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Juegos mesa be boing

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DISET - PARTY & CO BOING - JUEGO DE MESA INFANTIL A PARTIR DE 8 AÑOS
  • Juego para todos los fans de Boing; incluye los personajes de las series de la cadena: Ben 10, Gumball, Supernenas; el objetivo es superar las pruebas para conseguir las gemas y vencer al villano
  • Existen cuatro pruebas distintas: quiz, art, BMO y speed
  • Número de jugadores: de 2 a 4 jugadores; hay una versión del juego por equipos, hasta 4 equipos de 2 o más jugadores
  • Contenido: tablero, reloj arena, 8 Peones personajes, dado, dispensador, 260 tarjetas, 20 cartas prueba especial, 12 Cartas villanos, pizarra, rotulador, 85 gemas, BMO visor y 24 fichas de respuesta
  • Habilidades que desarrolla: capacidad de comunicación y visualización y juego en equipo
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JUEGOS DE SOCIEDAD - BE BOING (FAMOSA) 700009932
  • Es un juego de mesa divertido y dinámico que se juega por parejas y los niños pondrán a prueba su habilidad superando las diferentes pruebas para llegar a la gymkana final
  • Incluye un pañuelo, un cronómetro, 1 puzzle, 1 pelota, 12 tarjetas de prueba, 50 tarjetas con retos para la gymkana, 1 cuaderno de dibujo, 1 libro de anotaciones y 1 lápiz
  • Para muchas horas de diversión
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Langreo (Asturias)
juegos de mesa be boing , la ruleta junior y pasapalabra peques. 10 unidad
10 €
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Granada (Granada)
JUEGO DE MESA 30 JUEGOS REUNIDOS NUEVO SIN PRECINTO EDICIÓN ANTIGUA REF. 25.003 JUEGO DE MESA 30 JUEGOS REUNIDOS NUEVO SIN PRECINTO EDICIÓN ANTIGUA REF. 25.003 La caja no tiene el precinto pero se conserva bien a pesar de los años de almacenaje.  Contiene 30 juegos de mesa tradicionales para jugar en familia. PESO: 566 g ENVÍOS NACIONALES:  se aplicarán  tarifas de correos  según peso y dimensiones. Con un embalaje adecuado a cada artículo. Envío económico (no me responsabilizo de posibles pérdidas) ó envío certificado, a petición del comprador. INTERNATIONAL SHIPMENTS:  postal rates will be applied according to weight and dimensions. With a proper packaging for each item. EL PAGO SE REALIZA MEDIANTE: - INGRESO EN EFECTIVO (OFICINA O CAJERO) - TRANSFERENCIA EN CUENTA - PAYPAL (Ver "pestaña" formas de pago y envío) SOLO COMPRADORES SERIOS. EL COMPRADOR DISPONE DE 3 DÍAS PARA REALIZAR EL PAGO, Y SI NECESITA ALGÚN DÍA MAS DEBERÁ AVISARME. LOS COMPRADORES SIN VOTOS TIENEN QUE PONERSE EN CONTACTO CONMIGO UNA VEZ REALIZADO EL PEDIDO. ECHAD UN VISTAZO A MIS OTROS ARTÍCULOS Y AHORRAR EN GASTOS  
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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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A Tale of Pirates Put on your captain's hat and navigate the 3D pirate ship using sand timers in this unique real-time cooperative game. As a member of an adventurous pirate crew, your goal is to be crowned Admiral of the Black, the most feared pirate ship in the Caribbean. To earn this title, you must complete dangerous scenarios in the shortest possible time frame. The most innovative element of the game is that the player uses their own 30-second sand timer as a character to be placed on the ship to perform actions. Each time a player places their own sand timer, they have to wait for the sand to run out to be able to perform the action needed. Each hole in the ship represents an area where you can perform a specific action: turning the ship, loading cannons, shooting enemy ships, repairing damage, and so forth... A Tale of Pirates (previously announced as Admiral of the Black) has ten different scenarios, ranging from ordinary pirating activities like looking and shooting, to kraken-hunting, prison breaks, treasure hunts, and much more. An app for any smartphone or tablet will lead the players along the missions, assist with scenario data, random events, multiple paths, upgrades, and gamestate-saving for later sessions. It also serves as a timer for the individual round as the typical scenario lasts 2-3 rounds, each five minutes long. The players have to react to events and maneuver the ship to fight enemy gunboats, catch rich merchant vessels, and avoid other obstacles. They must communicate to agree and organize things to do, but they have to be quick because time is always ticking. A Tale of Pirates is swift playing with simple rules, but it's exciting and involving, with great interactions among players. Unlike some other real time coop games the stress is present but not dominating. The thirty-second delays, in addition to the intermittent rounds, always allow you to catch your breath! Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
