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Terra Mystica
Terra Mystica

Säännöt valmistajan sivuilta.

Transform the landscape and spread your faction in a land of legendary creatures including dwarves, giants, witches, and mermaids.

Change the World
Enter a magical world where the inhabitants have the power to transform the terrain in which they live. In Terra Mystica, players strive to develop one of fourteen factions more successfully than their opponents. Each faction is bound to a specific type of terrain, and there’s not enough room for everyone. You must compete to claim valuable territory while altering the environment to meet your faction's needs. Expand your influence and build structures that provide valuable resources like workers, priests, money, and power. Adapt to the evolving challenges and claim your territory!

A World of Possibilities
With fourteen artfully-designed factions and different bonus cards in play each game, Terra Mystica presents unique challenges and many paths to victory. Build more basic Dwellings to have many workers on hand, or upgrade your Dwellings into other structures that provide their own unique benefits. Build temples to gain more influence in the cults of fire, water, earth, and air. Or ensure that you have a constant flow of money by building trading houses. Whatever strategy you choose, make use of the resources at your disposal to perform the actions that will forge a path for your faction.

A Colorful Cast
Aside from being bound to a single type of terrain, the denizens of the world of Terra Mystica have unique traits. Some are in tune with the magic of the world, while others are skilled at engineering and transforming the world around them. Take into account your faction's special abilities when plotting your strategy. You might play as the Witches and gain victory points when founding Towns. Or you might be the imposing Giants and terraform the landscape with ease. Each faction adds their own flavor to the game, providing unique challenges—and opportunities—to the players bold enough to lead them.

Tame the Wild
No matter what faction you control, you must carve out a place for them in the world. Use your workers and spend accumulated power to open space for expansion and transform the environment. As you spread across the board, unite your scattered settlements into a massive colony by building bridges and replacing unforgiving terrain with a more hospitable environment. The faction covering the largest area scores bonus points at the end of the game. Fight for space and develop the most advanced faction to win the game!

Contents:
* Rulebook
* 1 Game Board
* 1 Cult Board
* 7 Double-sided Faction Boards
* 56 Terrain Tiles
* 65 Wooden Workers
* 85 Coins
* 65 Power Tokens
* 1 Starting Player Token
* 17 Action Tokens
* 1 Game End Token
* 5 Points Tokens
* 28 Favor Tiles
* 133 Wooden Structures
* 49 Wooden Priests
* 49 Wooden Markers
* 21 Bridges
* 10 Town Tiles
* 8 Scoring Tiles
* 9 Bonus Cards
* 5 Overview Tiles

Designer: Jens Drögemüller, Helge Ostertag

2–5 Players
60–150 Min
Age: 12+

      heti saatavilla
88.00 €
Terraforming Mars
Terraforming Mars

Coming to Mars was a big step... making it habitable will give us a new world!

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. InTerraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establish greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs.

Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table until all players pass.
4) Production phase: Players get resources according to their terraform rating and production parameters.

When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

Components:
* 1 Rules Booklet
* 1 Game Board
* 5 Player Boards
* 17 Corporation Cards
* 208 Project Cards
* 8 Reference Cards
* 200 Player Markers (transparent plastic cubes, 5 colours)
* 200 Resource Markers (opaque plastic cubes in gold, silver, and copper in different sizes)
* 3 Game Board Markers (big white plastic cubes)
* 9 Ocean Tiles
* 60 Greenery/City Tiles
* 11 Special Tiles
* 1 First Player Tile

Players: 1-5
Ages: 12+
Time: 90-120 mins

Card size 64mm x 89mm.

      heti saatavilla
51.00 €
Terraforming Mars: Turmoil Expansion
Terraforming Mars: Turmoil Expansion

Turmoil, the fifth expansion to Terraforming Mars, takes players back to Mars, and the struggle for control and progress of human society on a big and dangerous planet.

The expansion includes new corporations, new projects, and a new type of cards — Global Events, from dust storms to riots to rising alloy demand — that give you something to plan for 3 generations in advance.

At the heart of this is the political arena of the Terraforming Committee. A new action allows players to add delegates to different parties, the first delegate each generation being free, and additional ones costing 5 MC. Neutral delegates are added by the global events, representing the wishes and trends of society.

When a player (even the neutral player) has more delegates in a party than any other player, that player takes over the party leader seat for that party, and when a party has more delegates than any other party, it becomes dominant. The dominant party will become ruling during the next generation, imposing its one-time bonus, its ongoing policy, and granting chairmanship for its party leader, awarding that player 1 terraform rating.

Party: Bonus: Policy:
Kelvinist 1MC/heat production 10MC -> 1 heat production + 1 energy production
Scientist 1MC/science tag 10MC -> draw 3 cards (once per player)
Unity 1MC/planet tag Titanium is worth +1MC
Mars First 1MC/building tag Placing a tile on Mars gives 1 steel
Greens 1MC/biological tag placing a greenery tile gives 4MC
Reds 1TR for the lowest player Increasing TR in the action phase costs +3MC

The political arena also determines the players' influence, which can be used to moderate or enhance the effect of the current global event. Influence is gained from being the chairman of the Committee, being party leader in the dominant party, and for having a non-leader delegate in the dominant party.

In order to pay for all these new bonuses, the Committee is revising the terraform rating, lowering it for all players by 1 step each generation.

In Turmoil, players can try to force their own agenda, or push it in a more moderate, economic way. They can play to mitigate the global events with influence, or adjust their play to better take advantage of them. And they can anticipate the competing players' agendas and try to benefit from them, or counteract them.

Turmoil is an expert expansion - be prepared to meet the full spectrum of human civilization in the era of terraforming Mars!

1–5 Players
120 Min
Age: 12+

      heti saatavilla
24.80 €

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