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Victory points at games end

Listado top ventas victory points at games end

SUPER-MOTHERLOAD - DAS BRETTSPIEL - ROXLEY
  • Super motherload es un constructor de cubierta de azulejos de ritmo rápido que ofrece hermosas obras de arte y un juego combinado muy pulido, que hará las delicias de los sentidos de la relación espacial de ti y hasta 3 de tus amigos.
  • Edades: 13+
  • Número de jugadores: 2-4
  • Tiempo de reproducción: 60-75 minutos
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THIS JOURNAL IS WORTH 5 VICTORY POINTS AT THE END OF THE GAME: BOARD GAMING JOURNAL NOTEBOOK 6X9 COLLEGE RULED
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    JOGO ORIGINAL EM INGLÊS: Paleo is a co-operative adventure game set in the stone age, a game in which players try to keep the human beings in their care alive while completing missions. Sometimes you need a fur, sometimes a tent, but these are all minor quests compared to your long-term goal: Painting a woolly mammoth on the wall so that humans thousands of years later will know that you once existed. (Okay, you just think the mammoth painting looks cool. Preserving a record of your past existence is gravy.) What might keep you from painting that mammoth? Death, in all its many forms. Each player starts the game with a couple of humans, who each have a skill and a number of life points. On a turn, each player chooses to go to one location — possibly of the same type as other players, although not the same location — and while you have some idea of what you might find there, you won't know for sure until you arrive, at which point you might acquire food or resources, or find what you need to craft a useful object, or discover that you can aide someone else in their project, or suffer a snakebite that brings you close to death. Life is full of both wonders and terrors... At the day's end, you need food for all the people in your party as well as various crafts or skills that allow you to complete quests. Failure to do so adds another skull on the tote board, and once you collect enough of those, you decide that living is for fools and give up the ghost, declaring that future humans can just admire someone else, for all you care. Paleo includes multiple modules that allow for a variety of people, locations, quests, and much more during your time in 10,000 BCE.
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    Cry Havoc - Segunda Mano JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso. ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado IDIOMA Inglés Deep in a quadrant of space believed to be empty, a virgin, unexplored planet has been discovered by three unique, powerful species. The resources of the planet are abundant beyond belief, but are protected vigorously by the indigenous species, known as the Trogs. The riches of the planet will be won, inch by inch, with blood. Cry Havoc is an asymmetric, card-driven area control game for 2-4 players. Each player controls one of the four unique races and fights viciously to gather the most Crystals on the planet, which will more than offset the costs of the conflict. To do this, players must customize their decks of cards, Build powerful Structures, and leverage their unique Skills to gain victory. The indigenous Trogs play a special role in Cry Havoc. In 2- and 3-player games, the Trogs are not controlled by a player, but they act as a deterrent to the invaders' aggression. The beginning of the rules contains the explanation of how the Trogs act against the invading races during 2-3 player games. The rules for playing the Trogs in a 4-player game are described at the end of the rulebook. GOAL OF THE GAME The game is won by the player with the most Victory Points at the end of the game. The primary way to score Victory Points is by controlling Regions with Crystals duringRounds in which Scoring is enabled. Victory Points are also scored for controlling territories, capturing Prisoners, killing enemy Units and using certain Tactics or Skills. FUNDAS 63,5X88 (64) 45X68 (20)
    30 €
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    Cry Havoc Deep in a quadrant of space believed to be empty, a virgin, unexplored planet has been discovered by three unique, powerful species. The resources of the planet are abundant beyond belief, but are protected vigorously by the indigenous species, known as the Trogs. The riches of the planet will be won, inch by inch, with blood. Cry Havoc is an asymmetric, card-driven area control game for 2-4 players. Each player controls one of the four unique races and fights viciously to gather the most Crystals on the planet, which will more than offset the costs of the conflict. To do this, players must customize their decks of cards, Build powerful Structures, and leverage their unique Skills to gain victory. The indigenous Trogs play a special role in Cry Havoc. In 2- and 3-player games, the Trogs are not controlled by a player, but they act as a deterrent to the invaders' aggression. The beginning of the rules contains the explanation of how the Trogs act against the invading races during 2-3 player games. The rules for playing the Trogs in a 4-player game are described at the end of the rulebook. GOAL OF THE GAME The game is won by the player with the most Victory Points at the end of the game. The primary way to score Victory Points is by controlling Regions with Crystals duringRounds in which Scoring is enabled. Victory Points are also scored for controlling territories, capturing Prisoners, killing enemy Units and using certain Tactics or Skills. FUNDAS 63,5X88 (64) 45X68 (20) BGG - 192457 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
    59,45 €
