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To an enemy drakkar

Listado top ventas to an enemy drakkar

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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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Enemy Action Ardennes - The Battle of the Bulge 1944 Incluye Reglas en Castellano Enemy Action: Ardennes is the first in a series of card-driven war games on pivotal operations and campaigns in World War II, from John Butterfield, designer of RAF, D-Day at Omaha Beach, Ambush! and Hell's Highway. Each game in the series allows for play by two players or one player, playing either side in the conflict. Enemy Action delivers fun, tense wargaming with a focus on command and capabilities: - Low complexity with constant decision points for both sides; - Two-player competition; - Solitaire play of either side with an innovative system governing enemy command and tactics; - Card-driven impulse system, with multi-purpose cards that can be played to activate formations, implement command events, or gain tactical advantages in combat. - Diceless and chartless combat system - players draw combat chits that build a narrative of each combat. EA: Ardennes portrays the German offensive against the western Allies in December 1944 -- the Battle of the Bulge. Each player controls the German or Allied (US and British) side. If playing solo, the game system controls the other side. - Map scale: 2.5 miles per hex. Hexes are oversized for easy counter handling. - Unit Scale: Regiments, brigades and divisions - Time scale: One day per turn, with several impulses in each turn. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
127,5 €
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This multipart plastic kit builds one Chaos Lord on Karkadrak, an ideal unit for tearing through enemy lines and taking out the toughest of foes. Anything lucky enough to survive the Lord's wicked blades will be torn to shreds by his mount's claws. This kit comes with a choice of heads so you can personalise your army's commander by fielding him with or without a helmet. This kit comprises 22 plastic components, and is supplied with a Citadel 90x52mm Oval Base. This miniature is supplied unpainted and requires assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
32 €
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Vikings - Warriors of the north. 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 Inglés. To do this, the jarls will have to brave the stormy northern seas, battling each other along the way, and watch out for the sea monster that lurks beneath the waves! The most cunning and vehement of them all that is, the one who the Gods favor will throw a great feast and become the Konung of the North. Vikings: Warriors of the North is a card-based game. Players draw cards from a common deck. Wind cards are used for moving a drakkar around the board that depicts the cold north sea. Players can move the drakkar to a village (to sack it), to an enemy drakkar (to attack it), or to their own ports, where they can throw a feast for the Gods. Componentes de juego: Game board 4 player boards 16 cards of "Thane daughters" 94 action cards 4 plastic drakkar figures 1 plastic sea monster figure 1 six sided dice Rulebook
6,80 €
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A Tale of Pirates Put on your captain's hat and navigate the 3D pirate ship using sand timers in this unique real-time cooperative game. As a member of an adventurous pirate crew, your goal is to be crowned Admiral of the Black, the most feared pirate ship in the Caribbean. To earn this title, you must complete dangerous scenarios in the shortest possible time frame. The most innovative element of the game is that the player uses their own 30-second sand timer as a character to be placed on the ship to perform actions. Each time a player places their own sand timer, they have to wait for the sand to run out to be able to perform the action needed. Each hole in the ship represents an area where you can perform a specific action: turning the ship, loading cannons, shooting enemy ships, repairing damage, and so forth... A Tale of Pirates (previously announced as Admiral of the Black) has ten different scenarios, ranging from ordinary pirating activities like looking and shooting, to kraken-hunting, prison breaks, treasure hunts, and much more. An app for any smartphone or tablet will lead the players along the missions, assist with scenario data, random events, multiple paths, upgrades, and gamestate-saving for later sessions. It also serves as a timer for the individual round as the typical scenario lasts 2-3 rounds, each five minutes long. The players have to react to events and maneuver the ship to fight enemy gunboats, catch rich merchant vessels, and avoid other obstacles. They must communicate to agree and organize things to do, but they have to be quick because time is always ticking. A Tale of Pirates is swift playing with simple rules, but it's exciting and involving, with great interactions among players. Unlike some other real time coop games the stress is present but not dominating. The thirty-second delays, in addition to the intermittent rounds, always allow you to catch your breath! Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
