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Alone Against the Dark
Alone Against the Dark

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Defying the triumph of the ice

Alone Against The Dark is an adventure for one player, set in the fall of 1931. Your goal is to solve strange disappearances and to forestall a calamity about to beset the world. You will journey from New York City to Greece, Egypt, Germany, and Antarctica.

Beginning with the theft of a priceless relic, four friends are drawn one by one into a dark web of mystery and horror. As the darkness grows, only you can hold out against the dying of the light. The fate of the world is in your hands.

As Louis Grunewald, a quiet linguistics professor from the Miskatonic University, you will confound the forces of darkness before time runs out—but should Professor Grunewald be eliminated for some reason, you can successively assume the identity of a new investigator. There are four ready-made investigators provided for this purpose, enabling you to take on differing roles as circumstances change in your search for the truth: Louis Grunewald, a linguistics professor from the Miskatonic University, Lydia Lau, a story-seeking reporter for the New York Sun, Devon Wilson, a sailor on leave from the US Navy, and Ernest Holt, a wealthy industrialist.

This adventure is guaranteed dangerous. But, no matter how skillfully you avoid death or madness, your investigators will fail if they do not prevent the turning of the world and the freeing of the City of the Old Ones from the ice.

Armed with a copy of the Call of Cthulhu Rulebook, a pencil, and some roleplaying dice you are all set for the twists and turns of this epic world spanning adventure. Sit back, get comfy, and prepare to be Alone Against The Dark!

First released over thirty years ago, this new edition has been completely revised and updated for Call of Cthulhu 7th edition, with new illustrations and player aids.

96 pages

Written by Matthew Costello & Mike Mason

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18.00 €
Alone Against the Tide
Alone Against the Tide

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Solitaire Adventure by the Lakeshore!

A Flooded Town
What has Professor Harris’ research got to do with the strange green fog enveloping the town? Who are the menacing, dark-suited men that arrived on the ferry with your investigator? And, why is a Buddhist monk visiting Esbury, a town more used to entertaining New England’s wealthy elite?

Take on the role of an investigator traveling to a remote lakeside town where strange things are happening. Decide your path through the story, and the fate of the citizens of Esbury!

A flooded Town
Alone Against The Tide is a solo scenario. All you need is this book, and your copy of the Call of Cthulhu Starter Set or Keeper Rulebook, some dice and pencils, and you’re ready to begin your horrific trip to the lakeside town in Massachusetts!

New or Old Investigators
Create your own investigator, or bring one along for the ride! Perhaps your character from Alone Against The Flames can continue their solo adventure! Otherwise, you can play as the pregenerated investigator Dr. E. Woods, a professor of archaeology from Miskatonic University in Arkham.

Multiple Endings, Multiple Paths
With several hundred passages, there are innumerable pathways through Along Against the Tide. Play the scenario through multiple times to find all the endings, and explore the choices you didn’t make the first time!

Introduce Call of Cthulhu to a Friend
Solo Call of Cthulhu scenarios are perfect for playing with a friend or partner who is new to roleplaying. Read the story aloud, make choices, roll dice, and explore the story together!

Page Count: 86
Author: Nicholas Johnson

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18.00 €
CDG Solo System 2
CDG Solo System 2

Introduction
Some of the best things in life come from those who are willing to ask the hard questions...

“Is there a more meaningful, entertaining and mentally healthy way of playing these games solo than the “dunce cap tango”? Is there a way to play CDGs in solitaire mode where the player will experience the story developing as they play along, while occasionally being surprised by unexpected events and forced to react to developing and changing situations, all while being unaware of all of the other side’s cards whenever playing one side? This is what the CDG Solo Method is all about.”
- Stuka Joe, The Madness Behind a CDG Solo Method, Inside GMT, 2016

The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games.

AND WE’RE BACK! It is our goal to keep making Playsheets for GMT’s CDGs and so we are back with nine new Playsheets, two new Card Displays in Red and Yellow, and a Black Fate Die.

Gameplay Overview
The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war.

The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn.

Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side.

Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do.

Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance of the die roll. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories.

