FICHA DEL JUEGO
Dien Bien Phu The Final Game
Precio:
62 € - 20% = 49,75
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Edición: 
a partir de 14 años unos 180 minutos 2 jugadores mínimos 2 jugadores máximos
a partir de 14 años unos 180 minutos 2 jugadores mínimos 2 jugadores máximos

En la Tienda MasQueOca existen varios estados en los que puede estar un juego:
En stock: el juego está actualmente en nuestros almacenes y disponible para su envío. (*) Últimas unidades: tenemos en stock unas pocas unidades del juego bien por tratarse de una oferta especial en precio o porque el editor ya ha agotado las unidades de las que disponía y de momento no tiene previsto hacer una reimpresión. (**)
Precompra: el juego tiene una fecha aproximada de recepción, está indicada en la ficha del juego, esta fecha no es fija ni vinculante y pudiera adelantarse o atrasarse por causas ajenas a nuestra voluntad. Se procederá al envío del pedido en cuanto lo recibamos de acuerdo a las reglas de Pedidos en Precompra. ¡Atención, las precompras no son reembolsables y se consideran como productos encargados específicamente por el cliente!

P500: el juego no ha sido todavía editado, pero se puede reservar sin compromiso para poder tenerlo asegurado cuando se edite. No es posible adquirirlo todavía pero sí reservarlo. Cuando el juego alcance el número de reservas necesarias o por decisión editorial pasará al estado Precompra.
Disponible Bajo Demanda: el juego no está en este momento en nuestros almacenes, pero en principio estamos esperando su reposición por parte del proveedor. El tiempo de reposición aproximado para un juego nacional es de 1 semana y para un juego de importación suele ser de 3/4 semanas, pudiera ser que recibamos la reposición antes o que en el caso de la importación se demore por causas ajenas a nuestra voluntad. (***) ¡Atención, las compras bajo demanda de juegos de importación no son reembolsables! Pero si un juego no estuviera disponible en el editor, en el momento en que tuviésemos constancia te avisaríamos para que pueda solicitar su cambio o anulación.
Pendiente de Primera Edición: el juego no ha sido todavía editado, pero se puede reservar sin compromiso para poder tenerlo asegurado cuando se edite. No es posible adquirirlo todavía pero sí reservarlo. Cuando tengamos una fecha aproximada de recepción el juego pasará al estado Precompra. Agotado / Pendiente de Reedición: el juego se encuentra agotado por el fabricante y está preparando una reedición. El juego se puede reservar sin compromiso para poder recibir la información del mismo en el momento que se reedite. No es posible adquirirlo todavía pero sí reservarlo. Cuando tengamos una fecha de recepción el juego pasará a Precompra.
Oportunidades: el juego está en stock en unidades limitadas. Las Oportunidades son juegos que o bien han sufrido algún desperfecto en la caja o bien han sido abiertos por alguna razón (comprobaciones de control de calidad, etc), pero que su contenido está perfecto. Es decir, son juegos que contienen todo lo necesario para poder jugarlo. No se remitirán fotos específicas del estado de las cajas, a todos los efectos se debe considerar como si se comprase el juego sin caja y sin inserto, aunque la gran mayoría de las veces son desperfectos sin importancia. Estos juegos, dada la naturaleza de los mismos, no admiten cambios ni devoluciones. Chollos:  el juego está en stock en unidades limitadas. Los chollos son juegos nuevos a estrenar que ofrecemos a precios especiales. La oferta está limitada en el tiempo y a las unidades que se pongan en oferta, una vez se retiren de la sección de Chollos su precio volverá a ser el estándar. Estos juegos, dada la naturaleza de los mismos, no admiten cambios ni devoluciones.
Descatalogado: el juego ha sido descatalogado por el fabricante por lo que en principio no se espera ninguna reimpresión. No obstante, en contadas ocasiones, un fabricante decide volver a imprimir un juego. No es posible adquirir el juego, pero sí reservarlo. Si tenemos constancia de una reimpresión y una fecha aproximada de recepción, pasará a Precompra.
Reserva Vinculante: la Reserva Vinculante permite reservar anticipadamente un juego mediante el pago de un importe inicial, que será descontado del precio final del producto reservado cuando se habilite su adquisición definitiva. Esta reserva da derecho al cliente a acceder de forma anticipada a la precompra del juego objeto de la reserva, en condiciones más ventajosas de precio, así como a los juegos, expansiones o add-ons relacionados con dicho producto, cuando estén disponibles. El importe abonado está vinculado exclusivamente al juego reservado. En caso de que el cliente no complete posteriormente la adquisición del producto, dicho importe no será reembolsable ni podrá aplicarse a otros juegos, artículos o pedidos. Por su naturaleza especial, la Reserva Vinculante no permite añadir al pedido otros productos ajenos a la misma, solo admite una unidad por pedido, no permite el uso de cupones descuento y no genera OcaPoints. La realización de la Reserva Vinculante supone la aceptación expresa de estas condiciones particulares.
(*) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situación el juego pasará a disponible y se lo comunicaríamos por correo electrónico.
(**) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situación el juego pasará a disponible bajo demanda a precio normal o a descatalogado y se lo comunicaríamos por correo electrónico.
(***) Salvo que al solicitar la reposición al editor nos comunique que el juego esté descatalogado o pendiente de reimpresión. Lo que se comunicará por correo electrónico en cuanto tengamos conocimiento.

