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kuva tuotteesta on linkki tuotesivulle: Dreamhounds of Paris (HC)
Dreamhounds of Paris (HC)

Osta tämä peli Fantasiapeleistä ja saa välittömästi sen PDF -versio kaupan päälle! Lue lisää täältä Follow the Trail of Cthulhu into the Dreamlands From the 1920s to the coming of the Occupation, a new breed of artist prowled the fabled streets of Paris. Combative, disrespectful, irresponsible, the surrealists broke aesthetic conventions, moral boundaries—and sometimes, arms. They sought nothing less than to change humanity by means of a worldwide psychic revolution. Their names resound through pop culture and the annals of art history. But until now, no one has revealed what they were really up to. In this comprehensive campaign guide for Trail of Cthulhu, you recreate their mundane and mystical adventures as you stumble onto the Dreamlands, a fantastical realm found far beyond the wall of sleep. At first by happenstance and later by implacable design, you remake it in the fiery image of your own art. Will you save the world, or destroy it? Choose your player character from a roster of 19 visionaries and madmen. * Put up your dukes as two-fisted filmmaker LUIS BUÑUEL. * Flee a formless entity as Dada impresario TRISTAN TZARA. * Photograph tentacled entities as American expat MAN RAY. * Personify the joy and decadence of the city as chanteuse KIKI DE MONTPARNASSE. * Wield the magic cane that will end the world as theater of cruelty inventor ANTONIN ARTAUD. * Or arrive in Paris as fresh-faced young painter SALVADOR DALÍ, who has come to tear the movement all down and rebuild it in his image. The Dreamlands are as strange as you can imagine.

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38.90 €
kuva tuotteesta on linkki tuotesivulle: Elder Sign
Elder Sign

Katso pelin esittely Youtubesta. Gilman felt that the twilight abysses around him were those of the fourth dimension. Those organic entities whose motions seemed least flagrantly irrelevant and unmotivated were probably projections of life-forms from our own planet, including human beings. What the others were in their own dimensional sphere or spheres he dared not try to think. –H.P. Lovecraft, “The Dreams in the Witch House” Katso pelin traileri valmistajan Youtube -sivuilta. Elder Sign lets players control investigators who must successfully endure adventures within the museum in order to gather clues, items, and the eldritch knowledge they need to seal the rifts between dimensions and prevent the Ancient One’s arrival. A clever and thematic dice mechanic pits their exploration against monsters and the sheer difficulty of staying sane and healthy while investigating the most dangerous exhibits and most terrifying instances of insanity. Elder Sign recreates the Lovecraftian thrills of eerie suspense and mind-numbing horrors in a cooperative game players can finish in one to two hours. Rules, card text, and innovative dice mechanics expertly designed by Richard Launius and Kevin Wilson, the designers of Arkham Horror, all blend in a game that’s quick to learn, quick to play, strategic enough to reward frequent replay, and eccentric enough to immerse players in the museum’s supernatural intrigue. • Designed by Richard Launius and Kevin Wilson • Set in a world of Lovecraftian horror • Cooperative game for 1-8 players • Innovative dice mechanics • Standard game duration of 1-2 hours

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52.10 €
kuva tuotteesta on linkki tuotesivulle: Elder Sign: Gates of Arkham Expansion
Elder Sign: Gates of Arkham Expansion

