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Everyday Heroes: Kong -Skull Island Cinematic Adventure
Everyday Heroes: Kong -Skull Island Cinematic Adventure

This is a 128-page Cinematic Adventure set in the world of Kong: Skull Island.

Welcome to Skull Island, the domain of the mighty Kong and a land of unparalleled danger, adventure, and discovery. You are among the first to step foot on its shores, to explore its untamed wilds, to face the monstrous beasts more dangerous than anything previously known to mankind. Will you unravel one of its great mysteries, or will you end up as a snack for a slavering monster?

Kong: Skull Island gives you a wealth of new options for creating heroes in the Everyday Heroes game system. Prepare for the many perils that await with two new classes, new backgrounds, professions, feats, and equipment. Here too, are creatures able to test the mettle of even the most talented heroes. New combat rules for massive destruction and mayhem, as well as titanic scale rules, simulate creatures as tall as skyscrapers.

The new adventure “Sliver of the Skull” provides the perfect introduction to Skull Island adventures. Players must unravel a plot that poses a serious threat to the Skull Island ecosystem and save the island from ecological disaster with the help of mighty Kong.

* New Class: The Monster Hunter
* New Professions: Mercenary Soldier
* New Monsters: Titans and Superspecies
* Kong: Skull Island Adventure - Sliver of the Skull

Kong: Skull Island is a Cinematic Adventure for use with the Everyday Heroes roleplaying game. You need the Everyday Heroes Core Rulebook to understand and play the contents of this book.

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30.00 €
Alan's Adventureland
Alan's Adventureland

In Alan's Adventureland players are a part of the design team for a new amusement park. There are four themed neighborhoods within the facility, and each player is responsible for constructing the attractions in one of those neighborhoods: Animal Kingdom, Tour America, Sky World, and Foreign Lands. Each turn represents the passage of one week.

During the game, players draw cards representing Purchase Orders for different types of attractions. These cards have two uses. The first use is as POs approved by the Finance Office to expedite construction of specific types of attractions each turn. The second use is as the actual financing to construct the attraction represented on the card.

At the end of each month the Review Board meets, evaluates the progress of each neighborhood, and awards bonuses for meeting a set of predetermined preferences. These preferences relate to how attractions in a park are arranged. Points are awarded to the players who meet the Review Board’s preferences. At the end of the game, the owners of the facility come in and award points to the finished themed neighborhoods. These points are awarded based on four criteria: (1) Excitement Level (size of the rides); (2) Parking Lot View (curb appeal to visitors upon arrival); 3. Main Entrance View (attractiveness to patrons waiting in line for their tickets); and 4. Theme sets (number of matched types of attractions in a neighborhood).

The player who earns the most points will win the design contract for the owners’ next project.

* Players: 3 - 4
* Age: 14 +
* Game Length: 45-90 minutes

By: Alan D. Ernstein

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53.80 €
Lord of the Rings LCG: RM1 -The Dunland Trap Adventure Pack
Lord of the Rings LCG: RM1 -The Dunland Trap Adventure Pack

Dunland Trap, the first chapter of The Ring-maker cycle of Adventure Packs for The Lord of the Rings: The Card Game!

Could it be possible to turn the Dark Lord’s foul arts against him? In The Dunland Trap, some of Middle-earth’s greatest heroes continue to aid Saruman the White with the work that he began in The Voice of Isengard deluxe expansion. As they seek to win a rare victory for the forces of good and their struggle against the Shadow of Mordor, the heroes must face new perils, including the threat posed by angry bands of militant Dunlendings!

The Dunland Trap features a combat-heavy new scenario, in which your heroes must battle their way to freedom against waves of ferocious Dunlendings. Additionally, among its sixty cards, you’ll find a new Silvan hero and three copies of each player card, many of which introduce greater shape and surprises to the Silvan trait.

As it begins The Ring-maker cycle, The Dunland Trap also provides more support for the Mount trait, as well as the Time X and Doomed X mechanics featured in The Voice of Isengard, and players will also discover thematic ties to Saruman and the White Council.

That’s not all, though, as the Adventure Packs in The Ring-maker also return to some of the game’s previously developed traits and mechanics. For more about The Ring-maker and the themes at its core, we turn to lead developer Caleb Grace.

