Compass Games Granada: The Last Stand of the Moors, 1482-1492 NISW Fast Shipping

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games Granada: The Last Stand of the Moors, 1482-1492 Granada: The Last Stand of the Moors, 1482-1492 is a game for two players in which they will decide the outcome of this decisive historical episode in less than 4 hours. Units are represented by blocks depicting their strength but also their origin: Castilians, Aragoneses, Leoneses and mercenaries for the Catholic player, and different clans like Banu Sarray, Zegríes, Banu Bannigas and proper Nasrids for the Muslim player. The map is point-to-point, covering the ancient Nasrid Kingdom in southeast Iberia (present-day Spain). Granada, the capital, is the jewel of the realm: the game ends if it falls into the Catholic player’s hands. Each season, players receive a predetermined number of cards which they can use to move their armies and fleets or rally new units. When a battle occurs, each regiment is summoned by the play of one card of its nationality, so as Tamerlan said: ”It is better to be present with 100 soldiers than absent with 1.000.” In other words, be sure you have the right cards to send your troops into battle. As an almost Renaissance war, different weapons will also be present. Cavalry charges and crossbows will be extremely dangerous if well combined, whereas artillery will have a significant value when maintaining or defending sieges. Your fleets will fight for sea control, enabling the transport of North African reinforcements, Catholic naval movements or blocking sieged ports. Balanced and historically accurate, the game is easy to learn but difficult to master. The Catholic player will have to decide which invasion route to choose and whether he will create a massive army, leaving the Muslim player time to reinforce his strongholds, or go for a quick campaign where losses will be difficult to replace. The Nasrid player, on the other hand, will enjoy a central position but he will need to be cautious about the internal problems that can arise— the Boabdil revolt is almost an inevitable danger to face and crush. As the Catholic player, will you gain fame and glory accomplishing the Reconquista and enlarging your kingdoms in one unified powerful state? And as the Muslim player, will you resist and save Granada or will you become the last King of the Nasrid dynasty? Situation: Anno Domini 1482. For the past few centuries, the Iberian Peninsula has been a complex battlefield of crossed interests, kings’ ambitions and noblemen’s intrigues. The Muslim power, once uncontested under Cordoba’s Caliphate banners, lies languidly in the last Moor stronghold in Al-Andalus, the marvellous city of Granada. The last rulers of the Alhambra (“The Red One”) have been buying peace from the powerful Christian kingdoms for decades. Weakened by internal family divisions, they now face their darkest nightmare: a nuptial union between Castille and Aragón in the figures of Isabel I of Castille and Ferdinand II of Aragon, the Catholic Monarchs. Through cunning diplomacy and negotiations, large armies are congregating to push to the sea the last Muslim presence in Western Europe. The Pope promulgates the last Crusade and military orders join the mixed army of Castille and Aragon, along with mercenaries all over Europe. The Nasrid Kingdom tries to gather its men and garrisons, sending messengers to North Africa for military support and reinforcing the numerous castles and watchtowers all over its lands. But deception and treason will play their part (Ferdinand II will be the main inspiration for Machiavelli’s ”The Prince”). Boabdil is conspiring to reach the throne in the city of the pomegranates whereas his uncle, el Zagal, is well known for his hit-and-run ambushes and guerrilla warfare. Will Catholic Monarchs be able to consolidate their dream of a united Iberian realm to continue towards world-wide domination? Will the Nasrid Kingdom accept the challenge and fight in a stubborn resistance until it breaks its enemies’ will to continue the fight? Product Information Complexity: Low to Medium (4 out of 10) Solitaire suitability: Low (3 out of 10) Time Scale: 1 Year per turn Map Scale: Point-to-point map Unit Scale: Units vary from 500-1500 men Players: 2 Playing Time: 3½ to 4 hours per game Components: • 22” x 34” mounted map • 137 Rectangular wooden blocks in various colors • 2 Sheets of stickers (for blocks) • 2 Draw bags • 20 Wooden Castle shape (10 white, 10 black) • 20 Wooden Cylinders (10 white, 10 black) • 20 Wooden cubes (10 white, 10 black) • 7 Wooden markers (various sizes and colors) • 3 Decks of cards (72 Christians, 66 Muslims, 17 Naval) • 1 Victory Point track • 2 Reference cards (identical) • 1 Rules booklet Game Credits: Designer: José Rivero Graphic Designer: Iván Cáceres

