Tuotehaku

Ruutunäkymän liikennevaloissa vihreä on heti saatavilla, punainen juuri nyt loppu varastosta, keltainen ei vielä ilmestynyt tai huutomerkin kera ei hyllyvalikoimaa, eli me tilaamme sitten, kun sinä olet tilannut meiltä. Saatavuusinfossa kerrotaan tarkemmin saatavuustiedoista.

Haun tulokset 25 - 48 / 319



Europe Divided
Europe Divided

We are proud to present New Cold War game of strategy and skill.
Caution: recent events present.

Europe Divided is a game of an expansionist Europe, a resurgent Russia, and a new Cold War, taking place over two periods: 1992-2008 (European Expansion) and 2008-2019 (Russian Resurgence). You control of one of the two powers: Europe (controlling both NATO and the European Union) or Russia, managing manage conflicts of political and military influence.

Europe Divided is a tense and quick game of political struggle during the new-Cold War.

Two players face tough choices on how to optimize available resources and actions in order to dominate the regions and win headline events. A game of strategy and skill. No luck is involved and no dice are rolled.

Europe Divided is a game of an expansionist Europe, a resurgent Russia, and a new Cold War. In the game, you control of one of the two powers: Europe (controlling both NATO and the European Union) or Russia. You manage conflicts of political and military influence, vying for control over Central and Eastern Europe as well as the Caucasus. Europe is powerful and rich, but bureaucratic and slow to react. Russia lacks Europe's resources, but can respond rapidly. In this alternative reality the future of Europe is in your hands.

"The threat of world war is no more."
— Soviet Premier Mikhail Gorbachev

The end of the Cold War ushered in a new age of European expansion. Central and Eastern Europe had emerged from dictatorships and wanted to consolidate their democracies. They sought European integration to ensure they would not fall back into the Russian sphere of influence. The EU and NATO offered a guarantee of this, and the EU was also seen as vital to ensuring the economic success of those countries. Russia — a shell of its former power as the Soviet Union — could do nothing to slow the European expansion.

"A strong EU, a strong NATO, and a true strategic partnership between them is profoundly in our interest."
— US Senator John McCain

But then things changed. Oil prices increased, bolstering Russia's economy. Putin came to power, and despite political discontent in Russia, his popularity remained strong. In 2008, war broke out between Russia and the NATO-aspirant, former Soviet country of Georgia. Russia's resurgence had begun, exemplified by the 2014 annexation of Crimea and invasion of eastern Ukraine.

"If we do not win the New Cold War on terms of our choosing, we will fight at a time and place chosen by our adversary, and the odds will be tilted against us."
— Edward Lucas former Moscow Bureau Chief for The Economist

It also need to be remembered, that, as Lord Palmerston put it, "In international relations, there are no permanent friends or permanent enemies, only permanent interests." and those who once were friends may soon not be so anymore for the Wheel of political Fortune spins constantly.

One also need to remember, that the point of view in Moscow might be and often is different to that in the West and such is the judgement of the past events. The designers and developers of this game tried to do their best, to make sure, no single point of view is prevalent and the international politics are looked upon from conservative and neutral perspective. The flavour text on the cards are shown from the perspective of the respective side of the conflict and do not represent our point of view, only serving deeper immersion.

Europe Divided is a game of an expansionist Europe, a resurgent Russia, and a new Cold War. In the game, you control of one of the two powers: Europe (controlling both NATO and the European Union) or Russia. You manage conflicts of political and military influence, vying for control over Central and Eastern Europe as well as the Caucasus. Europe is powerful and rich, but bureaucratic and slow to react. Russia lacks Europe's resources, but can respond rapidly.

Europe Divided takes place over two periods: 1992-2008 (European Expansion) and 2008-2019 (Russian Resurgence). Players score victory points by having dominant influence in contested countries in Central Europe, Eastern Europe, and the Caucasus. They can also score victory points by bringing key historical events to fruition. The player with the most victory points at the end of the two periods wins.

