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kuva tuotteesta on linkki tuotesivulle: Elder Sign: Omens of Ice Expansion
Elder Sign: Omens of Ice Expansion

Twenty years ago, during the Klondike Gold Rush, over a hundred thousand prospectors traveled deep into the Alaskan territory. Most of them perished in the ice, a few got rich, and some awoke terrible, ancient evils. Now, down in usually temperate Arkham, the winds are blowing harder and colder than ever before. The Miskatonic has frozen over. Some people complain of insatiable hunger and sometimes the newspapers even report cannibalism. You know all too well that the Ancient Ones are causing the weather and hunger, but this time you cannot fight them from within the Arkham Museum, or even out on Arkham’s streets. You must brave the brutal conditions that killed thousands of prospectors, and fight ferocious creatures from this world and others, or else the cold, hunger, and ice will devastate humanity. Omens of Ice takes you and your fellow investigators on a treacherous journey into the Alaskan wildernesses, where you must solve the mysteries of three terrible new Ancient Ones. Whether you choose to travel in summer or are forced to go in winter’s dark, at every step you’ll face terrible perils, from the port of Anchorage to the forest paths and mountain passes of the interior. You must constantly fight not only wild animals and ravenous monsters, but frostbite, starvation, and the madness that befalls many who enter this frozen, isolated, white world. The Treacherous Ascent This expansion introduces the Alaska Expedition game mode, in which the deck of Alaska Adventures replaces the Adventure deck found in the Elder Sign Core Set. These new Adventures bring to life the creatures, climate, ancient magics, and native peoples of the far northwest. The deck also shapes your journey into two stages. During the first stage, you’ll explore the more hospitable locations of the Alaskan territory, such as Anchorage, Fairbanks, and an Inuit village. In the second stage, you enter the true wilderness of the Arctic, where lie the lairs of beasts, snowy expanses of taiga, and mines abandoned after the Klondike Rush. As in the Streets of Arkham game mode, an investigator must enter a location before anyone may learn what awaits there. In general, however, the deeper into Alaska you go, the more challenging your adventures will be. This far north the difference between seasons is dramatic, marked by the severity of the storms, the extent of the ice and snow, and the amount of daylight. Omens of Ice enables you to choose whether to undertake your journey in the summer’s comparative calm, when light and comfort are more abundant, or in the stormy depths of winter, when food, light, and warmth are scarce. A winter journey is far more difficult, and you can only spend a limited number of days in the wilderness before it defeats you. No matter what time of year you travel, your team will need supplies: food, firestarters, bandages, warm clothes, and more. In the Alaska Expedition game mode, you begin with fifteen boxes of supplies which you will consume—or lose—in the course of your adventures. You might acquire more supplies in the first stage of your journey, but it is very unlikely you’ll find any out in the wild. When the supplies are gone, all the investigators in your party will quickly lose stamina as they succumb to hunger, cold, and exhaustion. The sooner you can acquire the Elder Signs you need to defeat the Ancient Ones, the more likely your team will make it back to civilization alive. Forces of Nature The diabolical forces of nature are at work in all seasons. No matter when you make your journey, you’ll encounter storms—fewer of them in summer, certainly, but this far north with an Ancient One stirring, a blizzard may occur at any time of year. Various game effects, including failure penalties and the doom track, force you to place storm markers on the Adventures in play. Some storms are mild and barely affect your expedition. Others can drain your stamina or sanity, ruin your supplies, or spawn a monster. Unfortunately, you won’t know what a storm is like until you’re in the midst of it, resolving the adventure that awaits. Natural phenomena permeate the Alaskan Mythos deck as well. Certainly you’ll encounter blizzards and other severe weather. You may have to cross a frozen river and risk falling through the ice. You may find that your camp is swallowed by piling snows or surrounded by howling beasts. Being Exposed to the Elements could drain your stamina as you struggle to protect your gea—once your supplies freeze through, they become useless. The Aurora Borealis isn’t just a brilliant nighttime show. These Strange Lights signify an opening to an Other World, which may spawn monsters across Alaska, or bring doom nearer. Alaska has always been home to dangerous animals, their fierceness amplified by hunger and cold. Tales of Yetis and Gnoph-Keh predate the arrival of the first Europeans in the region. Now, as the weather worsens for unnatural reasons, these monsters proliferate. Grizzly bears, normally aloof, now fearlessly attack humans. Wolves will relentlessly plague you and your sled dogs, tied to the nighttime through some dark power. At midnight, an undefeated wolf pack causes another monster to appear—very likely another pack of ravenous, hungry wolves. Tough Company Only the most determined investigators, those willing to endure the worst horrors and even sacrifice their lives, will volunteer to go north. Explorers, travelers, and criminals all have the endurance and grit necessary for an Alaskan journey. Yet among the fearless souls who join the investigators in Omens of Ice is a lonely, parentless child. Wendy Adams is accustomed to surviving in hard conditions and has nothing of her own to lose. Her mother was taken away to an insane asylum shortly after her father disappeared at sea. Since then, she has lived on the streets of Arkham, seeking answers to the questions raised by her parents’ mysterious tales and dark fates. Wendy carries with her a unique item and a clue. While her family seems to have been cursed, she herself has a divine gift: the ability to change a terror result to any result of her choice by spending a sanity. This gift may prove to be the salvation of the entire team, since it may prevent the loss of stamina or supplies, and even stave off a terrible winter storm. Into the Wild Mountains of snow lie in the streets of Arkham. Ice coats the windows of Velma’s Diner and tall icicles hang from the gambrel roof of the Silver Twilight Lodge. Miskatonic University has ceased holding class for fear that students and professors will get frostbite while crossing campus. Even when curled up by the fireplace of Ma’s Boarding House, an unnatural chill creeps in and freezes your bones. The only way to bring warmth back the world is to confront the cold, venture into the Alaskan wild, solve its prehistoric mysteries, and stop the Ancient Ones from awakening. • Features a complete deck of Alaskan Adventure cards and accompanying Mythos deck • Ithaqua and two other formidable Ancient Ones threaten the Earth • Game difficulty varies depending on season: winter travel is more challenging • Eight additional investigators join the struggle against evil • More Allies, Spells, Common and Unique Items are added to the game

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39.80 €
kuva tuotteesta on linkki tuotesivulle: Elder Sign: Omens of the Deep
Elder Sign: Omens of the Deep

Scraps of text that tell of a great evil hidden beneath the waves of the Pacific have long fascinated your old friend, Dr. Mason Phillips. For a time, it seemed that he had put his obsession to rest, but, as those immersed in the struggles against the Elder Gods know, that which slumbers may one day awaken anew. Dr. Phillips has now come into possession of a strangely alluring amulet. It is the sole surviving artifact of a previous expedition into a remote region of the Pacific Ocean that had met with a disastrous end, and Mason has written to you that the odd trinket “calls” him to once again take up his search for the sunken metropolis. The good doctor has enlisted a crew to follow the amulet’s clues, and he has asked you to join him in his mad oceanic quest. Though the legend of R’lyeh has never gripped you as it had Mason, the combination of certainty and intense fear in the tone of his letters has convinced you to join him on this dangerous expedition. Let’s hope you don’t regret leaving the confines of the museum... The murky waters hide untold horrors in Elder Sign: Omens of the Deep, an expansion for Elder Sign, the cooperative dice game steeped in the lore of H.P. Lovecraft’s terrifying mythos. Omens of the Deep adds the Pacific Adventure decks, new Mythos cards, The Ultima Thule entrance card, eight brave new investigators, and three horrifying Ancient Ones. The addition of mission markers and an array of new spells, skills, allies, and items will help you arm yourself for this voyage into long forsaken waters. Based on the popular The Call of Cthulhu expansion for the Elder Sign: Omens app, players can now venture forth from the within the familiar walls of the museum and board The Ultima Thule to combat the Ancient Ones that have begun to stir in the depths of the Pacific. The Slumbering City Stirs As the weird glow of the amulet pulses and shines, resonating with an unknown source, your crew is drawn further and further into the unexplored reaches of the Pacific Ocean. Your steady progress will reveal new challenges as The Ultima Thule chases down the location of the lost city of R’lyeh. The Omens of the Deep expansion explores this through two stages of the R’lyeh Rising mode. The R’lyeh Rising mode of gameplay features two stages, each with their own risks and rewards. In the first stage, you and your fellow investigators will navigate the Dark Waters track to explore the remote location to which the amulet has drawn The Ultima Thule. In the second phase, your team will assemble the Amulet of R’lyeh and collect Elder Signs to seal away the evils that inhabit the sunken city of R’lyeh, in an attempt to defeat the slumbering Ancient One. However, savvy investigators should beware of lingering too long in the dark waters or plunging too eagerly into the amulet’s mysteries! Each stage is fraught with fresh horrors, so tread with care as you seek out the secrets of the deep. A Fresh Fear of The Unknown The dark waters of the Pacific Ocean conceal countless mysteries, and these terrifying perils lurk just beneath these frigid waves. Only by balancing calculated risk with careful exploration can the investigators hope to seal away the deeper darkness that stirs in the lost city. The specific contents of Pacific Adventure cards are hidden until some brave soul ventures into that region, though the cards hint at just how daunting the perils within the region may be. The investigators will encounter a variety of Entry effects that trigger when they reach a new destination, and must contend with difficult choices as they encounter split penalties and rewards for failing or surviving an adventure. An Army Beneath the Surface While R’lyeh sleeps, other denizens of the deep have already begun to stir and will stop at nothing to bring the Ancient One back to a waking state. The Deep One Legion is particularly tenacious. Even when defeated, these creatures will just slither to a new adventure and wait for another chance to strike unless extraordinary measures are taken to dispose of them. These formidable foes can also overrun The Ultima Thule, destroying the investigators’ only safe haven. Though The Ultima Thule’s charted course is perilous and these foes are many, all hope is not lost for the sanity and safety of the those who seek the Elder Signs. Completing the challenges on the new mission tokens provides an additional way to spend trophies for extra rewards. The Omens of the Deep expansion also comes with new items, investigators, allies, and spells to be leveraged against the coming of the Ancient One. The depths of the Pacific are filled with fresh terrors that only the bravest can attempt to seal with the power of the Elder Signs in the Omens of the Deep expansion for Elder Sign! • The Pacific Adventure deck and Special Adventure cards bring new challenges in the R’lyeh Rising mode • Eight investigators and three Ancient Ones expand all your games of Elder Sign • A new deck of Staged Mythos cards bring your team to the depths of the Pacific • New Allies, Items, Spells, and Skills bring new assets for your Investigators

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36.50 €
kuva tuotteesta on linkki tuotesivulle: Elder Sign: Omens of the Pharaoh
Elder Sign: Omens of the Pharaoh

