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Arkham Horror: Secrets of the Order Expansion
Arkham Horror: Secrets of the Order Expansion

The unquiet spirits of the dead cry out and ghouls stalk the midnight streets of Arkham. Derelict portals yawn open between our existence and the horrific unknown, and even in the storied French Hill neighborhood, the Order of the Silver Twilight plots their path to greater power.

This new expansion brings investigators to the classic neighborhood of French Hill while also sending them beyond our reality into the depths of the terrifying Underworld. Two new double-sided map tiles bring the older regions of Arkham, Massachusetts to life, including the aforementioned French Hill neighborhood, as well as the Underworld itself. Four more investigators join the party, ranging from the steadfast soldier Mark Harrigan to the confident aviatrix Winifred Habbamock.

The investigators’ jobs will not be easy—this expansion brings three entirely new scenarios into the fold, challenging investigators with restless spirits, secret cultists, and the depths of the Underworld itself. With over 130 new encounter and event cards, new assets, monsters, conditions, and a new type of map tile, Secrets of the Order opens a portal to a hoard of content, pulling you into some truly terrifying tales.

Shrouded in Secrets
Secrets of the Order comes packaged with three new scenarios, and with them comes an enormous amount of replayability, bringing you throughout the older areas of Arkham, Massachusetts. Whether you are protecting innocent bystanders from rampaging gugs or stopping the Order of the Silver Twilight from summoning an Ancient One, new threats will keep you on your toes in each scenario.

This time, however, the threats are even harder to pin down than usual. Several monsters in this expansion have the new “shrouded” keyword, cloaking everything from its attributes, abilities, to even its health in mystery. This is especially showcased with the three Haunting Dead monsters featured in the expansion’s first scenario.

The true nature of these monsters is not revealed until an investigator engages them or they are exhausted, and, since they have no health value while shrouded, they cannot be defeated until they flip to their non-shrouded side. After all, you can’t fight what you don’t know!

That said, shrouded monsters can still be dealt damage. Dealing enough damage to a shrouded monster could cause it to be defeated when it engages you, allowing you to “preemptively” defeat them. This could come in handy, especially if that shrouded monster is a Cacophonous Haunt or a Screaming Haunt , both of which have hindering effects that make them hard to deal with. However, that shrouded monster could also be an ally in disguise, such as the Weeping Haunt , so think carefully before you strike!

Logic and Lore
This wouldn’t be a new Arkham Horror expansion without some new investigators. One of these is Agatha Crane, a woman who expertly blends science with the occult.

With degrees in Mathematics and Psychology, Agatha has always placed a premium on evidence-based science and logical thought. When she was young, she didn’t pay much attention to superstitions or ghost stories, but mounting evidence in recent years has led Agatha to conclude that there is a kernel of truth to the tales of monsters, spirits, and magic that permeate Arkham’s history. That said, if these things are real, then they must obey consistent rules, just as the physical sciences do; she just needs to find them. And so, as the pioneer of the new study of “parapsychology,” Agatha seeks to bridge the gap between the mystic and the rational, and she will plunge headfirst into the unknown.

While she’s a scientist at heart, Agatha is surprisingly adept at using magic. With above-average lore and solid sanity, Agatha can be certain to cast a spell successfully, and, with her personal ability, she can take advantage of the spell’s horror cost to focus for free and gain a remnant! Agatha can also put her parapsychological expertise to use with the Occult Principle , a unique talent that is one of her starting cards. After taking a risk by delving into the horrors of the occult for an extra clue, Agatha flips this card over to the Scientific Method . By using the ward action to remove the extra doom from her Occult Principle, Agatha could use the Scientific Method to gain even more clues with a free research action, all while stockpiling more remnants for later use.

Clearly, the more Agatha understands the occult and the arcane, the more useful and formidable she becomes. And she is just one of the four new investigators included in Secrets of the Order!

Crossing the Threshold
As one of the oldest parts of Arkham, French Hill is home to ancient secrets, potential allies, and mysterious threats. Meanwhile, in the deepest layer of the Dreamlands lies the Underworld; a realm of monsters and madness, where only the very desperate dare to roam. You know that someone is trying to merge these two realms together, but the question remains: will you be able to stop them in time?

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62.60 €
Game of Thrones LCG 2: KL2 -City of Secrets Chapter Pack
Game of Thrones LCG 2: KL2 -City of Secrets Chapter Pack

The second Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game

Throughout your conquests in A Game of Thrones: The Card Game, you have journeyed to the farthest reaches of Westeros, following those vying for the Iron Throne through George R.R. Martin’s A Song of Ice and Fire series. But in the sixth cycle of the A Game of Thrones: The Card Game, the game steps beyond the page and into the world.

