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A día de hoy, en la categoría de juegos, existen multitud de productos interesantes, pero concretamente este, play test rules, es realmente fantástico. Echa un vistazo a lo más visto hoy en base a tus voluntades, también puede interesarte: canarias o envios. De todos es conocido que piensan que que nuestra web de anuncios clasificados sea un buen sitio para hallar ofertas de videojuegos y videoconsolas usadas, tanto antiguas como nuevas, a buenos costes. ¿Qué clase de videojuegos te atraen? Los tenemos de todo tipo: Acción, Arcade (plataformas, aventuras), Rol, estrategia, deportes (fútbol, tenis, baloncesto y conducción) o simulación (coches, aviones, simuladores de una situación o instrumentales). Son miles de personas las que se fascinan con la multitud de videojuegos y videoconsolas que disponemos para ti, con independencia de que anheles comprar o deshacerte de algo, observa todas las empresas tecnológicas que tenemos como Playstation, Xbox One o Xbox 360, Nintendo (NES), Super Nintendo, Game Boy, Nintendo 64, Gamecube, Wii, Swich, Sega (Master System, Game Gear, Mega Drive, Dreamcast, Saturn). Si investigais dentro de nuestra categoría de juegos igualmente vais a ver cientos de juegos de mesa divertidos como Trivial, Catan,Jenga, Uno, Jungle Speed, Carcassonne Zombicide, Monopoly, Dixit, Hotel, 7 Wonders, Virus, etc.


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16 AND SOCCER STOLE MY HEART: 16 YEARS OLD GIFT FOR A SOCCER PLAYER - COLLEGE RULED COMPOSITION WRITING NOTEBOOK FOR ATHLETIC GIRLS
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    MAJESTIC CHESS PRO
    • Amazing 3D board themes with realistic physics
    • Powerful A.I Engine performs advanced position analysis
    • Different play styles with adjustable playing strength and time control settings
    • Multi-Level Undo/Move features with in-built hint function
    • Load/Save and Email your game to your friends
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    17 AND SOCCER STOLE MY HEART: 17 YEARS OLD GIFT FOR A SOCCER PLAYER - COLLEGE RULED COMPOSITION WRITING NOTEBOOK FOR ATHLETIC GIRLS
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      18 AND SOCCER STOLE MY HEART: 18 YEARS OLD GIFT FOR A SOCCER PLAYER - COLLEGE RULED COMPOSITION WRITING NOTEBOOK FOR ATHLETIC GIRLS
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        19 AND SOCCER STOLE MY HEART: 19 YEARS OLD GIFT FOR A SOCCER PLAYER - COLLEGE RULED COMPOSITION WRITING NOTEBOOK FOR ATHLETIC GIRLS
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          THE RULES OF PLAY
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            THE TWIN TEST: A CLEAN ROMANCE (FROM KENYA, WITH LOVE BOOK 5) (ENGLISH EDITION)
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              G1 ROAD RULES QUIZ GAME (CANADA)
              • Play G1 Road Rules Quiz Game (Canada), for free!
              • 9 practice tests, and 90 questions!
              • Test your knowledge of the road!
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              HOW TO MAKE MONEY IN OPEN FACE CHINESE POKER: THE COMPLETE EDITION: 100+ ILLUSTRATIONS AND EXAMPLES, SAMPLE PLAY-BY-PLAYS AND INTERACTIVE TEST YOUR KNOWLEDGE Q&A'S (ENGLISH EDITION)
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                TAIPING ERA: TABLETOP WARGAMES RULES FOR LAND COMBAT IN 19TH CENTURY CHINA
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                  España (Todas las ciudades)
                  Play Station 1 con 18 juegos, 1 mando y cables. Juegos: - Tomb Raider II - Crash Team Racing - Spyro - Harry Potter - Star Wars - Pro Evolution Soccer 2 - Fifa 2001 - Bugs bunny - Test Drive 4 ...