Despite the nagging doubts that plague you now, there is little chance that you could have possibly been better prepared for this dig. You had participated in many exciting and contentious scholarly debates centered around this area of Dashur and the relic known as the “Eye of Light and Darkness.” This was your area of expertise, and you knew that there was little evidence to support the hoarse ravings of the crazed old man who burst into your office following one such debate. He had rambled on about “Nephren-Ka,” chambers sealed in eternal darkness, and ancient faceted stones that whispered into one’s mind. Who would have believed such things? Now, huddled in the dark, you hear voices speaking in long-dead languages behind walls that have been unopened for untold centuries, and you wish you had considered the wisdom the madman had offered. For the first time in your scholarly career, you truly dread what you may learn. An eternal tyrant struggles to return to life from beneath the scorching sands of Egypt in Omens of the Pharaoh, the newest expansion for Elder Sign, a cooperative dice game that takes a team of investigators into the dark corners of H.P. Lovecraft’s terrifying mythos. Based on the Dark Pharaoh expansion for the Elder Sign: Omens app, a team of investigators must travel to Cairo and join an expedition to stop the rise of the Dark Pharaoh Nephren-Ka. This dread ruler seeks to return from beyond the grave and continue his blood-soaked reign of terror. What otherworldly forces have preserved Nephren-Ka for all this time, and how can such a being be stopped? Secrets Beneath the Sands of Dashur Even with all the precautions that were taken to seal away both the memory and the man himself, the shadow of Nephren-Ka still lingers in the ruins near Dashur. Unbeknownst to the archaeologists, they have begun to uncover chambers that, for the safety of mankind, should have remained sealed and hidden for all time. Now, the Dark Pharaoh himself begins to stir, and the investigators have no choice but to continue to explore the ruins with great care, in hopes of finding the key to stopping the full return of Nephren-Ka. As alien creatures emerge and prowl the ruins, your team of investigators will need to prepare themselves for the horrors that await them in Dashur. Omens of the Pharaoh not only includes this new terror, but a brand-new mode of play. The new Lightless Pyramid mode allows the investigators to travel back and forth between the relative safety of Cairo and the darker dangers of Dashur. Savvy investigators will learn the value of gathering supplies and performing some valuable research before venturing out, but shouldn't be afraid to beat a hasty retreat when needed. The rulers that came after the horrific reign of Nephren-Ka decided that his name and deeds should be utterly stricken from the annals of history, lest some fool attempt to seize upon the same wellspring of power that fueled the Dark Pharaoh. Unfortunately, this precaution has left the investigators at a great disadvantage, and your team’s ignorance of the threat that they face may spell certain doom for the world. Furthering the research of the expedition’s archaeological dig will give the investigators a chance to gain some advantages against the encroaching darkness. Adding tokens to "The Expedition" scenario sheet will apply what little you can learn at the dig sites to bolster your chances of survival. Stop the Dark Pharaoh The rise of Nephren-Ka is imminent, and the investigators will need to work continuously to stop his return. New to the Omens of the Pharaoh expansion, players can gather powerful relics to aid in their fight. These artifacts will give the investigators a fighting chance against the darkness by providing them with a chance to reroll dice and other advantages. No matter how well prepared the investigators may be, the pressure will always be mounting. Dark Pharaoh special adventures must be regularly completed in order to stop the Ancient One from waking. While staving off the Dark Pharaoh’s encroaching presence, the investigators can also risk exploring the long-sealed hidden chambers in search of elder signs. Even with new and powerful relics in hand, will the onslaught of ancient evils be too much for the beleaguered investigators? Will they be able to gather the elder signs they need to stop the return of the menacing Nephren-Ka and seal him away once again? • The Lightless Pyramid mode allows players to shift between two decks of Egyptian Adventure cards two entrance locations at will • The Expedition Scenario Sheet grants advantages when Expedition Tokens are won from Adventures • Relic cards allow players to reroll dice and can be combined for special effects • Dark Pharaoh and Hidden Chamber Special adventure cards increase challenges and rewards • 6 new investigators, 3 new Ancient Ones, 4 new Ally cards, and an entirely new Mythos Deck

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36.50 €
kuva tuotteesta on linkki tuotesivulle: Elder Sign: Unseen Forces Expansion
Elder Sign: Unseen Forces Expansion

Unseen Forces is the first expansion for Elder Sign, the cooperative dice game of Lovecraftian horror. The museum harbors artifacts that draw the attention of horrible beings, and the unfathomable wills of these creatures make themselves known in the form of blessings and curses. New Ancient Ones, monsters, and investigators accompany the introduction of these powers, and the entrance of the museum has been remodeled, adding new locations and options for the beleaguered investigators. A Blessing and a Curse Countless mysteries confront the investigators, and they cannot hope to comprehend the wills at work in this conflict. These forces may choose to help or hinder humans who dabble in the arcane mysteries of the universe. In Unseen Forces, blessings may fall on a lucky investigator, or a curse can confound those who are not careful. New dice represent the whims of these powers from beyond. A white die is added to the dice pool of players who have been blessed, and investigators suffering from a cursed condition must roll the black die. The white die gives the blessed investigator an extra icon to work with to complete his tasks. The black die forces a player to discard one die in his pool that matches its icon when rolled. Blessings and curses are generally gained by completing or failing adventures, but you could be cursed by a particularly horrible monster or an unlucky mythos effect as well. The museum is fraught with eldritch energies that can lead to success or horrifying ruin, and wise investigators will seek out blessings and avoid curses as best they can in order to survive. Choices and Challenges The entrance to the museum has undergone an overhaul, and Unseen Forces introduces four Entrance Cards to be used in place of the Entrance Reference Sheet. The new Entrance options give investigators more ways to spend their turn if they’d rather not attempt an adventure. The four new spaces give players a chance to spend their trophies in new ways, but beware, the Mythos deck contains cards that can shutter these locations for the rest of the game. Sealing the Entrance cards is just one of the new surprises that the Mythos deck has in store in Unseen Forces. Master Mythos cards have been introduced as an additional way to increase the challenges that your investigators face. These cards have a red background and feature even more devastating effects that may be leveled against the dogged investigators as they struggle to stop the rise of an Ancient One. Through their long and sanity-straining struggles, the investigators have managed to gain a modicum of knowledge regarding the inner-workings of the Mythos. This increased familiarity with the arcane is represented by the new Mythos Insight Icon, which gives the players a choice as to which mythos effect their investigators will suffer. New Horrors, Little Hope Despite this small gain in their knowledge of eldritch beings, the universe still harbors a vast variety of horrors. Four new Ancient Ones have begun to stir, and each brings a unique and harrowing challenge to the museum. Though these creatures pose an incredible threat the future of mankind, eight new investigators have also entered the fray, lending an extra bit of hope to the struggle. Among those who will newly venture into the museum is Diana Stanley, a former member of the Silver Twilight Lodge. Diana opened her small shop in Arkham with the hope of finding a real sense of community her new home. Diana became a member of the Chamber of Commerce and joined the Women’s League with an eye towards fitting in. Shortly thereafter, she was invited to join the Silver Twilight Lodge, an elite Arkham club. Diana eagerly signed on immediately, only to find that the Lodge was not what it seemed. Far from a simple social club, the Silver Twilight Lodge was truly a cult with horrifying plans to summon an Ancient One into this world. Diana has been plagued by unspeakable nightmares due to the things she’s seen, and she has determined that she must stop the cult at all costs. Having advanced to the second rank of the Order, Diana Stanley knows more of the occult than she’d like, but she’s willing to make use of her experience to stop the Ancient One’s rise. When Diana defeats a monster, she gains one clue token. More Adventure and Other World cards bring fresh terrors to the struggle. New Spells, Allies, and Common and Rare items add still more of an edge to the investigators. Perhaps this world will survive after all... All of these challenges and more await the investigators as they work to protect the world from the unspeakable horrors that stir beneath the earth or hail from the formless reaches beyond our reality. Blessings and curses abound, the entrance has undergone remodeling, and the threats to be faced have increased in difficulty. Do you have what it takes to brave Unseen Forces and survive with your brain and body intact? • The first expansion for Elder Sign, Kevin Wilson and Richard Launius’s popular dice game • Two new custom dice introduce a Blessing and Curse mechanic • Master Mythos cards provide an optional increased challenge • Entrance Cards create new options and locations for players • Features 4 Ancient Ones, 8 Investigators, 41 Adventure Cards, 29 Mythos Cards, and 39 Item, Spell and Ally Cards

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36.50 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror
Eldritch Horror

Katso pelin esittely Youtubesta. Katso pelin traileri valmistajan Youtube -sivuilta. Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – an elder being bent on ultimate destruction. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw players deeper into the lore surrounding these loathsome creatures. Twelve investigators, two-hundred fifty tokens, and over three-hundred cards ensure that Eldritch Horror presents an epic, world-spanning adventure each and every game! "October 14th. The train to Istanbul has afforded me a few moments to record my thoughts, but after my experiences exploring the tomb of Nephren-Ka, I find it difficult to concentrate. This most recent expedition has confirmed my deepest fears: there is an undeniable pattern, a malevolent intelligence that moves against us. Rumors tell of strange creatures, drawn from other worlds, converging on the streets of Shanghai, San Francisco, and Buenos Aires. I must dispatch letters to my colleagues, warning them of my findings. Perhaps, if we can pool our knowledge, we will solve this mystery and save the world from the catastrophe I know to be imminent. I only pray that the dark forces pursuing me have not already overtaken them." Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, obscure mysteries, and brutal challenges will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction? Eldritch Horror is a cooperative adventure game in which one to eight players take the roles of globetrotting investigators working to gather clues, solve mysteries, battle terrifying monsters, and protect the world from otherworldly threats. With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game. Combat Ancient Evil on a Global Scale With terror spreading across the globe, you and your fellow investigators will venture to the far corners of the world. From the snowcapped peaks of the Himalayas to the bustling streets of San Francisco, you and your group of investigators will travel to the world’s major cities, its most remote wildernesses, and everywhere in-between to prevent an impending global catastrophe...the awakening of an Ancient One whose arrival will cast the world into eternal darkness. Every element of Eldritch Horror is designed to immerse you in its narrative theme of world-spanning horror and adventure. As the game unfolds, the narrative woven throughout each and every mechanic intensifies the pressure. With tensions running high, and the fate of the world in your hands in these last, desperate days, the choices your group makes could have devastating consequences. Even the components of Eldritch Horror add to the story and are designed to further immerse you in this epic, world-spanning adventure. From character sheets that resemble well-worn passports, tokens made to look like train and ocean liner tickets, and a board that displays a yellowed map of the world, Eldritch Horror weaves an engaging tale of a global odyssey to save civilization. Hop a train from Shanghai to Istanbul, hire a witchdoctor in Buenos Aires, or stock up on holy water in Rome...just make your preparations count. You’ll need to work efficiently to defeat the horrors that await you. After all, with each passing day, an elder being of untold power draws closer to devouring our world. Only by solving three unique mysteries, represented by the tasks on Ancient One-specific Mystery cards, can your team of investigators save humanity and win the game! Face Unimaginable Terrors at Every Turn While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators’ personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul, or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids, or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space. Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to aquire assets and receive a Debt condition. Or, maybe you’ll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a “reckoning effect” which, if triggered, ensure a much more sinister fate. All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they’re certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries. An Epic Experience, Each and Every Time Eldritch Horror includes several features designed to ensure a unique experience each and every time you play. With over three hundred cards, you can be assured of amazing variety in encounters, Mythos effects, and more. And since each Ancient One has dedicated decks of Mystery and Research cards, you’ll not only select an Ancient One, you’ll select an entire style of play. Further contributing to the game’s replayability, twelve intrepid investigators stand ready to defend the world from a threat that only they truly understand. Take the role of expedition leader Leo Anderson, influential actress Lola Hayes, or any of the included heroes. Since each investigator offers his or her own unique skills, starting assets, and approaches to winning, you’re sure to find a favorite persona for saving the world. Want to customize your experience even further? Newer players may wish to stand against the Great Old Ones with less difficulty, while more experienced players may want an extra challenge. Eldritch Horror accommodates the needs of all types of players with its Mythos cards. With three levels of difficulty, the Mythos cards give you the option of making the game more or less challenging by removing the easier or more difficult cards when you build the Mythos deck. You Must Fight Back The way will be dangerous and the stakes have never been higher. The Ancient Ones are stirring, casting a shadow across the world. You must fight back. Gather your team, research the clues scattered around the globe, and solve the mysteries surrounding the Great Old Ones. Venture across the high seas, or deep into the wild, to battle monsters, uncover ancient secrets, and gather dark knowledge as you work to prevent the coming catastrophe. The horror is here. The fate of our world is in your hands. Your journey begins now. Are you ready? Inspired by Arkham Horror Inspired by the bestselling board game Arkham Horror, and set in the same eerie mythos, Eldritch Horror presents a unique, globe-spanning adventure for those intrepid souls brave enough to embark on the journey. While fans of Arkham Horror may recognize some shared mechanics between these two sister games, these familiar mechanics take on new twists. Eldritch Horror is not an expansion, nor does it replace Arkham Horror. It is a brand new game, which stands alongside Arkham Horror and the rest of FFG’s library of Lovecraftian games, filling its own distinct niche. • Inspired by the best-selling board game, Arkham Horror • A fully cooperative game for up to eight players that also supports solo play • Includes 12 investigators, 250 tokens, over 300 cards, and more • A fast-paced, deeply thematic, story-driven adventure game • Dedicated Mystery decks and unique victory conditions for each Ancient One ensure a versatile and highly replayable experience