Lead Developer Caleb Grace on The Ring-maker:
The Ring-maker cycle continues the rich narrative tradition in The Lord of the Rings: The Card Game by linking each adventure together into one continuous storyline, and the first pack of the cycle, The Dunland Trap, picks up immediately after the events in The Voice of Isengard deluxe expansion. The heroes are asked by Saruman to undertake a quest of grave importance, and the events of this scenario lead further into the overarching plot of The Ring-maker. I don’t want to give away too much of the story, however, so I’m going to talk instead about the cycle’s player cards.

One of the very first things that the design team wanted to do with the player cards in The Ring-maker was to develop the Silvan trait. By the time we started working on this set, we’d already bolstered the Dwarf, Gondor, Rohan, and Hobbit traits with heroes and allies to the point that each offered players the ability to build fun and thematic decks around them. It was high time to give Elves some more attention.

Before we started designing new cards around the Silvan trait, we needed to settle on the trait’s thematic core. We knew for certain that we wanted the Elves of Middle-earth to play differently from the other races we’d developed extensively. During the timeline of our game, one of the things that seemed to set the Elves apart from the other free peoples was their dwindling numbers and their standoffish attitude towards the problems of mortals. While they wielded great power, they reserved most of it to defend the shrinking borders of their ancient kingdoms. Whenever they did venture out or intervene on behalf of others, they would strike with great power and then quickly fade away.

That gave us a great starting point for developing the Silvan trait: Silvan allies have powerful abilities that trigger when they enter play but low hit point values so they don’t stick around for long. A good example is the Naith Guide (The Dunland Trap, 1), which reads: “Response: After Naith Guide enters play, choose a hero. That hero does not exhaust to quest this round.” That’s the kind of ability that you want to trigger again and again, and that’s precisely the way Silvan are meant to be played.

As opposed to other traits such as Dwarf and Outlands where players are encouraged to get as many allies into play as possible, Silvan allies encourage you to bounce them in and out of play to take constant advantage of their powerful effects. But in order to play an ally again and again, you need a way of returning that ally back to its owner’s hand, so we crafted some events that represent the expert woodcraft of the Elves which require you to return a Silvan you control to your hand in order to play them. A good example of such a card is The Tree People (The Dunland Trap, 9), which reads: “Action: Return a Silvan ally you control to your hand to search the top 5 cards of your deck for a Silvan ally. Put that ally into play and shuffle the other cards back into your deck.” With luck, this combo will not only return your Naith Guide to your hand so you can play it again next turn, but it will also allow you to trigger the Response effect on the Silvan you choose to put into play.

In playtesting, we found that bouncing Silvan allies in and out of play was a really fun game experience, but the Elves needed something more to unify them. That’s why we created Celeborn (The Dunland Trap, 1) to be a Leadership hero. The husband of Galadriel and Lord of the Galadhrim, Celeborn was a powerful ruler of a secretive people. His ability to rally and inspire the Elves of Lorien is represented in his ability: “Response: After a Silvan ally enters play, that ally gets +1 Willpower, +1 Attack, and +1 Defense until the end of the round.” This ability works for each player’s Silvan allies, so everyone in your group can take advantage of their mobility.

But the Silvan trait isn’t the only theme being developed in The Ring-maker; there’s so much more to look forward to in this cycle! Where previous cycles dedicated a larger portion of cards to their main themes, the player cards in The Ring-maker provide more of a smattering of Middle-earth in order to introduce several new strategies and revive a few older ones too (Secrecy, anyone?). There’s something for everyone in The Ring-maker!

Seeking Strength to Withstand the Shadow
In Mordor, the Dark Lord rallies his strength. Time is not on your side. Can you help the White Wizard discover the means to defeat the Shadow? If so, you’ll first need to survive the deadly Dunlending assaults of The Dunland Trap!

Requires The Lord of the Rings LCG Core Set and The Voice of Isengard.

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18.00 €
Lord of the Rings LCG: WoM5 -The Land of Sorrow Adventure Pack
Lord of the Rings LCG: WoM5 -The Land of Sorrow Adventure Pack

The fifth Adventure Pack in the Vengeance of Mordor cycle for The Lord of the Rings: The Card Game!

After braving the treacherous Tunnels of Torech Gorgor, you have reached Mordor at last. Thane Ulchor is close to being in your grasp. As you draw near to his fortress of Dol Rhugar, however, you have come across something you did not expect: fields of prisoners being made to harvest crops and raise livestock to feed Sauron’s vast armies. You must release these captives from their Easterling masters.

