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Dice Forge
Dice Forge

Greetings, mortal! Stories of your heroic feats have traveled throughout the world and into the divine realms, and now, you find yourself transported to the celestial islands, where your mighty deeds will honor and entertain the gods themselves. Many will compete, but only one can craft a new destiny in Dice Forge, a new board game for two to four players from Libellud!

To claim victory in a game of Dice Forge, you will need more glory than any other player—which you can achieve by performing heroic feats among the celestial islands of the divine realm. Your dice are the key to obtaining gold, gathering shards, and achieving these legendary deeds, but their initial form won’t carry you to victory. You’ll need to reforge your dice and make your own luck over the course of the game if you’re going to become the newest demigod of the divine realm. With a mix of innovative mechanics, resource management, and a stunning presence at the table, Dice Forge deserves a place in every gamer’s collection.

Crafting the Divine Dice
The struggle for divine favor is fraught with peril, and you’ll need every divine blessing you can get. At the heart of these divine blessings are the innovative, customizable dice that you’ll use on every turn in Dice Forge. At the beginning of each player’s turn, every player will roll their dice and receive the resources shown—gold, sun shards, moon shards, or glory points. Obviously, glory points are what you need to win the game, but gold and shards are essential to upgrading your abilities and accomplishing heroic feats.

At the beginning of the game, your dice are weak, offering only small benefits. From these small beginnings, however, you’ll rise to greatness by physically altering the faces of your dice. The dice used in Dice Forge are specially crafted, allowing you to easily snap new faces onto your dice, replacing weaker faces. In fact, changing your dice is one of the fundamental actions that you can take on your turn.

Whenever you’re searching for a way to upgrade your dice, you’ll turn your attention to the temple, which is placed on the foundation of your game box and elevated above the rest of the table. There, in the pools of the temple sanctuary, you’ll find an array of new die faces that can be purchased, provided you have the gold to spend. Any die faces that you purchase immediately replace an existing die face, and in this way, you’ll improve your dice as time goes on. Of course, it pays to plan ahead: there are limited supplies of new die faces, and if your opponents snatch up the best die faces first, you’ll be left in the dust!

Fighting for Glory
You have little time to waste during a game of Dice Forge. After all, the game ends after just nine rounds (or ten rounds when playing with three players). If you’re not making an offering at the temple to upgrade your dice, you can be certain that you’re out among the celestial islands, performing heroic feats to demonstrate your power.

While gold is primarily used in the temple to upgrade the faces of your dice, your sun shards and moon shards come in handy on the celestial islands, where you’ll accomplish the heroic deeds that will distinguish you in the eyes of the gods. As your action on your turn, you may choose to move to any space in the islands, spending the shards to take the card that corresponds with your space.

Your heroic deeds will grant you access to cards that can dramatically improve your chances in your contest against the other heroes. You may use an early investment to claim The Blacksmith’s Chest, expanding your reserves of gold and shards and letting you claim more resources. The Guardian’s Owl grants you a gold, a sun shard, or a moon shard on each of your turns. And defeating the Sphinx grants you four minor blessings, allowing you to roll one of your dice four times and receive the resources from every roll. Some heroic feats even offer special die faces that can’t be purchased in the temple! Of course, new special abilities aren’t your only reward—every heroic deed also provides more glory and brings you closer to attaining your goal at the end of the game.

Become a Demigod
The gods have chosen you as their champion and granted you divine blessings, but only you can forge your dice into the tools of your destiny.

• Customize your unique dice to increase your resources throughout the game
• Accomplish heroic feats to gain special powers and the glory you need to win
• Fast to setup and play, Dice Forge holds a unique place in any gamer’s collection

2–4 Players
40 Min
Age: 10+

      heti saatavilla
56.50 €
Mysterium
Mysterium

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What is the ghost trying to tell you?

A horrible crime was committed on the grounds of Warwick Manor, thirty years ago. Now, the mansion is haunted by the ghost of the murdered servant, and it's up to a group of psychic investigators to get to the bottom of the mystery.

Mysterium is a cooperative game of deduction and teamwork for two to seven players. Over the course of the game, one player takes on the role of the ghost and over the course of a few scant hours, tries to lead the psychics to the correct culprit. Every member of the team will receive numerous visions, but what is the ghost trying to tell you exactly?

Can the psychics determine the weapon, location and killer, or will a violent criminal pull off the perfect murder?

On a bleak night in December of 1894, tragedy struck the Count of Warwick’s manor in the highlands of Scotland. In the aftermath of a glittering party, a man-servant was found dead, and although the police declared his death accidental, rumors of foul play ran wild. Thirty years later, this unsolved mystery returns to light as a group of notable psychics converges on the Scottish manor in hopes of making contact with a restless ghost and bringing that spirit the peace it has so long been denied...

