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Battletech: Jihad Secrets - The Blake Documents
Battletech: Jihad Secrets - The Blake Documents

Centuries-old Secrets Revealed!
Chandrasekhar Kurita has spent his life hunting for ancient secrets. Almost as soon as the Word of Blake formed in 3052, “Uncle Chandy” put his vast network of spies and his massive wealth toward digging behind their façade and now, two decades later, Uncle Chandy has discovered more than he ever thought possible. Now he’s using that knowledge to send a coalition of forces against one of the Blakists’ hidden five worlds: the Ruins of Gabriel. More importantly, he’s found a connection to the single greatest mystery in the last half-millennia. Aware he’s almost guaranteed his death at the hands of a Blakist fanatic, Uncle Chandy knows the time has come to stand in the light and reveal the secrets that will change the tide of the Jihad!

Jihad Secrets: The Blake Documents contains a wealth of information on the current universe-shaking Jihad storyline, providing more "hard facts" than any book to date. Detailed information on the opening years of the Jihad, including maps of the most significant conflicts; a current 3075 “Around the Sphere” in the same vein as the Jihad Hot Spots series provides up-to-date information on the latest happenings; biographies of more than twenty individuals important to the Jihad; a complete description of all Word of Blake forces, including unit logos; and the hidden history of Clan Wolverine and the Minnesota Tribe revealed! A complete rules section rounds the book out, with game play rules for taking any Word of Blake division into the field, construction rules for “primitive units,” and new ’Mechs, including Clan Wolverine’s Mercury II, Pulverizer, and Stag, the “primitive” Dervish and the mysterious Raptor II.

• Concrete information on the unfolding Jihad plotline, including important personalities and hard military data and maps
• Reveals secrets more than 20 years in the making
• Illustrations, game stats and layable record sheets for five new BattleMechs

Pages: 168

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30.00 €
D&D 5: Occult Secrets of the Underworld
D&D 5: Occult Secrets of the Underworld

Mysterious Occult Traditions of the Underworld!

The untold vastness of the realms below beckons, and for the first time, we unearth the mysterious occult traditions of the Underworld. Surface-dwellers can finally lay their eyes upon the concepts of the Red River that binds all, attain amber enlightenment and transcend the bounds of the flesh with unique and potent magitech. Psychic poisons, mesmerizing spores and the damned of Hel await your command!

After the success of the critically-acclaimed Underworld Races and Classes, fans asked for more, and thus, we present you with a collection of complex and evocative class options for the subterranean races you know and love.

Within the pages of this massive expansion tome, you will find the means to play:

-Ahooling living vampires, seeking to understand the Red River that binds all through righteous bloodshed
-Heralds of the colloid, colliatur creating footholds for the strange entity
-Messiahs of Ashes, dødelig who seek to teach undead the bright side of death
-Draaki scoured by the Wind of Wasting, reincarnating upon death into other subraces
-Drow capable of poisoning the minds of others with their psychic might, with custom poison-creation
-Dvergr occult executioners of the grand void of the endtimes
-Speakers for the revered dweorg ancestors
-Mighty funglets capable of controlling their spores, mesmerizing their foes
-Perfidious gitwerc that drag the damned souls of Hel to the battlefield
-Hoyrall attempting to unify their sundered deity…using their very minds and bodies as a catalyst
-Kraidyl that channel the potential for the next evolutionary step for this race of apex predators
-Svirfneblin Transgnomamists, who transcend the limitations of their bodies with strange and potent svirftech
-Vestraadi singers of the deepest hymns, explorers of fathomless depths
-Zwerc that follow the path to amber enlightenment!

All this and more can be found within these pages!

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36.00 €
Drinkopoly: Secrets
Drinkopoly: Secrets

Drink your secrets away!

Drinkopoly Secrets is a fun board game for adults. The ultimate party and drinking game guarantees an unforgettable gaming experience for both you and your friends.

Drinkopoly Secrets is the latest in the series of the original Drinkopoly board game. Just like the original Drinkopoly, Drinkopoly Secrets puts fun first. The game board has 39 squares and 207 playing cards with fun and crazy challenges for adults. There are three categories: Questions, Tasks and Complete the Sentence. Drinkopoly Secrets turns every evening with your friends into a fun and unforgettable experience.

Drinkopoly Secrets can be played with distant acquaintances or your closest friends. It brings together drinking and challenges which lead to an evening full of laughs and fun.