46,70 €
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Virgin Queen Virgin Queen: Wars of Religion 1559-1598 is a game of grand strategy for two to six players based on the military, political and religious conflicts within Europe during the reigns of Elizabeth I of England and Philip II of Spain. Each player controls one or more of the major powers that presided over European politics in that day. Spain is the juggernaut, able to draw upon the vast riches of their global empire. But such a dominant power is sure to have many enemies. The Ottoman expansion towards Spain's Mediterranean outposts remains unchecked. Elizabeth's English sea dogs are poised to raid Spain's overseas empire. And the forces of Protestant reform will soon drag Spain into eighty years of rebellion in the Netherlands. Will Spain find aid from its Catholic allies? Perhaps not from France, where the Catholic Valois dynasty is soon to engage another group of Protestant believers in the bloody French Wars of Religion. And even Philip's relatives in Vienna who rule the Holy Roman Empire may dabble in the Protestant faith instead of remaining loyal to their Catholic heritage and Spanish brethren. The six powers in Virgin Queen are: Ottoman Spain England France Holy Roman Empire Protestants (Dutch & Huguenots) Virgin Queen: Wars of Religion 1559-1598 is the sequel to Here I Stand, another card-driven game of grand strategy that covered the previous forty years (from Martin Luther's posting of his 95 Theses in 1517 through the abdication of Charles V in 1556). Players familiar with Here I Stand will find much that is familiar in Virgin Queen as over half of the rule book remains unchanged. New game systems have been put in place to emphasize the changing nature of the conflicts here in the late 16th Century: Religion: Streamlined from Here I Stand, the new rules for religious conversion and rebellion allow actions to be resolved quickly, reflecting the already entrenched presence of both Catholic and Protestant factions across the key areas of religious struggle. World Map: Oceanic expeditions are now under direct player control as they sail to the Caribbean and beyond to seize plunder, found colonies, and attempt to circumnavigate the globe. Diplomatic Influence: Alliances with minor powers (and major powers that can be activated in games with fewer than six players) are now made through a unified system where players buy influence at each of these foreign courts. Weddings: Here I Stand 's secret negotiation phase is still present here in Virgin Queen, but with a new twist. Now you will want to arrange marriages for each of the princes and princesses of your family dynasty with a suitable foreign royal. Will even the Virgin Queen succumb to love and take a husband, or will she jilt that suitor at the last minute once again? Patronage: Your royal court will be visited by artists, writers, scientists, and architects, who all want you to invest in their endeavors for the glory and advancement of the realm. Will you sponsor Galileo, Cervantes, or Shakespeare or instead spend your treasury on a fruitless quest for the Philosopher's Stone? Espionage: Beware, there is also a dark side to this period - a time of espionage and spymasters. In Virgin Queen you can ask your ambassadors to spy on foreign courts, send out handgun-armed assassins, invest in cryptology, and even recruit Jesuit priests for undercover missions of conversion. There are several different scenarios included allowing your play sessions to be tailored to the number of players and time available: Two-Player Tutorial: Great for new players just learning the series, this 90-minute game pits the Ottomans against Spain during the time of the Siege of Malta and Battle of Lepanto. Uses a subset of the full rules so you can dive in quickly. Campaign Scenario: The full Virgin Queen experience, this eight-hour game can last up to seven turns and is normally played with from 4 to six players. Variant rules allow you to play with just two or three players if desired. Armada Scenario: A quicker game focused on Turns 3 to 6 of the full campaign, this 4 to 5-hour game is ideal for tournament play. Once again supports from 4 to 6 players. Components: Five full color counters sheets 22x34 inch full-color mounted mapboard 112 Playing cards & 22 Royal cards Six Power Cards Diplomatic Influence Table card Protestant Spaces card Rules booklet Scenario booklet Ten dice Two Reference cards Patronage Charts cards Royal Wedding card AWARDS & HONORS 2012 Golden Geek Best Wargame Nominee 2012 Charles S. Roberts Best Ancient to Napoleonic Era Board Wargame Nominee FUNDAS 63,5x88 (146) BGG - 41066 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
