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One all tilt turn

Listado top ventas one all tilt turn

España (Todas las ciudades)
Mixed paper journal with a black faux leather soft cover. The inside cover is hand painted with a black and red checkered design. Over 80 pages of assorted paper. The majority of the pages are unlined and neutral in colour (cream, white, buff, off-white, sand) but vary in texture and weight. I have also included some red and black to match the colour theme of the book. You will also find some of these papers added, some full-sized and half-sized pages, and some smaller pages: - lined/ruled (vertical and horizontal) - squared - manuscript paper (unused music paper) - textured - salvaged paper - recycled elephant poo paper - recycled banana paper - cash book paper - graph paper - isometric grid paper The great variety of paper is what I find most fun about this book. I like to have a different combination of papers each time you turn a page. Some pages are small or torn in half. There's an envelope sewn into one of the signatures (pictured) so you can keep things inside there. There's also a 'mini book' sewn into one of the signatures (pictured). 'ABANDON HOPE ALL YE WHO ENTER HERE' embossed sticker on the front. SIZE: A6 / 105 x 148 mm / 4.1 x 5.8 in PAGES: 80+ (160+ both sides) SIZE: A5 / 148 X 210 mm / 5.8 x 8.3 in PAGES: 100+ (200+ both sides) Please note that the photos used here are representational only. Each book is unique, and will be very similar to the one pictured.
4.856 €
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Avalon. JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Alemán. NOTA Incluye reglamento en castellano. The game starts with the landscapes face down, randomly assigned knights or enchantresses on each player's side of the landscape cards, and five knights/enchantresses in each players hand. In the course of the game, if you play knights on your side of the territory and you have at least as many cards on your side before playing the card, you have the option of declaring an attack with that knight. The other player has a chance to respond by defending with a knight of exactly the same color (in which case both knights are left in place). If the attacker is successful, the loser loses all of their cards from their side, and the winner loses an equal number. Then, the winner must lose an additional number of cards from their side or the hand equal to the total number of knights on both sides that were involved in the conflict. Finally, the region is turned face up with the crowns on the bottom facing toward the controlling player. You can only attack up to two landscapes per turn, but you may play as many cards as you would like to on your turn. The max hand size at the end of a round is 5. The object is to control 15 crowns at the end of your turn (number of crowns on a card ranges from 1-3). Two landscape cards have special abilities - Avalon reduces your loss from battles by one once per turn, and the forest with a standing stone allows you to declare an attack on your opponent with an enchantress as if she was a knight. Enchantresses normally will convert enemy knights from their side of the board to yours unless countered with a same color enchantress. The countering player receives the aggressor's attacking enchantress into his hand if he counters an enchantress. When the player is done playing cards, he draws one of the 5 Light tiles or 4 Dark tiles that describe the options for replenishing cards in hand. Light tiles give you their benefit immediately, and Dark tiles give you their benefit at the beginning of your next turn. Each tile is used only once until all tiles have been used, at which point they are all available again. After drawing a replenishment tile, the player's turn is over and the game continues with the next player.
8 €
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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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Yamatai In Yamatai, 2-4 players compete to build palaces, torii, and their own buildings in the land of Yamatai. The game includes ten numbered action tiles, each showing one or more colored ships and with most showing a special action. You shuffle these tiles, place them in a row, then reveal one more than the number of players. On a turn, each player chooses a tile, collects the depicted ships from the reserve, optionally buys or sells one ship, then places the ships on the board. The land has five entryways, and you must start from these points or place adjacent to ships already on the board. You can't branch the ships being placed, and if you place your first ship adjacent to another, then that first ship must be the same color as the adjacent one; otherwise you can place ships without regard to color. After placing ships, you can either claim colored resources from land that you've touched with new ships this turn or build on one vacant space. To build, the space must have colored ships around it that match the ships depicted on one of the available building tiles. If you build a personal building that's connected to others you own, you receive money equal to the number of buildings. You can bank one ship before the end of your turn, then you can use any three resources or a pair of matching resources to purchase a specialist, each of whom has a unique power. After all players go, you shuffle the action tiles, place them face down in the row, then reveal enough tiles at the front of the line to set up for the next turn, with the turn order being determined by the numbers on the tiles that players chose the previous turn. Once you trigger one of the game-ending conditions - e.g., no ships of one color or no more specialists - you finish the round, then count points for buildings built, specialists hired, and money on hand. BGG - 213893 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
