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Arkham Horror LCG: DL5 -Where Doom Awaits Mythos Pack
Arkham Horror LCG: DL5 -Where Doom Awaits Mythos Pack

The fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

Who could have ever guessed that your search for two missing professors would lead to this? The wind howls. Ritual magic vibrates through the air. And the world is ripping apart. Your time is running out. Your doom is fast approaching!

Even as it carries your investigations rapidly toward their climactic conclusion, the scenario from Where Doom Awaits dizzies your investigator with a distorted version of reality. The woods outside of Dunwich are changing. You'll find clearings strewn with blood and bodies, rivers frozen solid despite the temperate air, and paths that rip open, revealing chasms through the dimensions and other worlds elsewhere in the void…

Strangely, though, you'll find yourself not wholly unprepared for the alien challenges these dimensional rifts represent. Perhaps you may have found the situation overwhelming at the beginning of your investigation, but the intervening days—and Mythos Packs—will have supplied you with the experience and resources you need to find your way through these altered woods.

In fact, you'll find even more resources among the expansion's twenty-eight player cards (two copies each of fourteen different cards), provided you've earned the experience points to add them to your deck.

Gear Up and Get to Work
Among the new player cards you'll find in Where Doom Awaits are no fewer than seven different cards of level three or higher. Like "I've had worse…" (Where Doom Awaits, 261) and Ace in the Hole (Where Doom Awaits, 266), these are powerhouse cards that won't just force you to think about how to build your deck—they'll force you to budget your experience points as you play through your campaign.

Will you spend your experience in smaller increments, outfitting yourself from adventure to adventure with cards like Extra Ammunition (Core Set, 26), Flare (The Miskatonic Museum, 115), and Deduction (The Essex County Express, 150)? Or will you save six experience for an Ace in the Hole?

These are choices made possible by the game's campaign mechanics and the way card levels permit wildly powerful abilities to exist alongside more generic fundamentals. And they give you freedom to explore wildly different character builds. After all, your character is your deck, and if adding a couple copies of "I've had worse…" lends you the reassurance you need to set off headlong into a distorted reality, then your investigator is bound to play differently than if you had worked toward the ability to take the equivalent of two turns in a row.

In fact, in the woods outside of Dunwich, all those extra actions may prove troublesome as you explore an Eerie Glade (Where Doom Awaits, 286). Then again, those actions could save you from ruin if you accidentally stumble into some Uprooted Woods (Where Doom Awaits, 291). The problem is that you won't know what you'll find down your Altered Path until you follow it.

There's Only One Way to Find Out
As the fifth Mythos Pack in The Dunwich Legacy cycle, Where Doom Awaits represents its penultimate chapter. As you delve deeper and deeper into the cycle's many-layered mysteries, you swiftly find all sense of normalcy and security cast aside. There's more to the world—and the universe—than you had ever dreamt, and there's no telling what strange fate may have befallen the people you hope to save.

There's only one way to find out what lies at the end of all this madness; you have to keep racing along the path. No matter where it leads. In the end, there's no time to spare.

Brave your next step into a world gone mad.

• The fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game
• The investigators must stop a magical ritual while reality is breaking apart all around them
• Challenges players to find their way through an ever-changing forest
• Twenty-eight player cards (two copies each of fourteen different cards) allow investigators to make good use of the experience they’ve earned through their campaign
• Requires a copy of the Arkham Horror: The Card Game Core Set and The Dunwich Legacy

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22.00 €
Doom: The Board Game
Doom: The Board Game

A completely redesigned tactical combat experience for two to five players based on Bethesda’s blockbuster video game, DOOM.

Glory Kill your way to victory as one of the Union Aerospace Corporation’s elite marines or grab control of the legions of demons threatening to take over the complex. Each side of DOOM’s asymmetrical gameplay introduces an entirely unique way to play, whether you're struggling to save Mars from being overrun by Hell’s most merciless demons or fighting to crush each marine and conquer the planet once and for all. You and up to four friends will play through a series of missions, the marines attempting to achieve a variety of objectives and the invader orchestrating a barrage of savage demon attacks against them. While the marines can respawn after death, they can only do so a set number of times before the demons claim victory over the mission, threatening not only the UAC’s operation, but the survival of humanity as a whole.