American Revolution: The French and More Commands and Colors Tricorne Expanion

Little Big Wars Store Contact Little Big Wars Follow Little Big Wars American Revolution: The French and More Commands and Colors Tricorne Expanion This is not a standalone product. A copy of Commands and Colors Trincorne is required to use this product. The first expansion of Commands and Colors Trincorne adds the French Army and provides 10 new scenarios as well as new units and blocks for the Continental, British and German forces for the new scenarios in the game. Additional Product Details Brand Manufacturer MPN Product Alternate Images Shipping Policy •At Little Big Wars, we strive to deliver the product you order from us, as swift as possible. We process our orders daily, and our orders are shipped within 1-2 business days from the time your purchase is made on Ebay. Tracking numbers are uploaded directly to Ebay. Letting you know your package is on the way. •We ship via UPS, USPS, and FedEx depending on which shipping provider may get you your product the fastest. •In an instance where your order may be delayed or cancelled, you will be notified through Ebay. Return Policy •Items may be returned within 30 days of Purchase. Money back or item exchange (buyer’s choice), but item must be returned Band New and unopened. Buyer pays return shipping unless it was an error on our part then we will pay any return shipping. Before any returns are received the buyer must contact Little Big Wars, and receive authorization on the return.

Compass Games Flanks Of Gettysburg NISW Fast Shipping

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games Flanks of Gettysburg Flanks of Gettysburg (FOG) consists of two, two-player games on a company level, simulating the two brigade sized flank attacks on Little Round Top and Culp’s Hill on July 2, 1863. Each assault is a separate game. One player controls the forces of the United States (Union) and the other player controls the forces of the Confederate States (Confederate). Historically the Union bested rebel forces on both flanks because it fed enough reinforcements in to stem the gray tide But that is not to say that the rebels don’t stand a chance. They do. Note, the fighting on Culp’s Hill went well into the night and ended the day’s fighting. FOG uses a chit pull system similar to John Poniske’s Ball’ Bluff and Belmont designs. FOG clocks in at three to three and a half hours per game and provides high solitaire capability. The design allows for several what-if situations and many additional optional rules to ensure replayability. Both games follow similar rules applying unique fire and movement, melee and order assignment. These are simple, rapid playing approaches to complex situations. Yes, it’s another game on Gettysburg, something John said he would never do. Then again, he believes these individual actions are worthy of individual treatment, Culp’s Hill in particular. The battles of Culp’s Hill and Little Roundtop demonstrated Lee’s determination to attack and envelop the Union Army of the Potomac. FOG does not attempt to recreate either grand assault in full, rather it presents the desperate three-hour finale that took place on the extreme ends in both cases These were the two instances when Lee came closest to claiming a Gettysburg breakthrough. Culp’s Hill offers the Union prepared defensive positions but the liability of having reinforcements report to General Greene before joining the line. Little Round Top introduces artillery and sharpshooters and challenges players to exit or block the exit of Rebel forces between Little and Big Round Tops. Each game offers a beautiful Rick Barber map and a low counter mix. Regimental draw chits allow companies to move, volley fire or melee at the player’s discretion. The ground over which the Confederates must assault is rough and at times movement under fire can be distressingly slow. Casualties mount rapidly until the rebels are close enough to exact revenge. Officers are essential to relay orders, to rally broken units and to influence melee. In some cases officers may prove the only way to break or hold the line. Because of their importance and visibility, officer casualties are high. Replacement officers are available but make excellent targets as well The designer, John Poniske, is currently working on a sequel, using the same rules, covering the Gettysburg cavalry battles. Product Information: Complexity: 5 out of 10 Solitaire Suitability: 5 out of 10 Players: 1-2 (best with 2) Playing Time: 3.5 hours for each game Components: One 20 page Rulebook Two Player Aids (2 sided- one US, one CS) Two 22 x 34 Battle Maps (Little Round Top, Culp’s Hill) Eight – 10 sided dice (Four US Blue, four CS gray) 425 – 5/8 inch Counters (Half units and officers, half tokens and markers) Game Credits: Designer: John Poniske Artwork: Rick Barber, Vinny Siracusano, Bruce Yearian