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    Valeria - Quests of Valeria In Quests of Valeria you play the role of a Guild Master, recruiting and dispatching Citizens to complete quests posted in a tavern in the Capital City of Valeria to earn Victory Points. The player with the most Victory Points at the end of the game wins. Quests of Valeria is a unique set collection game where players gather Citizens to fill requirements on a Quest. Hire Citizens from the line in the Tavern that provide you with additional actions to build combo's of free actions! Players take turns taking 2 actions from the following: Drawing cards, Hiring Citizens, Reserving a Quest, or Completing a Quest. When Hiring a Citizen, players pay the cost by discarding cards in their hand and taking the Citizen from the Tavern to their Guild (tableau). Some Citizens have bonus actions and they trigger as soon as they enter a player's Guild. When Completing a Quest, players must send Citizens from their Guild that match the requirements on the Quest to the discard pile. When a player completes 5 Quests, the game ends and player's reveal their Guild Master and count up Victory Points. FUNDAS 63,5x88 BGG - 187680 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
    21,60 €
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    JOGO ORIGINAL EM INGLÊS: In Ora et Labora (Latin for 'Pray and work'), each player is head of a monastery in the Medieval era who acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments, and relics – to gain the most victory points at the end of the game. Ora et Labora, Uwe Rosenberg's fifth big game, has game play mechanisms similar to his Le Havre, such as two-sided resource tiles that can be upgraded from a basic item to something more useful. Instead of adding resources to the board turn by turn as in Agricola and Le Havre, Ora et Labora uses a numbered rondel to show how many of each resource is available at any time. At the beginning of each round, players turn the rondel by one segment, adjusting the counts of all resources at the same time. Each player has a personal game board. New buildings enter the game from time to time, and players can construct them on their game boards with the building materials they gather, with some terrain restrictions on what can be built where. Some spaces start with trees or moors on them, as in Agricola: Farmers of the Moor, so they hinder development until a player clears the land, but they provide resources when they are removed. Clever building on your personal game board will impact your final score, and players can buy additional terrain during the game, if needed. Players also have three workers who can enter buildings to take the action associated with that location. Workers must stay in place until you've placed all three. You can enter your own buildings with these workers, but to enter and use another player's buildings, you must pay that player an entry fee so that he'll move one of his workers into that building to do the work for you. Ora et Labora features two variants: France and Ireland.
    44,79 €
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    Valeria - Card Kingdoms Valeria: Card Kingdoms is a tableau-building game for 1-5 players and will feel familiar to deck-building fans. The cards you buy can work for you on your turn and on all the other player turns, as well. On your turn, roll two dice and activate citizen cards with the result of each individual die and the sum of both dice. Other players will simultaneously activate their citizen cards based off of the roll. Next, take two actions from the following: slay a monster, recruit a citizen, buy a domain, or take 1 of any resource. The player with the most victory points at the end wins the game. Components 215 cards (63x88 mm): 5 Starter Peasant cards 5 Starter Knight cards 5 Quick Reference cards 10 Duke cards 10 Exhausted cards 108 Citizen cards 6 Cleric 6 Monk 6 Butcher 6 Merchant 6 Alchemist 6 Mercenary 6 Archer 6 Wizard 6 Knight 6 Peasant 6 Thief 6 Rogue 6 Champion 6 Warlord 6 Paladin 6 Priestess 6 Miner 6 Blacksmith 48 Monster cards 6 Hills Monsters 6 Ruins Monsters 6 Forest Monsters 6 Valley Monsters 6 Mountain Monsters 6 Cavern Monsters 6 Swamp Monsters 6 Barren Monsters 24 Domain Cards 168 Wood Tokens 48 Gold Tokens 48 Strength Tokens 48 Magic tokens 24 VP Tokens 8 5x Tokens 1 10x Tokens 1 First Player Token 1 Resting Token 2 Custom 20mm Dice (6-sided) 1 Rulebook FUNDAS 63,5x88 (215) BGG - 170561 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
    38,20 €
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    Shipwhrigts of the North Sea Fecha Aproximada de Llegada - Diciembre 2017 Shipwrights of the North Sea is set in the early years of the Viking Age, circa 900 AD. As Viking shipwrights, players compete to build the greatest fleet on the North Sea. Players must collect oak, wool and iron, as well as getting other craftsmen on board to help. Gold is a precious commodity, and must be spent wisely. As you would expect, the township is filled with an array of characters, bad and worse. Better hope they're on your side! The aim of Shipwrights of the North Sea is to be the player with the most Victory Points at the game's end. Points are gained by constructing various Ships and Buildings. The game ends after the round where 1 or more players constructs their 4th ship CONTENT North Sea adventure with beautiful artwork and quality component Construct Viking ships and buildings to achieve victory Awesome Viking, ship, and resource meeples First in the North Sea Trilogy of games Includes the Townsfolk Expansion! Exciting Viking strategy board game for 2-5 players ages 10 and up FUNDAS 56x87 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
    42,5 €
