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Arkham Horror RPG Starter Set
Arkham Horror RPG Starter Set

Doom has come to Arkham. You and your friends are all that stands in the way of an ancient horror...
Arkham Horror is a Lovecraftian-inspired setting that primarily takes place in the 1920s and is centered around the city of Arkham, Massachusetts and its surrounding counties. Brave investigators use everything at their disposal to stop malicious cults and beings from invading the world and destroying humanity. From tommy guns and Molotov cocktails to occult magic and ancient knowledge, all that stands in the way of the end of everything is you and your allies.

The Dynamic Pool System (DPS) is a deceptively simple mechanical framework that uses 6-sided dice to represent characters' ability to perform actions, their physical health, and their mental state. Dice can be spent to perform simple or complex actions, and special abilities called Knacks can be used to modify or supplement the use of dice. Because the system is entirely built around d6s, the mechanics are easy to learn, but the dynamic and open-design allows for interesting strategic and narrative moments.

This box is a full and complete experience that requires no prior knowledge of tabletop RPGs, board games, or Arkham Horror to play.

1 Game Master’s Reference Board
1 Adventure Booklet (48 pages)
5 Character Portfolios
24 Six-Sided Dice (12 black and 12 green dice)
3 Double-Sided Poster Maps
16 Non-Playable Character Profile Cards
21 Item and Spell Cards
3 Punchboards (puzzles and tokens)
Several Handouts (evidence pieces: journal, letters, etc.)

      ei vielä ilmestynyt odotettavissa syyskuu 2024
39.50 €
Arkham Horror: 3rd Edition Core Set
Arkham Horror: 3rd Edition Core Set

Katso pelin traileri valmistajan Youtube -sivuilta.

Return to the nightmare with Arkham Horror Third Edition!

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed; before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the horrors threatening to tear this world apart. Will they prevail?

Fantasy Flight Games is proud to announce Arkham Horror Third Edition, the next evolution of the classic cooperative board game of cosmic horror for one to six players. Originally developed in 1987 by Richard Launius and re-released by Fantasy Flight Games in 2005, Arkham Horror has long been synonymous with thrilling, thematic, cooperative board gaming. Now, we invite you to return to the Lovecraftian-inspired nightmare again—or visit it for the first time!—with a modern take on the classic game.

A Light in the Dark
Arkham Horror Third Edition sees players taking on the roles of investigators in the bizarre town of Arkham, Massachusetts. Unspeakable evil waits in the space between moments and just past the veil of our existence, and investigators must work together to unravel the mysteries of the Ancient Ones, risking their lives and sanity along the way.

As the wall against the encroaching darkness, Arkham Horror Third Edition features twelve iconic investigators, each prepared, in their own way, to defend the world. Each investigator not only comes with a unique ability, but also a customizable starting kit, letting you choose how you want to outfit your investigator for the coming game. And ultimately, each investigator has their own history, and their own reasons for investigating the horrors of Arkham.

Although she may be a great lover of wealth and comfort, Jenny Barnes always had a curious and adventurous streak. While she adored the fashion and society of Paris and Venice, she was equally at home sport-shooting in rural Scotland or trawling the jazz clubs of New Orleans. She’d even funded an archaeological dig of her own, just for the fun of being the first one into the old tomb. So when she learned that her sister Isabelle was missing, Jenny came to Arkham to handle the matter herself. Perhaps a life of wealth and power had made her overconfident… or perhaps the rogues who’d taken her sister had just made their last mistake.

Jenny Barnes is one of Arkham’s most prolific and recognizable investigators, so it's only natural that she makes an appearance in Arkham Horror Third Edition! She's joined by eleven other investigators, many of whom will be familiar to players of Arkham Horror: the Card Game or Mansions of Madness Second Edition. It is these heroes who will provide a light in the darkness, who will stand against the terrors of the unknown, and if fortune favors them, will succeed in saving Arkham and the world.

The Approaching Doom
Each game of Arkham Horror Third Edition sees you and your friends exploring one of four different scenarios in the dark and deadly town. Each adventure brings your investigators to the edge of their sanity and beyond.

These scenarios see a race between the investigators desperately searching for clues across the city, and the forces of evil spreading doom to further their cause. Finding clues can advance the narrative of each scenario, inching you closer to victory. Spreading doom not only produces effects that will hinder you, but can lead to a very different conclusion... one where the world isn’t so fortunate.