Compass Games Victory at Sea, Original 1992 Edition 2024 Reprint NISW Fast Ship

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games 2024 Reprint Victory at Sea, Original 1992 Edition Victory at Sea, Original 1992 Edition is a strategic level game developed from Jedko’s popular naval game, War at Sea. This two-player game refights the Battle of the Atlantic in every detail. This is a game of Grand Strategy with each player assuming the role of an Admiral of the Fleet and trying to control the sea areas that are important to his nation’s interests. The rules are easy to learn, and yet require cunning strategies to achieve ultimate victory. An ideal wargame for beginner’s, Victory at Sea also serves as a fast-playing, tense contest for experience gamers. The Allied player, although possessing a mighty armada of English and American ships, faces a difficult task. The Kreigsmarine’s powerful battleships Bismarck and Tirpitz present a formidable threat. Control of the Mediterranean must be wrested from an elusive Italian fleet. Vital convoys have to be protected from stalking U-Boats and audacious German surface raiders. Oilers in the Atlantic allow ships such as the Graf Spee to elude pursuit whilst harassing Allied vessels. The Axis player has a small fleet by comparison to the Allies, but a shrewd strategy can exhaust hsi opponent and win the war. Victory at Sea allows you to recreate every major aspect of the naval war. The game mechanics include Admirals, port repair facilities, the invasion of France, U-Boat technology, surface raiders & oilers, the British Home Fleet, critical hits & damage control, limited intelligence, airpower, mines, and convoys. Components include a colorful mounted mapboard and 117 large counters representing all major German, Italian, British, American and Russian capital ships of the European theater. Product Information: Complexity: Low Time Scale: abstract (9 turns) Map Scale: area movement Unit Scale: individual capital ships Players: 1-2 players Solitaire: High Playing Time: 3 hours or less Components: 1 Mounted map (22″ x 34″) 1 Countersheet 1 Rulebook 2 Player aid cards Dice Box and Lid Game Credits: Designer: John Edwards Project Lead: Bob Cloyd Project Director: John Kranz Artist: Bruce Yearian

Compass Games Death in the Trenches: The Great War 1914-1918 (Second Edition)