                  120 €
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                  Vendo Play Station 3 Slim 500 GB, que incluye 2 mandos inalámbricos y cable HDMI, en perfecto estado y bien cuidada. Volante Logitech G27, que incluye Volante, Pedales y Cambio de marchas, también en perfecto estado y bien cuidado. 10 Juegos: Gran Turismo 5 Gran Turismo 6 Ferrari Challenge WRC TDU2 Test Drive Unlimited Need for Speed - Most Wanted Fifa 16 Virtual Tennis 4 L.A. Noire Minecraft Se entrega todo con sus cajas originales.
                  250 €
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                  España (Todas las ciudades)
                  Completo. PAL España. Muy raro de ver. Escucho ofertas. Ps1 Ps2 Ps3 Ps4 Psx Psone PlayStation pley play
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                  Juego original para la consola PlayStation. Completo y en buen estado. Tan solo la caja presenta algun desperfecto. Probado y funcionando.
                  15 €
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                  España
                  TALON Talon is a tactical game of space fleet combat between the Terran Confederation and the invading Talonthincanthanadu (Talon) Empire. The game accurately captures the feel of science fiction space combat as seen in the major sci-fi franchises, but it does so very simply. The play test rules, including all the advanced rules, are only 8 pages long. This is a game of fleet combat. Battles with individual ships can be fought, but the game has been designed to be able to easily handle combat with fleets of 3-10 ships. The ships in the game, for the most part, are large ships that have shields, have to charge systems, and maneuver - not just do an Immelman. Each ship class has a specific "Power Curve". All of the energy use for basic systems for the ship are already baked into the Power Curve. This power can be spent as it becomes available throughout a turn to do things like: charge a weapon faster than normal, reinforce a shield, turn the ship faster than normal, etc. depending on the needs of the situation. Perhaps the most innovative part of the game are the counters, which are hexagonal shaped, laminated, and very large (the hexes in the game are roughly the size of a hex in Space Empires). The largeness of the counter allows all of a ship´s systems to be displayed right on the map and the lamination allows the player to mark damage right on the counter with a dry erase marker.
                  52,70 €
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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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                  Gracias a su estilo vintage y su frase tan llamativa que dice "Play room rules Ignore mean ones Thank you Be silly Play fair Use your imagination", este perchero de pared con 6 ganchos llamará la atención de sus invitados inmediatamente. El perchero está fabricado con una tabla de MDF muy resistente. Su diseño cuenta con dos filas de ganchos metálicos para ofrecer un mayor espacio en el que c
                  51,75 €
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                  Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist's livelihood, science, and art. But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron. In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem. The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards. Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories. During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins.
                  35,95 €
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                  Virgin Queen Virgin Queen: Wars of Religion 1559-1598 is a game of grand strategy for two to six players based on the military, political and religious conflicts within Europe during the reigns of Elizabeth I of England and Philip II of Spain. Each player controls one or more of the major powers that presided over European politics in that day. Spain is the juggernaut, able to draw upon the vast riches of their global empire. But such a dominant power is sure to have many enemies. The Ottoman expansion towards Spain's Mediterranean outposts remains unchecked. Elizabeth's English sea dogs are poised to raid Spain's overseas empire. And the forces of Protestant reform will soon drag Spain into eighty years of rebellion in the Netherlands. Will Spain find aid from its Catholic allies? Perhaps not from France, where the Catholic Valois dynasty is soon to engage another group of Protestant believers in the bloody French Wars of Religion. And even Philip's relatives in Vienna who rule the Holy Roman Empire may dabble in the Protestant faith instead of remaining loyal to their Catholic heritage and Spanish brethren. The six powers in Virgin Queen are: Ottoman Spain England France Holy Roman Empire Protestants (Dutch & Huguenots) Virgin Queen: Wars of Religion 1559-1598 is the sequel to Here I Stand, another card-driven game of grand strategy that covered the previous forty years (from Martin Luther's posting of his 95 Theses in 1517 through the abdication of Charles V in 1556). Players familiar with Here I Stand will find much that is familiar in Virgin Queen as over half of the rule book remains unchanged. New game systems have been put in place to emphasize the changing nature of the conflicts here in the late 16th Century: Religion: Streamlined from Here I Stand, the new rules for religious conversion and rebellion allow actions to be resolved