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 49 - 72 / 334
sivukoko:
järjestys:

kuva tuotteesta on linkki tuotesivulle: 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 €
kuva tuotteesta on linkki tuotesivulle: 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 €
kuva tuotteesta on linkki tuotesivulle: 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 €
kuva tuotteesta on linkki tuotesivulle: KeyForge: Worlds Collide Premium Box
KeyForge: Worlds Collide Premium Box

For players who are ready to take their KeyForge game experience to the next level, there is the KeyForge: Worlds Collide Premium Box to keep your valued KeyForge components safe and organized. Complete with two unique Worlds Collide Archon Decks, five tuckboxes designed to hold sleeved decks, a new chain dial, a collection of tokens with box to house them, and a sticker sheet to help you display your pride for any of the nine KeyForge Houses, you’ll be ready to jump into the Crucible with style! One year ago, KeyForge introduced the world to a new kind of game, one where every deck is one-of-a-kind and where anyone has the chance to become a champion. Richard Garfield’s imaginative design welcomed players to the endlessly diverse world of the Crucible, where they stepped into the role of mighty Archons leading teams from three of the planet’s great houses in tactical competitions of wits and wills. Victory means the chance to unlock ultimate knowledge and power, and the chance to ascend beyond this plane to discover what waits beyond the world you know. In both Call of the Archons and Age of Ascension, you have had the chance to explore seven distinct Houses of the Crucible, learning their key characteristics, playstyles, and ways they interact with other Houses to discover synergy within each unique Archon Deck. But just when you thought you knew the Crucible, the clever Architects have altered its make-up once again. Now, two new Houses join the fray and the world will never be the same. Uncharted Lands Discover a new side of the Crucible in Worlds Collide! As with other sets of KeyForge, Worlds Collide is a companion to Call of the Archons and Age of Ascension, not a replacement or a sequel. You do not need to start with Call of the Archons in order to reach Worlds Collide, and Archon Decks from each set are equally matched, so you do not need to switch to Worlds Collide Archon Decks in order to remain competitive. Rather, you are invited to continue your exploration of the planet with a cardpool of 405 cards, mixing in cards from each of the other KeyForge sets and introducing two brand new Houses! Worlds Collide rotates out Mars and Sanctum to make way for the Saurian Republic and the Grand Star Alliance, but that does not mean that they are gone for good. The Crucible is ever-changing and evolving, and these beloved Houses will have the chance to return in future sets of the game! As an empire that is millions of years old, the Saurian Republic is possibly the oldest coherent culture on the Crucible. Although it has risen and fallen many times in its long history, the Saurians have survived and thrived over epochs. Under the lead of the wise Sauras Rex, first among equals in the Saurian Senate, they live side-by-side with the other peoples of the Crucible, a shining example to what the Hegemonic political party calls “lesser beings.” Some argue that the Republic is in decline, but others say simply that it has outgrown its expansionistic, warmongering days. The Tribes of the Saurian Republic trace their lineage back to dinosaurs placed on the Crucible some sixty-five million years ago. Although there’s substantial variation both between and within the tribes, Saurians tend to be large and physically imposing creatures that even the giants of Brobnar would think twice before fighting! But more than that, the Saurians pride themselves on their philosophical debates led by brilliant minds like the Philophosaurus (Worlds Collide, 207) and technology so advanced that lesser civilizations mistake it for magic. Standing opposite the long-established Saurian Republic is perhaps the newest arrival of the Crucible, the Grand Star Alliance. On their continuing mission of exploration, the crew of the SAV Quantum found themselves falling through an anomalous energy field and crash-landing on the Crucible. Despite this setback, the scientists, explorers, and small military contingent of the Grand Star Alliance remain dedicated to their mission, boldly going where no man, woman, neuter, or other-gendered-being have gone before! The Star Alliance has spent decades exploring the galaxy, bringing dozens of star-systems into the peaceful and democratic Alliance. Since their crash, the Alliance crew have built a small city where their