You Have Your Mission
DOOM provides two operations of six missions each for your invader and marines to battle through. Every mission takes place on a unique map and presents a different set of objectives and threat levels. The objective cards designated for each mission describe the victory conditions for both the team of marines and the invader, in addition to all associated special rules. The marine’s objectives can vary from securing the battle area to collecting valuable assets, while the invader has just one goal—to kill the marines... repeatedly.

The invader’s method of summoning demons is determined by one of three assigned threat cards—Infestation, Horde, and Assault. Portals scattered across each map designate areas where new demons will spawn from, but how those portals behave will vary depending on the threat card, throwing demons onto the map in unique ways and forcing the marines to approach each mission with a customized strategy.

Humanity’s Last Hope
Each of the four marines, Alpha, Bravo, Charlie, and Delta, begin with the same special sprinting ability and equal health points, but differing classes and weapon loadouts will help each marine establish a distinctive set of strengths, abilities, and strategies. Class cards are selected at the beginning of the mission and provide your marine with unique skills, from increasing your defenses to loading your action deck with grenades.

You will also begin each mission with a ten-card action deck, featuring armor, three pistol actions, and three cards each for your marine’s designated guns. Throughout the game, you will take a number of these cards into your hand and play them as actions. Every card in your deck will give you either a main action, a bonus action, or a reaction. While main actions will deal significant damage to any advancing demons, the less powerful bonus actions may be easily chained together to execute additional unique and useful attacks, movement, or other actions. Both main and bonus actions may only be used during your activation, though your deck will also contain a reaction or two, such as your armor, which can be used to respond to an attack at any time. These cards can help you avoid damage, retaliate with an attack, or draw more cards into your hand.

Even if you are without reaction cards in-hand, you are not without defense when targeted. Whenever your marine comes under attack, you will flip one of the cards remaining in your deck. The symbol in the upper right-hand corner of the flipped card designates the strength of your defense, either limiting the damage you take, denying the attack altogether, or forcing you to take the full force of the demon’s strike. The most effective defense will often come from cards that perform less powerful actions, so every draw from your ever-cycling action deck is a thrilling gamble, whether you’re filling your hand or defending yourself.

Not only do your marines begin the game with this ten card deck, but they will also have opportunities to expand their arsenal with pickup items. The marines are only as dangerous as the weapons they wield, so your game is heavily defined by both their initial loadout and the equipment they collect. At the start of each mission, the map will be populated with health packs and weapons for the marines to find as they pursue the mission’s objective. Health packs allow the marines to recover health, and can make the difference between life and death in a dire situation. Weapons, on the other hand, expand a marine’s action deck with new, often more powerful cards than those in the starting action deck. The earlier you set out to collect these weapons, the more quickly you may be able to gain the upper hand in your fight to save humanity.

Hell Has Arrived
One player in your game of DOOM will take the invader role, commanding the legions of Hell in an attempt to terminate the UAC Marines. As the invader, you are able to spawn hordes of demons throughout the mission from portals scattered across the campaign map. Your band of relentless fighters and the way they spawn will vary depending on the threat and invasion cards designated by each mission. The threat cards mentioned earlier apply unique rules to the portals around the map and at what point you may introduce new demons, while the invasion cards, kept hidden from the marines, indicate exactly which demon types you’re able to summon. While the marines have the ability to respawn when they die, you instead summon masses of increasingly terrifying demons.

Each of the three portal tiers has two invasion groups which you may choose spawn, increasing in strength and ability as the mission progresses. Early on, you’ll be able to summon less powerful demons, such as a mob of possessed soldiers or a single armored Pinky. While both of these demons are a threat to the marines, they are less intimidating than, for example, the Mancubus or Baron of Hell. You will be able to summon these menacing monsters and others like them when the red, higher-threat portals become available to you, increasing the challenge to the marines as they draw nearer to achieving their objectives. Because the invasion cards are not available to the marines, they will also be unaware of the terrors headed their way until the demons actually spawn.

