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Haun tulokset 97 - 120 / 318



Yosemite
Yosemite

Welcome to the Annual Yosemite National Park photo contest. It’s time for you to show off your skills! Take the best pictures of our beautiful park and impress our judges to with the title of “Photographer of the Year!”

Yosemite is a fast-paced, competitive strategy game for 2 players based on the landmarks of Yosemite National Park. In this game, you’ll travel through the park, take pictures of the animals and the landmarks, and go camping and fishing. Be the one who impresses the judges the most in order to win the coveted title of “Photographer of the Year.” It was created by innovative designer Tim Blank, and brought to life with beautiful illustrations by Beth Sobel.

Each turn, you’ll move your photographer meeple one either one space in any direction, or according to that animal on your tile! These movements are all thematic to the specific animal, and dangerous animals can move your opponent as well! For example the Red Fox’s agility lets you move one, two, or three spaces, changing direction on the way, while the Cougar moves one direction, right to the edge of the board, knocking your opponent if they’re in the way. You’ll also collect that animal tile after using their movement, which you can use for photo cards and bonuses!

It's a tense back and forth as you and your opponent maneuver for the best positions and the best photos, try to impress the judges, and fight over the best campsites and landmarks. With strategic movement and a variety of ways to score, Yosemite is fast and challenging, keeping you and your opponent on your toes as you explore the beautiful park.

Components:
* Rulebook
* Game Board
* 45 Square Animal Tiles
* 5 Square Landmark Tiles
* 5 Landmark Tokens
* 2 Fish Tokens
* 10 Tent Tokens
* 1 Camping Token
* 2 Photographer Pawns
* 20 Photo Cards
* 5 Judge Cards

2 Players
20 Min
Age: 12+

      heti saatavilla
39.00 €
7 Wonders: Duel -Pantheon Expansion
7 Wonders: Duel -Pantheon Expansion

Enki! Isis! Minerva! Tanit! Zeus! Add a divine element to your games of 7 Wonders: Duel with the Pantheon expansion!

In the award-winning card game 7 Wonders Duel, you compete against another player to build the greatest city of the ancient Mediterranean world by constructing a variety of temples, taverns, workshops, schools, and stables. These great citites are also are home to incredible Wonders: the Mausoleum of Halicarnassus, the Great Pyramid of Giza, the Colossus at Rhodes, and more. Any city you build combines the best of Greece, Egypt, Phoenicia, Rome, and Persia, all built out of stone, wood, glass, and papyrus. People pack your city's streets, houses, and theatres, but the divine element that was so pervasive in those civilizations has been missing from the game. Until now.

7 Wonders Duel: Pantheon brings the gods of the ancient world into 7 Wonders Duel. You can now seek the favor of deities from five different ancient cultures and bring them together to watch over your city. You might even build your patron gods and goddesses lavish temples to dwell in, or dedicate to them one of the expansion’s two new Wonders.

Divine Natures
Ancient Greeks and Romans believed that in order to receive a divine blessing, you had to give the god something in return, some sort of offering or vow. So it goes with the Pantheon expansion: if you want a god’s favor, you have to make an offering. During Age I, you collect Mythology tokens, which allow you to choose which deities have a place in the Pantheon, and Offering tokens, which help you court those deities’ attention. Then, in Ages II and III, you can activate a god or goddess in the Pantheon instead of taking a card from the structure. To do so, you pay whatever that god or goddess demands from you in offerings and place him or her next to your city.

With Isis on your side, you can use a card from the discard pile to construct one of your Wonders for free. Zeus, whose nod determines what happens and what does not, enables you to discard any single card from the structure that you want, as well as any Mythology or Offering tokens on it. The Phoenician goddess Tanit, whose people were renowned for trade, fills your coffers with twelve pieces of gold. Enki, the Sumerian god of crafts, technology, and creation, lets you choose one of two progress tokens. Minerva’s ability to keep the conflict pawn from entering your territory may not instantly bring you victory, but it can save you from military defeat.