Europe Divided is rich with history and includes today's potential flashpoints, but it features a quick-playing card-driven core mechanism. Players use cards associated with countries they control to establish political and military influence, gain money, and build and deploy their military presence. An elegant deck-manipulation mechanism weakens players' decks as they increase their influence, creating a tension point between seeking to expand and overreaching. Players also compete over key political events throughout the game. Will the Velvet Revolution result in the split of the Czech Republic and Slovakia? How will the Bosnian War end? The players will decide the fate of history throughout this period of Europe Divided.

Area control, deck building, political war-euro game.

Europe Divided. Three powers. Two players. One Europe.

Designers: David Thompson, Chris Marling

2 Players
60–75 Min
Age: 12+

      heti saatavilla
52.50 €
Fighters of the Pacific
Fighters of the Pacific

Relive the fury of air and sea combat in the Pacific during World War II.

Direct each plane in multiple fighter and bomber squadrons to lead attacks on the enemy’s carriers and island bases. No dice, no rulers, only dozens of planes and ships! A fast-paced and streamlined game mechanic that plunges you in the heart of the battle. Move each plane individually on a hex grid. When you maneuver to get an enemy plane in your sights, it must try to dodge or else take damage. Some planes can use torpedoes and bombs do destroy ships and ground installations. Stay in formation to keep the initiative and dominate your opponent. Each plane has its own attributes in terms of speed, armor, and special abilities.

Each piece is illustrated as close as possible to its historical model to maximize your immersion!

The Fighters of the Pacific series includes a CORE GAME, and TWO EXPANSIONS.

The CORE GAME contains everything you need to play hours of battle over the Pacific Ocean: a huge modular board, 4 aircraft carriers, 4 destroyers, 94 aircraft tokens, 91 game tokens and 8 reference cards. The complete rules and 10 scenarios are also included of course. The carrier and aircraft tokens represent the forces of 4 real aircraft carriers fighting in 1942, with a ratio of 1 token to 3 aircrafts. For the Japanese, the AKAGI and KAGA form the 1st aircraft division that participated in the attack of Pearl Harbor and the battle of Midway. For the Americans, the USS HORNET and USS YORKTOWN were participating in the Doolittle Raid and the Battle of Midway too.

The first expansion, BATTLE OF MIDWAY contains enough tokens to complete the base game to have all the forces present in this battle, including the aircraft at the base on Midway Island. This includes 3 new American aircraft models, the old F2A Buffalo fighter, the B-26 Mitchell bomber that launched the very first counterattack on the Japanese forces, and some brand new TBF Avengers. Most importantly, this expansion includes 5 scenarios to relive one of the most unpredictable and decisive battles of the war as if you were there. The tokens are laid down, the story is in your hands!

One month before the Battle of Midway, the first ever naval air battle took place. It is known as the BATTLE OF THE CORAL SEE. Relive this battle with this expansion pack that provides 3 new Japanese aircraft carriers, the Shokaku, Zuikaku and Shoho, the USS Lexington forces and 4 exciting scenarios. Will you manage to save the Shoho and the USS Lexington?

2 Players
120 Min
Age: 14+

      heti saatavilla
71.50 €
KeyForge: Age of Ascension 2 Player Starter Set
KeyForge: Age of Ascension 2 Player Starter Set

Age of Ascension, the second set of KeyForge

In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever.

Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues.

The Power in Your Hands
Beyond the cards themselves, you may notice other subtle differences in Age of Ascension, highlighted in the set’s new starter. The KeyForge: Age of Ascension Two-Player Starter Set features all the tools you need to either begin or expand your adventures on the Crucible, including two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two paper poster playmats for easily organizing your play area, and all the keys, tokens, and chain trackers you and your opponent need to start playing.