Where the marines have action decks to indicate many of their abilities, each class of demon has specific speed, range, health, attack, and special abilities indicated on their demon card. Some of these abilities are inherent and may be used at any time, while others require special Argent Power to trigger. These tokens may be collected by discarding event cards or spawning an invasion group which includes additional Argent Power. Once the tokens have been assigned to a demon type, they cannot be moved, so it is in your best interest to spend them before each demon dies, again adding difficulty for the marines as they progress.

Event cards are the invader’s equivalent of an action deck where defense and special abilities are concerned. The cards in this deck vary depending on the mission being played, and are indicated alongside objective, threat, and invasion cards. At the beginning of the status phase, before activation for all characters begins, you will draw event cards until you have six in your hand, and may then discard up to three to generate Argent Power. The cards kept in hand can be used throughout the activation phase to modify attacks, defenses, and more. The cards remaining in the event deck serve as your demons’ defense when attacked by marines.

The Glory of the Kill
One of the most unique elements of the game of DOOM is that death is viewed as more of an expected inconvenience than a total failure. Each marine will certainly leave a trail of deceased demons in their wake, but not without taking lethal damage along the way. Not only are these elite soldiers able to die, but they are expected to do so. In fact, the invader’s sole objective in any mission is to not only kill the marines, but kill them a number of times. The idea of the game is to run in, guns blazing, without fear, and then keep on running—there’s a job that needs doing here, and respawning is just part of the fun.

Fear of death has no place in this game, and it is this reckless abandon that will allow your marines to take advantage of two exceptional abilities—the Glory Kill and Telefragging. Below each demon’s health is a stagger value, signifying the amount of damage they must take before a marine can perform a Glory Kill. Once a demon has become staggered, a marine may charge into the demon's space for two movement points and dispatch them with ease. Similarly brutal is Telefragging, an action in which a marine may move from one active teleporter on the map to another. If occupied by a demon, you immediately remove that monster from the game. With that in mind, the invader player would be best served by avoiding active teleporters at all costs.

Face Your Doom
Gear up and lock down to bring the thrilling experience of Bethesda and id Software’s DOOM to the tabletop with DOOM: The Board Game. Whether you aim to charge through the mob of demons with your team in pursuit of a larger goal or flip the switch and command Hell’s death-dealing masses to slaughter the UAC’s best and brightest, a descent into the fiery pits of DOOM is sure to bring out the master combatant in you.

• Based on Bethesda Softworks’ blockbuster science fiction shooter game
• Experience the game from both invader and marine perspectives
• Customize player decks throughout missions to improve your marine
• Randomized initiative makes for unpredictable and nerve-racking activation phases
• The fast-paced struggle to survive and adapt to ever-changing battle conditions replicates the heart-pounding experience of a video game

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118.00 €
Doomtown: Weird West Edition
Doomtown: Weird West Edition

Welcome to Doomtown, where you try to gain control of a western town set in the Weird West of Deadlands. In this world, cowpokes good and bad wield guns, steampunk gadgets, and spells of all sorts, and death is sometimes just a minor inconvenience.

In Deadwood, South Dakota, Eagle woman That All Look At tries to enforce a fragile treaty. Hao-Te Zui's Anarchists fight for the townsfolk that E.B Farnum's consortium of Entrepreneurs are trying to drive out of business. Bass Reeves, the West's most persistent Marshal, arrives in pursuit of the notorious outlaw, Jessica Patchett, who's trying to escape her bloody past. And out in the Badlands, Ursula's cult prepares to summon the power of the great Worm.

Doomtown: Weird West Edition is a poker-driven, territory control card game, updated from (and fully compatible with) the 2014 release of Doomtown: Reloaded, which was based on the 1998 Origins Awards Best Trading Card Game, Deadlands: Doomtown by Alderac Entertainment Group!

