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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)

      heti saatavilla
130.00 €
Stuka Leader
Stuka Leader

Stuka Leader is based on Corsair Leader and Zero Leader, expanding gameplay from the previous games. You are in command of a German aerial squadron in Europe in World War Two, with aircraft including the Messerschmitt Me 109 and Me 262, Heinkel He 111, Focke-Wulf Fw 190, and the eponymous Junkers Ju 87 Stuka.

You will need to select the right mix of pilots and aircraft under your command in order to carry out the different types of missions. Each aircraft has its advantages and disadvantages.

This game also expands additional aspects of German operations such as fuel barrels, wounds, and bail outs. There is also a new campaign sheet and tactical display, which will present a different feel to the well-established Leader gameplay.

Fun, easy to learn, difficult to master, quick playing game.

* Missions can be played in under 30 minutes. A Campaign as quickly as 1 hour, but longer ones can last as long as you wish!
* Solitaire play with the ability to play other Leader games Head to Head
* Not a Hardcore Simulation, we have balanced detail with fun and have created a game that feels like you are there, without bogging you down with minute details. This simple recipe makes the game fun, easy to play, yet plenty deep and nuanced.

Background:
Starting in the early 30's, Germany was secretly building an air force. Specifically prohibited by the armistice that ended World War I, the existence of the Luftwaffe was not revealed until 1935. At the beginning of World War II the Germans had a technical edge over the Allies, but, due to an incorrect doctrine that did not emphasize strategic bombing and in the end, failed to recognize the importance of defense, the Allies soon caught up and surpassed the Luftwaffe in quality and quantity. Germany had amazing aircraft on the drawing boards, but due to Allied bombing and interference from Der Fuhrer, Most never reached fruition.

Gameplay:
In Stuka Leader you will command a huge selection of German (and in the Mediterranean Expansions Italian) aircraft as you work through a vast selection of Campaigns, each with it's unique blend of Targets and goals. Campaigns span the entire war in Europe from 1939 until 1945. With the available Expansions, you are able to fly even more aircraft (including the tank busting Ju-87g!) against the Soviets in the Eastern Front and the British and Americans in the Mediterranean. I am also offering a Spanish Civil War Expansion for those who want to fly the He-51 against I-15 and I-16s. Besides the Aces Expansion that will include such names as Galland, Moelders, Rudel and plenty more, I have a What If Expansion that gives you aircraft like the Ho-299 and the E-555 Amerika Bomber!

1 Players
45–120 Min

      heti saatavilla
143.00 €
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+

      heti saatavilla
76.70 €
Zero Leader
Zero Leader

Zero Leader is based on the Corsair Leader game, with some significant changes. The game focuses on commanding and managing a Japanese aerial squadron in the Pacific in World War Two, with aircraft including the A6M2 Zero, KI-84 Frank, KI-43 Oscar, G4M Betty, and G3M Nell, covering the major campaigns throughout the war from 1941 to 1945.

You will need to select the right mix of aircraft under your command in order to successfully carry out the different types of missions. Each aircraft has its advantages and disadvantages. For example, a fighter like the Zero is very maneuverable and deadly to enemy Bandits, but it has limited ability to attack naval and ground targets, whereas a bomber like the Betty can carry a lot of munitions, but are susceptible to enemy bandit and anti-aircraft attacks.

This game also includes additional aspects of Japanese operations such as mechanical and maintenance challenges, invoking samurai spirit, as well as the ability to deploy the deadly Ohka kamikaze aircraft-bombs. There is also an air combat system which gives you more tactical options when dogfighting with enemy aircraft, including manuevering for position, increasing pilot aggression and being affected by the robustness of the aircraft.

Like the other games in the "Leader" series, Zero Leader is a solitaire game. Included in the core box:

1 x Mounted Display 20"x15"
1 x Mounted Dogfight Chart
11 x Counter Sheets (88 counters per sheet)
15 x Campaign Sheets
4 x Player Help Sheets
- 2 x single-sided sheets
- 2 x double-sided sheets
386 x Cards (2.5” x 3.5”)
- 18 x Frank aircraft cards
- 36 x Zero aircraft cards
- 36 x Zeke aircraft cards
- 18 x Kate aircraft cards
- 18 x Jill aircraft cards
- 18 x Val aircraft cards
- 18 x Emily aircraft cards
- 18 x Jack aircraft cards
- 18 x Tojo aircraft cards
- 18 x Sonia aircraft cards
- 18 x Tony aircraft cards
- 18 x George aircraft cards
- 18 x Oscar aircraft cards
- 18 x Betty aircraft cards
- 18 x Nell aircraft cards
- 5 x Frank "Trainee" aircraft cards
- 30 x Event cards
- 45 x Target cards
2 x 10-sided Dice
1 x Player Log Sheet
1 x Rulebook

1 Players
45–120 Min
Age: 12+

      heti saatavilla
143.00 €
Alone Against the Frost
Alone Against the Frost

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Solitaire Adventure in Canada's Wilds

Alone Against the Frost is a solo horror adventure for one player, set during a research expedition to Canada’s Northwest Territories during the 1920s. Here, you choose your own path as you navigate through the story, your choices will determine whether you find success or failure!

