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kuva on linkki tuotesivulle: Gazebo
Gazebo

Fill the botanical gardens with fragrant flowers, lush foliage, and soothing waters as you erect your gazebos among the tranquil features and atop prized patios. In Gazebo, players take turns placing premium dominos on the shared garden map to establish nooks — that is, two or more contiguous terrain spaces of the same type: flower, foliage, or water. When a player creates a nook, they place one of their gazebos on top of it, and by connecting their nook to a patio, they can claim the patio and place a gazebo on it. But not all is peaceful in this game of garden landscaping. Larger nooks can absorb smaller nooks, and patios can be stolen by cunning rivals. The first player to place all of their gazebos on the board wins! Gazebo is an evolution of Reiner Knizia’s classic game Qin and introduces many innovations by: Improving the method of drawing single-colored and double-colored dominoes for less luck and more tension Increasing the variety of gameplay features across the all-new base game maps and expansion maps Deepening the strategic possibilities with Zen spaces, vases, and pedestals Ramping up the conflicts with more valuable contested spaces and more tactical flexibility Debuting an exciting new partnership mode for four players Condensing a now bigger experience into a smaller and more portable package Broadening the appeal and approachability with a new garden theme beautifully illustrated by Alisha Giroux. Gazebo is the first official title to kick off Bitewing Games' Travel Line. 2–4 Players 30 Min Age: 8+

38.90 €
kuva on linkki tuotesivulle: Gingham
Gingham

The race is on! Ants have found an abandoned picnic blanket ripe with sweets, but there aren't enough for every colony... Gingham is a tricky game of confection connection. In this game, players position their queens around the gingham picnic blanket and deploy their ants to connect sweets and claim the stockpiles they create. The lead player determines which edge of the playing area all players must play on each round. Everyone then places their queen next to a row on this edge, then deploys an ant into the row where they place their queen. The catch is that you cannot deploy your ant beyond the stitch in the blanket, and the rows closer to the star at the end of the row offer fewer options. That said, whoever places their queen closest to the star becomes the leader of the next round and places their queen next to a row on any other edge of the playing area; players take turns in order of the queens in the previous row. Do you opt for a better turn order position for next round or more flexibility for ant placement this round? By connecting matching sweet tokens with a line of your ants and by surrounding and claiming stockpiles, players score points. Sweet tokens are stacked atop one another after connecting, with sugar cubes being left behind; place next to a sugar cube to claim it as they can be spent on powerful abilities. Stretch your ants across the blanket, and grab the biggest piles of sweets to prove your pint-sized royalty! Gingham is the second title in Bitewing Games' Travel Line. This line of games is focused on being supremely easy to play with anyone, anywhere. 2-4 Players Play Time: 20-40 Min Age: 12+

38.90 €
kuva on linkki tuotesivulle: Living Planet
Living Planet

In Living Planet, each player represents one major Galactic Corporation exploiting the distant planet MYC.14.250. Each one of them is eager to industrialize the planet and generate as much profit as possible before the planet self-destructs. To do so, you'll have to explore the planet to grow the map. You'll manage your team to extract resources with factory buildings you've built, and trade resources at the stock market to make money. And above anything else, you'll have to handle cataclysms generated by the planet. But cataclysms don't happen randomly, players trigger them through their actions, using their card set. Confrontation between players will take place through the planet. Players will alternately take the leader role for each turn. Each turn follows a specific game turn sequence. Every player will have some actions to accomplish at a turn, in the order the Leader chooses, resolving the sequence : Resources production - Action (Explore, Move, Construct, Trade…) - Cataclysms. At the end of the game each player will earn victory points based on how much money they have and how many buildings and vehicles they control. Contents: * 24 Hexagons including the 3 starting Hexagons (without cataclysms) * 1 Financial Market board including the Planet Depletion track * 1 Leader board * 25 Financial Market cards * 4 dice (Red, Blue, Yellow, Green) * 4 Destiny Control tokens 7. 5 Financial Market cubes of different (1 per resource) * 43 Resource counters * 8 resources of each of the following 4 colours: Black (Oil), Red (Vibrium), Blue (Electricity), Grey (Iron) * 11 green resources (Mycelium) * 60 Mega-Credits (MC) tokens – 20 1 MC tokens – 20 tokens 5 MC – 16 tokens 10 MC – 4 tokens 50 MC * 58 Building tiles * 30 Production buildings (6 of each) each): Oil Drilling, Mycelium Farm, Iron Mine, Vibrium Mine, Windmill. * 12 Protection buildings (4 of each): Energy Field, Steel Dome, Seismic Absorber * 12 Financial buildings (4 of each): Multi-trade platform, Business Centre, Marketing Department. * 4 Spaceports * 4 sets of player equipment in 4 different colours: – 5 Scientists – 2 Rovers – 10 Automation Chips * 1 pack of 6 planet cards corresponding to the colour of the player * 1 screen/player aid 2–4 Players 30–120 Min Age: 14+