All aspects of the game that require randomization are controlled via a poker mechanism as every card has a suit and value. Preparing for the hands you want to draw is as much a part of deck building as choosing the actions and dudes you'll want to play. Your deck is built around an Outfit, one of the six main groups attempting to control Deadwood.

Combat is resolved via poker hands. Deciding who goes first is decided by drawing the top five cards from your deck and the lowest poker hands go first.

Players take one action each, in turn which can include:
* Hiring a new dude (getting you influence in town)
* Purchasing a new deed (getting you control in town)
* Shopping for gear for your dudes
* Start a shootout with your opponents to try to remove their influence.

When each player passes, you reach "Sundown" for the day. If any player has more control in town than anyone else has influence, you win.

Contents:
* 544 total cards, including 280 different cards, 38 new cards, 66 updated cards, and 157 reprinted cards
* 6 full-bleed faction leaders, 1 revised dude, 3 cards with Tombstone art, and 6 tarot-sized outfits
* Punchboard tokens for ghost rock, control, influence, bullets, and more
* Revamped rulebook, including rules for Automaton, Boss Battle, and Town Square Scenario variants
* 4 Town Square cards: Gomorra, Tombstone, Deadwood, and Shooting Range
* 11 Event Cards and 1 dude for Boss Battle.

This product is a new base game compatible with all previous expansions and releases for Doomtown and Doomtown: Reloaded

1–6 Players
30–60 Min
Age: 12+

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91.00 €
Dungeon Degenerates: Hand of Doom
Dungeon Degenerates: Hand of Doom

RETRO ROLE PLAYING GAME FEEL IN A COOPERATIVE DARK FANTASY BOARD GAME!

Dungeon Degenerates puts the players into the boots of hardened criminal adventurers, escaping from the dungeons of Brüttelburg into a deranged, demented, dark-fantasy world of swords, sausages & sorcery. Players attempt to make their way through a series of interconnected weird, nasty & mysterious adventures as the world of the Würstreich gets progressively more dangerous & the Hand of Doom descends - distorting the land with evil sorcery.

DUNGEON DEGENERATES - HAND OF DOOM is a fantasy adventure board game from GOBLINKO. Blending a Dark & Dirty Old School role playing game aesthetic with an easy to learn, fast-moving & engaging board game system, DUNGEON DEGENERATES delivers the dark fantasy adventure you want, when you want it.

Players choose between four adventuring Degenerates who have been imprisoned for various crimes of survival. As they make their way out of Brüttelberg into the decaying Eastern provinces of the Würstreich they must take on strange & dangerous adventures & fighting against the corruption & decadence that have set into the land. Monsters, cultists, witches, demons & wizards have taken advantage of the rot & are encroaching on civilization. As if that wasn’t enough, the Necromancer’s Hand of Doom points down on the land & disrupts the natural order with Hellish resolve.

DUNGEON DEGENERATES: HAND OF DOOM will plunge you through a thick veil of resinated smoke into a fantastic world that is familiar & mythological - pulsating with street-level culture illuminated in eye-melting colors that will expand exponentially as you explore it.

IN A LAND WHERE ROT RULES, ONLY THE DEGENERATES SURVIVE!
The Würstreich - an Empire in decline, where survival is an adventure unto itself. Once the pinnacle of human civilization, it now teeters on the brink of Total Doom, having collapsed into corruption, decadence, decay & madness. Evil Wizards pervert the very fabric of nature, bringing gibbering madness from beyond screaming into absolution & an endless menagerie of monsters fight for domination!

In chaos - there is opportunity! The fecund stench of the Rotten Realm of the Würstreich beckons! Having escaped from the moldy dungeons of Brüttelberg, your Degenerate Adventurers must use wits & weapons to find their fortune in the monster & madness infested badlands - fate decided by the luck of the draw & the roll of the dice!

In a land where rot rules, only the Degenerates survive! As if degeneration & decay weren't enough, the shadowy Necromancer's Hand of Doom points its yellowed fingernail & projects its diabolical decree on the cursed land!