quickly, reflecting the already entrenched presence of both Catholic and Protestant factions across the key areas of religious struggle. World Map: Oceanic expeditions are now under direct player control as they sail to the Caribbean and beyond to seize plunder, found colonies, and attempt to circumnavigate the globe. Diplomatic Influence: Alliances with minor powers (and major powers that can be activated in games with fewer than six players) are now made through a unified system where players buy influence at each of these foreign courts. Weddings: Here I Stand 's secret negotiation phase is still present here in Virgin Queen, but with a new twist. Now you will want to arrange marriages for each of the princes and princesses of your family dynasty with a suitable foreign royal. Will even the Virgin Queen succumb to love and take a husband, or will she jilt that suitor at the last minute once again? Patronage: Your royal court will be visited by artists, writers, scientists, and architects, who all want you to invest in their endeavors for the glory and advancement of the realm. Will you sponsor Galileo, Cervantes, or Shakespeare or instead spend your treasury on a fruitless quest for the Philosopher's Stone? Espionage: Beware, there is also a dark side to this period - a time of espionage and spymasters. In Virgin Queen you can ask your ambassadors to spy on foreign courts, send out handgun-armed assassins, invest in cryptology, and even recruit Jesuit priests for undercover missions of conversion. There are several different scenarios included allowing your play sessions to be tailored to the number of players and time available: Two-Player Tutorial: Great for new players just learning the series, this 90-minute game pits the Ottomans against Spain during the time of the Siege of Malta and Battle of Lepanto. Uses a subset of the full rules so you can dive in quickly. Campaign Scenario: The full Virgin Queen experience, this eight-hour game can last up to seven turns and is normally played with from 4 to six players. Variant rules allow you to play with just two or three players if desired. Armada Scenario: A quicker game focused on Turns 3 to 6 of the full campaign, this 4 to 5-hour game is ideal for tournament play. Once again supports from 4 to 6 players. Components: Five full color counters sheets 22x34 inch full-color mounted mapboard 112 Playing cards & 22 Royal cards Six Power Cards Diplomatic Influence Table card Protestant Spaces card Rules booklet Scenario booklet Ten dice Two Reference cards Patronage Charts cards Royal Wedding card AWARDS & HONORS 2012 Golden Geek Best Wargame Nominee 2012 Charles S. Roberts Best Ancient to Napoleonic Era Board Wargame Nominee FUNDAS 63,5x88 (146) BGG - 41066 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                  76,44 €
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                  Mieres-Asturias (Asturias)
                  Wargame: Samurai (Avalon Hill) Wargame: Samurai (Avalon Hill) SAMURAI (Avalon Hill edition 1980) You are now back in time-12th through 17th century Japan, to be exact. Your objective: the exalted title of "Shogun". As "Shogun", you will have the right to enforce the emperor's will, and become the real ruler of Japan. Samurai allows you to take control of Japan. In medieval Japan, the central government of the emperor was dissolved. He become a powerless figurehead while various clans competed to take control of the country. These clans were similar to the noble houses of Europe; and their leaders the equivalent of medieval Dukes, Barons, Counts, and the like. Using formldable samurai warriors, the clans waged endless wars across the major islands of the Japanese archipelago. Concept of Play Each player controls a clan, with one or more lords. Each lord has a province representing his personal "fief" or home, and often has additional holdings of troops, titles, ships, castles, and more provinces. The game is played in 20 turns, each representing a pace of historical events running between a few months to a few years. In each turn, moves are conducted on a mapboard that portrays the three major islands of Japan. The playing pieces-360 in all-include Samurai Lords, clan control markers, holdings and title counters, troops, garrisons, and more; all explained in the easy­ to-follow prose of the 18-page rules folder. Many Games in One An excellent game for 2 to 8 players. Samurai is suitable for beginning and intermedlate play, with plenty of optional rules and strategic options for even the expert. And for the really hard-core power-politics fanatics, special rules create a nearly "perpetual" game representing tho true ebb and flow of Japanese feudal confilct. Samurai includes a variety of playing aids to make learning and playing the game truly an effortless task. The rules manual contains historical background and designer's notes that offer the player the full flavor and authenticity of what medieval conflict was all about in the age of the "Shogun" struggles. (BGG description:) Samurai is a game about warfare and politics in feudal Japan. The aim of the game is to gain the title "Shogun" by game end. To become Shogun, the player has to gain control of two out of four Imperial Articles scattered across the mapboard. These are: the Emperor, The Heir, The Imperial Regalia and Kyoto Castle. Playing pieces are the samurai lords of various houses. Each lord has a home province which provides him with troops. Additional troops may be added through offices, other provinces, castles, etc.