Unlike the Call of the Archons Starter Set, this set does not include two standardized learning decks, and you'll also discover that stun and increased power are now marked by tokens rather than status cards. Both the Call of the Archons Starter Set and the Age of Ascension Two-Player Starter Set provide excellent points of entry for new players, and as the game continues to grow, the power is with you to choose the option that’s right for you.

A New Dawn Rises
Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.

Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique.

This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.

On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.

Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured ?mber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.

The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of d?j? vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.

Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.

A Softer Side
Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!

As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked.

One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy.

Return to the Stars
The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

      heti saatavilla
30.00 €
KeyForge: Age of Ascension Deck
KeyForge: Age of Ascension Deck

Age of Ascension, the second set of KeyForge

In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever.

Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues.

A New Dawn Rises
Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.

Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique.

This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.

On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.

Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured Æmber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.

The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of déjà vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.

Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.

A Softer Side
Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!

As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked.

One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy.

Return to the Stars
The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

      heti saatavilla
12.00 €
KeyForge: Age of Ascension Deck DISPLAY (12)
KeyForge: Age of Ascension Deck DISPLAY (12)

Age of Ascension, the second set of KeyForge

In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever.

Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues.

A New Dawn Rises
Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.

Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique.

This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.

On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.

Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured ?mber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.

The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of d?j? vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.

Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.

A Softer Side
Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!

As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked.

One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy.

Return to the Stars
The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

      heti saatavilla
143.30 €
KeyForge: Dark Tidings 2 Player Starter Set
KeyForge: Dark Tidings 2 Player Starter Set

The fifth set of Archon Decks for KeyForge.

Each Dark Tidings Two-Player Starter Set contains two ready-to-play 36-card decks, bringing together three of the diverse Houses of the Crucible, each featuring their own mix of cards and unique from every other Archon Deck in existence. You’ll also find all of the tokens that you need for two players to start playing KeyForge!

Bursting onto the scene with the addition over 250 brand-new cards into the remixed cardpool, Dark Tidings pushes the possibilities to their breaking point and brings billions more unique decks to the forefront. Each of these decks is completely unlike any that have come before, and with the addition of a brand-new faction, the shifting tides of the Crucible, and the concept of evil twin decks, Dark Tidings offers its own twist on what you have come to expect from KeyForge.

Just as with earlier sets, there are plenty of ways for you to get started playing KeyForge with Dark Tidings. If you’re already playing, you’ll want an assortment of Dark Tidings Archon Decks, each offering a ready-to-play unique deck. If you’re getting into the game for the first time, however, you have some options! The Dark Tidings Deluxe Deck has one deck and tokens for one player, while the Two-Player Starter Set offers two decks, paper playmats, and tokens for you and your opponent. Whether you’re a veteran or just starting to look into the game, Dark Tidings is a perfect entrypoint.

Unfathomable Depths
Dark Tidings begins by introducing a brand-new House to your games of KeyForge, replacing House Dis in the rotation of active Houses. Dwelling deep in the oceans of the Crucible, House Unfathomable takes Dark Tidings in a decidedly aquatic direction. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain. But with the tides rising across the Crucible, the entire planet may soon fall under the control of House Unfathomable…

As a faction, House Unfathomable specializes in controlling their foes by exhausting enemy creatures. With cards like Kiri Giltspine (Dark Tidings, 342) keeping your opponent’s creatures down, it quickly becomes difficult for them to muster a fighting force or reap enough æmber. Then, once your enemies are exhausted, you can keep them out of commission with the unusual powers of The Chosen One (Dark Tidings, 332) or even wipe away their board by playing Sleep with the Fishes (Dark Tidings, 344)!

