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Haun tulokset 25 - 48 / 175
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kuva tuotteesta on linkki tuotesivulle: Graphic Novel Adventures: Sherlock Holmes -Four Investigations (HC)
Graphic Novel Adventures: Sherlock Holmes -Four Investigations (HC)

Volume #5 in the new Graphic Novel Adventures gamebook line from Van Ryder Games. In Sherlock, you play the role of Dr. Watson or Sherlock Holmes himself with the task of solving 4 different, yet somehow connected, investigations. This game book features a unique interrogation system and an innovative way to check your guess without revealing the solutions, so you can play over and over until you solve the cases correctly! Flights, disappearances, murders... Business accumulates on the desk of the famous detective. Step into the shoes of Sherlock Holmes or Dr. Watson, and solve four particularly delicate investigations. Tracks to follow, suspects to question, hints to take up, make the right choices because the hero is you! Sherlock Holmes: Four Investigations is a comic combined with a game, one title in a series subtitled "The comic in which you are the hero". You embody a character in a immersive story in which your choices guide your progress. You have a character sheet akin to those used in role-playing games that tracks your possessions, your special abilities, your coins, and your victory points. In general, gameplay consists in following the comic's panels — which contain clues, riddles and traps — and making choices about where to go and what to do, while using your visual perception to collect clues and be smart enough to resolve the riddles. As in any game, you can lose — sometimes really badly! 1 Players Age: 10+

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25.30 €
kuva tuotteesta on linkki tuotesivulle: Kiev '41 (kickstarter edition)
Kiev '41 (kickstarter edition)

Players take either the German or Soviet Union forces and use colourful wooden blocks to simulate the forces involved. Kiev '41 uses the same basic game engine of Moscow '41, with a few tweaks and changes to suit the differing conditions in the south. HISTORICAL INTRODUCTION In this sector the best equipped Soviet units faced a mix of German and Axis satellites' formations. It was then no surprise that Kiev held out for three months and that Hitler had to fatefully divert Guderian from Moscow to break the stiff Soviet resistance along the Dnieper. It ended in the largest encirclement in history, but not in the decisive victory Germany was calling for. THE GAME KIEV'41 is a war game covering the offensive of Army Group South to capture the Ukraine, the Donbass, the Crimea and the Caucasus. Even if, of the three Army Groups, von Runsdedt’s was the one charged with accomplishing the most ambitious goals, it was the one that came closest to achieving its objectives. Although using historical Orders of Battle and challenges, players can make their own choices to change history! Kiev'41 uses “Headquarters” units and an “impulse” system to smoothly introduce both Command and Control within the limitations that the armies of the day had on just how much moving and fighting they could do. While the German player is the primary attacker, the Soviet player is always able to look for a chance of a good counterattack and can actually win the game early. Variable set­up and reinforcements mean no two games are alike. SCALE Map: 1:1.000.000 (1cm = 10km) Unit Size: Axis Corps/Divisions; Soviet Armies/Corps/Divisions Time: 1 Turn = 1 Month Players: 2 players, with excellent solitaire suitability 1–2 PlayersPlay Time: 60–120 MinAge: 14+

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99.00 €
kuva tuotteesta on linkki tuotesivulle: Lanzerath Ridge: Core Game
Lanzerath Ridge: Core Game

