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HORSES COLORING BOOK FOR KIDS AGES 8-12 BEAUTIFUL DESIGNS: HORSE AND PONY COLOURING GIFT BOOK FOR BOYS AND GIRLS CUTE ANIMALS MY LITTLE PONY BOOK FOR ... 8-9 GIFTS FOR TWEENS PERFECT CHRISTMAS GIFT
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    THE SCHOOL PLAY (LITTLE CRITTER) (LITTLE GOLDEN BOOK) (ENGLISH EDITION)
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      THE ADVENTURES OF BEEKLE: THE UNIMAGINARY FRIEND
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        ECSTACY OF GOLD (THE GOOD THE BAD & THE UGLY)
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          1ST BIRTHDAY GUEST BOOK: GOLD COVER WITH COLORED INTERIOR FESTIVE PAGES MAKES A GREAT KEEPSAKE OR MEMORY BOOK, PICTURE PAGE & GIFT LOG, SLOT FOR GUEST EMAIL & ADDRESS, WELL WISHES & MESSAGES
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            THE CABIN: THE COLD CASE QUARTET, BOOK 2 (ENGLISH EDITION)
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              THE FIRST NOEL
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                LET'S PLAY PEEK-A-BOO! (FIRST LITTLE GOLDEN BOOK)
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                  PLAY TO WIN [VINILO]
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                    HITMAN : THE COMPLETE FIRST SEASON, PLAYSTATION 4 [IMPORTACIÓN FRANCESA]
                    • Classification PEGI : ages_18_and_over
                    • packageQuantity : 1
                    • operatingSystem : No Operating System
                    • Editeur : Square Enix
                    • Plate-forme : PlayStation 4
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                    Málaga (Málaga)
                    BLOOD RAGE - GOLDEN FIRST PLAYER / SCULPTED SAGA / DOOM TOKEN - KICKSTARTER EXCLUSIVE - NUEVO (H) BLOOD RAGE - GOLDEN FIRST PLAYER / SCULPTED SAGA / DOOM TOKEN - KICKSTARTER EXCLUSIVE - NUEVO (H) ENVIO: 25 GRAMOS (CONSULTAR FORMAS DE PAGO Y ENVIO)
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                    España (Todas las ciudades)
                    In The Golden Ages, you lead your civilizations through history. The game lasts four different eras, during which you develop technologies, create fine arts, erect buildings, and build wonders. You'll send explorers to discover the continents, found cities in distant lands, and send your soldiers into battles. The game lasts four rounds ("Eras"), during which the players: - show/discard the civilization that they will play during the Era; - discover new continents placing tiles on the map; - take turns doing actions (explore/found a city, erect a building, make arts, build a wonder, develop a techology, activate a building/wonder, attack another player, start a Golden Age). The first player starting a Golden Age during an Era choose an "History Judgement" card that states the way all the players will score in that round. Each player who started a Golden Age continues taking money at his turns until all other players have passed. There are many ways to score points (artists, history judgement, wonders, technologies, attacks, money, secret future technologies, etc.), and then also many different ways to achieve a victory. Will you succeed in evolving your civilization through history, overwhelming your opponents on the way to glory?
