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kuva tuotteesta on linkki tuotesivulle: 2040: An American Insurgency
2040: An American Insurgency

2040: An American Insurgency simulates a US civil war in the 21st century. In this 2-player, 3-hour game, the blue team is the Federals, agents of the government in Washington. The red team is the Rebels, militia groups trying to seize control of states, highways, and cities. The conflict spreads across the entire continental US, from Miami to Seattle and from Los Angeles to New York. Two scenarios are presented. One depicts a rebellion that emerges from rural areas in the Midwest and South. The other puts the rebellion in urban areas along the coasts. As such, the game is open to multiple interpretations of future politics in the US. The game was designed not to make political statements of one kind or another, but rather to accurately model counter-insurgency operations in the continental US, regardless of who the rebels happen to be. Many of the game mechanics are familiar from the existing body counter-insurgency sims. The resources and operations available to the two players are different; the insurgency is depicted as an asymmetric conflict. Gameplay is card-driven, however with events depicting situations that may arise in the US context. For example, if a civil war to occur, the Supreme Court is likely to make rulings that affect the conflict. Therefore, there are SCOTUS cards involving the Second Amendment and the government’s ability to make arrests. Other uniquely American features include truck stops as information networks, police brutality events, and the sports-entertainment complex. While some of the game’s mechanics are familiar, 2040 brings many new mechanics to the table. For example, there is a fully fleshed-out social media system that affects the power of the rebellion. The Rebel player does his recruiting and fundraising through the internet, so that Federal online control measures can dramatically reduce the Rebel’s money and troop levels. This net-based conflict adds a third dimension to the insurgency, one that has not been extensively modeled in previous commercially-available simulations. Another noteworthy feature, unique to the US, is that the suburbs and central cities of an urban area can be at diametrically opposite poles of the revolution. This creates a difficult strategic problem, in that operations that pass between two urban cores must necessarily go through the suburbs of both cities along the way. If those suburbs are enemy-controlled, the transit may be blocked. Forces inside cities can effectively be trapped by hostile suburban forces. Thus, the suburban / urban political conflict in the US has important implications for operational effectiveness. The game components include a 22” x 34” map of the continental US, broken down by regions, cities, suburbs, and highways. Wooden pieces represent Militias (red) and Federal Security Agents (blue). Counters are used to indicate the status of a given space, from Order (pro-Federal) to Revolt (pro-Rebel). Each player has a Player Aid that summarizes the possible actions of both players. Product Information: Complexity: 4 out of 10 Solitaire suitability: 8 out of 10 (similar to games like Twilight Struggle) Time scale: Not specified, but approximately one year per turn, covering a 4 to 5 year conflict Unit scale: one unit = paramilitary cell Players: one to two, best with two Playing time: 2-3 hours 2 PlayersPlay Time: 120–180 MinAge: ––

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93.90 €
kuva tuotteesta on linkki tuotesivulle: Hearts and Minds: Vietnam 1965-1975
Hearts and Minds: Vietnam 1965-1975

