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kuva tuotteesta on linkki tuotesivulle: 1918: Veli veljeä vastaan / Brother Against Brother
1918: Veli veljeä vastaan / Brother Against Brother

Pelaajien valinta 2018 voittaja: harrastajapelit Pelin viimeisimmät suomenkieliset säännöt valmistajan sivuilta. Also, the latest english rules from the manufacturer's site. 1918 – Veli Veljeä Vastaan on Suomen sisällissotaan sijoittuva korttivetoinen sotapeli kahdelle pelaajalle. Toinen pelaaja vastaa senaatin johtamien valkoisten joukkojen taistelusta toisen koittaessa johdattaa kansanvaltuuskunnan johtamat punaiset vallankumoukselliset voittoon. Pelissä on yli viisikymmentä historiallista tapahtumaa kuvaavaa korttia. Jokaisessa kortissa on paitsi peliin liittyvä kuvaus myös lyhyt historiallinen teksti ja siihen liittyvä kuva. Pelilautana on Suomen kartta vuodelta 1918, johon on merkitty kaupungit ja niitä yhdistävät maa- ja rautatiet. Valkoisen pelaajan tavoitteena on vallata punaisten hallussa olevat strategiset kaupungit punaisen pelaajan koittaessa joko valloittaa valkoisten pääkaupunki Vaasa tai pitää omat alueensa pelin loppuun. Peli on kaksikielinen, kaikki pelin materiaali on sekä suomeksi että englanniksi. Sisältö: * Pelilauta * 6 pelinappulaa * 55 korttia englanniksi ja 55 korttia suomeksi * Sääntökirja englanniksi ja suomeksi * Taulukko joukkojen sijoituksesta pelin alkaessa * Historiallinen variantti * Tohtori Olli Kleemolan lyhyt johdatus Suomen sisällissotaan 1918 * Kaksi kuusisivuista noppaa Long before the Iron Curtain divided Europe, decades before the Cuban missile crisis, and even longer before Vietnam and the domino theory, there was one battleground where red banners were raised outside of the birth of the Communist Revolution: Finland The first export of proletarian revolution, the Finnish Civil War marked the bold new step that the forces of international class warfare would take. This war had it all: foreign interventions, prison camps, both rural and urban fighting, as well as fierce ideological confrontation - even within the ranks of each side. The people of Finland, as well as their leaders had tough choices to make. The war made enemies out friends, and ravaged the soul of a nation. It was 1918, and it was Brother Against Brother. Brother against Brother is a two-player wargame of the Civil war in Finland during early 1918. One player takes the role of the Whites (i.e. the government troops) and other the Reds (socialist revolutionaries). In that bloody struggle future of the nation that has just declared its` independence is decided, and whether General C.G.E. Mannerheim of White forces or Comrade Kullervo Manner emerges triumphant is up to the players. Map is point-to-point representation of the Finland from 1918 featuring both railways and roads of the time, both of which also effect the gameplay. Game is card-driven and more than 50 action cards (each with unique picture of the era) are at the heart of the game. Cards can be used either as action points or events. Events include German intervention, Swedish occupation of Åland islands, grain trains from Soviet Russia as well as drunk Red commander… Units represent mainly company/battalion level and include both Civil Guards and Red Guards, as well as special units; armoured trains for Reds and Jaeger units and German intervention forces for Whites. Reds can either try to occupy the White capital of Vaasa (preferably before Germans appear) or to defend their area until the end of the game. Balancing with actions and events is crucial for both parties. Game is fully bi-lingual (English and Finnish) including two decks of action cards. So if you wish to familiarize yourself to wargaming lingo in Finnish this is a perfect opportunity. The game contains 55 uniquely illustrated cards, each with a genuine photograph taken during the war. Our aim was to present the events that transpired in the clearest way possible, while still providing the feeling of observing and influencing the conflict as if in the field. Brother against Brother has a fully mounted gameboard depicting the map of Finland from 1918, as well as 196 playing pieces and the necessary dice and reference materials. All the components are of high quality, both visually and physically. The game is fully bilingual, in English and Finnish. 1918: Brother Against Brother draws its inspiration from such classics as Paths of Glory, Hannibal: Rome vs. Carthage and Hammer of the Scots. It can be played in about two hours. We have put a lot of effort in the research of background information for the game. Several museums and archives have provided support for the project. The photographs have been selected by a renowned scholar of political history, Dr. Olli Kleemola from the University of Turku. Dr. Kleemola has also provided assistance for the historical research necessary to be true to the conditions and accurate depiction of this short yet immensely consequential war. Components: * Game map * 206 counters * 55 cards in English and 55 cards in Finnish * Rules booklets in English and Finnish * Setup table * Historical variant * Short introduction to Finnish Civil War of 1918 by Dr. Olli Kleemola * Two 6-sided dice 2 Players 120–180 Min Age: 12+

