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Arkham Horror LCG: Path to Carcosa Expansion
Arkham Horror LCG: Path to Carcosa Expansion

The second deluxe expansion for Arkham Horror: The Card Game!

A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind.

Everything you find suggests the workings of something foul, even though no connection has yet been proven...

In The Path to Carcosa, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness.

Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses.

The Play's the Thing
The King in Yellow—and all the strange events surrounding the play—take center stage in the two new scenarios from The Path to Carcosa. Curtain Call is your ticket to Ward Theatre, where you can catch the much-awaited performance. And in The Last King, you join the play's cast and crew at a dinner party, in the hopes that some of them might provide you answers to the many questions burning in your mind.

Both of these scenarios can be played on their own as standalone adventures, but together they represent your first steps along The Path to Carcosa campaign, which you can pursue more fully through a cycle of six Mythos Packs. Over the course of your campaign, you'll learn more and more about the larger threat the play may pose—and encounter many of the terrifying new treacheries and enemies from the expansion's eleven encounter sets. And you'll find yourself keeping secrets from the other investigators.

As befits its unique exploration of the realms between and beyond sanity and madness, The Path to Carcosa introduces a number of encounter cards that feature the new keyword, "hidden." Whenever you draw a card with this keyword, you keep it hidden from your fellow investigators and place it in your hand. But even from there, its abilities exert their insidious influence over the course of your game.

Additionally, The Path to Carcosa campaign introduces mechanics for Doubt and Conviction, both of which you'll mark in your campaign log, depending on the choices you make. These decisions may then come back to haunt you in later scenarios. And, finally, The Path to Carcosa also marks the debut of a new card type, story cards, which serve as avenues for additional narrative... and other effects.

We Are Merely Players, Acting Our Many Parts
There's plenty of madness and mayhem in the expansion's scenarios—more than enough, in fact, to drive your investigators stark, raving mad. But if your Core Set investigators should falter, you needn't yet abandon all hope.

The Path to Carcosa introduces six new investigators, all of whom come complete with their signature advantages and weaknesses, plus a wealth of forty non-signature, non-weakness, new player cards (two copies each of twenty different cards). All of these are divided between the game's five classes—Guardian, Mystic, Rogue, Seeker, and Survivor—except for one of the new investigators, the actress Lola Hayes (The Path to Carcosa, 6).

Haunted by her role in The King in Yellow and the strange events, calamity, and dread that have followed the play across the globe, Lola Hayes hopes to be done with it and has written to the director to inform him she intends to make her hometown Arkham performance her last.

The game's first Neutral investigator, Lola Hayes arrives with remarkably balanced attributes, and deckbuilding requirements that allow her to select thirty-five of her favorite level 0–3 cards from all the different classes. To her, each class is just another "role," and she can shift her role as she wishes, doing so once per round as a free ability.

But nothing in Arkham is ever simple as it may seem. Is Lola Hayes the actress, an expert of Improvisation (The Path to Carcosa, 18) who slips in and out of roles as she chooses? Or is "Lola Hayes" just another role, one among many? Are there other forces directing her life, steering her down paths she'd rather not travel? Amid the chaos and terror, such fears may lead Lola toward a Crisis of Identity (The Path to Carcosa, 19).

Still, Lola Hayes isn't the only investigator from The Path to Carcosa to push the game's deckbuilding options in all-new directions. Each of the new investigators offers something different. New deck sizes, new ways to combine cards from multiple classes, or multiple copies of their signature strengths and weaknesses.

In the end, the myriad—potentially dizzying—array of possibilities made available by these investigators will either inspire you to greatness—or drive you mad!

Pull Back the Curtain
The King in Yellow is coming to Arkham, and the whole town is talking about it.

What will you find when it arrives? Who will you meet? What secrets might you uncover? Come and see the show. Everyone's invited!

• A deluxe expansion for the award-winning cooperative LCG Arkham Horror: The Card Game
• Kicks off a new campaign with the mysteries surrounding a performance of The King in Yellow
• Introduces two new scenarios laden with madness, horror, and mechanics for tracking your investigator’s doubt or conviction
• Expands your deck-building options with six new investigators and sixty-two player cards (including a complete playset of each)
• The expansion’s narrative campaign continues with the upcoming The Path to Carcosa Mythos Packs

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42.60 32.00 €
alin hinta 30 päivää ennen alennusta 42.60
Arkham Horror LCG: PC2 -The Unspeakable Oath Mythos Pack
Arkham Horror LCG: PC2 -The Unspeakable Oath Mythos Pack

The second Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

It was always going to come to this… You're finally headed to the asylum.