polyglot, multi-species community from dozens of star systems have managed to survive. Their crew brought with them advanced technology, including sophisticated computers, jet packs, ray guns, and the omni-present wrist modules that links each crew member back to the Quantum’s central computer. For their part, Captain Val Jericho (Worlds Collide, 326) and her crew are happy to enlist native guides as they set out to unlock the mysteries of the universe! Unprecedented Possibilities In addition to these two thrilling new Houses that join the fight for the Crucible’s Vaults, Worlds Collide also continues to explore the world of KeyForge by introducing new mechanics that add more variety and synergetic possibility to the game. The first of these new concepts is warding. When a creature becomes warded, either through the use of technology like a Force Field (Worlds Collide, 310) or the skill of a creature like The Feathered Shaman (Worlds Collide, 383), you simply place a ward status counter on it. Then when the creature would be damaged or leave play, you instead discard each ward counter on it and your creature lives to fight another day. A creature may only have a single ward counter on it at a time, allowing your opponent to land a second attack on a creature if they so choose, but this additional protection help tip the scales of power in your favor as the competition continues. Opposing this more defensive mechanic, Worlds Collide also introduces the possibility of enraging a creature, which is also marked by a status counter. An enraged creature must be used to fight, if able, at which point the creature removes all enrage counters. Interestingly, different Houses take different approaches to this mechanic. Some, like Shadows, enrage their enemies with cards like Pestering Blow (Worlds Collide, 245) to distract them from reaping or using action abilities, while other like Brobnar may use it to strengthen their warriors with treasured artifacts like the Irestaff (Worlds Collide, 10). But while fighting is a key part of playing KeyForge, the most important part of the game is the æmber, and this new set adds a new way of bringing this precious into play by exalting creatures. When you exalt a creature, you place 1 æmber on it from the common supply. Just like captured æmber, if this creature then leaves play, the æmber is added in your opponent’s pool. While this may seem a foolish risk at first, cards with exalt, such as Paraguardian (Worlds Collide, 206) often offer powerful benefits if you choose to do so, introducing a greater element of pressing your luck to your games. Is the ability worth the risk? Only you can decide. But more than new Houses and mechanics, Worlds Collide offers players something that has never been seen on this wondrous planet before. On the weird world of the Crucible, anything can and does happen. As the strange energy of the planet’s Æmber flows, glimpses of possible futures can burst into existence. These incredibly rare occurrences are known as Anomalies, and they can manifest in any House. For example, The Grim Reaper (Worlds Collide, A07) destroys without concern for loyalty to any House or Archon with its terrifying ability to purge both an enemy and a friendly creature each time it reaps. Beyond this, the robotic specter may also enter play ready if you are already haunted by the destruction of your team, possessing at least ten cards in your discard pile. You never know when or where these anomalies may appear. All you can do is expand what you know to be possible and embrace the infinite potential before you! Define Your Experience Once you have decided which option is right for you, you will be ready to take on the renewed world of the Crucible when Worlds Collide lands at retailers in the fourth quarter of 2019. At this time, you will continue to be able to track your Archon Decks from every KeyForge set in the Master Vault at KeyForgeGame.com. Here, you can record your decks, track their performance at events, follow the progress of other Archons across the globe, and stay updated on tournaments and event news from the Fantasy Flight Games Organized Play team. As KeyForge continues to evolve, so too will the Master Vault. Be sure to keep updated so you can engage with the community and see what surprises the Architects have in store! The Infinite Cosmos A new dawn is about to rise on the Crucible, and nothing will ever be the same. Are you ready to embrace new challenges and explore new corners of this impossible planet? Discover new friends, forge new alliances, and prepare to claim the world anew when Worlds Collide!

      heti saatavilla
48.00 €
kuva tuotteesta on linkki tuotesivulle: KeyForge: Worlds Collide Two-Player Starter Set
KeyForge: Worlds Collide Two-Player Starter Set