While this push and pull between uncovered clues and impending doom will often determine how the narrative advances, other factors can come in to play, including choices made by the players. The fate of the world is in your hands. Do you have what it takes to succeed?

But what is all this madness in search of? What greater goal are the investigators trying to achieve? How will the unlucky few who know of these cosmic horrors discover a way to thwart them?

It's not simply a matter of closing gates to other worlds and hoping that the problem goes away. At the start of the game, the exact goals of your scenario are a mystery to investigators and players alike. As a scenario progresses, archive cards are added to a codex that sits above the board. Each of these cards advances the narrative and offers new objectives for the investigators to strive for, with victory eventually in sight. Finding clues may lead to favorable new archive cards, while the spread of doom may reveal cards that were best left unearthed. Ultimately, the choices that you make and the specific events of each scenario lead you down branching paths, encouraging you to explore the scenarios and determine the best way to achieve your unique goals!

No matter which scneario you're embarking upon, investigators will have to stay ever-vigilant. Moving around Arkham to discover clues will progress the scenario, but our heroes will also fight and evade monsters, gain resources, perform tests of skill, and more. Still, you won’t be alone; you and your friends will work together to defeat this unknowable evil and, by some miracle, you could come out victorious.

A Cycle of Chaos
Playing a game of Arkham Horror takes place over a number of rounds, each consisting of four phases. We’ll look at these phases in greater depth in later previews, but for now, they are:

The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase

The Action Phase is the investigator’s chance to unravel the mysteries of Arkham. You can move around the town, attack monsters, discover clues, and more as you investigate Arkham like never before. Double-sided, modular hexagonal tiles (new to this edition) represent the different neighborhoods of this troubled city, and every scenario sees these neighborhoods arranged in a different way, offering a new look and a new piece of Arkham with every challenge.

But investigators won’t simply be walking around the city. Alien creatures encroach on Arkham, and fighting and evading these beasts will be essential to success. You must balance these encounters with researching clues and purchasing the new tools that will be vital to your survival.

After you've acted, the Monster Phase sees your darkest nightmares come to life. Monsters roam freely about the city, attacking investigators both physically and mentally, instilling fear and disrupting your carefully laid plans. Fans of Arkham Horror: The Card Game will instantly recognize this phase and understand the horror it brings.

On their character sheet, every investigator has two values representing the threshold of their health and sanity. Every attack can lower one or both of these values, and if either your health or your sanity hits zero, your investigator is removed from the game, physically unable to continue or driven to utter madness by the horrors they have discovered.

The Encounter Phase sees the world of Arkham come to life via encounter cards. Every neighborhood has its own full set of encounter cards, and players draw them one at a time to discover a new twist in their narrative based on their location.

Along with the encounter cards that are distinct to each neighborhood on the board, every scenario also offers different event cards that are slowly slotted into the encounter deck, providing a truly new adventure in every game. Maybe you find a weapon to defend yourself in a mysterious shop on the far side of town, or perhaps the police finally believe your mind-bending story. Every encounter reveals a new piece of your evolving story and a new piece of life in Arkham.

Many of these encounters will see your investigator performing attribute tests. Success can be a moment of respite from the horror surrounding you, but failure can see your investigator dive deeper into madness and despair. Every investigator can be distilled down to a set of five attributes: lore, influence, observation, strength, and will. Encounters see these skills put to the test, and they can lead your investigator closer to the truth, or to madness.

Finally, the Mythos Phase sees the town of Arkham growing and changing. During the Mythos Phase, players take turns pulling tokens out of a Mythos Cup. These tokens can do everything from inviting more monsters into the town, to spreading doom across the city, to triggering a terrible reckoning. As the cup is passed from player to player, the board shifts and changes. While many of these tokens will make the game harder for investigators, they are also one of the few ways to introduce more clues to the board, giving the investigators a goal to strive for.

Beyond Reality
Behind our own dimension lurk horrors beyond comprehension. No longer can you drift blissfully unaware on the blind side of the veil. Evil lurks around every corner. Can you save the world with your sanity intact?

      loppu varastosta
124.30 €
Arkham Horror: Dead of Night Expansion
Arkham Horror: Dead of Night Expansion

In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. This expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, a new monster deck holder, and four new investigators to face these fresh horrors, armed with new spells, items, and allies.

Shots in the Dark
The gangs of Arkham have a long history of violence, and the peace between the O’Bannions and the Sheldons has always been tenuous at best. In the sweltering summer of 1926, a dark shadow pushes them into savage conflict.

