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Great pacific war

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THE GREAT WAR: JULY 1, 1916: THE FIRST DAY OF THE BATTLE OF THE SOMME
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    IF MAHAN RAN THE GREAT PACIFIC WAR: AN ANALYSIS OF WORLD WAR II NAVAL STRATEGY
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      BRITISH PACIFIC FLEET: THE ROYAL NAVY'S MOST POWERFUL STRIKE FORCE
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        THE JAPANESE EMPIRE: GRAND STRATEGY FROM THE MEIJI RESTORATION TO THE PACIFIC WAR
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          THE GREAT PACIFIC WAR 1940 - 1944
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            THE GREAT PACIFIC WAR
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              THE PACIFIC WAR: 1941 - 1945
              • Used Book in Good Condition
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              GREAT PACIFIC WAR: A HISTORY OF THE AMERICAN-JAPANESE CAMPAIGN OF 1931-1933
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                THE GREAT PACIFIC WAR: SIX ACCOUNTS OF WORLD WAR II
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                  SPIES IN ARABIA: THE GREAT WAR AND THE CULTURAL FOUNDATIONS OF BRITAIN'S COVERT EMPIRE IN THE MIDDLE EAST
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                    Pontevedra (Pontevedra)
                    Avalanche Press. The Great Pacific War. Avalanche Press. The Great Pacific War. Avalanche Press. The Great Pacific War. 
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                    Barcelona (Barcelona)
                    mapas wargame Pacific War de Victory games mapas wargame Pacific War de Victory games
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                    Barcelona (Barcelona)
                    wargame the great patriotic war de GDW wargame the great patriotic war de GDW sin destroquelar. incluye el juego bonus Battle for Moscow
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                    Villalba de Rioja (La Rioja)
                    Great Battles of World War II: Stalingrad. PC. TDKV10B Great Battles of World War II: Stalingrad. PC. TDKV10B
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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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                    Madrid (Madrid)
                    juego wargame - Illusions of Glory - The Great War on the Eastern Front - GMT - WWI - Precintado juego wargame - Illusions of Glory - The Great War on the Eastern Front - GMT - WWI - Precintado Juego wargame estratégico, dedicado al Frente del Este durante La Primera Guerra Mundial, años 1914-1918, editado por GMT. El sistema de juego es compartido con el clásico Paths of Glory. 2-4 jugadores. Precintado. Para jugadores y coleccionistas. *** Dispongo de un amplio stock de juegos de mesa y wargames. Si esta descripción no te parece suficiente o las fotografías no te aclaran algún detalle no dudes en preguntarme TODO lo que necesites. Si estás buscando algún juego para tu colección mira entre todos los lotes que tengo en subasta y en catálogo. Si no encuentras lo que buscas pregúntame por su disponibilidad; tengo muchos más juegos que no aparecen actualmente en Todocolección. Si tienes cualquier duda, PREGUNTAME antes de comprar! Pago por transferencia bancaria. Se admite pago por PAYPAL. Gastos de envío de 9 euros: el envío es CERTIFICADO. ATENCIÓN: mira mis otros artículos, en el caso de que compres varios de ellos los gastos de envío serán ajustados para producirte un ahorro. Todos los artículos se embalan cuidadosamente antes del envío. Si vives en Madrid la entrega puede ser en mano si vienes a recoger el artículo a la dirección que te indique (cerca de Metro de Suanzes, línea 5).
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                    The Great Battles of Alexander Nueva edición de este clásico superventas que inauguró el multipremiado sistema Great Battles of History. The Great Battles of Alexander: Deluxe Edition es prácticamente la completa historia del arte de la guerra macedonio en tiempos de Alejandro Magno. Batallas de Chaeronea, Pelio, Ligynus, Jaxartes, Samarkanda, Granico, Iso, Gaugamela, Arigeo e Hidaspes. Incluye 720 fichas, tres mapas de 55x85 cm, 1 dado, librillo de reglas (3ª Edición) y librillo de juego, ayudas de juego. Características: tercera edición de las reglas, nuevos mapas para Granico y Chaeronea además de un mapa expandido para Gaugamela. Eejércitos de las tribus del Danubio, ilirios, griegos, persas, escitas e indios, dieciocho nuevos jefes macedonios, sistema de mando de líneas restringido para los persas, indios y griegos, jefes de ala y jefes de contingentes macedonios, formaciones de choque de caballería, los Inmortales etc..