46,70 €
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Explorers of The North Sea Explorers of the North Sea is set in the latter years of the Viking Age. As ambitious sea captains, players seek out new lands to settle and control. They will need to transport their crew among the newly discovered islands to capture livestock, construct outposts and fulfill various other goals. So ready the longships, there are new horizons to explore! Each player starts with 7 Vikings and a Longboat on a shared, central Island. From there players will place tiles and begin to venture out to the newly discovered Islands. Proceeding clockwise from the starting player, each player takes their turn in full. On their turn, players first place 1 of their 3 tiles, expanding the game board. They can then take up to 4 actions (any number of the following): 1. Load Longship 2. Unload Longship + Deliver Livestock 3. Move Longship + Destroy an Enemy Ship 4. Move Vikings + Raid a Settlement 5. Transport Livestock 6. Construct an Outpost (costs 2 actions) After taking their actions, players draw a new tile to their hand, ending their turn. End of the Game The game ends immediately after the turn where the player holding the Winter Token has no more Tiles in hand. This should be exactly 48 turns (there are 48 Tiles). Victory Points are gained from: 1. Delivered Livestock 2. Constructed Outposts 3. Destroyed Enemy Ships 4. Raided Settlements 5. Viking Deaths 6. Controlled Islands 7. Captain Cards The player with the highest total is the winner! FUNDAS 56x87 (75)
42,5 €
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Triumph & Tragedy (Second Edition) Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily. The 22 x 34 area map covers Eurasia to India and the Urals, plus the Americas. Military units are 5/8" blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 7 different colors (Germany/Italy/Russia/Britain/France/USA/Neutral). The mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 110 markers of various types. The game starts in 1936, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace). You can win peacefully by: • Economic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945, or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital). If there is war, you can still win by either of the above methods (with extra Economic Hegemony victory points available), or by: • Military Victory (capture TWO enemy capitals out of nine: each player controls three). Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards), except that Resources can be ignored if at Peace. Powers can spend their current economic Production on either: • Military units (new 1-step units or additional steps on existing units), OR • Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR • Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels). Building a unit step or buying a card costs 1 Production. Simple. You can't inspect cards bought until after you have spent all Production. Initially, the Axis economy is Population/Resource limited, but ahead in Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control of minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces. The early phase of the game tends to revolve around: • Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources, and • Industrial buildup (via Investment cards), with • Military buildups (with the nature of forces being built being unknown to opponents), • Technology advancement (also via Investment cards), and some • Military operations (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails. If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way. At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not. Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall), so a variety of Command cards in one's hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security. Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move). Triumph & Tragedy is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours. AWARDS & HONORS 2015 Golden Geek Best Wargame Nominee FUNDAS 63,5x88 (120)
84,5 €
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Starship Samurai Take your place as daimyo of one of the major clans and fight for your right to the title of Galactic Emperor in Starship Samurai, an epic new game of warring clans for two to four players. In this war, you must use diplomacy to bring honor to your clan, earn the support of the lesser clans, and cement your claim to the throne. But when negotiation is not enough, you can launch massive fleets or deploy the most fearsome weapons the galaxy has ever known - the terrifying Samurai Mechs - to crush your enemies and seize key locations. Exert your influence and bring order out of chaos! "The heavens erupt in the skies above the streets of Byakko City. Points of light flash briefly as the warp drives of carrier ships blink into existence. The Nova Clan's