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91.70 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Cities in Ruin Expansion
Eldritch Horror: Cities in Ruin Expansion

You feel it just below the surface. Something gnawing at the edge of sanity, a feeling that the steady march of machines and concrete that have come to be recognized as progress in the modern world is transient. Your visions show you a desolate future, where all that remains is dust, ash, and those who have long slumbered. Violent earthquakes contort cities to unrecognizable ruin, unrelenting typhoons eradicate coastlines, and deep below the Earth something ancient stirs. Shudde M’ell, The Cataclysm from Below, approaches with destruction and ruin as his heralds. Cities in Ruin sees four new investigators face the brink of madness to battle Ancient Ones, and introduces a slew of new monster and encounter cards to the world of Eldritch Horror. And what's more, new Ancient One Shudde M’ell’s presence brings a destructive twist to the game in the form of the Disaster deck. A World in Turmoil Shudde M’ell’s violent dreams are throwing cities around the world into a state of bedlam, and players will have to deal directly with the consequences via the new Disaster deck. If they’re lucky, an investigator may escape with some scars, if they're not, they may see a city devastated and left in ruin. Devastation can happen in a number of different ways, and investigators must work together to prevent such catastrophes. However, they can't save everyone. When a city space becomes devastated, it has a devastation token placed over it, representing its new, and bleak, place in the world. Encounters there now take a post-apocalyptic turn that sees cityscapes turn into wastelands, and citizens looking to saviors to deliver them from eradication. Investigators will find survivors jumping to their doom under the trance of a servant of Shudde M’ell, a milltary too petrified to fight the horrific creatures that prowl a now ruined city, or a cult preying on those who remain. Regardless of the heroics the investigators pull off, the city is still eradicated and all that remains are ashes to be protected from whatever horrors lurk in the shadows. The Cataclysm from Below The ancient city of G’harne was founded by the Elder Things and, in eons past, served to guard Shudde M’ell’s prison. Now it sits abandoned, its ancient warding-stones destroyed or stolen by souls too blinded by greed to understand their importance. Shudde M’ell now stirs, and the world trembles before him. Ruin is unavoidable in a game featuring Shudde M’ell, as it even begins with Rome being wiped off the map. Your adventure is sure to include more Disasters as the doom track inches forward, terrible tragedies to the rest of the world, horrifying omens to you. Investigators will have to solve three mysteries while dealing with the Ancient One’s catastrophic outbursts if they have any hope of survival. Should they fail to stop the awakening, Shudde M’ell will roar to life, and there may not be a world left to save. Brave Souls With the world falling apart around them, a select few have taken it upon themselves to face the cataclysmic storm. Cities of Ruin sees four new investigators: Bob Jenkins, Rita Young, Roland Banks, and “Ashcan” Pete stand against Shudde M’ell and his waves of destruction. Since the onset of his prophetic dreams, “Ashcan” Pete has taken on the role of the wanderer. Traveling the rails with his trusty companion, Duke, Pete has noticed the disturbing trend creeping up on the edges of society. Fires, floods, earthquakes; calamities are striking cities across the globe, and the cold-hands of desperation grip their survivors. Except the people of Oulu. When Pete set foot here, he found a town that didn’t give in to fear or madness, he found a people that had rebuilt after their great fire, he found a purpose. Pete reckons if he can figure out the source of all this carnage, he can help those who need it most. Pete begins the game with Duke, a unique asset, in play. The trusty companion gives Pete a second chance at success when resolving a test with a free reroll. Additionally, the bond between Duke and Pete allows the drifter to recover one additional sanity when he performs a rest action. What Pete lacks in influence he more than makes up for in utility, as he is able to perform an additional action while traveling along a train path, as long as the rails aren’t frozen in place by the bizarre weather patterns affecting the planet. Finally, Pete converts trash to treasure when he performs an acquire assets action; he can gain one item or trinket asset with a value less than his observation skill from the discard pile, and he'll need every item he can scrap together in the fight ahead. The World Trembles The sky will bleed, the earth will shake, and a few brave souls will face the Cataclysm from Below. Can you survive the devastation to come? • The seventh expansion for the popular Eldritch Horror board game • Four new investigators take up the fight against the Ancient Ones • Introduces mechanics for destroying cities • New Ancient One Shudde M’ell brings fresh monsters and encounters to the game

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39.80 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Dreamlands Expansion
Eldritch Horror: Dreamlands Expansion

A new expansion for Eldritch Horror! It has been months since you saw the sunset city in a dream—towering minarets and domes, crossed by shadow and red light from the gently setting orb of fire that permanently rests outside the city. Since then, you’ve crossed these borders every night, searching for the city, hoping to set foot inside. You have seen wonders beyond compare: the sacred cats of Ulthar and the turquoise and tourmaline city of Celephaïs that rests beneath the gingko-covered slopes of Mount Aran. You have all but abandoned your waking life, eating less and less, spending more and more time asleep. But tonight is different. There, on the silvery, blade-thin horizon between wakefulness and sleep, the black ships from the moon have finally caught up to you. Descend into a world of sleep and splendor with The Dreamlands, the latest expansion for Eldritch Horror. For the first time, you have the chance to walk upon the sweet-smelling grass of the Enchanted Wood, travel into the Underworld, or sail off the edge of the world and voyage to the moon—this expansion introduces an entirely new side board, portraying the mystical, ethereal Dreamlands. As the realm of dreams leaks into our waking world, you’ll find eight new investigators that stand united against two insidious Ancient Ones: Altach-Nacha the Dreamweaver and Hypnos, the Lord of Sleep. With a massive array of new Spells, Conditions, Assets, Adventures, Mythos cards, and encounters for every location, The Dreamlands promises adventures unmatched by anything in the waking world. The Dreamer... Everyone sleeps, drawn by invisible bonds to rest and heal their bodies. Yet as you rest, your mind is active, grasping at the mad, loose strands of your life and spinning them back to you in nonsensical stories. For most, dreams are an amusing diversion or a terrifying interlude—if they're remembered at all after you wake. But for a few, dreams are reflections of a life more real than the waking world. Luke Robinson was given an unusual puzzle box by his uncle many years ago. Through that gift, he discovered the path to the Dreamlands and has spent the majority of his days traveling the land of dreams in search of adventure. From the jade streets of Celephaïs to the endless mysteries of the Enchanted Wood he wanders, unraveling the secrets of the land and the myriad dreamers who reside there. Yet an ancient chaos threatens to destroy not just the waking world but the world of his dreams as well. Luke could not care less about the Earth, but he will die before he allows the world of dreams to slip away from him. Far more than most other investigators, Luke Robinson relates to the world through the gates that open across the globe. For a dreamer with his skills, traveling through the Dreamlands between these gates is just the work of a few hours—as an action, Luke can move to any space containing a gate that matches the current omen, potentially traveling across the world in an instant. Luke is no great warrior, but he has little trouble slipping past the monsters in his path and crossing into other worlds. Simply by expending a focus or losing a little sanity, Luke Robinson can encounter a gate as though there were no monsters on his space. Then, once he has successfully closed the gate and safeguarded Earth for a little while longer, his Dream Box helps you by increasing his focus or helping him recover sanity. Though he may no longer call himself a native of Earth, Luke Robinson will undoubtedly do everything in his power to forestall its imminent doom, if only for the lands of dream that he loves so much. ...And the Dream As you close your eyes to sleep, you see the stairs before you. They spiral downwards with neither walls nor railing to separate you from the soft grey abyss that surrounds you. You begin to descend, hesitantly at first, but faster as you gain confidence. There is no wind or gust of air that would threaten your footing. There are only the whispers—you should jump, you can fly, step off the edge, we will catch you… Descending the endless stairs and passing through the Cavern of Flame while you sleep are one way to enter the world of the Dreamlands, and this can be done from anywhere in the world. Still, they are not the only path: there are many places where the boundaries between Earth and the realm of dreams may merge and spill into each other. These portals are first placed at the beginning of a game using the Dreamlands side board, and they allow free passage between our world and the Dreamlands, whether you cross the dark bridges of the Underworld, walk among the fungi forests of the moon, or set foot at last on the streets of Unknown Kadath or Dylath-Leen. The Dreamlands are filled with wonders, but are also perilous for those who enter unprepared. Your path may take you beyond the Basalt Pillars of the West, or you may pursue a Dream-Quest that moves throughout the Dreamlands, perhaps leading you straight to the futures that spring from the Fountain of Alath-Zann. No matter what signs and wonders you may see, however, you must never forget the dread purpose that led you to this place. There are still powerful beings from beyond our world intent upon destroying humanity forever. The monstrous, spider-like creature Atlach-Nacha is ever weaving, bringing reality and the Dreamlands closer together so that she may loose the horrors of the Underworld and lead them to war. A less overt threat, but no less deadly, is Hypnos, the Lord of Sleep himself. His whispers attend every sleeping mind, slowly and carefully pushing them over the edge into madness. You must venture into the Dreamlands if you wish to defeat these Ancient Ones, yet once you go in, there’s no guarantee that you can return. Revelation Is the Province of Dream As you sit chained to the deck of a black galley sailing to whatever horrors await on the moon, you reflect that your dreams have led you into this place. Foolish dreams, perhaps, of defeating a creature that existed for millennia before humanity’s existence. Yet foolish or not, only your dreams can lead you free again. • A new expansion for Eldritch Horror • Venture into the Dreamlands with an entirely new side board • Eight new investigators give you new ways to save the world • Two insidious Ancient Ones seek to destroy earth in very different ways • Plenty of new Conditions, Encounters, Adventures, Spells, Mythos cards and more give this expansion limitless variety

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76.30 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Forsaken Lore Expansion
Eldritch Horror: Forsaken Lore Expansion

Forsaken Lore is the first expansion for Eldritch Horror, immersing you and your investigators more fully into the global fight for the survival of humankind. As the Ancient Ones grow in power, investigators must work harder than ever to save our world. New mysteries threaten to unravel humanity for good, and nearly one hundred and fifty new encounters appear across the globe. Investigators must use their new Artifacts, Assets, Spells, and everything else at their disposal in their fight against Yig, the Father of Serpents. An expansion for Eldritch Horror. Forsaken Lore adds over two hundred new cards to Eldritch Horror, including over one hundred new Encounter cards, twenty-four condition cards, and fourteen new mysteries. The fate of the world grows even more uncertain as the malignant influence of Yig, the Father of Serpents, extends across the globe. Previously defeated Ancient Ones attempt to reclaim the world once again, forcing Investigators to solve new mysteries to keep them at bay. All the while, terrible new Epic Monsters and dangerous new Encounters keep Investigators racing across the globe to stave off the collapse of the world. Yig, The Father of Serpents Yig’s cultists and the Serpent People make their way across the world, determined to conquer for their master. Savage and sly, these venomous cultists and the serpents under their control unleash a new horror on investigators – a condition called Poisoned. Yig enters the game with six unique mysteries, and your Investigators will need to gather all of their strength and cunning to keep Yig from entering our world. Break the power of the Serpent Crown over the will of the people, and defeat the Winged Serpent Epic Monster in order to world safe once more. New Threats to Humanity Of course, Yig and his serpents aren’t the only threat to humanity’s survival. In Forsaken Lore, evil continues to spread as new Mysteries for the Ancient Ones included in Eldritch Horror are uncovered. Discover the Stone Circles where Yog-Sothoth’s worshippers gather and put an end to their arcane rituals, or do battle with the mighty Hydra Epic Monster as she rises from the sea to do the bidding of Cthulhu. Eighty-eight new research cards help your investigators to discover the horrible truths of the Ancient Ones bent on the world’s destruction. Will you put together the pieces in time to save humanity from destruction? Or will this new knowledge drive your investigators to madness? New Spells, Expeditions, and Encounters will test even the most courageous investigators. Cast the perilous Poison Mist Ritual Spell, or seek the ancient secrets buried in the rubble of Egypt’s White Pyramid. • The first expansion for Eldritch Horror • Immerses players and their investigators more fully into the global fight against evil • Adds a new Ancient One to the game: Yig, the Father of Serpents • Enriches the game’s global terror with one-hundred and forty-eight Encounter cards and fourteen new Mystery cards • Powerful new Artifacts, Spells, and Assets aid investigators in their struggles to save humanity