Something about the mysterious play, The King in Yellow, had nagged at the corners of your mind before it arrived in Arkham, and you began investigating. You learned madness and disaster followed the play everywhere it went. And still you dug deeper.

You attended the performance. You came face to face with terrors that still haunt you. And then—having barely survived your earlier encounters, and hanging onto the remnants of your tattered sanity—you went to the Arkham Historical Society in search of even more information.

Now, as you look to carry forward through The Path to Carcosa campaign, you may find yourself wracked by Doubt and surrounded by Lunatics. And, still, you'll catch hints of deeper and darker secrets.

What Madness Compels You?
With the new scenario coming in The Unspeakable Oath, Arkham Horror: The Card Game continues and deepens its exploration of the mystical realms between the traditional roleplaying and card game experiences.

First of all, you have the strong sense of place that's exceedingly rare among card games. You're not wandering the streets of Arkham, nor the wooded New England hillsides. Instead, you're wandering the hallways of an eerily quiet asylum—perhaps punctuated, at times, by mournful howls or manic laughter—and need to gain passage through several locked doors.

The fact that doors can be locked against you is important in the sense that it allows the adventure to unfold at the same sort of pace with which a Game Master might walk you through an adventure. And it matters because you can only act upon objects and information in your investigator's location. Moreover, if you and your fellow investigators split your company, you might cover more ground… or you might render yourselves vulnerable.

Next, you have the different ways the scenario preys upon the game's cooperative nature and the relationships you try to maintain with your fellow investigators. After The Path to Carcosa introduced the Hidden keyword, which forces you to hold cards in your hand—and keep them hidden from the other investigators—The Unspeakable Oath adds more of these cards, so that your experience of the game might not match that of the other players. And none of them will understand you.

Your secrets will isolate you from your companions. In the depths of an asylum.
Think about that...

Finally, the scenario breaks away from the traditional customizable card game experience by forcing you to live with the consequences of other games.

Yes, you can play and enjoy The Unspeakable Oath as a standalone adventure, but for those who dare to look more deeply, The Unspeakable Oath comes to life most fully as part of The Path to Carcosa campaign. It is, in fact, the fourth chapter in that campaign, and it represents the nexus of many possible paths through time and space. But those paths are not all equal.

Normally, when you sit at your table to play a customizable card game, you start fresh. There's nothing imposing itself upon your starting hand or the resources with which you might start the game. But in the Arkham LCG®, the choices you make in earlier adventures may come back to haunt you later on. The game's basic structure is the campaign, as in an RPG, and you are often given choices to make in your games—and between them—that aren't clearly about winning or losing, but just about how your investigator would respond to a given situation.

And in The Unspeakable Oath, these choices already come back with profound ramifications, literally restructuring the adventure depending upon the consequences of your earlier investigations. Choices you make in your games—the people to whom you choose to speak and the ways you interact with powerful artifacts—will impact the structure of the adventure's act deck, as well as the composition of its encounter deck.

You're Never Truly Alone
Along with its new scenario, The Unspeakable Oath introduces twenty-four new player cards (two copies each of twelve different player cards) that allow you to "learn" from your mistakes. As you gain experience, you can use that experience to enhance your deck with cards like Forewarned (The Unspeakable Oath, 150) and A Test of Will (The Unspeakable Oath, 156).

Alternatively, you may forge an alliance with one of the Mythos Pack's new Patrons, Charles Ross, Esq. (The Unspeakable Oath, 149) and Dario El-Amin (The Unspeakable Oath, 151). Naturally, as Patrons, both of these gentlemen come with valuable connections.

Charles Ross, Esq. helps you gain access to a whole host of powerful Items, reducing their costs by one each time he exhausts. You can think of him as your personal connection to the Disc of Itzamna (Core Set, 41), making it easier to afford and discard—and then to afford again. While your investigator has a limited number of body slots to which these Items can be assigned, meaning there's a limit on the total financial benefit you can derive from recruiting the services of Charles Ross, Esq., it's worth noting that that limit is a great deal less restrictive than it might first appear.