Of course, the Unfathomable are known for another area of mastery—the tides that crash across the Crucible. The tides may be as unusual as every other part of the Crucible, but you can count on one thing—if it’s high tide for you, it’s low tide for someone else. Every Archon Deck in Dark Tidings comes with the new Tide Card (Dark Tidings, 0), and it forms an integral part of many cards in this set. The Tide Card starts each game out of play, but as soon as one player raises the tide, the Tide Card is brought into play, with High Tide facing toward you and Low Tide facing your opponent. High Tide has no inherent effects, but many cards become more powerful, or can only be used, if you have the High Tide, such as Hookmaster (Dark Tidings, 358). Many effects can raise the tide, such as Seabringer Kekoa (Dark Tidings, 364), but even if they aren’t available, the player with Low Tide can always suffer three chains to turn the tide in their favor!

As tides begin to swell across the Crucible, the power of the Unfathomable may be rising, but they certainly don’t have a monopoly on harnessing the tides. Every House in KeyForge has ways to take advantage of the Tide Card in Dark Tidings!

Logos seeks to master and regulate the unpredictable nature of the tides by employing a Tide Warp (Dark Tidings, 28)—an artifact that strives to ensure fair and balanced access to the tides for both players. Meanwhile, Marshal Ewer (Dark Tidings, 116) lets you consistently raise the tide, and Ol' Paddy (Dark Tidings, 408) pulls more and more creatures out of the depths of your deck. The Star Alliance turns to characters like Lieutenant Valmart (Dark Tidings, 296) to keep your opponent’s keys out of reach, a Sea Urchin (Dark Tidings, 239) is a poisonous thief, and Undagnathus (Dark Tidings, 182) can be a real heavy-hitter if you have the high tide.

My Evil Twin
They say that you can find anything on the Crucible, if you search hard enough for it… even your own evil twin. Now with the Dark Tidings set, the developers continue to push the KeyForge algorithm, and you just might find an evil twin of your own in the game.

Evil twin decks are a brand-new type of deck appearing in Dark Tidings, and they’re quite unlike anything you’ve ever seen before. For example, you may open a deck that’s entitled Speaker Domitia’s Evil Twin. This deck is an exact copy of Speaker Domitia, a real deck that has been printed and can be found by another player out in the world. The crucial difference is that in an evil twin deck, many of your creatures look a little different.

In the Dark Tidings set, many creatures have evil twin variants, and if you find an evil twin deck, every creature with an evil twin variant appear in that form. These evil twin creatures feature new artwork, graphic design, and abilities, making them a significant departure from the original creature. For example, if the “original” deck had Undagnathus and Lærie of the Lake (Dark Tidings, 115), the evil twin copy of the deck would swap in the evil twin versions of Undagnathus (Dark Tidings, 130) and Lærie of the Lake (Dark Tidings, 66), as well as any other creatures in the deck that have an evil twin version.

You may know your evil twin exists somewhere on the Crucible, but finding and playing against your evil twin in the real world is an experience that you don’t want to miss!

Beneath the Waves
The tides of the Crucible are wild and unpredictable, but with this new KeyForge set, you can venture out into these strange oceans. Search for evil twin decks, unlock the secrets of House Unfathomable, and master the tides.

      heti saatavilla
30.00 €
KeyForge: Dark Tidings Archon Deck
KeyForge: Dark Tidings Archon Deck

The fifth set of Archon Decks for KeyForge.

Each Dark Tidings Archon Deck contains a single, ready-to-play 36-card deck, bringing together three of the diverse Houses of the Crucible into a single deck—featuring its own mix of cards and unique from every other Archon Deck in existence.

Bursting onto the scene with the addition over 250 brand-new cards into the remixed cardpool, Dark Tidings pushes the possibilities to their breaking point and brings billions more unique decks to the forefront. Each of these decks is completely unlike any that have come before, and with the addition of a brand-new faction, the shifting tides of the Crucible, and the concept of evil twin decks, Dark Tidings offers its own twist on what you have come to expect from KeyForge.

Just as with earlier sets, there are plenty of ways for you to get started playing KeyForge with Dark Tidings. If you’re already playing, you’ll want an assortment of Dark Tidings Archon Decks, each offering a ready-to-play unique deck. If you’re getting into the game for the first time, however, you have some options! The Dark Tidings Deluxe Deck has one deck and tokens for one player, while the Two-Player Starter Set offers two decks, paper playmats, and tokens for you and your opponent. Whether you’re a veteran or just starting to look into the game, Dark Tidings is a perfect entrypoint.

