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THE LINK, A PROTESTANT MAGAZINE FOR ARMED FORCES PERSONNEL. VOL. 23, NOVEMBER 1965, NO. 11
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    THE HUGUENOT AND THE TOWER OF CONSTANCE (THE HUGUENOT SERIES BOOK 3) (ENGLISH EDITION)
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      THE LINK, A PROTESTANT MAGAZINE FOR ARMED FORCES PERSONNEL. VOL. 18, NOVEMBER 1960, NO. 11
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        THE LINK. A PROTESTANT JOURNAL FOR ARMED FORCES PERSONNEL. VOL.16, DECEMBER 1958, NO. 9
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          THE LINK, VOL. 2; NOVEMBER, 1962; NO. 11. A PROTESTANT MAGAZINE FOR ARMED FORCES PERSONNEL
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            A DEFENCE OF THE ACT OF PARLIAMENT PASSED FOR THE RELIEF OF ROMAN CATHOLICS. A TRUE STATE OF THE LAWS NOW IN FORCE AGAINST POPERY. IN ANSWER TO A ... ASSOCIATION, TO THE PEOPLE OF GREAT BRITAIN
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            THE HUGUENOT AND THE HEATHEN (ENGLISH EDITION)
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              THE LINK, A PROTESTANT MAGAZINE FOR ARMED FORCES PERSONNEL, VOL. 18, NO. 7, JULY, 1960
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                THE HUGUENOT: FLIGHT FROM TERROR (THE HUGUENOT SERIES BOOK 1) (ENGLISH EDITION)
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                  BEYOND MISSIONARIES: TOWARD AN UNDERSTANDING OF THE PROTESTANT MOVEMENT IN CENTRAL AMERICA (RELIGIOUS FORCES IN THE MODERN POLITICAL WORLD)
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                  STAR WARS - FORCES OF DESTINY - REY - JAKKU - BASTON EXTENSIBLE - HASBRO - NUEVO STAR WARS - FORCES OF DESTINY - REY - JAKKU - BASTON EXTENSIBLE - HASBRO - NUEVO No dude en preguntar. Vendedor PARTICULAR. Envío por  CORREOS  (ordinario o certificado) a elección del comprador. También dispongo de  MENSAJERÍA  URGENTE  a petición del comprador, con precios económicos, con un coste no mucho mayor que los envíos certificados. (consulte). Al realizar el pedido, se le facilitarán todas las modalidades de envío y sus respectivos precios, para que el comprador elija libremente cual le conviene. Se agrupan envíos para varias compras.     Artículo totalmente PRECINTADO, SIN ABRIR ESTADO: NUEVO TOTALMENTE ORIGINAL Mint In Box (MIB) Totally NEW in all respects. Still in the original packaging. Both the figure and the packaging have no damage or wear Totalmente NUEVO en todos los aspectos. Todavía en el embalaje original. Tanto la figura y el embalaje no tienen ningún daño o desgaste                                   ​ Las imágenes a continuación son ilustrativas. Las fotografías al final del anuncio, después de la descripción, se corresponden  exactamente  al  lote en venta.                                                                                                              STAR WARS - FORCES OF DESTINY - REY - JAKKU -                                  BASTON EXTENSIBLE - HASBRO - NUEVO                                              (104 cm) aprox. extendido.                             Valiente y leal, Rey usa su bastón para defenderse y proteger a los demás. Con el Bastón Extensible de Rey de Jakku, los niños pueden imaginar sus propias aventuras épicas en el remoto planeta desértico Jakku y en la galaxia del más allá. Gira el bastón, y se despliega hasta los 104 cm de alto. Combínalo con los sables de luz del sistema BladeBuilders (cada uno se vende por separado) e imagina la protección de los inocentes comerciantes de Jakku con un bastón de combate personalizado. Un gran regalo para los fans de Star Wars                                                                                                          Se le puede acoplar un sable laser modelo:   Sable de luz de Star Wars: Forces of Destiny (se vende por separado)                                 Detalles del producto Medidas de la caja: 61 x 20,3 x 6,4  cm. aprox. Medidas del bastón de Rey: 104  cm. aprox. extendido.