Mysterium is a cooperative, deduction game that challenges two to seven players to solve a murder that occurred thirty years ago. One player takes on the role of a restless ghost, tasked with communicating the true culprit of the murder to the assembled psychics. The other players all play as psychics, receiving visions and interpreting them to the best of their abilities in order to narrow down the list of suspects. Yet time is in no one’s favor tonight—if the players take too long to discover the truth, the bridge between the worlds is closed, and the ghost must wait another year to reach its eternal rest!

Hints and Visions
Before a game of Mysterium begins, a set number of potential culprits, murder locations, and deadly objects are randomly drawn and displayed in front of the psychics. One set of these cards corresponds to real events, but the ghost is in severe shock from his untimely demise, and he has only vague memories of his own death. Time is running out, and the psychics must follow their intuitions to simultaneously narrow down their list of suspects.

After the cards are displayed in front of the psychics, the ghost player assigns each psychic a single character, location, and object behind his or her screen. The ghost must help the psychics narrow the list of suspects by leading them to correctly interpret a series of visions.

Of course, there are countless difficulties in communicating with the afterlife, most notably that such interactions are often vague and imprecise. During each round of Mysterium, the ghost must lead each psychic towards the correct answer by granting him or her one or more vision card(s). For instance, as the ghost, you may want a certain player to choose the Governess character. The Governess card features a ball of red wool, so you browse your hand of vision cards and select a card with a ball and a strand of red wool. You combine this card with two more cards—one which shows cords and ropes and another that shows a woman with a hat—to enhance the vision.

After the ghost player has given a number of vision cards to a psychic, he or she draws back up to seven vision cards, then gives one or more vision card(s) to the next psychic. Once all psychics have received their visions, they have two minutes to interpret their cards and place their intuition tokens on the cards they believe the ghost led them towards. After you place your intuition token, the ghost can manifest long enough to tell you whether your intuition was correct or not. If you correctly placed your intuition token on the card you were assigned behind the ghost’s screen, you may advance to the next stage—from character, to location, to object. If your intuition was wrong, however, you remain at your current stage, losing precious time, and you must attempt to correctly discern the truth in the next round!

The Culprit Revealed
If all of the psychics are clever enough to correctly interpret their visions and identify their matched characters, locations, and objects before time runs out, one final test still awaits them as they gather their findings to determine the true culprit in the second phase of the game.

First, each psychic lines up his or her combination of cards to help the ghost recall the identity of the culprit. Then, the psychics experience a shared vision as the ghost attempts to lead them towards the true murderer. The ghost must choose three vision cards that all point towards the same set—one vision will correspond to the culprit, one to the location of the killing, and one to the murder weapon.

Once the ghost has selected the cards of the shared vision, the psychics can look at them based on their level of clairvoyance. Psychics with a low level on the clairvoyancy track will only see one vision card before they must vote on who the true murderer is. Intermediate level psychics will see two vision cards before they vote, and the most accomplished psychics will be able to see all three cards of the shared vision before they cast their vote.

If the ghost has chosen apt visions and the psychics have used their skill and intuition well, the majority of the psychics will cast their vote for the correct culprit, solving the case, laying the lost spirit to rest, and winning the game! But if the majority of the psychics vote for anyone other than the true criminal, the ghost must wander alone for another year, and all players lose the game!

Enter the Mystery
The tormented spirit cannot rest until you and your fellow psychics solve the mystery. Will you play as the ghost and lead the other players to the truth? Will you reach out to the other side of death and learn the secrets of a decades-old murder? Gaze into your crystal ball and reveal the secrets of Mysterium!

Contains:
* Rules
* Six boards, incluing progress boards, clock board, and clairvoyancy track
* Six plastic, crystal ball-shaped intuition tokens
* Six sleeves
* 1 game screen with 3 crow markers
* 36 clairvoyance tokens
* 192 cards
* One sand timer
* Fifteen assorted tokens and markers

2 - 7 player(s)
30 - 45 min
Ages 10+

      loppu varastosta
44.50 €
Seasons
Seasons

Säännöt valmistajan sivuilta.

Prove your mastery of elemental magic!

Enter the legendary three-year tournament to become the new Archmage of Xidit! In the board game Seasons, you become one of the greatest sorcerers of the realm. Your goal is to raise the most victory points by gathering elemental energy, summoning familiars and magic items, and using your resources to harness the powers of the seasons themselves. If you can amass enough crystals and symbols of prestige, you can claim victory over your rival mages. Carefully consider your available spells, call upon the powers of the elements, and become Xidit's new Archmage in Seasons.

The greatest sorcerers in the kingdom of Xidit have gathered in the heart of the Argos Forest. For the next three years, they will harness the elements and call upon the powers of magic to compete in a grand tournament. The victor of this tournament will become the realm’s next Archmage! If you want to win, you must carefully plan and nurture your magic, while taking advantage of the changing season. Only the most canny and powerful magician will become the new Archmage of Xidit!