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games Death in the Trenches: The Great War 1914-1918 (Second Edition) (2022) WWI mini-monster with emphasis on simple mechanics and historical narrative. Death in the Trenches is a strategic-level World War I game covering the entire war, from the opening shots in Serbia and Belgium to the final defeat (or victory!) of Germany and its allies in 1918. The map, executed by Jonathan Carnehl, is designed to give you a feel for 1914 by using textures and colors featured in atlases of the time. It stretches from the Pyrenees to Moscow, and from Norway to the Sudan, covering every square inch of territory in Europe and the Near East which saw combat from 1914 to 1918, in a manageable 34×22″ format. Colonial battles around the world take place on an additional 8½x11″ map showing Germany’s empire. The game also features 456 beautifully-illustrated counters depicting all the national armies that fought in the war – from the Germans, French, British and Russians all the way down to the Persians, Montenegrins, Armenians, South Africans, and a host of specialized units (French Foreign Legion, Gurkhas, Italian “Arditi”, Cossacks, Tyrolean Kaiserjäger, Zionists, Bavarians, “Dunsterforce”… even China may send a small expeditionary force). For the World War I buff, the game’s simple off-map system of Allocation markers fills your world with historical detail: Tanks, Alpenkorps, artillery barrages, flamethrowers, poison gas, Krupp guns, Mustapha Kemal, the Royal Air Force, French elan, Rommel’s mountain tactics and Galliéni’s taxicabs… while the great wartime leaders all leave their mark (good or bad!) on history: Bruchmuller, Haig, Hoffmann, Mackensen, Hindenburg and Ludendorff, Rennenkampf and Samsonov, Sarrail, Von Francois, Foch, Brusilov, Nivelle, Plehve, Putnik and Yudenich. All this detail is added without forcing you to remember special rules. What other WWI games make ruthlessly complex, Death in the Trenches simulates with elegant simplicity. Face-up units are entrenched; face-down units aren’t! Simple as that. Emphasis is on the fun stuff rather than the boring stuff; there is no bean counting of production points, supply rules and strategic redeployment are easy, and in combat there are no complicated terrain modifiers to memorize – those are baked right into the combat die roll. Death in the Trenches includes a deceptively simple, short rulebook (with several additional pages of random events) detailing the game’s unique combat system (no CRT!) which portrays the grinding nature of World War I combat in a realistic way that still gives players plenty of options to pursue. The map shows your army-level units, with their divisional components represented off map to prevent map clogging. The production and assignment of divisions has been simplified in this new Second Edition. The game’s unique combat system lets you choose how many dice you want to throw, and the risk you’re willing to take: you’ll agonize over every choice of “just enough but not too much”. If you “overroll” your target number, it means you just sent your men “over the top” to get mown down. What did you expect? This is World War I! Battles feature a grinding ‘arms race’ where you throw in more and more dice, and more and more Allocations, in classic World War I fashion where you know that just “one more big push” will give you the victory that has so often eluded you. Endless replayability flows from over 500 painstakingly researched random events, which plunge you into the fiery world of World War I in ways you’ve ever seen before in a game, while helping keep play simple and straightforward. Lenin, the Senussi revolt, intrigue in the Roumanian court, the Cruise of the Emden, the Armenian Massacre, the Sinai Pipeline, the Ukrainian Reactionary Hetmanate, Rasputin, Mata Hari, the Russian shell shortage, the murder of Edith Cavell, Lawrence of Arabia (and his German counterpart, Wilhelm Wassmuss), the Nestorian resistance, Pancho Villa, the Grand Duke Nicholas, Thomas Masaryk, the Red Baron, Czech Legion, Irish Rising, Berber Revolt, air raids, typhus, influenza… they’re all here in ways that actually teach you about the history of World War I. Players command the armed forces of nearly 40 nations, in a game that still manages to be small enough to fit on your table! It sounds like a massive game, but it isn’t. Death in the Trenches is designed to be played – easy to play, hard to master. You’ll learn things about World War I you never knew before, and you’ll have to face the same crises the leaders of the Entente and Central Powers did. Think you can do better than Douglas Haig and Robert Nivelle? Now it’s your turn. Product Information Complexity: Medium (about 6 out of 10) Playing Time: 10+ hours Solitaire Suitability: Excellent Time Scale: 1 turn = 3 months Map Scale: 1 hex = approximately 80 miles Unit Scale: Army and Corps Designers: R. Ben Madison and Wes Erni Artist: Jonathan Carnehl Components: 1 34×22″ map covering Europe and the Near East – Mounted 3+ countersheets (9/16″) of military unit counters, markers and chits – total 400 (double sided) 1 rules booklet (Game System and Random Events included) 6 8½ x11″ color player aid and display sheets 10 six sided dice 1 full-color box and lid set

