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Scoop: Tabletop game marketing specialist OffDutyNinja acquired by Game Brands

12. März 2026 um 11:37

OffDutyNinja, the tabletop marketing specialist which has worked on $25m of crowdfunding campaigns since its 2018 launch, has been acquired by industry peer Game Brands.

The combined company will operate under the OffDutyNinja name, with Game Brands adding its web design, search engine and answer engine optimisation, and blog content creation offerings to ODN’s marketing and crowdfunding services.

ODN’s work over the years has included crowdfunding and marketing support for companies such as Roxley Games, Indie Boards & Cards and Stronghold Games, Devir North America and Allplay, while the more than 100 campaigns it has worked with include the $2.2m More Terraforming Mars! Kickstarter and Marvel Dice Throne X-Men, which raised over $4.2m.

The acquisition follows a period of ODN quietly closing down its operations, Game Brands founder Ryan Eichenwald told BoardGameWire, with company founder Kira Peavley having shifted to a full-time director of operations role at Brass: Birmingham publisher Roxley Games over the past couple of years.

Eichenwald becomes CEO of Off Duty Ninja, with former CEO Peavley staying on in an advisory capacity for the next year to help ease the transition.

Peavley told BoardGameWire, “It came down to timing, and the timing was right. I had reached a point where I was ready for my next chapter, and when the opportunity with Ryan and Game Brands came together, it just made sense.

OffDutyNinja founder Kira Peavley || Photo Credit: OffDutyNinja

“The clients, the team, the work they have all built deserve to keep going and growing, and this deal makes that possible. It felt like the right ending to my chapter and the right beginning for theirs. It has been quite emotional but also quite positive.”

Speaking of ODN’s growth and the changes in board game crowdfunding and marketing over the years, Peavley said, “OffDutyNinja launched October 31, 2018, originally as a media management consultancy. That lasted about five minutes, honestly, because clients needed more and I was able to offer it.

“Very quickly it evolved into a full digital marketing agency for tabletop games, helping publishers with their everyday marketing needs as well as crowdfunding. The scope grew, and then ebbed, and then grew again.

“Covid hit hard and when publishers/creators are having to make difficult decisions about whether they can afford to keep their doors open and keep making games, marketing support understandably moves down the priority list.

“Tariffs have brought that same energy back in a different way. Through all of it we just tried to stay flexible and meet clients where they were.

“The other challenge has been the shift in how Kickstarter works. Ten years ago you could launch with no budget and no existing audience and still find success because the platform itself was driving discovery.

“That window has been closing for tabletop for a while now, and it has fundamentally changed what creators need to consider before launching a crowdfunding project.”

She continued, “That discovery shift really gets to the heart of the biggest challenge we see now. The audience has to exist before you launch. Full stop.

“The campaigns that succeed are the ones where the publisher has spent months, sometimes a full year, building a community that is genuinely excited to back on day one. The first 24 to 48 hours drive the algorithm, and the algorithm doesn’t care about your campaign if you don’t come in with momentum already built.

“The biggest obstacle to that? Time. Creators sometimes wait way too long to get started. We’d sometimes hear from people who reached out only a month or two before their planned launch date, or in some cases after they had already gone live.

“At that point every job gets harder: the audience building is rushed, the creative is rushed, and the campaign pays for it. The earlier you start, the better every single piece of it gets.

“The other big thing is expectation calibration. There are a lot of headline funding numbers out there from mega-campaigns that skew what success looks like.

“For most publishers, especially indie and first-time creators, a realistic and fully funded campaign that delivers well is worth so much more than swinging for a number you can’t hit.”

When asked about her take on ODN’s biggest successes in the crowdfunding space, Peavley said, “Honestly, it’s hard to point to a single success.

“People probably want to hear about the big IP projects, and those are genuinely exciting. Getting to work on something like Power Rangers: Heroes of the Grid across multiple campaigns, or Marvel Dice Throne, or Lord of the Rings, or Terraforming Mars is a thrill for obvious reasons.

Marvel Dice Throne: X-Men || Kickstarter image

“But the truth is every project we worked on was a big success to us, from a first-time creator finding their footing to a major publisher launching their next big title. The scale is completely different but the care that goes into it is exactly the same.

