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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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Board Game Card Holder- Tabletop Gaming Card Rail Standard Rail - 22.5cm x 3cm Tokens/Cards/Components NOT included Laser cut from birch plywood, these rails are designed for single players to hold their cards in their own play area, hide your cards from prying eyes! Ideal for Arkham Horror LCG,
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No Trumpets No Drums - The Vietnam War 1965-1975 No Trumpets, No Drums is a game of the war in Vietnam. Two players or teams representing the Communist states and guerrilla armies of Southeast Asia and the pro-Western and neutral states and forces of that region and their American allies combat each other in a political and military duel for control over Indochina. No Trumpets, No Drums has 6 scenarios and a campaign game. The Tet Offensive and Year of the Rat scenarios are purely military scenarios that introduce players to the combat and movement systems. These and the 1975 scenario are intended as introductions to play, and should only take an hour or two to play. The remaining scenarios are longer. The campaign game offers players the chance to refight the Vietnam War, including the decision whether or not to commit large American ground forces to Southeast Asia, or to "Vietnamize" the conflict. BGG - 16271
55,95 €
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Take your game to the next level with Operation Overlord and relive the battles of WWII on a grand scale. With up to 4 players per side, you will soon experience the highs and lows of being part of a military-style chain of command. Combined with an original copy of Memoir '44, this expansion includes all the material required to play Overlord games. Scenarios are not included; this expansion is designed to be played with our Memoir '44 Battle Map series of Overlord maps. · An updated Overlord Rules Bookl...
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To play Legends of Adventure, players become Heroes of different types and go forth to undertake up to 10 adventures. To complete each adventure, the Heroes must defeat a group of Monsters equal in number to the number of players. The assorted adventures and the Monsters provide circumstances and powers that modify game play. In order to defeat the Monsters and complete each adventure, the players must jointly outscore the Monsters’ combined level. This is done by rolling unique dice, featuring water, fire, and forest icons, for the levels of Heroes and Treasure Cards played, as well as playing Divine Intervention cards, adding an interesting spin that allows Heroes to request help from the gods. Each successful die roll adds to the overall score of the Heroes; once the Heroes have defeated the Monsters, they receive loot in the form of Treasure Cards that will help them in future adventures. The variety of cards provides different scenarios not only for all adventures but also for each game as a whole.
31,22 €
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Enemy Coast Ahead - The Doolittle Raid Enemy Coast Ahead: The Doolittle Raid uses the game format to explore the first raid on the Japanese home islands by the United States during World War Two. It is a solitaire game challenging the player to conduct a successful mission where the criteria for success is not purely military. The player must organize, equip, and train a squadron of B-25 medium “Mitchell” bombers to attack a distant and rather dangerous target. The game not only covers the raid from launch to landing, it extends the story on both ends. Threatened from the air and from the sea, the player must do his utmost to strike the Japanese capital, avenging the attack on Pearl Harbor, and then land his aircraft safely. If the raid goes poorly it may boost Japanese morale and deflate the mood in the United States. Getting the B-25s close enough to launch is vital, as is the recovery of aircraft and crewmen, but above all, the player's main dilemma will be secrecy. The risk is great. Failure could mean the loss of an entire squadron, or worse, the sinking of a precious aircraft carrier. Will the Doolittle Raid add to the dismal news of Pearl Harbor, Guam, Wake Island, and Bataan, or will it signal the turning of the tide? The History Washington - April 21, 1942: After two days of rumor prompted by Japanese radio broadcasts, President Franklin Delano Roosevelt finally agrees to a press conference. Deftly avoiding difficult questions, he claims insufficient information to neither confirm nor deny the biggest news story of the four month old war. To placate tenacious journalists, however, he tells the press that the attack on Kobe, Osaka, Nagoya, and Tokyo by United States aircraft, was launched from a mysterious base he would only call “Shangri-La,” an imaginary island from the recently published novel Lost Horizon. His impish grin, if not his words, tell the press that the top secret operation dubbed Special Aviation Project Number One has indeed been a success. That same day China's foreign minister hands a telegram to Army Air Corps Chief Hap Arnold. It has taken some time to arrive in Washington, an indication that all may not be well with the mission. Dictated two days ago by the commander of that top secret operation, a distraught Lt. Colonel James Doolittle, it