47,54 €
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Campaign - Segunda Mano JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA Dañado del almacenaje ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Incluye reglamento en castellano. Large playing board in three sections, four sets of army pieces in red, white, blue and light green, comprising 1 General, 9 infantry and 9 cavalry units. Six sets of 4 town cards of different colors, 4 alliance cards, 2 dice, 6 page rule book, and a 4 page "The Years of Napoleon" historical booklet. The game reproduces the Napoleonic wars at the strategic level in a very abstract fashion (all players are equal). It can be won either by the outright defeat of your opponent, or (more likely) by acquiring towns controlling large areas of territory. The board is an abstract representation of Europe and western Russia and is divided into six areas of roughly equal size representing France, Prussia, Russia, Austria, Italy and Spain. Each country has four provincial towns, and five of the countries used as starting countries also have a capital city. Parts of the board, particularly the central area, have areas of impenetrable mountains, forests, and sea which restrict the movement of the troops. There are introductory and standard rules. Normally, each player selects a country, but in the two player game each gets two countries except that the France + Prussia combo is not allowed. The pieces move using the dice, and combat is deterministic. The throw can be used all on one piece or many pieces. The full throw does not have to be used. The pieces are placed in a set format on the country selected, with the General on the capital square and four infanty and four cavalry. The town cards are used to keep track of who controls what. The pieces move in set ways. The General moves one square in any direction. When it attacks it has a value of one and when defending a value of two. The General must be present to take a town. Cavalry moves two squares at a time and must move horizontally or vertically but never diagonally. Infantry moves one square and only diagonally. Pieces cannot pass through opposing lines unless there is a clear gap of at least one square. Combat is like movement: one considers which pieces could be moved to the target piece's square and totals up the combat value --if large enough, the opposing piece is removed. Only one piece can be attacked in a turn. In the standard game, adjacent pieces also support each other (in a manner reminiscent of Diplomacy), which introduces a fair amount of tactics in on-going battles. Lost pieces are regenerated in your country's mustering area, forcing you to keep a constant flow of recruits towards the front. In the standard game, the towns also represent logistical support --lose the town and you lose the corresponding piece. The odd movement system means you actually have two sets of cavalry and infantry pieces on the board, each set (which we could call "odd" and "even") being unable to assist the other. A capital can only be captured after the provincial towns have been captured. Where more than two players are playing you can agree to ally with another player and exchange alliance cards as reminders. An ally cannot cross into his ally's territory without his consent. Alliances can be broken simply by announcing the fact; you can attack your former ally on your next turn only, giving him a turn to re-deploy. The game is won if the player captures all his opponents capitals or captures 8 towns of any colour but not including the 4 in his own country. You also win if your opponent's General is left with no troops. Campaign is basically a pure strategy game. It you are in a position to attack a piece, you will take it. However, there is some luck depending on how high a movement throw you have. from the Waddington ad for the game from 1976: "This absorbing strategy game captures the tension and the pressures of the famous Napoleonc battles. Alliances are made and broken and complex manoevers bring victory or defeat"
15 €
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LUOTO rocker is a multi-functional kids’ furniture. It’s perfect for little pirates to voyage in or to be used as a dreamy naptime nest. For this use we recommend getting the KAURA cushion which makes the use of the arch as a rocker safer and more comfortable. As mentioned, LUOTO also has many other functions beyond rocker. It can be used as a climbing arch, play fort, baby gym, goal, kids’ table, toy storage or as a side table! It has been designed to support active play and diverse development of gross motor skills, coordination, balance, and strength. When turned upside down LUOTO rocker works as a climbing arch – climbing fulfills kids’ natural built-in need to learn new things and learning to climb is a wonderful way to get physically active and build kids’ confidence. In addition to working as a climbing arch in its arch position, LUOTO can also be used as a