“And that’s really the point. A tremendous amount of love, heart, and work goes into every campaign, and that’s not just from our side. It’s from the client, the designers, the artists, the playtesters, the partners, the backers, the community.

“Tabletop is a real group effort, and when all of those pieces come together the way they’re supposed to, that’s the success. Every single time. That never got old.”

Crowdfunding Future

Game Brands launched three years ago as Board Burst, before renaming itself to Digital Wizard. That company consisted of Game Brands, which focused on digital marketing and web support for the board, tabletop, and video game industries, and Opmasis, which provided the same services for realtors, personal injury lawyers and contractors.

Eichenwald told BoardGameWire that Opmasis would be closing its doors following the ODN acquisition. He said the new company would also cease reaching out to potential video game clients “for at least the time being” – although added that it would still accept video game clients if they request its services.

Game Brands’ previous experience in the tabletop industry includes working with Steve Jackson Games “to help them wrangle their website”, backend work for Restoration Games which Eichenwald said doubled the company’s website traffic, and providing website design assistance for Gamelyn Games prior to its acquisition by Tabletop Tycoon (now Tycoon Games).

Eichenwald said, “ODN’s number of clients is currently at 11, including the combined client bases of both companies. ODN has started moving in a very crowdfunding-heavy direction over the last few months, and I’m very excited to continue that work.

New OffDutyNinja CEO Ryan Eichenwald

“ODN’s crowdfunding team is second-to-none, and I’m looking forward to being able to help new games reach audiences in much more concrete, measurable ways than ever before.

“ODN has also had a very board and card game-focused history, but the addition of the Game Brands team – and Brad Bound especially – gives us deep roots in the TTRPG space as well that we’re eager to bring to ODN’s experienced team.”

The ODN team will also include CFO Chris Ortega and backer experience manager Carissa Yaffe, in addition to lead graphic designer Kevin Haemmerle. Editorial manager Anais Torres was already in the process of leaving ODN prior to the sale, but is currently helping with the company’s transition, Peavley added.

Asked to give her predictions for how tabletop crowdfunding might change over the next year or so, Peavley said, “I think we’re going to continue seeing Gamefound grow, and I’m genuinely hopeful that the increased competition will push Kickstarter to make some positive changes. A little pressure never hurts.

“I personally love what the BackerKit crowdfunding platform is doing and I hope to see it pick up more momentum in our space. The platform landscape is more interesting right now than it’s been in a long time, which is good for creators and backers both.”

Eichenwald, who attended the GAMA Expo trade show as part of ODN at the end of last month, said, “One of the big things that came up was just how many people were looking for crowdfunding support, especially after the economic shocks from last year.

“A lot of the newer games seemed to be small-box or app-enabled, and I got a sense of excitement this year that hadn’t been there the year previous – which makes sense, given that GAMA 2025 was overshadowed by the first round of tariffs.”

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Der Wald von Mystaria – Spielkritik

Von: Paddy
29. Januar 2026 um 07:30
Der Wald von Mystaria

Die magischen Wesen gestalten Plättchen für Plättchen ihre Landschaft. Setzt man bei Der Wald von Mystaria die Gebäude an die passenden Stellen, holt man sich viele Punkte. Beim Legespiel muss man auf unterschiedlichste Dinge achten, um zu punkten. Zuerst wählt

Der Beitrag Der Wald von Mystaria – Spielkritik erschien zuerst auf brettspielblog.ch.

Fabelwald

16. Januar 2026 um 02:33

Fabelwald von  Jeff Warrender (Schmidt Spiele) ist ein Merkspiel, bei dem die Spielenden als Zauberlehrlinge im Wald drei versteckte Schlüssel finden und zu ihrem Zauberturm bringen müssen. Doch im Fabelwald…

The post Fabelwald appeared first on Reich der Spiele.

Wallenstein: Fall (The Life & Games of Wallenstein, #4)

24. August 2025 um 18:04

Our fourth and final post in the Wallenstein series! As biographies go, this one ends with the death of the protagonist… before we take a look at the world he left behind, and round it out with a little overview of how contemporaries and later historians saw Wallenstein. Let’s go!