Playsheet Support
Pack 2 adds official Playsheet support for nine GMT games:

* 1960: The Making of The President

* Commands & Colors: Ancients Epic Battles

* Commands & Colors: Napoleonics

* Commands & Colors: Napoleonics Epic Battles

* Commands & Colors: Medieval

* WW2: Barbarossa to Berlin

* Pursuit of Glory

* Empire of the Sun

* Wilderness War

Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules.

For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog.

Finally, we continue to recognize that the CDG Solo System was a community effort and want to give back to the community that developed this system. So, we've already made the rulebook, playsheets, and all needed files available as a free Print-and-Play

Why Might I Want Another Set of Card Displays?

*Aside from the simple convenience of being able to store a copy in the box of each of your most played CDGs, one of the key reasons you may want to consider a different colored set of Card Displays is for playing multi-player CDGs with up to four factions. We’ve already started exploring higher player-count GMT CDGs with the upcoming release of Clash of Sovereigns. Clash of Sovereigns features four factions and will ship with a CDG Solo Playsheet in the box. We’ve also got a couple of other higher player-count CDGs on the development docket, so having a couple of extra Card Displays will be a must!

COMPONENTS:

* 2 Card Displays

* 1 Six-Sided Custom Die

* 4 Markers for the Cards Remaining Track

* 1 Rules Summary

* 9 Playsheets (1960: The Making of the President, Commands & Colors: Napoleonics, Commands & Colors: Napoleonics Epic Battles, Commands & Colors: Ancients Epic Battles, Commands & Colors: Medieval, WWII: Barbarossa to Berlin, Pursuit of Glory, Empire of the Sun, and Wilderness War)

Original Solo Method Design: Stuka Joe

Solo System Design: Ken Kuhn

Developer: Ken Kuhn

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26.00 €
Field Commander: Rommel Deluxe
Field Commander: Rommel Deluxe

Deluxe Edition: This edition of Rommel has the same content as our original game. The Deluxe version features mounted maps, extra thick counters, and a new taller box.

Rommel was designed by Dan Verssen and was the first game in our "Field Commander" solitaire series of historical strategy board games. You get to take command of General Erwin Rommel's forces in 3 exciting WWII campaigns: France 1940, North Africa 1941, and D-Day 1944. An easy to use game system manages the Allied movement, combat, and reinforcements.

The counters are beautifully printed and die cut with full color on both sides. The game box is 9" x 12" x 1.5". Each of the 3 MOUNTED Campaign Map pages are 11" x 17" to provide both a large playing area, and fit nicely on an average table.

As your units win battles, their stats will increase.

Each campaign comes with a list of historical options. You can select any of these options to modify the campaign, and its difficulty level. This allows each campaign to be replayed many times and never be the same twice.

The game comes with "Career" rules that allow you to link the campaigns. The outcome of one campaign affects your start-up conditions for the next campaign.

Game Time: Each campaign can be played in 2 hours.
Complexity: Low to Moderate
Players: 1
Ages: 12 and up

Components:
* 3 Full Color MOUNTED Campaign Maps (11" x 17")
* 176 Full Color EXTRA THICK 5/8" counters
* 1 6-sided die
* 1 Campaign Log Sheet
* Rulebook

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78.00 €
Fields of Fire 2: With the Old Breed -The 5th Marines in WWII, Korea and Vietnam
Fields of Fire 2: With the Old Breed -The 5th Marines in WWII, Korea and Vietnam

The 5th Marines
Fleet Marine Force Manual 6-4 Marine Rifle Company/Platoon - "The primary mission of the Marine rifle company and platoon is to locate, close with, and destroy the enemy by fire and maneuver or to repel his assault by fire and close combat." In Fields of Fire Vol. II: "With the Old Breed," you pin on your captain's bars and take command of a rifle company in the 5th Marines, the most decorated regiment in the US Marine Corps. Test your mettle in three campaigns spanning World War II, Korea and Vietnam. Battle ashore in the blazing heat of Peleliu in September 1944 to discover the Japanese have changed their strategy and you are forced to dig them out of the coral ridges. Flares reveal waves of Chinese pouring over the rugged mountains of the Chosin Reservoir, Korea, in sub zero weather in November 1950. Fight house to house in Hue City, Vietnam in February 1968. These three campaigns live on in the legends and history of the United States Marine Corps.