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36.50 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Masks of Nyarlathotep Expansion
Eldritch Horror: Masks of Nyarlathotep Expansion

Join the search to stop innumerable cults worshipping a single, dreaded being in Masks of Nyarlathotep, a new expansion for Eldritch Horror from Fantasy Flight Games, inspired by the classic Call of Cthulhu roleplaying adventure! At the same time, you can experience the adventure anew in your roleplaying group with a new edition of the Masks of Nyarlathotep adventure from Chaosium that brings the definitive Call of Cthulhu roleplaying campaign into the game's seventh edition. From this story's inception in the first edition of the Call of Cthulhu roleplaying game, the dark horrors of Nyarlathotep have thrilled and delighted fans around the world. With this expansion, Fantasy Flight Games worked closely with our good friends at Chaosium to learn the midnight secrets and terrifying truths of one of their most famous Ancient Ones—and we're thrilled for you to experience that in Eldritch Horror and the Call of Cthulhu RPG. The stink of charred flesh still lingers in the night air amidst a dense copse of trees. You stare numbly at the pages in your hands and try to fight off the realization that threatens to coalesce in your thoughts. Three different cults. One under the streets of London, one amongst the sands of Egypt, and now this sect just outside of Tokyo. The specifics of the horrific rituals had all been wholly different, save for one, singular detail: the mind-bending invocation that closed each of the ceremonies was exactly the same at each site. Each time, you and your compatriots had barely averted some soul-wrenching atrocity against nature. How many more groups were still chanting this terrifying phrase? Each cult had been so difficult to find, and so different from the last. None of it added up. What thing were these rites feeding and how could you follow this thing when every clue led to a new trail? Once again, the world’s intrepid investigators must attempt to thwart the cataclysmic rise of an otherworldly Ancient One. Strange cults are gathering strength in remote corners and bustling cities all over the world. Though the cults seem to worship different gods, the investigators will find one thread that runs throughout all their evil rites: Nyarlathotep. Known as the Messenger of the Outer Gods, Nyarlathotep is the only Ancient One who still actively walks the Earth to work his will upon humanity. The investigators must stop these cults, or Nyarlathotep will gain enough strength to open the Ultimate Gate, ushering in an unthinkable doom. Many Guises With One Goal Nyarlathotep’s followers dot the face of the earth, opening gates and weakening the membrane between this reality and the realm of the Outer Gods. These cults of Nyarlathotep must be rooted out by undertaking new Adventures and by visiting the sites of new Mystic Ruins. Will you work to destroy the Australian Cult of the Sand Bat, or perhaps there is something to be found in the lost Yithian city of Pnakotus? The investigators will need to race to gather information and stop the influence of Nyarlathotep in each and every form he takes, but it will take careful planning if they hope to stamp out enough of his followers in time. Nyarlathotep sows chaos, gathers followers, and then changes his face as easily as a person changes clothes. Constantly altering his form and taking on new aspects, Nyarlathotep works ceaselessly to bring the Outer Gods into our world. He has pulled his puppeteer’s strings so subtly and for so long, that there are very few that have not been affected by his fell purpose. In Masks of Nyarlathotep, each investigator bears the scars of their own unique brushes with the otherworldly in the form of new Personal Stories. Pursue an investigator’s Personal Story to gain insight into each character’s background, gain unique rewards, and stave off terrible consequences, but take care to weigh the needs of these few with the fate of the many who hang in the balance. Gathering Strength to Stop the Chaos The investigators will need to be well-prepared to take on the widespread threat of cultists that support Nyarlathotep by gathering new Artifacts, Unique Assets, and Spells for the journey ahead. The team will also need to be especially well-equipped when taking on the new Campaign mode of play introduced in the Masks of Nyarlathotep expansion. When taking on a Campaign, players will need to win multiple games, with consequences and benefits carrying over to the next game after each threat is sealed away from the world. If stopping any single Ancient One seems an impossible task, can the investigators possibly hope to succeed as these otherworldly beings attack one after another? Around the world, the cultists chant on, each committed to their own goals while unwittingly worshipping one of the myriad aspects of Nyarlathotep. How many of these groups have completed their occult rites? How many more have yet to be stopped by the investigators? Find out more about the new investigators and how their pasts factor into the fight against the Messenger of the Outer Gods in our upcoming previews of Masks of Nyarlathotep! • The newest expansion for hit adventure game Eldritch Horror • Campaign mode provides a framework for greater challenges and an enriched narrative experience for players • Personal Stories provide all of the Investigators with unique goals that can have great benefits or terrible consequences • New Resource tokens allow a new way to heal and increase your chances of passing tests • Features new Mystic Ruin cards for the first time since their introduction • 7 new investigators and 2 new Ancient Ones, as well as new Adventures, Unique Assets, Prelude Cards, Mythos Cards, Spells, Artifacts, Assets, Epic Monsters, and more!

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71.80 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Mountains of Madness Expansion
Eldritch Horror: Mountains of Madness Expansion

Explore the farthest reaches of Antarctica in Mountains of Madness, the second expansion for Eldritch Horror. Inspired by H.P. Lovecraft’s novella about an Antarctic expedition ravaged by inhuman, prehistoric creatures, this expansion allows you to trace the doomed expedition’s path and enter the immense City of the Elder Things. What happens in Antarctica has worldwide repercussions – freshly-awakened horrors are spreading across the globe. Monsters and mysteries are surfacing in areas long considered safe. Eight investigators offer you new roles to play as you confront these chilling, inhuman threats. Numerous additional Assets, Spells, Artifacts and Conditions may help investigators or harm them, and for the first time, Adventures and Prelude cards shape the international struggle against the Ancient Ones. Do you have the strength to survive Antarctica’s frozen wastes, encounter the Mountains of Madness, and stave off the end of human civilization? Mountains of Madness is the second expansion for Eldritch Horror, a cooperative game of terror and global adventure for one to eight players. Inspired by H. P. Lovecraft’s novella about an ill-fated Antarctic expedition, Mountains of Madness opens the desolate and eerie expanses of Antarctica, where lie the ruins of the Elder Things’ primeval civilization. Hidden there are the clues and artifacts you need to prevent the Ancient Ones from rising, but the ice also conceals inhuman, terrifying creatures, recently awakened and thirsty for blood. You will find in Mountains of Madness a side board depicting six different Antarctic locations. Two new Ancient Ones threaten humanity in unprecedented ways, and eight investigators join the international effort against them. Additional gates spawn monsters in previously safe locations and a plethora of Assets, Artifacts, Conditions, Spells, and the Focus Action become available for use in the struggle against impending doom. Antarctica’s Frozen Horrors The side board featured in Mountains of Madness allows you to follow the route of Professor Lake’s doomed Antarctic expedition from the bustling Miskatonic University outpost and the remnants of Professor Lake’s ravaged camp to the megalithic City of the Elder Things and the mythical, otherworldly Plateau of Leng. Since Antarctica is so very different from any other place on earth, Outpost and Mountain cards, as well as Antarctic Research cards, give investigators adventures unique to that continent. Those encounters are often shaped by Antarctica’s treacherous climate, which can prove just as deadly as any monster. You may find yourself stumbling through snowdrifts, struggling against hunger and hypothermia, or fighting to subdue companions maddened by the isolation and the cold. Even if your efforts against the Ancient Ones do not lead you into Antarctica, you may nevertheless discover the Heart of Winter, meet a survivor from the Miskatonic expedition, or be attacked by a monster creeping north from the thawing Antarctic ice. Lurking in the Antarctic ice are the Elder Things, one of the Ancient Ones introduced in Mountains of Madness: creatures that ruled the earth long before humans were a sapient species. Frozen and dormant, their tall, star-shaped bodies seem monstrous but not harmful, strange and exotic like coral. When they awaken, however, the Elder Things kill every living thing around them without pausing to think. Not only are they capable of quick and cold-blooded slaughter, they are tremendously intelligent creators of technologies beyond human conception. Were they to rise again, these Elder Things would destroy – or worse, enslave – mankind. Can you destroy these brilliant and ruthless monsters before they become too powerful to overcome? A Skilled but Motley Crew Mountains of Madness includes eight investigator sheets, increasing the number of roles that players can take on. Hailing from places as distant as Australia, India, and the Heart of Africa, these investigators bring a panoply of skills to the battle against the Ancient Ones. One, having retired from his legal career, now seeks justice for his murdered wife. Another waited tables at a diner in Arkham until memories of a past life suddenly flooded her mind. One investigator has spent her life learning ancient languages and exploring ruins of prehistoric empires, another has just joined the police force and now finds himself protecting Alaskan settlers against monsters from another world. Whether you prefer to pour over tomes of mythology in London’s museums, secure funding for the Antarctic expedition in San Francisco, or seek Other World Encounters across the globe, there is among these investigators an absorbing and vivid role for you to play in Eldritch Horror. Tools of the Trade Exploring Antarctica requires provisions, guides, sled dogs, and other Assets that you would not need if traveling more populated regions, but, should you venture to Antarctica, you will find priceless and powerful Artifacts to protect you against both the Ancient Ones and the brutal cold in those far reaches of the world. Two types of Assets are introduced in Mountains of Madness: Task Assets and Unique Assets. Task Assets are only different from other Assets in that they can be used only once and are activated as a result of an investigator’s activities, rather than within an encounter. Unique Assets form their own deck and some, similar to Conditions and Spells, contain effects on the back that must be resolved when the Unique Asset is used. However, unlike Conditions and Spells, the effects on the back of a Unique Asset are reliably positive: you may gain another clue, or find a sudden Ally. If you anticipate a particularly challenging encounter, Mountains of Madness allows players to use an Action to gain a Focus token, which you can spend during a test to reroll a die instead of spending a Clue. A Focus token could prove to be the difference between improving a skill and gaining a horrible condition, or between defeating a monster and losing your sanity. The Struggle Continues While offering players the chance to make Antarctica a critical battleground in humanity’s war for survival, Mountains of Madness brings hideous horrors to every continent and raises the stakes of every investigation. No matter the shape or location of your struggle against the Ancient Ones, Mountains of Madness takes the adventure of Eldritch Horror to another level. Inspired by H. P. Lovecraft’s novella about a Miskatonic University expedition that awoke ancient and deadly creatures, Mountains of Madness opens up to investigators the frozen expanses of Antarctica and releases horrors that have hibernated in the ice for eons. You may find in Antarctica solutions to many perplexing mysteries, but you will also encounter there profoundly disturbing sights and nightmarish new monsters. This expansion features a side board depicting locations throughout Antarctica, from the Miskatonic Outpost to the City of the Elder Things, where numerous and terrifying encounters await you. Two new Ancient Ones, including the very Elder Things that once dominated earth, threaten the end of humanity. Eight more investigators contribute their diverse skills and specialties to the struggle against the Ancient Ones. With their help you may be able to prevent the reawakened Elder Things from rising... or you may fall victim to the horror. An Antarctic Expedition The side board featured in Mountains of Madness allows players to follow the trail of the doomed Miskatonic University expedition. Your gateway to remotest Antarctica – and your last point of connection to the rest of the world – is the Miskatonic Outpost, where you can team up with an Antarctic guide or obtain life-saving medical supplies. You can then progress to the devastated Lake Camp where the cold preserves the grisly remains of Professor Lake and his colleagues. There, you may rescue the frightened sled dogs who survived their masters’ slaughter, or perform autopsies on the frozen bodies of the Elder Things. Beyond the immense and foreboding Snowy Mountains lay the megalithic City of the Elder Things and the mythical Plateau of Leng, where the unpredictable, transdimensional shifts of time and space may shatter your sanity. Antarctica’s frozen climate makes it one of the most perilous regions of the world. Your Strength and Will may be tested as you are forced to dig through many feet of snow, restrain frightened dogs, or scrape ice off of your frozen airplane. A small mistake – or even sheer bad luck – can result in a Hypothermia Condition. Yet where humans struggle to survive, other creatures dwell comfortably. Innumerable monsters are insensible to the cold, and even animals that seem harmless may turn against you. Giant Penguins, seemingly innocent and friendly at a distance, can eagerly tear you limb from limb before you realize your danger. The Rise of the Elder Things When the first Miskatonic expedition uncovered frozen life forms, as tall as humans but grey, cylindrical, and crowned with starfish-like limbs, they assumed they had found corpses. The sled dogs knew better, and tried unsuccessfully to flee before the hibernating Elder Things woke up. One of two new Ancient Ones introduced in Mountains of Madness, the shrewd and ravenous Elder Things yearn to regain control of the planet that they ruled millions of years before humans walked the earth. To defeat the Elder Things, you must search Antarctica’s icy wastelands for clues. Carved pictures in the city’s dark ruins may inform you about these creatures’ technology, culture, and ultimate downfall. The mutilated, dismembered bodies of the Miskatonic University expedition may reveal the Elder Things’ intentions towards humankind, while their tracks through the snow contain information about their shape, movement, and speed. Yet while knowledge may decrease your instinctive terror of the Elder Things, it will not lessen their malice. Diamonds in the Rough The eight investigators introduced in Mountains of Madness offer you intriguing new roles to play as you combat the increasing threat. Whether they earned their chops scouring libraries or fighting crime, practicng law or smuggling liquor, every one of them is equipped to go to the ends of the earth to fight the Ancient Ones. Many have unexpectedly useful skills: you wouldn’t suspect that a professional violinist would be adept at closing Gates, or that a waitress would be an expert in arcane lore. Ursula Downs, for example, grew up climbing trees and exploring caves before delving into history, science, and archeology. Having spent years excavating the ruins of forgotten civilizations, she has the Strength to survive difficult climates, the Lore to understand the inscriptions of the Elder Things and the Observation to interpret subtle clues in any landscape. This combination of skills makes her excellently suited for a voyage to Antarctica, a trek through the Amazonian rainforest, or a visit to the archives of Istanbul. Ursula Downs can brave any terror imaginable and strengthen any team of investigators. The Global Threat is Growing Mountains of Madness focuses on Antarctica but leaves no corner of the earth untouched. This expansion spreads the horrors across the world, featuring additional Encounter and Research cards for every location and Gates that allow monsters to spawn in regions not before exposed to such horrors. New Assets, Spells, and Artifacts aid investigators in their struggles against the Ancient Ones. Whether you choose to defend humanity from the Elder Things or their enemy Cthulhu, whether you focus on fighting monsters or learning spells, Mountains of Madness will enhance your experience of Eldritch Horror. Includes: * A side board depicting the mysterious expanses of Antarctica * One rulebook to guide your expedition * Eight Investigator Sheets * Two Ancient One sheets, with accompanying sets of Mythos and Mystery Cards * 156 Encounter Cards and a multitude of Assets, Conditions, Gates, and Monsters • The first side board expansion for Eldritch Horror, inspired by H.P. Lovecraft’s classic novella • The side board and over 150 encounter cards allow players to experience locations throughout Antarctica • Eight investigators contribute their unique talents to the fight to save humanity • Two new Ancient Ones, the Elder Things and Ithaqua, threaten unspeakable destruction • Numerous new Assets, Conditions, Gates, and Monsters spread horror across the globe