Seasons is a board game of magical power and cunning combinations for two to four players. Over the course of the three-year tournament, you must summon magical items and familiars and transmute the elements into valuable crystals in order to increase your prestige. Along the way, you’ll have to account for the ever-changing seasons and carefully lay your plans for future years. Every game of Seasons is a challenge of planning and adapting to the mercurial whims of magic.

Preparing Your Spells
Before you cast your first spells in the game of Seasons, you and your opponents have the chance to lay your schemes for coming years. Each player is dealt nine Power cards, and you will take turns selecting a Power card and passing the remaining cards to the player on your left. In this way, each player will draft a hand of nine carefully chosen Power cards. There are countless combinations between the various Power cards in Seasons. You might focus on playing as many Power cards as possible, transmuting the elements into crystals, or building a massive surplus of energy. Your choices in this prelude have repercussions that will last throughout the game.

After each player has drafted nine Power cards, you must split them into three sets of three cards each. The first set forms your starting hand, and you’ll gain the other two sets in the second and third years of the tournament. Some Power cards are most valuable near the end of the game, so you would want to place those in your third-year set. Other Power cards may form the foundation for your entire strategy, and you’d certainly want to start the game with those cards in your hand.

The Tournament Begins
Drafting Power cards and assigning them to different years lays the first foundation for your strategy across the tournament, but the largest part of the game consists of actually enacting your plans. Over the course of the tournament, you’ll need to gather elemental energy and use it to play Power cards and gain crystals which can increase your prestige.

The game of Seasons consists of three years, and each year is further divided into four seasons: spring, summer, autumn, and winter. Each season has its own unique dice. At the beginning of each round, you roll the dice for the current season. Then, each player takes a turn to select one season die and perform the actions shown on the die.

Selecting a season die is your principal way of gaining energy from the four elements—earth, fire, water, and air—but the season die can offer other benefits as well. It may increase your summoning level, which lets you play more Power cards, or it may immediately grant you crystals, which directly correspond to your prestige at the end of the game.

A season die can also give you the chance to transmute energy into crystals. The amount of crystals you receive for a type of energy varies based on the current season. For instance, earth energy is worth three crystals apiece in the dire cold of winter, while water and air energy are only worth one crystal. By the time the blazing heat of summer reaches the realm of Xidit, however, air and water energy are worth significantly more than fire or earth energy.

Certain types of energy are also more common depending on the season. In winter, it’s easiest to tap into water and air energy, but those are also worth the fewest crystals if you transmute them during winter. Smart magicians hoping to turn their energy into crystals will learn to acquire energy when it’s common and transmute it when that energy type is rare.

Of course, there’s more to do with energy than just transmute it into crystals. Almost every Power card in the game requires you to pay energy in order to summon it. As an action on your turn, you can summon new Power cards into play by paying the appropriate amount of energy.

The Power cards you summon often directly provide you with more prestige points, but they also have powerful abilities that spark strategies and power combos. For example, Staff of Spring grants you three crystals every time you play a Power card, Hand of Fortune reduces the summoning cost of each Power card by one energy, and Ragfield’s Helm gives you twenty crystals if you have more Power cards than any other player at the end of the game. Finding these combos as you prepare your strategy and enacting them throughout the game makes every game of Seasons a fascinating challenge.

Finally, you have a number of bonuses that you can take advantage of during the game, if you so choose. Using these bonuses costs you prestige at the end of the game, but sometimes it’s worth the cost to raise your summoning level or switch energy from one element to another. Deciding if you want to use these bonuses and when you’ll do so is another critical aspect of playing Seasons.

Become Archmage
Only the greatest master of elemental magic—one who truly understands the flow of seasons—will be elevated to Archmage of Xidit at the end of three years. Call upon your familiars and gather your magical items close. The tournament and your game of Seasons are about to begin.

Features:
• Superior artwork
• Tons of different strategies of game play.
• Mix cards to create unique combinations to give you more chances to win.
• Manage your energy between seasons and adapt your game play
• 3 different difficulty levels in one game!

Contents:
* 1 game board
* 1 year counter and 1 season wheel
* 8 Library tokens
* 8 special Sorcerer capacity cards
* 16 sorcerer tokens
* 4 individual game boards
* 20 seasons dice of 4 different colors
* 1 crystal track
* 60 energy tokens – 15 of air, water, fire and earth element
* 100 power cards (numbered from 1 to 30)
* 40 extended power cards (numbered 31 to 50)

Players: 2-4
From: 14 years
Gametime : 45 minutes

Authors: Régis Bonnessée

      loppu varastosta
65.40 €

Hakusivu: 1

    

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