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59.00 €
kuva tuotteesta on linkki tuotesivulle: 7 Wonders: Duel -Pantheon (suomeksi)
7 Wonders: Duel -Pantheon (suomeksi)

7 Wonders - Duel on erityisesti kahdelle pelaajalle suunniteltu versio suuren suosion saavuttaneesta 7 Wonders lautapelistä. Pelissä käytetään osittain 7 Wonders lautapelistä tuttuja elementtejä, mutta peli on kuitenkin täysin itsenäinen vain kahdelle pelaajalle kehitetty peli. 7 Wonders Duel: Pantheon on pelin lisäosa, joka tuo peliin muinaisten kansojen jumalat! Käytä jumalten voimia pelin manipuloimiseen. Vaatii 7 Wonders Duel perusversion. Enki! Isis! Minerva! Tanit! Zeus! Add a divine element to your games of 7 Wonders: Duel with the Pantheon expansion! In the award-winning card game 7 Wonders Duel, you compete against another player to build the greatest city of the ancient Mediterranean world by constructing a variety of temples, taverns, workshops, schools, and stables. These great citites are also are home to incredible Wonders: the Mausoleum of Halicarnassus, the Great Pyramid of Giza, the Colossus at Rhodes, and more. Any city you build combines the best of Greece, Egypt, Phoenicia, Rome, and Persia, all built out of stone, wood, glass, and papyrus. People pack your city's streets, houses, and theatres, but the divine element that was so pervasive in those civilizations has been missing from the game. Until now. 7 Wonders Duel: Pantheon brings the gods of the ancient world into 7 Wonders Duel. You can now seek the favor of deities from five different ancient cultures and bring them together to watch over your city. You might even build your patron gods and goddesses lavish temples to dwell in, or dedicate to them one of the expansion’s two new Wonders. Divine Natures Ancient Greeks and Romans believed that in order to receive a divine blessing, you had to give the god something in return, some sort of offering or vow. So it goes with the Pantheon expansion: if you want a god’s favor, you have to make an offering. During Age I, you collect Mythology tokens, which allow you to choose which deities have a place in the Pantheon, and Offering tokens, which help you court those deities’ attention. Then, in Ages II and III, you can activate a god or goddess in the Pantheon instead of taking a card from the structure. To do so, you pay whatever that god or goddess demands from you in offerings and place him or her next to your city. With Isis on your side, you can use a card from the discard pile to construct one of your Wonders for free. Zeus, whose nod determines what happens and what does not, enables you to discard any single card from the structure that you want, as well as any Mythology or Offering tokens on it. The Phoenician goddess Tanit, whose people were renowned for trade, fills your coffers with twelve pieces of gold. Enki, the Sumerian god of crafts, technology, and creation, lets you choose one of two progress tokens. Minerva’s ability to keep the conflict pawn from entering your territory may not instantly bring you victory, but it can save you from military defeat. Ritual Spaces Age III introduces another aspect of ancient religion: the ritual space. When playing with Pantheon, instead of incorporating three Guilds into the card structure, you add in three Grand Temples. Each Grand Temple belongs to a different Mediterranean culture. If you have the favor of a god or goddess from that culture, you can build the temple for free. For example, having Isis by your side enables you to build the Egyptian temple; with Enki, you can build the Mesopotamian one. A single Grand Temple is worth five victory points, but two together are worth twelve, and if you can manage to build three in your city, you’ll earn twenty-one victory points for them. This echoes the polytheism common across the ancient Mediterranean, where many cultures borrowed deities from each other. Isis became popular in Imperial Rome, Aphrodite is very similar to Ishtar and Astarte, Minerva is in many ways a Roman version of the Greek Athena. Moreover, focusing too much on one god and neglecting the others was thought to lead to trouble. In Pantheon, therefore, activating multiple gods and creating a city full of Grand Temples to them is among the best ways to achieve victory. Create Your Pantheon From the time it was founded in the third century BCE, Alexandria’s people worshipped Egyptian, Roman, and Greek gods. A native of that legendary city might even visit a Greek temple one day, then an Egyptian shrine the next. Roman soldiers in Greece and the Near East worshipped the native gods of the area they occupied alongside their own gods. As you choose and activate gods in Pantheon, you’ll be emulating these syncretic religious traditions and echoing the history of the ancient Mediterranean, where numerous cultures came together and combined to form something truly great. • A must-have expansion for the award-winning card game 7 Wonders Duel • Enables players to recruit patron gods and goddesses for their cities • Introduces Grand Temples which transform gameplay in Age III • Draws upon ancient Greek, Roman, Egyptian, Phoenician, and Babylonian religions • Features two new Wonders Contents: * One Pantheon board * Fifteen Divinity cards, five grand temple cards, and one Gate card * Two Wonder cards * Seventeen tokens * One Minerva pawn * One Score notepad * One Rulebook * One Game Aid Säännöt suomeksi, ruotsiksi, norjaksi ja tanskaksi.