Along with this new set of KeyForge comes a wide variety of ways for you to jump into the game. In addition to the individual KeyForge: Worlds Collide Archon Decks, this set also offers the KeyForge: Worlds Collide Two-Player Starter Set, which provides you with all the tools you need to either begin or expand your adventures on the Crucible, including two unique Worlds Collide Archon Decks, a Quickstart Rulebook, two poster playmats, and all the keys, tokens, and chain trackers two players need to start playing. One year ago, KeyForge introduced the world to a new kind of game, one where every deck is one-of-a-kind and where anyone has the chance to become a champion. Richard Garfield’s imaginative design welcomed players to the endlessly diverse world of the Crucible, where they stepped into the role of mighty Archons leading teams from three of the planet’s great houses in tactical competitions of wits and wills. Victory means the chance to unlock ultimate knowledge and power, and the chance to ascend beyond this plane to discover what waits beyond the world you know. In both Call of the Archons and Age of Ascension, you have had the chance to explore seven distinct Houses of the Crucible, learning their key characteristics, playstyles, and ways they interact with other Houses to discover synergy within each unique Archon Deck. But just when you thought you knew the Crucible, the clever Architects have altered its make-up once again. Now, two new Houses join the fray and the world will never be the same. Uncharted Lands Discover a new side of the Crucible in Worlds Collide! As with other sets of KeyForge, Worlds Collide is a companion to Call of the Archons and Age of Ascension, not a replacement or a sequel. You do not need to start with Call of the Archons in order to reach Worlds Collide, and Archon Decks from each set are equally matched, so you do not need to switch to Worlds Collide Archon Decks in order to remain competitive. Rather, you are invited to continue your exploration of the planet with a cardpool of 405 cards, mixing in cards from each of the other KeyForge sets and introducing two brand new Houses! Worlds Collide rotates out Mars and Sanctum to make way for the Saurian Republic and the Grand Star Alliance, but that does not mean that they are gone for good. The Crucible is ever-changing and evolving, and these beloved Houses will have the chance to return in future sets of the game! As an empire that is millions of years old, the Saurian Republic is possibly the oldest coherent culture on the Crucible. Although it has risen and fallen many times in its long history, the Saurians have survived and thrived over epochs. Under the lead of the wise Sauras Rex, first among equals in the Saurian Senate, they live side-by-side with the other peoples of the Crucible, a shining example to what the Hegemonic political party calls “lesser beings.” Some argue that the Republic is in decline, but others say simply that it has outgrown its expansionistic, warmongering days. The Tribes of the Saurian Republic trace their lineage back to dinosaurs placed on the Crucible some sixty-five million years ago. Although there’s substantial variation both between and within the tribes, Saurians tend to be large and physically imposing creatures that even the giants of Brobnar would think twice before fighting! But more than that, the Saurians pride themselves on their philosophical debates led by brilliant minds like the Philophosaurus (Worlds Collide, 207) and technology so advanced that lesser civilizations mistake it for magic. Standing opposite the long-established Saurian Republic is perhaps the newest arrival of the Crucible, the Grand Star Alliance. On their continuing mission of exploration, the crew of the SAV Quantum found themselves falling through an anomalous energy field and crash-landing on the Crucible. Despite this setback, the scientists, explorers, and small military contingent of the Grand Star Alliance remain dedicated to their mission, boldly going where no man, woman, neuter, or other-gendered-being have gone before! The Star Alliance has spent decades exploring the galaxy, bringing dozens of star-systems into the peaceful and democratic Alliance. Since their crash, the Alliance crew have built a small city where their polyglot, multi-species community from dozens of star systems have managed to survive. Their crew brought with them advanced technology, including sophisticated