Questions
The 69 cards contain delicate questions that players will have to answer in front of their teammates. Questions are related to sex, friendship, fantasies and confessions. 3 cards have been left empty for players to personalize them.

Tasks
The 69 cards contain various tasks that require players’ full attention, both mental and physical. They test players courage, creativity and their desire to win. The set also contains 3 cards that you can customize with your own tasks and use your imagination.

Finish the sentence
The 69 cards contain sentences that players have to complete. All sentences have entertaining and funny beginnings and test players’ creativity and their ability to make other teammates laugh. The 3 blank cards further test the players’ inventiveness. Bilingual: English, german

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40.70 €
Dune: House Secrets
Dune: House Secrets

Adding many new Dune mechanics and features to their award-winning Detective game system, Dune: House Secrets is a cooperative, story-driven adventure game for 1-4 players aged 14+, which delivers a unique, deeply thematic experience that drops you right in the middle of the highest stakes on the harsh desert planet of Arrakis.

In Dune: House Secrets, players take on the roles of rebels who must solve a series of challenging missions with a finite amount of time and resources. Players cooperatively make decisions on how to progress the story, as they explore different regions of the world, follow leads, leverage allies, and overcome opposition of all kinds. During gameplay, players utilize a variety of physical and digital game components to steer the narrative in fun and surprising directions – a deck of cards with essential clues and plot twists, a dozen physical handouts, and a dedicated website with assorted videos and additional resources – for a truly immersive game experience.

Beginning with a brief Prologue to ease players into the Dune universe, the game then continues with three big adventures, each taking 2-3 hours to play. During each episode, players can earn experience points to level up their characters in between missions and unlock new options in future episodes. Each adventure can be played separately as a stand-alone experience. Yet should players complete all three episodes, they will unravel a master game narrative with an epic climax and lasting impact on the two future games in Portal’s planned Dune trilogy.

1–4 Players
90–180 Min
Age: 12+

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42.90 €
Elric: Secrets of the Steppes
Elric: Secrets of the Steppes

North, beyond the vast, arid wilderness of the Sighing Desert lies a distant land that is usually only referred to by boasting merchants seeking to add to the price of their wares or else tellers of tall stories in the taverns of the Young Kingdoms cities. Secrets of the Steppes gives details on the geography, flora and fauna of the Dakwinsi Steppe and the regions which border this vast tundra land. In addition, the unique histories and customs of the nations and tribes who inhabit these areas are provided.

Shad is a civilized Ilmioran City-State whose harbour is often the last port of call by those who chance sailing further up the coast into the colder reaches of the Pale Sea. These northern waters are home to huge whales and colossal icebergs, whilst the bleak coastline of the steppe itself is the realm of the Alofians, a savage tribe of hermaphrodites. Inland, the Bastan nomads roam across the countless leagues of wind swept plains which stretch towards the Unknown East, hunting seals and mammoths. Although snow covers most of the region through its long winters, the margins of the steppe have milder climates and are home to primitive tribesmen. The Limnissi people dwell in the mazelike marshlands whilst the elusive Arbanni are a ghostlike, unseen presence in the tall, silent woodlands of their mountain range.

Rules are presented for the creation of adventurers from the lands described in this volume and also include several new background professions for Young Kingdom characters. Game statistics are given for a variety of animals, men and monsters. Finally 10 scenario seeds, tailored to the locations in this book, are written for use by Elric of Melnibone Games Masters.

Pages: 128, black and white, Softcover
Author: John White

      ei vielä ilmestynyt odotettavissa toukokuu 2012
22.00 €
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

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38.20 €
Game of Thrones LCG: WC1 -Secrets and Schemes
Game of Thrones LCG: WC1 -Secrets and Schemes

The first Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

In Secrets and Schemes, you will discover sixty new cards (three copies each of twenty different cards) that touch upon the schemes concocted by those patient individuals who have remained above or outside of the wars that have shaken the Seven Kingdoms. Additionally, you’ll learn how they make their opening moves with a host of new Knights, attachments, and the agenda, Aloof and Apart (Secrets and Schemes, 18), which encourages players to revisit some of the game’s most expensive, powerful, and recognizable characters.

Additionally, as it opens the Wardens cycle, Secrets and Schemes begins the exploration of its ongoing themes. For more about these themes and what the cycle has to offer players of every type, we turn to lead developer Nate French.