                    35,95 €
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                    Jogo original em inglês: retail version in mindbug, you summon hybrid creatures and send them to battle against your opponent but when you summon a creature, the opponent may use one of their mindbugs to take control of it. outwit your opponent in a fascinating tactical duel in which having the best cards and playing them at the wrong time can be deadly for yourself. cards in mindbug represent weird creatures that all come with unique and powerful abilities such as a compost dragon, a snail hydra, or a kangasaurus rex. each player starts the game with ten creature cards (five in hand and five in a draw pile) and tries to use them to reduce the opponent's life total to zero. in addition, every player receives two mindbug cards that can be used to mind control an opposing creature when it is played. this innovative mindbug mechanism is the core of the game and leads to a unique decision-making process that makes mindbug feel utterly different from any other card game. playing a card doesn't require any resources in mindbug. as a result, the game has no ramp-up phase (such as gathering resources) and doesn't require weak cards. since there is also no deck-building, you can start playing right away from a single deck. there is also no unfair advantage as players draw cards from the same deck and always get the chance to mind control the strongest opposing cards. in the end, it all comes down to your own decisions, making the game extremely fair and competitive at the same time. - 48 creature cards - 4 mindbugs - 2 life spinners - stable cardboard box with inlay (able to hold sleeved cards)
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                    Madrid (Madrid)
                    Chez Geek (english edition) Chez Geek (english edition) In this light, humorous, and fast-paced card game that parodies geek culture and co-habitation, players are roommates just trying to get through life with as little work as possible. At setup each player is dealt a Job card which lists their free time, income, a special ability that they possess and their Slack goal. Players are also dealt five Life cards. The space directly in front of a player is their Room, where cards will be played during the course of the game. Slack can be represented using any available chit or counter, but every player begins with a Slack total of zero. Players take turns as follows: -Draw Life cards until they have six in hand. (NOTE: Some Jobs vary this to five or seven cards.) -Make "variable" rolls. Some Job cards have variable free time or income; their values for this turn are decided in this phase (rolling a 1-3 gives them the first amount; rolling a 4-6 gives them the second). If there are any "uninvited" people in a player's room, he or she may also roll to "get rid of" them (by rolling a 4, 5 or 6) and either send each such person to another room or discard them (if they cannot be played to any other room). -If any of the player's in-hand Life cards are green Person cards, they may roll to "call" the person to their room. A successful roll (3-6) gets them invited in; otherwise, they are discarded. Some people are "uninvited" (causing bad things to happen), and may be placed without a roll in any player's room. (See above for "getting rid of" these people.) Pet cards, such as Cats (which don't require a roll to enter a room) and Dogs (which may or may not need to be "called") can also be played in this round. -For each unit of free time the player's Job card gives them, they may perform one action (play a red Activity card) or go shopping (play any number of blue Thing cards). Some of these cards may have a cost; the total cost for all cards played in a round cannot exceed the income given to them by their Job card. (NOTE: Free Time and Income may be modified by certain Whenever cards played on the player by themselves or other players.) -At the end of a turn, if a player has more than five cards in hand, the player must discard cards until they have five or fewer. If desired, players can discard all the way down to one card. (NOTE: It is also legal for a player to play ALL the cards in their hand and have NO cards at the end of a turn.) -Additionally, some Life cards are orange "Whenever" cards which can be played at any time. -Activity cards and Thing cards typically list a Slack value which is added to the player's Slack total, though some have random Slack totals and some have Slack totals which vary during the game. TV Activity cards and some Whenever cards can be used to cancel cards as they are being played, and some cause previously-played cards to be discarded. Some cards add or subtract Slack from every player's total, while others cause a player to change their Job card (and hence Slack goal). Many cards alter the effects of other cards. The first player whose Slack total equals or exceeds their Slack goal is the winner.
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                    Seasons Seasons is a game of cards and dice which takes place in two phases: The first phase consists of a draft: the goal during this phase will be to establish a strategy for the rest of the game with 9 cards that can be selected (Each card has a specific effect and earns victory points). Once the draft is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards. Next comes the second phase of play: at the beginning of each round a player will roll the seasons dice (dice = number of players +1). These cubes offer a variety of actions to the players: - Increase your invocation (maximum number of cards you may have placed on table) - Harvesting energy (water, earth, fire, air) to pay the cost of invocation maps - Crystallization energy (during the current season) to collect crystals. These serve both as a resource to rely on some cards, but also many victory points in the endgame. - Draw new cards Each player can choose only one die per turn. The first player will choose among those launched, then the following among those remaining and so on. At each turn, the dice indicate how many remaining cells (1, 2 or 3 boxes) the marker of the seasons ahead. In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes. At the end of the game, we add the points of victory on the cards, given the number of crystals possessed. The player with the most victory points wins.
                    34 €
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                    Patchwork Each player takes five buttons - the currency/points in the game - and someone is chosen as the start player. On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved. In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank. What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board. Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.) When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.