Rules. The blend of easy to learn rules with rich historical accuracy makes this a perfect game for veterans and newcomers alike. Lanzerath Ridge is a solitaire wargame that takes places on the first day of the Battle of the Bulge, during the Second World War. In the game, you take control of a small group of American soldiers. Under your command, the Americans must fend off the relentless attacks from German paratroopers and fusiliers. Your goal is to recreate the incredible historic accomplishment of the American soldiers by defending the town of Lanzerath, Belgium and delaying the advance of an entire SS Panzer Division. Background The American force that defended Lanzerath consisted of 18 men from an intelligence and reconnaissance platoon as well as 4 forward artillery observers. During a day-long confrontation, the Americans defended Lanzerath from about 500 German paratroopers and fusiliers. The Americans inflicted dozens of casualties and delayed the advance of Kampfgruppe Peiper, the spearhead of the German 1st SS Panzer Division. Every member of the defense was recognized for their valor, and the intelligence and reconnaissance platoon became the most decorated American unit of its size during World War II. Valiant Defense Lanzerath Ridge is the next design in the Valiant Defense series, following the critically acclaimed Pavlov's House, Castle Itter, and Soldiers in Postmen's Uniforms. The Valiant Defense series allows you to play amazing stories of courage, with small forces holding the line against unimaginable odds. Games in the series focus on the individual defenders and are deeply rooted in history, while providing a quick play experience with a light complexity ruleset. Lanzerath Ridge is divided into four attack periods, each of which is represented by a deck of enemy cards. * The first attack began at approximately 1030. This was the 9th Fallschirmjäger Regiment’s initial assault, which consisted of two platoons from the regiment’s 2nd Company charging straight up a hill at the American defenders. * The second attack began around 1100. This attack also consisted on a straight-forward charge up the hill, though limited efforts were made to attack the defenders’ flanks. * The third attack began around 1400. This attack was supported by extensive machine gun and mortar fire, but no efforts were made to flank the defenders. * The final attack began at dusk. The 9th Fallschirmjäger Regiment was joined by men from the 27th Fusilier Regiment. Together they launched coordinated attacks against the defenders’ right and left flanks, eventually penetrating the lines and capturing the Americans. Each attack period is divided into a number of turns, and each turn consists of two phases: * In the Enemy Phase you resolve three enemy cards, which drive the enemy’s actions. * In the Defense Phase you perform five actions with the defenders. The game ends immediately if the defenders’ morale drops to 0 or if a German attacker takes over an American defensive position. Otherwise, the game ends after the last attack. Your level of success is based on the Americans’ morale, intelligence gained during the defense, and any objectives you accomplish. The Creators Lanzerath Ridge was created by David Thompson (game design) and Nils Johansson (art and graphic design). David's previous designs with DVG include Pavlov's House, Castle Itter, Soldiers in Postmen's Uniforms, For What Remains, and By Stealth and Sea. He has also designed War Chest and the Undaunted series. Nils' previous works include Maori Wars: The New Zealand Land Wars, 1845-1872, Ambon: Burning Sun & Little Seagulls, Equatorial Clash, Santander '37, A Cold and Resolute Fight: The Battle for Narvik, April-June, 1940, the Battles of the Old Northwest series, and many others. 1 Players 60–75 Min Age: 10+

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84.70 €
kuva tuotteesta on linkki tuotesivulle: Nucleum
Nucleum

When Elsa von Frühlingfeld presented her invention to King Frederik Augustus II of Saxony, people thought it was trickery. She used the recently isolated element Uranium to heat up a jar of water and used the resulting steam to power an engine that kept the Uranium active via a process she called “atomization.” Her device, the Nucleum, ushered in a new era of energy and prosperity over the next decades. Saxony went from a minor regional power to the hub of European science and engineering. Now, a generation later, factories are still hungry for more power, demanding bigger and more Nucleums to be built, more Uranium imported from the nearby country of Bohemia, and railways and power lines built across the country to carry the tamed power of the atoms to Saxony’s great cities. Inventors, engineers, and industrialists flock to the Saxon court, vying to be the leader in this new industrial revolution. Nucleum is a heavy euro board game in which players take role of industrialists trying to succeed during the economic and technological boom of 19th-century Saxony, fueled by the invention and spread of the Nucleum (a nuclear reactor). Players earn victory points by developing their networks, building and powering urban buildings, securing contracts, and meeting milestones (randomized endgame goals). Each player also gets unique asymmetric technologies, giving them special powers when unlocked. Gameplay is continuous; players take turns one after another with no rounds or phases. Players: 1-4Playing time: 60-150minAge 14+

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85.40 €
kuva tuotteesta on linkki tuotesivulle: Phantom Leader Deluxe Edition
Phantom Leader Deluxe Edition