Compass Games Enemy Action: Kharkov 2024 Reprint NISW Fast Shipping

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games 2024 Reprint Enemy Action: Kharkov Enemy Action: Kharkov is the second game in John Butterfield’s acclaimed Enemy Action series of card-driven games simulating pivotal battles in World War II, playable by two players or one player controlling either side in the conflict. Enemy Action: Kharkov portrays the Third Battle of Kharkov, the key Eastern Front battle in which the German Army ended a string of Soviet victories begun at Stalingrad. In the late winter of 1943, Soviet Operations code-named Star and Gallop drove the Germans from the city of Kharkov and threatened a complete breakthrough, only to be driven back by the German counteroffensive known as Von Manstein’s Back Hand Blow. Each volume in the Enemy Action series features: Two-player competition with low complexity and constant decision points for both sides;Solitaire play of either side with systems governing all aspects of enemy command and tactics; Card-driven impulse system, with multi-purpose cards played to activate formations, implement command events, or gain tactical advantages in combat. Diceless and chartless combat system – players draw combat chits that build a narrative of each combat. The solo games add fog of war to the experience. Many enemy unit locations in the solo games are unknown until your forces move to contact. Enemy units behind the front line often disappear to reappear elsewhere, within realistic movement limitations. Features specific to Enemy Action: Kharkov include: • Soviet partisans • Offensive command quality • Withdrawal under fire • Armor depletion • Von Manstein’s Rochade (rapid redeployment) • Soviet forward support • Spring thaw and mud conditions Components: Three 22″x34″ maps (1 for each solitaire game and 1 for the 2-player game) Three rules books (1 for each game) Two full sheets of counters, printed both sides 110 playing cards (poker quality) Multiple player aid cards One ten-sided die (for solo play) One full color 3” box and lid Complexity: Moderate Solitaire Suitability: Designed for solitaire play Map scale: 7.5 miles per hex. Hexes are oversized for easy counter handling. Time scale: Three days per turn, with several impulses in each turn. Unit Scale: Regiments, brigades and divisions Players: One or Two (features Solitaire mode) Playing Time: 15 minutes to 5 hours for the full campaign Designer: John Butterfield Developer: Ted Castronova

Compass Games The Fall of Tobruk: Rommel’s Greatest Victory NISW Fast Shipping

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games The Fall of Tobruk: Rommel’s Greatest Victory The Fall of Tobruk: Rommel’s Greatest Victory is a recreation of the Axis attack on the heavily fortified Gazala-Bir Hakeim line in May-June 1942. Participating in the attack were three corps of Italian troops and the vaunted Deutsches Afrika Korps, all under the operational command of General Erwin Rommel. Opposing the Axis forces were two corps of the Eighth Army, manned by a polyglot Allied force made up of British, South African, and Indian troops, along with a force of Free French troops, all under the command of General Neil Ritchie. The battle was pivotal in the Western Desert campaigns that had see-sawed back and forth across Cyrenaica since the winter of 1940. The battle has been described as Rommel’s greatest victory, leading to the Axis capture of Tobruk, the British abandonment of Libya, and subsequent retreat to El Alamein. Players represent the two army commanders, Rommel and Ritchie, maneuvering the various brigades and regiments under their command in order to control the vital port of Tobruk and defeat the enemy forces while still preserving his own army as a force in being. This is complete revision of the Conflict Games designed by Frank Chadwick and first published in 1975 — consider this a completely NEW game and not a reprint of a previous edition. With extensively researched and revised orders of battle, conversion to a d10 resolution method, all-new weather rules, all-new air rules showing the army-air force coordination that was being perfected by both sides, and an all-new map at half of the original game’s ground scale (1.5 mi/hex vs 3 mi/hex), and a switch from an Igo-Yugo to a chit-pull formation activation mechanism. But the most exciting change is a dynamic Operations Phase wherein players can decide exactly when and with which units they want to move, fight, barrage, or call in an air strike. No fixed Movement Phase, Combat Phase, Indirect Fire Phase, or Air Strike Phase…it’s up to players how they want to construct their own turns. Neatly reflects the chaos of desert warfare in North Africa. Product Information: Complexity: 7 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 day per turn (two operations phases per day) Map Scale: 1.5 miles per hex Unit Scale: battalions and companies Players: two (playable solitaire) Playing Time: 8 to 10 hours Components: Five double-sided counter sheets containing 880 5/8” counters Two mapsheets that combine to make one 40×32” map One 11×17” Allied Air Display One 11×17” Axis Air Display One Allied Reserve and Refit Display One Axis Reserve and Refit Display One Reinforcements and Withdrawals Chart One Air Tasking Display Screen Five 8.5″x11″ Orders of Battle Displays Two identical double-sided Player Aid Cards One 32-page rulebook Box and Lid Game Credits: Designer: Chris Fawcett Graphics: Shayne Logan Additional Playtesting and Development Assistance: Louis Rotundo, Rick Thomas, Mark Henson, Johan Halvarsson, Greg Warren Proofreading and Rules Assistance: Louis Rotundo, Rick Cox, Robert Ott, Martin Gallo, Michael Neubauer Project Director: John Kranz

