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Ruutunäkymän liikennevaloissa vihreä on heti saatavilla, punainen juuri nyt loppu varastosta, keltainen ei vielä ilmestynyt tai huutomerkin kera ei hyllyvalikoimaa, eli me tilaamme sitten, kun sinä olet tilannut meiltä. Saatavuusinfossa kerrotaan tarkemmin saatavuustiedoista.

Haun tulokset 25 - 48 / 53



Gold West
Gold West

In Gold West, players compete as prospectors building their mining empires while vying over the precious metals of the frontier. In a delicate balance of resource management and area control, players must plan their building strategies while carefully managing their supply tracks to refine the right resources at the most opportune times. Stay a step ahead of the competition and you could lead the West into the Golden Age.

The goal of Gold West is to accumulate the most victory points through clever management of your growing mining empire. There are five resources in the game: the metals Copper, Silver, and Gold are used to acquire victory points in a variety of ways, while Timber and Stone are building materials used to build camps and settlements on the board to collect more resources and influence the landscape.

Each hex contains either two or three resources. Gold generally earns players the most points, with silver and copper yielding slightly less. In addition, each terrain type scores points for the player with the most influence therein at the end of the game. Copper terrains are the most valuable, with Silver, Gold, and Forest Terrains earning slightly fewer points.

When gaining new metals and materials, players place them in their "supply track", a mancala-style track in which you will manage your resources. You get points to further back in the track you place them, as this creates a more refined product, but it will take longer to get these resources to the front of the supply track where they can be used. Shipping, investments, and Boomtown offices often reward players who fulfill them earlier, so it's a careful balance of risk and reward.

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78.00 €
Homesteaders 2nd Edition
Homesteaders 2nd Edition

The Homestead Act of 1862 allowed Americans to claim 160-640 Acres of undeveloped land by living on and farming it for 5 years.

Also in the 1860s the Transcontinental Railroad was built across North America, linking rail networks between the east and west coasts. The development of the railroads accelerated the spread of Homesteaders colonizing the west and lead to the rapid cultivation of new farm lands.

Become a Homesteader with a new claim and help develop a Township into a thriving City! The player who contributes the most will be declared the winner and have the city named after them!

Description of Homesteaders
Homesteaders is an auction and resource management game in which players bid on the right to build certain types of buildings, and then build their desired building of that type. Each round features an income phase, where players acquire resources, and an auction and building phase, in which players bid for available land, and then spend their resources to develop a building on that land.

Each piece of land that is available for auction is suitable for certain types of buildings, such as:
* Residential land for buildings such as Farms, Housing, and Ranches.
* Industrial land for buildings such as Steel Mills, Mines, or Forges.
* Commercial land for buildings such as the General Store, a Bank or a Train Depot.
* Special land for buildings such as a Rodeo or Fairgrounds.

In each round, the auctions determine what land is available, and players will bid to acquire the type of land appropriate for the building they wish to build that turn. Players who do not acquire a piece of land will instead contribute towards the development of the railroad.

The game is played over 10 turns, made up of 3 stages. Turns 1-4 comprise the Settlement stage, turns 5-8 comprise the Town stage, and turns 9-10 comprise the City stage. The buildings which are available for development vary through the stages, as buildings that were important when the settlement started, such as Farms and Markets, are no longer needed and new buildings become important as the city grows, such as a Train Station and Railway Terminals.

After the final round is over and the City is built, players assess their contribution by counting the victory points earned during the game, as well as bonuses from buildings they have in play, and subtract a penalty for unpaid debt. The player with the largest score has contributed the most to the thriving city, and will then lend their name to it as well, as they are declared the winner of the game!

Game Contents:
* 1 Rulebook
* 1 Auction Board
* 53 Building Tiles
* 30 Auction Tiles
* 4 Player Screens
* 1 Start Player Marker
* 4 Market Reference Tiles
* 8 Player Markers
* 25 Cowboy Worker Meeples
* 14 Wood
* 14 Food
* 14 Steel
* 12 Gold
* 10 Copper
* 10 Livestock
* Debt, Rail, Silver, Trade, and Victory Point Tokens

Age: 12+
Players: 2-4
Playtime: 90min

Designed by Alex Rockwell and Developed by Seth Jaffee

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65.00 €
Scoville
Scoville

The town of Scoville likes it hot! Very hot! That means they love their peppers, but they're too busy eating them to grow the peppers themselves. That's where you come in.