DUNGEON DEGENERATES: HAND OF DOOM is the Dark Fantasy Medieval Metal Punk board game of swords, sausages & sorcery from Goblinko. You play degenerate adventurers who have been thrown into the dungeons of Brüttelburg & after escaping, you must find your footing & fight your way to freedom as the Hand of Doom curses the very land you walk on. Pick up a sausage & join the adventure!

Profusely illustrated by Sean Äaberg with hundreds of new drawings with inspired game design by Eric Radey - Dungeon Degenerates is poised like a demonic vulture to change the face of fantasy forever.

Features:
* 1-4 players co-op
* Players can form parties or split up throughout the game at will - no forced obligation to compete or stick together
* 1-3 hours gameplay based on mission
* Epic RPG campaign feel in an open world sandbox board game
* Play until you die - bring your experience & items from previous missions
* Open exploration - no forced path
* Multiple missions & objectives of varying difficulty for high replayability
* Multiple ways to approach each mission
* Set in a cohesive & fixed world with multiple distinct regions
* Regions feature unique encounters & thematic monsters
* Encounters allow multiple interaction choices - you do not have to fight everyone you see
* Open experience system allowing for character customization with new skills
* You are always in danger - the town is not an artificial safe zone - combat is dangerous
* Various modes of travel - players cooperate to choose their route & pace, or split up & fend for themselves
* Customize difficulty & theme with expanded monster & encounter decks
* Streamlined combat with tactical depth, each player rolls dice only once on their turn
* Uses standard 6-sided dice only
* Over 100 monsters with unique abilities & artwork

WHAT’S IN THE GAME BOX?
* 24” x 24” full color game board
* 8 playable adventurer character cards which come with their own items & abilities standees & stands of each adventurer
* 150 Monster cards divided into five decks by map region
* 60 Encounter cards divided into four decks by map region
* 12 Epic Monster cards
* 84 Loot cards
* 12 Epic Loot cards
* 134 American Standard Mini-Cards -
- 28 Doom cards
- 36 Skill cards
- 36 Danger cards
- 14 Triumph cards
- 24 Weakness cards
* 6 dice
* 300+ counters
* 92 25mm counters & the Hand of Doom!
* 36 page the Rules
* 20 page the Missions
* 2 Reference cards

1-4 Players
30-360 Min
Age: 10+

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84.10 €
Foam Tray For Doom Scythe + 8 Compartments
Foam Tray For Doom Scythe + 8 Compartments

The crescent-shaped aicrafts are the ominous harbingers of a Necron invasion. Thanks to a multitude of tactical and strategic data sets on board of the Doom Scythe, combined with the pilot's android brain, the ship can act relatively independently from the rest of the army.

To ensure that the supersonic fighter can fly into battle ready for action at any time, we provide you with this especially designed foam tray to protect your miniature.

A tailor-made compartment accommodates a Doom Scythe or a Night Scythe. The miniature-precise cut ensures that the model lies absolutely securely in its compartment during transport and does not slip around. This not only protects the fine parts, such as the destructor and the death ray, from damage. The colors and transfer pictures of the finished painted aircraft are also protected from abrasion and scratches.


- The tray is designed for a model without flight base.

In the additional 8 compartments you also have room for more miniatures of the Necrons. They can be used to store Tomb Blades, Canoptek Spyders or Crypteks, for example.

The 8 rectangular compartments each have the following dimensions:


- 4 compartments: 80 mm long x 75 mm wide x 65 mm deep
- 2 compartments: 36 mm long x 75 mm wide x 65 mm deep
- 2 compartments: 66 mm long x 56 mm wide x 65 mm deep

The Full-Size foam tray has the dimensions: 345 mm x 275 mm x 75 mm total height (65 mm usable height + 10 mm foam base)


- high-quality, fine pored foam
- CFC-free
- chlorine and acid-free
- Made in Germany

  !   tilattava tuote
17.80 €

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