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                  The "Blooming Me" Selfcare Planner is for YOU. Write down your thoughts, dreams, and gratitude. This planner is perfect for you if you need a daily reminder to focus on yourself. The pages were designed in a specific way that forces you to take some minutes for you every day. Instead of striving for productivity and writing one task after another, you have space to reflect on your days, gratitude, and daily thoughts and free your mind. Only you and your thoughts.  The selfcare planner is not simple. It combines daily journaling with planning to get a perfect balance - focus on yourself to be more productive in a calm, balanced way. **********PLEASE READ ********** ☀︎ The digital planner contains hyperlinks for super fast and easy use. It was created for use with PDF annotation apps that support hyperlinks like Goodnotes, Noteshelf, Notability, Penly, Samsung Notes, Xodo, Penly, and more. ☀︎ I recommend you to use this planner with your iPad, an Apple Pencil, and GoodNotes. Android Devices and other apps work too. You can check the freebie planners to test the functionality of your device before buying it. ☀︎ ATTENTION: A separate PDF annotation app is necessary to use this planner. These apps require an extra purchase from the AppStore or Google PlayStore. ☀︎ Some apps (e. g. GoodNotes) synchronize your digital planner with other devices like your smartphone, laptop, other tablets. To make sure that everything will work out, please contact me if you have any questions. You will get an answer within 24 hours. ********** ORDER DETAILS ********** ☀︎ This planner is a DIGITAL product. No physical item will be shipped. You will get access to the download right after your payment is confirmed. ☀︎ After your payment is confirmed, you will get access to your files. Visit your Etsy Profile - Purchases - and download the files. ☀︎ Depending on your payment method it can take a few moments until your payment is confirmed, Due to the nature of digital products, Chellyplanners don’t offer refunds, returns, exchanges, or cancellations, especially not after you already downloaded your files. Thank you for your understanding. ********** WHAT WILL YOU GET? ********** ☀︎ 1x PDF with access to the Blooming library ☀︎ 1x PDF with a download link to all files (Planner, Customies, Journal Kit, Covers) ********** WHATS INSIDE?********** WATCH THE YOUTUBE SWIPE THROUGH ABOUT THE BLOOMING SELFCARE PLANNER TO GET AN OVERVIEW OF ALL PAGES, TEMPLATES & STYLES. Link: https://youtu.be/7pqu41X9sD8 You will receive an UNDATED Selfcare planner with the following contents: ☀︎ 791 pages, including a cover, one dashboard, and instructions ☀︎ 30+ templates ☀︎ 20 blank pages for customization ☀︎ 5 notebooks ☀︎ 18 extra templates in lined, grid & dotted styles ☀︎ 240 customies ☀︎ Journal Kit with 50 Files ☀︎ Access to the blooming freebie library (600+ Customies) Awesome! With this planner, you get 240 Customies, 50 Journal Kit files, AND 700+ Customies from the Blooming Library = 990+ Customies. WOW! PLANNING ☀︎ Undated Overview for one year from January  to December ☀︎ Monthly, weekly, daily & quarterly planning pages ☀︎ Monthly Overview, Tracker, Goals, and an empty month for customization ☀︎ Weekly: horizontal and vertical weekly spread ☀︎ Days: One day on one page ☀︎ Quarterly planning page Q1-Q4 EXTRA TEMPLATES ☀︎ Four Extra sections for Journal, Organizer, Health, and Manifestation JOURNAL ☀︎ Monthly, linked Journal for each month ☀︎ Sleep Journal ☀︎ Dream Journal ☀︎ Happy Moments ☀︎ Aha Moments ☀︎ Rant page MANIFESTATION ☀︎ Yearly Goals Overview ☀︎ Overview and space for 10 Smart-Goals  ☀︎ Affirmations, Vision Board, Bucket List & Wishlist ☀︎ Milestones, Routines & Idea Day, Habits REFLECTION ☀︎ Monthly, Weekly, Daily, and Quarterly Reflection HEALTH ☀︎ Bye, Bye Stress! - Selfcare Page ☀︎ Medical Health ☀︎ Fitness Motivation (Reflection Page!) ☀︎ Workout Plan ORGANIZER ☀︎ Braindump ☀︎ Master To-Do List ☀︎ Notes ☀︎ Ideas EXTRA TEMPLATES ☀︎ Blank Template ☀︎ Lined, Dotted, and Grid Templates in three versions (Normal, Divider, with Header) in SMALL and LARGE ********** TERMS OF USE ********** This digital planner is for personal use only. You may not resell, copy, distribute, alter, share or use it for commercial use. ********** LET’S CONNECT! ********** I’d love you to share the digital planner journey with me! If you have any questions, feedback, or just want to say Hi, contact me! ☀︎ Follow me on Instagram @Chellyplanners. (https://www.Instagram.com/Chellyplanners/) If you want to see tutorials, inspirations, and creative content all around digital planners, you are very welcome here! Please show me your creativity using this planner by tagging me or use #planwithchelly. I can’t wait to see your results! ☀︎ Follow me on TikTok @Chellyplanners (https://vm.tiktok.com/ZMdUDyDaC/) You can follow me there to watch tutorials and inspiration videos around the digital planner community. I’m waiting for you! ☀︎ Visit my YouTube Channel for tutorials and flip through videos. (https://youtube.com/channel/UCk9YwsjFv_fW-j_I4HtoELA) ☀︎ Visit my website for more tutorials and freebies https://www.chellyplanners.com You can watch tutorials and download freebies on my website. I will also add many tutorials and freebies in the future, which I’d love to share with you!