76,44 €
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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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Labyrinth - The War on Terror 2001 Third Printing 2001: The “American Century” had closed with a single Cold War superpower standing and a pause in conflict that some at the time dubbed “The End of History”. It wasn't. In the Middle East and South Asia, an Islamic revival was underway. Resentments bred in part of US support for the regions' anti-Soviet tyrannies soon erupted into a new struggle against the West. Wealthy Saudi fanatic Usama bin Ladin issued a declaration of holy war against America in 1996 and then fired the first shots with spectacular terrorist attacks on US targets in East Africa in 1998 and the Arab Peninsula in 2000. Bin Ladin's al-Qaeda organization plotted securely under the protection of the Taliban, a fundamentalist movement in Afghanistan born of the anti-Soviet “Bear Trap” of the 1980s. By 2001, al-Qaeda had set in motion even more devastating strikes - this time within the US Homeland - that Bin Ladin hoped would light off a global Muslim uprising. Uprising or not, the Western response to those September 11th attacks would reshape international affairs from London to Jakarta and from Moscow to Dar es Salaam. Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of event combinations similar to GMT's highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists' use of terrorist tactics but the wider ideological struggle - guerrilla warfare, regime change, democratization, and much more. From the award-winning designer of Wilderness War and later Andean Abyss, Cuba Libre, A Distant Plain, and Fire in the Lake, Labyrinth combines an emphasis on game play with multifaceted simulation spanning recent history and near future. In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalist rule over the Muslim world. The other player as the United States must neutralize terrorist cells while encouraging Muslim democratic reform to cut off extremism at its roots. With the game's solitaire system, a single player as the US takes on ascending levels of challenge in defeating al-Qaeda and its allies. The jihadists must operate in a hostile environment - staying below the authorities' radar while plotting terrorist attacks and building for the Muslim revolution. Will Iran's Shia mullahs help or hinder the Sunni jihadists? Will the gradual spread of Islamist rule bring final victory - or will it be a sudden strike at the United States with an Islamic weapon of mass destruction? The United States has the full weight of its military force and diplomacy at the ready - but it can't be everywhere: will technological and material superiority be enough? US forces can invade and topple Islamist regimes, but how will the Muslim “street” react? And if quagmire results, how will the US find its way out? Labyrinth features distinct operational options for each side that capture the asymmetrical nature of the conflict, while the event cards that drive its action pose a maze of political, religious, military, and economic issues. In the parallel wars of bombs and ideas, coordinated international effort is key - but terrorist opportunities to disrupt Western unity are many. The Towers have fallen, but the global struggle has only just begun. “Let's roll!” GAME CONTENTS • One Counter Sheet • 22x34 inch Hard Mounted Mapboard • 120 Playing cards • Rules Booklet • Playbook • Two Player Aid sheets • One Solitaire Play sheet • 30 Wooden Cubes • Four 6-sided dice GAME SCALE TIME:About 1 year per hand of cards PLAYERS:1-2 MAP:Point-to-Point system GAME CARDS Labyrinth contains 120 playing cards, including: • Tora Bora • Patriot Act • Predator • Iraq WMD • Renditions • Leak • Martyrdom Operation • Taliban • Kashmir • Wahhabism • Madrassas • Zarqawi • Abu Sayyaf • Lebanon War • Mossad & Shin Bet • Loose Nuke • and so much more! AWARDS & HONORS 2011 JoTa Best Wargame Nominee 2011 JoTa Best 2-Player Board Game Nominee 2011 Golden Geek Best Wargame Nominee 2011 Golden Geek Best 2-Player Board Game Nominee 2010 James F. Dunnigan Design Elegance Award Winner 2010 Charles S. Roberts Best Post-WW2 Era Board Wargame Winner 2010 Charles S. Roberts Best Post-WW2 Era Board Wargame Nominee 2010 Charles S. Roberts Best Board Game Graphics Nominee FUNDAS 63,5x88 (120) BGG - 62227 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
