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Two player competition

Listado top ventas two player competition

SAFE ZONE (LEVEL UP) (ENGLISH EDITION)
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    TIC TAC TOE: TWO PLAYER PAPER GAME BOOK FOR KIDS AND ADULTS. TRAVEL FUN, TIME WASTERS, AND BOREDOM KILLERS. CARTOON DINOSAURS.
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      TIC TAC TOE: TWO PLAYER PAPER GAME BOOK FOR KIDS AND ADULTS. TRAVEL FUN, TIME WASTERS, AND BOREDOM KILLERS. HEARTS AND FLORAL WREATHS
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        TIC TAC TOE: TWO PLAYER PAPER GAME BOOK FOR KIDS AND ADULTS. TRAVEL FUN, TIME WASTERS, AND BOREDOM KILLERS.STRAWBERRIES AND BANANAS.
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          LABYRINTH (LEVEL UP) (ENGLISH EDITION)
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            TIC TAC TOE: TWO PLAYER PAPER GAME BOOK FOR KIDS AND ADULTS. TRAVEL FUN, TIME WASTERS, AND BOREDOM KILLERS. BEACH, SEASHELLS, STARFISH.
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              RED AND BLUE DUEL
              • The game is simple and fresh cartoon style.
              • There are single player models and two player models in the game for you to choose.
              • Each game lasts about 1 minute and there is no age limit.
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              FISHING TOURNAMENT PAPER & PENCIL GAME: TWO PLAYER GUESSING & STRATEGY GAME BOOK, PLAYER WHO CATCHES ALL THE FISH FIRST WINS.
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                PLAYS FOR TWO (ENGLISH EDITION)
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                  THE DICTIONARY OF TWO-LETTER WORDS - THE SCRABBLE PLAYER'S SECRET WEAPON!: MASTER THE BUILDING-BLOCKS OF THE GAME WITH MEMORABLE DEFINITIONS OF ALL 127 WORDS (UOL MIND)
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                    Madrid (Madrid)
                    ATARI 2600/ CX2680 REALSPORTS TM TENNIS. SINGLE & TWO PLAYER GAMES. COMPLETO ATARI 2600/ CX2680 REALSPORTS TM TENNIS. SINGLE & TWO PLAYER GAMES. COMPLETO ATARI 2600/ 2680 REALSPORTS TM TENNIS. SINGLE & TWO PLAYER GAMES. COMPLETO en buen estado
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                    Campaign - Segunda Mano JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA Dañado del almacenaje ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Incluye reglamento en castellano. Large playing board in three sections, four sets of army pieces in red, white, blue and light green, comprising 1 General, 9 infantry and 9 cavalry units. Six sets of 4 town cards of different colors, 4 alliance cards, 2 dice, 6 page rule book, and a 4 page "The Years of Napoleon" historical booklet. The game reproduces the Napoleonic wars at the strategic level in a very abstract fashion (all players are equal). It can be won either by the outright defeat of your opponent, or (more likely) by acquiring towns controlling large areas of territory. The board is an abstract representation of Europe and western Russia and is divided into six areas of roughly equal size representing France, Prussia, Russia, Austria, Italy and Spain. Each country has four provincial towns, and five of the countries used as starting countries also have a capital city. Parts of the board, particularly the central area, have areas of impenetrable mountains, forests, and sea which restrict the movement of the troops. There are introductory and standard rules. Normally, each player selects a country, but in the two player game each gets two countries except that the France + Prussia combo is not allowed. The pieces move using the dice, and combat is deterministic. The throw can be used all on one piece or many pieces. The full throw does not have to be used. The pieces are placed in a set format on the country selected, with the General on the capital square and four infanty and four cavalry. The town cards are used to keep track of who controls what. The pieces move in set ways. The General moves one square in any direction. When it attacks it has a value of one and when defending a value of two. The General must be present to take a town. Cavalry moves two squares at a time and must move horizontally or vertically but never diagonally. Infantry moves one square and only diagonally. Pieces cannot pass through opposing lines unless there is a clear gap of at least one square. Combat is like movement: one considers which pieces could be moved to the target piece's square and totals up the combat value --if large enough, the opposing piece is removed. Only one piece can be attacked in a turn. In the standard game, adjacent pieces also support each other (in a manner reminiscent of Diplomacy), which introduces a fair amount of tactics in on-going battles. Lost pieces are regenerated in your country's mustering area, forcing you to keep a constant flow of recruits towards the front. In the standard game, the towns also represent logistical support --lose the town and you lose the corresponding piece. The odd movement system means you actually have two sets of cavalry and infantry pieces on the board, each set (which we could call "odd" and "even") being unable to assist the other. A capital can only be captured after the provincial towns have been captured. Where more than two players are playing you can agree to ally with another player and exchange alliance cards as reminders. An ally cannot cross into his ally's territory without his consent. Alliances can be broken simply by announcing the fact; you can attack your former ally on your next turn only, giving him a turn to re-deploy. The game is won if the player captures all his opponents capitals or captures 8 towns of any colour but not including the 4 in his own country. You also win if your opponent's General is left with no troops. Campaign is basically a pure strategy game. It you are in a position to attack a piece, you will take it. However, there is some luck depending on how high a movement throw you have. from the Waddington ad for the game from 1976: "This absorbing strategy game captures the tension and the pressures of the famous Napoleonc battles. Alliances are made and broken and complex manoevers bring victory or defeat"
                    15 €
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                    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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                    This classic game has been called “the best two‐player word game ever invented” by more than one critic. An easy‐to‐learn and challenging‐to‐play fast‐moving game of word deduction, What’s My Word?™ is a two‐person race to detect each other’s secret word by piecing ogether clue after clue. Great for travel. Play it anywhere.