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71.10 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Signs of Carcosa Expansion
Eldritch Horror: Signs of Carcosa Expansion

You live in an oblivious world, a world uncaring of anything outside the rims of its myopic gaze. After all, why should people look beyond? It seems that every day, scientists pioneer new advancements and develop new technologies, bringing the solid touch of reason to even the most unexplainable phenomena. Yet despite this daily triumph of the rational mind, madness creeps through the cracks at the edges of the world. Beneath the light of a gibbous moon, poets and artists pen strange verse and weave arcane sigils into their paintings. The Unspeakable One is entering the world, his horrid city is tearing its way through dimensions, and as it does so, more and more humans succumb to a mindless insanity. The very people you have sworn to protect may come padding after you on a cursed night, knife in hand and the light of evil stars gleaming in their eyes. Whether you’re walking along the streets of Tokyo or through trackless jungles in the heart of Africa, you may be forced to choose between the people close to you and the people of the world. Signs of Carcosa is a new expansion for Eldritch Horror, and within, you’ll find enough madness to influence all of your games. Hastur enters the game as a new Ancient One, spreading insanity and dissension. Against this foul abomination from Aldebaran, four new investigators join the fight to save the world. A host of new Encounter cards for every continent ensure that fresh adventures are always around the corner, even as a wealth of new conditions, spells, assets, artifacts, and Mythos cards draw you deeper into a world of madness and fear. Do Not Speak His Name Your life used to be the same as the lives of the people you pass on the street, before you first saw the sign. Now, you see it everywhere: in a seemingly-happenstance arrangement of sticks, in the lines of an old man’s face, in the flow of raindrops on the window of your automobile. At night, you see it in your dreams—the same sign, dripping yellow. Tomorrow, you will attend the theater, and at the last showing of The King in Yellow, you will find the truth, and end this torment. The Unspeakable One begins to push its way into our world in the Signs of Carcosa expansion. Yet Hastur’s approach doesn’t exhibit the brute force of an Ancient One like Azathoth or Cthulhu—Hastur is far more insidious and prefers to approach through whelming tides of madness. Hastur enters your games of Eldritch Horror as an entirely new Ancient One that you can battle as you attempt to solve terrible mysteries such as Finding the Way, which requires you not only to delve into Hastur’s twisted designs, but to claim the Key to Carcosa and journey into the domain of the King in Yellow. Your struggles against Hastur will soon force you to make choices you had hoped to avoid forever. Monsters may incubate within your body, slowly devouring you from within, and only a pact made with dark powers can save you—unless it’s all a figment of your tortured imagination. You may seem to hear the soul-chilling shriek of a byakhee that echoes through the fog to your ship. You may even strike a deal with the darkness in exchange for the promise of future power. There Is a Madness in His Methods Though the grip of madness is tightening, the world is not without defense. Against both elder gods and horrifying monsters, a few brave humans are willing to make a stand and, in all likelihood, cast away their lives for the good of all. Four new investigators join the struggle against Hastur in Signs of Carcosa: Dexter Drake, Jenny Barnes, Michael McGlen, and Wendy Adams. Each of these investigators has unique talents and abilities that we’ll explore in future previews, but few are more adept with the arcane arts than Dexter Drake. This soldier-turned-magician has a natural flair for showmanship, and in the wake of the Great War, he turned to the stage to make his living. Of course, it proved impossible to learn illusions and deception without picking up a great deal of real occult knowledge. Now, Dexter Drake still travels the world, using his shows as a front for his work battling the minions of Hastur. When you play as Dexter Drake, you can use his magical abilities to banish a monster to another Gate, even on the other side of the globe. You’re also able to easily pick up the difficult gestures and words that accompany your magic, which allows you to gain spells much faster than other investigators. Dexter Drake even starts the game with a copy of the new Binding spell, which can dramatically reduce the damage that a monster deals to you or another investigator. Like all spells, however, casting Binding may demand a terrible price for the power it grants you. The Mystery of the Hyades In the lost city of Carcosa, Hastur lies in his dark prison, awaiting the day when he can break free and consume the corrupt cities of Earth with his power. A few brave men and women have seen the threat beyond the veil, but are even they truly sane? To battle the might of Hastur, you too must take your first steps along the seductive path to madness. • The fifth expansion for Eldritch Horror • Test your might against a new Ancient One: Hastur • Four new investigators join the fight—Dexter Drake, Wendy Adams, Jenny Barnes, and Michael McGlen • A host of new encounters, conditions, spells, artifacts, and assets ensure that every game of Eldritch Horror offers new adventure • Impairment tokens may hinder your abilities as you struggle against the might of Hastur

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36.50 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Strange Remnants Expansion
Eldritch Horror: Strange Remnants Expansion

Throughout the world lie the ancient ruins of massive stone monuments built by lost civilizations, ruins which conceal the dark secrets necessary to save the planet from a terrible fate. In Strange Remnants, you and your fellow investigators must travel to these uncanny landmarks and piece together their uncanny mysteries before time runs out and the entire Earth is devoured. The Ancient One at the heart of Strange Remnants is no monster from another dimension or creature from the deep. In this expansion, your enemy is the Syzygy, a deadly alignment of the planets. In other words, you must fight the universe itself. You'll learn more about this Ancient One in a future preview. Ancient Ruins and Imminent Doom Long ago, numerous prophets and priests foresaw that someday the Sun, Earth, and Moon would align with the center of the universe, and a terrible portal would open leading to the court of an all-consuming dark god. To prevent the future end of mankind, these prophets and priests commanded towering temples and statues to be built, gargantuan feats of early engineering that would safegaurd the keys to humanity’s salvation. This cosmic alignment is now fast approaching. Only by visiting these ruined monuments and confronting the horrors that dwell within their moss-covered stones can you save the Earth from imminent doom. Strange Remnants enables you to explore the prehistoric Mayan temples of Chichen Itza, the winding Great Wall of China, fog-shrouded Stonehenge, and the stern Moai Statues of Easter Island. The new Mystic Ruins Encounter deck brings each of these four locations to life through encounters that might alter time and space for your benefit or curse you with debilitating Conditions. Beyond these four sites of arcane importance, your determined struggle against a new Ancient One will lead you to sites of arcane power throughout the world. New Location and research encounters connect you with ancient ruins and artifacts in places from Egypt and Argentina to San Francisco and Arkham. One way to stave off doom is to strengthen the world’s unseen shield through Fortifying the Barrier Special Encounters. Of course, these encounters entail countless risks. You may, for example, accidentally enrage the capricious spirits that inhabit the ancient ruins where you need to perform a ritual. If you cannot preclude that dark portal in the universe’s center from opening, there is a chance you may still be able to seal the portal and rescue the human race. Sealing the Portal Special Encounters take you through the portal of doom, to an unknown and evil realm where you could be asked to defend humandkind in a cruel trial . Whatever your journey, whatever rituals you undertake, whatever clues you find, the fate of humanity lies in your hands. Agents of Secrets Four new investigators dedicate themselves to solving the cosmos’ mysteries in Strange Remnants. Among them is Tony Morgan, a highly observant bounty hunter. Traumatized by a near-fatal experience with the slimy half-human inhabitants of Innsmouth, Tony is now determined to take down Arkham mobsters and otherworldly monsters alike, regardless of the bounty. Tony’s keen eyes will help your team find fading inscriptions and ancient artifacts amid the ruins, and he can gain Focus from defeating monsters in combat, yet another helpful tool in the search for clues. Your investigators’ efforts may be aided by several new Allies. With the support of the powerful telepath Asenath Waite , you can discard two spells to dispel newly-spawned Gates and the monsters that emerge from them. Or, you can use your influence to persuade an enigmatic Agent of Secrets to help you with lore and observation tests. A studious, softspoken Museum Curator can not only give you a valuable and unique Relic, but also help you succeed in your expeditions and excavations. Since the very movement of the planets is your enemy, you’ll need all the allies you can get. The Coming Storm As the planets align, the very fabric of the universe unravels. New monsters emerge to hunt for human prey, and bizarre, unprecedented events occur in the world’s great cities, unfathomable oceans, and dark wildnernesses. Will you be able to withstand the oncoming storm, or will you perish along with the rest of the Earth? Strange Remnants includes: * One Rulesheet * An Ancient One and accompanying Mythos and Mystery Cards * Four Investigator Sheets and Tokens * 86 Location, Other World, Special, and Mystic Ruins Encounter Cards * Numerous Assets, Conditions, Spells, and Monsters • An expansion for the popular Eldritch Horror boardgame • A new Ancient One threatens to devour the entire Earth • Four hardy investigators join an international struggle to save humanity • A Mystic Ruins Encounter Deck opens up new locations to explore • Prelude cards introduce unique scenarios to shape each game

