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GAOOMINY PARA 5675 775 MOTOR 10-TURN 10T 16.8 VOLTS PARA SUMMIT 1/10 SCALE 4WD ELECTRIC EXTREME TERRAIN TRUCK REPUESTOS
  • Parámetros técnicos: valor 7
  • Distancia entre ejes: tornillos
  • Número de modelo: para autos RC
  • Por tipo de vehículo: Cars
  • Suministros de herramientas: clase ensamblada
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TOOGOO PARA 5675 775 MOTOR 10-TURN 10T 16.8 VOLTS PARA SUMMIT 1/10 SCALE 4WD ELECTRIC EXTREME TERRAIN TRUCK REPUESTOS
  • Número de modelo: para autos RC
  • Por tipo de vehículo: Cars
  • Parámetros técnicos: valor 7
  • Distancia entre ejes: tornillos
  • Suministros de herramientas: clase ensamblada
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JVSISM PARA 5675 775 MOTOR 10-TURN 10T 16.8 VOLTS PARA SUMMIT 1/10 SCALE 4WD ELECTRIC EXTREME TERRAIN TRUCK REPUESTOS
  • Por tipo de vehículo: Cars
  • Distancia entre ejes: tornillos
  • Parámetros técnicos: valor 7
  • Número de modelo: para autos RC
  • Suministros de herramientas: clase ensamblada
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YQGOO REMOTE CONTROL CAR, 2.4G 4WD ELECTRIC RACING CAR, 1/24 15KM/H VEHICLE RC ROCK CRAWLER OFF ROAD CAR, GIFTS FOR BOYS GIRLS INDOOR OUTDOOR GAME (COLOR : RED 3 BATTERIES)
  • ? Quality material: This stunt remote control vehicle adopts non-toxic engineering age material, never fade. Super bright LED headlights, convenient to play at night.
  • ? Function: forward, backward, turn left, turn right, 4WD drive system, 15km/h, headlight.
  • ? 1/24 scale RC off-road crawler with 2CH 4-wheel drive for more thrilling experience.
  • ? 2.4G remote controller for anti-interference, high frequency, rapid response and high control accuracy.
  • ? Unique Gifts for Kids: Cool design and powerful features, perfect gift for birthday, Christmas, Children's Day, parties and other festivals for children.
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PEAK DISTRICT TRAIL RUNNING: 22 OFF-ROAD ROUTES FOR TRAIL & FELL RUNNERS
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    CONTEMPORARY HIGH PERFORMANCE COMPUTING: FROM PETASCALE TOWARD EXASCALE, VOLUME TWO: 2 (CHAPMAN & HALL/CRC COMPUTATIONAL SCIENCE)
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      TURN AROUND [EXPLICIT]
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        MIDDLE EARTH SHADOW OF WAR SILVER EDITION PS4 GAME [IMPORTACIÓN INGLESA]
        • Silver War Chest
        • Two Nemesis Expansion Packs (Slaughter Tribe Nemesis Expansion &utlaw Tribe Nemesis Expansion)
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        GOOD TO GREAT: WHY SOME COMPANIES MAKE THE LEAP... AND OTHERS DON'T
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          WDK PARTNER 641 LITTLE HELPER - MINI ASPIRADORA DYSON DE JUGUETE (17,8 X 20,3 X 63,5 CM, FUNCIONA CON PILAS)
          • Una réplica directa del último modelo "Bola" Dyson, esto crea juegos de rol realista para la exploración de la imaginación y el desarrollo de habilidades sociales
          • Cuenta con una acción de ciclón simulado con bolas de colores
          • 'Idas y vueltas' al igual que la cosa real, la maniobrabilidad de juguete desarrolla la solución de problemas y las habilidades motoras
          • Bienes de aspiración desde el pie del vacío, esto ayuda para la comprensión de causa y efecto
          • Fiel a la vida suena para mayor realismo y la estimulación auditiva
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          España
          Holland 44 - Operation Market-Garden Holland '44, Operation Market-Garden, September 1944 is a two-player game depicting the Allies' combined ground and airborne attack in the Netherlands during WWII, which was code named Operation Market-Garden. The game starts with the airborne landings on September 17th and continues until September 23rd. The Allied player must rush his ground forces forward as fast as possible to relieve his beleaguered airborne divisions and capture a bridge across the Rhine. The scale of the map is 2 kilometers per hex and covers the battlefield from the Belgian border to Arnhem. The map also includes the area where the British 8th Corps fought on the right flank of 30th Corps. Most units in Holland '44 are battalions, but units range from Company to Brigades. Holland '44 uses a system very similar to Ardennes '44. It is basically a simple move-fight, I-go then u-go game. If you have played Ardennes '44 or Normandy '44 you will have no trouble learning the game. Rules such as ZOC Bonds, Determined Defense, Extended Movement, and Traffic Markers all make their reappearance. Due to the terrain of the Netherlands, special attention was given to river crossings, bridge building, and fighting in the flat polder terrain. Game Scale: Game Turn: 3 turns per day (AM, PM & Night) Hex: 1.24 miles / 2 kilometers Units: Company to Brigade Game Inventory: One 22 x 34" full color map One 17 x 22" full color map (together = 22 x 43.5") Two dual-side printed countersheet (468 9/16" counters) One 40-page Holland '44 rulebook Two dual-side printed Player Aid cards One single-side printed Setup Card Two 6-sided dice Solitaire Playability: High Complexity Level: Medium-High Players: 2 or more Playing Time: 4-15 hours Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