You take on the role of Dr. L. C. Nadelmann, an anthropologist from the renowned Miskatonic University in Arkham, MA. Accompanied by three of your most gifted and practical graduate students, as well as an experienced local guide, you set off into the fabled valley of the North Hanninah in search of the anthropological discovery that will make your career and bring you fame. Or, so you hope.

Your expedition members are:

Dr. L. C. Nadelmann, an academic obsessed by early North American prehistory, myths, and legends, particularly in the Big Woods region.

Bernard Ebstein, a cherubic-looking native New Yorker, eager to experience life in the wilds before his upcoming marriage to his sweetheart, Catherine.

Sylvia Davidson, the latest in a long line of Boston Brahmins, destined for academic greatness thanks to her dedication and determination.

Norman Falkner, a mature, largely self-taught student whose calm nature acts as a steadying influence on those around him.

Charlie Foxtail, a cautious Tsuut’ina professional wilderness guide, hired to lead the expedition safely through the North Hanninah.

But such a journey is fraught with difficulties, from dangerous white water to the superstitious beliefs of the region’s inhabitants—not to mention the wildlife!

Will you manage to survive every challenge this hostile environment throws at you? Will your companions? Can you return with your reputation, and your sanity, intact? Only time will tell.

Armed with a pencil, some roleplaying dice, and a copy of the Call of Cthulhu Rulebook or the Call of Cthulhu Starter Set, you are ready to brave the remote wilderness as one of MU’s youngest ever professors! Dare you take on the challenge? If the answer is yes, then don’t forget to wrap up warm! It can get mighty cold out there...

Originally released over 30 years ago, this new edition of Alone Against the Frost has been completely revised and updated for Call of Cthulhu 7th edition—over 650 entries, complete with new illustrations and an afterword by the original author. Will you survive, alone against the frost?

120 pages,Paperback

By Glen Rahman and Gavin Inglis

      loppu varastosta
24.00 €
Atlantic Chase: The Kriegsmarine Against the Home Fleet, 1939-1942
Atlantic Chase: The Kriegsmarine Against the Home Fleet, 1939-1942

In the warm electric light beneath Westminster in the heart of London, the Prime Minister stares intently at the wall. He is pondering lines drawn upon a massive chart in his underground Cabinet Room. That map records the last known positions of numerous convoys and task forces in the Atlantic Ocean, each represented by pins and strings. Anxiety and frustration keep him there. The pins and strings convey old information, and the Prime Minister is keen to update the situation as he waits for new reports that will change the map. He has taken to lingering in that room often in recent weeks as he and his subordinates endure the hours as battles unfold and fate tips in one direction or the other. The balance has not been kind to the Royal Navy.

It is March 18, 1941, and Winston Churchill is momentarily quiet as he ponders that wall. He is dictating a radio address to the nation, struggling to find the words. He must acknowledge that twenty-two British merchant ships, nearly 120,000 tons of materiel, have just been sent to the bottom by two German battlecruisers. Those raiders are now represented as a pin on that map, refitting in a French port for their next campaign, a coordinated action intended to link forces with another ship, the mighty Bismarck. Churchill fears that ship above all others, and dreads the day he will see her represented on the chart before him.

The Prime Minister takes another puff of his cigar and clears his throat, prompting the secretary to ready his fingers at the typewriter. After another puff, he continues: "We must regard the Battle of the Atlantic as one of the most momentous ever fought in all the annals of the war."

Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as the pins and strings adorning Churchill’s wall represented the course of the ships underway, players arrange trajectory lines across the shared game board, each line representing a task force’s path of travel. Without resorting to dummy blocks, hidden movement, or a double-blind system requiring a referee or computer, players experience the uncertainty endemic to this period of naval warfare. This system also has the benefit of allowing the game to be played solitaire, and to be played quickly.

