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Victory points

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BIG VICTORY
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    VICTORY OVER DEPRESSION (BIBLICAL POINTS OF VIEW) (ENGLISH EDITION)
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      POINTS FOR VICTORY: THE NESTLE BOOK OF TENNIS NO. 3
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        SUCCESS SOUNDS AND RINGTONES
        • The best free sounds!
        • Save as alarms!
        • Save as notifications!
        • Save as ringtones!
        • Customize your device!
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        POWER POINTS OF VICTORY FOR SELF IMPROVEMENT (THE HEART OF A GLADIATOR SERIES BOOK 1) (ENGLISH EDITION)
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          TWO POINTS FROM VICTORY
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            POWER POINTS OF VICTORY FOR SELF IMPROVEMENT (THE HEART OF THE GLADIATOR BOOK 1) (ENGLISH EDITION)
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              I'M JUST HERE FOR THE VICTORY POINTS!: BOARD GAME REVIEW & SESSION LOG
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                VICTORY POINTS
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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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                    Kaiju Crash In the game, players choose one of four giant monsters to play and proceed to crush buildings and fight other kaiju for victory points. On each player's turn, they choose to play either their own movement card or the shared movement card to land on and crush a city tile (a.k.a. a building). The player picks up the city tile and drops a territory marker in its place. City tiles score different points and territory markers can yield victory points based on objective cards that show goals like connected or unconnected territory markers, the number of city tile groups a player claims, and shapes created on the city grid. Points are also generated by fighting either a monster on an adjacent space or a monster occupying a territory marker. To fight, players draw five territory markers and look at the reverse side. There are five symbols that represent the blows in the fight: firebreath, claw, tail, kick, and spikes. These symbols are part of an intransitive combat system, in which some symbols beat others but are beaten by others in turn. Each monster also has their own unique fighting ability as well as special abilities that change every game. Winners of either type of battle gain a random combat victory token worth 1-3 points. Winners of territory battles also replace the current territory marker with their own, which may help meet objectives as well as thwart opponents. When no monster can move, the game is over, and the monster with the most victory points is supreme! FUNDAS 63,5X88 70X70 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                    26,95 €
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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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                    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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                    Relic Runners JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Incluye reglamento en castellano. Each would-be archaeologist has a colorful past - retired university professor, former army captain, etc. - and wants to be the first to get their hands on the precious loot to earn the most victory points. Players must navigate a series of paths in order to visit temples. The archaeologists are restricted in their movement by their access to rations, but thankfully they can place markers on paths to allow them to travel for free in future turns. The players also have a toolkit that can be upgraded in three particular ways to break the rules in some way or offer them an advantage as they move around. Each time a player visits a temple, he takes a token. Initially the temples offer up victory points or some form of in-game bonus. When the final token is taken, a relic is placed there to be collected. The players earn large victory points for collecting relics of different types (set collection) and players can also earn bonus points for creating long routes and traveling along these to collect relics.
                    16 €
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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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                    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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                    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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                    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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                    Merlin King Arthur is searching for a worthy heir. Together with Merlin he tries to find the best candidate among the Knights of the Round Table. Players move their knights or Merlin with the help of dice around the action ring to get the most desired actions. While the knights are only moved by the corresponding player, Merlin can be moved by all players, which makes integrating Merlin in one's plan a tricky endeavor. There are multiple ways to score victory points such as defeating barbarians, building manors in the surrounding area and increasing one's influence in the 6 counties. Additionally, players can fulfill task cards during their turn to get more victory points. The player who plans his actions most efficiently will ultimately have the most points and thus will be the royal successor of King Arthur. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                    46,75 €
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                    Colony JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés In Colony, each player constructs and upgrades buildings, while managing resources to grow their fledgling colony. In a clever twist, dice are used as resources, with each side/number representing a different resource. Some resources are stable, allowing them to be stored between turns, while others must be used right away. Buildings provide new capabilities, such as increased production, resource manipulation, and additional victory points. Using dice-as-resources facilitates a dynamic, ever-changing resources management mini-game while players work to earn victory points by adding building to their tableau on their way to victory.
                    20 €
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                    Gunkimono Meanwhile, the daimyo are strategizing, marshaling their troops, and erecting strongholds to bolster the strength of their armies, all in pursuit of honor and ultimate victory. In Gunkimono, players take on the roles of these daimyo, plotting their military advances across the countryside. Each new squad of troops yields victory points, but you may decide to forgo these points and save up for your stronghold instead. All the while, you need to keep an eye on your opponents so that their forces do not grow too large and expand at your expense.
