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POT-LIMIT OMAHA POKER: THE BIG PLAY STRATEGY
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    PLAY! (WIDE RULED NOTEBOOK): GIFT FOR DOG LOVER UK, MEAD WIDE RULED COMPOSITION NOTEBOOK
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      DESIGN RULES FOR FREE-TO-PLAY GAMES (ENGLISH EDITION)
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        TEN RULES OF THE BIRTHDAY WISH
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          HOW TO PLAY GO IN EASY WAY: A COMPLETE ILLUSTRATED GUIDE!BASICS, INSTRUCTIONS, RULES AND STRATEGIES TO LEARN HOW TO PLAY GO GAME IN EASY WAY
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            TEN RULES OF BEING A SUPERHERO (CHRISTY OTTAVIANO BOOKS)
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              RULE PLAY (SAINTS OF LOVE)
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                FARKLE SCORE SHEETS. LET’S PLAY FARKLE!: FARKLE SCORE KEEPING CARDS, 120 FARKLE SCORECARDS WITH FARKLE DICE SCORE RULES – 8,5X11 INCH LARGE PADS
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                  PRINCES OF THE APOCALYPSE (DUNGEONS & DRAGONS)
                  • An epic adventure for characters levels 1 – 15, the Elemental Evil story arc, Princes of the Apocalypse provides everything a Dungeon Master needs to create an exciting and memorable play experience.
                  • Includes new elemental spells and the element-touched genasi as a new playable race.
                  • Fans of the Dungeons & Dragons Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters in-store play program.
                  • Adventure design and development by Sasquatch Game Studio LLC.
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                  RULES OF PLAY: GAME DESIGN FUNDAMENTALS (THE MIT PRESS)
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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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                    This is a full-deck of high quality full-color professionally printed replacement resource and development cards compatible with a original popular board game. These are way better quality than the ones that came with the game and have amazing high-resolution graphics/pictures as well. These cards fit nicely in our custom card trays for storage as well as ease of use during play. The graphics match our custom boards, card trays, etc so you get a consistent theme across your entire setup. FEATURES: - Full-Color High-resolution graphics/photos on both sides of all cards - 300 gram blue-core card stock with smooth finish - Professionally printed casino quality cards - Glossy finish for amazing graphic details - Sturdy cards for years of use 3-4 PLAYER DECK: It includes 125 cards total. (The complete deck of 120 that comes with the original game, plus a couple extras in case you lose/damage some, and 3 unique cards exclusive to our deck for some fun rule scenario play) Resource Cards: 95 resource cards are distributed as follows: -19 Brick Resource Cards -19 Wood Resource Cards -19 Sheep Resource Cards -19 Wheat Resource Cards -19 Ore Resource Cards Development Cards: 30 development cards are distributed as follows and have the "black sailboat" on the back: -14 Knight Cards -6 Progress Cards (2 Monopoly, 2 Road Building, 2 Year of Plenty) -5 Victory Point Cards (Chapel, Great Hall, Library, Market, University) -1 "Blank Template" Card (to replace lost/damaged cards, or write on your own unique rules) -1 King's Wild (allows you to Swap any 2 number tokens on the board) -1 "Wild" (can be any development card you want it to be) -1 Eminent Domain (move any 2 free-standing roads, can be your own roads or those of an opponent) -1 Pillage (downgrade an opponent city to a settlement and steal a resource) 3-4 AND 5-6 EXPANSION OPTION: 161 Cards. It includes BOTH COMPLETE SETS ABOVE for 161 cards total. (Standard game expansion deck only has 154 cards) Resource Cards: 120 resource cards are distributed as follows: -24 Brick Resource Cards -24 Wood Resource Cards -24 Sheep Resource Cards -24 Wheat Resource Cards -24 Ore Resource Cards Development Cards: 41 development cards are distributed as follows and have the "black sailboat" on the back: -20 Knight Cards -9 Progress Cards (3 Monopoly, 3 Road Building, 3 Year of Plenty) -5 Victory Point Cards (Chapel, Library, Market, Palace, University) -3 "Blank Template" Cards (to replace lost/damaged cards, or write on your own unique rules) -1 King's Wild (allows you to Swap any 2 number tokens on the board) -1 "Wild" (can be any development card you want it to be) -1 Eminent Domain (move any 2 free-standing roads, can be your own roads or those of an opponent) -1 Pillage (downgrade an opponent city to a settlement and steal a resource) These cards are a few millimeters larger and thicker/sturdier than the original cards. Our Card Dimensions: 55.9mm x 87.1mm, 2.2" x 3.43" (Original game cards are 54mm x 81mm) I have several other boards, pieces, parts, cards and boxes. So check out my store if you want to get more accessories for your board game. Please note: This board DO NOT come with any player pieces or playing cards, and is meant to supplement the existing game you already own. DISCLAIMER: This is an accessory and/or supplement for the official Settlers of Catan® and/or Catan® board game. Catan® is the registered trademark of Catan GmbH. This serves as notice that JonesLaserWorks is not associated with, or sponsored by Catan GmbH. In order to play Catan® with this accessory you must have already purchased, and currently own the official Catan® board game. We do not include nor sell anything that is protected by copyright or trademark laws.
