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Haun tulokset 217 - 240 / 521



Cultists (3)
Cultists (3)

bones

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11.70 €
Cultists & Cthulhu
Cultists & Cthulhu

Prolific Games has been around since 2008 with our most famous game being Flapjacks and Sasquatches*. We had some great ideas to change the game play of Flapjacks but decided our core fan base may not like changes in their favorite card game. So we decided to create a new game. Cultists & Cthulhu** uses the same basic mechanics of Flapjacks with some changes. The biggest change is the Sacrifices. Sacrifices are cards that can be used to help complete your ritual by adding dice to your roll every turn or discarded (sacrificed) to get automatic successes.

Why Cthulhu? We wanted to throw our hat in the Cthulhu ring but with the Prolific humor you all know and love. There are a bunch of Easter eggs in the game for those who are familiar with Lovecraft's work. There are also images that we hope you all find laugh out loud worthy.

If you love Cthulhu, quick stick it to your neighbor card games, Flapjacks & Sasquatches or us*** then this game is for you.

* Some of that success may be because most people like Brinner and the thought of Flapjacks any time of day is awesome

** There's a formula to these titles. You have to have a monster and something that gets eaten. Not that you as a cultist will get eaten. I'm sure YOU will be fine.

But you never know with dark gods: who can predict them, right? Right.

***When I say love us I of course mean in the friendly "hey, you guys rock, here's some bacon" kind of way, not the "lock us in your house Misery" kind of way.

The game will contain at least:
* 35 Ritual cards
* 94 Cultist cards
* 7 six sided dice
* 25 success counters
* 1 rules sheet

Cultists & Cthulhu is a light, humorous "take that" card game about summoning dark gods and going insane. For 2-8 players

  !   tilattava tuote
32.50 €
Cults of Cthulhu (HC)
Cults of Cthulhu (HC)

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Cthulhu Calls!
At long last, the intricacies of the nefarious Cthulhu cult are revealed!

What’s Inside?
Cults of Cthulhu gives you the rules to inject fully-realized and unique Cthulhu cults directly into your campaigns, and create your own antagonists. The tome also contains three scenarios featuring insidious Cthulhu cults spanning from the Gaslight era to the modern day.

Secrets of the Cthulhu Cults
A detailed history of the various cults of Cthulhu, spanning from the Victorian Era all the way to the modern day - perfect for any era of Call of Cthulhu play. The book also includes five distinct cults, ready for use in your games.

Design Your Own Cult
Detailed guidance on creating your own bespoke Cthulhu cult. Included is a ‘Cults Worksheet’ to track the history of your cult, their inspirations, resources, locations, and much more.

A Suite of Scenarios
Three scenarios concerning Cthulhu cults across time.

Loki's Gift
London, 1896. A tragedy in an upper-class family sees the investigators employed to look into the truth behind a beloved son’s demise.

Angel's Thirst
Los Ángeles, 1923. The search for a missing taxi driver kicks off an investigation tainted by the criminal underworld, and perhaps something darker.

A God's Dream
Chicago, 2021. When a former colleague is found frozen to death and clutching a mysterious artifact, the investigators begin to question the nature of their free will.

Author(s): Chris Lackey, Mike Mason

366 pages

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60.00 €
Dead Light & Other Dark Turns
Dead Light & Other Dark Turns

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Two Unsettling Encounters On The Road.

With the rise of the automobile in the 1920s, people were no longer tied to the railways as a means of getting to distant locations. For those who could afford the relative luxury of a car, the expanding United States’ highway network brought with it the opportunity to travel and see new places, as well as visit those that the railways didn’t reach, and all at your own pace, too.

But the new road network also meant that strangers began making their way into once isolated and secluded locations. Places where they may not be welcome, and where old secrets have been hidden for generations. Who knows what lurks behind the lace curtains of the houses you drive past? What dangers lie in wait for the unwary along the out of the way highways and byways?

Dead Light and Other Dark Turns contains two scenarios for Call of Cthulhu 7th Edition dealing with the theme of roadside adventure, along with six story seeds for the Keeper to expand and develop. In the classic Dead Light scenario, now revised, a chance encounter with a distressed young woman leads the investigators into the hideous aftermath of a crime gone terribly wrong. While in the brand new Saturnine Chalice scenario, seeking help from a nearby homeowner after their vehicle runs out of gas traps the investigators in a house where nothing is quite what it seems.