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39.00 €
kuva tuotteesta on linkki tuotesivulle: Eldritch Horror: Under the Pyramids Expansion
Eldritch Horror: Under the Pyramids Expansion

A side board expansion for the cooperative Lovecraftian board game, Eldritch Horror. In the chaotic streets of Cairo, saddled camels stand in front of parked roadsters. Arab merchants are bartering with British officers and Hungarian archeologists, while Bedouins find refreshment at cafes after spending months wandering in the Sahara. Just outside the city limits flows the wide, shimmering Nile River and only twenty miles away, the Great Sphinx patiently guards a famous trio of Old Kingdom pyramids. And only a few hundred feet from the entrance to the Cairo bazaar, a group of black-robed Cultists chants solemnly in a mysterious and archaic language, summoning back to life the cruelest Pharaoh of all time. Under the Pyramids invites you to discover Egypt’s secrets as you battle against the Dark Pharoah’s return. A new side board opens up six Egyptian locations, from bustling cities to legendary archeological sites. Six preludes introduce challenging new horrors, including a lethal, unnatural epidemic and the ghostly return of a fallen investigator. Eight more investigators enter the international fight against evil, armed with mysterious Relics and powerful Glamour Spells that can actually alter fate. You’ll need a strong and well-equipped team to take on the terrible Ancient Ones who have slept silently for millennia in Egypt’s sands, but now threaten to awake. Ancient Kingdom, Modern Conflicts Everywhere in Egypt ancient and modern come together. Military speed boats dart back and forth over the massive stone ruins of the Alexandria lighthouse. Academics and tourists toting cigarettes and cameras throng around the pharaoh Akhenaten’s sandstone palace at Tel El-Amarna by the Nile. As the midday calls to prayer ring out over Cairo, Egyptian separatists clash with Imperial officers and bureaucrats feud over rightful ownership of the Rosetta Stone. Amidst all this, you and your fellow investigators are undertaking a secretive struggle against the Ancient Ones. You may see the face of a cat goddess in the stars or foresee your own death in the misshapen shadow of the Bent Pyramid. Your search for clues will lead you down the length of the Nile to the Sudanese border and from the shores of the Mediterranean deep into the drifting Saharan sands. You may also discover that your friend Erich Weiss has been framed in the theft of a priceless pharaonic amulet. The Museum Heist Adventures launch you on a chase across Egypt to catch the actual thief, retrieve the amulet, and clear Mr. Weiss’s name. Nomads and Scholars Since long before the historical era, nomads have roamed across Egypt’s deserts, stopping at secret oases on the way to trade in Cairo or rest on the banks of the Nile. All eight investigators of Under the Pyramids are also nomads, each for their own individual reasons. Hank Samson, for instance, left his family farm in Texas in search of his long-lost father. Sister Mary found her calling in eradicating demonic presences throughout Africa. Many of the new investigators are scholars as well. Mandy Thompson and Dr. Harvey Walters have traveled to Egypt to do first-hand research into psychic abnormalities and arcane texts. The archeologist Monterey Jack particularly unites research and restlessness. As a child he traveled the world alongside his father – but recently the aging man was found murdered. Jack has now undertaken a new investigation, seeking information about his father’s death in the ruins of ancient Egyptian temples and the labyrinthine Cairo streets. He carries with him a Treasure Map given to him by his father and has an uncanny ability to spot valuable Relics like Canopic Jars in the least likely places. The Dark Pharoah’s Return The mysteries surrounding the Dark Pharaoh may prove inscrutable even to an Egpytologist like Monterey Jack or a linguistic scholar like Mandy Thompson. Little is known about the ancient king known as Nephren-ka. He was a mighty sorcerer who worshipped Nyarlathotep and a bloodthirsty tyrant who enslaved thousands and sacrificed countless innocent people to his evil god. Some Egyptologists believe that his rule ended the Third Dynasty of the Old Kingdom; others say he lived during the Twentieth Dynasty. Some say he was buried beneath the Bent Pyramid and covered the walls of his tomb with prophecies; some say he was actually a flesh-and-blood avatar of Nyarlathotep and his remains vanished. His true believers say that his return is imminent. All the evidence that you can find supports their claim. To keep the Dark Pharoah from enslaving Egypt once more, you and your fellow investigators will have to solve three mysteries. You may have to banish a tempestuous and lethal Black Wind from the Nile Delta, or even fight the reawakened Greak Sphinx of Giza. Nephren-ka's history itself is a mystery much harder to solve than it may sound. After he was deposed in a democratic uprising and buried alive, the Egyptian people erased virtually all sculptural, pictorial, and hieroglyphic records about the Dark Pharaoh, striking him from recorded history . Such was their desire to purge his terrible and bloody reign from their memories. The Horrors of the Gift of the Nile In these times of deceptive international calm, archeologists and explorers from across the world are pouring into Egypt, scouring her temples, tombs, and pyramids for artifacts and mystical knowledge. Your search, however, is vastly more important than all their scholarly excavations, for yours alone can save humanity. The harsh Egyptian climate will challenge your strength, the hieroglpyhic inscriptions will challenge your knowledge of lore, and the chaos of urban bazaars will test your powers of observation. You’ll need lots of influence to navigate the local and Imperial bureaucracies and a streadfast will to gaze upon the Egypt's ancient horrors. Only by facing these challenges and solving the mysteries of this truly ancient civlization can you safeguard the future of humanity. Under the Pyramids includes: * A side board that opens up six locations spread across Egypt and North Africa * A rulebook to guide your journey down the Nile and into the Sahara * Two Ancient Ones, each with unique Mystery, Research, and Special Encounters decks * Eight new Investigators * Plentiful new Unique Assets, Conditions, Spells, Artifacts, Gates, and Monsters

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71.80 €
kuva tuotteesta on linkki tuotesivulle: Fallout Board Game
Fallout Board Game

The Great War of 2077 is so long past there is no place in your memory for its events, but the barren landscape before you has its own story to tell. Immaculate homes which once housed seemingly perfect families and busied Mr. Handys have been transformed into empty shells. Humans wander the wasteland among mutated creatures and rogue robots, in search of little more than survival. You are now among them. Sure, this world might be a mere shadow of its former glory, but plenty of adventure and mystery still await a brave traveler. And your adventure has only just begun... Welcome Home Fantasy Flight Games is proud to announce Fallout, a post-nuclear adventure board game based on Bethesda’s blockbuster video game series. In Fallout, one to four players take on a role within an irradiated landscape inspired by those in Fallout 3, Fallout 4, and their downloadable content expansions. With just a few locations pinpointed on their map, the players choose whether to work together or individually to explore these mysterious regions that lay before them. Along the way, each player will face a wealth of choices, deciding whether to pursue experience or Caps, collect loot or loyal companions, and progress the main questline or veer off to the vaults. As the players move around the board, building their skills and filling their inventory, the area’s warring factions will gain power, forcing the players to pledge loyalty or defy conformity, all in pursuit of gaining the most influence of anyone else in the wasteland. What’s that, sport? It’s going to be you?! Alright, then. Show us what you’ve got. What Makes You S.P.E.C.I.A.L.? Hello, wanderer. We’re glad you decided to join us. You’ve got a lot to master before you venture out into the treacherous wastes. First, let’s learn a little bit about you! Would you say you’re more of a human type… or less so? No shame in that, friend. We understand the last couple centuries have been tough—so we’ve made space for those of the super mutant and ghoul variety (though don’t tell the Brotherhood of Steel we said that). You know, everyone out here has a little something special to bring to the table. Just ask our pal, the Brotherhood Outcast. That military-grade power armor of his is nothing to shake a stick at! But seriously, you won’t make dent. And that Wastelander over there? No, she’s not a mechanic, she’s just well-armed! Let’s not get ahead of ourselves, though. You’ll have plenty of time to learn about the rest, and there’s far more to a person than their limited, pre-game backstory! This player—our ghoul friend—has advanced quite a ways through the game. But don’t worry, kid. With time, you too can have a well-worn collection of wasteland goodies! The first card on the very left is his Character Card. That’s how we know he’s a ghoul, and a very ghouly one at that! He’s not the most solid guy you can be—you’ll see that his HP is limited to twelve—but his familiarity with radiation sure does help! See, at the bottom of his survivor board is a track, with Rads to the left and HP to the right. When traveling the wasteland, a survivor may gain Rads or lose HP, tracking them with the pegs on this board. Should the pegs ever occupy the same space or pass one another, the survivor will die and begin again at the starting space (maintaining their equipped possessions and XP). So while the ghoul is limited in health, taking radiation actually heals him. Neat, right? The next few cards below Ghouly’s board are his equipped items. With Combat Armor, an Alien Blaster, and Dogmeat at his side, I’d say things are looking up. And the fun doesn’t stop there, because Ghouly has a couple cards in his inventory and a few Caps to spare, too! Continue around the board and you have influence cards (we’ll talk about those later), perk cards, and Ghouly’s S.P.E.C.I.A.L. tokens. As you can see, he is a Strong, Perceptive, Intelligent, and Lucky ghoul! I guess Endurance, Charisma, and Agility just weren’t in the cards. However, it looks like Ghouly has passed on collecting S.P.E.C.I.A.L. tokens once or twice in favor of the very powerful one-time use perks Gun Nut and Fortune Finder. They sure do look useful! Do you feel like yourself, yet? No? Good, that’s not the point. We’re going on an adventure here! War Never Changes Shaping the narrative of your character is but one piece of this wasteland wandering you’ve set out for. After all, what is a person without their many experiences? Well you’ll experience a darn lot, let me tell you! Between questing, killing, drifting, and chilling, you’ve got a busy schedule to attend to. When you set out to explore the world before you, you’ll have a few landmarks to guide your quest. These landmarks and the map surrounding them will depend on the scenario you and your fellow survivors choose to play. The four scenarios included in Fallout will be familiar to seasoned fans of the franchise, featuring The Capital Wasteland, The Pitt, The Commonwealth, and Far Harbor. Though the distinctive locations in each scenario are predetermined, the rest of the map will vary with every setup, allowing each survivor to suffer as many unique deaths as they please, game after game after game. Beyond the map itself, the scenario will also determine which two unique factions you’ll have the opportunity to behead or befriend—your choice. In The Commonwealth for example, the Railroad and the Synths go head to head (assuming you haven’t already done the beheading). On the back of the scenario card, you can mark the progress of these two factions, giving each side more power. Should one of the factions progress to the very end of the power track, the game will end, whether there is a winner or not. So don’t get ahead of yourself. Allies are only allies as long as you’re worth something to them. Finally, the scenario also sets up and drives the main quest you can follow in the game. “Welcome to the Commonwealth” is the first card in the scenario depicted here, kicking off the main quest. Completing one of the actions on this card will cause the noted effects, move the story forward, and reveal even more quests. While the main quest cards will more often than not impact the factions, side quests will allow you and the other survivors to explore other stories within the game without pushing that primary narrative too far ahead. Now that we’ve sufficiently discouraged the senseless chaos we know you’ll all try at least once, let’s talk about how you—yes, YOU—can actually win the game. The Lone Wanderer The Fallout franchise has long illustrated the idea that it’s not about the destination, but the journey, and winning this game is sure to take you on a wild adventure in kind. Remember that card turned facedown next to Ghouly’s board? Yes, the Influence one. That’s how you win! Influence cards can be collected as you wander the wasteland, earning you recognition for your unique contributions to the greater story. There are two primary types of Influence cards—faction-based and otherwise. Many of the influence cards will give you points based on the progress one of the factions has made. By revealing a “Security” or “Freedom” card, you will be able to align yourself with the associated faction, allowing you to move freely among members of that faction. Just think, you could make friends with the Brotherhood of Steel! Or The Institute! Or even a Slaver! What a time to be alive. There are other influence cards you can collect as well, which are not tied to the scenario’s factions, but instead to your own character’s inventory and acquired abilities. Whether the card offers extra influence for Caps, collected items, reputation, or something else, these cards will provide each player with unique objectives, affecting how they make choices in the game. That said, while you can develop teams through faction alignment, when you get down to it, everybody’s just looking out for themselves. Trust, sure, but a wise adventurer knows to be prepared to betray that trust at the draw of a card. Please Stand By There you have it! The delights of the wasteland are yours to enjoy. Whether you’re more of a Lone Wanderer or a Local Leader, Fallout will allow you to take on the run-down remains of the world in your own way, making choices, acquiring loot, battling bad guys, and leveling up your survivor. • Inspired by Bethesda Softworks’ blockbuster post-nuclear adventure game • Players explore the wasteland, fight enemies, and complete quests to level up their survivor • Offers boundless opportunities for player choice and character customization • Modular board arrangements and branching quests allow for endless replayability • Includes four scenarios based on the storylines of Bethesda’s Fallout 3 and Fallout 4 video games 2 – 3 hours 1 – 4 players Ages 14+