          49 €
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          España
          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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          España
          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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          España
          Korea - Fire and Ice This system will cover large scale combat from World War Two into the modern era. The scale for the system will be 10 miles a hex and weekly turns, with Divisions as the primary maneuver unit. Using at its heart a system that is from an older but wonderfully conceived game called “Road to the Rhine”, players will be able to move all their units once but can, if they can afford the supply cost, move the still unmoved units impulse after impulse. The opposing player will have to maintain adequate reserves to counter this. The grand campaign game covers the first year of the war. Using a moderately complex rule set, players will be able to concentrate on the play and not the rules. Keeping your units well supplied will be the key to victory - but as you advance, you'll see your supply situation deteriorate. Detection will also be a key to victory as finding your enemy is vital to defeating him. Also covered are the epic F-86 versus MiG-15 battles, political limitations of surrogate wars, possible Soviet intervention, possible nuclear weapons, and of course, the United States Navy - for both support and invasions. There will be scenarios covering various sized battles and campaigns (with a play time of 2 to 20 hours), as well as a grand campaign game for players that want it all. Complexity: 6 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 week per turn Map Scale: 10 miles a hex Players: 1-4 Playing Time: 2-60 hours Designer: Adam Starkweather Artist: Ilya Kudryashov Components: One 48 page rulebook One 24 page scenario book Three 22” by 34” maps Five Displays and Charts Two 9/16ths Countersheets 4 Dice Game Box
          71,34 €
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          España
          Korea - The Forgotten War Korea: The Forgotten War, Is the ninth game in the Operational Combat Series (OCS) release by The Gamers. The Korean War stands as a key event in world history. The first shooting confrontation of the Cold War, and the first limited war of the nuclear age, it is the only time since the Second World War that two of the world's major military powers fought one another - in this case the United States and China. Diplomatically, the war offers an interesting view of the miscalculation and ineptitude on both sides that led to open conflict. It also brings to light the United Nations' first opportunity to play a leading role in world military events. Korea: The Forgotten War covers the first year of the war and highlights the mobile phases of the battle. Campaign victory is determined most often by the stable positions of the lines (relative to the "neck" of the peninsula). A number of shorter scenarios are also included to allow players to explore specific operations or to use as a training scenario before taking on one of the campaign games. Korea: The Forgotten War was initially released in 2003. The 2014 (2nd edition) is a reprint of the 2003 (1st edition) with changes made to address errata and to better conform to the latest version of the OCS rules when printed. Korea: The Forgotten War has 15 scenarios broken down as follows: 5 1-map scenarios 4 2-map scenarios 6 3-map scenarios Game Scale: Turn: Half-week Hex: 5 miles / 8 Km Units: Battalion to Army 2014 Game Inventory: Three 22 x 34" full-color mapsheets Four dual-side printed countersheets (2 combat, 2 markers - 560 1/2" counters) One 48-page OCS v4.1a rules booklet One 40-page Korea v2.0 game specific rules booklet Two 4-page OCS v4.1a Charts & Tables Folders Two dual-sided Player Aid cards Two 6-sided dice Complexity: High Solitaire Suitability: High Playing Time: 4-100 hours Players: 1 or more
          76,05 €
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