The struggle against the Ancient Ones spreads out of the museum and into the haunted city of Arkham in the Gates of Arkham expansion for Elder Sign. Adventures take place in over twenty locations including Velma’s Diner and the Curiositie Shoppe, Arkham Asylum and the Uninvited Isle. Meanwhile, gates to Other Worlds open throughout Arkham, destabilizing time and space. Four new Ancient Ones threaten humanity and eight new investigators join the quest for elder signs. Investigators can also now acquire skills that give them lasting advantages. Memberships in either the brutal Sheldon Gang or the mysterious Silver Twilight Lodge help investigators complete tasks and grant them added rewards. It will take all the skills, resources, strength, and sanity you can muster to prevent the Ancient Ones from awakening – and to stay alive in the rough streets of Arkham. Gates of Arkham takes the struggle against the Ancient Ones out of the museum and into Arkham, where monsters lurk in darkened alleyways and bystanders become the victims of gang rivalries. In the featured Streets of Arkham game mode, new Arkham Adventures and Mythos decks replace the original Adventure and Mythos decks, sending investigators on adventures throughout the city as four new Ancient Ones threaten to arise. Only by braving the city’s ubiquitous perils can you triumph against the ancient and awakening evil. A City Full of Horrors From its colonial-era founding, Arkham has been a refuge for witches and criminals, and legends suggest that since prehistoric times it has been home to some of the darkest forces imaginable. The turrets of Victorian homes, classical facades of Miskatonic University buildings, and tall booths of Velma’s Diner concealed inhuman horrors long before monsters came alive inside the museum. In the Streets of Arkham mode, investigators choose which location in Arkham to visit without knowing what will happen to them inside. Arkham Adventure cards are played facedown, each featuring a specific location on the back. Some locations lure you towards them by offering rewards, such as the chance to regain sanity or gain a unique item. Others make terrible things happen at the stroke of midnight, for example, causing a ravenous Night Gaunt or giant Leng Spider to appear. When an investigator arrives at a location, the card is flipped over to reveal the Adventure. At Hibb’s Roadhouse, you may participate in dark dealings with suspicious figures, or get caught in a police raid on the Sheldon gang. In the Curiositie Shoppe, you may discover a sealed ornate chest from another civilization, or you may arrive to find the door smashed open and a trail of blood leading inside. Once the adventure is revealed, there is no turning back. If you fail in your tasks, other investigators may come to your rescue, or you may find yourself running back out into the streets, drained of sanity and stamina. Success may reveal an elder sign or, at the very least, provide some clue, item, or skill to help you persevere. Street Smarts and Occult Knowledge As you navigate Arkham and survive its unpredictable Adventures, you’ll acquire lasting knowledge and enhanced abilities in the form of skills. For example, you may elicit some Occult Knowledge from a Miskatonic University professor. Unlike items, spells, and allies, skills may remain with an investigator as long as he lives, or be sacrificed in a moment of necessity to gain an even greater advantage. Some locations and items give investigators membership in Arkham’s most influential organizations: the ruthless Sheldon gang, a bootlegging syndicate as infamous for their murders as their moonshine, and the Silver Twilight Lodge, an ancient and mysterious organization rumored to practice dark magic in the dead of night. Memberships sometimes allow you to bypass a task and sometimes offer extra rewards, such as an elder sign or an ally, for completing an Adventure. Given Arkham’s perils, you may want to play one of the eight new investigators who are well versed in Arkham’s secrets or the bizarre physics of Other Worlds. As a cop, Tommy Muldoon knows Arkham’s criminal underworld as well as the Sheldon gang bosses. More interested in helping others than himself, Tommy can prevent another investigator from losing stamina by giving up his own– and gain some sanity in the process. Being a cop, however, doesn’t prevent Tommy from joining the Sheldon gang or the Silver Twilight Lodge. All secret organization have their police contacts. Unstable Locations and Unexpected Events Gates of Arkham introduces four Ancient Ones who tear at the fabric of space and time as they begin to awaken. One of them is Atlach-Nacha, who is stirring in his transdimensional home and beginning to weave the worlds together, tugging at time and space, sapping the investigators’ sanity and stamina, and causing gates to Other Worlds to open across the city. Gates tie specific locations to Other Worlds, perhaps linking the Miskatonic Library to the Far Side of the Moon, or Velma’s Diner to the cavernous, underworld Vaults of Zin. You cannot visit a location that has a gate without slipping through to the Other World, and you must resolve the Other World adventure in order to seal the gate and return to Arkham. The more open gates in play, the more monsters spawn, and the faster doom approaches. Not only do gates breach the physical environment, the awakening Ancient Ones wreck havoc in all aspects of life in Arkham. The social, psychological, and cosmic chaos is represented by Event cards, which many locations force you to draw before you undertaking any tasks. Events create unpredictable conditions that last the length of your Adventure, and may hinder or help you. Overwhelming