                  3.000 €
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                  Juego Original en Inglés: Most people in Westeros think that giants are creatures of legend or simply myths and stories made up to scare children. However, giants are more than just real, they are making their way down from the north to invade. Not simply mindless brutes bent on destruction, giants are capable of becoming commanders in the Free Folk army. Woe to those that stand across from them on the battlefield. The Free Folk Heroes #2 box set for the A Song of Ice and Fire: Tabletop Miniatures Game gives Free Folk players a pair of unique giants for their forces. Wun Wun is a wrecking force, getting more and more infuriated as he takes damage. Mag the Mighty, arguably the most cunning giant, is capable of being the armys Commander, complete with his own unique Tactics deck that focuses on the other monstrous units in the army.
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                  No Trumpets No Drums - The Vietnam War 1965-1975 No Trumpets, No Drums is a game of the war in Vietnam. Two players or teams representing the Communist states and guerrilla armies of Southeast Asia and the pro-Western and neutral states and forces of that region and their American allies combat each other in a political and military duel for control over Indochina. No Trumpets, No Drums has 6 scenarios and a campaign game. The Tet Offensive and Year of the Rat scenarios are purely military scenarios that introduce players to the combat and movement systems. These and the 1975 scenario are intended as introductions to play, and should only take an hour or two to play. The remaining scenarios are longer. The campaign game offers players the chance to refight the Vietnam War, including the decision whether or not to commit large American ground forces to Southeast Asia, or to "Vietnamize" the conflict. BGG - 16271
                  55,95 €
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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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                  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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                  Pensacola Incluye Reglas en Castellano The Siege of Pensacola pits a numerically large but fragile Spanish army, supported by a small corps of French allies against a smaller, feistier British army enjoying strong fortifications and highly mobile Indian allies. As the Spanish player you will need to determine where you will build your siege gun redoubts and will then have to protect your soldiers from raiding British units to finish the works in time to mount an effective bombardment. As the British player, you have far fewer forces, but armed with special raiding rules, your Regulars, Tories and Indian allies must harass and erode Spanish morale, while delaying the construction of Spanish siege works for as long as possible in the hope of keeping your three forts intact to face the coming coup de main. The game begins with Don Bernardo de Galvez's army of 5,000 having just landed on the mainland. How many forces actually are present is decided in a special phase during the initial set-up wherein that portion of the Spanish army that sailed from Havana must run the gauntlet of the Red Cliffs Fort guns. Hence, the starting forces for Spain are likely to be different for each game played as units and leaders are eliminated or delayed in their arrival. Once these forces are ashore, the Spanish player faces some hard choices. Does he send forces to take out the Red Cliffs Fort, to protect his turn 7 Spanish and French reinforcements from having to run the same gauntlet, or does the Spanish player immediately begin construction of the siege works, to achieve the longest possible bombardment before the coup de main? The British player is outnumbered, but must employ his small forces in aggressive and often risky raids to slow down siege construction, wear down Spanish morale and worry the Spanish lines of supply. Getting a small force into one of two Spanish stockades can be devastating for the Spanish. Thus, though numerically superior, the Spanish player has much to do and protect, and will often be spread thin by a well-conceived series of raids. Giving the Spanish too many siege turns to bombard your three forts and/or permitting the Spanish to launch the coup de main with high army morale is likely to spell disaster for the British player. FUNDAS 63,5x88 (71)
                  27,5 €
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                  Cataclysm - A Second World War Cataclysm is not your typical game about World War II. The game begins in 1933, not 1939, and is global in scope. Germany is far from dominating Europe. Japan is on the march in Asia. Every crisis is an unexpected opportunity. There is no hindsight and anything can happen. Truly grand strategic in scope, Cataclysm requires players to lead nations, not just armies or fleets. You must craft a diplomatic strategy, develop political support for your policies at home, shift your economy to a war footing, and build up the forces you need to deter or vanquish your enemies. There is no traditional I-go-you-go turn structure in Cataclysm. Counters representing political actions, military actions, units, and possible events are drawn at random from an action cup. As each counter comes out, the owning player resolves it, and play swiftly moves on to the next draw. You have to make plans to execute when your chance comes up, but you have no idea when, or in what order, events will transpire. A game about global war gives every nation armies, air forces, and fleets. But in Cataclysm, military pieces have no numeric values. You know what forces you have and where they are deployed. To resolve combat, each side rolls up to three dice and compares their single highest die. You can devote more resources to a campaign (generating more dice or bonuses), but that does not guarantee a favorable outcome. Your efforts can lead to triumph… or to disaster. In Cataclysm, you are free to explore alternatives. The Soviets can construct a massive long-range bomber force. Japan can build powerful armored forces to overrun Siberia. Germany can invade Britain, or France can take Berlin, provided you craft a strategy that gets you there.