The new Shots in the Dark scenario featured in Dead of Night sees investigators trying to make peace between two warring gangs in the streets of Arkham. You’ll have to deal with O’Bannion and Sheldon forces as you uncover the mystery of why these gangs are on the verge of tearing their rivals, and their city, apart. Maybe you’ll even have the opportunity to pick a side and end the conflict once and for all with a clear winner.

But why are these gangs at each other’s throats? In Arkham, nothing is ever as it seems and some conspiracies are best left unexplored. Do you have what it takes navigate this gang warfare and unravel the deeper mystery?

On the Lam
Dead of Night also includes four new investigators, each providing fresh blood for the horrors of Arkham to consume completely.

“Skids” O’Toole always tried to make decisions that would make his mother proud, but his luck never seemed to hold for very long. Something always went wrong, and each new choice seemed to leave him with fewer options than he’d had before. Then, his mom got sick and “few options” quickly dwindled to “no options.” In prison for robbing a bank to pay her mounting hospital bills, Skids learned just how badly things could go for a guy: his cell mate, ranting about “The Old Ones,” scrawled dozens of cryptic messages on the walls just before he burst into flames. Back on the street, Skids found another way to make his mother proud. Kneeling to lay flowers on her grave, he swore to do whatever he could to keep the world safe from ancient evils.

“Skids” O’Toole knows an opportunity when he sees one, and even at his lowest point can find the inner strength to push beyond his limits and face the horrors infesting Arkham. As a survivor/rogue hybrid, Skids can focus one of his skills whenever he rolls a one during a skill check. With a focus limit of zero, this is the only way Skids can increase his skills by focusing, and serves as a free action whenever the ex-con is down on his luck. But luck and grit aren’t the only tools Skids has at his disposal.

O’Toole is an expert at slipping out of trouble. He begins the game On the Lam, letting him give non-epic monsters the slip for a round at the cost of one horror. This allows Skids to stalk the streets of Arkham, avoiding the supernatural horrors bleeding out of every corner, slithering into places other investigators dare not tread.

When selecting Skids as an investigator, you get to choose between two different cards that will help determine your playstyle. Switchblade adds an element of danger to the ex-con, allowing him to deal one damage to a monster whenever you disengage with it. While Skids is not a great fighter, he is an expert at getting away unharmed, and his switchblade gives another level of protection against the encroaching darkness.

If you want to play Skids with a gentler touch, perhaps you can take advantage of his Light Fingers, which allows you to potentially gain an item in the display when you perform a gather resources action. With a keen observation skill, Skids can often take full advantage of most items in the display. Of course, Skids could end up stuck with the Wanted condition. This condition prevents you from having any reputation talents, and potentially can lead to a run in with the law, something Skids wants to avoid at all costs. But is Skids willing to face his fears if it means saving the world from the impending darkness? What other new investigators are willing to face the darkness and protect the world from ancient unknowable evils?

Survive the Night
The dead of night is cold and unknowable. Where the deepest secrets of Arkham fester and come to life, where gangs rip each other apart and blood flows through the streets of our fair town. Can the investigators of Arkham Horror unravel the mystery before the world is flooded with thoughts of madness and insanity? You may have survived the horrors of Arkham Horror Third Edition in the past, but the dead of night is just beginning.

      loppu varastosta
45.30 €
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?

      heti saatavilla
62.60 €
Arkham Horror: Under Dark Waves Expansion
Arkham Horror: Under Dark Waves Expansion

Cold salt waves beat on the New England coast and thick fog rolls in off the bay, obscuring the small fishing hamlets that nestle in the gloom. Dark things creep along the shoreline, strange lights glide deep beneath the surface of the Atlantic, and the pallid villagers go missing with disturbing regularity. It seems that Arkham is not the only town affected by strange happenings…

In this new large box expansion, your investigations take you beyond Arkham to the other ill-fated towns of Massachusetts. Two new double-sided tiles bring Kingsport and Innsmouth to vibrant life, while new mystery spaces invite you to travel beyond the city’s borders to locations like Devil’s Reef and the Strange High House. Eight more investigators arrive to join your party, ranging from a drifter like “Ashcan” Pete to a letter carrier such as Stella Clark.

It’s undeniable that these investigators have their work cut out for them with four entirely new scenarios pitting them against the horrors that lurk beneath the ocean waves. With over 150 encounter and event cards, alongside new assets, monsters, conditions, and the terror mechanic, Under Dark Waves boasts a vast undersea treasure trove of content, pulling you into some of the Cthulhu Mythos’s most compelling tales.