Dien Bien Phu The Final Game

"Dien Bien Phu" depicts the decisive battle which took place in a distant jungle valley in northern Vietnam. It was a battle where both sides knew from start would be a final showdown. The French were desperately seeking for an opportunity to bring the Viet Minh main battle force into battle on French terms. Dien Bien Phu was a trap where superior units and weapons would crush the Viet Minh onslaught. Viet Minh felt they could not win the war unless they managed to upgrade their mode of fighting into a full scale war. The French were too strong in the delta but in a distant valley they had gathered almost all their best units without whom France would lose their will to continue. Dien Bien Phu was the place where France would be dealt a crushing defeat.

It was a battle of preparation, assault and reaction. Viet Minh dug approaching trenches before assaulting the French strongpoints. The overwhelmed French defenders were forced to react by throwing reserve battalions into the pyre in order to save their position. The game will be fast and furious. The Viet Minh player will try to make the French defense collapse, and the French player will try to make the Viet Minh steam run dry and force them to stop.



"Dien Bien Phu - The Final Gamble" is a two player game about the decisive battle of Dien Bien Phu in 1954 that not only ended the French Indochina war, but also had political repercussions far outside the region itself. One player represents France and her colonial troops. The other player represents the armed force of Viet Minh, the communist/nationalist independence movement of Vietnam. This is a cage fight. There are no victory points, there is no marginal victory and there is no draw. Viet Minh wins by forcing the French troops to surrender. France wins by not surrendering.

Map and scale: The map covers the former village of Dien Bien Phu and surrounding areas. There is a small sub map of the French strongpoint "Isabelle" further south in the valley. There are several groups of French strongpoints scattered around the map, each one with a female name (all named after the commander - de Castries´ - mistresses, according to lore). The map is divided into three divisional sectors (plus a fourth one facing the sub map "Isabelle"). Each sector has several zones that that represent Viet Minh trenches winding from the map edge towards the center of the map. Each hex represents 150 meters and each game turn covers three days. There are 21 turns in the game, but historically, it ended after 19 game turns with a Viet Minh victory. The scale allows a stacking of three French units (usually infantry companies) in a hex, but there are no stacking limits for Viet Minh battalions, which creates a chess feeling.

Three Viet Minh battalions form a regiment and three regiments become a division and there were almost four full divisions in the valley, as well as a full artillery division off map. There was also an equivalent of another three divisions in a replacement pool outside the valley. The French troops were a colorful array of colonial paras, Vietnamese troops, units from French Algeria and Morocco, and, of course, the French Foreign Legion. Some units are of average quality, some are outright terrible, but some are the very best that could be mustered...anywhere. A French battalion consisted of four companies and there were 12 battalions together with 11 auxiliary light companies at the start of the siege, as well as 16 artillery and mortar batteries, and three tank platoons. Waiting in Hanoi were another five para battalions together with an expected replacement pool of about 14 companies. In neighboring Laos, there were four battalions ready to march and perhaps save the day at the very end.