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                  Inside this 256-page hardcover collection of alternate rules and options you'll find completely redesigned versions of the barbarian, monk, rogue, and summoner classes. Delve into a new system for resolving player actions designed to speed play and dispel confusion. Many of the new systems (such as the revised classes) work seamlessly with the existing Pathfinder rules. Even the most staunchly traditionalist player will appreciate the book's math-lite system for onthe-fly monster creation and the new system for generating dynamic magic items that go far beyond a simple +1 to add lore and interest to the campaign. Players will love the book's new resource pool for martial characters, allowing for exciting new tactical options, as well as the robust new system that allows spellcasters to modify their spells with powerful spell components. Sales Points • The latest hardcover rulebook release for the smash-hit Pathfinder RPG! • New rules options like revised character classes address the most popular player requests and complaints about the Pathfinder rules. • The Pathfinder RPG is now the best-selling tabletop RPG on the market (ICv2). More than 100,000 gamers play in active Pathfinder RPG campaigns. Pathfinder’s monthly Adventure Path product enjoys more than 10,000 readers, making it the best-selling monthly print RPG product on the market.
                  39,99 €
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                  Warhammer Quest - Blackstone Fortress (Inglés) In Warhammer Quest Blackstone Fortress, you and your friends take on the role of a group of disparate explorers delving into the labyrinthine halls of a vast and ancient space station. Only by working together and balancing your strength and skills can you hope to survive. With each expedition, you will discover powerful archeotech and learn more of the Blackstone Fortress' closely guarded secrets, including, perhaps, the location of its greatest treasure. The game can be played solo, or with up to 4 friends, with the fifth player controlling the hostiles. At the end of each expedition, the players return to the nearby port city of Precipice to rest, recuperate, and trade their loot for resources that will aid in their next adventure. Included in the box: Miniatures 44 push-fit Citadel miniatures are included in Blackstone Fortress, each supplied on pre-coloured plastic sprues: - 9 Explorers in red plastic: Janus Draik, Rogue Trader; Taddeus the Purifier, Ministorum Priest; Espern Locarno, Imperial Navigator; Pious Vorne, Missionary Zealot; UR-025, Imperial Robot; Dahyak Grekh, Kroot Tracker; Amallyn Shadowguide, Asuryani Ranger and the Ratling Twins, Rein and Raus; - 35 Hostiles in grey plastic: Obsidius Mallex, Chaos Lord; 2 Chaos Space Marines; 4 Chaos Beastmen; 4 Ur-Ghuls; 4 Negavolt Cultists; 2 Rogue Psykers; 4 Spindle Drones and 14 Traitor Guardsmen. Books The box contains 5 booklets full of rules, background and construction guides for the miniatures: - A 16-page Rules booklet: this walks the player through games of Blackstone Fortress from setup to exploration, with explanations of special rules and a quick reference guide; - A 16-page Combat booklet: this contains all the rules for resolving combat during games, with easy to follow annotated examples and a quick reference guide; - A 24-page Precipice booklet: this details the actions that occur between expeditions, with your explorers resting and rejuvenating; - A 24-page Background booklet: this provides details on the Fortress, the explorers and the hostile forces they face; - A 16-page booklet of datasheets for using the included miniatures in games of Warhammer 40,000. Gaming Content The box also contains everything you need to set up and play a game of Blackstone Fortress, including: - 40 double-sided board tiles to create the internal labyrinths of the Blackstone Fortress; - 234 gaming cards; - 9 Stasis Chambers - safe places for characters to rest between explorations; - A Databank and a Hidden Vault; - 70 markers; - 28 dice.
