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PATHFINDER FLIP-MAT CLASSICS: TOWN SQUARE
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    BATTLES MAP BY MAP
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      WARHAMMER 40000 WRATH & GLORY BATTLE MAP ROLEPLAY
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        DUNGEON GRID GAME MAT | IMPRESCINDIBLE ACCESORIO PARA JUEGOS DE ROL - BATALLAS – JUEGOS DE MESA | COMPATIBLE CON D&D, PATHFINDER Y WARHAMMER | REUTILIZABLE, DURABLE Y PORTÁTIL (CUADRÍCULA)
        • IMPRESCINDIBLE accesorio para jugar a juegos de rol, juegos de guerra y otros juegos de mesa. Dibuja tus mapas de Mazmorras y Campos de Batalla con rotuladores de pizarra blanca para mejorar tu experiencia de juego.
        • COMPATIBLE con Dungeons & Dragons, Pathfinder, Warhammer y más juegos populares. La superficie está dividida en cuadrículas para que sea ideal para recrear escenas durante el juego, tanto dibujando como usando miniaturas.
        • REUTILIZABLE tantas veces que quieras. La superficie de 61 x 91 cm está fabricada con Nano Premium Film, un material de alta calidad que impide la adherencia de las partículas de pintura de los rotuladores para que sean fácilmente borrables
        • SIN PLIEGUES y DURADERO ante accidentes. El Material de la superficie es resistente a líquidos y otras manchas que podrás limpiar con facilidad, por lo que puedes usarlo como tapete para proteger tu mesa y zona de juego.
        • PORTATIL para llevarlo fácilmente donde y cuando quieras. La superficie es flexible, por lo que se puede enrollar para llevar y almacenar en poco espacio
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        THE DUNGEON BOOKS OF BATTLE MATS
        • Conjunto de 2 Libros modulares de batalla Mats
        • Aplanada limpie los libros limpias
        • Cientos de combinaciones gracias a los puntos de entrada / salida estándar
        • Fácil de transportar y almacenable
        • crear un 24 \ x24 área \ juego
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        HEXERS ROLE PLAYING GAME BOARD: VINYL MAT ALTERNATIVE - DUNGEONS AND DRAGONS D&D DND PATHFINDER RPG PLAY COMPATIBLE - 27''X23'' - 1'' SQUARES ON ONE SIDE, 1'' HEXES ON THE OTHER - FOLDABLE & DRY ERASE
        • SQUARES AND HEXES: The board is 27'' on 23''. It contains hexes on one side and squares on the other side. Squares are 1'', hexes are 1'' side to side. 26 x 22 squares. 29 rows of hexes alternating 21 and 22 hexes per row.
        • DRY ERASABLE: We recommend Staedtler Lumocolor correctable pens for long-lasting outlines and Expo dry erase markers for short term drawings. The dry erase markers can easily be erased with fingers or pieces of cloth, erasing the correctables requires the use of the erasing tip. The use of a damp cloth or micro cloth (a little rubbing alcohol can help too) is required for most markings after a couple of days, this also helps against smudging. No pens or markers are included.
        • EASY TRANSPORT AND STORAGE: The board is foldable and measures 13.5''x11.5''x0.4'' fully folded. The box measures 13.75''x11.75''x 1.75'' and can easily fit in a backpack. This leaves some empty space in the provided box that can be filled with dice, miniatures, map tiles, rules, sheets and markers. The drawings can be left on the board when folding. This is convenient for multiple gaming sessions requiring the same terrain. The dry erasable lines can be erased and redrawn for a new adventure.
        • EYE FOR DESIGN: The box is designed to be placed next to other tabletop game boxes, it is predominantly red and black with a matte finish. The map's borders follow a hellfire theme.
        • 100% SATISFACTION GUARANTEE: We aim for 100% customer satisfaction. If there are any problems with the product please let us know. We provide easy refund possibilities and timely shipping.
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        PATHFINDER FLIP-MAT: BASIC TERRAIN MULTI-PACK
        • Cuatro diferentes texturas a todo color.
        • Pastizales
        • Piso de piedra
        • Calle
        • Agua.
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        D&D ADV GRID
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          DUNGEONS & DRAGONS TACTICAL MAPS REINCARNATED (D&D ACCESSORY
          • Dungeons & Dragons - Tactical Maps Reincarnated:, Maps are a key element of every Dungeons & Dragons campaign., A map's importance to your world to life can't be overstated., The same can be said for your encounter maps. Sometimes you need to visualize the area you are in, or you are not equipped with your group rolls., However you play, we've got you covered.