Tyrants of Ruin
With four new scenarios—the same number of scenarios that came in the Arkham Horror Core Set—Under Dark Waves brings a massive amount of replayability to the game, challenging you to travel across Massachusetts, from the city of Arkham to Kingsport and Innsmouth. You may be shivering in the ice-cold winds wrought by cruel Ithaqua or facing an onslaught of Deep Ones sent from Y’ha-nthlei to corrupt the surface world. Whether it’s terrifying moon-beasts, squamous deep ones, or accursed dreamers, you’ll face new dangers in every scenario.

There’s more to these scenarios then just new waves of monsters, however. Since your very first games of Arkham Horror, your investigators have had to contend with doom building up in the neighborhoods of Arkham. If you’re unable to ward the doom building up around the city, the consequences could be devastating, and with the addition of Under Dark Waves, there may be new consequences in the form of terror tokens and terror cards.

Terror represents a neighborhood becoming overrun with madness and fear, and in certain scenarios, you’ll have to contend with a terror deck unique to that scenario. Terror can accumulate from increasing doom in a neighborhood or by drawing a new terror mythos token, and when terror spreads, you’ll take a terror encounter card and place it on top of your neighborhood’s encounter deck. Before you can have any of the encounters within the deck, you’ll first need to face your fears with a terror encounter.

Whether terror finds you in Arkham, Kingsport, or Innsmouth, the new scenarios of Under Dark Waves boast dangerous and horrifying encounters to push the limits of your sanity.

Steadfast in the Storm
It wouldn’t be a new expansion for Arkham Horror without a full cast of new investigators. Zoey Samaras is just one of these investigators, dedicated to smiting the evil of the Ancient Ones wherever it appears.

Zoey always kept her knives sharp. At first, it was simply a habit, drilled into her by years training under the finest chefs in the world. A chef’s tools, they’d taught her, were her knives and the fire. One night, some impulse told her to take a different route home, and the scales fell from her eyes. She saw monsters—horrid, blood-drenched, sharp-toothed monsters—feasting on a man in the alley. She cleansed their foul hunger from the earth, and will soon cleanse all the horrors that lurked in the shadows.

Though she may be trained as a chef, Zoey is perfectly suited to slaying monsters in your games. Her strength of three is only average, but with a Chef's Knife in her hands, Zoey can carve through whatever eldritch thing may stand in her way. Even setting aside her knives, Zoey can deal maximum damage in a number of ways. By casting Enchant Weapon, Zoey can make any weapon in her space a potent force, allowing you to reroll one die or all dice during an attack. Alternatively, you may take Zoey's Cross, letting you use your will to damage a monster.

No matter how you take advantage of Zoey’s skills, the fervor of her faith and the strength of her arm could tip the balance in your favor. And she’s just one of the eight new investigators included in Under Dark Waves!

Beneath the Surface
You have heard your name whispered in the mists. You have the seen the change taking root in your neighbors. You have found the half-eaten carcasses down by the moldering docks. It’s time to charter a ferry and take your investigations on the road to Innsmouth and Kingsport—but who knows what terrors lurk beneath the choppy ocean waves?

      loppu varastosta
86.20 €
Boardgame Organizer For Arkham Horror 3. Edition Expansion Dead Of Night
Boardgame Organizer For Arkham Horror 3. Edition Expansion Dead Of Night

Compatible with Arkham Horror 3. Edition and its expansion Dead of Night


- 15 removable trays
- Lid closes flush
- Can be stored vertically
- Supports premium card sleeves
(max ext. size 94 x 61 mm and 68 x 45 mm)
- Dimensions after assembly: 286 x 286 x 67 mm
- Assembly requires wood glue

Hobby gaming product. Age 14+. Not a children's toy.
Warning: Choking hazard, not suitable for children under 3 years.



You want to pit yourselves against the incomprehensible eminence of cosmic horror with some handguns and amateur spells? You must be insane! Luckily for you, you can now gain the support of a very special artefact: our organizer with custom storage for all components makes sure the crawling chaos doesn't start in your game box.

ARKH consists of 15 trays which can all be removed from the box.

Trays 1-2: Card holders for the event cards - one for storage and one as dispenser for the table (replaces the included event deck holder)

Tray 3: Card holder for the archive cards

Trays 4-5: Card holders for the headline cards - one for storage and one as dispenser for the table (for the 13 card headline deck). In the box this holds the dice.