                  67,15 €
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                  No Retreat - The French & Polish Fronts The “Phony War” ended in May of 1940 as the German Army unleashed blitzkrieg attacks into Holland, Belgium and Luxembourg in preparation for their audacious plan to invade France. Dubbed “Case Yellow” (Fall Gelb), it relied on a surprise attack with armored forces through the Ardennes Forest that the French had deemed impenetrable. A German staff study proved otherwise, and their panzers were pushed through this broken wooded terrain with deft speed, catching the Allies by surprise with their appearance. In No Retreat 3, players command the Allied (French and British) or German forces, operating them in accordance to one of several historical plans (represented by Plan cards). Manoeuvring forces over hexes that are approximately 30 kilometers across, over turns that represent 4 days of real time each, the vaunted No Retreat series card-assisted game systems are there to create on-map puzzles around each hex, unit and battle as the tense engagements rage back-and-forth and nothing is entirely predictable. Designer Carl Paradis has made an exhaustive study to answer the question, “Could France have staved off total defeat in 1940?” His research yields a resounding, “Yes!,” and the simulation elements of No Retreat 3, combined with its novel gameplay elements, offer a rich and insightful presentation of this controversial military campaign that shaped the trajectory of World War II.
                  51 €
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                  Next War - Poland Clandestine support from both Russia and the West fuels the war and keeps any hope of peace at bay. In the meantime, the civil war in Syria and the fight against Islamic extremism gathers steam. NATO and Russia stare each other down in a "coopetittion" in the region, and tensions rise meteorically as not so "friendly" fire incidents occur. The West tightens sanctions against Russia and ratchets up its rhetoric; Russia, meanwhile, attempting to regain a place in global power politics, responds with sanctions of its own against Turkey and starts low-level cyber warfare and "little green men" incidents in the Baltics. Tempers flare across the world, Turkey shoots down another Russian plane while Russian SAM batteries shoot down a Turkish F-16 in retaliation. Russia declares enough is enough, decides on war with NATO, and invades the Baltics and Poland. Belarus, knowing where it's bread is buttered, joins in. Some NATO nations rush to the rescue while others debate the issue. Once again, Europe trembles to the rumble of tank treads and marching boots… Next War: Poland, the fourth volume in GMT's Next War Series. This game moves the action from Asia to Europe and allows players to fight a near future war in Poland as the Russians and their allies invade and NATO responds. Only a portion of Poland is shown as Ukraine is assumed to be in the midst of a grinding civil war. The Russians are not the behemoth of the Cold War, but they possess good material and a much better trained army. The Baltics may fall quickly, although their forces may put up some resistance and make an appearance as reinforcements, and the front quickly establishes itself in eastern Poland as the Russian 6th and 20th Armies push forward while NATO rushes forces into the area spearheaded by the Allied Rapid Reaction Corps and followed up by whatever nation's troops respond to the Article 5 declaration. The question is, can NATO stop the Russians or will Poland be overrun? Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."