Beginning after you emerge from Under the Ash Mountains, this 60-card Adventure Pack pits your party against fierce Easterling slavers in a battle for the fate of their captives. Can you free them from The Land of Sorrow?

Fight for Freedom
Though the end of your journey is near, you cannot ignore the plight of the Dark Lord’s prisoners. Already bent with hard labor, Elves, Dwarves, and men working the fields are driven even harder by the whips of stern Easterlings that move among them. Although it may imperil your quest to bring Thane Ulchor to justice, you have decided to risk everything to rescue these captives from slavery.

To do so, you must mount attacks on the Camps where the slaves are being held and defeat the mighty Wardens that guard them. More than mere guards, these enemies will do whatever it takes to maintain their power and the locations they protect only make them more difficult to fight. An assault on The Barracks (The Land of Sorrow, 121), for instance, prevents the enemy under it from taking damage the round they enter play, potentially making a Warden like Ulwarth (The Land of Sorrow, 118) a formidable foe to overcome.

Fortunately, you don’t have to face the Wardens and their minions on your own. If you can manage to explore a Camp, you’ll free one of the captives who will aid you in the fight for freedom. Liberate the Dwarf Farin (The Land of Sorrow, 126) and you gain a skilled fighter who can deal a damage to an enemy engaged with a player after he is declared as an attacker.

But defeating Ulchor’s lieutenants will not be easy, even with the help of the freed slaves. The Easterlings are advancing with a garrison to recapture them and you must lead a desperate revolt (The Land of Sorrow, 136). Only when the Wardens have been defeated will you have secured their freedom.

New Heroes
The Land of Sorrow locks you in intense combat with the most fearsome Easterling warriors you have yet encountered, and it will take all of your skill to claim victory. Thankfully, this Adventure Pack also contains several new cards that give you several options for dealing with these enemies.

A powerful Eagle like Gwaihir (The Land of Sorrow, 108) can take this challenge head-on, sweeping in to lend his prodigious attack or defense to nearly any fight. While he is limited by the fact that he does not ready during the refresh phase, Gwaihir can easily be rallied to fight for you when an Eagle ally such as an Eagle Emissary (The Land of Sorrow, 113) or even Wilyador (The Land of Sorrow, 117) enters or leaves play.

Even with the aid of powerful Eagles, your heroes are in for a difficult fight and are sure to take a good amount of damage. To keep your party in fighting shape, you could use the aid provided by a Dale Messenger (The Land of Sorrow, 111) who can heal one damage from each character a player controls that has a player card attachment. Similarly, carrying a Spare Pipe (The Land of Sorrow, 115) makes a character even more hearty and gives you a chance to add an event to your hand.

If you are truly looking for a novel way to augment your party of adventurers, though, you can always declare a non-neutral unique ally to be a Messenger of the King (The Land of Sorrow, 134). For the cost of adding that ally’s printed willpower, attack, defense, and hit points to your starting threat, this contract allows you to make them a hero in their own right, opening up a variety of new deckbuilding options.

For an additional eight starting threat, Messenger of the King allows you to use Faramir (Core Set, 14) to boost the willpower of every character controlled by a player each round. For an option with much less of an impact on your starting threat, your entire party could use Ioreth’s (A Storm on Cobas, 117) healing abilities while also beginning the game in secrecy.

Middle-earth is full of those willing to step up and fight the darkness. Who will you choose to join your party?

Called to Adventure
The all-out battle to free Thane Ulchor’s slaves will test not just your skill in battle, but also your ability to lead the revolt. Muster your party and incite rebellion in The Land of Sorrow!

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18.00 €
Original Adventures Reincarnated 1: Into the Borderlands (HC)
Original Adventures Reincarnated 1: Into the Borderlands (HC)

The Borderlands. An untamed wild region far flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay.

But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.

This tome is an homage to the origins of Adventure that began decades ago with B1: In Search of the Unknown and B2: The Keep on the Borderlands. Herein you will find high-quality scans from multiple printings of the original first edition adventure modules, plus commentary by such gaming luminaries as Luke Gygax and Frank Mentzer.

Full fifth edition conversions of both adventures are included, as well as brand new additional adventure locations to further expand and develop the Borderlands. This is a fully playable mini-campaign to start off your new fifth edition adventures, with a distinct old-school vibe.

Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don’t forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!

Errata: Missing stats for the giant horsefly on page 276.

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60.00 €

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