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88.20 €
kuva tuotteesta on linkki tuotesivulle: Fallout Board Game: Atomic Bonds Cooperative Upgrade Pack
Fallout Board Game: Atomic Bonds Cooperative Upgrade Pack

You’re not on your own anymore. Sometimes in the Wasteland, things can get lonely. After all, you’re wandering across an irradiated hellscape, taking potshots at passing ghouls and eking out your best existence. But maybe you don’t have to be alone! Maybe, just maybe, you’ll find a few people out there who want to stick around for a while. You might even accomplish something great together. With Atomic Bonds, the number of scenarios available to you just doubled. This upgrade pack has everything you need to play every competitive scenario from Fallout: The Board Game and the New California expansion as a cooperative scenario. Rather than struggling against each other, Atomic Bonds lets you and your friends travel the Wasteland, grab the best gear, and push your chosen faction to victory—together! Combine that with the addition of modifications, mutations, and workshop upgrades, and Atomic Bonds pushes your games of Fallout to dizzy new heights. Cooperate with Your Friends As a cooperative upgrade pack, it’s safe to say that cooperation is integral to the contents of Atomic Bonds. In fact, this expansion takes the game’s previously released competitive scenarios—whether from Fallout: The Board Game or New California—and transforms each of them into two fully cooperative scenarios! In each of the game’s competitive scenarios, two warring factions are matched against each other. This could be the Enclave versus the Brotherhood of Steel, the Railroad versus the Institute, or another iconic pairing. When you’re cooperating with your friends, however, you’ll choose your side at the beginning of the game by picking one side of the double-sided scenario sheet. Not only does this change which faction you’ve aligned yourself with, it promises to dramatically change your gameplay experience and set your party on a unique path. Since you and your friends are all actually friends now, you’ll also be able to help each other survive! Whether you’re assisting in combat by firing from afar or setting up C.A.M.P.s for you and the other players to fast travel between, it’s perfectly apparent that teamwork makes the dream work. Mixing It Up Cooperative scenarios aren’t the only change offered by Atomic Bonds. You now have the power to radically change your weapons, your apparel, your workshop, and yes, even yourself! Modifications, mutations, and workshop upgrades are three new types of cards, all offering new perks and powers to you and your fellow players. You may find a C.A.M.P. with an attached Chem Lab, enabling you to easily lose the Addicted trait. You may tweak your weapon to be Two-Shot, letting you perform a second fight action for free. Or after taking enough rads, you may suddenly become a Marsupial, giving you additional cards for you inventory, but negating your Intelligence during tests. No matter where your adventures take you, there’s always room for some unexpected change, whether that’s a magnifying scope or an extra limb! Forge Your Bonds Maybe you’ve already enjoyed the countless dangers and lurking mutated beasts of Fallout: The Board Game. Maybe you were waiting to jump in with your friends. Either way, you’ll find the ideal next step to your journey with the Atomic Bonds Cooperative Upgrade Pack!

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22.30 €
kuva tuotteesta on linkki tuotesivulle: Fallout Shelter Board Game
Fallout Shelter Board Game

The bombs have fallen, but under 2,000 feet of bedrock your Vault-Tec Vault is a thriving and joyous community, at least until the untimely death of your Overseer. Now, it’s up to you and your fellow officers to keep your Vault Dwellers safe, productive, and happy. Compete with the other players to see who can inspire the most happiness and be elected as the new Overseer! Fantasy Flight Games invites you to create a brighter future underground with Fallout Shelter: The Board Game a new board game for two to four players based on the hit mobile game in the Fallout universe from Bethesda Softworks. In Fallout Shelter, you play as one of the officers in your very own Vault, fostering happiness among your Vault Dwellers while keeping them safe from the radiation and monstrosities of the Wasteland that awaits outside your utopia. You will need to assign your Dwellers to tasks, manage the Vault’s resources, and keep everyone safe from threats. Keep in mind, the officer who can inspire the most happiness will win the hearts and minds of your Dwellers for the coming election of the new Overseer. Overseeing Happiness If you are reading this, your Overseer is dead. Vault-Tec extends its deepest condolences for your loss, but now is not the time for mourning! As the officers of your Vault, it is your responsibility (after performing the proper burial ceremonies) to lead your people through this tumultuous time. Fallout Shelter is a worker-placement game that puts you in charge of the various Vault Dwellers in your underground utopia beneath a post-nuclear world. You’ll start every game with two Pip-Boy bobbleheads, representing the Dwellers you personally lead as an officer. While two may seem like a small amount, with careful planning you can facilitate the repopulation of our great nation and increase your number of Dwellers up to seven. No matter how many Dwellers you have, however, on your turn, you’ll have to decide how your Dwellers spend their time. Maybe you’ll send them to a lounge to increase their happiness. Or perhaps you'll send them back to their living quarters to produce even more Dwellers! While gaining the most happiness will secure your victory, Vault life isn’t all about rest and relaxation. Every Dweller has to do their part to create a brighter future. Your Dwellers will have to work in gardens, power plants, and water treatment facilities to harvest the food, energy, and water your Vault needs to survive and thrive! These resources not only allow your Dwellers to visit exciting new locations but are also essential in expanding your Vault. In fact, every officer will have their own level of the Vault that they can construct to their heart’s content. Once your Dwellers do their part and gather the right resources, you’re free to expand your level of the Vault as you see fit. Having the best level of the Vault is sure to help your chances of becoming the new Overseer—attract everyone to your level with the coolest Nuclear Power Reactor around, or build a brand-new Game Room so the Dwellers know who the right choice for Overseer really is. But don't get too ahead of yourself! When an officer builds the sixth room on their floor, the game will end after that round is complete. Trials and Tribulations As your Dweller’s happiness increases, so too will their skills and work ethic. By spending their time training in an Athletics Room, studying in a Classroom, or chatting it up in a Lounge, Dwellers can be trained in a S.P.E.C.I.A.L. stat, making them even more efficient. The next time this Dweller wanders the Vault in search of happiness or resources, they’ll get double the reward for participating in an activity they are trained in. By inspiring those around them and working towards a bright future, a trained Vault Dweller is vital to spreading happiness throughout the Vault! Even though you are competing with your fellow officers for the most happiness, you’ll have to work together to construct and improve your home. Remember: a harmonious Vault is a happy Vault! You’ll also have to work together to deal with any threats that pop up during your time as officers. While Vault-Tec has taken every measure possible to ensure your Vault runs smoothly, accidents like fires and power outages are inevitable. In these cases, a Dweller will have to spend resources to deal with the problem, doing their part by keeping the Vault safe and secure.Threats also represent a ticking clock: when the threat deck runs out, the game is over at the end of the round. While your Vault is a safe living space protected from the nightmares of the Wasteland, some enemies may still find a way to wander into your Vault-Tec Vault. When an enemy takes up residence in your Vault, some brave Dweller will eventually have to confront it, either destroying and removing the menace or discovering a brand-new reason to visit the always-exciting Medbay. Your Dwellers can even venture out into the Wasteland themselves and come back with weapons perfect for cleaning out any pesky intruders. After all, keeping your living space clean and tidy is a surefire way to spread happiness. Weapons aren’t the only trinkets to be found in the Wasteland. Dwellers can recover fancy Nightwear to charm everyone around them as easily as a missile launcher to take care of any pesky intruders who find themselves in your Vault. But there’s always a risk of injury, whether it’s from spending too much time in the irradiated Wasteland or feeling a little overconfident when clearing out some radroaches from the Game Room. An injured Dweller can’t contribute to your bright future, so they’ll have to spend some time in the Medbay before they return to their harmonious lives in the Vault. A Brave New World By building your Vault, keeping your Dwellers happy, and taking out wanderers from the Wasteland, you’re sure to have the vote for Overseer locked up. So work with the other officers, construct new rooms, and lead your Dwellers into a brighter future underground when Fallout Shelter releases in the first quarter of 2020!

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61.80 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones Boardgame 2nd Edition: Mother of Dragons Deluxe Gamemat
Game of Thrones Boardgame 2nd Edition: Mother of Dragons Deluxe Gamemat

Useammassa FFG matossa on käytetty väriaineita jossa on EU:ssa kielletty määrä ainetta X. Mattoja ei siis saada EU:hun kunnes valmistaja saa komponenttinsa EU-kelpoisiksi. The Seven Kingdoms of Westeros are split and divided by conflict—both on the open fields of battle and in the treacherous intrigues of court. For years, you’ve played out these epic power struggles on your tabletop in A Game of Thrones: The Board Game, and at Gen Con 2018, we announced the coming onslaught of House Targaryen with the Mother of Dragons expansion. Soon, you’ll be able to bring your battles over Westeros to a perfectly arranged setting with the Mother of Dragons Deluxe Gamemat. Across the Narrow Sea Measuring 3’ by 3’ (~90x90cm), the Mother of Dragons Deluxe Gamemat displays the entirety of the Seven Kingdoms in all their glory, along with the western coast of Essos introduced in Mother of Dragons. From the harbor of Volantis to the snowy wastes of Castle Black, the world of A Song of Ice and Fire is lovingly rendered on this premium, slip-resistant gamemat. As you can see above, this deluxe gamemat is fully compatible with the upcoming Mother of Dragons expansion, seamlessly incorporating the continent of Essos, the dragon strength track, the Iron Bank of Braavos, House Arryn’s stronghold in the Eyrie, the fourth Westeros deck, and additions to the influence tracks—all printed onto a single thoughtfully arranged gamemat. Whether you’re taking up arms with old allies like House Stark or House Lannister, or you’re making your bid for the Iron Throne with House Arryn and House Targaryen, the Mother of Dragons Deluxe Gamemat is an unmissable accessory for fans of A Game of Thrones: The Board Game. Huom! Tuote ei mahdu pakettiautomaattiin eli toimitetaan vain normaaliin postitoimipisteeseen.