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    Raiders of the North Sea - Fields of Fame In Raiders of the North Sea: Fields of Fame, enemy jarls have joined forces to help defend against the onslaught of raids on their settlements. But despite their threats, there is fame awaiting those who seek to kill or subdue them. Encountering a jarl is sure to bring injury, but now is no time for the faint-hearted. Onwards to thebattlefield! Fields of Fame brings a new dynamic into the game with the addition of Jarl tokens being mixed in with the Plunder and Valkyrie. When taking a set of Plunder with 1 or more Jarls, the raiding player must reveal from the draw pile, which Jarls they are encountering. They have the option to kill (for Fame and other rewards), subdue (to recruit them) or to flee. Killing and subduing will bring wounds to a players crew, but fleeing will lose them Fame or Victory Points. Players can also gain Fame by raiding with overpowered crews. When a crew's strength is above the highest tier for scoring Victory Points, players move up with the Fame Track, which scores additional Victory Points at the game's end. *Requires Raiders of the North Sea to play. CONTENT 1 Township Board 1 Black Worker 3 Grey Workers 50 Wound Tokens 9 Score Markers (In 6 colors) 12 Jarl Tokens 1 Ship Card 6 Encounter Boards 30 Townsfolk Cards 15 Jarl Cards 2 Valkyrie Dice 6 Double-sided Multiplier Tokens 3 Reference Cards FUNDAS 56x87
    35,99 €
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    Raiders Of The North Sea - Hall of Heroes In addition to including components for an extra player, Hall of Heroes has the new mead hall board, large player boards, mead, quests, reputation, and a variety of new townsfolk. Hall of Heroes brings in new ways of gaining resources, acquiring crew and scoring Victory Points. After each raid, a new Quest is placed onto the Board. To complete a Quest, players will need to send (discard) warriors from their hand of a certain strength value. Once completed, the Quest is placed above a Player's Board and will score Victory Points at the game's end. Each Quest also rewards players with Iron, Gold, Silver and other resources. Players can also collect Mead, which can be spent during a raid to fuel their crew and gain even more strength in battle! *This is not a standalone game. *Requires Raiders of the North Sea to play. CONTENT Components for an extra player Mead Hall Board with new Village location and card drafting area Quests bring new strategies and more ways to score Victory Points New Mead resource allows players to gain more strength in battle Large Player Boards for storing cards, Quests and resources FUNDAS 56x87
    33,99 €
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    Explorers of The North Sea - Rocks of the Ruin When placing tiles with a Shipwreck, a token is taken from the supply and placed facedown on the tile. Players may spend an action with 1 Viking to salvage a Shipwreck. They will either find Timber for building Structures, Provisions for additional actions, Battering Rams for raiding with 1 fewer Viking, or precious Gold worth 3 Victory Points at the game's end. *This is not a standalone game. Explorers of the North Sea is required to play. Contents 5 Mills 5 Workshops 5 Barracks 1 Longship 7 Vikings 5 Outposts 5 Fortress Tokens 24 Shipwreck Tokens 24 Tiles 3 Captain Cards 5 Dashboards 1 Score Pad Mini Expansion for the North Sea Runesaga 3 New Runestones for use with Hall of Heroes, Fields of Fame and Rocks of Ruin 3 Inscription Tokens for players to collect in 2nd or 3rd place 1 Purple Clan Board 1 Rule Card
    29,75 €
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    Nations - The Dice Game (Multilenguaje) Incluye Castellano Nations: The Dice Game is a game for 1-4 players that takes 10-15 minutes per player and shares many concepts with the civilization-building game Nations while still offering its own challenges. The game is played over four ages (four rounds). During each round, players take turns until all have passed. The available actions are: Buy a tile Build a wonder Reroll some or all your dice Buildings and military provide dice. Colonies and wonders provide resources and victory points. Advisors provide rerolls. New tiles provide benefits immediately, so you can roll new dice at once. At the end of each round, War and Famine drawn at the start of the round is checked for each player, giving you victory points if you match or beat the values. Books are accumulated and scored. Player order is checked, with high military strength going first in the next round. At the end of the game, whoever has the most victory points wins. BGG - 157809 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
    28,89 €
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    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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    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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    Carson City - Big Box Edición Kickstarter The year is 1858 in Carson City, Nevada. You have rounded up a team of courageous cowboys, and your plan is to buy up the best parcels of land in this new town, then build them up with the most prosperous ranches, mines, saloons, etc. Carson City: Big Box is a collection of the Carson City base game, the Gold & Guns expansion, and the upcoming Horses & Heroes expansion. The game board has been redesigned and updated to support a sixth player and the Horses & Heroes expansion. The game is played in four rounds, and in each one of them, the players choose one of the characters, which give certain advantages. When several players claim the same action, a duel is fought, and the player with the most firepower wins the action. In the end, the most prominent citizen in Carson City - as measured by victory points that can be won both during and after the game - wins. Carson City: Gold & Guns, the first expansion, contains updated buildings and houses, new buildings, new double-sided characters, the "Indian" character (previously a promotional item at Spiel 2010), and a separate expansion called "The Outlaws". Carson City: Horses & Heroes, the second expansion, lets players visit the rodeo to claim additional victory points and use horses to unlock special actions. Three new characters are also added to the game.
    76,44 €
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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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