Admiral: Naval clashes in the Second World War (2019)
Speeltijd: 180
Min. Leeftijd: 12
Spelers: 2
Uitgever: (Self-Published), LuxLu
Ontwerpers: Luca Canese, Luigi Maini
Kunstenaars: Onbekend
Mechanismen: Measurement Movement, Action Points, Scenario / Mission / Campaign Game, Stat Check Resolution, Line of Sight, Movement Template, Variable Player Powers, Dice Rolling
Min. Leeftijd: 12
Spelers: 2
Uitgever: (Self-Published), LuxLu
Ontwerpers: Luca Canese, Luigi Maini
Kunstenaars: Onbekend
Mechanismen: Measurement Movement, Action Points, Scenario / Mission / Campaign Game, Stat Check Resolution, Line of Sight, Movement Template, Variable Player Powers, Dice Rolling
Beschrijving Tonen Opmerkingen Tonen Prijstrend
Admiral is a naval tabletop game, for two players, settled in the world war II, where each player commands ships from one of the six navy involved in the conflict: Kriegsmarine, Royal Navy, Regia Marina, Marine Nationale, U.S. Navy and Nippon Kaigun. This book provides you with all the rules you need to play, the features of all units involved and several missions to carry out.
The rules are for ships in 1:1850 scale but easily adaptable for ships in 1:2.400 and 1:3000 scale through a conversion table.
Each ships is identified by a number and a corresponding card and the game is divided in round.
At the start of each round each player create its activation deck secretly choosing the activation sequence of its ships, then make an Initiative trow by a D6.
First player reveal its first card and activate the corresponding ship: it will move and attack by a dice trow depending from the caliber of their guns (D6, D8, D10, D12). Then the second player will reveal its first card activating the corresponding ships and so on, until all unit will be activated.
The rule book includes rules for aircraft carriers, aircraft, submarine and other special type of units and contain a section for carry out a campaign.
The rules are for ships in 1:1850 scale but easily adaptable for ships in 1:2.400 and 1:3000 scale through a conversion table.
Each ships is identified by a number and a corresponding card and the game is divided in round.
At the start of each round each player create its activation deck secretly choosing the activation sequence of its ships, then make an Initiative trow by a D6.
First player reveal its first card and activate the corresponding ship: it will move and attack by a dice trow depending from the caliber of their guns (D6, D8, D10, D12). Then the second player will reveal its first card activating the corresponding ships and so on, until all unit will be activated.
The rule book includes rules for aircraft carriers, aircraft, submarine and other special type of units and contain a section for carry out a campaign.
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Admiral: Naval clashes in the Second World War
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ag.gameitem.lastUpdated: 2025-05-12 00:38:18.567