                    33,99 €
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                    Mystery of the Temples Only the most courageous and adventurous Curse Breakers may enter the temples, break the dark curses, and bring back the arcane runes for the magic academy for its glorious bounty. Through teleportation, you can collect crystals of various colors from all over the world, and put them on your very own Crystal Grid in the correct order. Only then will the power of the crystals fuse together, and be powerful enough to break the dark curses inside the temples. Are you able to rise among your peers, and become the most reliable and professional Curse Breaker the magic academy has ever seen? In Mystery of the Temples, players will take on the role of Curse Breakers, traveling between the wilderness and the temples in order to collect crystals of various colors. Fusing the colorful crystals on the Crystal Grid in the correct order will break the curse of the temple, and you will earn the runes and victory points in the process. Once a player has broken 5 curses, the game will end. Whoever has the highest amount of victory points will be the winner.
                    21,25 €
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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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                    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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                    Hexenhaus JUEGO DE SEGUNDA MANO COMPLETO USO Sin Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Alemán NOTA Precintado Her favorite hobby was baking yummy gingerbread; in fact, she loved gingerbread so much that she built her entire house out of it. Unfortunately, she wasn't the only one who loved it! Rude fairy tale characters passing by were eating away her walls, windows, and doors! One day, the witch decided that she'd had enough of them all helping themselves and, paying attention to which types of gingerbread these greedy intruders liked the most, she came up with an idea on how to get rid of them once and for all... In Gingerbread House, you place domino-like tiles in a 3 by 3 grid, covering symbols that provide you with four different types of gingerbread and special actions. Tiles may also be placed on existing types of tiles, forming a 3D structure in front of you. Covering two of the same symbol is extremely valuable as it provides a bonus gingerbread or action. Victory points are awarded for building the tallest structure, completing orders by discarding sets of gingerbread, as well as being the quickest to achieve certain conditions. In the end, the player with the most victory points wins.
                    18 €
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                    SteamRollers Make smart use of the dice to become the world's most famous railroad tycoon! Each round, a certain number of dice are rolled and people draft one die with which to perform an action. They can draw a railroad track on their personal board, use the die to upgrade their engine, deliver a cube from a common supply board using their personal network (if their engine is strong enough) for victory points, or take a special card which allows the player to break the rules in small (or big) ways. Once half the cities on the supply board are emptied, the game is over at the end of the round. Players total their delivery points and add extra points for their network, engine and cards. The player with the most points wins.
                    42,49 €
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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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                    Century - Golem Edition In Century: Golem Edition, players are caravan leaders who travel the famed golem road to deliver crystals to the far reaches of the world. Each turn, players perform one of four actions: Establish a trade route (by taking a market card) Make a trade or harvest crystals (by playing a card from hand) Fulfill a demand (by meeting a victory point card's requirements and claiming it) Rest (by taking back into your hand all of the cards you've played) The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins. FUNDAS 70x120
                    35,99 €
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                    Cat Lady Fecha de Llegada - 26-01-2018 During the game, you and your fellow cat ladies will draft cards three at a time, collecting toys, food, catnip, costumes, and of course lovable cats. But watch out! Make sure you have enough food for all of your feline friends or your hungry cats will subtract points from your score. The player with the highest total victory points wins the game!
                    22,5 €
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                    Tiny Epic Quest Now you, the heroes, must quest in order to right this wrong. There are two paths to victory: closing the portal or slaying all the goblins. Which one will you choose? Either way, your quests will be aided by the help of the surviving mushroom folk - and by the epic items that have been lost in the realm's deep dungeons. The world is ending quickly, so you must act fast to save it, but you also need to know when your luck will run out... In Tiny Epic Quest, players embark on a sandbox adventure. Each player controls a band of three elf heroes questing to save the world and the sacred mushroom folk from the intruding goblins. Each round is broken into two phases: day and night. During the day, players travel far and wide, visiting villages to acquire quests, monuments to learn powerful spells, mushroom groves to seek guidance, and treacherous locations in search of artifacts! Acquiring artifacts empower the heroes with unique abilities; this may improve a heroes' movement or combat, or their ability to learn spells or mitigate harmful dice rolls. Heroes must travel by foot, by horse, by raft, by boat and by gryphon to get to everywhere they need to go to satisfy their quests - or to position themselves for what night brings. As each type of movement is different, and limited, players need to take careful consideration when traveling, and how they travel, if they wish to accomplish all of their goals. During the night, players must face the challenge of their quests, and decisions, by rolling dice, hoping for fortune, and knowing when to quit. Will you press on? Or is it time to save your progress and rest? Tomorrow is another day. The game ends once the portal is closed or all the goblins have been eradicated. The player who has acquired the most victory points by slaying goblins, learning spells, and completing quests is crowned the winner!
                    27,62 €
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                    Fields of Green Fields of Green takes place in the second half of the 20th century. Players take the role of farm owners trying to expand their property and business. By adding fields, livestock and facilities, they build an economic engine that will bring them closer to victory. Fields of Green, inspired by Among the Stars, is played over four rounds (years) during which players draft cards and add them to their ever-expanding farms. At the end of each year comes the harvest season when they must water their fields, feed their livestock, and pay maintenance costs in order to receive valuable resources that will allow them to further expand in the next year. Through various means, player eventually convert their wealth to victory points, and the player who gathers the most by the end of the fourth year wins.
