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011
011

011 is a game of mystery and adventure in a steampunk style world inspired by the music of Swedish symphonic metal band Therion.

Eight souls are given a rare opportunity: to delay the inevitable war of the gods and forestall the end of the world. To achieve this feat, they must locate the Chosen One, compose the Song of Making, and deliver both to the Inscrutable Organ of Eternity hidden somewhere in the mystic city of Turin. But they have only 11 hours...

* Semi-cooperative game, but only one winner: players must share clues to solve the mystery, but while defeat can be for all, victory is only for one!
* Features characters based on the stage personalities of Therion, and includes artwork and images from the band's new mini-movie Adulruna Rediviva.

The members of Therion are delighted to be included in the project. Band founder Christofer Johnsson said, "Paolo Vallerga from the famous game developer Scribabs approached the band at the show in Milano last year with this great idea of making a fantasy board game based upon the stage characters mixed with mythology and we instantly thought it was the coolest thing we've heard in ages and love the idea!" The musicians have enthusiastically participated in the project, and have plans to release a video written by Paolo Vallerga (who is also the author of the novel which inspired the game), in which they assume the roles of their in-game alter egos!

011 is designed by Marco Valtriani.

  !   tilattava tuote
84.50 €
1500: The New World
1500: The New World

Explore the New World! Build Colonies! Crush all who stand in your way! Earn fame and glory for your Empire in 1500: The New World!

1500 - The New World is a board game for 2 to 6 players! Each game sets-up in 10 minutes and plays in under a hour! The fast flowing game play is perfect for casual and serious gamers ages 12 and up!

Each player selects a color for their tokens, and then places their Victory tokens and Royal Support tokens on the map. They also gather their Colony tokens in front of them in preparation for conquest! Set-up concludes with each player receiving their starting cards.

During your turn, you get to play those cards.

Cards can be played for their text. There are two types of cards: Action cards are tan, and you play them during your turn. Reaction cards are red and are played in reaction to other players' playing cards. Each player, on their turn, can play as many Action cards as they are able to.

Every card can also be played to perform one of several basic actions. A card can be played to do any of the following: build a colony, reduce a colony, repair a colony, or adjust Royal Support.

Once you have finished playing cards, you get to tally up your points for the turn. You receive one point for each successful colony you have on the map, and a bonus of two more victory points for each of your export or regional monopolies!

Each of the other players then takes a turn. Once everyone has had a turn, advance the Time Counter.

The game ends when you move the Turn token into the Game Over square. The winner of the game is the player with the most Victory Points!

2–6 Players
45–60 Min
Age: 12+

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78.00 €
18 India
18 India

India's railroad history began in 1837 when The Red Hill Railway used the country's first steam-powered locomotive to carry stone for road work to Madras, modern day Chennai. In 1845, India's first railway was incorporated, the Madras Railway. Sixteen years later, on a warm April day in 1853, a 14-carriage train carrying 400 passengers was hauled 21 miles by three steam locomotives - the Sahib, Sindh, and Sultan - and passenger railway service was thus initiated in India. From there, as they say, the rest is history, and India today has the world's fourth largest railway network.

18 India is an operational railroad game for 2 to 5 people that plays in about 3 hours. The game is inspired by 1829 Mainline by Francis Tresham, and while the venerable Mr. Tresham created some novel mechanics for that game, many of them are not ideal for players that eschew in-game randomness. In 18 India, those random elements are transformed into an amazing level of pre-game variability, which gives each session of the game a different character. Critically, 18 India causes players to think differently about 18XX standards such as train management and investments.

The mechanics in 18 India include: track gauge changes, "Guarantee Companies", competition for commodity contracts, shares with exclusive rights to purchase, train trade-ins, a unique IPO display, and all track upgrades being available from the beginning of the game. By the way, trains do not rust, but there is certainly still a "train rush"!

18 India offers excellent game play variability. Each session features a different mix of companies that are in play leading to variations in route development, company creation, and investment strategies.

At game's end, each player's net worth - the value of their stock portfolio, factoring in the book value of the companies, and their cash - is their final score. The player with the most wealth wins.

GAME PLAY
18 India is easy to learn for those new to 18XX, but rich and complex enough to challenge experienced players.

What do you mean trains don’t rust?
In most 18XX games, older trains become obsolete - or “rust”, and leave the game - as newer and better trains become available. In 18 India , trains do not rust. Instead, older trains may be traded in on newer and better trains. Additionally, companies can purchase these used, traded in models, and continue to operate them. Of course, if your railroad companies are not competitive in purchasing the better trains, they will be out-earned and you will have a difficult time winning the game. It is a different type of train rush. Instead of trying to avoid getting caught without a train, companies must find a way to get one of the best trains as quickly as possible.

Commodity Contracts
Railroads can earn extra revenue by delivering commodity goods from the interior of India to its port cities. In 18 India , there is fierce competition to be the first to complete these commodity routes!

Guarantee Companies
To encourage railroad investment and construction, the British Parliament actually guaranteed some of its railways to help entice investors and to incentivize construction. We incorporated this historical tidbit into 18 India by having three Guarantee Companies in play in every game. As an investor, you are guaranteed a 5% dividend payment - even if the railroad does not make any money. What could be better than that?

Exclusive Stock Options
At the beginning of a game of 18 India , players will draft a hand of share certificates. These certificates are stock options that the player may choose to invest in during play. In addition to buying certificates from the IPO and from the Bank Pool during Stock Rounds, players may also choose to purchase the certificates they hold in their hand. Until purchased, the certificates held in your hand are not in play. When purchased, the cost of the share is paid to the corresponding company’s treasury - providing it with operating capital. Of course, there are sometimes reasons to not make all of the possible investments you initially drafted.

Unique Initial Public Offering (IPO) Display
One unique aspect of 18 India is how timing of play is affected by IPO share manipulation. During game setup, three rows of shuffled share certificates are placed in the IPO. During a Stock Round, players may use their turn to purchase up to two consecutive shares from any one row. During Operating Rounds, railroad companies may purchase one share from any row.

For a player to be successful, they must draft a coherent and flexible hand of stock options; stand up their first company(ies) quickly and with sufficient capital; then balance dividend payouts (necessary for acquiring more shares in the Stock Rounds) with strategic withholdings (necessary to climb the train roster and maximize route yields). Starting additional “second wave” companies can provide additional flexibility and support for a player’s “premier” company(ies), or be used as a harrying force to complicate other player’s route networks.

18 India has been extensively play-tested, iterated, and refined using feedback from a wide variety of players including some first-time 18XX players, and many long-time veterans. The finely-tuned and unique combination of pre-game variability, stock speculation, commodities, train roster, and intriguing mechanics creates a fresh and engaging game experience with every play.

COMPONENT LIST
* 1 22" x 34" Mounted Map
* 210 Track Tiles
* 125 Wooden Tokens
* 253 Cards
* 20 Company Charters
* 1 20-page Rulebook

Game Designers: Michael Carter, Tony Fryer, and Nick Neylon
Game Developer: Ken Kuhn

2–5 Players
150–240 Min

      heti saatavilla
114.40 €

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