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Twilight Imperium 4th Edition
Twilight Imperium 4th Edition

Mecatol Rex. The center of the known galaxy and seat of the former Lazax Empire. Scarred by the flames of betrayal, Rex is a specter of a fallen empire and of ages long forgotten, yet it remains an object of reverence—and desire—in a galaxy of conflict and uncertainty.

Once, the great city that spanned its surface was the pinnacle of civilization. Today, Mecatol City is naught but a blasted shell of its former glory, a grim respite in the toxic Sea of Desolation that covers the majority of the planet.

Even so, its parabolic history of decadence and destruction does little to deter those who would seek to harness its power. The Winaaran custodians who dwell within the remnants of the city maintain what is left of the former capital, waiting for one of the Great Races to step forward and take up the mantle of the former Emperors.

But who among the races of the galaxy could fill the void left by the Lazax? To lay claim to the throne is a destiny sought by many, yet the shadows of the past serve as a grim warning to those who would follow in their footsteps...

A Galaxy at War
For two decades, Twilight Imperium has defined the essence of epic in board games. Now, Fantasy Flight Games is proud to announce the next step in the game’s tremendous legacy: Twilight Imperium Fourth Edition, a game of galactic conquest in which three to six players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining.

An Historic Conflict
Twilight Imperium's epic and engaging gameplay has enthralled players all over the world. Now, new players have the opportunity to dive into the modern classic with the most refined version of the game ever released.

Players will attempt to score victory points by completing both public and individual secret objectives that will see each of their factions maneuvering ships around an expansive and diverse galaxy, trading goods and commodities for favors and promises, claiming planets for their resources and influence, and politically maneuvering their way to glory. The first faction to ten victory points wins the game, but this is easier said than done.

At the start of each game of Twilight Imperium, players begin by creating their own custom galaxy. Each player is dealt a "hand" of galaxy tiles and takes turns placing them one at a time around Mecatol Rex, the center of the galaxy, until three rings are created, with their home planets occupying the outermost ring. This creates a strategic element to the setup of Twilight Imperium and ensures that no two games will ever be the same.

At the start of every round, players will select one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players will take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways.

The heart of your empire resides on your unique faction and command sheet. While the command sheet will give a brief overview of options available to you during your turn and house your command tokens, your faction sheet not only includes an overview of your faction’s special abilities, but details the capabilities of each ship in your fleet. Carriers ferry your infantry from system to system, the mobility of Cruisers makes them perfect for exploring new systems, Dreadnoughts provide heavy firepower for your fleets, Destroyers are perfect for picking off enemy fighters, PDS units defend your systems, and the mighty War Sun's devastating firepower is unrivaled in the galaxy. Additionally, each faction comes equipped with their own unique flagship that synergizes with their unique abilities.

Through researching new technologies, each of these ships can be powered up in significant ways. Should these ships be upgraded by a technology card, you simply place the card representing the new version of the ship over the old one, making upgrades easy to track.

Players then take turns performing actions, which can come in a number of ways. Primarily, they will be moving fleets throughout the galaxy using a limited supply of command tokens. Moving ships into an unoccupied system allows your transported infantry units to claim planets, which provide valuable resources and influence. If the system is occupied by another player, a battle will occur that will end in either utter destruction or retreat for one side. Instead of moving fleets, players may also use the actions provided by their strategy cards.

Every strategy card not only provides a primary ability for its owner, but a secondary ability for every other player, keeping them engaged even when it is not their turn. For example, the Leadership strategy card allows its owner to gain three command tokens, and then spend any amount of influence to gain an additional token for every three influence spent. Other players will also get the opportunity to spend influence to gain command tokens as well, improving their ability to move ships throughout the galaxy, build larger fleets, or activate other powerful secondary actions of their opponents' yet unused strategy cards. While they miss out on the three "free" tokens provided with the primary ability, your opponents can still reap a benefit while holding on to their own powerful strategy cards. The careful timing of these cards is integral to the strategic and measured play of Twilight Imperium.

After every player has passed their turn, players move up the victory track by checking to see if they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points only achievable by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives will be revealed and more secret objectives will be dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points.

Finally, if a player has taken control of the Mecatol Rex system at the center of the galaxy, the agenda phase begins. This phase sees players revealing the top card of the agenda deck and voting on it. These agendas can be anything from electing a player to receive a victory point to restricting the use of powerful War Suns. Players use the influence values on their planets to vote, but must weigh how much they wish to use very carefully. After the first agenda card is voted on, the process begins again with a second card and a second vote, and players who used all their influence on the first vote may not have a say in an important galactic decision.