In the King’s Landing cycle, you are no longer tied to a set time, but to a place—the capital of King's Landing. You have approached the grand city and stood before the walls that surround the pit of snakes. Now, you are invited to move past the gates and begin your exploration of the treacherous and majestic city within.

City of Shadows
As A Game of Thrones: The Card Game continues to progress in the King’s Landing cycle, you have the chance to lay new schemes with the continued exploration of the shadows keyword. In every corner of the city, the twisting streets and hidden alleys conceal dangers. Your cards in shadows act as almost a second hand, one protected from intrigue claim and reserve restrictions. There's no telling what traps you have hidden away until you are ready to spring them.

But you are not the only one with their eye set on the capital of the Seven Kingdoms. Threats gather in every corner of the realm, with a new set of events that lurk in the shadows. The Shadow of the South (City of Secrets, 36) lets House Martell steal a challenge icon from a character, while across the Narrow Sea, the Shadow of the East (City of Secrets, 34) gives House Targaryen the chance to destroy one of their opponent’s attachments. Even the Night’s Watch have grown impatient with the meaningless squabbles between Houses and Shadow of the Wall (City of Secrets, 26) lets you stand a character with one or fewer challenge icons.

Each of these events bear a "—" in place of their gold cost, meaning that they can only be played from shadows. But each also has a condition under which you can return the event to your hand, giving you another chance to use its ability in the future. If there is a Scheme plot, like The Long Plan (Taking the Black, 16) revealed, Shadow of the South is returned to your hand, while a Targaryen player may wish to fill their plot deck with Summer cards, and the Night’s Watch waits for Winter plots to divide the weak from the worthy.

No Surprises
Beyond these events that lend each House a tailored advantage, City of Secrets also offers cards that interact with the shadows in new and powerful ways. City of Secrets introduces some characters (found throughout the King's Landing cycle) that can work around their shadow cost, allowing you to spring deadly traps even if you are low on funds. For example, the Red Keep Gaoler (City of Secrets, 27) has a shadow cost of four—but if you'd rather not pay, you can move two power from your faction card to a Baratheon character in order to put the goaler into play. Meanwhile, Cersei and the Lannisters can recall a non-Lannister Ally worth four or more gold to put The Regent's Guard (City of Secrets, 29) into play from shadows.

But even those who don't wish to rely on the underhanded intrigues of King’s Landing find powerful new tools and allies in the City of Secrets. House Stark can ensure that there are No Surprises (City of Secrets, 22) for a round before sending out warriors like the hasty Smalljon Umber (City of Secrets, 21). But perhaps the best way to defeat your secretive enemies is by joining them, engaging in Shadow Politics (City of Shadows, 38). While the card itself can only be played from shadows, one of its greatest uses is to discard a card from the largely protected shadows. But even if your enemy proves a straightforward opponent, this card can still be a worthy addition as you purge five cards from an opponent’s discard pile, or look at your enemy’s hand, reading their plans and forming a counterstrike.

Lies and Treachery
King’s Landing is not a place for the weak of spirit. Do you have what it takes to stand amongst the plotting courtiers of the capital, or will you meet your end in the capital as so many have before you? Assemble your allies, plan your schemes, and prepare to navigate the City of Secrets!

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19.50 €
Game of Thrones LCG: KL5 -Secrets and Spies Chapter Pack
Game of Thrones LCG: KL5 -Secrets and Spies Chapter Pack

In theory, the small council of King's Landing is one of the throne's most potent political assets, a collection of experienced advisors devoted to the good of the realm. In practice, the council is rife with deceit, corruption, treachery, intrigues, and betrayal.

In this reprint of the popular King’s Landing expansion cycle for A Game of Thrones: The Card Game, each Chapter Pack has been updated to the 60-card format (3 copies each of 20 unique cards). This cycle features a feast of fan-favorite cards such as Tyrion Lannister, Condemned by the Council, Robert Baratheon, The Red Keep, Aegon’s Legacy, and Rhaenys’s Hill. The King’s Landing expansion cycle reprint is a welcome addition to any player, new or veteran, looking to expand their collection or interested in Shadows-centered deck-building.

Known for introducing the “Shadows” mechanic, King’s Landing also includes “City” Plot cards in each of its Chapter Packs that built off each other; most of these “City” Plot cards become more powerful the more “City” Plot cards a player possesses...and the deeper into the city he goes.

• A reprinted expansion cycle for A Game of Thrones: The Card Game
• Updated to the 60-card format (3 copies each of 20 cards)
• Included cards are updated with the most recent Errata and rules text
• Introduces the “Shadows” mechanic to the game
• Features “City” Plot cards that build off each other

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15.00 €
Genesys: KeyForge Secrets of the Crucible (HC)
Genesys: KeyForge Secrets of the Crucible (HC)

A new sourcebook for the Genesys Roleplaying System set in the KeyForge Universe!