Unfathomable Depths
Dark Tidings begins by introducing a brand-new House to your games of KeyForge, replacing House Dis in the rotation of active Houses. Dwelling deep in the oceans of the Crucible, House Unfathomable takes Dark Tidings in a decidedly aquatic direction. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain. But with the tides rising across the Crucible, the entire planet may soon fall under the control of House Unfathomable…

As a faction, House Unfathomable specializes in controlling their foes by exhausting enemy creatures. With cards like Kiri Giltspine (Dark Tidings, 342) keeping your opponent’s creatures down, it quickly becomes difficult for them to muster a fighting force or reap enough æmber. Then, once your enemies are exhausted, you can keep them out of commission with the unusual powers of The Chosen One (Dark Tidings, 332) or even wipe away their board by playing Sleep with the Fishes (Dark Tidings, 344)!

Of course, the Unfathomable are known for another area of mastery—the tides that crash across the Crucible. The tides may be as unusual as every other part of the Crucible, but you can count on one thing—if it’s high tide for you, it’s low tide for someone else. Every Archon Deck in Dark Tidings comes with the new Tide Card (Dark Tidings, 0), and it forms an integral part of many cards in this set. The Tide Card starts each game out of play, but as soon as one player raises the tide, the Tide Card is brought into play, with High Tide facing toward you and Low Tide facing your opponent. High Tide has no inherent effects, but many cards become more powerful, or can only be used, if you have the High Tide, such as Hookmaster (Dark Tidings, 358). Many effects can raise the tide, such as Seabringer Kekoa (Dark Tidings, 364), but even if they aren’t available, the player with Low Tide can always suffer three chains to turn the tide in their favor!

As tides begin to swell across the Crucible, the power of the Unfathomable may be rising, but they certainly don’t have a monopoly on harnessing the tides. Every House in KeyForge has ways to take advantage of the Tide Card in Dark Tidings!

Logos seeks to master and regulate the unpredictable nature of the tides by employing a Tide Warp (Dark Tidings, 28)—an artifact that strives to ensure fair and balanced access to the tides for both players. Meanwhile, Marshal Ewer (Dark Tidings, 116) lets you consistently raise the tide, and Ol' Paddy (Dark Tidings, 408) pulls more and more creatures out of the depths of your deck. The Star Alliance turns to characters like Lieutenant Valmart (Dark Tidings, 296) to keep your opponent’s keys out of reach, a Sea Urchin (Dark Tidings, 239) is a poisonous thief, and Undagnathus (Dark Tidings, 182) can be a real heavy-hitter if you have the high tide.

My Evil Twin
They say that you can find anything on the Crucible, if you search hard enough for it… even your own evil twin. Now with the Dark Tidings set, the developers continue to push the KeyForge algorithm, and you just might find an evil twin of your own in the game.

Evil twin decks are a brand-new type of deck appearing in Dark Tidings, and they’re quite unlike anything you’ve ever seen before. For example, you may open a deck that’s entitled Speaker Domitia’s Evil Twin. This deck is an exact copy of Speaker Domitia, a real deck that has been printed and can be found by another player out in the world. The crucial difference is that in an evil twin deck, many of your creatures look a little different.

In the Dark Tidings set, many creatures have evil twin variants, and if you find an evil twin deck, every creature with an evil twin variant appear in that form. These evil twin creatures feature new artwork, graphic design, and abilities, making them a significant departure from the original creature. For example, if the “original” deck had Undagnathus and Lærie of the Lake (Dark Tidings, 115), the evil twin copy of the deck would swap in the evil twin versions of Undagnathus (Dark Tidings, 130) and Lærie of the Lake (Dark Tidings, 66), as well as any other creatures in the deck that have an evil twin version.