You can read all posts in the series here:

Wallenstein’s Death

As we have seen in the last post, Wallenstein had contrived to make many enemies. His only supporter, Emperor Ferdinand, feared to be upstaged by the seemingly all-powerful general. The news in late 1633 – Wallenstein treating with the Swedes, Wallenstein letting Thurn go free, Wallenstein not defending Regensburg and Bavaria, Wallenstein refusing to support the Spanish mission to the Netherlands – mixed with their tendentious interpretations by the Bavarian and Spanish parties at court convinced the emperor that Wallenstein planned betrayal. To forestall this, the Imperial War Council secretly decided to relieve Wallenstein of his command on December 31, 1633.

Wallenstein and his intimates did not know about the dismissal, but they sensed the shifting wind. His brother-in-law Adam Erdmann, Count Trčka, and his marshal Christian von Ilow had Wallenstein’s officers sign a statement of loyalty to their commander in his winter quarters at Plzeň on January 12. They hoped that this show of unity in the army would remind the emperor that he needed his general. The opposite was the case: Ferdinand took it as another sign of treason.

When Wallenstein had been dismissed in 1630, it had caused both the emperor and the electors immense anxiety about his possible reaction. He had taken it meekly then, but what would he do now? As the emperor and his advisors had resolved that Wallenstein was a traitor, they expected the worst – insubordination, rebellion, joining his army with the Swedes. That needed to be forestalled. A secret court found Wallenstein guilty of treason on January 24, 1634. The court reached out to three of Wallenstein’s officers which they deemed reliable – Wallenstein’s second-in-command, Matthias Gallas, the commander of the embattled left wing at Lützen, Ottavio Piccolomini, and the tenacious defender of Dessau Bridge, Johann von Aldringen. To them, they gave the delicate task of delivering Wallenstein to Vienna – dead or alive.

The three executors of the imperial sentence faced a daunting task. Wallenstein was popular with the common soldiers whose pay was guaranteed by their general, not by the emperor whose coffers were notoriously empty and whose will to pay the army notoriously limited. The officers seemed more promising, as they were honor-bound to the emperor, but they had also sworn loyalty to their commander. Gallas got in touch with those they deemed reliable and instructed them not to follow any orders from Wallenstein, Trčka, or Ilow.

By that time, Wallenstein’s health had deteriorated even more. He was barely able to leave his bed and sometimes could not even sign documents. All the while, he waited for a reply from Hans Georg von Arnim on the potential peace with the electors of Saxony and Brandenburg.

Trčka acted on Wallenstein’s behalf in the day-to-day affairs, confident in his command over the soldiers. Only deep into February did it dawn on him and Wallenstein’s other intimates that imperial agents were prising the army away from them – officer by officer, regiment by regiment.

Wallenstein in his winter quarters at Pilsen (the German spelling of Plzeň) with the three executors of the imperial will dancing around him. Cheb, to the northwest of Plzeň/Pilsen would have given Wallenstein an easy exit west in direction of the Swedish-German forces under Bernard of Weimar or north to the Elector of Saxony. From the Vassal module of Thirty Years War: Europe in Agony, 1618-1648 (David A. Fox/Michael Welker, GMT Games).

Nothing was left to Wallenstein but flight. On February 23, he and those faithful to him made away to Cheb, accompanied by a few regiments of loyal troops. They had been joined by the regiment of Colonel Walter Butler on the way and counted on the garrison of Cheb under the command of John Gordon. Both Butler and Gordon had been contacted by the three conspirators who urged them not to obey Wallenstein. For the time being, Butler and Gordon prevaricated.

As Cheb is in the northwestern corner of Bohemia, Wallenstein could easily leave Bohemia for Saxony or be joined by Swedish forces. That put time pressure on Butler and Gordon. If Wallenstein fled, they would be held responsible. If they arrested him, he would be freed again if the Swedish arrived. Thus, they resolved to murder him and his associates.

Gordon invited Trčka, Ilow, and a few more Wallenstein intimates for dinner up in Cheb’s castle on February 25th – together with Wallenstein, who declined on grounds of his constant bad health. Gordon and Butler, both present at dinner, had a group of soldiers commanded by captain Walter Devereux come in, declare for the emperor, and murder Wallenstein’s associates. With all of them dead, Devereux took his small group down to Wallenstein’s residence in the town. They found Wallenstein in bed already. As he got up, Devereux stabbed him to death.

Wallenstein’s leader counter in Cuius Regio.