First of all, there's the fact that you might choose to discard one Item in favor of another—or just because discarding it is in your best interests. Many of the game's most powerful Items, like the Disc of Itzamna, are discarded when you use them, and Charles Ross, Esq. lends significant value if you intend to use these items over and over—such as you might if you're playing Rex Murphy (The Dunwich Legacy, 2) with Scavenging (Core Set, 73).

Perhaps more importantly, there's the fact that the Arkham LCG can support as many as four players, and Charles Ross, Esq. works with any investigator at your location, not just yours. If you and your teammates can coordinate your purchases, Charles Ross, Esq. can easily save your group at least one resource each and every round.

Meanwhile, the unscrupulous Dario El-Amin can provide you access to an astonishing array of benefits, all of which should certainly help you find your way out of the asylum. As a single action, Dario El-Amin allows you to claim two resources. He's also more than willing to offer bonuses to both your Willpower and your Intellect—provided you can meet his demands.

Dario El-Amin may be a Patron of the arts, but it's clear that he's looking less to prop up struggling artists than to invest in characters and endeavors with records of proven success. The permanent attribute boosts that Dario El-Amin can provide are fantastically valuable, but the Patron requires you to sit on a stockpile of no fewer than ten resources if you want those bonuses.

Fortunately, that's not too much of a problem for Rogue investigators like Jenny Barnes (The Dunwich Horror, 3), who can gain resources fast with cards like Burglary (Core Set, 45), Hot Streak (Core Set, 57), and Lone Wolf (Blood on the Altar, 188). And once you have all those resources at your disposal, it'll be good to know that Dario El-Amin will be, at least, a little invested in seeing you make your way out of the asylum.

Adversity Breeds Adventure
It's a good thing that Arkham Horror: The Card Game isn't real life. We don't really want to stare down unspeakable horrors, suffer grievous internal injuries, and feel our minds fracturing with the burden of all we've witnessed.

But it makes for great fiction. And in the Arkham LCG, it makes for great adventure.

Soon, you'll have your chance to enjoy yet another of these horrifying adventures. In The Unspeakable Oath, you'll find the world closing around you. You'll be stuck in the asylum. Surrounded by Lunatics. Threatened by monsters and madness… And your games couldn't be better!

• The second Mythos Pack in The Path to Carcosa cycle for the cooperative Arkham Horror: The Card Game
• Introduces a new scenario that carries you into the heart of Arkham’s asylum
• Serves as the fourth chapter in the campaign from The Path to Carcosa deluxe expansion
• Twenty-four new player cards (a complete play set of each) provide you access to wealthy Patrons and allow you to “learn” from your mistakes
• Requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion

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22.00 16.50 €
alin hinta 30 päivää ennen alennusta 22.00
Arkham Horror LCG: PC3 -A Phantom of Truth Mythos Pack
Arkham Horror LCG: PC3 -A Phantom of Truth Mythos Pack

The third Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

Months after The Yellow King played at the Ward Theatre, your investigation into the strange events surrounding the play has left you with more questions than answers. You've encountered Cultists, Lunatics, and Monsters. You've uncovered horrific Schemes of untold scope. And you've witnessed Terrors that may or may not have been Omens of greater perils.

All these things brought you, recently, to pay a short visit to Arkham's asylum. And now you've walked out, wondering what to make of everything that you've seen. So where do you go for answers when your world's tilting into madness?

The answer: Paris.
In A Phantom of Truth, you and your fellow investigators make your way across the Atlantic. Tormented every night by vivid dreams of an alien world—with black stars, twin suns, shattered moons, and twisted spires—you decide not to grapple with your Doubts and Convictions in Arkham, but to pursue whatever truth might lie behind the play.

This is why you head to Paris; you hope to gain some answers from the play's director, Nigel Engram.

Doubt and Conviction
As we mentioned in our announcement of The Path to Carcosa, your investigations into The King in Yellow will eventually lead you into the sort of madness and confusion that force you to wonder what's reality and what's delusion. You may even find yourself wondering if the definitions of madness and sanity are as clear as you previously thought.