Phantom Leader – Solitaire What’s New in the Deluxe Edition? Add Air Force and Navy Campaigns for the 1962 Cuban Missile Crisis Upgrade to a mounted 11"x17" Tactical Display We have expanded and updated the original Phantom Leader game to the high standard set by our Hornet Leader game. Increase the cards from 165 to 330 - All pilots get all 6 experience levels - Add new aircraft: Air Force F-5, Air Force A-7, Navy A-5 - Add more pilots for all aircraft types - Add more Target cards - Add more Special Event cards - Revise the 6 original Campaigns to include the new Targets and Aircraft Phantom Leader places you in command of a US Air Force or US Navy Tactical Fighter squadron in Vietnam between 1964 and 1972. You must not only destroy the targets but you must also balance the delicate political repercussions of your attacks. If you strike too hard, your air offensive might be put on hold, strike to light, and you’ll be blamed for losing the war. Welcome to the Vietnam Air War! Each of the campaigns can be played with either an Air Force or Navy squadron. The targets assigned to each service are different and change the complexion of the campaigns. Each campaign can be played with three different durations of: Skirmish, Conflict, or War. Each mission takes roughly 30 minutes to set-up, plan, and resolve. Each of your pilots has their own skills. Selecting the right pilots and weapons for a mission is vital to its success. As you fly missions, your pilots will gain experience and fatigue. With experience, their skills improve, but as their fatigue increases, their skills decrease and they might not be able to fly for several missions. For those of you familiar with our modern era Hornet Leader series of games, you might be wondering what’s different about Phantom Leader... The freedom of being able to select the best mission based on military objectives is something that is commonplace for today’s military. Back in Vietnam, the military was responsible for carrying out their orders, while at the same time being extremely limited in the weapons and tactics they were allowed to use to complete those orders. In many cases, the specific weapons, approach paths, and bombing altitudes were generated target-by-target at the White House. The mission specifics were then sent down the chain of command to the individual pilots flying the mission. As you can imagine, this was not the best way to run an air campaign. Every target has a Political value. If you destroy it, you move the Political counter to the right a number of spaces equal to its value. As the counter gets moved to the right, your future target choices are reduced to those that are less politically sensitive. Which target you choose not to attack is also important. You get to move the Political counter to the left a number of spaces equal its Political value. This means that while you might like to flatten a big enemy target and rack up the victory points, it might be better for you to choose a pointless target and move the Political counter in your favor instead. Another difference is in combat power. For the last couple decades, the US Air Force and Navy have enjoyed air superiority due to training and technology. Such was not the case in the skies over Vietnam. The enemy had different, but just as capable, equipment. They also had the training and will to use it to its utmost. They soon became aware of the limitations placed on the US forces by the politicians, and used those limitations to their advantage. For example, at times, US pilots were not permitted to fire on enemy aircraft until they were visually identified. This negated any range advantage conveyed by the radar-homing AIM-7 Sparrow missiles. It was also a common limitation that enemy aircraft could only be attacked in the air. US pilots were not allowed to attack enemy airbases. US aircraft were also limited to flying predictable flight paths, at set times. This made setting up ambushes much easier for the enemy. So, while you might be a Hornet Leader ace, Vietnam is a whole different ballgame! Components: * 330 Full color Cards * Full Color Rulebook * 2 Full Color Counter Sheets (176 - 5/8” counters) * 8 Full Color Campaign Sheets * 1 11”x17” Full Color Mounted Tactical Display * 2 Full Color Sheets * 1 Ten-sided die * 1 Full Color Player Log Scheduled Aircraft: * F-4 Phantom IIs (USAF) * F-105 Thunderchiefs (USAF) * F-100 Super Sabers (USAF) * F-104 Starfighters (USAF) * F-105G Wild Weasels (USAF) * F-5 Freedom Fighters (USAF) * A-7 Corsair IIs (USAF) * EB-66 (USAF) * F-4 Phantom IIs (USN) * A-4 Skyhawks (USN) * A-6 Intruders (USN) * F-8 Crusaders (USN) * A-7 Corsair IIs (USN) * A-5 Vigilantes (USN) * EA-6 (USN) Scheduled Campaigns: * 1962 Cuban Missile Crisis (USAF) * 1964 War in the South (USAF) * 1967 Rolling Thunder (USAF) * 1972 Linebacker (USAF) * 1962 Cuban Missile Crisis (USN) * 1964 War in the South (USN) * 1967 Rolling Thunder (USN) * 1972 Linebacker (USN)

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130.00 €
kuva tuotteesta on linkki tuotesivulle: Resist!
Resist!

Spain, 1936: General Franco and his troops advance through the territories of Spain, giving way to a long period of civil war and repression. After the Spanish Civil War, a group of loyalists to the Republic continued the armed struggle, forming resistance groups better known as "Maquis". Hidden in the mountains, these men and women risked their lives to defend the ideals of democracy and freedom. Fighting against them were the Army of Franco, the Civil Guard, and the Armed Police, but the Maquis perfected their guerilla warfare in France during the second World War and were determined to take back their homeland. In the head of each Maquis resonated the echo of the desire of many compatriots: Resist! Resist! is a fast-playing, card-driven solitaire game in which you take on the role of the Spanish Maquis, fighting against the Francoist regime. Over a series of rounds, you undertake increasingly difficult missions, and completing missions earns you the points needed to win. Failing to defeat missions and enemies may cause you to lose. At the end of each round, you must choose whether to end the resistance or risk it and take on another mission. At the beginning of the game, you assemble a team of twelve Maquis, which are represented by a deck of cards. At the heart of the game is the tension between keeping your Maquis concealed from Franco or revealing them to unlock their full potential. Unfortunately, revealed Maquis are removed from your deck, and you likely won't be able to use them for the rest of the game. While Resist! does have some minor deck-building elements, it is primarily a "deck-destruction" game in which you have to manage your deck, balancing the decision of defeating the immediate threat with trying to move on to the next mission. 1 Player Ages 10+ 30 Minutes