Both scenarios can be used as standalone adventures suitable for one to two sessions’ worth of play, or they can be slotted into an ongoing campaign as the investigators journey between locations, and come with six ready-to-play investigators. Suitable for use with either the Call of Cthulhu: Keeper Rulebook or the Call of Cthulhu Starter Set.

88 pages
By Alan Bligh & Matt Sanderson

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18.00 €
Deep Gate (HC)
Deep Gate (HC)

A new Arkham Horror novella by Chris A. Jackson, which includes four new cards for Arkham Horror: The Card Game.

“I dream under the sea, and I see faces, bloated faces with bulging eyes. They remind me of people I knew as a boy, half-drowned, but not dead.” Silas shivered, but not from the chill gusts blowing through the open door. Pointed teeth grinned, webbed hands reaching for him, glowing eyes in the darkness… He couldn’t tell Martin those details, of course. Some things you couldn’t say aloud if you wanted to stay out of the madhouse.
–Chris A. Jackson, The Deep Gate

What secrets have been drowned in Devil Reef?
Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea’s call has only grown stronger. Silas has dreams—nightmares—of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing.

A Dark Prophecy
Silas didn't want to make the trip back to Arkham, but the chance to find answers about his malady was too enticing to pass up. He returned to the area in search of someone who could tell him whether the nightmares that plague his nights are some sort of family ailment, like dropsy or ulcers. There seemed to be a pall of silence hanging over everyone he spoke to, but one cousin seems willing to help Silas gain some insight.

So, when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Prophesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the same creatures that haunt Silas’s nightmares. After a few calculations, the pair determine that this terrible event will occur at Devil Reef in three days’ time. With the relentless rains that have been hammering New England, there is only one place where even an experienced sailor can hope to approach the reef from in time to stop this event. Silas must return to Innsmouth.

Within the pages of The Deep Gate, you'll find a thrilling story of nautical horror and heroism, along with fifteen pages of full color inserts. These documents provide you with every piece of evidence at Silas Marsh’s disposal, from journal entries and ocean maps to medical reports and official correspondence. With these documents, you can embody the role of investigator, solving the case alongside Silas Marsh. Perhaps the key to preventing this cosmic catastrophe is hidden within the lines of these pages.

The Sailor
The adventure of The Deep Gate leaves the pages of its tome to expand your investigations in Arkham with four new cards for Arkham Horror: The Card Game! While Silas will return home from the sea and be released in an Arkham Horror: The Card Game product at a later date, this marks his first appearance in the game.

Silas never asked to become part of the world of vengeful Elder Gods and creatures that defy the laws of reality. He was simply in the wrong place at the wrong time, making him a member of the Survivor class. Having left Innsmouth in favor of the seafarer’s life at a young age, Silas lacked a formal education, leaving him with an intellect of two. Instead, the ship was his schoolroom. Here, Silas learned think on his feet, and arduous days on an unforgiving sea equipped him with combat and agility of four.

Accustomed to extended stays at sea, Silas is well-skilled at making the most of limited resources. This ingenuity shines through in Silas’s ability—once per round after he reveals a chaos token during a skill test, he may return a skill card committed to that test to his hand.

This sailor must also rely on his resourcefulness when using his Elder Sign ability. Silas does not have a strong link to the arcane and often does not believe in what he cannot see. In his mind, sailors may have their superstitions, but a lucky memento is no substitute for nautical prowess and well-kept equipment. When Silas draws an Elder Sign token from the chaos bag, he doesn't gain any direct bonus, but he may commit a skill to the test from his discard pile. Then, once the test is complete, he returns that skill to his hand instead of discarding it.

The Unforgiving Sea
In The Deep Gate, Silas seeks some solution to the Curse that haunts his sleep with Dreams of the Deep (The Deep Gate, 15). This personal weakness acts as a skill card for Silas. However, Dreams of the Deep’s two icons subtract from Silas’s skill value instead of adding to it! Unfortunately for the sailor, he cannot run from this malady and must instead overcome it. If the test that Dreams of the Deep is committed to fails, Silas must return the skill to his hand. And to make matters worse, if this card remains in the investigator’s hand at the end of his turn, he must reveal it and suffer two damage.