                  106,25 €
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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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                  Korea - The Forgotten War Korea: The Forgotten War, Is the ninth game in the Operational Combat Series (OCS) release by The Gamers. The Korean War stands as a key event in world history. The first shooting confrontation of the Cold War, and the first limited war of the nuclear age, it is the only time since the Second World War that two of the world's major military powers fought one another - in this case the United States and China. Diplomatically, the war offers an interesting view of the miscalculation and ineptitude on both sides that led to open conflict. It also brings to light the United Nations' first opportunity to play a leading role in world military events. Korea: The Forgotten War covers the first year of the war and highlights the mobile phases of the battle. Campaign victory is determined most often by the stable positions of the lines (relative to the "neck" of the peninsula). A number of shorter scenarios are also included to allow players to explore specific operations or to use as a training scenario before taking on one of the campaign games. Korea: The Forgotten War was initially released in 2003. The 2014 (2nd edition) is a reprint of the 2003 (1st edition) with changes made to address errata and to better conform to the latest version of the OCS rules when printed. Korea: The Forgotten War has 15 scenarios broken down as follows: 5 1-map scenarios 4 2-map scenarios 6 3-map scenarios Game Scale: Turn: Half-week Hex: 5 miles / 8 Km Units: Battalion to Army 2014 Game Inventory: Three 22 x 34" full-color mapsheets Four dual-side printed countersheets (2 combat, 2 markers - 560 1/2" counters) One 48-page OCS v4.1a rules booklet One 40-page Korea v2.0 game specific rules booklet Two 4-page OCS v4.1a Charts & Tables Folders Two dual-sided Player Aid cards Two 6-sided dice Complexity: High Solitaire Suitability: High Playing Time: 4-100 hours Players: 1 or more
                  76,05 €
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                  Will you be a courageous fighter who masters weapons and armor to cut a trail of destruction through your enemies? A wise cleric who calls upon the power of the gods to heal your allies and burn enemies with sacred fire? A witty rogue able to disarm traps and strike with deadly accuracy? A brilliant wizard whose magical powers bring foes to their knees? All the details of your character are yours to control. The only limit is your imagination! The Pathfinder Roleplaying Game Beginner Box is packed with everything you need to get started with the Pathfinder Roleplaying Game, an imaginative tabletop fantasy adventure game for 2–5 players. Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure! The Pathfinder RPG Beginner Box includes: · 64-page Hero’s Handbook, detailing character creation, spells, equipment, and general rules for playing the game · 96-page Game Master’s Guide packed with adventures, monsters, magical treasures, and advice on how to narrate the game and control the challenges faced by the heroes · A complete set of 7 high-impact polyhedral dice · More than 80 full-color pawns depicting tons of heroes, monsters, and even a fearsome black dragon · Four pregenerated character sheets to throw you right into the action · Four blank character sheets to record the statistics and deeds of your custom-made hero · A durable, reusable, double-sided Flip-Mat play surface that works with any kind of marker This exciting boxed set contains everything a new gamer needs to get started with the Pathfinder Roleplaying Game, the smash hit RPG system that has taken tabletop gaming by storm. From dice to game pawns to simply stated rules, this box is the ideal entry point to the world of Pathfinder.
                  37,99 €
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