In the center of the universe hangs the Crucible, an enormous artificial world created by the enigmatic Architects and home to countless beings and cultures. Here, impossibly advanced technologies mix with arcane powers to make for a setting unlike any other. Uncovering the secrets of this mysterious, artificial world will take all your skills—but the possible rewards are boundless...

This 272-page sourcebook allows you to undertake fantastical adventures and uncover the Crucible’s many wonders and dangers. Lost civilizations, cryptic conspiracies, bizarre environments, mutated monsters, and more await!

Secrets of the Crucible contains new character creation options, unique weapons and armor, new skills revolving around the mysterious Æmber permeating the world, bizzare adversaries, and a new adventure builder that puts all these aspects together!

Are you ready to discover a world where anything is possible?

The Keys of Discovery
The first portion of Secrets of the Crucible introduces new character creation options. The Crucible is a diverse landscape full of uncountable species. This book contains 11 of these species to choose from when creating a character, including Giants, Martians, and Robots. But Secrets of the Crucible also features a full set of rules for creating your own species, making your character creation options truly limitless! Traverse the land as an aquatic horse-type species or roll through the Crucible as a giant rock; the choice is always yours!

Of course, selecting a species is just the beginning, Secrets of the Crucible also contains a set of fresh new careers for players to explore. Battle for æmber and glory as a mighty VaultWarrior, or acquire wealth and fortune as a mercurial Trader! Each of these careers has access to a wide variety of new skills and talents introduced in Secrets of the Crucible, including the powerful new Æmbercraft skill, which invites you to learn the secrets of the mysterious substance permeating the Crucible.

Of course, you're characters history and future will inevitably be intertwined with the various factions of the Crucible. Given the enormous number of beings on the Crucible, it is no wonder there are untold millions of groups, factions, houses, associations, and other ways for them to band together. Referred to as organizations, these groups range from congregations of belief systems followed by thousands of species to a singularly immortal hive mind linking a multitude of small protoplasmic blobs. Wherever there are beings who share beliefs or desires, organizations are formed. Does your character hail from the fierce legions of Brobnar, or from the scientific minds of Logos? As always, your character is yours to craft.

Master of the Vault
But Secrets of the Crucible isn’t for players alone. Game Masters are offered plenty of advice for running adventures in the world of KeyForge! Games set on the Crucible can be as divergent and expansive as the world itself, and it may feel a bit daunting to craft adventures. The wild mix of species, super-science, and fantastical technologies may seem too large to handle, but its beings have motivations and needs that everyone can understand—and thus adventures on this world can be both fun and familiar for players as they explore the Crucible with their characters.

Much of the chapter focusing on the Game Master is devoted to exploring the Science Fantasy genre, depicting life on the Crucible, Introducing NPC templates, and working Æmber into your adventures. The rest of the chapter offers a way for you to quickly create adventures featuring prominent or common elements of the Crucible with an adventure builder template. The adventure builder uses a modular format, allowing segments of the adventure types to be reused to create different combinations each time. The resulting framework may include unexpected twists, moral quandaries, and some of the general weirdness inherent to the Crucible.

These modular adventures are similar to the encounters found in Shadow of the Beanstalk, but with a Crucible twist. The adventure builder contains three categories: Hooks, Escalations, and Climaxes. By combining one of each, you can create your own story full of adventure, twists, and a satisfying conclusion.

Hooks are the initial enticement and incentive for your players to get involved in the adventure. These work best when they are clearly presented, so the players don’t spend a lot of time wondering what the possibilities are. Hooks can be quite cliché, which is great for telegraphing the basic intent of the adventure and can help set up unexpected events later on. Perhaps an Æmber Hunter needs you to fight off a Martian scouting party, or the PCs find a hot lead on a valuable artifact.

An escalation raises the stakes or difficulty of the adventure. Sometimes it challenges the morality of the situation as the PCs decide how far to go in their pursuit of their ultimate goal in changing conditions.

Climaxes are more open and nebulous compared to the hooks and escalations. They represent broad categories of possible resolutions that can always be greatly impacted and even circumvented by PC actions. We’ll take a look at each of these aspects in-depth in a future preview!

Unlock the Secrets
The world where anything is possible is colliding with the roleplaying system of boundless adventures, what adventures await you when Secrets of the Crucible releases

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53.80 35.00 €
alin hinta 30 päivää ennen alennusta 53.80
Genesys: Keyforge: Secrets of the Crucible -Mutant Invasion!
Genesys: Keyforge: Secrets of the Crucible -Mutant Invasion!