Fields of Fire is a solitaire game system that gives players the challenge of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat, command and control, various activity attempts. The units of the company are counters representing headquarters elements, squads, weapons teams, forward observers, individual vehicles or helicopters. A single playing is a mission and several missions from an historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1 – 2 hours.

This volume of Fields of Fire is based on three actual campaigns experienced by units of the 5th Marines of the 1st Marine Division "Blue Diamond" in World War II, Korea, and Vietnam and is the second volume of the Fields of Fire series.

New features in Volume II:
* Amphibious Operations
* Urban warfare
* Flame throwers
* Demolitions
* Large squads and good order rifle teams
* Japanese fanaticism and Chinese Human Wave attacks
* Expanded Experience Options

Rules streamlining for use in Volume I and II
* Simplified Prisoner Handling
* Simplified use of Pyrotechnics

Components:
* Action Deck + Hint Cards - 55 Cards
* 3 Terrain Decks of 55 Cards, total of 165 Terrain Cards
* Rule Booklet
* Campaign Briefing Booklet
* Extended Examples of Play Booklet
* Company Log Pad (8.5x11 – expendable)
* 1 x 8.5 x 11 Command Asset Holding Display (Two Sided - WWII/Korea on one side, Vietnam on the other)
* 1 x 8.5 x 11 Command Track (for tracking commands saved and activations)
* 1 x 8.5 x 11 Aircraft Control Card (Two Sided - USMC on one, US Army on the other for use with Volume I)
* 1 x 8.5 x 11 Player Aid Card Action Menu Front – Vehicle Info Back
* 1 Tri-Fold Player Aid Card
* 1 x 8.5 x 11 Enemy Activity Card
* 5 Sheets of large counters and markers (880)
* Includes USMC, Imperial Japanese Army (IJA), Communist Chinese Forces (CCF), and North Vietnamese Army (NVA) units, vehicles and informational markers.

Campaigns:
* Peleliu September-October 1944 (8 Offensive Missions=
* Chosin Reservoir November-December 1950 (4 Defensive, 3 Offensive Missions)
* Hue City February 1968 (6 Offensive Missions)

Designer: Ben Hull
Developer: Ricky Gray

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110.90 €
Fields of Fire 3: Battle of the Bulge Campaign
Fields of Fire 3: Battle of the Bulge Campaign

The 9th Infantry Regiment “Manchus,” 2nd Infantry Division faced three weeks of intense combat from December 13th, 1944 to January 8th, 1945 as part of the Battle of the Bulge. This campaign covers those critical days. The Campaign consists of seven new missions featuring a new Terrain Deck for the forests, fields, and villages of the Ardennes. The counter sheet includes a U.S. heavy machine gun platoon, Bangalore torpedoes, anti-tank mines, wire entanglements, German tanks, assault guns, Panzergrenadiers, and Volksgrenadiers.

We left the “Manchus” of World War Two in Fields of Fire: Volume I at the close of the Normandy Campaign. The 2nd Infantry Division was rapidly moved to join the assault on the port city of Brest, in Brittany. The city was captured after heavy fighting from August 21st to September 18th. By that time, the German resistance elsewhere in France had collapsed, and the 2nd Infantry Division raced to Paris, arriving on September 29th. The rapid advance ended on October 4th when the Division entered the region just east of St. Vith, Belgium called the Schnee Eifel on the highly symbolic German border. The 2nd Infantry Division relieved the 4th and 28th Infantry Divisions, completing the relief on October 5th. Ahead lay the German border, defended by the Siegfried Line cutting across difficult terrain.

The “Manchus” were able to incorporate replacements and prepare for whatever would come next throughout October and November. This period saw frequent patrol activity but no major combat actions. On December 10th, the 2nd Infantry Division began a relief in place by the 106th Infantry Division. By the 11th, the relief was complete, and the Division gathered at Camp Elsenborn to prepare for the renewed offensive. The attack north through the Siegfried line would commence on December 13th.