                  75,59 €
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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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                  Starship Samurai Take your place as daimyo of one of the major clans and fight for your right to the title of Galactic Emperor in Starship Samurai, an epic new game of warring clans for two to four players. In this war, you must use diplomacy to bring honor to your clan, earn the support of the lesser clans, and cement your claim to the throne. But when negotiation is not enough, you can launch massive fleets or deploy the most fearsome weapons the galaxy has ever known - the terrifying Samurai Mechs - to crush your enemies and seize key locations. Exert your influence and bring order out of chaos! "The heavens erupt in the skies above the streets of Byakko City. Points of light flash briefly as the warp drives of carrier ships blink into existence. The Nova Clan's forces are caught off-guard as a swarm of Void fighters launch to overtake the bustling capital city. The airspace siege cannons of the Void carrier hammer away at Nova Clan's defenses, and a shadow falls over the city. Masumune has arrived. The gargantuan samurai mech cuts through the enemy forces with ease, obliterating the few remaining Nova Clan ships as they attempt to warp away to a neighboring system. Byakko City belongs to the Void Clan… for now." Fight for control of the Lotus Galaxy in Starship Samurai, a game of area control and massive mech combat for 2-4 players. Take control of your clan and lead your fleet of ships to glory with cunning tactics and political manipulation. Battle for control of key locations in the Lotus Galaxy to increase your clan's honor and sway lesser clans to your cause. Each round, players will use an innovative action selection system to use one of four available actions: Gain Wealth, Move Units, Draw Cards or Move a Clan Token. The value of each action is determined by the token used (1-4). This system allows players to adjust their strategy at a moment's notice to reflect the challenges they'll face from rival clans. Move your ships and Samurai to block a key location, draw cards to change the course of battle, move a Clan Token to secure your claim to the throne or generate wealth to give you even more options. Each player will control two Samurai with unique abilities that can vary their strategy and change the outcome of any game. These advanced Mechs are the heart of your fleet's power, capable of destroying enemy ships with ease and shifting battles in your favor. Use them wisely! Maintain Honor, no matter the cost in Starship Samurai. Lead your clan to victory and secure your claim to the throne of the Galactic Emperor. Contents 1 rulebook 1 alliance board 4 location boards 4 player boards 48 action cards 16 unit cards 16 location cards 8 Samurai mech figures 32 fighter ship figures (8 each of 4 colors) 4 carrier ship figures (1 each of 4 colors) 44 wealth tokens 1 first player token 4 player score markers 16 order markers 8 clan markers
                  50,95 €
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                  Illusions of Glory - The Great War On The Eastern Front The Allied Powers bring massive forces to bear against Germany, Austria-Hungary, Bulgaria, and Turkey while trying to prevent a game-changing revolution in Russia. The Central Powers must defeat Russia, hold off Italy, and win the upper hand in the Balkans or face demoralization and rebellion at home. Players test their generalship and strategic abilities as Illusions of Glory lets you recreate the dramatic events of World War I's Eastern Front. Your hand of strategy cards present you with a rich array of strategic and operational choices. You must decide whether to use each card for its historic event, unit movement, combat, or troop replacements. You must commit your forces to a variety of objectives: winning the dynamic war of maneuver between German-led and Russian armies; seizing the Balkans and its vital objectives; or prevailing in the conflict between Austria-Hungary and Italy. Illusions of Glory offers complete campaigns and shorter playing scenarios. GAME SCENARIOS: Campaign Game Mobilization Limited War Total War Italian Front Mini Game GAME SCALE: Historical Duration: 1914 to 1918 Units: Corps and Divisions Time: Three months per turn Map: Point to Point Players: 2-4 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                  61,15 €
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                  Panzer Grenadier - White Eagles JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés There are 40 new scenarios depicting both sides on the attack, battles of cavalry against cavalry, and even a tank battle or two. Plus of course background articles on the armies and weapons involved. This module is not playable by itself, but requires ownership of Eastern Front and Road to Berlin to enjoy all of the scenarios. White Eagles includes 165 die-cut and mounted playing pieces. Almost all of them represent Polish forces: tanks, cavalry, armored cars, infantry, machine gun, mortar, anti-tank, artillery and of course leaders. The book's format is the same as our very popular Sinister Forces and Fronte Russo books.
                  18 €
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                  Villains of the Multiverse The many villains from the Multiverse have been bested by the Freedom Five or Dark Watch or the Prime Wardens or even heroes not from a particular team. Many of those villains are prideful and would not deign to work with others, as their goals would not align. However, some of them have seen the value of cooperating towards a common goal, and those villains have joined forces, even at cross purposes, to defeat the heroes who have harried them for so long. Some of these villains, such as Plague Rat or Biomancer, are more hesitant to work with other villains, whereas others, such as Citizens Hammer & Anvil or Sergeant Steel, are more than happy to join forces with other like-minded combatants. Villains of the Multiverse is a collection of ten super-powered villains for Sentinels of the Multiverse, and rather than being standalone villains, they work as part of a team of villains in the play style introduced in Sentinels of the Multiverse: Vengeance to group villains together as a team fighting against the hero team. Additionally, Villains of the Multiverse includes four new environments that can be used in any Sentinels of the Multiverse game. BGG - 171965 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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