Claiming victory in Twilight Imperium will require careful negotiations with fellow players, offering them boons they might not find elsewhere. Among these are the new commodities; each faction produces commodities using the trade strategy card. These commodities do nothing on their own, but become trade goods when traded to another player. These trade goods can be used as resources to build ships, influence votes, or even as a way to score certain objectives. Having a healthy supply of these goods may be essential to your faction's ascension as rulers of the galaxy. However, trading with other players can be a risky proposition, and encourages factions to toe the line between friend and foe, as you may only trade with your neighbors. A neighbor is defined as any faction who has ships or claimed planets in a system adjacent to your own. While this may put you in a vulnerable position, as these trade lines may disintegrate into open battle at any time, true masters of trade will keep their neighbors happy and dominate the galaxy with their economic superiority.

Another aspect of trade are Promissory Notes. These can be traded throughout a game, and give the receiver a powerful benefit against the player trading them away. Every player receives four generic notes and a faction specific note. These are valuable resources that should only be traded for a massive benefit.

However, victory cannot be claimed through the careful manipulation of the galactic economy alone. Your civilization will have to push its supremacy forward through discovering the lost technologies used freely during the reign of the Lazax Empire. Whether it's the ability to travel through an asteroid field or construct powerful War Suns, new technologies will be vital in the race for galactic superiority. The technology strategy cards allows you to research a technology from your personal technology deck, and collecting various types of technology will not only give you significant advantages throughout the game, but may also be the key to scoring certain objectives.

In Twilight Imperium Fourth Edition, the most powerful technologies will require other technologies of that color to be known before they can be researched. However, upgrading ships will often require technologies of various colors, meaning you must diversify your research if you want a fleet that will make whole worlds tremble.

Players may also own planets that include a technology specialty. These planets are valuable resources that may be used to ignore a prerequisite on a technology currently being researched, letting players advance their tech trees quicker than would normally be possible.

A Galaxy Restored
For twenty years, the custom space operas created by Twilight Imperium have thrilled gamers like nothing else. Now, Twilight Imperium Fourth Edition builds on the grand space opera found in previous editions while streamlining rules and putting player interaction center stage.

Twilight Imperium Fourth Edition aims to be the most complete version of the game ever printed. Seventeen playable races are included in the game, offering a wide variety of starting faction options. Twilight Imperium Fourth Edition brings a galactic space opera to your table, and no two games will ever be the same.

As the galaxy churns inexorably toward its violent future, the Great Races have begun to feed the flames that fuel their war machines. An epoch of great struggle threatens to engulf the galaxy once more as each faction races toward the desiccated seat of an ancient empire on Mecatol Rex to become the indisputable ruler of the stars. It is a time of steadfast alliances and bloody betrayals. Of words and of war. Of deep-seated honor and hard-won glory. It is the dawn of a new era.

A Galaxy of Change
Twilight Imperium commands an imposing legacy unlike any other game out there. For twenty years, this venerable strategy board game that casts players as the authors of their own epic, spacefaring saga has seen three full editions and several expansions, each of which has changed the thrilling gameplay and vibrant universe of Twilight Imperium. Twilight Imperium Fourth Edition sees several changes from previous editions in order to push the game forward into the dawn of a new age. These changes include but are not limited to:

* Trade - Trade contracts do not exist in Twilight Imperium Fourth Edition. Instead, commodities are traded between factions who have ships in adjacent systems. Every time the trade strategy card is used, its primary ability allows a faction to “refresh” their commodities. Then, that faction may choose to let any other factions refresh their commodities for free. Other factions may then use trade’s secondary ability to spend a token from their strategy pool to refresh their commodities. Commodities do nothing on their own, but become traditional trade goods when given to another faction.

* Technology - Twilight Imperium Third Edition featured elaborate tech trees as a pathway to powerful technologies. The process of researching technology has been streamlined, as there are no longer specific technologies that are prerequisites for other advancements in Twilight Imperium Fourth Edition. Instead, certain types of technology are used as prerequisites—a new tech may require three Biotic Technologies, or two Warfare and a Cybernetic Technology, making prerequisites easy to track.

* PDS Units and Space Docks - Previously, PDS units and Space Docks were constructed like any other unit, requiring a resource cost and an activation token to place on a planet. Now, PDS Units and Space Docks are created with the Construction strategy card, which allows a player to place either two PDS units on planets you control, or a PDS and a Space Dock on planets you control. The secondary ability allows a player to spend a token from their strategy pool to place a PDS or Space Dock on one of their planets.

* Politics - Previously, in Third Edition, the politics phase began with the primary ability of the Politics strategy card. Now the agenda phase occurs at the end of every round after Mecatol Rex has been claimed. Players get to refresh all their planets for the agenda phase, meaning they don’t have to split their planets for use between resources and influence. Like Third Edition, agenda cards are used to pass new laws in the galaxy, flipped from the top of the deck. After one law is voted on, a second card is flipped and another round of voting occurs. Planets are refreshed again after the agenda phase ends.