                    2.388 €
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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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                    Birthdays just got a little happier with UNO Happy Birthday! Featuring classic UNO rules along with a special birthday wish, UNO Happy Birthday is a fun card game and a gift all in one! This special deck includes 4 additional customizable UNO cards for players to write personal messages or create their own UNO rules! Add the customizable cards to the deck and if a player draws one, they must do whatever it says! If no rule is given, play the cards like regular UNO cards on top of corresponding colors or o...
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                    Cry Havoc - 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 Deep in a quadrant of space believed to be empty, a virgin, unexplored planet has been discovered by three unique, powerful species. The resources of the planet are abundant beyond belief, but are protected vigorously by the indigenous species, known as the Trogs. The riches of the planet will be won, inch by inch, with blood. Cry Havoc is an asymmetric, card-driven area control game for 2-4 players. Each player controls one of the four unique races and fights viciously to gather the most Crystals on the planet, which will more than offset the costs of the conflict. To do this, players must customize their decks of cards, Build powerful Structures, and leverage their unique Skills to gain victory. The indigenous Trogs play a special role in Cry Havoc. In 2- and 3-player games, the Trogs are not controlled by a player, but they act as a deterrent to the invaders' aggression. The beginning of the rules contains the explanation of how the Trogs act against the invading races during 2-3 player games. The rules for playing the Trogs in a 4-player game are described at the end of the rulebook. GOAL OF THE GAME The game is won by the player with the most Victory Points at the end of the game. The primary way to score Victory Points is by controlling Regions with Crystals duringRounds in which Scoring is enabled. Victory Points are also scored for controlling territories, capturing Prisoners, killing enemy Units and using certain Tactics or Skills. FUNDAS 63,5X88 (64) 45X68 (20)
                    30 €
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                    Next War - Poland Clandestine support from both Russia and the West fuels the war and keeps any hope of peace at bay. In the meantime, the civil war in Syria and the fight against Islamic extremism gathers steam. NATO and Russia stare each other down in a "coopetittion" in the region, and tensions rise meteorically as not so "friendly" fire incidents occur. The West tightens sanctions against Russia and ratchets up its rhetoric; Russia, meanwhile, attempting to regain a place in global power politics, responds with sanctions of its own against Turkey and starts low-level cyber warfare and "little green men" incidents in the Baltics. Tempers flare across the world, Turkey shoots down another Russian plane while Russian SAM batteries shoot down a Turkish F-16 in retaliation. Russia declares enough is enough, decides on war with NATO, and invades the Baltics and Poland. Belarus, knowing where it's bread is buttered, joins in. Some NATO nations rush to the rescue while others debate the issue. Once again, Europe trembles to the rumble of tank treads and marching boots… Next War: Poland, the fourth volume in GMT's Next War Series. This game moves the action from Asia to Europe and allows players to fight a near future war in Poland as the Russians and their allies invade and NATO responds. Only a portion of Poland is shown as Ukraine is assumed to be in the midst of a grinding civil war. The Russians are not the behemoth of the Cold War, but they possess good material and a much better trained army. The Baltics may fall quickly, although their forces may put up some resistance and make an appearance as reinforcements, and the front quickly establishes itself in eastern Poland as the Russian 6th and 20th Armies push forward while NATO rushes forces into the area spearheaded by the Allied Rapid Reaction Corps and followed up by whatever nation's troops respond to the Article 5 declaration. The question is, can NATO stop the Russians or will Poland be overrun? Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."