With that in mind, The Path to Carcosa campaign makes use of the new mechanics for Doubt and Conviction that we previewed in "A Mind Is a Terrible Thing to Lose," our look at the new scenarios from The Path to Carcosa.

But what does your Doubt or Conviction do for you? Apart from check marks on your campaign log (pdf, 1.8 MB), what are they? These questions—and their answers—begin to emerge more fully throughout A Phantom of Truth.

The first thing you'll learn is that it's still not clear whether it's better to operate like a skeptic rooted in Doubt or to trust your instincts and move forward with Conviction. Nor is it certain that your Doubt is always the sign of a curious mind; there may be times your Doubt is strictly a form of uncertainty rooted in madness—your inability to distinguish the real from the unreal, or the truth of things from their illusions.

It's almost as if there's some terrible, malevolent force at work—guiding you, beckoning you, pulling you forward. And it's possible that your search for Nigel Engram may take a backseat to your desperate scramble to hold onto whatever shreds of sanity remain to you. And, here, is your Doubt your salvation? Or are you better off following your Conviction?

In A Phantom of Truth, these questions matter immensely, and you'll need to find the right answers, lest you end up a Lost Soul (A Phantom of Truth, 227) in a very foreign land.

Focus on the Familiar
In addition to its scenario, A Phantom of Truth supplies you with twenty-two player cards (two copies each of eleven different player cards) designed to help you stay grounded and make progress in your campaign. Among these, you'll find a handful of higher-level cards that recall the familiar, including a couple of fan favorites from the Core Set.

One of these is the .45 Automatic (A Phantom of Truth, 190)—a wonderful Weapon to have in hand when you're beset on all sides by fear and foes.

While this powerful handgun has been a Guardian staple since the game's debut, the two experience points you'll pay for the upgraded version in A Phantom of Truth are well rewarded by an extra Combat icon, the ability to ignore the retaliate keyword, and by an invaluable one-point boost to your Combat with every shot you fire. All of which may be handy should you find yourself stalked by strange, winged Monsters in the Gardens of Luxembourg.

Similarly, fans of the Rogue class will find their Pickpocketing (A Phantom of Truth, 195) more powerful and profitable than ever. Like the .45 Automatic, Pickpocketing reappears as a Level 2 card that gains several advantages over its Level 0 counterpart.

For your experience points, you are rewarded with the Fast keyword, which immediately gives you an action for your troubles. Next, you gain an extra Agility icon. While this Agility icon won't likely benefit you much the first time you draw your Pickpocketing—since you'll most likely want to put the Talent into play—the extra icon on your second copy of Pickpocketing could easily prove the difference between the success or failure of a critical evade attempt.

That extra icon might even prove the difference between a standard success or a success by two or more that allows you to trigger the full benefits of your upgraded Pickpocketing. Instead of merely granting you an extra card draw when you evade an enemy, Pickpocketing now allows you to choose between a card draw or a resource—or, if you succeed by two or more, allows you to gain both a card draw and a resource.

Together, these newly upgraded cards represent just one of the many different ways you might spend the experience you gain during The Path to Carcosa campaign, but it's one that might appeal to those investigators who are either already meeting with great success—as well as those who have been severely terrified and traumatized by all they have seen.

In this latter case, sticking with the familiar may provide you the opportunity you need to increase your chances of success, without the unnecessary complications associated with the development of all-new tactics.

Draped in Mystery
Is this, at last, the path that will lead you to the truths behind The King in Yellow?

Your trip to Paris is fated to be eventful, but will you find the man for whom you're looking? Or will someone—or something—find you instead?

Take the next step deeper into the mysteries of The Path to Carcosa.

• The third Mythos Pack in The Path to Carcosa cycle for the hot, cooperative Arkham Horror LCG® • A new scenario transports investigators from Arkham to Paris as they continue to explore the mysteries of The King in Yellow • The cycle’s mechanics for Doubt and Conviction come to the fore, promoting new psychological tensions • Twenty-two player cards (two copies each of eleven different cards) help your investigator stay grounded through his or her pursuit of the truth • Inspired by the fiction of H.P. Lovecraft and Robert W. Chambers

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20.60 15.50 €
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Arkham Horror LCG: Return to Circle Undone Expansion
Arkham Horror LCG: Return to Circle Undone Expansion

An upgrade expansion adding new supplementary content to the entire The Circle Undone campaign for Arkham Horror: The Card Game!