58 €
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Merlin King Arthur is searching for a worthy heir. Together with Merlin he tries to find the best candidate among the Knights of the Round Table. Players move their knights or Merlin with the help of dice around the action ring to get the most desired actions. While the knights are only moved by the corresponding player, Merlin can be moved by all players, which makes integrating Merlin in one's plan a tricky endeavor. There are multiple ways to score victory points such as defeating barbarians, building manors in the surrounding area and increasing one's influence in the 6 counties. Additionally, players can fulfill task cards during their turn to get more victory points. The player who plans his actions most efficiently will ultimately have the most points and thus will be the royal successor of King Arthur. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
46,75 €
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Pyramids Pyramids is a game for 2 to 5 players that sends you back in time to Ancient Egypt. Help your dynasty become resplendent and endure through the ages. Honor the great Gods to obtain the most beautiful stones and construct the most dazzling necropolis. Which Egyptian dynasty will be the most glorious? Pray to the Gods to construct edifices in their honor and ensure your dynasty has a millennia-long posterity. Your necropolis, a place of eternal sleep, luxury, and glory, will be made up of Pyramids, Obelisks, and Tombs. Select the best combination of stones in the quarry, optimize their layout, and make your necropolis the most famous in all of Egypt! 105 Construction cards 5 God tiles 5 Player Aids 1 First Player token 1 scorebook 1 rulebook Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
17,04 €
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Valeria - Villages of Valeria A village-building card game set in the world of Valeria. Establish resources, construct buildings, and attract adventurers to your Village to be crowned the next capitol city. Each player takes a turn taking one action from the following list and all other players may follow the action but with fewer rewards: Tax: Take 1 Gold and Draw 1 Card. (Follow: Draw 1 card.) Harvest: Draw 3 Cards. (Follow: Draw 1 card.) Develop: Discard 1 card to add a Resource to your village. (Follow: Discard 2 cards to add a Resource to your village.) Build: Add a building to your village. Draw a card. (Follow: Add a building to your village, but do not draw a card.) Recruit: Pay 1 Gold to add an Adventurer to your village. (Follow: Pay 2 Gold to add an Adventurer to your village.) Building cards can be used for 2 reasons. 1) Pay resources to add it to your village as a building and gain its benefit and VP. 2) Develop it as a Resource and place it under your Castle card. When building, use resources you have developed or pay another player 1 Gold to use their resource. The game ends when a player has built or recruited 10 buildings/Adventurers. Components 84 Building Cards 16 Adventurer Cards 5 Castle Cards 5 Player Reference Cards 1 Solo Variant Reference Card 1 Action-Selection Card 30 Screen Printed Wood Gold Coins 1 Screen Printed Wood Active Player Token FUNDAS 63,5x88 (110) BGG - 180040 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
25,45 €
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Star Wars Imperial Assault - Luke Skywalker Jedi Knight Ally Pack For centuries, the Jedi Order endured as a symbol of truth and justice in the galaxy, with hundreds of Jedi Knights working to protect the innocent and safeguard the galaxy. The Galactic Empire gutted the Jedi Order, however, and by the events of Return of the Jedi, Luke Skywalker may be all that remains of that once legendary order. With the Luke Skywalker, Jedi Knight Ally Pack, you can bring a new version of Luke Skywalker into your Imperial Assault campaigns and skirmishes. A Jedi Knight with the skills of Luke Skywalker would be an undeniable boon to any Rebel strike team. You might end up using Luke's knowledge of his homeworld to infiltrate an Imperial base on Tatooine, or you may bring him into one of your other missions as an ally. With his fully developed Force powers, Luke Skywalker can fight for the Rebel Alliance whether you're playing the new full-length campaign in Jabba's Realm, skirmishing against a hostile strike team, or playing any of your other adventures across the Star Wars galaxy. FUNDAS 41x63 57x89 BGG - 205905 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