play fort, a goal or as a baby gym. Cover it with a blanket and place a cushion (like KAURA) underneath to turn it into a play fort or hang sensory stimuli from few of the top rungs to turn it into a baby gym. In its arch position LUOTO also works as a perfect indoor football goal or as goal for pretty much any fun and games the kids might come up with! When turned on its side so that the backboard of the arch is facing up the climbing arch can be used as a table. Place it against a wall to act as a side table or combine with a small stool to use it as a kids’ activity table for painting, crafting, and playing. If you turn the arch on its side so that the backboard is facing the floor and push it against a wall (or another LUOTO arch), it becomes a toy storage. Great for big stuffed animals or for pillows and blankets! The age range for using the rocker is 0-9 years: • 0–12 m/o can use it as rocker, baby gym or support for crawling and learning to stand • 1–5 y/o can use it as rocker, climbing arch, play fort, goal etc. • 6–9 y/o can use it as table, rocker, play fort, goal etc. As a side table the LUOTO works for kids and adults of any age! Please note that slight bending spares the joints of the climbing arch when it’s used often. Use the climbing arch on a non-slip surface. Young kids should only use the climbing arch under adult supervision. TUOHI slide ramp TUOHI slide ramp is a fun and versatile product that can be combined with our LUOTO climbing arch and with all the different wall bars available in our product range. The slide ramp has two sides, one for sliding and the other for climbing. It enables the familiar climbing arch and wall bars to take on new dimensions and thus takes playtime to a whole new level. TUOHI is easy to use and requires no fixed installation. The slide /climbing ramp incline can be changed in no time by placing it on the desired bar. The slide ramp is designed to improve children’s coordination and motor skills while encouraging them to engage in free and creative play. Only the imagination is the limit to what this slide ramp can turn into – small birdies can climb down the ladder to start their days adventures, or rally drivers can race to see whose car is fastest down the hill. Playing together improves children’s social skills, and our versatile slide ramp ensures there will be no dull moments. Details: Rocker measures: - Width: 100 cm / 39.3" - Depth: 60 cm / 23.6" - Height: 54 cm / 21.2" - Weight: 10 kg / 22 lbs - Weight limit: 60kg / 132.3 lbs Cushion measures: - Width: 55 cm / 21.6" - Depth: 13.5 cm / 5.3" - Height: 150 cm / 59" - Weight: 2 kg / 6.4 lbs Slide ramp measures: - Width: 120 cm / 47.2″ - Depth: 40 cm / 15.7″ - Height: 5,8 cm / 2.3″ - Weight: 6,9 kg / 15.2 lbs - Weight limit: 60 kg / 132.3 lbs - Age recommendation: 0-9 years The TUOHI slide ramp and the frame of the LUOTO rocker are made from sustainably sourced, high-quality birch plywood. The rungs of the climbing arch are sustainably sourced aspen. KAURA cushion is made of 97 % recycled fabric (84 % recycled cotton, 13 % recycled polyester and 3 % cotton – Standard 100 by Öko-tex) and it is filled with 100 % recycled EcoSuperSoft filling (may contain individual down feathers). The cushion can be washed in 40°C with a delicate wash cycle. The KAURA cushion is only available in a sand color. Products are designed in Finland and made in the EU. They are designed to support an active lifestyle without compromising on design or sustainable values. LUOTO and TUOHI comply with EN 71-3,8 standards. Products have a warranty of two years (one year for semi-commercial and commercial use). Also, we do our best to provide spare parts even after the warranty has expired. SHIPPING AND DELIVERY Please write your phone number so the delivery service can contact you and deliver the package to you in time. We prepare and ship orders only on WORKING DAYS from Monday to Friday, NOT including Saturday and Sunday! The delivery time depends on your location. Usual delivery time is 5-12 business days. •━━━━━━━━━━━━━━━━━• ⚠️There will be no additional taxes or duty charges requested on delivery by our carriers if you are from: USA, UK, Canada or European Union. All other countries may need to pay extra for customs service, or import fees. These charges can vary and are based on the price and package weight and dimensions, origin country, and the taxes, duties, and fees of the destination country. You may check the approximate customs fee by the link: https://www.simplyduty.com/#calc •━━━━━━━━━━━━━━━━━•
39.564 €
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Rat Hot - Segunda Mano JUEGO DE SEGUNDA MANO COMPLETO USO Poco uso ESTADO DE LA CAJA En buen estado.