63.40 €
kuva on linkki tuotesivulle: Marvel D.A.G.G.E.R.
Marvel D.A.G.G.E.R.

Earth is in danger. Nefarious forces threaten the world as we know it, and it’s up to a small group of heroes to come to its rescue. With the enemy’s minions closing in and innocents in peril, our heroes will need to work together to stop the villain’s plans and save the world. But will they be able to save it in time? A brand-new cooperative board game featuring iconic heroes and villains from Marvel comics! In this game for one to five players, you’ll jump into the role of one of 20 heroes and race across the globe to complete missions, battle enemies, and square off for the final showdown against the nemesis. Wield the power of different heroic aspects to match your ideal playstyle, then pull off strategic combos with your fellow heroes and wait for the perfect moment to unleash your ultimate ability. Team up with your allies and take on global threats from some of Marvel’s most dangerous villains! Assembling the Team In this game, “D.A.G.G.E.R.” stands for “Defense Alliance for Global and Galactic Emergency Response,” and the “Alliance” and “Emergency Response” parts are the driving force behind how the game is played. The focus of the game is on using teamwork with your fellow heroes to resolve crises around the world and strengthen yourselves in time to take on the nemesis. And what’s the best way to work together in a game like this? One word: combos! There are two types of combo tokens: empowered tokens and primed tokens. When a hero becomes “empowered,” they can later discard their empowered token to add one success to any attribute test they perform (spoiler alert: you’ll be performing a lot of those tests). When an enemy is “primed,” a hero attacking that enemy can remove a primed token from them to add one success to the attack result (which means more damage dealt). Not bad, right? But those are just the most basic uses for these tokens, and it turns out the heroes can do a lot more! Each hero has at least one “combo ability” that requires either an empowered token on themself or a primed token on an enemy to trigger. Triggering these combo abilities comes with an extra benefit: advancing the team-up track. The team-up track is a resource shared by all heroes and is used to pay for “team-up abilities,” the strongest abilities in each hero’s arsenal (more on those later). Speaking of heroes, there are 20 to choose from, split into 10 pairs represented by double-sided hero sheets. Each hero in a pair has similar powers and/or deep ties to one another, but even if their powers are similar, their playstyles can be very different! For example, the hero has several tactical abilities that can greatly accelerate the heroes’ action economy. Her Quinjet ability lets any hero move three spaces, and her Martial Mastery combo ability lets her benefit from a primed token on an enemy while leaving that enemy primed for another hero afterwards. Meanwhile, focuses more on offense. Her Ambush ability lets her use her “defiance” stat to fight instead of her attack power and grants her bonus dice under certain conditions, while the Counterattack combo ability lets her deal heavy damage in response to a primed enemy attacking her. Both heroes use the name “Black Widow,” but each of them operates in a very different way! In a similar vein, we have the heroes and . While they do not share a hero name, they are nevertheless a closely related pair, and yet once again they play differently from one another. Daredevil is a specialist that focuses on control and response, using his Sentinel ability to intercept enemies and utilizing the combo ability Acute Senses to ensure he succeeds in critical moments. Meanwhile, Elektra functions as a self-sufficient damage dealer who can empower herself with Instinct and use her two combo abilities, Mind Games and Manipulate, to get enemies to damage themselves and each other. If the heroes have such different playstyles from each other, then why are they in pairs? The answer to that is twofold: strategy and support! Each hero begins the game with two support cards unlocked, which they share with their “partner hero” on the other side of their sheet. For example, both and start the game with the and supports in play. How each Spider-Man uses these supports will vary depending on which one you’re playing as, but you’ll always have them whenever you play a Spider-Man. That said, each hero also has a unique support specific to them that must be unlocked during the game. These unique supports can normally only be used when playing their associated hero; this means that only Spider-Man (Peter Parker) can use the support, while only Spider-Man (Miles Morales) can use under normal circumstances. Before we move on from heroes, there is one more thing that we should cover. Remember those team-up abilities we mentioned earlier? These take the form of a special card that, similar to the non-unique supports, is shared by both heroes in a pair. You gain access to your team-up ability by spending enough charges from the team-up track to flip it to its “active” side. When you’re ready to use it, you can “exhaust” the card (flip it back to its inactive side) to trigger its effect. As we said before, the team-up abilities are powerful effects that can alter the course of the whole game; for example, the Spider-Man team-up ability allows any hero to instantly gain the unique support belonging to their partner hero (something you normally can’t do), without the need to unlock it first! Aspects of Heroism The heroes provide plenty of strategic depth all on their own, but there is another choice you must make when deciding who you want to play as: the choice of heroic aspect. There are six aspects to choose from, and each gives you access to the same basic actions: move, fight, defy, and rest. We won’t go into detail about the ins and outs of actions today, but you will notice that each aspect has certain benefits for certain actions. For example, the aspect allows you to deal a bit of damage after moving, and it also strengthens your fight actions (obviously) by giving you additional successes. Meanwhile, the aspect focuses on succeeding in the face of overwhelming odds. Your fight and defy actions can be boosted to roll additional dice, and you can even reroll dice to increase your chances of succeeding a crucial test. Each aspect has a different focus, and that focus can shape your playstyle almost as much as your chosen hero. With 20 heroes and six aspects, that’s 120 different combinations to experiment with, which means you’ll have lots to come back to after your first game! A Global Threat With all these tools at their disposal, the heroes in Marvel D.A.G.G.E.R. must be up against some truly challenging threats, right? Enter: the nemesis. Just like how you and your fellow heroes will be racing around the globe to solve crises (called “missions” in-game), the nemesis will be traveling around the world to cause them! And while you can attack the nemesis at any time, you can’t actually stop them until the final showdown. The best you can do until then is stall them and stop them from achieving their goals. Each nemesis has different ways to cause trouble for the heroes. For example, can trick heroes out of their empowered status and ambush them with . Each nemesis has their own signature minion (Loki’s being the aforementioned Illusory Foe), but they’ll also be accompanied by a group of enemies that can vary from game to game. Having Loki team up with may be thematic, but what if he commanded some instead? In addition to side missions that can emerge as you play—such as and —heroes will need to complete the nemesis’s unique missions in order to reach the final showdown. Each nemesis mission has two outcomes: success or failure. If the heroes succeed in completing the mission, they weaken the nemesis, making the final showdown a little easier. However, if they fail, then the nemesis gets powered up during the final fight. Once all three nemesis missions are complete, the final showdown begins! There are four different nemeses to face in Marvel D.A.G.G.E.R. We’ll go into more detail on who the other three are—as well as what the final showdown entails—on a later date, so stay tuned! Saving the World, One Neighborhood at a Time With tons of replayability and an all-star cast of some of Marvel’s greatest heroes, Marvel D.A.G.G.E.R. is a thrilling game of teamwork, action, and strategy. Look forward to more information on this game in the coming months. Do you think you have what it takes to save the world? 1–5 Players 180 Min Age: 12+