* Imperial Strategy Card - Previously, the Imperial strategy card’s primary ability allowed for the user to receive two victory points. Now, the card’s primary ability allows a player to receive one victory point if they control Mecatol Rex or receive an additional Secret Objective. This Imperial strategy card is more flexible but still provides a pacing element, and can be used as a powerful tool if selected at the right time.

Twilight Imperium Fourth Edition includes many components first introduced in expansions for the Third Edition of the game. Flagships, promissory notes, factions, strategy cards, special galaxy tiles, and more return in Fourth Edition.

A New Era
Twilight Imperium generates unique space operas every time players sit down to play. Fourth Edition not only streamlines many of the rules found in earlier editions of the game, but also places further emphasis on player interaction.

The day will soon come when a new Empire will rise. For the sake of all, may the new Emperor have not only the power to seize the throne, but the strength to hold together the peace. Are you ready for another age of twilight?

• Create your own galactic space opera with a massive game featuring over 1,000 components
• With seventeen different races and a random board setup, no game is ever the same twice
• Innovative game systems create strategic decisions every turn
• Politic and negotiate your way to victory, or overrun your foes with military might, the choice is yours

Twilight Imperium Fourth Edition contains:
* over 350 plastic units
*51 system tiles
*561 command and control tokens
*80 action cards
* 50 agenda cards
* 40 objective cards
* 59 planet cards
* 184 technology and technology upgrade cards
* 41 promissory note cards
* and much more

4 – 8 hours
3 – 6 players
Ages 14+

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213.30 €
Twilight Imperium 4th Edition: Prophecy of Kings Expansion
Twilight Imperium 4th Edition: Prophecy of Kings Expansion

The lost planet of Ixth, fabled paradise of a million dreamers, promised land of a thousand faiths, a legend as old as the Lazax, has been found. Unfortunately, the old tales of Ixth are nothing more than lies, and when an exploratory expedition ventures through a sealed wormhole in Creuss space, they discover a tomb-city outside the galaxy. This city is a prison, constructed for one purpose: to imprison the Mahact Gene-Sorcerers, tyrannical kings of the galaxy before the Lazax ever rose to power. And now that they have reawakened, no power can compel the Mahact to stop their burgeoning conquest.

This massive expansion is packed to bursting with new content that you can add to your games of Twilight Imperium. The galaxy has grown far larger, as seven never-before-seen factions enter the game, each boasting their own unique strengths and weaknesses, from the gene-altering powers of the Mahact, to the watchful guard of the Argent Flight, to the mysterious and ancient Empyrean. And new factions aren’t the only way the galaxy grows bigger! Forty new system and hyperlane tiles add new planets and obstacles to the map, and with two new colors of player components included in the Prophecy of Kings expansion, you can play Twilight Imperium with up to eight players.

But that’s only a fraction of what you’ll find in this expansion! Adding even more flavor to your chosen species, a wealth of unique leader cards arrive to support every faction in the game, giving you powers to unlock during the game. Lumbering mechs stomp onto the battlefield as powerful new ground forces with unique special abilities for every faction. As you venture into the unknown regions of space, brand-new exploration decks seed new planets and the void of space with new discoveries, including fragments you can combine to create awe-inspiring relics. With new action cards, agenda cards, objectives, technologies, promissory notes, legendary planets, and more, Prophecy of Kings is a must-have expansion for any fan of Twilight Imperium!

Kings of the Galaxy
With the seven new factions introduced by this expansion, you’ll have twenty-four options to choose from in every game of Twilight Imperium—each boasting their own strategic approach and playstyle, and each bringing new dimensions to the game.

One of these new factions is the legendary Mahact Gene-Sorcerers, a primal tale from ancient history. In the distant past, the Mahact dynasties terrorized the galaxy. They could warp the forms of living beings, compel eternal obedience with a gesture, and turn the biospheres of entire worlds into seething caustic hells. But in the midst of their decadent rule, a new Empire rose to challenge them. The Lazax, a young and fiery race, led the effort to destroy the Mahact and restore peace. But the shadow of the past was never truly destroyed—only locked away and hidden behind a deactivated wormhole gate.

As they return to battle for control of the galaxy, the Mahact are an intimidating foe. They learn and collect the genetic sequence of their enemies during battle, represented by their Edict ability. The first time you defeat another faction in combat with the Mahact, you’ll take one of their command tokens and place it in your fleet pool. This command token increases your fleet limit, but it has other benefits as well. Most notably, claiming another faction’s command token lets you use the ability of that player’s commander—one of the new leader types that we’ll discuss below!