Ritual Spaces
Age III introduces another aspect of ancient religion: the ritual space. When playing with Pantheon, instead of incorporating three Guilds into the card structure, you add in three Grand Temples. Each Grand Temple belongs to a different Mediterranean culture. If you have the favor of a god or goddess from that culture, you can build the temple for free. For example, having Isis by your side enables you to build the Egyptian temple; with Enki, you can build the Mesopotamian one.

A single Grand Temple is worth five victory points, but two together are worth twelve, and if you can manage to build three in your city, you’ll earn twenty-one victory points for them. This echoes the polytheism common across the ancient Mediterranean, where many cultures borrowed deities from each other. Isis became popular in Imperial Rome, Aphrodite is very similar to Ishtar and Astarte, Minerva is in many ways a Roman version of the Greek Athena. Moreover, focusing too much on one god and neglecting the others was thought to lead to trouble. In Pantheon, therefore, activating multiple gods and creating a city full of Grand Temples to them is among the best ways to achieve victory.

Create Your Pantheon
From the time it was founded in the third century BCE, Alexandria’s people worshipped Egyptian, Roman, and Greek gods. A native of that legendary city might even visit a Greek temple one day, then an Egyptian shrine the next. Roman soldiers in Greece and the Near East worshipped the native gods of the area they occupied alongside their own gods. As you choose and activate gods in Pantheon, you’ll be emulating these syncretic religious traditions and echoing the history of the ancient Mediterranean, where numerous cultures came together and combined to form something truly great.

• A must-have expansion for the award-winning card game 7 Wonders Duel
• Enables players to recruit patron gods and goddesses for their cities
• Introduces Grand Temples which transform gameplay in Age III
• Draws upon ancient Greek, Roman, Egyptian, Phoenician, and Babylonian religions
• Features two new Wonders

Contents:
* One Pantheon board
* Fifteen Divinity cards, five grand temple cards, and one Gate card
* Two Wonder cards
* Seventeen tokens
* One Minerva pawn
* One Score notepad
* One Rulebook
* One Game Aid

      loppu varastosta
23.10 €
7 Wonders: Duel (suomeksi)
7 Wonders: Duel (suomeksi)

7 Wonders Duel on kaksinpeliversio suositusta 7 Wonders -pelistä ja se on ehdottomasti vuosien 2015-2016 kaksinpeliparhaimmistoa. Peli sisältää tiukkoja taktisia tilanteita ja pitkän linjan kaupunginrakennusta, mutta on silti kestoltaan vaivaiset 20-30 minuuttia!

7 Wonders Duel -pelissä kumpikin pelaaja johtaa omaa sivilisaatiotaan ja tulee kolmen aikakauden aikana rakentamaan rakennuksia ja suuria ihmeitä.

Jokainen aikakausikortti edustaa rakennusta, joka vahvistaa pelaajan armeijaa, tekee tieteellisiä löytöjä ja kehittää hänen kaupunkiaan.

3 tapaa voittaa

Armeijavoitto
Pelaaja saa armeijarakennuksista (punaiset kortit) sekä tietyistä ihmeistä kilpisymboleja, jotka liikuttavat rintamalinjamerkkiä vastustajan pääkaupunkia kohti. Näin rintamalinja aaltoilee pelin aikana puolelta toiselle, kun kumpikin pelaaja panostaa sotavoimiinsa.

Rintamalinjan liike voi antaa pelaajalle voittopisteitä, mutta jos merkin saa työnnettyä vastustajan pääkaupunkiin asti, peli päättyy armeijavoittoon!

Tiedevoitto:
Pelissä on 7 erilaista tiedesymbolia. Aina, kun pelaaja saa kerättyä 2 samaa tiedesymbolia, hän saa välittömästi valita pysyvän edun itselleen. Jos pelaaja onnistuu keräämään 6 erilaista tiedesymbolia, peli päättyy välittömästi tiedevoittoon!