Fear could cause you to flee from a location in terror, or a sympathetic stranger may come forward and offer you Unexpected Aid. Can you Survive the Streets of Arkham? You never know who or what you’ll encounter among Arkham’s crumbling buildings, desolate squares, and unlit roads. At any moment a tentacle could reach out for you. Around any corner may be the entrance to some Other World. As you scour the city for elder signs, you could become involved in criminal rivalries or clandestine rituals, arrested by the police or lost in the halls of an insane asylum. Only one thing is certain: the Ancient One is regaining strength, and it is up to you and your fellow investigators to save not just the museum, but Arkham and the entire world. In a typical game of Elder Sign, you confront the many cursed artifacts, vicious monsters, and other horrors lurking in the Arkham museum. The Gates of Arkham expansion takes you outside of the museum’s warm confines and into the city of Arkham itself. Gangs fight territorial battles in Arkham’s back alleys, not caring if a stray bullet hits an innocent bystander. Strange crates of foul-smelling, slimy, writhing creatures line the shelves of the General Store. Cultists perform dark sacrificial rites on the Unvisited Isle and ravenous gugs prowl through the University Administration building, hunting for victims. Gates of Arkham features a complete deck of Arkham Adventures that allows players to visit twenty-six locations throughout this legendarily cursed city. Today’s preview will show you adventures from three locations: the Unnamable, the River Docks, and the Arkham Asylum. No matter where you go in Arkham, you are certain to encounter indescribable horrors. A Haunted House Inside the museum, you knew what horrors awaited you in a given room before entering it. But when playing the Streets of Arkham game mode, it is impossible to tell what lies you behind a building’s closed doors. Arkham Adventure cards are laid out on the table facedown, with the adventure itself hidden until an investigator dares to visit that location. The back of a card reveals only the location, difficulty of the adventure, marked in green, gold, or red, and an effect, which may be harmful or beneficial. The decaying, empty house may not seem too foreboding, but the red symbol above it warns you that formidable terrors are within. However, if investigators refuse to enter, then at midnight the entire team will lose sanity, no matter where they are in Arkham. The Unnameable demands to be confronted, so you take a deep breath and cross the threshold, only to perceive a trail of blood leading down into the basement and hear muffled yet familiar screams. If you fail to rescue your friend from this incomprehensible threat, you lose five stamina and risk becoming devoured. If you succeed, you earn two Elder Signs and a unique item. On the Shore of the Miskatonic Having escaped the Unnamable, you may venture to the dark, foggy River Docks, where you could hand the unique item you earned over to another investigator who may be in dire need of it. However, upon your arrival you’ll discover that the grotesque, once-human Deep Ones are emerging from their underwater lairs and coming ashore. Upon your entry, a monster appears at this adventure, perhaps a giant, eel-like Dhole rearing out of the water. Many Arkham Adventure Cards have entry effects such as this, and they occur any time an investigator arrives at that location. For repelling the Deep Ones back into the river depths you’ll receive a choice of rewards: two common items or the defeat of two more monsters. A split reward such as this enables you to receive whichever will be most useful for your team. There are also split penalties which compel you to choose between two evils – for example, losing a few points of sanity or advancing the doom track. When the choice is between two penalties, however, you cannot choose a penalty that wouldn't affect you, say, losing an item when you have none. The consequences of your misadventures cannot be avoided. Among the Mad In your citywide search for elder signs you will inevitably find your sanity slipping away. Visiting the Arkham Asylum allows you to exchange two trophies in order to fully recover your sanity. During your time there you may receive some Psychiatric Assistance, although recovery itself may prove traumatic. If you roll a terror result in a failed attempt at this adventure, you’ll lose your sanity rather than regain it. Regaining your sanity also takes time: a clock icon on the card indicates that successfully completing this adventure moves the clock one step closer to midnight. Entering the Asylum might simply make matters worse. If you encounter the Ramblings of the Mad, you could push your entire team of investigators a little closer to insanity. Even success at this adventure results in losing your mind, with your reward being only a clue or a spell, neither of which will repair your psychological wounds. No Place Is Safe The Thing in the Basement, the Deep Ones, and the disturbed inhabitants of the Arkham Asylum pale in comparison to the powerful creatures that have waited for eons to regain control of the earth: Azathoth, Yig, Nyarlathotep, Cthulhu. It is up to you and your team of investigators to take on the horrors that haunt old, uncanny Arkham, so that you can save not only yourselves, or Arkham, but the entire world. Gates of Arkham contains: * A complete deck of Arkham Adventure cards and Other World cards * Eight Investigators and four Ancient Ones * Twenty-five Event cards and thirty Mythos cards * Eight Memberships and twelve Skill cards * Additional items, spells, allies, gate markers, monsters and more

