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Conquest and Consequence
Conquest and Consequence

Conquest and Consequence brings the Triumph and Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T, it is designed for 3 players, maintaining the 3-sided dynamic that adds so much variety and intrigue to the system.

Militarist Japan, the first Asian power to modernize, seeks to replace the European colonial empires in East Asia with a true “all-Asian” empire, with itself as the natural leader. The Communist Soviet faction comprises the Siberian USSR and the Red Chinese revolutionaries. The Capitalist USA faction consists of the United States, the British Empire, and the struggling regime of Nationalist China.

The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well developed, but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria, and a weak China awaits.

Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it:
* Move south into China?
* Take the “Northern Road” into resource-rich east Siberia (as favored by the army)?
* Pursue the “Southern Road” to the oil-rich Dutch East Indies advocated by its navy?
* Or bide its time, seeking a better position via diplomatic arrangements with neutrals including independent Chinese warlord states?

Japanese aggression in China will likely irritate the sleeping giant that is the USA, but it is far away across the wide Pacific, and Japan has special naval abilities that allow it to compete at sea.

The Red Chinese have just completed their Long March and re-established their base in inland Shaansi, far from areas of Japanese (or Capitalist) interest. The Red Chinese are very weak militarily but have a secret weapon: Partisans. These are non-military “political” organizations (represented on-map with cardboard counters) that are difficult to eradicate, multiply if ignored, and can be converted into military units when desired (this being ill-advised without sufficient concentration). The Soviet Union, also acutely aware of Japanese expansionism, is desperately fortifying eastern Siberia, which is otherwise thinly defended.

Nationalist China is aware of the Japanese threat but must also deal with the internal Communist threat. The United States is disarmed, disinterested, and distracted by the Great Depression. The British Empire is woefully under-defended and overconfident. The USA alliance must build up its economy while somehow improving the military capabilities of the British Empire, Nationalist China, and itself.

The game combines the Pacific naval war and the land war in Asia (including the Chinese Civil War), both equally weighing upon victory. The naval war is dramatic, featuring short, decisive battles and expanded roles for airpower and island bases. In the tradition of Triumph and Tragedy, the 3-sided aspect features negotiation, diplomacy, and subterfuge within a multitude of strategic possibilities. Like T&T, the game allows players freedom to diverge from the inclinations and policies of the historical actors and plays in 4-6 hours of constant tension and involvement.

COMPONENTS:
* 22”x 34” Mounted mapboard
* 228 wooden blocks
* 2 label sheets (sticky labels)
* 2 5/8” counter sheets
* 55 Action cards
* 55 Investment cards
* 28-page Rulebook
* 32-page Playbook
* 3 Player Aid cards (2-sided cardstock)
* 1 pad of Game Record sheets
* 4 6-sided dice

DESIGNER: Craig Besinque
DEVELOPER: Simon McDonald
ART: Charlie Kibler and Carlos Olivares
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Andy Lewis, Rodger MacGowan, Gene Billingsley, Mark Simonitch, Tony Curtis

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162.50 €
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 €
First Foreigner Sequence 3: Inheritor
First Foreigner Sequence 3: Inheritor

Six months have passed since the reappearance of the starship Phoenix - the same ship which brought humans to the world of alien atevi nearly two hundred years ago, leaving a small and vulnerable colony to struggle for survival in a hostile environment. During these six months, the alien atevi have striven to reconfigure their fledgling space program in a breakneck bid to take their place in the heavens alongside humans. But the return of the Phoenix has added a frighteningly powerful third party to an already volatile situation, polarizing political factions in both human and atevi societies, and making the possibility of all-out planetary war an even more likely threat. On the atevi mainland, human ambassador Bren Cameron, in a desperate attempt to maintain the peace, has risked alienation from his own people by communicating with the staff of the Phoenix as spokesman for the atevi, and has arranged for one human representative from the Phoenix to take up residence with him in his apartments, and for another to be stationed on Mosphiera, humanity's island enclave. Now, Bren has the difficult task of indoctrinating Jason Graham, a young man who has never before set foot on a planet, in the intricate, delicate, and potentially lethal maneuverings of the human-atevi interface. And this at a time when, thanks to the assassination of an atevi lord who had been one of Bren's primary adversaries, and the near-collision of Bren's personal plane with a jet manned by an unknown pilot, the relationship between atevi factions is becoming more strained by the minute.

464 p

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8.40 €

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