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20.10 €
kuva tuotteesta on linkki tuotesivulle: 7 Wonders: Duel -Pantheon Expansion
7 Wonders: Duel -Pantheon Expansion

Enki! Isis! Minerva! Tanit! Zeus! Add a divine element to your games of 7 Wonders: Duel with the Pantheon expansion! In the award-winning card game 7 Wonders Duel, you compete against another player to build the greatest city of the ancient Mediterranean world by constructing a variety of temples, taverns, workshops, schools, and stables. These great citites are also are home to incredible Wonders: the Mausoleum of Halicarnassus, the Great Pyramid of Giza, the Colossus at Rhodes, and more. Any city you build combines the best of Greece, Egypt, Phoenicia, Rome, and Persia, all built out of stone, wood, glass, and papyrus. People pack your city's streets, houses, and theatres, but the divine element that was so pervasive in those civilizations has been missing from the game. Until now. 7 Wonders Duel: Pantheon brings the gods of the ancient world into 7 Wonders Duel. You can now seek the favor of deities from five different ancient cultures and bring them together to watch over your city. You might even build your patron gods and goddesses lavish temples to dwell in, or dedicate to them one of the expansion’s two new Wonders. Divine Natures Ancient Greeks and Romans believed that in order to receive a divine blessing, you had to give the god something in return, some sort of offering or vow. So it goes with the Pantheon expansion: if you want a god’s favor, you have to make an offering. During Age I, you collect Mythology tokens, which allow you to choose which deities have a place in the Pantheon, and Offering tokens, which help you court those deities’ attention. Then, in Ages II and III, you can activate a god or goddess in the Pantheon instead of taking a card from the structure. To do so, you pay whatever that god or goddess demands from you in offerings and place him or her next to your city. With Isis on your side, you can use a card from the discard pile to construct one of your Wonders for free. Zeus, whose nod determines what happens and what does not, enables you to discard any single card from the structure that you want, as well as any Mythology or Offering tokens on it. The Phoenician goddess Tanit, whose people were renowned for trade, fills your coffers with twelve pieces of gold. Enki, the Sumerian god of crafts, technology, and creation, lets you choose one of two progress tokens. Minerva’s ability to keep the conflict pawn from entering your territory may not instantly bring you victory, but it can save you from military defeat. Ritual Spaces Age III introduces another aspect of ancient religion: the ritual space. When playing with Pantheon, instead of incorporating three Guilds into the card structure, you add in three Grand Temples. Each Grand Temple belongs to a different Mediterranean culture. If you have the favor of a god or goddess from that culture, you can build the temple for free. For example, having Isis by your side enables you to build the Egyptian temple; with Enki, you can build the Mesopotamian one. A single Grand Temple is worth five victory points, but two together are worth twelve, and if you can manage to build three in your city, you’ll earn