                    75,59 €
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                    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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                    Cry Havoc Deep in a quadrant of space believed to be empty, a virgin, unexplored planet has been discovered by three unique, powerful species. The resources of the planet are abundant beyond belief, but are protected vigorously by the indigenous species, known as the Trogs. The riches of the planet will be won, inch by inch, with blood. Cry Havoc is an asymmetric, card-driven area control game for 2-4 players. Each player controls one of the four unique races and fights viciously to gather the most Crystals on the planet, which will more than offset the costs of the conflict. To do this, players must customize their decks of cards, Build powerful Structures, and leverage their unique Skills to gain victory. The indigenous Trogs play a special role in Cry Havoc. In 2- and 3-player games, the Trogs are not controlled by a player, but they act as a deterrent to the invaders' aggression. The beginning of the rules contains the explanation of how the Trogs act against the invading races during 2-3 player games. The rules for playing the Trogs in a 4-player game are described at the end of the rulebook. GOAL OF THE GAME The game is won by the player with the most Victory Points at the end of the game. The primary way to score Victory Points is by controlling Regions with Crystals duringRounds in which Scoring is enabled. Victory Points are also scored for controlling territories, capturing Prisoners, killing enemy Units and using certain Tactics or Skills. FUNDAS 63,5X88 (64) 45X68 (20) BGG - 192457 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                    59,45 €
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                    Memoir 44 - D-Day Landings 70 years after D-Day, commemorate the Normandy landings with these six unique Battle Maps of the D-Day Landings. The new Extended Breakthrough format introduced in this expansion is 23 hexes deep and offers you battles on a scale and scope you've never seen before! Each battle can be played individually or assembled with its neighboring scenarios for epic Double- and Triple-Map battles. You can even link all six Battle Maps together for the Ultimate D-Day Landing Experience, creating a giant board that recreates the entire Normandy coast! Content: · Six pre-printed Battle Maps, each 13x23 hexes: American Airborne, Utah Beach, Omaha Beach, Gold Beach, Juno Beach and Sword Beach. · New rules: Reinforcements & Terrain Control rules. · New troops: Supported Infantry & Supported Armor. · Several game modes: Double-Map (OverThrough), Triple-Map and Ultimate Six-Map battles. At least one original copy of Memoir'44 is required to play, as well as the Terrain Pack, Equipment Pack and Winter Wars expansions. The Mediterranean Theater expansion is also recommended, though not required. Lenguaje:Inglés Jugadores:2-8 Duración:30-60 min.
                    34,95 €
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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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                    Infinity Operation Icestorm + Figuras Extras + Libro De Reglas + Fichas Nómadas - 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 NOTA Falta la caja básica, la regla y el disco de cartón Operation: Icestorm introduces 3rd edition rules and is a perfect starter set for players wanting to get into Infinity game, providing forces of Pan Oceania and Nomads to engage in combat against one another. Infinity is a game with 28mm high metal miniatures that simulates combat and special operations in a science fiction environment with Manga aesthetics. The box contains a game mat and a selection of scenery. Their inclusion in this box set means players instantly have everything they need to get their table ready for playing Infinity. Note: Operation Icestorm is a two player starter kit which contains a booklet on how to play the game. The main rules are available for free online or in a printed book for purchase.