                    16,20 €
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                    Wendake "Wendake" is the name that the Wyandot People use for their traditional territory. This population, also known as the Huron Nation, lived in the Great Lakes region together with the Iroquois, Shawnee, Potomac, Seneca, and many others. In this game, you explore the traditions and everyday life of these tribes during the 1756-1763 period when the Seven Years War between the French and the English took place in these territories. But this white man's war is really only a marginal aspect of the game; the focus is on life in the Native villages, fields, and forests. In this game, you won't find the traditional teepees since those were used by southwestern tribes who moved their camps to follow the herds of buffalo. The Natives of the Great Lakes were sedentary, living in long houses. The women farmed beans, corn, and pumpkins, while men hunted beavers in the forests, mainly to sell their pelts as leather. In the game Wendake, you are placed in the shoes of a chief of a Native American tribe. You have to manage all of the most important aspects of their lives, earning points on the economic, military, ritual, and mask tracks. The core of the game is the action selection mechanism: You have the opportunity to choose better and better actions over seven game rounds, and the winner will be the player who can find the best combinations of actions and use them to lead their tribe to prosperity. Each player has their own 3x3 action board that is comprised of nine action tiles. The first time you select an action tile each year, you may choose any tile; the second and third times that year, you must choose another action tile in the same column, row, or diagonal as your previously selected tile(s). If the action tile you choose shows more than one action, you can use them only in the order shown, from top to bottom. After the last player has placed (and resolved) their fourth action marker, the restore phase begins. During the restore phase, all players remove the action markers from their tiles and flip the tiles they used face down so that they show the opposite side. All players then move their action tiles down one row so that the top line of their action grid is empty and the three tiles from their bottom row are now outside of the grid; if any of these three tiles shows the ritual side, they must be flipped back to the action side. The first player may now set aside one of the three tiles below their grid and replace it with one of the six advanced action tiles near the board or with any action tile they already set aside in previous years. This new tile is added to the tiles below the player's grid. Then, whether a new tile was taken or not, they shuffle the three tiles that are below their grid and place them in random order on the top line of their grid, all showing the action side. During the game, you score points in four tracks, with these tracks being coupled randomly at the beginning of the game. The game ends at the end of the seventh year, and for each pair of tracks, you score only the number of points indicated by the score marker on the lower value. Sum these points from the two pairs of score tracks to see who wins.
                    50,95 €
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                    JOGO ORIGINAL EM INGLÊS: A tabletop card game about sacrifice, betrayal and hoarding. Inspired by the hit video game Binding of Isaac, the official card game was launched on Kickstarter in June 2018. Four Souls starts by giving each player their character cards, item cards, three loot cards, and coins. Play goes from player to player as each choose to play loot cards, buy items from the store, or attack monsters! The first player to obtain four souls reigns supreme. Are you ready to tackle The Bloat and other evil adversaries? Experience the haunted and harrowing world of The Binding of Isaac: Four Souls. In this faithful adaptation of the smash-hit video game, players will collect treasure, gather loot and defeat monsters to help themselves to win, or to hinder their opponents. With over 300 cards to play with, theres a huge amount of replay-ability as players discover new combos of cards and abilities each game in their race to be the first player to acquire Four Souls!
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                    The winner is the first player to place 5 balls of the same colour on the tree!green-summer, orange-autumn, white-winter and pink-spring. the dice control the changing of the seasons and the colour of the wooden trees. throw the two dice to get new canopies for your tree, but watch out you might lose some! the first player to complete their tree in one colour wins.a game of seasons is a safe, eco-friendly game made with fsc certified wood and non-toxic colours. made in italy.content: 4 bare wooden trees, 20 coloured wooden canopies (4 for each season), 1 cardboard basket, 2 wooden dice.a game of seasons, a wooden board game made by milaniwood.