You may know your evil twin exists somewhere on the Crucible, but finding and playing against your evil twin in the real world is an experience that you don’t want to miss!

Beneath the Waves
The tides of the Crucible are wild and unpredictable, but with this new KeyForge set, you can venture out into these strange oceans. Search for evil twin decks, unlock the secrets of House Unfathomable, and master the tides.

      heti saatavilla
12.00 €
KeyForge: Dark Tidings Deluxe Archon Deck
KeyForge: Dark Tidings Deluxe Archon Deck

The fifth set of Archon Decks for KeyForge.

Each Dark Tidings Deluxe Deck contains a single, ready-to-play 36-card deck, bringing together three of the diverse Houses of the Crucible into a single deck, featuring its own mix of cards and unique from every other Archon Deck in existence. You’ll also find all of the tokens that you need for a single player to start playing the game of KeyForge!

Bursting onto the scene with the addition over 250 brand-new cards into the remixed cardpool, Dark Tidings pushes the possibilities to their breaking point and brings billions more unique decks to the forefront. Each of these decks is completely unlike any that have come before, and with the addition of a brand-new faction, the shifting tides of the Crucible, and the concept of evil twin decks, Dark Tidings offers its own twist on what you have come to expect from KeyForge.

Just as with earlier sets, there are plenty of ways for you to get started playing KeyForge with Dark Tidings. If you’re already playing, you’ll want an assortment of Dark Tidings Archon Decks, each offering a ready-to-play unique deck. If you’re getting into the game for the first time, however, you have some options! The Dark Tidings Deluxe Deck has one deck and tokens for one player, while the Two-Player Starter Set offers two decks, paper playmats, and tokens for you and your opponent. Whether you’re a veteran or just starting to look into the game, Dark Tidings is a perfect entrypoint.

Unfathomable Depths
Dark Tidings begins by introducing a brand-new House to your games of KeyForge, replacing House Dis in the rotation of active Houses. Dwelling deep in the oceans of the Crucible, House Unfathomable takes Dark Tidings in a decidedly aquatic direction. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain. But with the tides rising across the Crucible, the entire planet may soon fall under the control of House Unfathomable…

As a faction, House Unfathomable specializes in controlling their foes by exhausting enemy creatures. With cards like Kiri Giltspine (Dark Tidings, 342) keeping your opponent’s creatures down, it quickly becomes difficult for them to muster a fighting force or reap enough æmber. Then, once your enemies are exhausted, you can keep them out of commission with the unusual powers of The Chosen One (Dark Tidings, 332) or even wipe away their board by playing Sleep with the Fishes (Dark Tidings, 344)!

Of course, the Unfathomable are known for another area of mastery—the tides that crash across the Crucible. The tides may be as unusual as every other part of the Crucible, but you can count on one thing—if it’s high tide for you, it’s low tide for someone else. Every Archon Deck in Dark Tidings comes with the new Tide Card (Dark Tidings, 0), and it forms an integral part of many cards in this set. The Tide Card starts each game out of play, but as soon as one player raises the tide, the Tide Card is brought into play, with High Tide facing toward you and Low Tide facing your opponent. High Tide has no inherent effects, but many cards become more powerful, or can only be used, if you have the High Tide, such as Hookmaster (Dark Tidings, 358). Many effects can raise the tide, such as Seabringer Kekoa (Dark Tidings, 364), but even if they aren’t available, the player with Low Tide can always suffer three chains to turn the tide in their favor!

As tides begin to swell across the Crucible, the power of the Unfathomable may be rising, but they certainly don’t have a monopoly on harnessing the tides. Every House in KeyForge has ways to take advantage of the Tide Card in Dark Tidings!