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36.50 €
kuva tuotteesta on linkki tuotesivulle: Elder Sign: Grave Consequences Expansion
Elder Sign: Grave Consequences Expansion

Designed by Richard Launius, the creator of Arkham Horror, Grave Consequences introduces fifty new cards that increase the challenge and drama of your Elder Sign adventures. More than that, though, they immerse you more deeply into the world and allow you to connect more fully with the role of the investigator you're playing. Phobias, Epitaphs, and Epic Battles The cards from Grave Consequences are divided into three modular decks: Phobia, Epic Battle, and Epitaph. These decks and their cards can be used together or separately, and they're all fully compatible with the core game, as well as all of its expansions. Phobia cards give new meaning to the sanity-draining challenges of Elder Sign, eating away at your mental health every time their triggers are met. To the external challenges presented by monsters, cultists, and otherworldly terrors, Phobias add a compelling, new internal dimension. Epitaph cards ensure that your fallen investigator's contributions will be remembered—whether for good or for ill. Marked by the tombstone on their backs, these cards introduce random effects whenever an investigator is devoured. Your Epitaph may heal the investigators' sanity and stamina, or it may lead monsters onto their trail. Epic Battle cards greatly amplify the difficulty and danger of your battles with any of the game's Ancient Ones. Each round, they exert the Ancient One's chaotic influence over the battle, warping your reality and altering the rules, changing the order in which you attack, and adding new measures of surprise and horror. Whether you incorporate one, two, or all three of these modular decks into your games, you'll find the psychological and supernatural aspects of Arkham and Elder Sign brought to life more fully than ever before. You'll feel more of your investigator's angst and anxiety. You'll travel through a world forever changed by the lives of those who perish. And you'll experience the true, awesome power of the elder gods. An Interview with Richard Launius To gain a better understanding of how Grave Consequences changes the nature of your Elder Sign experience, we spoke with the expansion's designer, Richard Launius. FFG: Thanks for taking the time to speak with us. Let's start by addressing the ways you hoped Grave Consequences would fit in with your favorite aspects of Elder Sign. Richard Launius: What I like best about Elder Sign is that it recreates the Arkham adventures in a quicker way. For me, Grave Consequences fits right in because it expands the story and mystery elements of the game. FFG: In your mind, what makes an Arkham adventure? Richard Launius: I am talking about the whole experience—the adventures, the characters, the exploration, the mystery, and the ultimate conflict between brave adventurers and the horrors that await. I like how Grave Consequences makes it possible for your characters to take on phobias that play out in the game and your character, and I like the way the game will craft a story around that. I also like how the death of a character will now feel more substantial with the way the Epitaph cards play, and I like how the final battles will shift and flow and become more of a story. FFG: Of course, they're all your babies, but do you have a favorite among the expansion's new mechanics? Richard Launius: I love the Phobias best. They become something that is purely Lovecraftian and fun to play as well. In reality, though, I love all parts of this expansion because it seamlessly adds story throughout the game and can be used just as easily in the Museum, the Gates of Arkham, and the Omens of Ice. Wherever your adventures take place, these new decks add more story and depth to your play experience. FFG: It's clear that you really appreciate the story elements of the game. Do you see Grave Consequences almost as a roleplaying-focused expansion to the game? Richard Launius: To some extent, yes. You gain a greater ownership of your character, and the character develops more as the game goes on… or, at least, as they fall deeper into the insanity of the mythos. FFG: We have to ask—with all the investigators that have been added to the game through its different expansions, do you have a favorite that you like to play? Or a favorite team of investigators? Richard Launius: I am really old school. Joe Diamond is the first investigator I created for Arkham Horror, and Jenny Barnes is the second; they forever remain my favorite characters to play. FFG: Anything else you'd like to share with fans at this time? Richard Launius: One other thing I really like about this expansion is the Epitaph cards. It is a silly thing really, but I like looking over at the part of the table where the Epitaphs and their tombstone designs sit with the character tokens residing on them. I like how they visualize the sacrifices the different investigators made to keep this world safe from the ever-impending doom of the mythos. It's just another fun aspect this expansion brings to imaginations like mine. FFG: One last question, then, in summary. Would you say it's fair to look at Grave Consequences in some ways as a counterpart to the larger story driven expansions, like Omens of Ice, where it's not about the shape of the overall journey, but it's more about your personal journey—your investigators' personal experiences in the terrifying Lovecraftian world of Arkham? Richard Launius: Absolutely. This expansion makes it more personal to the investigators and amplifies the excitement and mystery of the game. Insanity takes on a behavior, death results in consequences, and the final battle becomes epic—the stuff of blockbuster movies. All the Madness of Your Own Personal Blockbuster Pyschological thriller? Epic monster flick? Or both? Take your games of Elder Sign to new, deeper dimensions of peril, Paranoia, and immersive gameplay experiences with the Grave Consequences expansion by Richard Launius. Fully compatible with the Core Set and each expansion, Grave Consequences adds new twists, new trials, and new terrors to the classic Elder Sign experience. • A fifty-card expansion for Elder Sign by designer Richard Launius • Three modular decks can be used together or separately to enhance your adventures • Fully compatible with the Core Set and all expansions • Immerses you more fully into the game’s world and stories