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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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                    Magnastorm JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés The goal of Magnastorm is to be the first player with a certain number of reputation points. You acquire reputation mostly through fulfilling objectives, taking control of one or more of the eight commanders, and building transmitter stations. The flow of the game is controlled by an action board with two action panels, each of which has five columns. At the start of each round, there are a 3-5 action tokens (crew members) standing in each column on the upper action panel. To carry out an action, a player: A) takes an action token from the upper panel and places it on the lower action panel either to gain resources or to pay for a movement on the planet surface, or B) pays for every action token still standing in a certain column on the upper panel to gain control over the commander and his ability at the top of that panel, after which the player places those action tokens on the lower panel. Since option A) will reduce the cost for option B), the players have to find the right timing for their actions. A round ends when the upper panel is empty. For the next round, the panels are swapped. Magnastorm is a big, tactical board game with very little luck. Choose the right moment to perform actions or buy influence over helpful commanders. You will reap success through resource management, clever logistics, good timing, and a shrewd eye on the actions of your opponents. At the end of the game, each player receives one of 120 reward cards, which can be used in later games to compensate for varying levels of skill among the players.
                    32 €
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                    Magnastorm JUEGO DE SEGUNDA MANO COMPLETO USO Sin Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Precintado The goal of Magnastorm is to be the first player with a certain number of reputation points. You acquire reputation mostly through fulfilling objectives, taking control of one or more of the eight commanders, and building transmitter stations. The flow of the game is controlled by an action board with two action panels, each of which has five columns. At the start of each round, there are a 3-5 action tokens (crew members) standing in each column on the upper action panel. To carry out an action, a player: A) takes an action token from the upper panel and places it on the lower action panel either to gain resources or to pay for a movement on the planet surface, or B) pays for every action token still standing in a certain column on the upper panel to gain control over the commander and his ability at the top of that panel, after which the player places those action tokens on the lower panel. Since option A) will reduce the cost for option B), the players have to find the right timing for their actions. A round ends when the upper panel is empty. For the next round, the panels are swapped. Magnastorm is a big, tactical board game with very little luck. Choose the right moment to perform actions or buy influence over helpful commanders. You will reap success through resource management, clever logistics, good timing, and a shrewd eye on the actions of your opponents. At the end of the game, each player receives one of 120 reward cards, which can be used in later games to compensate for varying levels of skill among the players.
                    38 €
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                    Valeria - Card Kingdoms Valeria: Card Kingdoms is a tableau-building game for 1-5 players and will feel familiar to deck-building fans. The cards you buy can work for you on your turn and on all the other player turns, as well. On your turn, roll two dice and activate citizen cards with the result of each individual die and the sum of both dice. Other players will simultaneously activate their citizen cards based off of the roll. Next, take two actions from the following: slay a monster, recruit a citizen, buy a domain, or take 1 of any resource. The player with the most victory points at the end wins the game. Components 215 cards (63x88 mm): 5 Starter Peasant cards 5 Starter Knight cards 5 Quick Reference cards 10 Duke cards 10 Exhausted cards 108 Citizen cards 6 Cleric 6 Monk 6 Butcher 6 Merchant 6 Alchemist 6 Mercenary 6 Archer 6 Wizard 6 Knight 6 Peasant 6 Thief 6 Rogue 6 Champion 6 Warlord 6 Paladin 6 Priestess 6 Miner 6 Blacksmith 48 Monster cards 6 Hills Monsters 6 Ruins Monsters 6 Forest Monsters 6 Valley Monsters 6 Mountain Monsters 6 Cavern Monsters 6 Swamp Monsters 6 Barren Monsters 24 Domain Cards 168 Wood Tokens 48 Gold Tokens 48 Strength Tokens 48 Magic tokens 24 VP Tokens 8 5x Tokens 1 10x Tokens 1 First Player Token 1 Resting Token 2 Custom 20mm Dice (6-sided) 1 Rulebook FUNDAS 63,5x88 (215) BGG - 170561 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                    38,20 €
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                    Spot the difference !place one card in the middle of the table and then deal the rest out to players evenly. each player looks at the top card of their deck and tries to spot the two differences between their card and the one in the middle. when the player correctly spots the difference, they place their card on top of the middle card and the game continues. the first player to be rid of all their cards wins! with 2 double-sided decks showing 4 different pictures, you will be hunting for hours!contents: 50 cards, game rules.difference, a game for family made by gigamic. item number gmdi.
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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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