Hearts and Minds, Third Edition is an uncomplicated approach to a very complicated conflict. Eight scenarios introduce players to U.S. involvement in Southeast Asia including a scenario after the US withdrew from Vietnam, a full campaign scenario as well as high solitaire capability. Players appreciate the ability to start in any year of the war they wish and fight to the end of any other year of the war. The game provides a comprehensive historical approach using mechanics that include guerrilla warfare, faction differentiation, political turmoil, and veteran advantages. This design has already been used as a successful teaching tool. This is a card-driven, area-based design with low counter density and a much simplified combat system. Each scenario represents a year and players have the flexibility of starting in any year of the war and ending in any later year of the war. Players choose either the Allies (US, ARVN, Cambodian and Laotian) or Communist (NVA, VC, Cambodian and Laotian) Players engage in guerrilla warfare – VC units remain hidden until engaged. VC units may be simple units or reinforced units or simply false information. When determined to be false information, players roll on the Bush Events Table which involve events from discovering Chinese troops to the arrival of USO shows featuring John Wayne and Bob Hope. This edition involves the use of three card decks, A red deck (communist), a blue deck (Allied) and a black deck (interchangeable). Prior to every game, half of the black deck is shuffled into each of the red and blue decks ensuring a different game every time. Cards indicate the amount of RPs (Resource Points) that may be spent or banked, a historic situation, and its game effects. Certain cards are year specific. Within each Red and Blue Deck are a number of Campaign cards that may be chosen by each player allowing increased abilities but only in a predetermined area. The game does not ignore political ramifications. Card events cover mass protests in the U.S. and more significantly the instability of the South Vietnamese government. The Allied player controls more firepower but must walk a tightrope between U.S. and ARVN (South Vietnamese) casualties. Too many U.S. casualties leads to a rapid rise in Communist morale. Too many ARVN casualties will result in a coup which has major strategic advantages for the Communist Player. While in Cambodia and Laos, the destruction of all government forces means the fall of those governments. Throughout the game both sides jockey for the “Hearts and Minds” in each province. Political Control determines the availability and expansion of VC influence. Hearts and Minds, Third Edition offers players an easier to follow rulebook with simpler victory conditions. Also included: tested solitaire rules and a separate solitaire player aide; a premium mounted map that includes all of the charts necessary to play the game; full-sized poker quality card deck; standard playing dice and a new artistic approach to factional units. Components: * 24 page rule/scenario book * Solitaire Player Aid * Three Counter sheets (3/4” Counters) * 22” x 33” Mounted Map * 80 Standard Playing Cards (27 Red/27 Blue/ 28 black) * Two 6-sided dice (1 Red/1Blue) Complexity: Low to Medium (4 out of 10) Solitaire suitability: Medium to high (7 out of 10) Time Scale: Each scenario represents one year. The campaign game covers 8-10 years. Map Scale: The Map is divided into provincial areas, indicating major cities and US major bases Unit Scale: Units are abstract and represent US, ARVN, NVA, VC, Cambodian and Laotian Players: Two Player game (Solitaire friendly) Playing Time: 45 minutes or less per scenario Designer: John Poniske Original Developer: Stan Hilinski Solitaire Developer: David Wessman 1–2 Players 45–360 Min Age: 15+

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89.70 €
kuva tuotteesta on linkki tuotesivulle: SPARTACVS: Crisis in the Roman Republic (Spartacus)
SPARTACVS: Crisis in the Roman Republic (Spartacus)

Rome is pressed on every side with Sertorius running amok in Spain, Mithradates VI rising up in Asia, and Spartacvs causing insurrection in the foothills of Vesuvius. Will the mighty Republic fight off these multiple threats or will it be torn asunder as it spirals toward anarchy? SPARTACVS: Crisis in the Roman Republic is a two-player, card-driven game pitting the multiple threat Sertorians against the might of the Roman Republic. It is 80 BC. The Roman Republic is poised for a new era! Sulla, as Dictator, has ousted the Marians, returned power to the Senate, and worked—in his own brutal way—to restore the Republic to its former glory. But his “reforms” have resulted in violence rather than peace, and rebellion has become the watchword of the times. First off the mark is Sertorius, invited to western Spain by the Lusitanians to be their general and fight against the repression and plunder the Republican forces had been subjecting them to. An outlaw because of his defiance of Sulla, Sertorius lands on the Spanish peninsula, planting the Marian Standard. With an army of Exiles and with Spanish tribesman flocking to the cause, and known among the tribes as “the new Hannibal”, Sertorius leads the Spanish into a war that would wage for ten years. Next up is the consul Lepidus, whose opposition to the Senate is so strong that in 77 BC he raises an army in Northern Italy and marches towards Rome. He is defeated by the young, ambitious Pompey, but the Republic feels the effects of his treachery. Six years later, Sertorius cements a treaty with the king of Pontus, Mithradates VI, who rises up in Asia Minor opening a second theatre of war, further stretching the Romans. Not long afterwards, with instability at near breaking point both at home and abroad, Rome suffers the ultimate insult: a slave revolt, led by the upstart gladiator, Spartacvs! Rome is pressed on every side with Sertorius running amok in Spain, Mithradates VI rising up in Asia, and Spartacvs causing insurrection in the foothills of Vesuvius. Will the mighty Republic fight off these multiple threats or will it be torn asunder as it spirals toward anarchy? This epic period of Roman crisis comes to life in SPARTACUS: Crisis in the Roman Republic! Sparatcus is a two-player, card-driven game (CDG), pitting the multiple threat Sertorians against the might of the Roman Republic. This turbulent situation is played out on a beautifully rendered, point-to-point map covering Spain, Gaul, Italy and Asia. The goal of the Sertorian player is to either occupy Rome, or cause the Empire to plunge into anarchy. The Roman player must prevent both of these events both militarily and by managing the crisis. Components * 1 map - 22" x 34" * 1 rules booklet * 110 cards * 2 countersheets * Dice * Box and Lid Complexity: Moderate Playing Time: 3-5 hours Solitaire Suitability: Fair (due to card-driven dynamic)