(ver fotos) ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Castellano Rat Hot is a two-player game developed from Michael Schacht's Dschunke: Das Legespiel on his own label Spiel aus Timbuktu, which in turn was developed from his game Dschunke, also published by Queen. The Rat Hot tile distribution differs slightly from Dschunke: das Legespiel but you can very nearly use the Dschunke: das Legespiel rules with a Rat Hot set. All the games use the clever mechanism of stacking long 3x1 tiles so that the upper tiles obscure some parts of the tiles underneath. In Rat Hot, the two players simply take turns to draw 2 tiles from a face down pile, and add them to the existing layout. The tiles are all 1x3 and show a combination of rats, spices or empty crates. Each player has four different types of spice in their player colour which they are trying to form into large groups. Many of the tiles have spices of both colours. The game is scored with grey and yellow chips which represent 1 and 2 points. Each time you place a tile, you and your opponent can score points from groups created or changed by that tile. Whenever a group of two of the same spice is formed, the owning player receives one point, or two points for groups of three or more. Beware! If there are three rats of your own colour visible at the end of your turn, you instantly lose. When the draw pile is exhausted and the tiles all placed, the board is scored once more for all players, so trying to preserve existing groups also counts. The real trick in the game comes in the tile placement. Tiles must be adjacent by at least one square. Tiles can placed on top of other tiles, so that stacks build up. But a tile can not sit exactly on top of another, so there must always be some offset, and all three squares of a tile must be supported by other tiles, or the table. Rat Hot can be very tricky. You want to keep your opponent's rats exposed in awkward places, so they have to spend both their moves trying to keep the rats covered. But you also want to set up scoring positions, and cover your own rats, and avoid giving your opponent points as well. There's a good mental challenge here, as you puzzle over the best use and arrangement of your tiles. Do you dare leave two of your rats open, because your opponent may draw more of your rats and make it impossible for you to finish your next turn with less than three showing. Can you get a good group of spices going and also break up your opponent's groups? Tricky problems for tricky minds. Rat Hot is a quick, fun game and is a good addition to Queen's line of small 2-player games. The wood chips make it easy to see who is leading, the tiles are nicely made, the graphics are fun, and the game plays quickly and fairly. You can be stuffed by unlucky tile draws, but perhaps your low score is more to do with your choices, or maybe the other player is just smarter than you. Fast play, easy rules, and the risk of sudden death give Rat Hot a high replay value.
9 €
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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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GALDHØP rocker is a multi-functional kids’ furniture. It’s perfect for little pirates to voyage in or to be used as a dreamy naptime nest. For this use we recommend getting the SANDHØP cushion which makes the use of the arch as a rocker safer and more comfortable. As mentioned, GALDHØP also has many other functions beyond rocker. It can be used as a climbing arch, play fort, baby gym, goal, kids’ table, toy storage or as a side table! It has been designed to support active play and diverse development of gross motor skills, coordination, balance, and strength. When turned upside down GALDHØP rocker works as a climbing arch – climbing fulfills kids’ natural built-in need to learn new things and learning to climb is a wonderful way to get physically active and build kids’ confidence. In addition to working as a climbing arch in its arch position, GALDHØP can also be used as a play fort, a goal or as a baby gym. Cover it with a blanket and place a cushion (like SANDHØP) underneath to turn it into a play fort or hang sensory stimuli from few of the top rungs to turn it into a baby gym. In its arch position GALDHØP also works as a perfect indoor football goal or as goal for pretty much any fun and games the kids might come up with! When turned on its side so that the backboard of the arch is facing up the climbing arch can be used as a table. Place it against a wall to act as a side table or combine with a small stool to use it as a kids’ activity table for painting, crafting, and playing. If you turn the arch on its side so that the backboard is facing the floor and push it against a wall (or another GALDHØP arch), it becomes a toy storage. Great for big stuffed animals or for pillows and blankets! The age range for using the rocker is 0-9 years: • 0–12 m/o can use it as rocker, baby gym or support for crawling and learning to stand • 1–5 y/o can use it as rocker, climbing arch, play fort, goal etc. • 6–9 y/o can use it as table, rocker, play fort, goal etc. As a side table the GALDHØP works for kids and adults of any age! The frame of the GALDHØP rocker is made of sustainably sourced birch plywood, and the rungs are sustainably sourced aspen. SANDHØP cushion is made of 97 % recycled fabric (84 % recycled cotton, 13 % recycled polyester and 3 % cotton – Standard 100 by Öko-tex) and it is filled with 100 % recycled EcoSuperSoft filling. You can choose from four different color variations of the GALDHØP rocker: • birch • white • white – birch • black stained The SANDHØP cushion is currently available in a sand color option. GALDHØP rockers are designed in Finland and made in the EU. SANDHØP cushions are designed and made in Finland. Both are designed to support an active lifestyle without compromising on design or sustainable values. Please note that slight bending spares the joints of the climbing arch when it’s used often. Use the climbing arch on a non-slip surface. Young kids should only use the climbing arch under adult supervision. SANDHØP cushion can be washed in 40°C with a delicate wash cycle. GALDHØP complies with CE marking