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Arkham Horror LCG: CU4 -Union and Disillusion Mythos Pack
Arkham Horror LCG: CU4 -Union and Disillusion Mythos Pack

The fourth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game

Your search for answers following the disappearance of four people from a Silver Twilight Lodge event has led you to the darkest corners of Arkham. From the dilapidated Witch House in French Hill, to Hangman’s Hill, and even the shadowed halls of the Lodge itself, you have relentlessly sought the truth, despite meeting impossible obstacles at every turn, all stemming from a past that the city itself seems desperate to hide. But now, you will leave the streets behind and take to the Miskatonic, where a small island sits waiting, drawing you in with the promise of answers even as it repels you with the lonesome birdsong and foreboding stone pillars.

VI • The Lovers
You are at a crossroads. Reflect on the choices you have made. You shall be confronted with a terrible dilemma.

After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River. Two bridges span the river, connecting the Downtown and Rivertown neighborhoods, and in the midst of the river, the Unvisited Isle. “Welcoming” is a word few would use to describe this place—the foggy shores are barren, and as you row closer, you favor a steady, silent pace, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it.

Ghosts are not the only enemies that return to haunt you in The Circle Undone cycle. Union and Disillusion features the return of the Whippoorwill (Union and Disillusion, 266), whose mournful cries first echoed in your mind in The Dunwich Legacy. But now, they are accompanied by more winged fiends like the Spectral Raven (Union and Disillusion, 267). When one of these foul avians engages you, you must either resolve the haunted ability on your location or double the creature’s fight and evade values for the round! And as the raven bears both the alert and retaliate keywords, you'll be placing yourself at a far greater risk of becoming bogged down and overwhelmed by the flock.

As you dodge the beating wings to explore the island, you find braziers scattered at various locations like the Forbidding Shore (Union and Disillusion, 250). You can light or douse these braziers with the new Circle action, placing a resource on the location to signify when its brazier is lit and removing the resource when the brazier is no longer lit. Lighting a brazier does no immediate harm or good on its own, but it may cause other effects to trigger—lighting these flames may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it? Whether dead or alive, somewhere in the dark there are four poor souls waiting to be found.

Bound and Broken
As you become separated from the rest of Arkham by both physical distance and the gravity of what you know, Union and Disillusion plays with the idea of movement more than any other Mythos Pack in The Circle Undone cycle. Even if you should scream for help, no one from the mainland would be able to reach you before you meet your fate in the watchful woods. But if you choose to embody a Guardian and find yourself in over your head, surrounded by enemies, you can try to force them back with a Warning Shot (Union and Disillusion, 229), pushing all non-Elite enemies to a connecting location and buying yourself a little time to ready your weapons, get help, or slip away into the mists.

While Guardians repel, Seekers can draw information from an Esoteric Atlas (Union and Disillusion, 232) to move themselves two locations, further than any Shortcut (The Dunwich Legacy, 22) can offer. And if this is still not enough, Rogues can make use of a Decoy (Union and Disillusion, 234) to automatically evade a non-Elite enemy for a distant ally if they have the proper funds. Even if your team must spread out across the entirety of the Unvisited Isle, you'll be able to influence and aid one another like never before. Isolated from the rest of your city by the muttering Miskatonic, all you have on this mission is each other.

Throughout The Circle Undone cycle, you are assailed by Geists and spirits, but perhaps not all of the dead are against you. A Guiding Spirit (Union and Disillusion, 236) can lend you the knowledge gained during its own life to increase your intellect. However, as this spirit is part of the Mythos itself, you cannot choose to protect it. Non-direct horror must be assigned to your Guiding Spirit before it can be assigned to your investigator. Then, if the spirit is defeated, you must exile it, removing the card from your deck until you repurchase it with another experience point. In a place like Arkham, an Ally from beyond the veil can be invaluable. Even if their form matches the wights that haunt your every waking moment, this is no time to be particular.

Beyond the Mist
What became of the four souls lost so long ago? Journey to the Unvisited Isle, and follow the clues and your gut until you discover the fate of the missing. But be careful—if you don't watch your step, you may join them.

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22.00 €
CDG Solo System 1
CDG Solo System 1

Introduction
Some of the best things in life come from those who are willing to ask the hard questions…

“Is there a more meaningful, entertaining and mentally healthy way of playing these games solo than the “dunce cap tango”? Is there a way to play CDGs in solitaire mode where the player will experience the story developing as they play along, while occasionally being surprised by unexpected events and forced to react to developing and changing situations, all while being unaware of all of the other side’s cards whenever playing one side? This is what the CDG Solo Method is all about.” - Stuka Joe, The Madness Behind a CDG Solo Method, Inside GMT, 2016

The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games.

Gameplay Overview
The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war. 

The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn.

Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side. 

Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do. 

Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance as the die rolls. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories.

Playsheet Support
Along with a Rules Summary and the components we’ve talked about above, the system will launch with official Playsheet support for seven GMT games:

Caesar: Rome vs Gaul
Commands & Colors: Ancients
Commands & Colors: Samurai Battles
For The People
Illusions of Glory
Paths of Glory
Washington’s War

Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules.

For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog.

Finally, we recognize that the CDG Solo System was a community effort and want to give back to the community that developed this system. So, GMT will make the rulebook, playsheets, and all needed files available as a free Print-and-Play download when the system is sent to the printer.

COMPONENTS:
* 2 Card Displays
* 1 Six-Sided Custom Die
* 4 Markers for the Cards Remaining Track 
* 1 Rules Summary
* 7 Playsheets (Caesar: Rome vs Gaul, Commands & Colors: Ancients, Commands & Colors: Samurai Battles, For The People, Illusions of Glory, Paths of Glory, Washington’s War)

Original Solo Method Design: Stuka Joe
Solo System Design: Ken Kuhn 
Developer: Ken Kuhn

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26.00 €

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