Trays 6-7: Card holders for the anomaly cards - one for storage and one as dispenser for the table (for the current anomaly deck)

Trays 8-10: Three identical card holders for the encounter decks, lying flat for optimal access and easily adding event cards

Tray 11: Card holder for all small cards, sorted by type

Tray 12: Holds the street tiles, investigator tokens and their plastic stands

Tray 13: Holds the focus tokens (by type) and the clue/doom tokens

Tray 14: Holds damage, horror, mythos and remnant tokens

Tray 15: Holds anomaly, activation, marker and money tokens

When putting away the game the map tiles (the neighborhoods) are put into the box first, then the 15 trays are stacked around them, so they exactly fill the available space. The scenario and investigator sheets go into a recess on top, finally followed by the rulebooks. The lid closes flush and all components stay in their place, even when the box is stored vertically.

Please note: There is no designated space for the cardboard event deck holder, but it is being replaced by a wooden one. For the cardboard monster deck holder (from the expansion) there is also no room and also no replacement. But disassembled it can be stored on top with the rulebooks.



This article is delivered as a kit that requires assembly. We recommend the use of wood glue (not included).

  !   tilattava tuote
35.80 €
Feldherr Foam Tray Set For Arkham Horror 3rd Edition Board Game Box
Feldherr Foam Tray Set For Arkham Horror 3rd Edition Board Game Box

Also in the Third Edition, a team of fearless investigators will continue to stand in the way of the Ancient Ones in order to save our world from its reign of terror. This further development of the board game classic comes with some significant innovations, as well as new game material.

Just like the game developers, we have also further developed our foam set for the 'Arkham Horror' board game box. This allows you to concentrate fully on the in-game investigation, without having to search for lost tokens or cards.


- The set fits exactly into the original board game box of "Arkham Horror 3rd Edition".
- Suitable for the entire game content of the Third Edition.
- The lid of the board game box protrudes approx. 2 cm.

The set contains:


- 1 foam tray with 8 compartments
- 1 foam inlay with 15 compartments
- 1 foam topper

The foam tray is divided into 1 large compartment for the foam inlay and 7 additional compartments for storing the game components.

In the large compartment lies the foam inlay with 15 compartments for sorting the tokens, dice and plastic stands. The insert has a foam base. So you can take it out separately and place the box next to the board.

All tokens, except the Anomaly and Investigator Tokens, can be clearly sorted here. One compartment is occupied by the dice and the corner compartment is reserved for the plastic stands.

On top of the 40 mm high inlay, there is still room for the 12 Map Tiles, which fit exactly into it. Also the disassembled Event Deck Holder, as well as the Scenario and Investigator Sheets can be stored here.

On the large insert there are a total of 5 compartments available for the game cards. They are provided with finger-wide recesses, which makes it easier for you to remove the stacks.

3 card compartments provide room for the large cards, such as the Event and Anomaly Cards. Two compartments are reserved for the smaller cards, such as Monster and Status Cards. Of course, all cards also fit in with sleeves.

There are still two compartments left in which you can sort the Investigator Tokens and the five Anomaly Tokens.

The set for "Arkham Horror 3rd Edition" is rounded off with the matching foam topper. With this all accessories stay in place, even if the box is upside down during transport. You can place the rulebooks on the foam topper.

Hereby, everything is neatly and securely stowed away so that no Money Token gets lost. Cards and tokens are quickly at hand and you save a lot of time and nerves when setting up the game.


- The foam tray has the dimensions: 285 mm x 285 mm x 80 mm total height (70 mm usable height + 10 mm foam base).
- The foam inlay has the dimensions: 208 mm x 183 mm x 40 mm total height (30 mm usable height + 10 mm foam base).


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

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32.20 €
Feldherr Foam Tray Set For Arkham Horror Second Edition - Core Game Box
Feldherr Foam Tray Set For Arkham Horror Second Edition - Core Game Box

Centred in the hustle and bustle of the wild twenties, a black shadow lies over the city of Arkham, Massachusetts. The Ancient One, a terrible creature from a world beyond time and space, awakes and threatens to enter our world through the opening gates to subjugate it. A team of fearless investigators is our world's last resort.

This foam tray set may not be the last chance to save your board game box. But it protects you from investigations for lost markers and cards, and ensures order and safekeeping of the game components.