Perhaps Silas’s one hope of overcoming these dreadful curse is to use every skill he has gained from his worldwide travels. Over the course of his years at sea, Silas has developed his Nautical Prowess (The Deep Gate, 14). When committed to a skill test, Nautical Prowess can boost any area where Silas feels ill-equipped, possessing willpower, intellect, and wild icons. Then, if a chaos token with a negative modifier is revealed during a test, Silas may choose to either draw a card or have Nautical Prowess gain two wild icons. As the world begins to fall into chaos, there's no telling what Silas’s future may hold, but he is prepared to face any challenges that lie ahead. Are you prepared to join him?

Ready to Set Sail
Leave your fears on the docks. Help Silas Marsh discover the secrets hidden in the depths of Devil Reef and decode the prophecy of The Deep Gate!

• A hardbound Arkham Horror novella by award-winning author Chris A. Jackson
• Follows sailor Silas Marsh and librarian Abigail Foreman as they explore the connections between an apocryphal prophecy and the creatures haunting his nightmares
• Features a novella-length story of 96 action-packed pages, plus a 16- page full-color insert
• Includes five cards for Arkham Horror: The Card Game: a rules card summarizing how to use these new cards, an alternate art Silas Marsh investigator card and matching mini-card, plus two exclusive signature cards for Silas Marsh that can be used in place of the standard Silas Marsh signature cards

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18.20 €
Delta Green: Conspiracy
Delta Green: Conspiracy

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A gorgeous, 25th-anniversary edition of the original DELTA GREEN, the classic RPG sourcebook of horror and conspiracy.

It’s been twenty-four years, a month, and two days since the bastards brought us down.

In that time we’ve come back strong, doing things they couldn’t conceive of. They think they understand us, those who know we’re still around. They think we’re cowboys, meddlers.... They think we’re just too pig-headed and selfish and old to let go of what we once were.

They know nothing.

In Delta Green, cosmic terror meets modern conspiracy. Delta Green is a secret group dedicated to protecting humanity from unnatural horrors, misappropriating the resources of the U.S. government to wage a war that they must at all costs keep hidden.

Welcome to America at the end of the millennium. Do you know who is pulling the strings?

Delta Green knows. Things from beyond space and time that lurk in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above—these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on.

The Conspiracy is a 1990s sourcebook for Delta Green: The Role-Playing Game: An updated, rearranged version of the original, 1997 Delta Green sourcebook with new art and graphic design, new appendices by Shane Ivey, editing by Shane Ivey and Caleb Stokes, and a foreword by Ray Winninger. Delta Green won the Origins Award for Best Roleplaying Supplement. The Delta Green line has consistently been some of the highest-rated RPG books of all time. The Conspiracy brings those original, infamous horrors to the light of a new age.

The Conspiracy includes:
* Agents & Friendlies
* The Delta Green Campaign
* Delta Green
* The Fungi From Yuggoth
* Majestic
* The Karotechia
* Saucerwatch
* The Fate
* Feds in the Nineties
* Security Classifications
* Glossary
* Mysterious Manuscripts
* New Rituals
* Bibliography
* Index

THE BIG PICTURE: An overview of the world of Delta Green and the evolution of the Cthulhu mythos from the 1920s to the 1990s. Written by John Scott Tynes, Dennis Detwiller, and Adam Scott Glancy.

DELTA GREEN: A look at the organization itself, or what is left of it in the 1990s—an illegal conspiracy organized for its own protection in small, isolated cells of operatives, like the freedom fighters of World War II and terrorists of the modern day. Includes guidelines for creating agents and cells. Written by Adam Scott Glancy and John Scott Tynes.

MAJESTIC-12: Delta Green’s most bitter and powerful enemy, a dark reflection of what it might have been and may yet become. A sprawling network of top-secret military operations and research projects turn the power of government to the profit of cynics. And to the inscrutable, horrific goals of powers higher still. Written by Adam Scott Glancy with Dennis Detwiller and John Scott Tynes.