                    84,59 €
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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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                    Blitz! - A World in Conflict Blitz! A World in Conflict is an army-level adaptation of the internationally award winning global World War II wargame World in Flames. Blitz! covers the entire globe on one large (approx 910mm x 560 mm/36"x22") map of the world with area-based movement covering every theater of the war (Europe, N Africa, Pacific, E. Asia, N Atlantic, etc.) Blitz! A World in Conflict is a stand-alone boxed game. It includes almost 400 two-sided counters providing all the armies, air wings, and fleets for all the major combatants and many other countries, selected commanders, plus game markers. It plays in a fraction of the time needed for most historically-accurate World War II campaign games (2 hours for Barbarossa, 5 to 8 hours for the entire global war) while still giving players the opportunity to cover the entire war. Rules include various options so you can tailor the game to your preferences and experiment with "what if" situations," including revising the politics of the 1930s before the war begins. At last you can re-fight with all WW2 WiF style in less than a lifetime. Contents • 1 large map (559mm x 864 mm) • 396 two-sided full colour counters • 1 Rule book • 8 two-sided Weapons Development Charts • 2 x 6-sided dice BGG - 42997
                    79,19 €
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                    Warband aganinst the darkness. 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. Then the Darkness came. An army of unspeakable horrors of an ancient and forgotten race of infernal creatures awoke deep within the earth and marched across the lands. The Darkness ravished the Five Realms with death and destruction and nearly brought the continent to its knees. Faced with a desperate fight for their very survival, the great races put aside their differences and united into a warband of such magnitude and strength as had never been seen before. The world trembled. Though their great loss of life on the battlefield was nearly insurmountable, the warband's sheer size overpowered the armies of Darkness and largely drove them back beneath the earth. Sorcerers and shamans and magi of the great races invoked binding blood magic to start sealing the enemy away for an eternity. In the final days of battle to determine the fate of the lands, the hordes of Darkness and the great warband clash on four remaining battle fronts that are each located near a border landmark that separate the kingdoms of the Five Realms. The last four campaigns wage on. The end is near. May the Maker protect us all.... As a player in Warband: Against the Darkness, you control the warband armies of one of the great fantasy races of the Five Realms. Although the great races are currently working together in mutual defense, old habits and rivalries are hard to break and this isn't in any way a co-operative game. It's important that your kind emerges victorious from the war with more battle prestige and honor than your temporary and untrustworthy comrades. The player who collects the most Victory Points of one-upmanship for their race by the conclusion of the final battle against the Darkness - gained by advancing your soldiers in the warband, earning gold for your army captains, reconnoitering the combat fronts with your scouts, and defeating enemies on the battlefields - has achieved the greatest leadership glory and is declared the winner.
                    18 €
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                    Alicante (Alicante)
                    Colección CD ROM Extra ESPECIAL ESTRATEGIA PC (Revista GAME OVER) Colección CD ROM Extra ESPECIAL ESTRATEGIA PC (Revista GAME OVER) 2 CDs Recopilatorios que contienen una extensa gama de juegos clásicos de estrategia. (Sólo demos). Publicado por PRENSA TÉCNICA  Contiene demos de los siguientes juegos: WARCRAFT 2 CONQUEST OF THE NEW WORLD CIVILITATION 2 THIS MEANS WAR CLOSE COMBAT SETTLERS 2 STAR CONTROL 3 M.A.X. 7TH LEGION AGE OF EMPIRES X-COM APOCALYPSE INCUBATION PANZER GENERAL 2 DUNGEON KEEPER PACIFIC GENERAL CIVIL WAR GENERALS II STELL PANTERS III WAR WIND 2 WARLORDS 3 DARK COLONY NAPOLEON IN RUSSIA LORDS OF MAGIC PAX IMPERIA WORMS 2 MYTH POPULUS THE BEGINNING PEOPLE´S GENERAL MECH COMMANDER RAINBOW SIX WORMS ARMAGEDDON ROLLERCOASTER TYCOON COMMANDOS MÁS ALLÁ DEL DEBER HEROES OF MIGHT AND MAGIC III
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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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                    Enemy Coast Ahead - The Doolittle Raid Enemy Coast Ahead: The Doolittle Raid uses the game format to explore the first raid on the Japanese home islands by the United States during World War Two. It is a solitaire game challenging the player to conduct a successful mission where the criteria for success is not purely military. The player must organize, equip, and train a squadron of B-25 medium “Mitchell” bombers to attack a distant and rather dangerous target. The game not only covers the raid from launch to landing, it extends the story on both ends. Threatened from the air and from the sea, the player must do his utmost to strike the Japanese capital, avenging the attack on Pearl Harbor, and then land his aircraft safely. If the raid goes poorly it may boost Japanese morale and deflate the mood in the United States. Getting the B-25s close enough to launch is vital, as is the recovery of aircraft and crewmen, but above all, the player's main dilemma will be secrecy. The risk is great. Failure could mean the loss of an entire squadron, or worse, the sinking of a precious aircraft carrier. Will the Doolittle Raid add to the dismal news of Pearl Harbor, Guam, Wake Island, and Bataan, or will it signal the turning of the tide? The History Washington - April 21, 1942: After two days of rumor prompted by Japanese radio broadcasts, President Franklin Delano Roosevelt finally agrees to a press conference. Deftly avoiding difficult questions, he claims insufficient information to neither confirm nor deny the biggest news story of the four month old war. To placate tenacious journalists, however, he tells the press that the