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Msx time bomb

Listado top ventas msx time bomb

Valladolid (Valladolid)
juego msx time bomb juego msx time bomb envio 6 euros se combinan envios
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Londres, 1890. La noche cae sobre la ciudad mientras un carruaje galopa entre la niebla, empujando a un lado a los transeúntes; sus gritos se mezclan con el tronar de los cascos. En su interior, Sherlock Holmes golpetea nerviosa su reloj de bolsillo y observa la magnífica silueta del Big Ben sobre el Támesis. «Te sacaré de esta, aguanta» se dice a sí misma preocupada. Moriarty ha lanzado un reto a su archienemiga Sherlock Holmes: la brillante detective deberá desactivar cada bomba antes de que explote. De lo contrario, no habrá nadie que impida a Moriarty sembrar el caos en toda Inglaterra. Time Bomb Evolución es un divertido juego de mesa con mecánicas de roles ocultos preparado para 4 a 8 jugadores a partir de 8 años de edad. Utiliza tus capacidades de deducción para intentar localizar las nuevas bombas con increíbles efectos distintos. Redescubre el clásico Time Bomb en su versión Evolución, diseñada tanto para jugadores participantes como experimentados.
1.169 €
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España (Todas las ciudades)
Londres, 1890. La noche cae sobre la ciudad mientras un carruaje galopa entre la niebla, empujando a un lado a los transeúntes; sus gritos se mezclan con el tronar de los cascos. En su interior, Sherlock Holmes golpetea nerviosa su reloj de bolsillo y observa la magnífica silueta del Big Ben sobre el Támesis. «Te sacaré de esta, aguanta» se dice a sí misma preocupada. Moriarty ha lanzado un reto a su archienemiga Sherlock Holmes: la brillante detective deberá desactivar cada bomba antes de que explote. De lo contrario, no habrá nadie que impida a Moriarty sembrar el caos en toda Inglaterra. Time Bomb Evolución es un divertido juego de mesa con mecánicas de roles ocultos preparado para 4 a 8 jugadores a partir de 8 años de edad. Utiliza tus capacidades de deducción para intentar localizar las nuevas bombas con increíbles efectos distintos. Redescubre el clásico Time Bomb en su versión Evolución, diseñada tanto para jugadores participantes como experimentados. Juego Kilómetro 0: Está abierto y destroquelado, pero en perfectas condiciones. Es el que hemos usado para el vídeo.
1.052 €
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España (Todas las ciudades)
descripcion: juego msx time bomb marca: msx modelo: time bomb estado: usado descripcion larga: juegos msx time bomb Descripción del artículo coleccionismo vintage otros time bomb es un objeto de Segunda Mano que se ofrece en estado usado.
10 €
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España (Todas las ciudades)
Juego MSX Time Pilot de Konami de 1983 versión japonesa. El juego funciona y está en perfecto estado de conservación. Envío certificado incluido en el precio.
40 €
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Madrid (Madrid)
Juego MSX Time Pilot de Konami de 1984. El juego funciona y está en perfectas condiciones porque pertenece a un coleccionista de juegos de Konami. Gastos de envío certificado incluidos en el precio.
90 €
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Madrid (Madrid)
TIME SCANNER - MCM ESPAÑA ACTIVISION SEGA 1989 JUEGO PINBALL INFORMATICA ORDENADOR MSX MSX2 CASSETTE TIME SCANNER - MCM ESPAÑA ACTIVISION SEGA 1989 JUEGO PINBALL INFORMATICA ORDENADOR MSX MSX2 CASSETTE   MUCHOS MÁS JUEGOS DISPONIBLES EN LA TIENDA DE TODOCOLECCION a b u e l o n   INTERNATIONAL SHIPPING / COMBINE SHIPPING COSTS   TAKE A LOOK TO MY OTHER VINTAGE VIDEOGAMES   COMBINA ENVÍOS: EN PEDIDOS A PENÍNSULA, SON SÓLO 5 EUROS POR ENVÍO CERTIFICADO, COMPRES LO QUE COMPRES SE EFECTÚAN ENVÍOS ORDINARIOS A CUENTA Y RIESGO DEL COMPRADOR. *VER MIS VOTOS.   ACEPTAMOS  Paypal    /   bizum  
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España (Todas las ciudades)
Juego para msx en bastante buen estado. Cartucho probado y funcionando correctamente.
65 €
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España (Todas las ciudades)
Juego versión Europea para MSX. Completo y en buen estado. Caja con algunos roces. Manual con signos de uso leves. Entrega en mano en C/ Vallfogona nº16. De 10:30 a 14: 30 y de 17:00h a 20:30h. Para otro horario, consultar. Realizo envíos. Cualquier pregunta posible, no dudéis en consultar. Podéis contactar también a través del: 635114464
49,95 €
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España (Todas las ciudades)
Se vende colección de juegos de MSX. Fernando Martín basket master | load'n'run | MSX software n9 | Colt 36 | Spirits | Turbo MSX | Indiana Jones y la última cruzada | inca | Tuareg | wec le Mans 24 | Time Curb | out run | galaxian | Arkos | MSX software n1
160 €
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España (Todas las ciudades)
Juego ordenador para SPECTRUM. No se ha probado, no sé si funciona. Se vende como pieza de coleccionista. El estado es el de las fotos. Más artículos en mi perfil. Tags: amstrad spectrum msx commodore c64 atari dinamic zigurat activision opera erbe amsoft ultimate juego videojuego ordenador egb cinta ocean cassette k7 hewson diabolic sinclair zx
17 €
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España (Todas las ciudades)
descripcion: juego msx marca: konami modelo: time pilot accesorios: 0 estado: b Descripción del artículo coleccionismo vintage otros time pilot es un objeto de Segunda Mano que se ofrece en estado Buen estado.
65,44 €
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España
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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España
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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Madrid (Madrid)
oferta única a este teléfono que está puesto en este anuncio tener en cuenta que hay otros anuncios plagiados , este perfil está verificado y tratas con un profesional no con un pirata de los te encontrarás aquí ... (Pago muy bien, mejor que nadie si el material está perfecto, tengo mucha experiencia en el tema , Busco LOTES PACK DE CONSOLAS Y JUEGOS SI ESTAN COMPLETOS (CAJA Y MANUALES ETC ,pero también cartuchos sueltos , "depende del artículo o estado dependera la oferta " lo que más busco es nintendo nes súper nintendo snes game Boy clásica Game&watch game And Watch maquinitas pequeñas súper set , neo geo , msx compro POR TODA ESPAÑA Y EN MADRID o pueblos EN MANO o Paypal contrareenbolso etc , reviso tu trastero y puedo comprar varias cosas ,sin limite de presupuesto ! solo gente particular o tiendas o almacenes que tengan stock guardado voy lo valoro y doy el mejor preci0! (Seriedad 100%) muevo los trámites sin complicaciones dinero en efectivo o por banco ,Mi teléfono está en el anuncio enviar wasap con fotos para valorar o email! Buscadores .. Snes nes SEGA megadrive megaman final fight game Boy rodland hammerin harry snow boar challenge hoops zelda terranigma lufia illusion Of time turtles in time secret Of evermore / mana , nitendo , demon's crest King Of Dragons round Sonic blast Man videoconsola lote pack Bicicleta móvil almacén videoclub vacaciones dinero extra nitendo nintedo mario neo geo aes móvil supernintendo consola juguetes game and Watch coleccion Audi BMW golf trabajo vídeo club , almacenes de video juegos tiendas jugueterías iPhone
2.000 €
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