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24.80 €
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 Demon
Eldritch Demon

bones

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9.10 €
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: Fall of Delta Green (GUMSHOE RPG) (HC)
Fall of Delta Green (GUMSHOE RPG) (HC)

Osta tämä peli Fantasiapeleistä ja saa välittömästi sen PDF -versio kaupan päälle! Lue lisää täältä It is the 1960s. The stars are coming right. The Fall of Delta Green is a brand new roleplaying game powered by the GUMSHOE system, from the makers of Trail of Cthulhu and Night’s Black Agents. The United States declares war on poverty and sends half a million troops to Indochina; desegregates voting booths and shoots rockets at the moon. Everyone believes that if we put our mind to it and our backs into it, there’s nothing we can’t do to make the world better, for America and everyone else. You know that this is a lie. You are an Agent of DELTA GREEN, an authorized but unacknowledged black program of the United States national security establishment, tasked to hunt and destroy the Cthulhu Mythos. You know that plans and ideals, peace and love, matter less than a single atom drifting in the galaxy. All you can do is rage against doom, burn out your mind and body, and damn your non-existent soul keeping your family, your country, your planet, ignorant and safe for one more day. Written by ENnie-Award-winning designer Kenneth Hite, The Fall of Delta Green RPG adapts Delta Green: The Role-Playing Game from Arc Dream Publishing to the award-winning GUMSHOE system. It opens the files on a lost decade of anti-Mythos operations both foreign and domestic, the last days of DELTA GREEN before the Joint Chiefs shut the program down in 1970. Players take on the role of DELTA GREEN operatives, assets, and friendlies, in deadly one-shot adventures or a campaign spanning the years from hope to madness. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. The Fall of DELTA GREEN features: * Lethal combat and covert action in the 1960s, featuring assault rifles, flamethrowers, mortar shells, spy cameras, truth drugs, and getting rid of the bodies DELTA GREEN operations always seem to leave behind. * “Back in the World” vignettes that let you explore the human side of your Agent’s life—and often track their slow destruction by DELTA GREEN. * The rich world of the Delta Green Mythos, including a gazetteer of unnatural lands, the desperate truth of Hastur, and period takes on the top-secret MAJESTIC program, the Nazi Karotechia, the alien Greys, and the decadent Cult of Transcendence. * Detailed advice for making mysteries, magics, monsters, and DELTA GREEN operations. * Interoperability with Night’s Black Agents, Trail of Cthulhu, and The Esoterrorists: Use your favorite GUMSHOE rules to battle the unnatural in the 1960s! The decade begins in sunny optimism, and ends in nighted disaster in the jungles of Indochina. After the summer of the 1950s, now comes the fall—The Fall of DELTA GREEN. Format: 368-page, two-color, smythe-sewn hardback Author: Kenneth Hite Artist: Jen McCleary, Gislaine Avila, Nyra Drakae, Kennedy C. Garza, Melissa Gay, Quintin Gleim, Jérôme Huguenin, David Lewis Johnson, Erika Leveque, Anthony Moravian, Ernanda Souza, and Karolina Wegrzyn