                    28,51 €
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                    • Keep track of your life in style • Single or two player designs • Great for commander or normal magic games! • Works well with other card, and board games as well! • many variations to choose from • Available in 1-60 single 1-30 single, 1-60 double, and 99 counters! • Unique custom design that will make you stand out at any match • Unlimited Personalization possibility; want something engraved? just ask! • laser Cut from High quality US sourced sustainable materials • Very sturdy for long life • Hand assembled • Beautiful wood options • Gears move when you turn the dial! • fast shipping usually under one week! • Custom Engraving potential! Customers have had us engrave names, sayings, group logos, or gift messages and much much more. • Three great wood species currently available; Cherry, Walnut, and Birch • fast shipping under normal work load items leave our hands usually under one week! • If you need an Item by a specific date it is best to plan your order two weeks in advance as high volume holiday slows both us and the postal service down quite a bit!
                    1.288 €
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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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                    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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                    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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                    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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                    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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                    JOGO ORIGINAL EM INGLÊS: Competition is tough in the world of sweets. Youll need to plant your fields strategically with cacao, coffee, peanuts, and vanilla, and then use those beans efficiently to make the best confectionaries around! Using every resource is necessary to beat out your competition. Each player has their own deck with beans on one side of each card and a factory on the other, as well as their own field in which to plant. Every round, one player draws a card and the others search their deck for the same card, and then everyone chooses their action simultaneously: to either plant, harvest, or build a new factory. Planting gains you new cacao, coffee, peanut, and vanilla resources, and harvesting allows you to use those resources in your factories. Each confectionary made in your factories earns you one point, and at the end of 20 rounds, the player with the most points wins!
                    40 €
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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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                    Juego Original en Inglés: Ticket to Ride: San Francisco features the familiar gameplay from the Ticket to Ride game series collect cards, claim routes, draw tickets but on a map of 1960s San Francisco that allows you to complete a game in no more than 15 minutes.Each player starts with a supply of 20 cable cars, two transportation cards in hand, and one or two destination tickets that show locations in San Francisco. On a turn, you either draw two transportation cards from the deck or the display of five face-up cards (or you take one face-up ferry, which counts as all six colors in the game); or you claim a route on the board by discarding cards that match the color of the route being claimed (with any set of cards allowing you to claim a gray route, although some require ferries); or you draw two destination tickets and keep at least one of them.When you build a line that connects to a souvenir location, such as Lombard Street, the Embarcadero, or the Golden Gate Bridge, you take a souvenir token from that location.Players take turns until someone has no more than two cable cars in their supply, then each player takes one final turn, including the player who triggered the end of the game. Players then sum their points, scoring points for (1) the routes that they've claimed during the game, (2) the destination tickets that they've completed (by connecting the two locations on a ticket by a continuous line of their cable cars), and (3) the souvenirs that they've collected, with a full set of seven souvenirs being worth 12 points. You lose points for any uncompleted destination tickets, then whoever has the high score wins!
                    22,10 €
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                    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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                    España
                    Seasons Seasons is a game of cards and dice which takes place in two phases: The first phase consists of a draft: the goal during this phase will be to establish a strategy for the rest of the game with 9 cards that can be selected (Each card has a specific effect and earns victory points). Once the draft is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards. Next comes the second phase of play: at the beginning of each round a player will roll the seasons dice (dice = number of players +1). These cubes offer a variety of actions to the players: - Increase your invocation (maximum number of cards you may have placed on table) - Harvesting energy (water, earth, fire, air) to pay the cost of invocation maps - Crystallization energy (during the current season) to collect crystals. These serve both as a resource to rely on some cards, but also many victory points in the endgame. - Draw new cards Each player can choose only one die per turn. The first player will choose among those launched, then the following among those remaining and so on. At each turn, the dice indicate how many remaining cells (1, 2 or 3 boxes) the marker of the seasons ahead. In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes. At the end of the game, we add the points of victory on the cards, given the number of crystals possessed. The player with the most victory points wins.
                    34 €
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