60.70 €
kuva on linkki tuotesivulle: Manhattan Project: Energy Empire (Kickstarter Deluxe Edition)
Manhattan Project: Energy Empire (Kickstarter Deluxe Edition)

Manhattan Project: Energy Empire includes all the gameplay of the original edition, as well as the 'Cold War' expansion, the new 'UN Envoys expansion', and more! From the ashes of war, nations rise to power in the atomic age! In Manhattan Project: Energy Empire, each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation’s industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises. Energy Empire uses worker placement, tableau-building, and resource management mechanics. On each turn, a player can choose to either work or generate. On a work turn, a player plays a single worker on the main board, then uses workers and energy to activate cards in their tableau. Players may spend energy to use an occupied space on the main board, so no spaces are ever completely blocked. On a generate turn, players get to renew their supply of energy by rolling "energy dice" that represent nuclear, coal, oil, solar, and other forms of energy. The back of the game board presents a way to play the base game and expansion seamlessly together as one big game. Note the new expansion content has not been released before and won't be available by itself. 1–5 PlayersPlay Time: 60–120 MinAge: 14+

125.40 €
kuva on linkki tuotesivulle: Arcs
Arcs

In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions. Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes. Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign. Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game. The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode. Player count: 2-4, Duration: 60-120 min, Age: 14+

60.00 €

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