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32.50 €
kuva tuotteesta on linkki tuotesivulle: Solus: Lost
Solus: Lost

Lost in the vast and unforgiving cosmos, you are a wayward space traveler yearning to find your way back home. But the path ahead is treacherous and full of peril, for you must first find and activate the elusive homelinks that will guide you back to where you belong. The stakes are high, for failure to find and activate all four homelinks means certain doom in the unforgiving depths of space. To emerge victorious in Solus: Lost, your objective is to locate all four home links within the deck and activate them using their corresponding artifacts. These artifacts are safeguarded by four overlords that you must confront and defeat. In this game, you have two vital metrics to monitor: the damage to your ship and your pilot's age. During battles or specific scenarios, your ship may sustain damage, while your pilot's age will increase by increments of 10 years depending on certain situations. If either of these vital indicators reaches the ominous skull icon, you face defeat in the game. To commence the game, start by shuffling your deck and placing two cards face down. From these two cards, you must select one to reveal and resolve its contents. Afterward, transfer that card to its corresponding discard pile and replace it with another face-down card. Repeat this process, making your choice once more. The card you unveil might present a variety of outcomes, ranging from benevolent beings capable of repairing your pilot's age to asteroid fields, hostile starfighters, or even the menacing time eater. Engaging in combat involves rolling a twenty-sided die (D20) and following the damage scale to determine whether you, or the enemy sustains damage, or whether you both receive damage. Box Contents: 1 deck of cards 20d Die 2 Plastic cubes Instructions 1 PlayersPlay Time: 20–30 MinAge: 14+

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30.20 €
kuva tuotteesta on linkki tuotesivulle: Trailblazer: The John Muir Trail
Trailblazer: The John Muir Trail

Welcome to the John Muir Trail! Embark on a journey of exploration and discovery along the John Muir trail through the High Sierras of California. Explore the majestic mountains and lush meadows, the picturesque waterfalls and alpine lakes. Scale the heights of Yosemite's iconic Half Dome or Sequoia's Mount Whitney. Enjoy meandering through Evolution Valley or Tuolumne Meadows; pausing to take in the beauty of Ediza Lake or cooling your feet in the King's River. Be humbled beneath a Giant Sequoia, or catch (and release) a Golden Trout, listen to the song of an Ouzel, watch Marmots at play, or spot the rare Snow Plant. Happy trails! Trailblazer: The John Muir Trail, takes place over the course of 12 Days/Rounds of backpacking and hiking along the John Muir Trail (JMT). Each Player/Hiker will experience daily trail encounters, choose to explore destinations along the trail, acquire and manage natural and personal resources, discover and observe the sights and sounds of their environment, adapt to ever-changing weather conditions, and move along the whole trail, all the while using wisely the gear in their backpack to maximize their experience. Trail Points are earned in several ways along the journey creating many forms and layers of scoring. There is set collection in the Field Guide Cards, instant scoring through the Destination Cards, bonuses for timely and efficient use of your Backpacking Gear and special end-game scoring by acquiring Medallions and Journey Bonus Arrowheads. Components: * 1 Game Board * 56 Destination Cards * 60 Field Guide Cards * 80 Trail Cards * 16 Journey Bonus Arrowheads * 24 Weather Tokens * 12 Hardship Tokens * 72 Natural Resource Tokens * 24 Water * 20 Earth * 16 Wind * 12 Fire * 56 Personal Resource Tokens * 16 Food * 16 Water Bottle * 12 Zzz’s * 12 Endurance * 4 Medallions * 16 JMT Markers * 4 Map Packs (10 cards each) * 4 Player Aid Cards * 4 Backpacker Kits (each containing): * 1 Player Board * 1 Hiker/Backpacker * 1 Tent Elevation Tracker * 1 Trail Points Marker * 5 Tracks Tokens * 4 Exploration Bonus Markers * 12 Backpack Gear 1–4 Players 30–120 Min Age: 14+

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76.70 €

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