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          PATHFINDER FLIP-MAT: BIGGER BASIC
          • Juego que presenta una mazmorra llena de trampas
          • Ofrece posibilidades de Aventura en una ciudadela de un tirano inmortal
          • Es fácil de mantener en una bolsa de juego
          • El producto es plegable
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          Star Wars Imperial Assault - Skarmish Map Coruscant Landfill The heaping junk piles of Coruscant set the stage for your skirmish games with the Coruscant Landfill Skirmish Map. Carrying lucrative crates back to your base can give you victory points in one skirmish mission, while the other challenges your strike team to engage in battle around the lair of a ravenous dianoga. Whether you're playing in a high-stakes tournament or just a friendly match at your home, you can enjoy the artwork of Biv Bodhrik and IG-88 that frames this playmat.
          22,5 €
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          Enemy Action Ardennes - The Battle of the Bulge 1944 Incluye Reglas en Castellano Enemy Action: Ardennes is the first in a series of card-driven war games on pivotal operations and campaigns in World War II, from John Butterfield, designer of RAF, D-Day at Omaha Beach, Ambush! and Hell's Highway. Each game in the series allows for play by two players or one player, playing either side in the conflict. Enemy Action delivers fun, tense wargaming with a focus on command and capabilities: - Low complexity with constant decision points for both sides; - Two-player competition; - Solitaire play of either side with an innovative system governing enemy command and tactics; - Card-driven impulse system, with multi-purpose cards that can be played to activate formations, implement command events, or gain tactical advantages in combat. - Diceless and chartless combat system - players draw combat chits that build a narrative of each combat. EA: Ardennes portrays the German offensive against the western Allies in December 1944 -- the Battle of the Bulge. Each player controls the German or Allied (US and British) side. If playing solo, the game system controls the other side. - Map scale: 2.5 miles per hex. Hexes are oversized for easy counter handling. - Unit Scale: Regiments, brigades and divisions - Time scale: One day per turn, with several impulses in each turn. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
          127,5 €
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          En Memoir'44: Operación Overlord podrás recrear nuevas batallas de la Segunda Guerra Mundial a mayor escala, con hasta 4 jugadores por bando para experimentar al máximo las ventajas y frustraciones que entraña formar parte de una cadena de mando al estilo militar. Esta expansión está diseñada para jugar con los tableros de la línea Battle Maps para Memoir ‘44. Para jugar con esta expansión se requiere una copia de la caja básica de Memoir ‘44 y uno de los tableros prediseñados de la línea Battle Map.
          1.995 €
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          Memoir 44 - Operación Overlord Hasta 4 jugadores por bando podréis experimentar las ventajas y frustraciones que entraña formar parte de una cadena de mando al estilo militar. Junto con una caja básica de Memoir '44, esta expansión contiene todo el material necesario para jugar partidas en la modalidad Overlord. No se incluyen escenarios: esta expansión se ha diseñado para jugar con los tableros de la línea Battle Maps para Memoir '44. Es el complemento ideal para pasar una tarde de diversión con otros 7 amigos, y un recurso indispensable para participar en los eventos de juego organizado de Memoir '44. CONTENIDO Reglamento actualizado, 2 mazos de 64 cartas, 178 fichas y 8 dados de batalla. NOTAS NO ES UN JUEGO COMPLETO. Para jugar con esta expansión se requieren una copia de la caja básica de Memoir '44 y uno de los tableros prediseñados de la línea Battle Map.
          19,95 €
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          JOGO ORIGINAL EM INGLÊS: In battle, there are no equals. Unmatched is a highly asymmetrical miniature fighting game for two or four players. (Note that this set is solely for two players, but it can be combined with other sets, which all serve up to four players.) Each hero is represented by a unique deck designed to evoke their style and legend. Tactical movement and no-luck combat resolution create a unique play experience that rewards expertise, but just when you’ve mastered one set, new heroes arrive to provide all new match-ups. When it comes to Unmatched … Make Mine Marvel! Unmatched is the critically acclaimed, best-selling game of tactical combat between unlikely opponents. Redemption Row brings three of Marvel’s most tortured heroes into the arena. Moon Knight shifts through three identities, leveraging the power of each. Ghost Rider channels Hellfire to further fuel his deck. When you come at Luke Cage, you best pack a punch if you hope to get through his titanium-like skin. They’ll duke it out on the Raft battle map, featuring item tokens that provide fighters with potent effects.