                    33,99 €
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                    Juego Original en Inglés: In the midst of the greatest conflict humanity has ever know, victory will be claimed by the military that can overcome their enemies in every battleground. Do you have the skills to lead your nations best and bravest in the Air, Land, & Sea? In Air, Land and Sea, two players battle for control over each theater of war by playing Battle cards and strategically utilizing their special abilities to gain the advantage. Whoever controls the most theaters, thus claiming the most victory points, winds the war!
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                    In a distant time—so far in the future that either due to global warming or technological progress wind turbines are going swimmingly in Antarctic climate—sea level rise and resource consumption force mankind to invest heavily in polar research. Your objective is to build research centers in Antarctica and to mine resources—for research purposes only, of course. The sun moves counter-clockwise above Antarctica, thawing ships which can be used for scientific progress. At the end of the game, you will receive victory points for all sorts of majorities. Will your team be the one that gained the greatest fortune … um, contributed the most to rescue mankind? Turn order is determined by the sun. Whenever it shines on one of your ships, you can build buildings, recruit new scientists, build more ships, or do scientific research. The game ends when all buildings are built or one player has placed all of their scientists.
                    3.596 €
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                    Gateway - Uprising Fecha de Llegada - Febrero de 2018 Players of the deck-building card game Gateway: Uprising take on the roles of insurgent wizards determined to reclaim the Great City of Gateway. Each player begins with the game with the same starter resources of basic insurgent wizards, merchants, and a magical Runestone - but from there the similarities end. Players will draft new wizards, heroes, and magical creatures into their ranks, building up an army to defeat and defend the different districts of Gateway. After successfully liberating a district, the player gains access to its unusual power, such as cheaper resources, additional defenses, or even the ability to magically damage foes from afar. Be warned: Not only will other rebel insurgents attempt to steal your districts away from you, but you'll also have to battle against the forces of Chancellor Gideon and an invading onslaught of terrible monsters called the Drueggar. To aid you in this are Runestones - powerful one-time-use spells that can turn the tide of battle instantly or provide the player with a temporary boost to his coffers. However, once used, Runestones become empty shells and are discarded for the remainder of the game. To win the game, players must collect victory points by defeating the city guard and Drueggar Horde, controlling important districts, or through special insurgent abilities they draft into their ranks. Don't delay and play the waiting game -- if the Drueggar manage to take all the city districts, it's game over for both the insurgents and the innocent citizens of Gateway! BGG - 176914 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
                    29,75 €
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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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                    The King´s Will Expansion The expansion of "The King's Will" contains 4 different modules, which can be added to the game at will: 1.) New buildings - 4 additional building tiles: goldsmiths, carpentry, pawnshop and customs house 2.) The fertile land - brings 6 new landscapes, which do not have building sites, but which produce 2 different resources 3.) The fine arts - brings the gemstone mine as a landscape into play. In addition there are additional small buildings that turn the precious stones into victory points. 4.) The bad times - bring new challenges, as they worsen the individual actions temporarily and increase the duty fees for the king.
                    11,64 €
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                    Dragon´s Hoard In Dragon's Hoard, each player plays a dragon hunting for treasure. Collect sheep from the farmer's fields and use them to buy treasures, but watch out! Other players will send angry mobs and wizards your way to stop you. Defend yourself and battle your way to riches. In game terms, players draft cards from a common draw pile before taking their actions. You want to buy as many treasures as you can. Dragons buy treasures with sheep that they've collected, while opponents will play terrible actions against you to keep you from tendering those sheep. Battle to keep your treasure, while trying to stop your opponents from doing the same. At the end of the game, the player with the most victory points from treasures and bonuses wins!
                    17 €
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                    PROMISED LAND JUEGO DE SEGUNDA MANO COMPLETO USO Sin uso ESTADO DE LA CAJA Perfecto estado.(ver fotos) ESTADO DE LOS COMPONENTES En perfecto estado. IDIOMA Inglés. NOTAS Incluye reglamento en castellano. Edición kickstarter. Each player has two Farmers, two Merchants and two Priests. A number of these can be placed after conquest into lands occupied by the kingdom just played. Farmers collect two bronze coins for plains and one for hills. Merchants collect two silver coins for ports and one for roads. Priests collect two gold coins for temples and one for cities. Players may have only one of their Patriarchs in any one land. Players may share occupation of a land, but only one type of Patriarch may be in each land. Players use the coins generated by their Patriarchs to buy artefacts that influence game play but can instead choose to secure objectives on the Kingdom track to highlight the development of the nation and score victory points of course! A variety of strategies are available, and players must make choices throughout the game in order to emerge victorious.
                    25 €
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