The German player’s task is clear: sever Britain’s lifeline to its overseas colonies and allies. All hangs on the fate of convoys. Ultimately, success or failure in Atlantic Chase will hinge on the Kriegsmarine’s ability to breakout into the Atlantic and find convoys while frustrating British attempts to catch his raiders. The game chronicles the development of the Royal Navy’s strategy to contain the German fleet by pitting players against each other in five successive operations that comprise a Campaign Game. Seven additional scenarios treat specific historical actions, including a Sink the Bismarck scenario, a PQ17 scenario, and the Channel Dash. The game features battleships, aircraft carriers, cruisers, convoys, and pocket battleships, while U-boats, elusive armed merchant raiders, and air assets play an important role too. Operations during the Campaign Game and stand-alone historical scenarios each take 1-2 hours to play.

Will the German player do what the Kriegsmarine never managed, execute a large-scale coordinated operation knocking Churchill to his knees? Or will the Admiralty catch and destroy Germany’s great battleships before they become an unanswerable force?

The Game
Imagine a convoy on its way from Halifax to The Clyde ports, maintaining radio silence. Churchill and his Admiralty know when and where that convoy launched and know its destination, but for now, while it steams east, they can’t be certain of its location. Only when calamity befalls it will the task force’s position on the map be clarified – when it is attacked by a U-boat, or an enemy battlecruiser has managed to intercept it, prompting the convoy to radio home. That prompts the Admiralty to dispatch elements of the Home Fleet to engage the German Raiders. The hunter is now the hunted, as the German battlecruisers strive to elude the Home Fleet and return to port, or perhaps double back and continue their rampage. In this game, either player may take to the offensive, and each must weigh the advantages of aggressive action against the risk of losing precious assets.

Each task force on the Operations Map is represented either as a point or a line, the pin or the string. As a point, the task force’s location is known, but as a line it is a fuzzy entity. It’s location is somewhere between each end of the line and neither player knows exactly where that point resides.

As a line, a task force is harder to bring to battle. Its line, called a trajectory in the game, indicates a probable course. The ships that comprise that task force are kept off map on a Task Force Display, and they are understood to be in a group somewhere between the two ends of the trajectory. To bring those ships into port, or to battle, the trajectory must be reduced to a point.

There are no turns in Atlantic Chase. While a player has the Initiative, they activate task forces to perform actions, and continue doing so until they lose the Initiative. The game swings back and forth until the scenario or operation is complete, each player striving to bring the enemy to battle under advantageous circumstances. Typical of the historical events depicted by the game, battles tend to be fleeting and short, interspersed with air searches, evasive maneuvers, air attacks, and attempts to break away to safety.

Players conduct actions to “clarify” lines into points, thereby determining where battles happen or ships slip into port. Will German Raiders intercept the convoy or will British ships and aircraft intercept the Raiders first?

"In naval warfare, success and failure are only a hairline apart. A wrong decision or one a minute late, the wrong interpretation of a message, a bad change in the weather, an unfortunate hit – any of these can change victory into defeat in a twinkling."
- Grossadmiral Erich Raeder

COMPONENTS:
* 22 x 34" mounted game board
* Two 8.5"x11" Inset Maps
* Three 11"x17" player aid cards
* Two 8.5"x11" player aid cards
* Two Task Force Displays
* Sheet and a half of counters
* 240 wood segments and cylinders
* Rule book
* Advanced Battle Rules
* Tutorial booklet
* Solitaire Scenario booklet
* Two-player Scenario booklet
* Four six-sided dice

DESIGNER, ART, & LAYOUT: Jeremy White
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Mark Simonitch, Tony Curtis, Andy Lewis, Rodger MacGowan, Gene Billingsley

      loppu varastosta
89.70 €
B-17 Flying Fortress Leader
B-17 Flying Fortress Leader

You select and command Bomber Groups and Fighter Groups belonging to the US 8th Air Force as you carry out a strategic bombing campaign against German Occupied Europe.

As you plan and carry out your missions, the game's AI controls the German Air Defenses, Technology improvements, and allocation of resources to the European, Mediterranean, and Russian campaigns.

B-17 is a Dean Brown design. He has worked closely with us to make sure B-17 is faithful to the Air Leader series, while at the same time having its own unique flavor!

You begin by selecting a Campaign sheet. Each Campaign details the year of your aerial campaign, point values of different types, objective, and special rules that make the campaign unique.

You then select your Bomber Group cards, Fighter Group cards, and any Renowned Commanders you would like to have command them.

It is then time to set-up the initial German resources and air defenses that you will be flying through.

During each Mission, you select which Target card you wish to attack, plot a flight path to and from the target based on what you think the best path through the defenses is, and then resolve the Mission.

During the Mission, you'll move your Bomber Formation and Fighter Escorts one leg of the flight at a time to the target, checking to see if you encounter German fighters, "Bandits", and resolving the air engagements along the way.