Important Note: Fields of Fire Volume I, either first, second, or Deluxe edition is required to play this expansion.

Included Missions:

Wahlerscheid Crossroads “Heartbreak Crossroads” December 13th-16th, 1944
The “Manchus” led the 2nd Infantry Division north to the Wahlerscheid crossroads on the German border. In a cold, wet snowscape the Siegfried line fortifications lay before them. An extensive mined wire entanglement with bunkers and pillboxes covering. Germans planning their major offensive had no idea the Americans would attack in force in this area; their plans only included the inexperienced 99th Infantry Division spread thinly across the German border, which was covering the “Manchus’” right flank. In miserable weather, the “Manchus” were held up and finally rolled up the position in a night infiltration. The morning of the 16th brought news of German attacks along the entire sector.

“Purple Heart Corner” December 17th-18th, 1944
It became clear through the 16th that the German attacks were part of a larger offensive that was beginning to gain ground. This put the 2nd Infantry Division in a precarious position. The decision was made to pull back to prevent from being cut off. The 99th Infantry was slowly crumbling. The “Manchus” raced south toward the twin villages of Rocherath and Krinkelt. Just north of Rocherath, the 1st Battalion reinforced by Company K from the 3rd Battalion was rapidly sent east about a kilometer to the crossroads of farming roads. The Germans were breaking through. As it became dark, the “Manchus” rapidly dug in as best they could. The Germans (thinking the American lines were breached) committed the 12th SS Panzer Division. The fighting through the night and next morning stymied a German breakthrough. Private William Soderman of Company K was awarded the Medal of Honor for his bravery and skill with a bazooka. He personally knocked out three tanks.

“Cat and Mouse Street Fight at Krinkelt” December 18th-19th, 1944
Some Germans fought their way into the twin villages; they sought to secure their foothold in the streets of the villages. Various U.S. units, including the “Manchus,” thwarted their attempts in deadly game of cat and mouse with tanks and bazookas. Unable to hold and unable to bring up reinforcements or supplies, the Germans fell back.

“Last Attacks on Krinkelt” December 19th, 1944
The Germans redirected the 12th SS Panzer Division to the south to bypass the twin villages and follow in trace of the 1st SS Panzer Division that had broken through. Volksgrenadiers were tasked to cover the movement with a series of attacks on the twin villages.

After parrying these attacks, the 2nd Infantry Division moved back to Camp Elsenborn where they started on the 13th. The 12th SS Panzer Division faced a second rebuff at the hands of the 1st Infantry Division. Over the next ten days, the “Manchus” were in reserve rebuilding. Despite heavy shelling, the Germans were stopped cold on their attempts to attack the Elsenborn positions.

“Attack on Bullingen-Hill 629” December 30th, 1944
The German offensive ran out of steam. Ten short days after some of the most desperate fighting ever experienced by the “Manchus,” they transitioned back to the offensive. Striking out from the Elsenborn ridge, the “Manchus” attacked the road junction where the 12th SS Panzer Division was mauled by the 1st Infantry Division. The main German armored units had lost much of their material and were withdrawn. Now a thin screen of Panzergrenadiers and Volksgrenadiers held the lines.

“Attack on Schöneseiffen” January 2nd, 1945
Turning north, the “Manchus” marched through the twin villages and back to the Wahlerscheid crossroads. To their relief, the Germans did not reoccupy the fortifications. The “Manchus” turned right and headed east deeper into German territory. The next major town, Schöneseiffen, was held in force by Panzergrenadiers backed by assault guns and FLAK guns. A tank-infantry attack captured the town.

“Scheuren, Bronsfeld, and Schleiden” January 5th-8th, 1945
Over the next three days, the “Manchus” pushed east towards Schleiden through a series of villagesn and mixed ground. The German resistance was waning, and these actions were the final chapter of the Campaign.

COMPONENTS:
* Campaign Booklet
* Terrain Deck of 55 Cards
* Counter sheet - 176 counters
* One 8.5 x 11Player Aid Card (Vehicle Table/German Squad Breakdowns)

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32.50 €

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