                    80 €
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                    Imagine and design your own domino.if you like dominoes, you will love domi-chalking. with domi-chalking you can create all the games you can imagine. the first game is to invent the rules. once you have the rules, paint them and play to win (or not). you can make a different game every day.for example, you can mix: words with drawings, colors with letters, flags with countries, roman numerals with arabic numerals, tell stories or create landscapes. invent thousands of games with your domi-chalking. paint them, and have a great time.content: 28 pieces and 6 chalks.
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                    The hilarious game of twisted poses!yogi is a game that will have you and your friends twisting and turning (and laughing, of course!) each turn you draw a card with a simple instruction, such as putting the card on top of your head or putting your finger on your nose. if a player can't comply with all of them, they are out of the game. there are rules for teams and a special take that! variant where you choose cards to play on your friends! its a great icebreaker for your next party or team building meeting!contents: 55 cards, game rules.yogi, a game made by gigamic. item number gmyo.
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                    JOGO ORIGINAL EM INGLÊS: owerful Pokémon ex are ready to charge onto the battlefield in the new Pokémon TCG: ex Battle Decks! Each 60-card deck is led by an exceptional Pokémon ex and includes everything you need to play right away. Let the battle begin! In each ex Battle Deck, you’ll find a ready-to-play 60-card deck, 3 reference cards and a rules booklet, as well as damage counters, a strategy sheet, metallic coin and a code card for the Pokémon TCG Online. Contents: (1) 60-card deck (1) quick start rules (1) playmat (1) damage counter sheet (1) strategy sheet (1) coin (1) reference cards (1) keeper box (1) code card
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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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                    Labyrinth - The War on Terror 2001 Third Printing 2001: The “American Century” had closed with a single Cold War superpower standing and a pause in conflict that some at the time dubbed “The End of History”. It wasn't. In the Middle East and South Asia, an Islamic revival was underway. Resentments bred in part of US support for the regions' anti-Soviet tyrannies soon erupted into a new struggle against the West. Wealthy Saudi fanatic Usama bin Ladin issued a declaration of holy war against America in 1996 and then fired the first shots with spectacular terrorist attacks on US targets in East Africa in 1998 and the Arab Peninsula in 2000. Bin Ladin's al-Qaeda organization plotted securely under the protection of the Taliban, a fundamentalist movement in Afghanistan born of the anti-Soviet “Bear Trap” of the 1980s. By 2001, al-Qaeda had set in motion even more devastating strikes - this time within the US Homeland - that Bin Ladin hoped would light off a global Muslim uprising. Uprising or not, the Western response to those September 11th attacks would reshape international affairs from London to Jakarta and from Moscow to Dar es Salaam. Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of event combinations similar to GMT's highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists' use of terrorist tactics but the wider ideological struggle - guerrilla warfare, regime change, democratization, and much more. From the award-winning designer of Wilderness War and later Andean Abyss, Cuba Libre, A Distant Plain, and Fire in the Lake, Labyrinth combines an emphasis on game play with multifaceted simulation spanning recent history and near future. In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalist rule over the Muslim world. The other player as the United States must neutralize terrorist cells while encouraging Muslim democratic reform to cut off extremism at its roots. With the game's solitaire system, a single player as the US takes on ascending levels of challenge in defeating al-Qaeda and its allies. The jihadists must operate in a hostile environment - staying below the authorities' radar while plotting terrorist attacks and building for the Muslim revolution. Will Iran's Shia mullahs help or hinder the Sunni jihadists? Will the gradual spread of Islamist rule bring final victory - or will it be a sudden strike at the United States with an Islamic weapon of mass destruction? The United States has the full weight of its military force and diplomacy at the ready - but it can't be everywhere: will technological and material superiority be enough? US forces can invade and topple Islamist regimes, but how will the Muslim “street” react? And if quagmire results, how will the US find its way out? Labyrinth features distinct operational options for each side that capture the asymmetrical nature of the conflict, while the event cards that drive its action pose a maze of political, religious, military, and economic issues. In the parallel wars of bombs and ideas, coordinated international effort is key - but terrorist opportunities to disrupt Western unity are many. The Towers have fallen, but the global struggle has only just begun. “Let's roll!” GAME CONTENTS • One Counter Sheet • 22x34 inch Hard Mounted Mapboard • 120 Playing cards • Rules Booklet • Playbook • Two Player Aid sheets • One Solitaire Play sheet • 30 Wooden Cubes • Four 6-sided dice GAME SCALE TIME:About 1 year per hand of cards PLAYERS:1-2 MAP:Point-to-Point system GAME CARDS Labyrinth contains 120 playing cards, including: • Tora Bora • Patriot Act • Predator • Iraq WMD • Renditions • Leak • Martyrdom Operation • Taliban • Kashmir • Wahhabism • Madrassas • Zarqawi • Abu Sayyaf • Lebanon War • Mossad & Shin Bet • Loose Nuke • and so much more! AWARDS & HONORS 2011 JoTa Best Wargame Nominee 2011 JoTa Best 2-Player Board Game Nominee 2011 Golden Geek Best Wargame Nominee 2011 Golden Geek Best 2-Player Board Game Nominee 2010 James F. Dunnigan Design Elegance Award Winner 2010 Charles S. Roberts Best Post-WW2 Era Board Wargame Winner 2010 Charles S. Roberts Best Post-WW2 Era Board Wargame Nominee 2010 Charles S. Roberts Best Board Game Graphics Nominee FUNDAS 63,5x88 (120) BGG - 62227 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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                    Sakura The Japanese celebrate this occasion, as according to their traditions the goddess of Fuji mountain, Konohana Sakuya Hima, revives the fallen flowers at this time. The cherry flower is a symbol of vitality called "sakura". The players in Sakura aim to play cards without taking any hands. They have to play two cards each time, one on each side of the Jin-Jang card following the rules, which by default require higher number on the Jin side and lower on the Jang side in the same color. (Alternatively, a player can place the same number in any color.) Also, the players are aided in their success by several characters, who require payment (money). The game ends when everyone has only two cards left in their hand. The player who earns the fewest points wins the favor of the goddess and glory will be theirs until next spring.
                    20,70 €
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                    Sunrise City - Nights Sunrise City: Nights!, the first full expansion for this much loved game. Isaias Vallejo, the designer, set out to bring a little bit of the night-life and casino flavor to the base game and to add a couple of fun mechanics to what many have called a "New Classic" board game. The Sunrise City: Nights! expansion gives you more of what you love most in the base game. The 16 new Role Cards give you more customizable player powers and more options for bending the rules to your advantage. Two new meeple Roles have a familiar feel but their ability to roam through the city gives you new options to block your opponents. The silver Benchmark Tokens are worth 5pts each so you'll never run out of stars. Nights! also introduces two new game systems to enhance the game and add a casino-feel to your city-building adventure. Each player starts the game with a set of five special One-Zone Building (OZB) Tiles that they can play over the course of the game. They play just like any other Building Tile but their size lets them fill in isolated zones or fit neatly onto the edge of a growing skyscraper. OZBs also present new scoring methods based on the current configuration of the city so their potential effect on your score and the city itself, is different each time they're played. The Fortune Die is a six-sided die with the red, green, blue and yellow on four sides and purple on two sides. Certain Role Cards and new Building Tiles use the Fortune Die to create a casino-feel with probability-base rewards. CONTENTS 17 New Role Cards 20 1-Zone Building Tiles 1 Fortune Die 2 Character Meeples 20 5pt Benchmark Stars Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                    17,95 €
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                    Korea - Fire and Ice This system will cover large scale combat from World War Two into the modern era. The scale for the system will be 10 miles a hex and weekly turns, with Divisions as the primary maneuver unit. Using at its heart a system that is from an older but wonderfully conceived game called “Road to the Rhine”, players will be able to move all their units once but can, if they can afford the supply cost, move the still unmoved units impulse after impulse. The opposing player will have to maintain adequate reserves to counter this. The grand campaign game covers the first year of the war. Using a moderately complex rule set, players will be able to concentrate on the play and not the rules. Keeping your units well supplied will be the key to victory - but as you advance, you'll see your supply situation deteriorate. Detection will also be a key to victory as finding your enemy is vital to defeating him. Also covered are the epic F-86 versus MiG-15 battles, political limitations of surrogate wars, possible Soviet intervention, possible nuclear weapons, and of course, the United States Navy - for both support and invasions. There will be scenarios covering various sized battles and campaigns (with a play time of 2 to 20 hours), as well as a grand campaign game for players that want it all. Complexity: 6 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 week per turn Map Scale: 10 miles a hex Players: 1-4 Playing Time: 2-60 hours Designer: Adam Starkweather Artist: Ilya Kudryashov Components: One 48 page rulebook One 24 page scenario book Three 22” by 34” maps Five Displays and Charts Two 9/16ths Countersheets 4 Dice Game Box
                    71,34 €
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                    Wildlands - the Aventuring Party Play as a thief, a wizard, a cleric, and a barbarian, asserting your dominance over your opponents and immortalizing your status as fantasy favourites. A word of warning - these characters don't like to be left out, and will invade your game whether someone is playing them or not, stealing your crystal shards and punching anyone in their way. This faction pack includes four unique miniatures and their activation deck, along with encounter rules for using this faction as non-player characters. Requires a copy of Wildlands to play.