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61.80 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones Boardgame 2nd Edition: Mother of Dragons Expansion
Game of Thrones Boardgame 2nd Edition: Mother of Dragons Expansion

Soon after the Mad King fell and in the wake of Robert’s Rebellion, the last two Targaryen children were forced to flee and hide in Essos. Now, King Robert is dead and the remaining lords and ladies of Westeros clamor to fill the space left behind on the Iron Throne. The time has come for the Targaryens to reclaim their birthright with fire and blood. With every ally and tool at their disposal and the long-forgotten fire of dragons, they will claw their way across the Narrow Sea and bring Westeros to its knees. The Dragon Must Have Three Heads The world of A Game of Thrones: The Board Game grows even larger with the addition of a brand-new sideboard, bringing the Free Cities of Essos to the fight for the Iron Throne. Here is where the reborn House Targaryen makes their stand, starting in the city of Pentos. Yet even though the Targaryens begin the game far from home, there are many in Westeros that wish for the once-great family to reclaim the Iron Throne. For now, they pledge false loyalty to the rulers in Westeros, but secretly, they wait for the day of the dragon to come again. In the Mother of Dragons expansion for A Game of Thrones: The Board Game, House Targaryen has little need for castles and strongholds that are easily felled by dragonfire. Instead, their goal is to uncover the remaining Targaryen loyalists and rally them against the current holders of the Iron Throne. As such, House Targaryen does not earn victory points by capturing castles and strongholds. Instead, they track the number of territories loyal to their House—if they can claim seven of these on the victory track, they'll claim the Iron Throne and win the game! But the key power of House Targaryen comes in the form of Daenerys’s three dragons. Each of these magnificent creatures has an entirely new unit type. Unlike soldiers, whose loyalties can be bought, dragons cannot be mustered normally. There are only three dragons in existence, after all, and they remain in play from the beginning of the game until they are killed and leave the world permanently. Each of Dany’s dragons acts as a single land unit, attacking, defending, and obeying the same rules of supply. But unlike other military units, dragons have the ability to fly nearly anywhere in Essos or Westeros. What's more, dragons are alive, and they grow. As the game progresses, these beasts become stronger, growing from fledglings with a strength of zero at the start of the game to fearsome monsters with a strength of five by the time the battle for the throne finishes. With these creatures returning magic to the world of Westeros, who can deny the Targaryen’s divine right to rule? Divided Loyalties Not only does Mother of Dragons bring House Targaryen into the fray; this expansion also raises other familiar families to power by allowing you to play as House Arryn in any game of A Game of Thrones: The Board Game. With new character cards and an overlay of the Eyrie, your plots can take flight as you lead the once-insular forces of the Vale onto the battlefield. With these two new Houses and matching map pieces, you have the chance to dramatically elevate the chaos and intrigue of your campaigns by increasing the maximum number of players in the game of thrones to eight. Beyond expanding the possibilities with more players, Mother of Dragons also makes it easier than ever to play with fewer players with the new vassal system, introducing unused Houses as neutral parties that each player can command and manipulate as an extension of their forces. However, as none of these vassals are themselves vying for the Iron Throne, their loyalties can shift in an instant, with the vassal House each player commands changing from round to round. At the start of each round, the Houses competing for rule may choose their vassals, beginning with the most influential House on the Iron Throne track. Once the vassals have been claimed, the commanders may distribute orders to vassal units. However, while you may rely on the vassal's strength, you must be wary of these neutral forces whose loyalties are not as stalwart as your own. After all, in the next round, you could find your vassal house being used against you. When the vassals go to war, they also will not use standard House cards. Instead, they use a new set of Vassal House cards. Here, you will find iconic characters like Varys and Jaqen H’Ghar, whose loyalties are bound to forces beyond the ties of family lineage. When you use a vassal to fight on your behalf, you will shuffle the vassal house cards and draw three from which to choose your card. Then, should your vassal win their combat, you may be rewarded for your deft leadership with a power token for your House. With a touch of tact, you can move closer to victory without even risking the lives of your own men! The Iron Bank Will Have Its Due House Targaryen is not the only power that waits beyond the Narrow Sea. In the city of Braavos stands the Iron Bank, perhaps the most dangerous force in the world of A Song of Ice and Fire. Nestled in a seemingly impenetrable northern bay, the Iron Bank provides the lords and ladies of Westeros with favorable bank loans, allowing you and your rivals the chance to purchase powerful aid for your cause. To take a loan, you simply choose a loan from the Iron Bank display, and pay its initial cost with your power tokens. Once you have made your payment, the loan is yours and you may resolve its effects. This may mean purchasing sellswords, recruiting a skilled tradesman, or even hiring a Faceless Man! If none of the available loans catch your eye, you can simply wait until a more favorable (or affordable) option arises. At the beginning of each round, the loan cards of the Iron Bank slide to the left, meaning that the longer a loan goes unclaimed, the lower its cost becomes. But be wary if you choose to do business with the Iron Bank. These shrewd moneylenders do not easily forgive debt and if you take a loan, you must pay an interest cost for the remainder of the game, discarding one power token for each loan you have purchased. And if you are ever unable to make your payments, the bank will turn to one of your opponents for recompense against you. All power comes with a price—what are you willing to pay? Claim the Iron Throne With the death of the usurper, the lords and ladies of Westeros have been too busy warring amongst themselves to notice the powers that gather in the East. The time has come for you to claim your birthright with fire and with blood. Cross the Narrow Sea and take back what is yours!

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46.90 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: 2016 Joust World Championship Deck
Game of Thrones LCG 2: 2016 Joust World Championship Deck

Newly redesigned with gorgeous, full-bleed art, this deck is a card-for-card recreation of the Lannister Banner of the Wolf deck that Joe Mirando piloted to victory on the tourney ground of the 2016 A Game of Thrones: The Card Game World Championships. Whether you’re a new player looking for a pre-made deck as an entry point to the game, an intermediate player who wants to use this deck as a guide for experimentation, or an expert looking for full-art versions of iconic cards and extra copies of key neutral cards, this deck has something to offer for every player. Rulers of Westeros Within this deck, you’ll find sixty-nine cards—a faction card, an agenda card, seven plots, and a sixty-card deck—all featuring a stunning extended art style and minimal formatting to draw you into the world of the Seven Kingdoms. Total Cards: 60 Faction: House Lannister Agenda: 1 1x Banner of the Wolf (Core Set) Plots: 7 1x A Noble Cause (Core Set) 1x Calling the Banners (Core Set) 1x Confiscation (Core Set) 1x Counting Coppers (Core Set) 1x Marched to the Wall (Core Set) 1x The First Snow of Winter (No Middle Ground) 1x Summer Harvest (Called to Arms) Characters: 34 2x Ayra Stark (Core Set) 3x Bran Stark (Core Set) 3x Burned Men (Core Set) 1x Cersei Lannister (Core Set) 3x Eddard Stark (Wolves of the North) 3x Lannisport Merchant (Core Set) 2x Red Cloaks (No Middle Ground) 1x Ser Amory Lorch (For Family Honor) 1x Ser Gregor Clegane (The King’s Peace) 2x Ser Jaime Lannister (Core Set) 3x The Hound (Taking the Black) 1x The Tickler (Core Set) 3x Tyrion Lannister (Core Set) 3x Tywin Lannister (Core Set) 3x Winterfell Steward (Core Set) Attachments: 7 2x Bodyguard (Core Set) 3x Milk of the Poppy (Core Set) 2x Ward (True Steel) Locations: 8 3x The Kingsroad (Core Set) 3x The Roseroad (Core Set) 2x Western Fiefdom (Core Set) Events: 11 2x Nightmares (Calm Over Westeros) 2x Put to the Sword (Core Set) 3x Tears of Lys (Core Set) 1x The Things I Do for Love (Core Set) 3x Treachery (Core Set) With a powerful line-up of efficient, dangerous characters, the 2016 A Game of Thrones: The Card Game World Championship Deck is perfectly positioned to take advantage of House Lannister’s economic superiority, killing or neutralizing problematic characters on your opponent’s side, and pushing your own challenges through to quickly reach fifteen power. New players could use this deck as a starting point for entering the game, while players of any experience level can enjoy these full-bleed versions of perennially useful cards. Claim the Iron Throne With a proven track record and redesigned cards that showcase the art, the 2016 A Game of Thrones: The Card Game World Championship Deck offers a chance for any player to become more involved in the battle for the Iron Throne. • Play the deck used by Joe Mirando to win the 2016 A Game of Thrones: The Card Game World Championships • Fully redesigned cards with gorgeous, full-bleed art and minimized graphic design • Features iconic characters, attachments, locations, and events from House Lannister and House Stark • A perfect entry point for new players or a way for veterans to collect more copies of useful neutral cards • Contains sixty-nine cards: one faction card, one agenda card, seven plots, and a sixty-card draw deck

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18.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: BG1 -All Men Are Fools Chapter Pack
Game of Thrones LCG 2: BG1 -All Men Are Fools Chapter Pack

The first Chapter Pack in the Blood and Gold cycle for A Game of Thrones: The Card Game! In the aftermath of the Battle of the Blackwater, a moment of peace falls across Westeros as the Great Houses lick their wounds. House Lannister has won a decisive victory and forged a new alliance with House Tyrell—but more important than battles are the schemes hatching in the darkness. In the heart of King’s Landing, Tyrion Lannister plots his return to power, as the Queen of Thorns takes Sansa Stark under her wing. House Bolton and House Frey each prepare to strike devastating blows against the Starks. And in the south, the princes of Dorne plot their revenge against the Lannisters for sins long past. Soon, these schemes may determine the fortunes of every Great House… All Men Are Fools is the first Chapter Pack of the Blood and Gold cycle, and it sets off the themes that will play out throughout. Following the lead of the previous two cycles, Blood and Gold focuses on the next book of A Song of Ice and Fire, calling on key events and iconic characters from A Storm of Swords. At the same time, you’ll find a new focus placed on one of the game’s most important resources: gold. With a brand-new keyword and powerful recurring events, every faction gains new ways to spend their gold, as well as plenty of new ways to earn it. Managing your gold has been crucial since the days of the Core Set, and soon, every faction will have more gold and more options than ever before. The Prince’s Plan With the onset of the Blood and Gold cycle, a new keyword—the first since the Core Set—enters the game. This keyword is “bestow,” and it gives you a new level of control over your card’s power level. For example, one of the first cards to feature the bestow keyword is the blind seneschal of House Martell, Ricasso (All Men Are Fools, 15). Ricasso costs three gold to play, but he also bears bestow (2), which means that when Ricasso enters play, you may move up to two gold from your gold pool to Ricasso. You’re never forced to move this gold, but once the gold is placed on a character, you cannot spend it and you’ll lose the gold if the character leaves play. Still, as we’ll see in a moment, bestowing gold on the right characters is always beneficial. Placing gold on a card with bestow has no inherent effect, but the purpose of the gold is defined by the rest of the card’s text. In this case, Ricasso’s ability reads, “You are considered to have X additional plot cards in your used pile. X is the number of gold Ricasso has.” Obviously, bestowing gold on Ricasso has powerful implications for cards like Doran Martell (Core Set, 105), Doran's Game (Core Set, 119), and Starfall Cavalry (Called to Arms, 35), but it’s up to you to decide exactly how much you want to invest in Ricasso. For the greatest impact, you may choose to bestow two gold on Ricasso—the maximum that you’re able to place on him. Still, doing this costs five gold in total, and you may need to save your money for other effects. Bestowing a single gold on Ricasso gives you a lesser effect for a lower cost, and in desperate circumstances, you could simply play Ricasso for his STR and challenge icons, without worrying about his ability. This precise control over the abilities on your bestow cards is exactly what makes them so adaptable and well-suited to the changing tides of the game of thrones. By bestowing two gold on Ricasso when he enters play, you are considered to have two additional plots in your used pile! The other Martell card in this Chapter Pack also plays off of Ricasso, and exemplifies another way you may spend your gold in the Blood and Gold cycle. The Prince's Plan (All Men Are Fools, 16) is an event that lets you choose any character. Until the end of the phase, that character gets one additional STR for each plot in your used pile and it gains a challenge icon of your choice! This event isn’t like most events, however, which remain in your discard pile after being played. At any point after you lose a challenge, you may pay one gold to return The Prince’s Plan from your discard pile to your hand—and this card’s versatility means that even when your opponent knows it’s in your hand, you can use it to push your challenges through again and again. The bestow keyword and recurring events give you plenty of ways to spend your gold… but how are you going to get more? Fortunately, this cycle introduces new economy for every faction, starting with a series of economic locations like the Slaver's Bay Port (All Men Are Fools, 14) for House Targaryen. These non-unique locations cost two gold, and during marshaling, you can typically kneel them to gain two gold—provided the conditions are right. These locations can give you a massive amount of gold, provided you’re playing into your faction’s main themes. With Slaver’s Bay Port, for instance, you can always kneel the location to receive a single gold, but if your opponent has four or more characters in his dead pile, you receive two gold! With a similar location for every faction and other new economy cards added to your deck, you can gain the gold you need to fuel your deck and your new bestow cards. Bestow Your Favor Gold has always been the lifeblood of every faction, and with All Men Are Fools and the rest of the Blood and Gold cycle, you’ll have more gold and more ways to spend it than ever before. • The first Chapter Pack of the Blood and Gold cycle for A Game of Thrones: The Card Game • Follows the events of A Storm of Swords, the third book in A Song of Ice and Fire • Introduces a new keyword to the game: bestow • Gold becomes even more important with new economy cards and new options for spending gold • Includes sixty new cards (three copies each of twenty distinct cards)

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18.00 €

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