Siviilivoitto:
Peli päättyy 3. aikakauden lopussa, jos siihen mennessä ei ole tapahtunut tiede- tai armeijavoittoa. Siinä tapauksessa peli päättyy eniten voittopisteitä keränneen pelaajan siviilivoittoon!

Sisältö:
1 pelilauta
66 aikakausikorttia
7 kiltakorttia
12 ihmettä
4 sotamerkkiä
10 edistysmerkkiä
1 rintamalinjamerkki
31 rahaa
1 pisteytysvihko
1 pikaohje
1 ohjekirja

Kieli: suomi, ruotsi, norja, tanska

      loppu varastosta
26.50 €
Age of War
Age of War

A fast-paced dice game for two to six players, set in feudal Japan and created by world-acclaimed game designer Reiner Knizia.

In this game, you and your fellow players take on the roles of rival daimyos, competing to vanquish your opponents and unite all of Japan under one banner. To unite the clans, you must conquer their castles and secure their loyalty, but the other daimyos are mustering armies as well. Will you gain renown with every victory, or become just another forgotten warlord? Find out in Age of War!

The Calculated Attack
Each turn in Age of War, you must decide where to commit your armies against a castle. At the beginning of the game, fourteen castles are laid out, divided between six clans: Mori, Uesugi, Chosokabe, Shimazu, Tokugawa, and Oda. On your turn, you will attack one of these castles. Each castle card displays a number of battle lines showing different symbols. On your turn, you will attempt to conquer a castle by matching your dice results to the symbols in the battle lines of a chosen castle.

Your turn begins by mustering your troops – rolling seven custom dice to gather infantry, archers, cavalry, and loyal daimyos to your attack force. Once your troops are mustered, you may attack a castle by matching the results of your dice to one battle line on the besieged castle. If unfilled battle lines remain on the castle card, you must reroll the dice to muster your troops again and press the attack.

If, after any roll, you cannot fill a battle line on the besieged castle, your assault is thrown back. You must regroup your troops by setting one die aside, before mustering your troops again by rolling your remaining dice.

If you can conquer a castle by filling all of its battle lines, you take the castle card and add it to your play area as one of your castles, and the castle’s point value counts towards your total score. But just because you conquer a castle doesn’t mean that castle is safe! You can attack other players’ castles on your turn in the same way you attack unclaimed castles, with the addition of the red daimyo in the upper left hand corner of the castle card as another battle line that must be completed to conquer the castle.

Unite the Clans
The only way you can keep your castles free from the marauding of rival warlords is by establishing your leadership over a clan by conquering every castle belonging to that clan. The number of castles belonging to a clan ranges from the Shimazu, with one castle, to the mighty Oda, with four castles. No matter how large or small a clan, once you establish your dominion over each of that clan’s castles, no rival player can steal those castles away from you.

As an added bonus for uniting a clan, the point value for an entire clan is greater than the sum of each individual castle in the clan. For example, the Chosokabe clan possesses two castles: Marugame and Matsuyama. Separately, these castles provide one and two points, respectively, but by uniting the Chosokabe clan, you receive one bonus point, for four total points. By fully uniting a clan, your claim to Japan grows stronger, and you come closer to victory.

After the last unconquered castle is conquered, the game ends, and each player counts his points. If you have conquered all of a clan, it grants you a greater score than individual castles. The player with the highest score is the winner of the game and the new ruler of Japan!

Honor and Duty
If you would become the greatest daimyo of the Age of War, you need adaptability and a cunning strategy.

• A fast-paced dice game created by award-winning game designer, Reiner Knizia
• Players assume the roles of rival daimyos seeking to conquer castles in feudal Japan
• Seven custom dice allow you to muster your troops and establish your sieges
• Besiege your opponents’ castles to steal their points
• Two player games can play in as quickly as fifteen to thirty minutes

      loppu varastosta
16.60 €
Air, Land & Sea
Air, Land & Sea

Rules.