computers, jet packs, ray guns, and the omni-present wrist modules that links each crew member back to the Quantum’s central computer. For their part, Captain Val Jericho (Worlds Collide, 326) and her crew are happy to enlist native guides as they set out to unlock the mysteries of the universe! Unprecedented Possibilities In addition to these two thrilling new Houses that join the fight for the Crucible’s Vaults, Worlds Collide also continues to explore the world of KeyForge by introducing new mechanics that add more variety and synergetic possibility to the game. The first of these new concepts is warding. When a creature becomes warded, either through the use of technology like a Force Field (Worlds Collide, 310) or the skill of a creature like The Feathered Shaman (Worlds Collide, 383), you simply place a ward status counter on it. Then when the creature would be damaged or leave play, you instead discard each ward counter on it and your creature lives to fight another day. A creature may only have a single ward counter on it at a time, allowing your opponent to land a second attack on a creature if they so choose, but this additional protection help tip the scales of power in your favor as the competition continues. Opposing this more defensive mechanic, Worlds Collide also introduces the possibility of enraging a creature, which is also marked by a status counter. An enraged creature must be used to fight, if able, at which point the creature removes all enrage counters. Interestingly, different Houses take different approaches to this mechanic. Some, like Shadows, enrage their enemies with cards like Pestering Blow (Worlds Collide, 245) to distract them from reaping or using action abilities, while other like Brobnar may use it to strengthen their warriors with treasured artifacts like the Irestaff (Worlds Collide, 10). But while fighting is a key part of playing KeyForge, the most important part of the game is the æmber, and this new set adds a new way of bringing this precious into play by exalting creatures. When you exalt a creature, you place 1 æmber on it from the common supply. Just like captured æmber, if this creature then leaves play, the æmber is added in your opponent’s pool. While this may seem a foolish risk at first, cards with exalt, such as Paraguardian (Worlds Collide, 206) often offer powerful benefits if you choose to do so, introducing a greater element of pressing your luck to your games. Is the ability worth the risk? Only you can decide. But more than new Houses and mechanics, Worlds Collide offers players something that has never been seen on this wondrous planet before. On the weird world of the Crucible, anything can and does happen. As the strange energy of the planet’s Æmber flows, glimpses of possible futures can burst into existence. These incredibly rare occurrences are known as Anomalies, and they can manifest in any House. For example, The Grim Reaper (Worlds Collide, A07) destroys without concern for loyalty to any House or Archon with its terrifying ability to purge both an enemy and a friendly creature each time it reaps. Beyond this, the robotic specter may also enter play ready if you are already haunted by the destruction of your team, possessing at least ten cards in your discard pile. You never know when or where these anomalies may appear. All you can do is expand what you know to be possible and embrace the infinite potential before you! Define Your Experience Once you have decided which option is right for you, you will be ready to take on the renewed world of the Crucible when Worlds Collide lands at retailers in the fourth quarter of 2019. At this time, you will continue to be able to track your Archon Decks from every KeyForge set in the Master Vault at KeyForgeGame.com. Here, you can record your decks, track their performance at events, follow the progress of other Archons across the globe, and stay updated on tournaments and event news from the Fantasy Flight Games Organized Play team. As KeyForge continues to evolve, so too will the Master Vault. Be sure to keep updated so you can engage with the community and see what surprises the Architects have in store! The Infinite Cosmos A new dawn is about to rise on the Crucible, and nothing will ever be the same. Are you ready to embrace new challenges and explore new corners of this impossible planet? Discover new friends, forge new alliances, and prepare to claim the world anew when Worlds Collide!