requirements. GALDHØP rockers has a warranty of two years (one year for semi-commercial and commercial use). Also, we do our best to provide spare parts even after the warranty has expired. SANDHØP cushion has a warranty of two years (one year for semi-commercial and commercial use). Rocker measures: - Width 100 cm / 39.3" - Depth 60 cm / 23.6" - Height 54 cm / 21.2" - Weight 10 kg / 22 lbs - Weight limit 60kg / 132.3 lbs Cushion measures: - Width 55 cm / 21.6" - Depth 13.5 cm / 5.3" - Height 150 cm / 59" - Weight 2 kg / 6.4 lbs SHIPPING AND DELIVERY Please write your phone number so the delivery service can contact you and deliver the package to you in time. We prepare and ship orders only on WORKING DAYS from Monday to Friday, NOT including Saturday and Sunday! The delivery time depends on your location. Usual delivery time is 5-12 business days. •━━━━━━━━━━━━━━━━━• ⚠️There will be no additional taxes or duty charges requested on delivery by our carriers if you are from: USA, UK, Canada or European Union. All other countries may need to pay extra for customs service, or import fees. These charges can vary and are based on the price and package weight and dimensions, origin country, and the taxes, duties, and fees of the destination country. You may check the approximate customs fee by the link: https://www.simplyduty.com/#calc •━━━━━━━━━━━━━━━━━•
29.900 €
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JOGO ORIGINAL EM INGLÊS: In Ora et Labora (Latin for 'Pray and work'), each player is head of a monastery in the Medieval era who acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments, and relics – to gain the most victory points at the end of the game. Ora et Labora, Uwe Rosenberg's fifth big game, has game play mechanisms similar to his Le Havre, such as two-sided resource tiles that can be upgraded from a basic item to something more useful. Instead of adding resources to the board turn by turn as in Agricola and Le Havre, Ora et Labora uses a numbered rondel to show how many of each resource is available at any time. At the beginning of each round, players turn the rondel by one segment, adjusting the counts of all resources at the same time. Each player has a personal game board. New buildings enter the game from time to time, and players can construct them on their game boards with the building materials they gather, with some terrain restrictions on what can be built where. Some spaces start with trees or moors on them, as in Agricola: Farmers of the Moor, so they hinder development until a player clears the land, but they provide resources when they are removed. Clever building on your personal game board will impact your final score, and players can buy additional terrain during the game, if needed. Players also have three workers who can enter buildings to take the action associated with that location. Workers must stay in place until you've placed all three. You can enter your own buildings with these workers, but to enter and use another player's buildings, you must pay that player an entry fee so that he'll move one of his workers into that building to do the work for you. Ora et Labora features two variants: France and Ireland.
44,79 €
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Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On their turn, they will choose one of the available actions from the Action Track. The action will get the player something they need to help build their ships. On the player's next turn, they will move that Action Card ahead of all the others and choose a different action. If a player completes a ship on their turn (ships consists of little cards depicting bows, sterns, and (preferably several) middle pieces with several options to add equipment or crew), it is taken out for a shakedown cruise in a canal, during which they may score points for speed, crew, equipment, or safety. As players take their turns, the line of Action Cards will advance around the Action Track. When the lead Action Card reaches the Starting Space again, the countdown marker moves down one space, and play continues. The game ends when the countdown marker reaches the finish space. (It can also end early if the players run out of Ship Cards.) Bonus points are scored for Government Contracts, and the player with the most points wins.
34,65 €
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Adorable Pandaring - 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 The gameplay of Adorable Pandaring is easy to learn. The deck consists of four copies each of ten pandas, numbered 1-10, and four Panda Law cards. On your turn you will play one hidden panda face down, and one panda face up. Your face up panda uses a special ability to do something -- steal a panda, change the Panda Law, or even gain bamboo! The Red Panda sits in the middle of the table, ready to award bamboo. If your turn starts and you can see four currently adorable pandas (by the Panda Law), scoring happens. You take the Red Panda card, and follow the instructions on the back. All hidden pandas are revealed, and everyone with at least two adorable pandas in play gets a bamboo. The player(s) with the most adorable pandas get a second bonus bamboo. Then, all adorable pandas are shuffled back into the deck (Other pandas remain). You choose a new Panda Law, and play continues. When someone gets to five bamboo, they win! Games last 5-15 minutes, and Adorable Pandaring can be played with 3-5 players.