You've been hired by the town of Scoville to meet their need for heat. Your role as an employee of Scoville is to crossbreed peppers to create the hottest new breeds. You'll have to manage the auctioning, planting, and harvesting of peppers, then you'll be able to help the town by fulfilling their orders and creating new pepper breeds. Help make the town of Scoville a booming success! Let's get planting!

A round of Scoville consists of a blind auction, which determines player order, a planting phase, a harvesting phase, and a fulfillment phase. Each round, the players plant peppers in the fields. Throughout the game, the available opportunities for crossbreeding increase as more peppers are planted. When harvesting, players move their pawn through the fields, and whenever they move between two planted fields, they harvest peppers. If, for example, they harvest between fields of red and yellow peppers, they crossbreed those and harvest an orange pepper. Harvested peppers are then used to fulfill the town's peppery desires!

The player with the hottest recipes will win the Scoville Chili Cook-off and the game!

CONTENTS:
• 1 Rule Booklet
• 1 4-piece Game Board
• 6 Player Screens
• 6 Custom Farmer Pawns
• 4 Breeding Chart Player Aids
• Tons of Custom Wooden Pepper Tokens
• Translucent “Phantom” Peppers
• Money & Bonus Action Tokens
• 65 Auction Cards
• 48 Market Cards
• 30 Recipe Cards
... and more

2-6 Players
13+ Years
60-120Mins.

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78.00 €
Skyline
Skyline

City building has never been so easy: Just roll the dice, then build a building. However, each die must be selected carefully to fit the building requirements. Push your luck too far  or select carelessly  and a player may find himself demolishing his city instead of building it up. Choose each die wisely and build efficiently in order to erect magnificent skyscrapers and create the best skyline!

Skyline is a quick push-your-luck dice game involving set collection. Unlike other dice games that provide no relationship from turn to turn and no player interaction, this game allows players to literally build upon their decisions each turn and react to their opponents' actions.

Each turn, players choose to roll dice from either the Construction Yard or the Abandoned District, with the goal of erecting urban buildings. Buildings are made up of three types of dice: Ground Floor dice, Mid-Floor dice and Penthouse dice. Some buildings are safer to build but provide little reward, while other buildings have poor probabilities but can have substantial impact on the success of a player's skyline.

After rolling their selected dice, the player must use at least one of these dice to take one of three possible actions: Abandon, Build, or Cancel Construction. The Build action is the desired outcome, of course, but can be carried out only if the die result matches what they need to build. For instance, all Ground Floor dice can be built without restriction, but a High-Rise Mid-Floor die result can be built only on top of a High-Rise Ground Floor die. Likewise, a Mid-Rise Penthouse die can be built only on a Mid-Rise Mid-Floor die. If the rolled results do not allow them to Build, then the player must Cancel Construction on one of their existing buildings. If a player does not want to Cancel Construction, then they must Abandon by placing that die in the Abandoned District, which gives their opponents the opportunity to capitalize on this failure.

At the end of the game, points are rewarded for completed buildings according to their height. A Level 3 building  that is, a building comprised of three dice  is worth 9 points, while a Level 4 building is worth 16, and so on.

Remember, the dice control the results... but the players control the dice.

Components:
* 25 Custom Ground Floor Dice
* 28 Custom Upper Floor Dice
* 7 Custom Penthouse Dice
* 8 Height 1 building tiles
* 20 Height 2 building tiles
* 6 Height 3 building tiles
* 18 Height 4 building tiles
* 4 Height 5 building tiles
* 4 Height 5 building tiles
* 1 Status Board
* 1 Status Marker
* 1 Rulebook

# of players = 1-4
Ages = 10+
Playing Time = 15 mins

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39.00 €

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