reads: Mission to bomb Tokyo has been accomplished. On entering China we ran into bad weather and it is feared that all planes crashed. Telegram in hand, Arnold immediately admits to the commander of the Joint Chiefs of Staff that the mission has failed. No bombers have been recovered. After sending that telegram, Doolittle himself expects a court marshall, confiding to his engineer that they'll tie him to a desk for the rest of the war, if he's lucky. Days later he is astonished to learn of his promotion to Brigadier General, and even more so when he is notified that the president recommended the Congressional Medal of Honor. The Doolittle Raid remains an enigmatic and contradictory episode of World War Two, defying easy interpretation even to this day. Was it a victory or a debacle? Was it a minor footnote in the annals of that war or a significant military event? Was it a desperate bid to avenge the attack on Pearl Harbor, or, a harbinger signaling death and horror soon to visit Japanese cities from the sky? Narrative Sequence Much like chapters in a story, the game is organized in six narrative segments, chronologically arranged. Each poses its own set of challenges and prompts decisions that establish the environment and conditions of subsequent chapters. Planning Naval Flight Over Targets Recovery Debriefing Historical Scenarios Besides play of the full narrative, the game offers a number of historical dissections, each a scenario focusing on a fragment of the raid. They are also a handy way to learn the game, since each scenario uses only part of the rules. For example, Scenario One covers Doolittle's flight over Tokyo, using only the 8.5x11 Target Map and the Attack Segment. An alternative scenario looks at a night raid by that flight, as Doolittle originally planned it. After playing one or two small scenarios using only the Attack segment's rules, a larger scenario can be played adding the Flight segment. Graduate next to an even larger scenario that starts with the Naval segment. In this way a player can learn the game in program fashion, little by little, studying the history of the raid by playing it as he learns. Player Aid Folders: The game comes with several 11” x 17” bi-fold aids allowing the play of each game segment with minimal study of the rule book. The mapsheet is designed to interlock with other game components, including those play aids, in order to make the player's experience fluid. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
53,5 €
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Korea - The Forgotten War Korea: The Forgotten War, Is the ninth game in the Operational Combat Series (OCS) release by The Gamers. The Korean War stands as a key event in world history. The first shooting confrontation of the Cold War, and the first limited war of the nuclear age, it is the only time since the Second World War that two of the world's major military powers fought one another - in this case the United States and China. Diplomatically, the war offers an interesting view of the miscalculation and ineptitude on both sides that led to open conflict. It also brings to light the United Nations' first opportunity to play a leading role in world military events. Korea: The Forgotten War covers the first year of the war and highlights the mobile phases of the battle. Campaign victory is determined most often by the stable positions of the lines (relative to the "neck" of the peninsula). A number of shorter scenarios are also included to allow players to explore specific operations or to use as a training scenario before taking on one of the campaign games. Korea: The Forgotten War was initially released in 2003. The 2014 (2nd edition) is a reprint of the 2003 (1st edition) with changes made to address errata and to better conform to the latest version of the OCS rules when printed. Korea: The Forgotten War has 15 scenarios broken down as follows: 5 1-map scenarios 4 2-map scenarios 6 3-map scenarios Game Scale: Turn: Half-week Hex: 5 miles / 8 Km Units: Battalion to Army 2014 Game Inventory: Three 22 x 34" full-color mapsheets Four dual-side printed countersheets (2 combat, 2 markers - 560 1/2" counters) One 48-page OCS v4.1a rules booklet One 40-page Korea v2.0 game specific rules booklet Two 4-page OCS v4.1a Charts & Tables Folders Two dual-sided Player Aid cards Two 6-sided dice Complexity: High Solitaire Suitability: High Playing Time: 4-100 hours Players: 1 or more
76,05 €
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Panzer Grenadier - Fronte Russo JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés The CSIR arrived at the front in August and soon engaged in combat with the Red Army. Fronte Russo brings background articles and scenarios covering these crack troops and their battles to the Panzer Grenadier game system. It is not playable by itself, but requires ownership of Eastern Front to play most of the scenarios, and Road to Berlin to play all of them. This is a book supplement complete with a full set of die-cut and mounted counters, much like Sinister Forces and East of Suez. Scenarios take place on the Eastern Front. The Italian divisions sent to Russia - the Pasubio and Torino infantry divisions and Duca d'Aosta cavalry division - were well-trained units of the regular army, though not well equipped by most standards. Background articles place the scenarios in the full context of the Italian war in Russia.