ROSTERS Any Year/Any Team Cadaco All-Star Baseball (PRE-CUT Discs) YOUR CHOICE

ANY YEAR/ANY TEAM ROSTERSPRE-CUT! STATISTICS ARE FOR THE SEASON PLAYED Check out the teams listed in the pictures! They’re the best. But you can have any you want. DISCOUNTS! SPECIAL DISCOUNT OF 10% OFF ADDITIONAL TEAMS WHEN YOU ORDER TWO OR MORE PLUS NO ADDED POSTAGE CHARGED FOR ADDITIONAL TEAMS.If you want one team, order 1. If you want 2 or more teams, order 2 or more and the discount will automatically apply. =====>IMPORTANT: NAME THE TEAM(S) WHEN YOU ORDER!<===== YOU GET 1-DAY SERVICE IF I RECEIVE THE NAME OF YOUR TEAM(S) WITH YOUR ORDER PICKING YOUR TEAMSYou can choose any team(s) for any year you wish. For example, you might want to pick the 1961 Yankees (remember Mantle & Maris?). And you might want to play them against the 2019 Houston Astros. Pick any number of teams you want. Your second and each thereafter are discounted 15%! Your sets will include the "team roster" which are the active players and may include any number of players from about 25 up to about 42. The data used for the discs will be for the season you selected. Important: Name the team(s) when you order. GENERAL INFORMATIONCadaco Player Discs are created utilizing statistics from the Baseball-Reference which is the "Bible" of Major League Baseball. BETTER PAPER! INSTEAD OF THE USUAL 100#-EXACT CARD STOCK (199G/M2),I USE 80#-COVER (216 G/M2). IT IS THICKER, BRIGHTER AND SMOOTHER. OVER 1/4 MILLION SOLD! THANK YOU SO MUCH!

Destinies Witchwood Deluxe Kickstarter Ed + Storage Solution by Lucky Duck Games

SHOP BY CATEGORY Zelda Super Mario Sonic Anime Dark Souls Lord of the rings Grendizer & Mazingerz Boardgames sci fi & space Boardgames Kickstarter SHOP BY BRAND STORE HOME CONTACT US BOOKMARK NEWSLETTER FEEDBACK Powered by Frooition Frooition | No-js Template | eBay design, eBay store design, eBay shop design, eBay template design, eBay listing design (ver:froo_no_js) This listing is currently undergoing maintenance, we apologise for any inconvenience caused.

Machi Koro Legacy | Visitor: The Yokai Rule Card | Replacement/Extra Game Piece

These official Machi Koro Legacy card is like new and has never been played with. Only the card in the photos is included in this package.
 Please feel free to contact me at any time with ANY questions or concerns. I’m always happy to help in any way that I can, thank you.. Cheers, and happy shopping! 
 Please view the photos to see the condition of the items above. 
 Thanks for looking — please visit my store for more movies, toys, and other great items 
 *International fees and customs charges may apply to buyers outside of the U.S.*

New – Devir Yokai Sketch – Ages 12+ | 2 players

Humans who go into the forest may come across some Yokai. Moved by boundless curiosity, the little ones draw these spirits in their notebooks to understand their nature and learn from them.With a set collection core mechanic, the goal of Yokai Sketch is to get more Yokai points than the other player by completing sketches of the elusive forest spirits. The game consists of two decks of cards, one containing 4 types of Yokai, each one associated with an element (water, fire, earth and wind) and a numerical value that corresponds to victory points. The other deck contains sketches made by humans and in which, in addition to two of the four elements, there may also be some special ability.With a very simple preparation and with very few rules, you will immediately start playing. At the start of the game, the Yokai cards are stacked in the center of the table into 4 decks (one for each type of card) and three sketch cards are dealt face down to the players. On their turn, players draw a new sketch card and slide one of their four cards under one of the four decks in the center of the table, so that it reveals the element associated with that Yokai. If by doing this the Yokai reaches or exceeds the number of sketches needed to draw it (adding the sketches on both sides of the card), the player who has accumulated the most sketches on his side of the table takes it.The winner’s sketch cards will be placed in the discard pile, and the other player’s will stay where they are, as they will be used for the next Yokai card of that type from the next turn. If there is a tie in the number of sketches on both sides of the card, the Yokai is frightened and lost. In this case, neither of them manages to finish the drawing and all the sketch cards on both sides of that Yokai pile are discarded. Sketch cards can also include powers: call the Yokai or distract the Yokai that will allow you to move some cards. The game ends when one or more Yokai decks are empty.For 2 players, ages 12+Made in ChinaProduct dimensions: 5 x 3.75 x 1 inchesProduct weight: 0.36 poundsProduct contents include: 56 Cards, 5 RulebooksWarning: Choking Hazard – Contains small parts not suitable for children under 3 years.