A Genesys roleplaying supplement pack, designed to expand the content first introduced via the Secrets of the Crucible sourcebook!

The Crucible is filled with strange and wondrous creatures, belonging to many disparate Houses. And if that inherent variety wasn’t enough, the introduction of mysterious dark æmber has welcomed in a flood of mutation, as once-familiar giants, thieves, demons, knights, and others become forever changed. Some rejoice in the changes, while others see them as heresy and fight to eradicate the dark æmber and its effects. Which side of the conflict will you take?

Within this pack, you’ll find 40 oversized cards stuffed with information for players and Game Masters alike. You’ll encounter a brand-new playable species, rules for incorporating the mutative dark æmber into your own games, adventure builders, locations, and over 30 NPC adversaries to populate your adventures. If you’re planning to take your Genesys adventures to the Crucible, the Mutant Invasion! supplement pack brings even more of the diversity and wonder that makes the Mass Mutation set of KeyForge decks so compelling.

New Horizons Await
The Mutant Invasion! pack begins by introducing a new playable species to your games: the proximan. This species has been seen on the Crucible for at least several millennia and is thought to hail from the Alpha Centauri system. Proximans have a symmetrical, largely humanoid appearance, and evolved neuro-accelerant glands within their twin cranial protrusions, allowing proximans to quickly process sensory information and determine the best way to react when prey or deadlier predators are detected. While they are not as strong as other species due to their homeworld’s lower gravity, proximans are true survivors and not to be underestimated.

If you’re a player who wants to excel at detecting and dealing with dangers, the proximan might be the perfect species for you!

Of course, the bulk of this roleplaying supplement pack is devoted to over 30 NPCs that Game Masters can use to fill their adventures, drawing on the weird and wonderful creatures of the Crucible and the dark æmber mutations introduced by the Mass Mutation set for KeyForge. You and your fellow players may be out doing a job and discover that Bad Penny is after the same item as you. Or, you may find Fandangle the witch seeding dark æmber to cause mutations in the local wildlife. Your explorations may even lead you across a tribe of niffle apes, a niffle queen, or the gigantic, mutated Kong. These NPCs may work with the players, or they may stand in their way, but either way, they bring new life to the allies and adversaries on the Crucible.

Finally, Game Masters will uncover a host of adventure seeds in this pack. An easy adventure builder takes Game Masters through a simple process of developing an adventure, from the hook, through the escalation, to the climax of the plot threads earlier established. As an added bonus, three location cards help Game Masters bring some of the most common locales on the Crucible to life with additional plot seeds, special rules, and examples!

Mutate Your Adventures
The onset of dark æmber is about to change the Crucible forever. Unlock the next chapter of your adventures with the Mutant Invasion! roleplaying supplement pack for Secrets of the Crucible

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14.80 7.40 €
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Pathfinder 2nd Edition: Secrets of Magic (Pocket Edition)
Pathfinder 2nd Edition: Secrets of Magic (Pocket Edition)

Discover the untold potential of magic! Secrets of Magic, the newest hardcover rulebook for the Pathfinder Roleplaying Game!

Secrets of Magic brings the popular magus and summoner classes into Pathfinder Second Edition, unlocking heroes who combine magical might with martial prowess and offering command of a powerful magical companion creature.

The lavishly illustrated, 256-page rulebook contains hundreds of new spells with potent offerings for all spellcasting character classes, magic items for any player character, and lore detailing the fundamental structure and theories of magic. A special section within the volume—the Book of Unlimited Magic—presents new methods of spellcasting, with elementalism, geomancy, shadow magic, rune magic, and even pervasive magic to give every place and creature in your game a magical spin!

The pocket edition presents the same contents in a smaller sized softcover for a lower price and better portability.

Written by Logan Bonner, Mark Seifter, and Amirali Attar Olyaee, Kate Baker, Minty Belmont, Logan Bonner, James Case, Jessica Catalan, John Compton, Katina Davis, Jesse Decker, Chris Eng, Eleanor Ferron, Leo Glass, Joan Hong, Vanessa Hoskins, Jason Keeley, Joshua Kim, Luis Loza, Ron Lundeen, Liane Merciel, David N. Ross, Ianara Natividad, Chesley Oxendine, Stephen Radney‑MacFarland, Shiv Ramdas, Mikhail Rekun, Simone D. Sallé, Michael Sayre, Mark Seifter, Sen H.H.S., Shay Snow, Kendra Leigh Speedling, Tan Shao Han, Calliope Lee Taylor, Mari Tokuda, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, Tonya Woldridge, and Isis Wozniakowska

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30.00 €

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