Wallenstein’s death is handled in a rather detached manner in Cuius Regio (Francisco Gradaille, GMT Games, forthcoming): Like every other leader, Wallenstein has an initial and a last year of service (1625 and 1634, in his case). In the leader deployment phase before the campaigns of 1635, the player will have to remove Wallenstein. Death – be that from plague, battle, or murder – is inevitable and pre-ordained.

The Catholic player in Thirty Years War: Europe in Agony, 1618—1648 has more freedom. As we have discussed in the last two instalments of the series, Wallenstein can be dismissed and recalled in the game. And if he proves to be too influential (and comes close to the threshold at which his influence would give the Protestants a Major Victory), he can also be assassinated (and thus be removed from the game permanently). There is, however, no inevitability of Wallenstein’s death: As his influence is only raised from recruiting troops, taking cities, and successfully attacking with him, the Catholic player can just forgo those, not use Wallenstein anymore and let him live out his old age in peace. Somehow, this never occurred to the historical Ferdinand II. Implicitly, the game’s treatment of Wallenstein’s assassination posits that the active threat which Wallenstein posed in Ferdinand’s view was nothing but a fabrication of the emperor’s paranoia, and that the emperor remained firmly in command at all times.

Twilight of the Thirty Years’ War

Wallenstein had grown rich on land which had been taken from those the emperor had declared rebels. He ended up on the other side of this bargain. His estates in Bohemia and Silesia were seized (Mecklenburg was lost to the Swedes anyway). A good deal went as spoils to all the officers involved in the conspiracy against him. Gallas, Piccolomini, and Aldringen became great magnates, and those on the lower rungs of the plot did not go unrewarded either, down to an additional month’s pay for all the soldiers in the garrison of Cheb whose only contribution had been to stand by idly while Wallenstein was murdered. The rest of Wallenstein’s estates were sold by the emperor to fix some of his short-term financial problems. Wallenstein’s widow Isabelle kept nothing. Only when she pleaded mercy (instead of justice) from the emperor did she receive a small estate to live on.

Wallenstein had died when the war had already been raging for sixteen years. It would last another fourteen before peace was finally made in 1648. Any time Emperor Ferdinand II had been in a position of strength, he had not made concessions to form a lasting peace, but instead increased his demands, prompting the interventions of first Denmark, then Sweden, and finally France (shortly after Wallenstein’s death).

Ferdinand II died in 1637. At the time of peace, the new emperor Ferdinand III was mostly ruined. Protestantism survived, protected by German princes and foreign powers. Sweden controlled the Baltic Sea. Any hopes of imperial hegemony in the empire or of Habsburg hegemony in Europe were dashed. After Spain had conceded Dutch independence, it fought on against France, and lost that war, too, along with its European primacy.

Afterlife

Wallenstein remained fascinating to his contemporaries after his death, and would continue for centuries. Assessments close to his own time hewed closely to the religious beliefs of the writer: Catholics tended to see Wallenstein as a traitor (following the official account of the emperor), Protestants made him into a Machiavellian mercenary leader, often contrasted with the heroic “Lion from the North” Gustavus Adolphus.

Later treatments focused on individual aspects such as Wallenstein’s purported dependence on astrology. You will have noticed that this is the first time since our first post that astrology is mentioned – because there is no evidence that Wallenstein was more interested in it than his contemporaries, let alone that he made decisions based on horoscopes. The speculations on this issue are based in the accounts of those who bore witness against Wallenstein shortly before and after his death, taking pains to stress anything which might indicate that Wallenstein was anything but a devout Catholic. The idea of Wallenstein, the Star-Seeker, is particularly prevalent in the German mind, as playwright Friedrich Schiller dedicated a trilogy of plays to Wallenstein’s last weeks – and presents the general as an indecisive fatalist, done in by his own passivity as well as the cabals of those around him. That’s (masterful) fiction – but it hews close enough to history (Schiller had taught history at the University of Jena and even written a major book on the Thirty Years’ War) to influence anyone whose first contact with Wallenstein was through Schiller’s plays.

By the time document-based historiography had been firmly established in the 19th century, pre-established views on Wallenstein had become so solidified that historians still argued within their confines – mostly on the matter if Wallenstein had, in fact, betrayed the emperor. Slowly, the view that he had not gained ground.