twenty-one victory points for them. This echoes the polytheism common across the ancient Mediterranean, where many cultures borrowed deities from each other. Isis became popular in Imperial Rome, Aphrodite is very similar to Ishtar and Astarte, Minerva is in many ways a Roman version of the Greek Athena. Moreover, focusing too much on one god and neglecting the others was thought to lead to trouble. In Pantheon, therefore, activating multiple gods and creating a city full of Grand Temples to them is among the best ways to achieve victory. Create Your Pantheon From the time it was founded in the third century BCE, Alexandria’s people worshipped Egyptian, Roman, and Greek gods. A native of that legendary city might even visit a Greek temple one day, then an Egyptian shrine the next. Roman soldiers in Greece and the Near East worshipped the native gods of the area they occupied alongside their own gods. As you choose and activate gods in Pantheon, you’ll be emulating these syncretic religious traditions and echoing the history of the ancient Mediterranean, where numerous cultures came together and combined to form something truly great. • A must-have expansion for the award-winning card game 7 Wonders Duel • Enables players to recruit patron gods and goddesses for their cities • Introduces Grand Temples which transform gameplay in Age III • Draws upon ancient Greek, Roman, Egyptian, Phoenician, and Babylonian religions • Features two new Wonders Contents: * One Pantheon board * Fifteen Divinity cards, five grand temple cards, and one Gate card * Two Wonder cards * Seventeen tokens * One Minerva pawn * One Score notepad * One Rulebook * One Game Aid

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23.10 €
kuva tuotteesta on linkki tuotesivulle: Air, Land & Sea
Air, Land & Sea

Rules. In the midst of the greatest conflict humanity has ever known, victory will be claimed by the military that can overcome their enemies in every battleground. Do you have the skills to lead your nation’s best and bravest in the Air, Land, & Sea? Supreme Commander! The enemy is upon us and it is up to you strategically deploy our available forces into the Air, Land, and Sea. Engage the opposing force and lead our forces to victory! As Supreme Commander of your country’s military forces, it is your objective to win the war by being victorious in a series of Battles! To win a Battle, you must either control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw! To control a Theater, the total strength of all Battle cards on your side of the Theater must exceed the total Strength of the Battle cards on the opponent’s side of the Theater. At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw. The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities. You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war! Card clarifications. Contains: * Theater Boards - 1 Air - 1 Land - 1 Sea * 18 Battle Cards - 6 Air - 6 Land - 6 Sea * 2 Supreme Commander Cards - 1 Red First Player - 1 Blue Second Player * 14 Score Markers - 2 Gold Sixes - 6 Silver Threes - 6 Bronze Ones * 1 Rulebook 2 Players 15–30 Min Age: 14+

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21.60 €
kuva tuotteesta on linkki tuotesivulle: Air, Land & Sea: Critters at War
Air, Land & Sea: Critters at War