                    21,20 €
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                    This cooperative strategy card game lets 1 to 4 players enter the hellish Worldwound. Choose from 7 characters, each with a different style of play. Build a deck of powerful boons which will grow according to your desires as you advance in power by conquering challenges. Eventually, you’ll gain a mythic card, which will allow you to warp the rules of the game and use the first-ever 20-sided die to appear in a Pathfinder Adventure Card Game release. The Pathfinder Adventure Card Game: Wrath of the Righteous Base Set contains: • More than 500 cards featuring a new set of boons for your characters to collect, and never before seen monsters and barriers of a decidedly abyssal nature. • 7 character classes, including the all-new arcanist, cavalier, inquisitor, and summoner. • The Worldwound Incursion Adventure Deck, a 110-card deck that begins the Wrath of the Righteous Adventure Path. • A complete set of 6 polyhedral dice, including the first d20 in the Pathfinder Adventure Card Game. • Supplement your Wrath of the Righteous experience with the Character Add-On Deck and monthly Adventure Decks (sold separately). Sales Points • BoardgameGeek.com called the Pathfinder Adventure Card Game “a unique and refreshing take on the role-playing genre that sets the foundation for something to be expanded upon for years to come.” • The Rise of the Runelords edition of the Adventure Card Game landed on several “Best of 2013” lists, and has scored prominent positive reviews in GameInformer, VentureBeat, the Deseret News, Games Gazette, DiceTower, and elsewhere. • Offers a flexible and fun way for gamers of all experience levels to enjoy the high adventure of Pathfinder without the need for a big pile of books, or even a Game Master! • Gorgeous full-color art on every card! • Tons of replay value. Additional monthly Adventure Decks to follow throughout 2015, all of which require this set to play. • Beautiful new box art by superstar artist Wayne Reynolds.
                    59,99 €
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                    WARGAMING IN THE WASTELAND! This two player starter set in pre-assembled multi-part coloured PVC is all you need to start playing and includes rules for solo & co-op play! In Fallout: Wasteland Warfare players will build their own crew from a wide range of factions, allies and iconic characters from the Fallout series, and play in apocalyptic games of 3 - 30 high quality 32mm scale miniatures through a huge variety of iconic scenery and settlement buildings, from the Red Rocket to Sanctuary Hills, Nuka- C...
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                    The colour tower is an enthralling wooden game based on the theory of colours!who will build the tallest tower? to play, the players draw a wooden disc and use it following the rules of the primary and secondary colors. there are three levels of play for fun at all ages. it is an educational game for children, but also entertaining for the whole family. the colour tower is a safe, eco-friendly game made with fsc certified wood and non-toxic colours. made in italy.content: 34 beech wood pieces in 6 colours, 1 bag, 1 instruction leaflet including the theory of colours.the colour tower, a wooden game made by milaniwood. from the age of 6.
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