          50,40 €
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          Memoir 44 - Operation Overlord - 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 With up to 4 players per side, you will soon experience the highs and lows of being part of a military-style chain of command. Combined with an original copy of Memoir '44, this expansion includes all the material required to play Overlord games. Scenarios are not included; this expansion is designed to be played with our Memoir '44 Battle Map series of Overlord maps.
          12,94 €
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          Take your game to the next level with Operation Overlord and relive the battles of WWII on a grand scale. With up to 4 players per side, you will soon experience the highs and lows of being part of a military-style chain of command. Combined with an original copy of Memoir '44, this expansion includes all the material required to play Overlord games. Scenarios are not included; this expansion is designed to be played with our Memoir '44 Battle Map series of Overlord maps. · An updated Overlord Rules Bookl...
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          Rayguns and Rocketships Welcome to a galaxy of adventure! In the frozen heart of space lies a fantastic galaxy of planets populated by space-faring factions called Planeteers, who wage a never-ending battle of Rayguns and Rocketships. Some seek action like the brash Astro-Rangers, others desire riches like the fearsome Star Pirates. Some planeteers will to conquer like the horrible alien Blaarg or hunger for honor like the reptilian Zard. Which Planeteers will be the master of the galaxy? That's up to you! Rayguns and Rocketships is an action strategy game inspired by the sci-fi classics of the pulp era. The game features fast-paced strategy, pulse-pounding action and over 32 original miniatures! Players starts by selecting a Planeteer faction consisting of a rocketship miniature, a rocketship interior map, a crew of six Planeteers miniatures, a captain miniature, a two-sided captain card and a deck of maneuver cards unique to each Planeteer faction. Player place their crew on their rocketship map - in the cockpit, manning the control systems or manning a raygun - each gives advantages in flight and combat. Play is divided into three phases: rocketship movement, rocketship combat, crew movement and combat. Players plot their Rocketship's course using maneuver cards or star cards which are added to the player's hand each turn to provide additional tactical and combat advantages during play. As the gigantic rocketships maneuver on the Star Map, they blast away at each other with their deadly rayguns. Crew members can leap out of the airlocks to jetpack into combat with other Planeteers or board enemy rocketships to engage in fierce hand-to-hand combat! Points are scored by defeating crew, playing star cards and destroying rayguns and rocketships. The player who reaches the game's victory point goal wins the game and is declared master of the galaxy!
          52,02 €
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          Arquebus - Men of Iron IV Fecha de Llegada Aproximada - Octubre 2017 Northern Italy - and especially Milan - at the end of the 15th century was the brutal focal point for power and control between France and the Imperialist empires of Venice and Spain. And the battles fought for this prize are a record of the changing face of how war was fought. At the start of the 'war', the main forces were mounted men-at-arms and a tightly packed and closed formation of pike, especially as represented by the Swiss. But as battle churned into battle, that slowly changed. Firepower, in the form of the arquebus (an early musket) became increasingly prevalent and dominant, forcing the closed pike formations to open up, as the Spanish did (with sword and buckler), and the reliance on heavily mounted cavalry to decrease. Arquebus shows all of this in true die-rolling glory, featuring 8 major battles: Fornovo, Cerignola, Agnadello, Ravenna, Marignano, Bicocca, Pavia, and Ceresole. These are all really great game-players, with all but two of them half-mappers playable in 3 hours or less. The other two are the 'tiny' page-sized (8" x 11") Cerignola and the big one-mapper, the major, final battle of Pavia. Pavia was a crushing defeat wherein France lost over 50% of its army and almost all of its nobility of command, including her king, Francis I, who was captured. But for gamers, Pavia is wonderful gameplay, with units all over the greatly detailed map, much maneuver and many tough decisions to make. Arquebus uses the popular "Men of Iron" mechanics with much concentration on detail of weaponry, from the differences between closed formation and open, to the decline of the Swiss (pas d'argent? pas de Suisse), and the rise of the German Landsknecht, the major force in warfare of the era and, ironically, the best-dressed men in Europe. Yes, Landsknecht uniforms literally set the fashion trend at the time for the entire western world.