Lead Developer Nate French on the Wardens Cycle
The Wardens cycle is the twelfth expansion series for A Game Thrones: The Card Game, and with it, we sought to explore a number of under-explored nooks and crannies, both in the game and in the A Song of Ice and Fire setting. This means there’s plenty to appeal to all three of our archetypal players: Ned, Shagga, and Jaime.

The “Ned” Archetype
“Ned” players are fans of the source material, who come to the game to immerse themselves in the A Song of Ice and Fire setting. For such players, the biggest draw in the Wardens cycle is likely to be its exploration of the Vale of Arryn and the Eyrie.

In this expansion cycle, you’ll find a number of important unique characters and locations that have not yet appeared in the LCG®, including Lysa and Robert Arryn, The Knight’s Declarant, The Moon Door, and the “Petyr Baelish” version of Littlefinger.

In the novels, a number of different lords and ladies desire the support of the Vale, but the Arryns have not yet emerged as a unified player in the game of thrones. To this end, the Arryn cards were designed so that they can be splashed as useful support into a wide variety of different decks, rather than collected together as a unified deck archetype. Instead of having a direct impact, the Arryns are more content to lend their support and influence from afar, “safe” within the walls of their Eyrie.

The “Shagga” Archetype
“Shagga” players are fans of novelty, always eager to play around with any new “bright and shiny” toys. The Castle plots of the Wardens cycle introduce a new type of “delayed” plot effects to the cardpool. In exchange for broadcasting their intentions ahead of time and delaying the payoff, Castle plots allow players to take advantage of powerful effects when these plots enter their used plot piles. Because they represent the tendency of the Arryns to plot slowly and cautiously behind the impregnable walls of their mountain fortress, these cards also have a nice Nedly angle to them.

In addition to these new Castle plot cards, you’ll find support for a number of synergistic Trait-based decks that have long enticed Shagga players, but that have not yet made it to the top of the competitive hill. Clansman, House Tully, Sand Snake, Dothraki, and Raider decks all receive a number of new options in this expansion, and House Baratheon gains an entirely new set of cards that focus on the Rainbow Guard.

The “Jaime” Archetype
Finally, the “Jaime” player archetype is the competitive player, for whom winning isn’t just the ultimate objective – it’s the only objective. As we looked at the game from the perspective of these players, we decided that the category of “Limited Response” abilities had not yet been satisfactorily explored.

For most decks and games the limitation of “1 limited response per round” just wasn’t a big deal. To make this aspect of the game experience more interesting, a number of powerful limited response abilities, such as those on The Drumm (Secrets and Schemes, 4) and Maester Vyman were designed into the Wardens card pool. These should challenge competitive players to determine which limited responses, and how many, to include in their decks. They’ll also find themselves confronted with more over-the-board situations in which the decision as to which limited response is more useful in a given round becomes a significant choice.

Another area of the game that was explored from a “Jaime” perspective in this cycle was the cost threshold between printed cost “3” and printed cost “4.” Historically, this has been an important breaking point in a card’s evaluation, where, once a card costs four or more, the Jaime evaluation of the card changes dramatically so that only the most fantastic four-cost characters are considered for inclusion in such a player’s deck.

To challenge these assumptions, the Wardens cycle provides players with a number of cards such as The Eyrie and The Bloody Gate that encourage the use of higher cost characters. Attacking the situation from the other side, a number of cards such as Mord, Sky Cell, and Ser Ilyn Payne aim to undermine the reliability of characters with printed costs of three or lower, necessitating that competitive players re-evaluate the relative merits of vast swaths of the character pool when working out their decks.

Whether you count yourself a Ned, Shagga, or Jaime – or some combination thereof – the Wardens cycle was designed and developed with you in mind. We’re looking forward to seeing what you do with them!

Enter the Fray
For years, some of the Seven Kingdoms’ most powerful lords and ladies have remained aloof, apart from the turbulent wars that have revolved around the Iron Throne. Now, as they start to stir to action, how will you respond? Will you broker an allegiance? Will you crush them in battle? Will you use lies and cunning to foment dissent within their ranks?

As the first Chapter Pack in the Wardens cycle, Secrets and Schemes ushers into the game some remarkable new characters, locations, attachments, and plots. However, it also serves as a portent of those things yet to come.

• The first Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game
• A new agenda, Aloof and Apart, encourages players to revisit their most expensive and recognizable characters
• Two new plots reward players who patiently gather their strength
• Begins the cycle’s exploration of the House Arryn trait and Castle plot type
• Powerful new Weapon attachments add “Limited Response” abilities that encourage meaningful decisions

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18.00 €

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