The reading is not yet complete. Dark machinations once again enshroud the Silver Twilight Lodge, and as the cards spin a new story, you find that you are the key to unlocking its secrets. It is time to reopen this chapter of horrors and put your fate in the hands of fortune once more.

This upgrade expansion comes oozing with new scenario cards and encounter sets that you can add to each scenario of The Circle Undone, enhancing your investigations with new dangers and new objectives. New player cards, including some upgraded versions of cards from The Circle Undone, give you new tools and options for upgrading your decks, and with a full assortment of card dividers you’ll easily be able to sort and store your entire campaign. On top of that, this expansion comes with a brand-new deck of 22 tarot cards that can be used to enhance any Arkham Horror: The Card Game campaign or scenario!

So now you must ask yourself: will you heed the fortune-teller’s words once more?

Tempting Fate
You have already investigated French Hill and foiled the plans of the Order of Silver Twilight once before. But now that your nightmare begins anew, you will find things that have strangely altered, twisted, or warped. New secrets have emerged, and things will not play out quite the same way this time.

Return to the Circle Undone remixes the entire The Circle Undone campaign, bringing new tricks and terrors for each scenario with an assortment of new scenario cards. One moment you may find yourself questioning Senator Nathaniel Rhodes (Return to the Circle Undone, 25) about the machinations of Silver Twilight, the next you might be mounting a Nightgaunt Steed (Return to the Circle Undone, 61) to explore the empty space between realms.

Of course, the expansion comes with a plethora of new assets to add to your deck, such as a Moon Pendant (Return to the Circle Undone, 12) and more tarot-slot assets like The Star XVII (Return to the Circle Undone, 1) and The Hierophant V (Return to the Circle Undone, 7). You may even find an unexpected ally in the witch Erynn MacAoidh (Return to the Circle Undone, 41) in certain scenarios!

Fortune’s Favor
As an added bonus, the Return to the Circle Undone expansion comes with a special deck of 22 full-sized tarot cards that can be used as an optional mechanic to supplement any scenario or campaign in Arkham Horror: The Card Game! With multiple ways to perform “card readings,” the tarot deck can help swing fate in your favor—or riddle you with misfortune!

Each tarot card has two effects: one for when it is upright, and one for when it is reversed. The cards provide passive effects for the entire scenario, and while the upright effects are always beneficial, the reversed effects often will do the opposite! For example, while a card like The Lovers VI can provide you with an ally from a scenario’s onset, its reversed version could just as easily remove that ally from your deck! Likewise, some cards like Strength VIII can get you set up faster or slow you down , while others, such as The Empress III , can either help you with skill tests or hinder you .

So put your fate in the hands of fortune, and use the tarot deck to enhance your Arkham Horror: The Card Game experience!

A Return to Twilight
The plots of the Order of the Silver Twilight must be stopped at all costs. As dark forces once again gather in the forests of Arkham, will you rise up to stop them?

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42.60 32.00 €
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Arkham Horror LCG: War of the Outer Gods Scenario Pack
Arkham Horror LCG: War of the Outer Gods Scenario Pack

A new scenario pack for Arkham Horror: The Card Game!

Our world may seem significant, the center of our personal universes. But amidst the unknowable eldritch Mythos, Earth is a tiny microcosm of primitive life, a laughable mote of dirt and water floating among the stars. We are merely dust on the scales, and any larger ambition only demonstrates an unfortunate surplus of damning hubris.

In the face of this crushing insignificance, the investigators of the Arkham Horror Files are those who push back against the abyss, who refuse to give in to nihilism and despair. But with the latest adventure, those investigators face a challenge unlike any they’ve tackled before.

Arkham is caught in the midst of a world-shattering conflict between three rival cults, raging across all of North America. Each of these cults seeks to summon its own Ancient One, and as they battle each other across the continent, every enemy slain brings one of these dark gods closer to awakening. Can you and your fellow investigators survive being caught in the middle of this war, or will our world be torn asunder?