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54.90 €
kuva tuotteesta on linkki tuotesivulle: Fall of Delta Green: Borellus Connection (HC)
Fall of Delta Green: Borellus Connection (HC)

Full colour, 400-page hardback book. In 1968, in response to sinister influences that threatened to corrupt America from within and without, the Federal Government established a new agency – one that quickly acquired a reputation for ambitious operations overseas, for covert action, and for doing what had to be done, no matter the cost. This new agency was the Bureau of Narcotics and Dangerous Drugs, the BNDD. And within it – the forces of DELTA GREEN. Trail of the White Powder Hunt the Unnatural across the world! From the opium fields of Laos to the skies above the Pacific, from Turkish smuggling routes to the secret heroin labs of Marseilles, follow the trade in misery and fight the horrors along the way. Expose the criminal underworld – and discover that it’s inextricably linked with other secret realms. Eight Thrilling Operations! Eight linked operations for The Fall of DELTA GREEN, each one playable as a standalone investigation or as part of an epic hunt for an infamous enemy! That is not dead which can eternal lie, and with strange aeons, even death may die... JADE PHOENIX * ALONSO * HORUS HOURS DE PROFUNDIS * SECOND LOOK PURITAN * MISTRAL NEPENTHE The Borellus Connection is a campaign for Fall of Delta Green, using the heroin trade and the United States Bureau of Narcotics and Dangerous Drugs as a narrative spine. The campaign runs from South-East Asia to the Middle East to Europe, as the Agents uncover the sinister machinations of a necromantic cult. Operation JADE PHOENIX (North-Eastern Burma): The CIA wants the Chinese-backed Shan warlord Li Bao Lung assassinated, and the Agents are tasked to escort a Marine sniper, Sergeant Adolph Lepus, to Li’s headquarters in the Wa state of northeast Burma, with orders to eliminate Li and return with proof of Li’s (and therefore Peking’s involvement in the opium trade. DELTA GREEN has identified one of Li’s advisers, Ming Yuan, as a Kuen-Yuin sorcerer; Li’s compound is a target-rich environment. The team must travel into Burma, avoiding detection en route, and penetrate the defences around Li’s compound to ensure Lepus has a clear shot on both targets. Operation ALONSO (Saigon, Vietnam): The NBDD assigns the Agents to surveil a drug summit at the Continental Palace hotel between Unione Corse bosses and emissaries from Marseille. While there, DELTA GREEN wants them to ascertain the status of the Cthulhu cult in the Rung Sat region south-east of the city. Operation HORUS HOURS (Hong Kong to Los Angeles, by air): Clues uncovered during ALONSO point to the existence of a heroin smuggling route running from Hong Kong to Los Angeles. The Agents have to hastily follow the couriers on the trans-Pacific flight via numerous stops and layovers, watching for the critical moment of the handover. Operation DE PROFUNDIS (Bozuktepe, Turkey): Using a BNDD investigation into opium smuggling as cover, DELTA GREEN sends the Agents to investigate the suicide and disappearance of archaeologist Charles Whiteman. He was excavating a ceremonial site at Bozuktepe before mysteriously killing himself; his body vanished en route back to England. What did he bring up from the depths before he died? Operation SECOND LOOK (Beirut, Lebanon): The Agents are sent in to surveil another drug deal and gather evidence; this time, an unreliable DELTA GREEN informant, Francois Genoud, is in the mix, and the Agents are ordered to remind him where his loyalties lie – but there’s more at stake here than they know, as sinister powers make a second attempt to uncover secrets of the Mythos… Operation PURITAN (Munich, Germany to Prague, Czechoslovakia): The Agents follow Unione Corse heroin shipments into Munich, but while there, another DELTA GREEN case officer tasks them to investigate unnatural contamination of the CIA’s QK-ACTIVE propaganda broadcasts into the Soviet Union. Who is broadcasting elements of the Necronomicon from a CIA-backed radio station? Finding the truth sends the Agents on a desperate race into Prague. Operation MISTRAL (Marseille, France): During the May ’68 riots, the Agents are sent to Marseille to investigate gang conflicts – and possible Unnatural activity in the troubled city. and the mysterious Operation NEPENTHE... Sinister Alchemy Discover the essential truths of life and death. Face sorcerers with strange powers, or plunge through realms beyond comprehension. Choose your allies carefully, and trust no-one – not even yourself. “I say to you againe, doe not call up Any that you can not put downe; by the Which I meane, Any that can in Turne call up somewhat against you, whereby your Powerfullest Devices may not be of use. Ask of the Lesser, lest the Greater shall not wish to Answer, and shall commande more than you.” Designed by Kenneth Hite, written by Gareth Ryder-Hanrahan, the team that brought you the ZALOZHNIY QUARTET and the DRACULA DOSSIER are called up again to create a tale of sordid intrigue, cosmic horror, and desperate action against the Mythos! Authors: Kenneth Hite, Gareth Ryder-Hanrahan