Machi Koro Legacy | Visitor: The Yokai Rule Card | Replacement/Extra Game Piece

This official Machi Koro Legacy card is like new and has never been played with. Only the card in the photos is included in this package.
 Please feel free to contact me at any time with ANY questions or concerns. I’m always happy to help in any way that I can, thank you.. Cheers, and happy shopping! 
 Please view the photos to see the condition of the items above. 
 Thanks for looking — please visit my store for more movies, toys, and other great items 
 *International fees and customs charges may apply to buyers outside of the U.S.*

Night Parade of a Hundred Yokai: Moonlight Whispers

Expansion for Night Parade of a Hundred Yokai- 2 New Asymmetric Clans : Tanuki Kappa- New Abilities: Change and Hide- The Whisper Islands – There are legends, even among the Yokai, of beings so unique and powerful that even the Yokai King himself could neither control nor banish them. The Daiyokai, whose names should never be uttered aloud, are enigmatic creatures. But beware, for they have their own agendas and are loyal to no one. The Whisper Island Tiles represent the mysterious archipelago where the Daiyokai dwell. Each of these Island Tiles is governed by two elements; however, you must still abide by the rule that forbids you from placing more than 1 Meeple on each Island Tile during a single turn. Listing and template services provided by inkFrog

Yokai Sketch Card Game 2 Player Set Collection Devir DEVYOKAI Animal

Yokai Sketch Devir Players: 2Ages: 12+ Time To Play: 20 Minutes Description:Humans who go into the forest may come across some Yokai. Moved by boundless curiosity, the little ones draw these spirits in their notebooks to understand their nature and learn from them. With a set collection core mechanic, the goal of Yokai Sketch is to get more Yokai points than the other player by completing sketches of the elusive forest spirits. The game consists of two decks of cards: in one we find 4 types of Yokai, each one associated with an element (water, fire, earth and wind) and a numerical value that corresponds to victory points. In the other, the sketches made by humans and in which, in addition to two of the four elements, there may also be some special ability. With a very simple preparation and with very few rules, you will immediately start playing. At the start of the game, the Yokai cards are stacked in the center of the table into 4 decks (one for each type of card) and three sketch cards are dealt face down to the players. On their turn, players draw a new sketch card and slide one of their four cards under one of the four decks in the center of the table, so that it reveals the element associated with that Yokai. If by doing this the Yokai reaches or exceeds the number of sketches needed to draw it (adding the sketches on both sides of the card), the player who has accumulated the most sketches on his side of the table takes it. The winner’s sketch cards will be placed in the discard pile, and the other player’s will stay where they are, as they will be used for the next Yokai card of that type from the next turn. If there is a tie in the number of sketches on both sides of the card, the Yokai is frightened and lost. In this case, neither of them manages to finish the drawing and all the sketch cards on both sides of that Yokai pile are discarded. Sketch cards can also include powers: call the Yokai or distract the Yokai that will allow you to move some cards. The game ends when one or more Yokai decks are empty. Yokai Sketch is part of Devir’s pocket collection, which is characterized by bringing great games in a reduced format and at an affordable cost. In addition to their portability, which makes them great travel companions, they are versatile titles available to all audiences. Yokai Sketch duels will be resolved in a very short time and it is very possible that you will chain one game after another. Get your notebooks ready, sharpen your pencils, and hunt down the forest spirits! Inside The Box:56 Cards5 Rulebooks