow of a planet-wide scourge, the nations of the Earth have joined forces to confront the arrival of a doom spawned on the other side of the galaxy. The Terran alliance is a desperation-forged bulwark upon which the invading forces crash and are repelled time and again. Outgunned, with salvaged or untested technology and one foot in the grave, the determined network of military machinery, elite strike-teams, warfare scientists, and neighborhood militias are surprisingly capable of bloodying the Invaders' noses whenever the two forces meet. The eponymous Invaders seek to destroy the forces defending the Earth and exhaust their reserves. They do this by defeating the defending forces at key locations while also causing the Earth player to disrupt cards from their deck to their discard pile. The Invader must be cunning when deploying their creatures and war-machines, or enacting their schemes, as the cost to bring assets into the war often involves the discarding of other assets. Mankind must work desperately to defend critical resources and locations from the corruption and incursion of the alien threat. They do this by building formidable and deadly defenses, predicting where the alien player will strike and setting traps designed to deprive the Invaders of key units and wear-down their options. Like the Invader, the humans need to be clever in what they deploy and how they deploy it because their heroes may be bold but they are small in number, and the Invaders are inexorable. Invaders is a science-fiction game piled thick with the trappings of war and horror. It is steeped in difficult decisions, but built upon a simple, elegant set of rules, and because of this, you will find each game telling a slightly different story each time you play. Both sides use cards to represent their units, plans, resources and events, but as this is an asymmetrical battle game, the way in which those cards are played and how they forward their owner's goals are very different. Regardless, knowing when to let an asset go in favor of a better one, how to exploit a weakness in your enemy's ranks, and where to press an advantage or feint a trap will be key in seeing your side emerge as the victor from the morass of galactic war. One question remains: Which side are YOU on?
      20 €
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      This is a full-deck of high quality full-color professionally printed replacement resource and development cards compatible with a original popular board game. These are way better quality than the ones that came with the game and have amazing high-resolution graphics/pictures as well. These cards fit nicely in our custom card trays for storage as well as ease of use during play. The graphics match our custom boards, card trays, etc so you get a consistent theme across your entire setup. FEATURES: - Full-Color High-resolution graphics/photos on both sides of all cards - 300 gram blue-core card stock with smooth finish - Professionally printed casino quality cards - Glossy finish for amazing graphic details - Sturdy cards for years of use 3-4 PLAYER DECK: It includes 125 cards total. (The complete deck of 120 that comes with the original game, plus a couple extras in case you lose/damage some, and 3 unique cards exclusive to our deck for some fun rule scenario play) Resource Cards: 95 resource cards are distributed as follows: -19 Brick Resource Cards -19 Wood Resource Cards -19 Sheep Resource Cards -19 Wheat Resource Cards -19 Ore Resource Cards Development Cards: 30 development cards are distributed as follows and have the "black sailboat" on the back: -14 Knight Cards -6 Progress Cards (2 Monopoly, 2 Road Building, 2 Year of Plenty) -5 Victory Point Cards (Chapel, Great Hall, Library, Market, University) -1 "Blank Template" Card (to replace lost/damaged cards, or write on your own unique rules) -1 King's Wild (allows you to Swap any 2 number tokens on the board) -1 "Wild" (can be any development card you want it to be) -1 Eminent Domain (move any 2 free-standing roads, can be your own roads or those of an opponent) -1 Pillage (downgrade an opponent city to a settlement and steal a resource) 3-4 AND 5-6 EXPANSION OPTION: 161 Cards. It includes BOTH COMPLETE SETS ABOVE for 161 cards total. (Standard game expansion deck only has 154 cards) Resource Cards: 120 resource cards are distributed as follows: -24 Brick Resource Cards -24 Wood Resource Cards -24 Sheep Resource Cards -24 Wheat Resource Cards -24 Ore Resource Cards Development Cards: 41 development cards are distributed as follows and have the "black sailboat" on the back: -20 Knight Cards -9 Progress Cards (3 Monopoly, 3 Road Building, 3 Year of Plenty) -5 Victory Point Cards (Chapel, Library, Market, Palace, University) -3 "Blank Template" Cards (to replace lost/damaged cards, or write on your own unique rules) -1 King's Wild (allows you to Swap any 2 number tokens on the board) -1 "Wild" (can be any development card you want it to be) -1 Eminent Domain (move any 2 free-standing roads, can be your own roads or those of an opponent) -1 Pillage (downgrade an opponent city to a settlement and steal a resource) These cards are a few millimeters larger and thicker/sturdier than the original cards. Our Card Dimensions: 55.9mm x 87.1mm, 2.2" x 3.43" (Original game cards are 54mm x 81mm) I have several other boards, pieces, parts, cards and boxes. So check out my store if you want to get more accessories for your board game. Please note: This board DO NOT come with any player pieces or playing cards, and is meant to supplement the existing game you already own. DISCLAIMER: This is an accessory and/or supplement for the official Settlers of Catan® and/or Catan® board game. Catan® is the registered trademark of Catan GmbH. This serves as notice that JonesLaserWorks is not associated with, or sponsored by Catan GmbH. In order to play Catan® with this accessory you must have already purchased, and currently own the official Catan® board game. We do not include nor sell anything that is protected by copyright or trademark laws.
      2.388 €
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      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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