5,5 €
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Shipwhrigts of the North Sea Fecha Aproximada de Llegada - Diciembre 2017 Shipwrights of the North Sea is set in the early years of the Viking Age, circa 900 AD. As Viking shipwrights, players compete to build the greatest fleet on the North Sea. Players must collect oak, wool and iron, as well as getting other craftsmen on board to help. Gold is a precious commodity, and must be spent wisely. As you would expect, the township is filled with an array of characters, bad and worse. Better hope they're on your side! The aim of Shipwrights of the North Sea is to be the player with the most Victory Points at the game's end. Points are gained by constructing various Ships and Buildings. The game ends after the round where 1 or more players constructs their 4th ship CONTENT North Sea adventure with beautiful artwork and quality component Construct Viking ships and buildings to achieve victory Awesome Viking, ship, and resource meeples First in the North Sea Trilogy of games Includes the Townsfolk Expansion! Exciting Viking strategy board game for 2-5 players ages 10 and up FUNDAS 56x87 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
42,5 €
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Cry Havoc Deep in a quadrant of space believed to be empty, a virgin, unexplored planet has been discovered by three unique, powerful species. The resources of the planet are abundant beyond belief, but are protected vigorously by the indigenous species, known as the Trogs. The riches of the planet will be won, inch by inch, with blood. Cry Havoc is an asymmetric, card-driven area control game for 2-4 players. Each player controls one of the four unique races and fights viciously to gather the most Crystals on the planet, which will more than offset the costs of the conflict. To do this, players must customize their decks of cards, Build powerful Structures, and leverage their unique Skills to gain victory. The indigenous Trogs play a special role in Cry Havoc. In 2- and 3-player games, the Trogs are not controlled by a player, but they act as a deterrent to the invaders' aggression. The beginning of the rules contains the explanation of how the Trogs act against the invading races during 2-3 player games. The rules for playing the Trogs in a 4-player game are described at the end of the rulebook. GOAL OF THE GAME The game is won by the player with the most Victory Points at the end of the game. The primary way to score Victory Points is by controlling Regions with Crystals duringRounds in which Scoring is enabled. Victory Points are also scored for controlling territories, capturing Prisoners, killing enemy Units and using certain Tactics or Skills. FUNDAS 63,5X88 (64) 45X68 (20) BGG - 192457 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
59,45 €
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Islebound Set sail in a mystical archipelago filled with bustling towns, sea monsters, pirates, and gold! Compete to build the best sea-faring nation with up to three friends by collecting treasure, hiring crew, and conquering or befriending island towns. In Islebound, you take command of a ship and crew. You sail to island towns, collecting resources, hiring crew, and commissioning buildings for your capital city. Each building has a unique ability, and your combination of buildings can greatly enhance your strength as a trader, builder, or invader. You also recruit pirates and sea monsters to conquer towns, which, once conquered, allow you to complete the town action for free, and charge a fee to opponents if they want to use it. Alternatively, you can complete events that give influence, which can be used to befriend towns. There are many routes to success. Will you be a ruthless conqueror, careful diplomat, or shrewd merchant in your race to the top? The player with the most wealth and most-impressive capital city will win the game! BGG - 185589 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
47,54 €
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Mystic Vale - Vale of Magic Mystic Vale: Vale of Magic introduces 54 new advancement cards and 18 vale cards to the Mystic Vale base game, expanding player's options and opening up new crafting combinations. This expansion is designed to be mixed straight into the base game, introduces effects that trigger "when bought" on some of the vale cards, and has a slight emphasis on Guardian power on the card advancements. BGG - 207591 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
25,45 €
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