Few alive today know of the Argent Flight. This collection of related avian subspecies were enslaved by the Mahact and forced to fight in brutal proxy wars, until they were freed by the arrival of a Lazax warlord. To pay their debt, they agreed to contribute their best warriors and scholars to create an order that would safeguard the galaxy and ensure the Mahact would never return. Though they fought their own battles in the shadows against the Mahact’s sleeper agents, with the opening of the wormhole gate and the return of the Mahact, the Argent Flight has begun to gather its forces. The time for secrecy is over, and they must finish what the Lazax started so long ago.

The Argent Flight know their role in galactic politics, and their zeal can give them a real edge in shaping the new laws and directives of the galactic council. You’ll always vote first during the agenda phase, but whenever you cast at least one vote, you automatically cast an additional vote for each player in the game, including yourself, making the Argent Flight a political power to be reckoned with. This faction also boast specialized destroyers—Strike Wing Alpha—with anti-fighter barrages that can also be used to damage your opponent’s most powerful starships.

Agents of Change
Even factions from the Core Set find a host of new tricks arriving with the 74 leader cards included in Prophecy of Kings. Every faction now has three types of leaders: an agent, a commander, and a hero. At the beginning of the game, your agent, such as Evelyn DeLouis of the Federation of Sol, or Carth of Golden Sands for the Emirates of Hacan is your only unlocked leader. Agents must be exhausted to use their ability, but they still offer some powerful effects.

Every faction also has access to a commander. These commanders must be unlocked by meeting the requirement on the back of the card, and this requirement varies for every commander. The rewards can be well worth it, however, as you’ll find with Claire Gibson reinforcing Federation infantry, or Ta Zern boosting your unit abilities for the Universities of Jol-Nar. Commander abilities don’t require you to exhaust your leader, and you can use them as often as the opportunity presents itself!

Finally, every faction has access to a powerful hero. You need to score three objectives to unlock your faction’s hero, and once you do, you gain a powerful, once-per-game ability that’s certain to leave its mark on the galaxy! For example, by unlocking Jace X of the 4th Air Legion, you gain the Helio Command Array, which you can use once per game to remove each of your command tokens from the board and return them to your reinforcements. Or, perhaps you’ll impress Adjudicator Ba'al, the Starscourge, unlocking the Nova Seed —an awe-inspiring instrument of destruction that lets you use a war sun to destroy an entire system and all enemy units there, replacing it with the brand-new Muaat supernova tile!

These leaders aren’t the only faction-specific bonus brought about by Prophecy of Kings. Powerful new mechs stomp onto the battlefield, crashing through infantry with ease, and every faction boasts its own unique type of mech. For example, if you fight for the Mahact Gene-Sorcerers, you’ll harness the Starlancer. When an opponent activates a system with your Starlancer, you can spend their token from your fleet pool to immediately end their turn, stopping an attack before it begins. Or, perhaps you’re more drawn to the Icarus Drive —this Ghosts of Creuss mech lets you remove it from the board to place or move a Creuss wormhole in its system, giving you unparalleled tactical flexibility.

As shown above, you’ll find a home for your leader cards and mech card on the brand-new leader sheets that slot seamlessly under your faction sheet—all while boasting a useful quick reference that you can slide out whenever you need to consult it!

Relics of the Unknown
As you venture into the unknown depths of the galaxy, you’ll find forty brand-new planets waiting for you—and for the first time in Prophecy of Kings, you’ll have the experience of setting foot on a new world for the first time. Four exploration decks are included in this expansion—a deck for cultural, hazardous, and industrial planets, as well as a frontier exploration deck for factions who have researched the necessary tech to explore the void of space.

If you’re the first player to take control of a planet, you have the chance to explore that planet, drawing a card from the appropriate exploration deck. You may find a Paradise World, a card that attaches to the planet card and permanently increases its influence for whoever controls it. Or perhaps you’ve found a Volatile Fuel Source, allowing you to use your ground forces to gain another command token. Perhaps most powerful of all, however, you may find a fragment of a relic, such as the Industrial Relic Fragment.

Ancient and incredible relics from time immemorial can be found across the galaxy, but you can’t recover these lost powers unless you piece together the fragments, either through exploration or by exchanging them as part of a transaction. When you have three relic fragments, you can turn them in to draw the top card of the relic deck! You may use your fragments to piece together the Scepter of Emelpar, which lets you spend a token from your reinforcements rather than from your strategy pool—but even more unusual and esoteric relics may lie scattered among the stars.

A New Era of Glorious War
With the Prophecy of Kings expansion, Twilight Imperium enters a new era. New factions enter the struggle, new system tiles expand your galaxy, and you can play with seven or eight players. Leader cards and unique mechs arrive for every faction, exploration decks capture the experience of venturing into the unknown, and relics can give you an edge if you’re able to piece them together. And we haven’t even shown off the brand-new planet cards, action cards, agendas, objectives, promissory notes, technologies, legendary planets, and more!

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142.60 €

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