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66.80 €
kuva tuotteesta on linkki tuotesivulle: Fast & Fhtagn
Fast & Fhtagn

A component-rich card game where street racers jockey for victory on the city’s mean, Cthulhoid streets. • A comic mash-up of Lovecraft and the Fast & Furious franchise. Cards include “Fin Diesel, Deep One,” “Benz in the Fabric of Space-Time,” “An Offer Man Was Not Meant to Refuse,” “Tcho-Tcho Drift,” and more. • A standalone sequel to the Origins Award–winning Cthulhu 500 card game. Completely new gameplay with cross-game compatibility. • Many paths to victory; no player is ever out of the running. What It’s About Every player is a hotshot in a Cthulhoid racer. As the pack screams through an ever-changing city with complete disregard for health, safety, and sanity, they visit chop shops to mod their cars, recruit gangs to help with repairs, and throw themselves both into oncoming traffic and onto narrow sidewalks to pass their loathsome opponents. Climb aboard your Cycle of Self-Doubt, open a cannister of Hypnos Oxide, and plant a lucky kiss on your Perverse Bobblehead of Ulthar. If disaster strikes, there’s a Welder Thing up ahead. Winners bask in glory. Losers get fed to the Great Old Ones! Gameplay Basics • Racers jockey for position in a grid of lanes and sidewalks that changes unpredictably as the pack screams through the city. • A dangerous world adds to the challenge: Lanes disappear, medians materialize, sidewalks are blocked, and the lanes are lousy with civilians. • Players must balance advancement, aggression, modding, and style to win by leading the pack when they reach the finish line. Contains: * 110 poker-sized player cards * 26 street mats * 29 tokens * 3 reference sheets * 2 six-sided dice * a rulebook * a quick-start sheet 3–6 Players 45–90 Minutes Ages 13+

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36.00 €

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