attack on Kobe, Osaka, Nagoya, and Tokyo by United States aircraft, was launched from a mysterious base he would only call “Shangri-La,” an imaginary island from the recently published novel Lost Horizon. His impish grin, if not his words, tell the press that the top secret operation dubbed Special Aviation Project Number One has indeed been a success. That same day China's foreign minister hands a telegram to Army Air Corps Chief Hap Arnold. It has taken some time to arrive in Washington, an indication that all may not be well with the mission. Dictated two days ago by the commander of that top secret operation, a distraught Lt. Colonel James Doolittle, it reads: Mission to bomb Tokyo has been accomplished. On entering China we ran into bad weather and it is feared that all planes crashed. Telegram in hand, Arnold immediately admits to the commander of the Joint Chiefs of Staff that the mission has failed. No bombers have been recovered. After sending that telegram, Doolittle himself expects a court marshall, confiding to his engineer that they'll tie him to a desk for the rest of the war, if he's lucky. Days later he is astonished to learn of his promotion to Brigadier General, and even more so when he is notified that the president recommended the Congressional Medal of Honor. The Doolittle Raid remains an enigmatic and contradictory episode of World War Two, defying easy interpretation even to this day. Was it a victory or a debacle? Was it a minor footnote in the annals of that war or a significant military event? Was it a desperate bid to avenge the attack on Pearl Harbor, or, a harbinger signaling death and horror soon to visit Japanese cities from the sky? Narrative Sequence Much like chapters in a story, the game is organized in six narrative segments, chronologically arranged. Each poses its own set of challenges and prompts decisions that establish the environment and conditions of subsequent chapters. Planning Naval Flight Over Targets Recovery Debriefing Historical Scenarios Besides play of the full narrative, the game offers a number of historical dissections, each a scenario focusing on a fragment of the raid. They are also a handy way to learn the game, since each scenario uses only part of the rules. For example, Scenario One covers Doolittle's flight over Tokyo, using only the 8.5x11 Target Map and the Attack Segment. An alternative scenario looks at a night raid by that flight, as Doolittle originally planned it. After playing one or two small scenarios using only the Attack segment's rules, a larger scenario can be played adding the Flight segment. Graduate next to an even larger scenario that starts with the Naval segment. In this way a player can learn the game in program fashion, little by little, studying the history of the raid by playing it as he learns. Player Aid Folders: The game comes with several 11” x 17” bi-fold aids allowing the play of each game segment with minimal study of the rule book. The mapsheet is designed to interlock with other game components, including those play aids, in order to make the player's experience fluid. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                    53,5 €
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                    14 3/4" Cesar & Cleopatra Roman Egyptian Chess Set. Beautiful handmade inlaid mother of pearl wooden Chess Board with storage. Will be shipped via international express shipping Julius Caesar and Cleopatra meet while Egypt is in the midst of a civil war. Indeed, in 53 BC, Cleopatra had fled to Syria to escape from her brother, Ptolemy XIII, who reigns over Egypt. Julius Caesar (then consul of Rome) saw this war as an opportunity to seize the eastern lands of Egypt. The need for both was reciprocal. Cleopatra needs the power of Caesar's armies to take over the leadership of Egypt and replace her brother, while Caesar needs the great wealth and the fertile land of Egypt. Indeed, Cleopatra is considered to be the richest person of the 1st century BC. Thanks to this, Caesar could therefore finance his return to the political scene in Rome and definitively eliminates his remaining competitors of the first Roman civil war (a war opposing Caesar to the consul Pompey who wanted to become the only decision maker in Rome). Cleopatra—“Work with What You Have.” Work with what you have; have it be enough and project it with the power within that allows all who vision you to know that what you project is the value that you seek others to bestow upon you. Yes?” I truly am impressed with the power and the presence this woman emanates and admit that I could use some lessons in what she has been speaking about. She is kind enough to only comment that she thinks I need some charcoal. Caesar—“To Love is Eternal.” “I think, simply, my presence is enough. Does it not speak volumes that to love is more than life itself, for it is eternal. When you love, everything comes into the perspective, but be careful, for those who do not understand you and cannot feel that love can become jealous and search for ways to harden others’ hearts against you. Instead, step into who you are, be the best someone that you are and can be and live it. Be it. Leave nothing but that truth as your reality. And if someone kills you in the end, celebrate, for Joy will ascend you In the production of our handmade wooden chess board we use premium quality wood. The design, the mosaics are handmade and varnished. The chess pieces are made of polyester and hand painted. Each chess piece has a felt to avoid the scratching. Handmade Checkers are made of Boxwood (Buxus Sempervirens). Slow growth of Boxwood renders the wood very hard, heavy, and with fine grain produced by growth rings, making it ideal for chess pieces and checkers. Boxwood does not contain bacteria. ????Dimensions The chess board with storage top size is 14 3/4” x 14 3/4” (37.5 cm x 37.5 cm) The bottom is 15" x 15" (38.1 cm x 38.1 cm) The height is 2 3/4" (7 cm) Each square is 1 7/16" (37 mm) King’s Height is 3.15” (8 cm) Cesar’s Weight is 1.1 oz (31.2 grams). It’s same weight as the weighted wooden 3.15” (8 cm) chess pieces Pharaoh's Weight is 1.3 oz (36.85 grams). All the production procedures are made in our factory. Please do not hesitate to contact us for further information,
                    12.334 €
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