These inserts are suitable for the Second Edition of the board game.

The Set contains:


- 1 foam tray for the board game box with 8 compartments
- 1 foam inlay with 12 compartments
- 1 foam topper

The foam tray fits exactly into the 'Arkham Horror' board game box. It is divided into 8 tailor-made compartments to store the game components.

In the big compartment of the mat lies the additional foam inlay. It provides 12 compartments for sorting the Investigator Status Tokens, the Terror Marker, the Doom Tokens and Activity Markers, as well as the Explored and Closed Markers into the individual compartments. Two compartments are reserved for the Plastic Investigator Stands.

The 40 mm high inlay is only intended for sorting small parts and has no extra bottom. On top of the 40 mm high inlay, there is also room for the Investigator Sheets, which fit in here exactly.

There are a total of 3 compartments available for the game cards. They are equipped with finger-wide recesses, which make it easier for you to remove them.

2 compartments offer space for the Ancient One Cards and one is reserved for the smaller Investigator Cards. The cards also fit in here with sleeves.

The Investigator and Monster Markers, as well as the Gate Markers and the First Player Marker, can be sorted into custom-cut compartments. A small rectangular compartment accomodates the dice.

This set for 'Arkham Horror' is rounded off with the matching foam topper. So everything stays in place, even if the box is turned upside down during transport. On the foam cover you can place the game board and the rulebook.

Hereby everything is neatly and securely stowed away so that no Money Token gets lost. Cards and markers are quickly at hand and you save quite some time and nerves for setting up the game.

The lid of the board game box protrudes about 1 cm.


- The foam tray has the dimensions: 285 mm x 285 mm x 60 mm total height (50 mm usable height + 10 mm foam base)
- The foam inlay has the dimensions: 181 mm x 158 mm x 40 mm.


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

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28.60 €
Feldherr Organizer For Arkham Horror: Under Dark Waves + Secrets Of The Order - Board Game Box
Feldherr Organizer For Arkham Horror: Under Dark Waves + Secrets Of The Order - Board Game Box

What awaits you in the darkness beyond the harbor? What is the Order of the Silver Twilight hiding? With the two expansions, you can expect not only new nightmares in the world of Arkham Horror but also plenty of new cards, tiles, and tokens to stow away.

Sorting the game material of two expansions could easily become your worst nightmare. To prevent this from happening, we have the matching Feldherr Organizer for you. It helps to sort your game material and provides the necessary order in the board game box.


- The Organizer Set provides room for the entire game material of the two expansions Under Dark Waves and Secrets of the Order for Arkham Horror.
- The Organizer fits into the original board game box of the Under Dark Waves expansion.
- The set consists of three plastic tokens and five plastic card holders. All trays can be removed individually. The three token holders can be stacked on top of each other.
- Token holders and card holders are designed so that the game materials can be sorted according to your preferences.
- All cards also fit with protective sleeves (max. outer dimensions standard: 95 mm x 68 mm and small cards: 67 mm x 44 mm).
- Neighborhood Map Tiles and the rule booklets are stored on the included foam topper.
- transportable and tilt-proof - vertical storage possible
- Ready to Use - no assembly required

While your investigations lead you deeper and deeper down the rabbit hole and slowly doubts about your sanity begin to surface, we provide order and structure in your board game box. The card and token holders help you keep your game material neat and organized. The generic compartments of the trays let you decide how to best sort your cards and tokens. Since time-consuming pre-sorting is no longer necessary, you can start playing faster. For a quick start of the game, you simply distribute the trays on the gaming table and the descent into madness can begin.

The set in detail:


- Two token holders, each with 4 compartments for small-scale game material of the expansions. (e.g. investigator tokens, plastic standees, terror token, game token, focus token)
- 1 token holder with 2 compartments for tiles (e.g. Travel Route Tiles, Mystery Tile, Threshold Tile)
- Four card holders with 7 compartments each for normal-sized cards in Standard format (e.g. Event and Terror Cards)
- One card holder with 16 compartments for small-sized cards in American Mini format (e.g. Monster, Starting, and Special Cards).


- thermosoftening plastic
- ready to use - no assembly required
- 3D printed in Germany

As with all 3D-printed models, minor imperfections may occur. The product images are only examples of how the finished product may look. Colors may vary. All products are delivered unpainted.


- fine-pored foam – Made in Germany
- chlorine and acid-free

  !   tilattava tuote
38.20 €

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