Rules. THE WAR IS ON! Gather your forces and face off in the air, land, and sea! Outsmart and outplay your opponent to claim your victory! It won’t be easy, but it will be glorious!!! Gameplay is the same in this standalone game as in Air, Land & Sea, but with 100% more critters and more vibrant colors. Two players vie for control over each theater of war by playing cards and strategically utilizing their special abilities to win battles. Supreme Commander! The enemy is upon us and it is up to you strategically deploy our available forces into the Air, Land, and Sea. Engage the opposing force and lead our forces to victory! As Supreme Commander of your country’s military forces, it is your objective to win the war by being victorious in a series of Battles! To win a Battle, you must either control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw! To control a Theater, the total strength of all Battle cards on your side of the Theater must exceed the total Strength of the Battle cards on the opponent’s side of the Theater. At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw. The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities. You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war! Contains: * Theater Boards - 1 Air - 1 Land - 1 Sea * 18 Battle Cards - 6 Air - 6 Land - 6 Sea * 2 Supreme Commander Cards - 1 Red First Player - 1 Blue Second Player * 14 Score Markers - 2 Gold Sixes - 6 Silver Threes - 6 Bronze Ones * 1 Rulebook 2 Players 15–30 Min Age: 14+

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18.00 €
kuva tuotteesta on linkki tuotesivulle: Battle Line: Alexander the Great
Battle Line: Alexander the Great

Ancient Battles were fought in organized formations. The leaders of both sides directed their forces along the battle line to gain tactical advantage in order to overwhelm their opponent in the center, breakthrough one of his flanks, or hold their position until the time came for a decisive move. How will you muster your battle line? Your objective is to create powerful formations on your side of the nine Flags, in order to beat the formations on your opponent's side of the respective Flags. The first player to win three adjacent Flags (a Breakthrough) or any five Flags (an Envelopment) achieves victory. Based on Reiner Knizia's original design published in Germany as Schotten-Totten, Battle Line enhances and expands the game system to give players more tactical options and fun. Game Components CARDS 60 full-color Troop cards and 10 Tactics cards * 9 Flags (plastic pieces) * 4-page Rule Book Game Features Battle Line is a two-player card game built around the theme of warfare during the age of Alexander the Great. Battle Line features 60 full-color Rodger MacGowan/Mark Simonitch cards depicting the prominent formations of the period (War Elephants, Heavy Cavalry, Phalanx, etc.) and 10 full-color tactics "wildcards" that give players extra flexibility and choices and help make each new battle wildly different from the last. Battle Line takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia's original design published in Germany as Shotten-Totten, Battle Line enhances and expands that game system to give players even more tactical options and gut-wrenching decisions. How will you muster your battle line? Will you use your elephants to trample a hole in the enemy front, or send Alexander to the front to win a critical flag? Maybe you'll dispatch the Companion cavalry to lead or reinforce a crucial point in the line, or perhaps you"ll rely on your spies to determine the enemy"s strengths and weaknesses before committing your best forces. You'll always have plenty of choices. With every card play, you'll determine the strength and direction of your attack while plotting to fend off your enemy's advances. In Battle Line, you and your opponent lead the combined arms of the greatest u 2 Players 30 Min Age: 12+

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28.60 €
kuva tuotteesta on linkki tuotesivulle: Catan: Rivals for Catan
Catan: Rivals for Catan

The Rivals for Catan is a reimplementation of Catan Card Game. The Rivals for Catan was released in German in September of 2010, on the 15th anniversary of the original card game. An English edition was released in the fourth quarter of 2010. The designer of the game, Klaus Teuber, has stated that he completely reworked many of the original card game's mechanics to make it easier for newcomers to play the game. Each player portrays a prince for Catan, developing their individual provinces and competing to build a more successful province than the other. The basic mode of play is similar to the original Catan Card Game, where players expand their provinces by building settlements connected by roads. Players may also build expansions in their settlements that aid them in various ways, or upgrade their settlements to cities to allow more expansions to be built. They build these additions by using resources that they accumulate each turn, which are determined by the roll of a die. Cards are drawn on each turn to replenish the players' hands. The players may also use action cards that directly affect either their own province or their opponent's province. The Rivals for Catan features a reduced pool of cards, without the more aggressive style of action cards found in the original Catan Card Game. Therefore, all action cards will be able to be used from the beginning of the game unlike in the original card game. 2 Players 45–60 Min Age: 10+

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34.10 €

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