French supply: This battle took place far out in the wilderness of Vietnam and both sides had to adjust to the limited flow of supplies that could be brought forward, though air to the French, and through vast forests to the Viet Minh. Supplies, as historically was the case, tend to be a lot less than wished for. There are several supply tracks on the map showing how much ammo, food & bullets, fuel & spares, medicine as well as the amount of truck transport available for the French. Each game turn air transports will bring in a mix of supplies together with replacements and reinforcements. This is done on a chart with a grid where a mix of supply markers are placed together with eventual reinforcements and replacements. Weather will then decide what will arrive and what will abort back to Hanoi. The French player will never know for sure what and how much will arrive and has to take that into account.

Viet Minh supply and morale: Viet Minh will receive a more steady flow of ammunition, but not enough to barrage whenever wished. There is a large pool of replacements to use, but although it is large, it is not infinite. If Viet Minh losses are too heavy, then the fact that you can only replace one step per regiment per game turn will be a painful experience. If loses are too heavy for too long, then the pool will dry out. Viet Minh´s main concern is troop morale. The battle force starts with excellent morale, but each division´s morale will decrease when taking replacements thus diluting the experienced veterans with newly drafted peasants with no combat experience. Morale will rise slightly when resting (not assaulting). But then again, time flies and there is a battle to win. Morale is a very important part of the game and if it falls too low, the troops will be rendered useless.

Artillery: Artillery is another important aspect in the battle. There are barrages from both sides before assaults commence. You wish to achieve two things with barrage: Losses, and to make the target shaken. Targets that are shaken lose abilities to react and support combat, and they become easier to assault. Defending units bring in barrage to make it harder for the attacker to succeed. Both sides, of course, bring in barrage in order to inflict as many casualties as possible before clashing in combat. Viet Minh artillery is off board and safe from counter barrage fire (mainly that they were dug deep into the mountain sides). French artillery and mortar units, on the other hand, exist as units on the board and may fall prey to Viet Minh counter barrage fire. French artillery units that are reduced and/or shaken are not as efficient, and those that are eliminated are...well, destroyed and out of play. Both sides have a limited amount of ammunition so spend it wisely.

Combat: The main effort in the game is, of course, the assaults. Each player will conduct two die rolls during the course of an assault to determine the outcome. The defender first conducts defensive fire in the hopes of inflicting losses, but also to possibly force the attacker abort the assault. The defender’s first die roll is compared to their strength and will show how well they defend (as a positive or negative modifier to the second die roll). The defender’s second die roll (modified from the result of the first die roll, and defensive barrage), is compared to the assaulting unit´s morale and will determine the result of the defensive fire. Providing the assaulting units do not abort, the attacker (who has suffered the effects of the defensive fire) conducts two die rolls. The attacker’s first die roll is compared to their strength to see how well the assault is conducted (as a positive or negative modifier to the second die roll). The attacker’s second die roll (modified from the result of the first die roll, and if the defender is shaken), is compared to the defender´s morale to see the outcome of the assault. Other modifications, such as trenches, terrain, support from other units, etc., adjust the strength of a unit and make it stronger or weaker to compare against for the player’s first die rolls.

So, even though many strength modifiers might be in your favor when you make the first roll, you will never know for sure what that result will be and therefore you will never know for sure if the second roll will suffer a positive or negative modification. Through this, a strong attack may go sour but a weak one may heroically succeed. By rolling two times, you won´t be able to quickly calculate your chances with a glance at a single table. You will know what your chances of success should be but you have that damn barrage that may spoil the best laid plans, plus you won’t know if your troops will crumble or stand strong against the incoming fire.

Dien Bien Phu – The Final Gamble, will be as tense and brutal a simulation as was the historical battle that determined the fate of a war as well as shaping the events of things to come.