Logos seeks to master and regulate the unpredictable nature of the tides by employing a Tide Warp (Dark Tidings, 28)—an artifact that strives to ensure fair and balanced access to the tides for both players. Meanwhile, Marshal Ewer (Dark Tidings, 116) lets you consistently raise the tide, and Ol' Paddy (Dark Tidings, 408) pulls more and more creatures out of the depths of your deck. The Star Alliance turns to characters like Lieutenant Valmart (Dark Tidings, 296) to keep your opponent’s keys out of reach, a Sea Urchin (Dark Tidings, 239) is a poisonous thief, and Undagnathus (Dark Tidings, 182) can be a real heavy-hitter if you have the high tide.

My Evil Twin
They say that you can find anything on the Crucible, if you search hard enough for it… even your own evil twin. Now with the Dark Tidings set, the developers continue to push the KeyForge algorithm, and you just might find an evil twin of your own in the game.

Evil twin decks are a brand-new type of deck appearing in Dark Tidings, and they’re quite unlike anything you’ve ever seen before. For example, you may open a deck that’s entitled Speaker Domitia’s Evil Twin. This deck is an exact copy of Speaker Domitia, a real deck that has been printed and can be found by another player out in the world. The crucial difference is that in an evil twin deck, many of your creatures look a little different.

In the Dark Tidings set, many creatures have evil twin variants, and if you find an evil twin deck, every creature with an evil twin variant appear in that form. These evil twin creatures feature new artwork, graphic design, and abilities, making them a significant departure from the original creature. For example, if the “original” deck had Undagnathus and Lærie of the Lake (Dark Tidings, 115), the evil twin copy of the deck would swap in the evil twin versions of Undagnathus (Dark Tidings, 130) and Lærie of the Lake (Dark Tidings, 66), as well as any other creatures in the deck that have an evil twin version.

You may know your evil twin exists somewhere on the Crucible, but finding and playing against your evil twin in the real world is an experience that you don’t want to miss!

Beneath the Waves
The tides of the Crucible are wild and unpredictable, but with this new KeyForge set, you can venture out into these strange oceans. Search for evil twin decks, unlock the secrets of House Unfathomable, and master the tides.

      heti saatavilla
18.00 €
KeyForge: Mass Mutation 2 Player Starter Set
KeyForge: Mass Mutation 2 Player Starter Set

The Mass Mutation Two-Player Starter Set contains two decks, paper playmats, and tokens for you and your opponent.

The fourth set of Archon Decks for KeyForge!

The world of the Crucible is pushed and pulled by constant twists and turns, but a great change is coming—unlike anything we’ve seen before. A vault containing mysterious dark æmber has been opened, causing strange and unknowable transformations. While each House must decide to condemn or enjoy the dark æmber mutations, one thing is certain: KeyForge will never be the same!

The KeyForge cardpool grows and expands once more with Mass Mutation, giving you access to billions upon billions more completely unique decks—decks with their own strategies and tactics that only you can truly master. Drawing from a cardpool of 422 cards, Mass Mutation brings over 250 brand-new cards to your decks, and with the introduction of dark æmber, mutation runs rampant. You’ll find strange new versions of familiar characters, massive creatures that stretch across more than one card, and the triumphant return of House Sanctum.

As with previous sets of KeyForge, there are plenty of ways for you to enter the game. If you’re already playing, you can easily pick up an assortment of Mass Mutation Archon Decks, each offering a ready-to-play unique deck. Or, if you’re getting into the game for the first time, the Mass Mutation Deluxe Deck contains one deck and tokens for one player, while the Two-Player Starter Set contains two decks, paper playmats, and tokens for you and your opponent. Whether you’ve been playing KeyForge since the first day, or it’s just now catching your eye, Mass Mutation is the perfect time to get started.

Dark Æmber Mutations
The vault of dark æmber has been opened, and the mutations that it causes are already running rampant across the Crucible. These mutations are not inherently good or evil, though House Sanctum would certainly argue otherwise. But although each House chooses to despise or embrace the mutation, one thing is undeniable—the changes that it brings to familiar creatures are certainly strange.