A War for Our World
Like many previous scenario packs, War of the Outer Gods can be played standalone or as part of a larger campaign. You also have the choice to take on these threats as a single group or as part of a massive event with any number of other investigators in Epic Multiplayer Mode. Unlike other scenario packs, however, War of the Outer Gods is the first scenario to cast you into the middle of a war between three distinct factions—three arcane cults, each seeking to summon an unspeakable evil, and each with its own strengths and style of play.

The Cult of Silenus calls upon the empty sky, spending ceaseless hours gazing into the cold void of space and dreaming of ways they can bring this freezing vacuum closer to Earth. The Cult of Magh’an Ark’at builds a pyre to incubate a monstrous egg—an egg that they believe will bring paradise once it hatches. And the Cult of Ezel-zen-rezl remains devoted to the swarm, calling a nightmarish proliferation of insectile hordes to assimilate our world into a swarming hive.

Each of these three cults boasts its own agenda deck, and each has its own enemies and treacheries in the encounter deck. You’ll notice immediately that many of these enemies, such as Nihilistic Stargazer (War of the Outer Gods, 25) or Disciple of the Swarm (War of the Outer Gods, 29) feature the new “warring” keyword. Unlike most enemies, which threaten the investigators, the cultists in War of the Outer Gods are far more concerned with battling each other! Rather than moving toward the investigators during the enemy phase, warring enemies will instead move toward and attack an enemy of another faction.

Of course, you can’t just stand aside and let these three cults fight it out. Whenever an enemy attacks and defeats another enemy, you’ll have to place one doom on the agenda belonging to the attacking enemy! The bloody war between the cults actively accelerates their plans to bring a hideous Ancient One into existence, and the investigators will need to interject if they’re going to save our world.

The investigators may start in Arkham, but their struggle against these dark cults will take them from the Streets of Providence (War of the Outer Gods, 15), to The Penthouse (War of the Outer Gods, 23) in New York City, or the Chateau Ramezay (War of the Outer Gods, 19) in Montréal. Each of the cults is based in a different city, and as enemies push their battlelines back and forth between these cities, you’ll have to venture into the heart of each to forestall their plans.

As Hellfire (War of the Outer Gods, 31) rains from the skies and cities succumb to the Ravages of War (War of the Outer Gods, 32), you must give your utmost to stop all three cults. If even one succeeds, you could find yourself pitted against Silenus (War of the Outer Gods, 35) or Magh'an Ark'at (War of the Outer Gods, 41), a fight that even the most intrepid investigators are unlikely to win. But when the fate of the entire world is at stake, what choice do you truly have?

Trifecta of Evil
Three evil cults aim to rip our world apart as they call to their loathsome masters, can you forestall the imminent destruction of Earth?

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29.00 21.80 €
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Charterstone
Charterstone

Pelin esittely YouTubessa.

A village-building legacy game

The prosperous Kingdom of Greengully, ruled for centuries by the Forever King, has issued a decree to its citizens to colonize the vast lands beyond its borders. In an effort to start a new village, the Forever King has selected 6 citizens for the task, each of whom has a unique set of skills they use to build their charter.

In Charterstone, a competitive legacy game scaled for 1-6 players, you construct buildings and inhabit a shared village. Building stickers are removed from cards and permanently added to your charter on the board, becoming action spaces for any player to use (kind of like Lords of Waterdeep, Caylus and Ora et Labora). Thus, a few available buildings soon grow into a bustling village with dozens of actions.

Charterstone features the following:
* streamlined starting rulebook: learn as you play and add rules as you unlock content
* engine-building elements within each game and over the course of the campaign
* a branching storyline where short-term decisions have a long-term impact
* a secret component found in only one other board game
* 75+ “crates” to unlock: 36 metal coins, 350+ unique cards, and 230+ wooden tokens (exactly 12 of each resource: wood, coal, grain, brick, iron, and pumpkin)

Your journey through Charterstone’s many secrets will last 12 games, but it doesn’t end there. Your completed village will be a one-of-a-kind, variable worker-placement game. Or you can purchase a completely optional recharge pack to play a second campaign.

1–6 Players
45–75 Min
Age: 10+

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91.00 59.20 €
alin hinta 30 päivää ennen alennusta 91.00
Discover: Lands Unknown
Discover: Lands Unknown

Katso pelin traileri valmistajan Youtube -sivuilta.