THE KAROTECHIA: The greatest foe of Delta Green’s early days, a Nazi program to study and harness the powers of the unnatural. Long thought destroyed, it arises in the shadows and seeks yet to master the secrets of death. Written by Adam Scott Glancy.

SAUCERWATCH: Believers and witnesses who know that the UFO phenomenon is real and who put everything on the line to prove it. Their quest risks exposing secrets that could lead Delta Green and Majestic-12 out of a cold détente and into murderous war. And it could mean the immolation of everything and everyone the SaucerWatch faithful hold dear. Written by Adam Scott Glancy.

THE FATE: A rumor circulates in the New York underworld. Gangsters whisper of the Network, a mob above the mobs, so lethal that it can bring to heel any of the gangs that feed upon the city. And a rumor circulates among the servants of the Network, among fixers and schemers as they move between the pulsating dance floors and secret chambers of Club Apocalypse. A rumor of so-called Lords who can make the impossible happen. A rumor of the Fate, the powers at the living heart of the Network. A rumor of the man who holds the Fate in thrall, the man with the power, a smiling terror named Stephen Alzis. Written by Dennis Detwiller and John Scott Tynes.

APPENDICES: A bibliography. A period glossary. A review of security classifications. Tomes and other documents from across the history of Delta Green. Firearms and technologies likeliest to be deployed by Agents in the 1990s. Written by Dennis Detwiller, Adam Scott Glancy, Robert Maclaughlin, and John Scott Tynes.

(Adventures and federal agencies that appeared as appendices in the original Delta Green shall be published separately.)

Delta Green: The Conspiracy is illustrated by Dennis Detwiller, edited by Dennis Detwiller and Shane Ivey, and designed by Simeon Cogswell and Jen McCleary, the team behind Delta Green: The Role-Playing Game and Delta Green: Impossible Landscapes.

Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I’ve prepared for them. May God have mercy on my soul.

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54.00 €
Delta Green: God's Teeth (HC)
Delta Green: God's Teeth (HC)

CLAIMED BY THE GOD THAT FEEDS

In early 2001, a few Agents of Delta Green face an evil too cruel to ignore. They can never turn back from what they see or what they must do to stop it. A night of death leaves them scarred forever. But even as one terror fades, another awakens.

The Agents find themselves beset by a power more frightful than Delta Green itself, a force beyond that hungers for unnatural death. A force that hunts horrors like a cat stalking prey. A force that has made the Agents the instruments of its ceaseless devourings.

God’s Teeth follows the Agents across nearly twenty years of dire history:
* GO FORTH (2001): The Agents fall onto a long timeline of bitter choices and terrible repercussions.
* THE LONG YEARS (2001–2016): The Agents are recruited into the new Delta Green, the official Program. Any number of scenarios might follow. The Agents are drawn to horrors.
* RED THOUGHTS (2016): Repercussions from “Go Forth” swim to the surface of public awareness. The Agents must push them down again.
* WHITE TEETH (2016): The Agents must seek victims who survived that awful night of “Go Forth” and became monstrous themselves, murderous youths who work to sharpen the Teeth.
* THE SPIRAL (2016–2020): Terrors converge. The influence of the god that claims the Agents seems only to grow. An FBI tip signals another threat resurrected from the sins of the past.
* THE HIDDEN GOD (2020): As the world embraces plague, the Agents must trace the consequences of their actions, confront impossible foes, and face the appalling force that cursed them.

God’s Teeth is played with Delta Green: The Role-Playing Game. Find fully-playable quickstart rules in the free download Delta Green: Need to Know.

CONTENT WARNING:
THIS CAMPAIGN CONCERNS AND CONFRONTS VIOLENCE AGAINST CHILDREN. SUCH SUBJECT MATTER CAN BE FAR WORSE, FAR MORE PERSONAL AND AWFUL, THAN THE USUAL COSMIC HORRORS OF DELTA GREEN. ABUSE OF THE HELPLESS IS ALL TOO PRESENT IN OUR WORLD AND IN THE LIVES OF MANY PLAYERS. READ THE ENTIRE CAMPAIGN BEFORE YOU BEGIN PLAY.

      ei vielä ilmestynyt odotettavissa 2024
60.00 €

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