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84.50 €
kuva tuotteesta on linkki tuotesivulle: Tinian: The Forgotten Battle
Tinian: The Forgotten Battle

Most people have never heard of the Battle of Tinian. Overshadowed by the Battle of Saipan to the north and the Invasion of Guam to the south, Tinian seems like a small side show that had no real impact on the war. Some people may hear the name and remember that the B-29s, the ones that dropped the atomic bombs on Japan, flew from there but for the rest it has become a minor part of military history – a forgotten battle. And yet Admiral Raymond A. Spruance, said of the invasion of Tinian: “In my opinion, the Tinian operation was probably the most brilliantly conceived and executed amphibious operation in World War II.” Tinian: The Forgotten Battle will be Volume 3 in the Marianas Campaign and is a perfect introduction to Adam Starkweather’s Company Scale System (CSS). Played on a single map it will include 3 scenarios and 3 campaign games. * ‘Jig-Day’ A short, single day scenario covering the initial American Landings * ‘Lasso’ A 2 day scenario covering the Americans securing of the north end of the island down as far as Mount Lasso. * ‘Final Round-up’ A 3 day Scenario covering the last 3 days of the battle and the final subjugation of the island. * Historical Campaign The full 9 days from the American Landings in the North until the final Japanese surrender * Hypothetical Campaign. The Americans, originally, feinted at the southern beaches near Tinian Town before landing in the north. This campaign game lets you see what would have happened if it wasn’t a feint and the Americans landed exactly where the Japanese were expecting them to. * Free-set up Campaign your chance to defend or assault a Pacific island – total control over defences or landing schedules Includes rules for: *Caves, Beach Landings, Naval Support, Air Support, Sealing Caves, Mines, Japanese Tenacity, Inter-service Rivalry, Banzai Charges, Japanese Naval guns, Flamethrowers, Napalm, Under water demolition Teams, Aerial Reconnaissance, Tropical Storms, Japanese Knee Mortars AND drunken Japanese Admirals. There are also rules for additional Japanese troops that could have been on the island if you wish to make it tougher on the Americans. Product Information: * Complexity: 6 out of 10 * Solitaire Suitability: 8 out of 10 * Time Scale: 2 hour turns * Players: 1-2 * Playing Time: 2 – 35 hours * Designer: Ross Mortell and Adam Starkweather * Graphic Artist: Antonio Pinar Components: * Series and Exclusive Rules Book * Scenario Book * 1 x 22×34 inch Map Sheet * 4 x 5/8ths Counter Sheets * 2 x Division Displays * 2 x Terrain Effects Chart/Combat Results Table * 1 x Game Turn Record * 2 x D10 * 1 x Box and Lid

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128.70 €

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