Interpretations of Wallenstein in the 19th and 20th century often were inspired by current politics: Catholic German nationalists hailed Wallenstein as a proto-Greater German unifier. Czech historians like Josef Pekař adopted their compatriot as a proto-nationalist transcending the multi-national Habsburg Empire. Hellmut Diwald saw in Wallenstein the necessary authoritarian answer to overcome foreign domination of Germany (and subsequently plunged himself into New Right revisionism).

When stories of “Great Men” had decidedly fallen out of favor in academic history, Golo Mann revived the genre with his biography of Wallenstein, testing the limits of academic writing with his literary ambitions. His book dispelled some of the myths around Wallenstein and retained others.

Currently, Wallenstein’s heritage as a Bohemian, a nobleman, a (converted) Catholic, and a magnate have received more attention. History is never completed, but only enriched with more perspectives. Wallenstein’s life and its subsequent interpretations are thus also lessons in historiography.

Games Referenced

Cuius Regio (Francisco Gradaille, GMT Games, forthcoming)

Thirty Years War: Europe in Agony, 1618—1648 (David A. Fox/Michael Welker, GMT Games)

Further Reading

A recent biography which succeeds at dispelling the Wallenstein myth is Mortimer, Geoff: Wallenstein. The Enigma of the Thirty Years’ War, Palgrave Macmillan, London 2010.

For an older, more encompassing biography with literary aspirations, see Mann, Golo: Wallenstein. His Life Narrated, Holt, Rinehart, and Winston, New York City, NY 1976.

On the reception of Wallenstein and his changing image from his contemporaries all the way through the 20th century, see Bahlcke, Joachim/Kampmann, Christoph: Wallensteinbilder im Widerstreit: Eine historische Symbolfigur in Geschichtsschreibung und Literatur vom 17. bis zum 20. Jahrhundert [Conflicting Conceptions of Wallenstein: A Symbolic Figure from History in Historiography and Literature from the 17th to the 20th Century], Böhlau, Cologne/Weimar/Vienna 2011 [in German].

For a short introduction to the Thirty Years’ War, see Schmidt, Georg: Der Dreißigjährige Krieg [The Thirty Years’ War], C.H. Beck, Munich 2010 [in German].

A magisterial monography on the entire war is Wilson, Peter H.: Europe’s Tragedy. A New History of the Thirty Years’ War, Penguin, London 2009.

Frisch gezockt 07.2025

Von: Andi
28. Juli 2025 um 07:33

Ja… lange hab ich nichts mehr geschrieben, da mich unser kleiner Schreihals ziemlich auf Trab hält. Gespielt wurden deswegen auch nur Spiele mit Solo Modus. Die, soviel sei verraten, kann ich aber empfehlen.

Der Herr der Ringe: Die Gefährten – Das Stichspiel

Der Die Das … Was für ein Titel. In diesem kooperativen Stichspiel bewegen wir uns durch diverse Kapitel der Geschichte des 1. Buches (es orientiert sich am Buch und nicht am Film) und versuchen gemeinsam die Ziele des Szenarios zu erfüllen. Jeder Spieler wählt je nach Szenario einen Charakter an den eine unterschiedliche Siegbedingung geknüpft ist. Der Rest ist im großen und Ganzen Stichspielnormalität. Soll heißen Bedienzwang aber kein Stichzwang. Die Farbe Ring ist immer Trumpf. Ein Stich darf aber erst mit ihr angespielt werden, wenn ein Ring aufgrund mangelnder Farbe in einen Stich geworfen wurde.
Ja und genau dieses Spiel hat, wie ich finde, einen tollen Solo Modus der tatsächlich dem Titel „Solo Stichspiel“ würdig ist. Wie funktioniert der? Ganz einfach. Man wählt 4 Charaktere und legt deren Hände offen auf den Tisch. So einfach. So genial. Jetzt sitzt man da und tüftelt herum. Ok. wenn der die Karte spielt, muss der stechen und der kann dann ohne Konkurrenz das ausspielen und erfüllt schon mal sein Ziel etc. Gedankengänge wie man sie in einem Stichspiel hat (das hat mir bei Für Northwood! gefehlt). Etwas Unsicherheit hat man immer, da man nach jedem Stich wieder auf die vollen 4 Karten nachzieht. Dh. es ist gut möglich, dass man vielleicht umplanen muss. Zusammen mit der stimmigen Verpackung und den wunderschönen Illustrationen ist das eine volle Empfehlung ob alleine oder zu viert. Es hilft wenn man den Herrn der Ringe mag aber es ist auch kein Drama wenn man keine Ahnung hat.