forces are caught off-guard as a swarm of Void fighters launch to overtake the bustling capital city. The airspace siege cannons of the Void carrier hammer away at Nova Clan's defenses, and a shadow falls over the city. Masumune has arrived. The gargantuan samurai mech cuts through the enemy forces with ease, obliterating the few remaining Nova Clan ships as they attempt to warp away to a neighboring system. Byakko City belongs to the Void Clan… for now." Fight for control of the Lotus Galaxy in Starship Samurai, a game of area control and massive mech combat for 2-4 players. Take control of your clan and lead your fleet of ships to glory with cunning tactics and political manipulation. Battle for control of key locations in the Lotus Galaxy to increase your clan's honor and sway lesser clans to your cause. Each round, players will use an innovative action selection system to use one of four available actions: Gain Wealth, Move Units, Draw Cards or Move a Clan Token. The value of each action is determined by the token used (1-4). This system allows players to adjust their strategy at a moment's notice to reflect the challenges they'll face from rival clans. Move your ships and Samurai to block a key location, draw cards to change the course of battle, move a Clan Token to secure your claim to the throne or generate wealth to give you even more options. Each player will control two Samurai with unique abilities that can vary their strategy and change the outcome of any game. These advanced Mechs are the heart of your fleet's power, capable of destroying enemy ships with ease and shifting battles in your favor. Use them wisely! Maintain Honor, no matter the cost in Starship Samurai. Lead your clan to victory and secure your claim to the throne of the Galactic Emperor. Contents 1 rulebook 1 alliance board 4 location boards 4 player boards 48 action cards 16 unit cards 16 location cards 8 Samurai mech figures 32 fighter ship figures (8 each of 4 colors) 4 carrier ship figures (1 each of 4 colors) 44 wealth tokens 1 first player token 4 player score markers 16 order markers 8 clan markers
50,95 €
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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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Invaders - 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 NOTA Mazos de cartas precintados. One player leads the extraterrestrial conquerors whose goal is to transform the Earth and subjugate its inhabitants. The Invaders possess unthinkable weapons and unknowable technologies. More so, within their galactic armada the aliens hold bound a terrifying array of eldritch creatures engineered specifically to sow the chaos and destruction that heralds the arrival of their masters. The other player commands the unyielding forces of a united Earth. In the shadow of a planet-wide scourge, the nations of the Earth have joined forces to confront the arrival of a doom spawned on the other side of the galaxy. The Terran alliance is a desperation-forged bulwark upon which the invading forces crash and are repelled time and again. Outgunned, with salvaged or untested technology and one foot in the grave, the determined network of military machinery, elite strike-teams, warfare scientists, and neighborhood militias are surprisingly capable of bloodying the Invaders' noses whenever the two forces meet. The eponymous Invaders seek to destroy the forces defending the Earth and exhaust their reserves. They do this by defeating the defending forces at key locations while also causing the Earth player to disrupt cards from their deck to their discard pile. The Invader must be cunning when deploying their creatures and war-machines, or enacting their schemes, as the cost to bring assets into the war often involves the discarding of other assets. Mankind must work desperately to defend critical resources and locations from the corruption and incursion of the alien threat. They do this by building formidable and deadly defenses, predicting where the alien player will strike and setting traps designed to deprive the Invaders of key units and wear-down their options. Like the Invader, the humans need to be clever in what they deploy and how they deploy it because their heroes may be bold but they are small in number, and the Invaders are inexorable. Invaders is a science-fiction game piled thick with the trappings of war and horror. It is steeped in difficult decisions, but built upon a simple, elegant set of rules, and because of this, you will find each game telling a slightly different story each time you play. Both sides use cards to represent their units, plans, resources and events, but as this is an asymmetrical battle game, the way in which those cards are played and how they forward their owner's goals are very different. Regardless, knowing when to let an asset go in favor of a better one, how to exploit a weakness in your enemy's ranks, and where to press an advantage or feint a trap will be key in seeing your side emerge as the victor from the morass of galactic war. One question remains: Which side are YOU on?