In the midst of the greatest conflict humanity has ever known, victory will be claimed by the military that can overcome their enemies in every battleground. Do you have the skills to lead your nation’s best and bravest in the Air, Land, & Sea?

Supreme Commander! The enemy is upon us and it is up to you strategically deploy our available forces into the Air, Land, and Sea. Engage the opposing force and lead our forces to victory!

As Supreme Commander of your country’s military forces, it is your objective to win the war by being victorious in a series of Battles! To win a Battle, you must either control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

To control a Theater, the total strength of all Battle cards on your side of the Theater must exceed the total Strength of the Battle cards on the opponent’s side of the Theater.

At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw.

The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities.

You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war!

Card clarifications.

Contains:
* Theater Boards
- 1 Air
- 1 Land
- 1 Sea
* 18 Battle Cards
- 6 Air
- 6 Land
- 6 Sea
* 2 Supreme Commander Cards
- 1 Red First Player
- 1 Blue Second Player
* 14 Score Markers
- 2 Gold Sixes
- 6 Silver Threes
- 6 Bronze Ones
* 1 Rulebook

2 Players
15–30 Min
Age: 14+

      loppu varastosta
21.60 €
Air, Land & Sea: Critters at War
Air, Land & Sea: Critters at War

Rules.

THE WAR IS ON!
Gather your forces and face off in the air, land, and sea! Outsmart and outplay your opponent to claim your victory! It won’t be easy, but it will be glorious!!!

Gameplay is the same in this standalone game as in Air, Land & Sea, but with 100% more critters and more vibrant colors. Two players vie for control over each theater of war by playing cards and strategically utilizing their special abilities to win battles.

Supreme Commander! The enemy is upon us and it is up to you strategically deploy our available forces into the Air, Land, and Sea. Engage the opposing force and lead our forces to victory!

As Supreme Commander of your country’s military forces, it is your objective to win the war by being victorious in a series of Battles! To win a Battle, you must either control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

To control a Theater, the total strength of all Battle cards on your side of the Theater must exceed the total Strength of the Battle cards on the opponent’s side of the Theater.

At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw.

The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities.

You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war!

Contains:
* Theater Boards
- 1 Air
- 1 Land
- 1 Sea
* 18 Battle Cards
- 6 Air
- 6 Land
- 6 Sea
* 2 Supreme Commander Cards
- 1 Red First Player
- 1 Blue Second Player
* 14 Score Markers
- 2 Gold Sixes
- 6 Silver Threes
- 6 Bronze Ones
* 1 Rulebook

2 Players
15–30 Min
Age: 14+

      loppu varastosta
18.00 €
Battle Line: Medieval
Battle Line: Medieval

Now in it's 8th GMT Printing, designer Reiner Knizia's Battle Line is our #2 All-time best-selling game! This new re-themed version of Battle Line is a two-player strategy card game built around the theme of Medieval warfare. This re-themed version of Battle Line features 60 beautiful new cards by illustrator Roland MacDonald, as well as 10 full-color tactics "wildcards" that give players extra flexibility and choices and help make each new battle wildly different from the last.

Battle Line takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia's original design published in Germany as Shotten-Totten, Battle Line enhances and expands that game system to give players even more tactical options and gut-wrenching decisions.

Battle Line places you in command of your army's strategies. How will you muster your formations? Will you use your powerful KingsGuard to vanquish your enemy, or perhaps send the King of England or France to the front to win a critical flag? Or perhaps you"ll rely on your spies to determine the enemy"s strengths and weaknesses before committing your best forces. You'll always have plenty of choices. With every card play, you'll determine the strength and direction of your attack while plotting to fend off your enemy's advances.

In Battle Line, you and your opponent lead the combined arms of the greatest units of the era. Will you, like the great Kings of yore, reign supreme? Play Battle Line, and find out.

Designer: Reiner Knizia

2 Players
30 Min
Age: 12+

      loppu varastosta
31.20 €

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