A Unique Game of exploration and survival from Corey Konieczka!

You awaken with a splitting headache and no idea how you got here. The wilderness stretches in every direction, and something howls in the distance. Your quest for answers will have to wait; first, you need to survive.

Whether you're playing by yourself or with up to four players, your ultimate goal in Discover: Lands Unknown is to survive—but your adventure holds many of its own secrets. As a Unique Game, every copy of Discover: Lands Unknown is unlike any other in the world. The unique mix of environments, characters, storylines, items, and enemies in each copy of Discover means that your own adventures will play out very differently than your friend's copy of the game. No matter where you find yourself, you'll need to survive and uncover the reasons why you've awoken, trapped in the wilderness. Whether survival means cooperation or competition is completely up to you!

What Makes Discover: Lands Unknown Unique?
Discover: Lands Unknown is a new adventure for Fantasy Flight Games, joining KeyForge as one of our first Unique Games. What is a Unique Game? In a nutshell, it's an entirely new type of game! Unique Games can take many different forms, but they share one thing in common—every copy of the game is unique. The copy that you pick up off the shelf will have different components than the copy your friend gets at their store.

While mechanics and some common components like meeples will be the same in every copy of the game, the vast majority of the cards, tiles, and tokens in your box will be randomized, selected from a vast pool of possible components. When you open your copy of Discover: Lands Unknown, you can never be sure what you'll find inside, and the combination will be different from every other copy in the world. In other words, Unique Games aren't like Legacy Games, which start with identical components, but become unique through gameplay. Unique Games have their own distinct mix of components in every box!

Everything that you encounter on your adventure, from your pool of survivors, to the enemies that you encounter, to the tools at your disposal, to the very environment itself, can be changed, with every copy of Discover: Lands Unknown presenting an experience unique to you. While some groups will find themselves marooned on a desolate island with mysterious creatures roaming the night, others may be trapped in the mountains, just trying to stay warm enough to survive.

Just like your survivors embarking on a mysterious adventure, you never know what fate awaits. Still, if you want to go into the game without any hints of what you'll find within, it'd be best to turn back now!

Your Story Begins
Like the survivors you'll be playing as, you know that you need to escape… you're just not sure how. In each game of Discover, you'll play a scenario in your own evolving story, drawing your next objectives from quest cards. These quest cards will give you short term goals essential to your survival—the longer you survive, the more likely you'll find a way home.

Working together with other players, you can complete objectives quickly, but when water is short and creatures stalk the night, isn't it every survivor for themselves? Every copy of the game comes with multiple scenarios, so like many of the components found in Discover, you never know what quests you will find in your adventure!

Explore to Survive
If you're going to survive the terrors of night in the wilds, you and your companions will have to gather resources, craft items, and search for a way home during the day. During the safety of the day, you'll spend stamina on your turn to perform different actions. You may wander across the wilderness, gather resources, collect water, fight enemies, discover new areas, and more!

Survivors can explore as much as they want during the day, but every action drains your survivor’s stamina, and if your survivor can't continue on, your turn is over, right where you stand. You must carefully weigh the consequences of your actions: exploring is important, but if you end your turn away from the safety of a campfire, you leave yourself exposed to the harsh conditions of the night.

You must explore the wilderness to escape, but danger waits around every corner. While you may find items essential to your survival during your adventure, but you may also find dangerous enemies, ready to attack! The call of the wild is alluring, and even more so when survival is on the line. Do you have what it takes to find a way home?

Who Are You?
Like the very environment around you, the group of survivors included in your copy of Discover: Lands Unknown is also randomized, so you won't be sure who your heroes will be until you open your box. Each survivor brings something new to surviving in the wilds. Perhaps one of your survivors is Biff O’Bannon, a lumberjack who can easily gain more wood. Or maybe you're surviving with Jasmine Limjoco, a mountain climber who can traverse difficult terrain with ease. Your decision of which survivor you play will dramatically change how you approach your escape.

Like the survivors of Discover: Lands Unknown, you don’t know what awaits. Lost in an unfamiliar world, can you survive and find a way home?

1–4 Players
60–120 Min
Age: 12+

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72.00 36.00 €
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