10 €
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Juego Original en Inglés: Ticket to Ride: San Francisco features the familiar gameplay from the Ticket to Ride game series collect cards, claim routes, draw tickets but on a map of 1960s San Francisco that allows you to complete a game in no more than 15 minutes.Each player starts with a supply of 20 cable cars, two transportation cards in hand, and one or two destination tickets that show locations in San Francisco. On a turn, you either draw two transportation cards from the deck or the display of five face-up cards (or you take one face-up ferry, which counts as all six colors in the game); or you claim a route on the board by discarding cards that match the color of the route being claimed (with any set of cards allowing you to claim a gray route, although some require ferries); or you draw two destination tickets and keep at least one of them.When you build a line that connects to a souvenir location, such as Lombard Street, the Embarcadero, or the Golden Gate Bridge, you take a souvenir token from that location.Players take turns until someone has no more than two cable cars in their supply, then each player takes one final turn, including the player who triggered the end of the game. Players then sum their points, scoring points for (1) the routes that they've claimed during the game, (2) the destination tickets that they've completed (by connecting the two locations on a ticket by a continuous line of their cable cars), and (3) the souvenirs that they've collected, with a full set of seven souvenirs being worth 12 points. You lose points for any uncompleted destination tickets, then whoever has the high score wins!
22,10 €
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Time of Crisis During the Crisis of the Third Century, the Roman Empire nearly collapsed in the face of calamitous internal and external strife, including continuous civil war and barbarian invasions from all directions. Beginning with the assassination of Emperor Alexander Severus, a period of 50 years saw nearly as many different men seize imperial power over all or part of the Empire, until the reforms of Diocletian in 284 AD ushered in an era of peace. In Time of Crisis, 2-4 players take the reins of Roman dynasties, gathering and wielding influence among the senate, military, and people of Rome to ensure that their legacies are remembered by history instead of being lost to the mists of time. Starting from control of one province and a few low-value cards, you are challenged to establish your base of power during this fragile period of Roman history. You must build your armies, take control of valuable provinces, develop your support, and defend yourself against barbarian incursions, inopportune events, and the machinations of your political opponents. Time of Crisis is easy to learn and playable in about 2-3 hours. It incorporates popular game mechanisms such as deckbuilding and hand management, but also delivers a true light wargame experience. The historical flavor is strong, with many meaningful decisions and opportunities presented to players on the board. This game finally fully closes the loop between deckbuilding card games and board games. Your cards dictate what actions are available to you on the board, and in turn, your position on the board directly determines how you can add or remove cards from your deck to make yourself stronger for future turns. Will you specialize in manipulating the Senate, wielding the power of the Legions, or being a man of the People? Or will you master a blend of all three? In a twist unlike most deckbuilding games, you have the privilege of selecting the cards that compose your hand each turn! However, you still need to eventually work through your entire deck before you can use your cards again, so deck management and timing is critical. All of the key elements of the era are present in Time of Crisis: civil wars between competing generals and governors, Roman legions defending the frontiers against barbarian tribes, Senate favoritism, barracks emperors, even angry mobs, inflation, the Praetorian Guard, and the ability to carve off your own piece of the Roman Empire. Can your dynasty arise as the new leaders of the Roman Empire before Diocletian emerges and brings peace once again? Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
58 €
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World´s Fair - 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 On each turn of World's Fair 1893, the active player sends a supporter to one of the five areas and gather all of the cards by it. New cards are then added to some of the areas, and the next player takes a turn. The five areas represent sections of exhibits, like Fine Arts and Electricity. Some cards represent exhibit proposals in one of those five areas, others represent influential people who give you bonus supporters, and other cards represent tickets for attractions and concessions along the Midway. The game consists of three scoring rounds, each triggered when players collectively gather a certain number of Midway tickets. Players gain reputation points for leading in number of supporters in an area and for gathering the most tickets in each round. The leaders in an area also receive approval for exhibit proposals they have gathered that match the area. Players gain reputation points at the end of the game based on the breadth and diversity of their approved exhibits.
26 €
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