During these battles, your Escorts will do their best to shield your Bombers from the swarming Bandits, but some might slip through. At which point it will be up to your gunners to destroy the incoming fighters, or at least driving them off.

While at the same time, the Bandits will be doing their best to shoot down your Bombers.

As you approach the Target, you'll lead your Bombers through deadly fields of flak guns before being able to drop your bombs.

Once over target, you'll call out "Bombs Away!" as you rain destruction down on the factories below!

It is then time for the long flight home. Hopefully, the enemy fighters will not have had enough time to land, rearm, and take off again to intercept you on your home-bound journey.

It is up to you to inflict maximum damage on Germany's war-making capability, while at the same time bringing your brave crews home.

Components:
* 336 Cards
* 5 Counter Sheets
* 1 Commander Counter Sheet
* 1 Huge 33" x 17" Mounted Display Board
* 1 Player Aid Sheet
* 1 Mini Campaign Sheet
* 1 Single Bomber Sheet
* 11 Campaign Sheets
* 1 DIF Crossover Sheet
* 1 Player Log Sheet
* Rulebook

1 Players
30–120 Min
Age: 12+

  !   tilattava tuote
130.00 €
Beneath the Med: Regina Marina at Sea, 1940-43
Beneath the Med: Regina Marina at Sea, 1940-43

Beneath the Med is a solitaire tactical-level game placing you in command of an Italian submarine during WWII. This is the fourth game in the The Hunters series, and covers one of the largest fleets of submarines in the world at the time. You command one of many submarine models available starting in 1940, and look to successfully complete patrols until the armistice in September 1943. Not only is this a standalone game, but fans of The Hunters will enjoy having the capability to complete Italian careers in one of the many interesting classes of Italian submarine.

While your mission is to destroy as much Allied shipping and as many Capital ships as possible, players will find it extremely challenging to survive until the Armistice.

Beneath the Med is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of the major Italian submarine classes. All the major classes are accounted for, with every level of detail, including period of service, armaments, crew make-up, damage capacity, and more. Fans of The Hunters will enjoy the same nail-biting game system, but will be challenged by the thick Allied air cover and the problematic fire control systems of the Italian boats.

Ten Italian submarine classes are profiled and available for you to choose from. Patrol zones reflect the period during the war at sea and will shift as the war progresses. All stages of the U-Boat campaign are represented; difficult missions include mine-laying, commando delivery, and the extremely dangerous harbor penetration missions.

The major Italian classes are are represented and accurately profiled for the patrols you will undertake during the war:

* Acciaio Class
* Adua Class
* Cagni Class
* Calvi Class
* Foca Class
* Glauco Class
* Liuzzi Class
* Marcello Class
* Marconi Class
* Perla Class

Patrol Assignments include:
* Atlantic
* Brazilian Coast
* Caribbean
* Eastern, Central and Western Mediterranean
* Singapore
* Spanish Coast
* West African Coast

The game delivers an historical narrative as 480 ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war, including freighters, tankers, and American ships.

Game System Highlights:
* 10 Italian submarine classes represented
* 9 different Patrol Assignments, including supply delivery to Japan
* 480 named shipping targets, including 20 Capital ships
* Special Missions for Commando Team Delivery, Supply Delivery, Human Torpedo attack, and Minelaying
* Combat encounters with individual ships, ships with escort, convoys, enemy submarines, and aircraft
* Daytime and Night Engagements
* Submarine damage includes flooding, hull, torpedo doors, periscope, fuel tanks, crew injury (by crew type), engines, hydrophones, AA gun(s), deck gun, batteries, radio
* Crew Advancement, Commander Promotion including decorations such as the "Medaglia d'oro al Valor Militare," the "Medaglia d'argento al Valor Militare," and the "Medaglia d'bronzo al Valor Militare," along with other Italian awards. The Knight's Cross is also available from Germany in certain situations.
* Multi-player and Tournament Rule options
* Evasive Maneuvers, Patrol Abort, Variable Escort Quality, Gibraltar Passage, Reassignment to Newer Submarine, Torpedo Duds, Random Historical Events, Human Torpedo (“SLC”) delivery, and much, much more!

Components:
* One ½” full-color counter sheet
* One ¾” wide full-color counter sheet for Targets
* Rules booklet with designer's notes
* Six player aid cards, 2-sided
* Five Submarine Display Mats, 2-sided
* One Submarine Patrol Map, 2-sided
* Submarine Combat Mat
* Submarine patrol logsheet
* Three 6-sided, two 10-sided dice, and one 20-sided die
* Boxed

Average Playing Time: Two-Three Hours
Players: One (with options for more players)
Replayability: Very High

      loppu varastosta
61.30 €

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