Bad Penny has been a familiar creature since the game’s very first set, Call of the Archons. With Mass Mutation, however, you’ll find a new twist on what you know with the introduction of Rad Penny (Mass Mutation, 255). Rad Penny gets shuffled into your deck rather than returning to your hand upon destruction, but she also steals an æmber from your opponent when she’s played. Or, you may uncover a deck with Snarette (Mass Mutation, 14), a mutant version of Charette. Snarette captures æmber more slowly, but its potential is far higher, and as an Action, you can clear all of its captured æmber.

Other creatures may be found in multiple versions, as mutations bring the houses in your deck closer together than ever before. For example, in House Logos, you may find a Dino-Bot (Mass Mutation, 119), bringing elements of Saurian and Logos playstyle together. However, there is also a Lyco-Bot (Mass Mutation, 120), an Umbra-Bot (Mass Mutation, 123), and other variants of this same type of creature for each of the Houses.

While many mutations have been wrought in the Crucible, some are specific to your very own deck with the introduction of the new enhance keyword. Unlike most keywords, which come into effect during gameplay, enhance does all of its work as your deck is first being algorithmically generated and collated. Essentially, enhance simply adds bonus icons to cards in your deck. Up to this point, the only bonus icon has been Æmber, which lets you gain an æmber when a card with this bonus icon is played. Mass Mutation, however, introduces three additional bonus icons alongside the enhance keyword! The Capture bonus icon lets any friendly creature capture one æmber, the Damage bonus icon lets you deal one damage to a creature in play, and the Draw bonus icon lets you draw a card.

For example, the Star Alliance gains access to the resources offered by Armory Officer Nel (Mass Mutation, 319). With the enhance keyword, Armory Officer Nel enhances a single random card in the deck with a Draw bonus icon. Then, whenever you play the card with that bonus icon during a game, you’ll be able to draw a card! Your KeyForge Archon Decks already boasted a completely unique mix of cards, but with the introduction of the enhance keyword, you have the chance to find specific, individual cards in your deck that no other player has ever encountered.

Stomping into Action
Adding a few new icons to cards in your deck may seem like a small change, but not every mutation born of dark æmber is small in scale. In fact, Mass Mutation also sees the introduction of the game’s first gigantic creatures—titanic mutants too large to be contained on a single card!

Each of the gigantic creatures in Mass Mutation stretches across two cards in your deck, and you’ll need both of those cards in your hand to be able to play the creature. The rewards are well worth the challenge, however, as you’ll see with the towering Deusillus (Mass Mutation, 244). This 20-power creature captures all of your opponent’s æmber and deals five damage to a creature when he enters play—and every time he fights or reaps, he discards an æmber and deals two damage to every enemy creature!

Deusillus is just one of the gigantic creatures arriving with Mass Mutation, and every time these mutants thunder onto the battlefield, they’re sure to make a significant impact.

Purge the Unclean
Mass Mutation also marks the triumphant return of House Sanctum as they return to the game, eager to combat the rising tides of mutation. Taking the place of House Brobnar in the cardpool, the Sanctum have learned much in their time out of the spotlight, but their zeal is wholly undimmed.

New cards like Ardent Hero (Mass Mutation, 126) boast a vendetta against Mutants—between the taunt keyword and immunity to damage from Mutants and high-power creatures, this hero is certain to protect the rest of your battle line. Or, you may simply play Gizelhart's Wrath (Mass Mutation, 163), an action that destroys each Mutant creature in play. And yet, despite their fervor, House Sanctum is not untouched by mutation. With powerful creatures like Bull-wark (Mass Mutation, 127) joining the battle, even the Sanctum may soften the harsh lines they draw.

Change Is Coming
Dark æmber spills out across the Crucible, and it’s about to be the game’s biggest shake-up yet. (If you thought the Four Horsemen were impressive, wait until you see the Seven Sins!) Prepare for the coming mutations!

      heti saatavilla
30.00 €

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