20 Strong

Kommen wir zu einen Solo Würfelspiel von den Machern von Too Many Bones. Was soll der Name schon wieder? Der Name bezieht sich auf die 20 Würfel die die Hauptakteure des Spiels sind. Das Spiel selbst sollte man sich wie eine Konsole denken. Es wird mit dem Modul „Solar Sentinels“ geliefert aber es gibt auch noch andere Module zu kaufen, die ein paar Regeln abändern hinzufügen etc.
Mein erster Kritikpunkt ist mal die Anleitung. Ich finde sie lässt das Spiel viel komplizierter wirken als es eigentlich ist. Aufmarschzonen und durchnummerierte Phasen (hat mich irgendwie an die alten Magic Anleitungen erinnert) . Dabei ist das Spiel denkbar einfach. Man wähle einen Gegner. Man wähle Würfel und würfle. Vielleicht würfelt man danach neu…dann gibts ne Belohnung oder eins auf die Mütze und man bekommt ein paar verbratene Würfel zurück. Wieder auf Anfang.
Das Modul Solar Sentinels selbst fand ich anfangs viel zu einfach, bis ich das optionale Modul Missionen dazugekommen habe. Das hat das Spiel für mich erst interessant gemacht. Da hätte man auch viel fester mit dem Zaunpfahl in der Anleitung draufhauen können. Nicht nur, weil man die Missionen erfüllen muss. Man muss sie auch in einer bestimmten Reihenfolge erfüllen. Dieses Detail ist so … gut. Jederzeit darf man eine Mission ablehnen, was aber den Endboss stärker macht. Dazu kommt das alles in einer kleinen Schachtel, so ca 2 Amigo Spiele groß. Die Illustrationen sind jetzt nicht so meins aber schrecken mich auch nicht ab. Gefällt mir.

Ascending Empires – Zenith Edition

Von kleinen Schächtelchen nun zu großen Geschützen. Ascending Empires ist ein Weltraum Ausbreitungsspiel, mit Planeten entdecken, Forschung, Gebäudebau, Gegner mit Schiffen wegpusten – das übliche…aber…die Schiffe werden durch das Weltall geschnippt und auch sonst ist das Spiel von der Komplexität (und Dauer) her kein Expertenspiel sondern eher Kennerspiel+.
Von dem Schnippen sollte man sich aber auch nicht abschrecken lassen. Es ist kein reines Geschicklichkeitsspiel wie Crokinole. Klar, wenn du dich zielsicher durch die halbe Galaxis schnippen kannst hast du einen Vorteil aber 1. ich denke, nicht so gewaltig und 2. gibt es Technologien die man erforschen kann die das kompensieren.
Kämpfe sind angenehm deterministisch. 1 gegnerisches Schiff (Verteidigungswert 1)? Da brauch ich 2 eigene Schiffe Stärke 1 oder 1 Stärke 2 in Reichweite. Auch sonst ist es sehr durchdacht. Kann sein, dass ich mich täusche aber besonders wichtig ist auch das Management von zusätzlicher Energie. Die bekommt man durch Errichtung von Sternenbasen oder Städten und mit dieser Zusatzenergie kann man Aktionen öfter durchführen. Mit einer normalen Bewegung darf man z.b. 2 Schiffe bewegen. Für jede Zusatzenergie die man verbrät bekommt man 1 Extra Bewegung. Dadurch kann man nicht nur Rohrkrepierer beim Schnippen kompensieren, man bekommt auch die eigenen Schiffe auf einmal in Position um Planeten mit höherer Verteidigung im selben Zug anzugreifen. Solo gibt es eine Kampagne gegen einen Bot Wächter. Interessant und ich bin da nicht mal im Ansatz durch und knabbere noch immer an Szenario 1, da habe ich letztens 1 Zug zu früh verloren.

Mischwald

Ganz kurz möchte ich Mischwald erwähnen. Die zuletzt erschienene Erweiterung hat ja auch einen Solo Modus mit einigen Errungenschaften…Gewinne mit mehr als X Punkten mit Y Fledermäusen im Wald z.b. Find ich gelungen und ein sehr gemütliches Solo Spiel.

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