20 €
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Warband aganinst the darkness. JUEGO DE SEGUNDA MANO COMPLETO USO Sin Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Precintado. Then the Darkness came. An army of unspeakable horrors of an ancient and forgotten race of infernal creatures awoke deep within the earth and marched across the lands. The Darkness ravished the Five Realms with death and destruction and nearly brought the continent to its knees. Faced with a desperate fight for their very survival, the great races put aside their differences and united into a warband of such magnitude and strength as had never been seen before. The world trembled. Though their great loss of life on the battlefield was nearly insurmountable, the warband's sheer size overpowered the armies of Darkness and largely drove them back beneath the earth. Sorcerers and shamans and magi of the great races invoked binding blood magic to start sealing the enemy away for an eternity. In the final days of battle to determine the fate of the lands, the hordes of Darkness and the great warband clash on four remaining battle fronts that are each located near a border landmark that separate the kingdoms of the Five Realms. The last four campaigns wage on. The end is near. May the Maker protect us all.... As a player in Warband: Against the Darkness, you control the warband armies of one of the great fantasy races of the Five Realms. Although the great races are currently working together in mutual defense, old habits and rivalries are hard to break and this isn't in any way a co-operative game. It's important that your kind emerges victorious from the war with more battle prestige and honor than your temporary and untrustworthy comrades. The player who collects the most Victory Points of one-upmanship for their race by the conclusion of the final battle against the Darkness - gained by advancing your soldiers in the warband, earning gold for your army captains, reconnoitering the combat fronts with your scouts, and defeating enemies on the battlefields - has achieved the greatest leadership glory and is declared the winner.
18 €
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Juego en inglés. TANKS is an easy-to-learn, quick-play, small-scale game, where you take command of a tank platoon, seeking to destroy your opponent’s tanks and secure victory. TANKS is a flexible game with lots of ways to create a finely-tuned army that fits your play style. The game is fast and furious, do-or-die. In half an hour, you can pick your tanks and crew, upgrade them to your specifications, defeat your enemy (or die trying), and be ready for the rematch! Contents 20-page Rulebook 3 Plastic Tan...
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Rayguns and Rocketships Welcome to a galaxy of adventure! In the frozen heart of space lies a fantastic galaxy of planets populated by space-faring factions called Planeteers, who wage a never-ending battle of Rayguns and Rocketships. Some seek action like the brash Astro-Rangers, others desire riches like the fearsome Star Pirates. Some planeteers will to conquer like the horrible alien Blaarg or hunger for honor like the reptilian Zard. Which Planeteers will be the master of the galaxy? That's up to you! Rayguns and Rocketships is an action strategy game inspired by the sci-fi classics of the pulp era. The game features fast-paced strategy, pulse-pounding action and over 32 original miniatures! Players starts by selecting a Planeteer faction consisting of a rocketship miniature, a rocketship interior map, a crew of six Planeteers miniatures, a captain miniature, a two-sided captain card and a deck of maneuver cards unique to each Planeteer faction. Player place their crew on their rocketship map - in the cockpit, manning the control systems or manning a raygun - each gives advantages in flight and combat. Play is divided into three phases: rocketship movement, rocketship combat, crew movement and combat. Players plot their Rocketship's course using maneuver cards or star cards which are added to the player's hand each turn to provide additional tactical and combat advantages during play. As the gigantic rocketships maneuver on the Star Map, they blast away at each other with their deadly rayguns. Crew members can leap out of the airlocks to jetpack into combat with other Planeteers or board enemy rocketships to engage in fierce hand-to-hand combat! Points are scored by defeating crew, playing star cards and destroying rayguns and rocketships. The player who reaches the game's victory point goal wins the game and is declared master of the galaxy!
52,02 €
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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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JOGO ORIGINAL EM INGLÊS: The Teen Titans fight amongst themselves in Teen Titans GO! Mayhem, with each team racing to be the first to collect 5 victory points (VP). Teen Titans GO! Mayhem is built around the Mayhem System, a system for character vs. character team-based combat in which the most direct method for a team to gain VP is by KOing their opponents. Characters use items and powers to battle the enemy team, with battle damage changing each round based on the mayhem die. All of the Titans have a power that directly attacks their opponents, either through an attack or through fire tokens. Fire tokens deal damage equal to the mayhem die, just like a regular attack, but deal their damage at the beginning of each round. When a character is KOed, they are removed from the board and their opponent gains VPs, with the KOed character returning to play next round. When you're not fighting, you use teamwork to complete missions from the special GO! deck for a chance to gain VPs.
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