18 €
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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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65 Squad Level - In The Jungles of Vietnam A squad-level, tactical game, '65 recounts the early battles of the Vietnam War, from Ia Drang to Operation Starlight, and most everything between. The large and beautiful counters (1" to 1.375" square) represent squads, Leaders, Heroes, Snipers, M-48 and Pt-76 tanks, and more. As these units' commander you will move and fight over three geomorphic game boards as you try to best your opponent in one of eight, nail-biting historical scenarios. The game is card-driven, using a system similar to Flying Pig's Night of Man, which adds a sense of delicious uncertainty to the play. “Can I advance my sappers or does the enemy have a fire card he's just waiting to play?" Furthermore, the cards simplify the game, containing much of the data needed to play. You won't spend the afternoon with your head in a rule book when you play '65. This is a game created by gamers for gamers to play. BGG - 188325 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
71,40 €
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Maelstrom JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA Caja dañada del almacenamiento ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés Maelstrom is a fixed, stand-alone 2-4 player board game that contains every common and starter flat from the Vortex fantasy battle game - 54 flats in all, over 150 tiles. Maelstrom is the perfect way for strategy board gamers who don't like collectibility to experience the game, and is an ideal way for Vortex fans to fill out their collections. The Masters of the Void are at war. Using the powers of the Vortex, they tear holes in the fabric of existence, recruiting powerful allies and enslaving lands, cities, and beasts of the wild. Magic, creatures of unimaginable power, and engines of destruction are bound to the Vortex and equally engulfed in the bitter struggle between the Masters. Designed by Diskwars creators Tom Jolly and Christian T. Petersen, Maelstrom is a game of fantasy battles, magic, and resource management using a unique hexagonal tile game field that grows as players add allies, land, and relics to fill the void that surrounds the Vortex. Game play is fast and furious, as players seek to gain mastery over the battlefield, shaping the very foundation of the Vortex with each strategically placed tile. Only one can rule the void. Will you?" This is the game Vortex, packaged in a non-collectible format. The box contains a ton of tiles. Vortexincludes 92 "flats" of tiles total (16 "fixed", 38 "standard", and 38 "rare); this box contains all of the fixed and standard flats (for a total of 54 flats). Note that events and relics are not included in this game, as they are in Vortex (all events and relics are rare). Otherwise, it's the same game as Vortex, and you can even add Vortexbooster packs to this game to increase your collection. That having been said, you really don't need to. Events DO add to the game experience, but they're not necessary -- this is a complete game without any further purchases.
10 €
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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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Juego Original en Inglés: The world is always in need of heroes. In order to truly achieve peace, there are times when we must put aside our differences and focus on doing what is right. That is exactly what the X-Men do, and their story is all about their fight to protect a world that hates and fears them. Now, the X-Men have finally joined the fight in Marvel Champions: The Card Game!As the games fifth campaign expansion, Mutant Genesis adds a plethora of classic X-Men characters to the scene, including two new playable heroes, Colossus and Shadowcat, each of which comes with a pre-built deck ready to play from the get-go. Face off against iconic villains, such as Sabretooth, Sentinels, and Magneto, and work together to overcome a fresh batch of challenges. This expansion includes five brand-new scenarios, each of which can be played individually or as part of a larger campaign.Whether youre a longtime fan or have only just started playing, anyone who enjoys Marvel Champions wont want to miss out on Mutant Genesis!Not a standalone product. A copy of the Marvel Champions: The Card Game core set is required to play.
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Llegan los zombies más cotizados.... ¡Los Zombies Serie B! El juego está en inglés, y dice así; "Last Night on Earth, The Zombie Game is a fast-paced game of brain-eating Zombies, small town Heroes, and horror movie action. Players take on the role of either the Heroes, working together to make it through the night; or the Zombies, unending waves of undead spreading over the town like a plague. Featuring a modular board, eight Heroes to choose from, and several different Scenarios to play that drastically change the game. Last Night on Earth is designed to create a cinematic feel as the story and game unfolds. So put down that popcorn, grab your shotgun, and hide your brain; the Zombies are coming and this could be your Last Night on Earth. "
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Juego Original en Inglés: Mortum: Medieval Detective is a game of deduction and adventures that takes place in a grim world shaped in the image of medieval Europe, with its legends, superstitions and fears coming to life. Take on the roles of secret organization agents and investigate mysterious and thrilling events. You will solve mysteries and encounter fascinating characters in the course of three exciting scenarios, all part of a single storyline. Each case requires up to three hours to play. You are free to explore the world of Mortum in any way you like, depending on which agents you chose. Put objects under surveillance or send agents to secretly search or interact with them in many other ways. Gather information by interrogating suspects or talking to them. Choose your own way to advance through the game, either using the kick in the door approach or by being stealthy and discrete, trying to avoid unwanted attention. During each turn, a player chooses one of the cards available this turn. These cards can represent a Clue, a Location, Witness Interrogation, etc. Using the cards and Special Action, which were received during investigation, a player discovers what actually happened. Only you and the choices you make decide how the events will unfold in the end. Tread carefully, and welcome to Mortum!
48 €
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