          61,45 €
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          D-Day - At Tarawa Updated Edition You command the invading American forces against dug-in Japanese defenders, which are controlled by the game system. Tarawa covers the landings on Betio Island in November 1943, and the operations of the US 2nd Marine and 27th Infantry Divisions to clear it -- the first heavily contested landing of the Pacific War. The battle for the tiny Island raged for four days and, when it was finally over, fewer than 200 of the 5,000 Japanese defenders remained alive. One map, two counter-sheets and 55 cards. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
          67,5 €
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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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          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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          Ghostbusters 2 The Boardgame - Louis Tully Plazm Phenomenom Expansion Pack Fecha de Llegada Aproximada - 17-09-2017 Play as Louis Tully (ear muffs and all) in this campaign containing 4 scenarios, 4 new map tiles, 9 new minis, and more tokens! This campaign culminates in a battle against the dreaded Giga-Plazm, which has taken the Manhattan Museum of Art from its foundation. Tully gets better at being a Ghostbuster when he can watch others do well at Ghostbusting. He's also very good at making the most out of his deposits. If you're tired of running, you can hop onto one of the new vehicle tokens included in this pack. BGG - 197764
          29,39 €
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          Liberty Road JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés. In War Stories you are the commander issuing orders to infantry squads and armored fighting vehicles. Each game presents a scenario using a modular map with different terrain that regulates movement and impacts combat in a unique system that does not require charts or endless modifiers. Players receive a secret set of instructions with hidden deployment and objectives. Unit blocks have a variety of information that regulates their ability to move, fight and remain cool under fire. War Stories also offers "rule breaking" asset and event cards. These enable War Stories to have additional complexity with minimal rules weight: the rules and effects are on the cards themselves. Assets are special equipment, troops, and abilities that a player has access to during the battle, such as machine guns, infiltration units, and the ability to lay mines. Events are random things that happen and create memorable moments on the battlefield such as reinforcements arriving, a gust of wind that starts a wildfire, or a damaged vehicle suddenly brewing up. ages 14+ 1-2 players (Note: there is no solitaire system; it is a normal 2-player wargame, but the publisher printed "1-2 players" on the box) 60 minutes GAME COMPONENTS: - 5 double-sided mapboards - 24 double-sided terrain overlays - 75 painted wooden blocks & stickers to represent vehicles & infantry - 112 counters (vehicle damage, battlefield damage, fog of war, unit, order and ambush markers) - 33 asset cards - 21 event cards - 24 combat chips and 1 cloth drawbag - 2 16-page scenario booklets (one German and one Allied) - 2 player screens/aids - 1 20-page rule book See our sister game War Stories: Red Storm for the most recent info on both games!
          40 €
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          Armed with a secret map and starting with a modestly outfitted sloop salvaged from last winter's storm, you set sail to Pirate's Cove - your eyes filled with visions of treasure and fame, your lungs filled with the salty air of the High Seas. Your objective: to battle for the rights to plunder and become the most famed and feared Pirate the world has ever seen. To do so, you will need to navigate shrewdly, fight recklessly and pillage mercilessly. You will gain fame by winning battles; burying gold and treasure; and bragging about your exploits at the Tavern. At the end of twelve months, the pirate with the most fame will be declared the most fearsome Pirate of the High Seas! Juego en Inglés
          48,56 €
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          Jogo original em inglês: go deep behind enemy lines at sword beach as you airdrop in to capture the bridges of the orne join guderians famed panzers as they battle the armored columns of the british expeditionary forces sign on for operation crusader to take on rommel in the deserts of north africa and liberate the garrison in tobruk the memoir 44 breakthrough expansion will take you deep into the battles of world war ii with two, double-sided, 9-panel board maps covering all four memoir 44 map environments - countryside, beach, winter and deserts. these oversize boards stretch the limit of current printing technology and are 13 x 17 hexes deep, opening up the breakthrough format to new, more expansive scenarios. the breakthrough expansion includes 15, never-in-print-before scenarios, created by jacques jdrommel david, and memoir 44 author, richard borg. these scenarios cover the western and eastern fronts, as well as the mediterranean and pacific theaters and include classic battles such as: operation crusader; operation amherst; and two different renditions of sword beach - all designed for the 13 x 17 hex breakthrough format.
          40 €
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