      heti saatavilla
30.00 €
kuva tuotteesta on linkki tuotesivulle: Kiev '41 (kickstarter edition)
Kiev '41 (kickstarter edition)

Players take either the German or Soviet Union forces and use colourful wooden blocks to simulate the forces involved. Kiev '41 uses the same basic game engine of Moscow '41, with a few tweaks and changes to suit the differing conditions in the south. HISTORICAL INTRODUCTION In this sector the best equipped Soviet units faced a mix of German and Axis satellites' formations. It was then no surprise that Kiev held out for three months and that Hitler had to fatefully divert Guderian from Moscow to break the stiff Soviet resistance along the Dnieper. It ended in the largest encirclement in history, but not in the decisive victory Germany was calling for. THE GAME KIEV'41 is a war game covering the offensive of Army Group South to capture the Ukraine, the Donbass, the Crimea and the Caucasus. Even if, of the three Army Groups, von Runsdedt’s was the one charged with accomplishing the most ambitious goals, it was the one that came closest to achieving its objectives. Although using historical Orders of Battle and challenges, players can make their own choices to change history! Kiev'41 uses “Headquarters” units and an “impulse” system to smoothly introduce both Command and Control within the limitations that the armies of the day had on just how much moving and fighting they could do. While the German player is the primary attacker, the Soviet player is always able to look for a chance of a good counterattack and can actually win the game early. Variable set­up and reinforcements mean no two games are alike. SCALE Map: 1:1.000.000 (1cm = 10km) Unit Size: Axis Corps/Divisions; Soviet Armies/Corps/Divisions Time: 1 Turn = 1 Month Players: 2 players, with excellent solitaire suitability 1–2 PlayersPlay Time: 60–120 MinAge: 14+

      heti saatavilla
99.00 €
kuva tuotteesta on linkki tuotesivulle: Maul Peak
Maul Peak

BILLOWING SMOKE FROM THE NORTH As battles wage through Skulk Hollow, a thick, dark, haze appears around Maul Peak. The smell of war wafts down through the valley as clouds of wrath engulf towns and villages. As fate spreads the smoke far and wide, destruction follows. A foxen scout, their fastest, is hastily dispatched to learn more... Maul Peak is a two-player, asymmetric, tactical combat game in which players take the roles of either a tribe of bears or a towering behemoth of a Guardian. Maul Peak is a standalone sequel to the original game Skulk Hollow, and all Guardians / Heroes can be pitted against each other. All new guardians work with the original Foxen Heroes & Map, Bears vs old Guardians, Bears vs new Guardians — you name it! Combining the two games also allows up to 4 players to pit 2 guardians vs both bear and foxen heroes for Epic Battles. * One vs Many Asymmetric Combat creates a fresh, fun, 2-player experience. * Action takes place on the Board AND the Guardian. Not only does the battle occur on the Kingdom board, but the bear must traverse full size, Guardian gameboards. Each guardian has unique routes and abilities to stop the bears. * Dual Purpose Cards give players a wide range of movement and ability powers while keeping them quick to pick and easy to play. * Unique Bear Leaders and Guardians creates a range of tactics and dynamics, adding depth and strategy that makes each game a new challenge. 2 Players 40 Min Age: 12+

      heti saatavilla
61.20 45.90 €
alin hinta 30 päivää ennen alennusta 61.20
kuva tuotteesta on linkki tuotesivulle: Mirroring of Mary King
Mirroring of Mary King

The Mirroring of Mary King is a two-player game in which one person is a mortal contemporary woman named Mary King and the other player is the ghost of Mary’s long dead ancestor, a 17th century Scottish merchant burgess of the same name. While on a week’s holiday in Edinburgh, Mary visits Mary King’s Close where her presence attracts the spirit of her long dead ancestor, now a hungry ghost that wants to live again in Mary’s body. The two Marys engage in a battle for control of the living Mary’s mortal body. Players use control cards and power cards to exert their influence on Mary King’s psyche, represented by 12 tiles arranged in a 4 x 3 grid. These tiles are flipped back and forth throughout the game as the players gain and lose control of them. The game progresses over five days, starting on Monday and ending on Friday. Each player gets one turn each day, with the ghost player always going first. As the week progresses, the mortal and the ghost become more exhausted and more desperate: the number of control cards each may play decreases and the number of ideas they may pursue increases. At the end of each player’s turn, both players suffer penalties based on the tiles of Mary that their opponent controls. A player may immediately win the game by completing their image of Mary using the 12 tiles, or if their opponent runs out of cards. If neither player completes their image of Mary by the end of Friday, the winner is determined by a scoring system based on their remaining cards and their control of Mary. 2 Players 20–45 Min Age: 13+

      heti saatavilla
36.00 €

Hakusivu: 1 2 3 4 5 9 12 13 14

Uutuuksia