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Arkham Horror LCG: Return to the Path to Carcosa Expansion
Arkham Horror LCG: Return to the Path to Carcosa Expansion

You thought that the final curtain had closed on your dealings with The King in Yellow. When the cursed play first came to Arkham, it was followed by a string of disappearances, delusions, suicides, and madness. Throughout The Path to Carcosa cycle, which marked the second full-length campaign for Arkham Horror: The Card Game, your search for answers took you across the sea to the shining lights of Paris and beyond to Dim Carcosa and before the throne of Hastur himself in eight unique scenarios that tested your conviction, made you doubt your senses, and pushed you to the edge of insanity. But now, madness returns to Arkham for an encore performance…

All the World’s a Stage
When you first took center stage in The Path to Carcosa, you dissected the history of the cursed play, reading between the lines to reveal an eldritch conspiracy that stretched beyond this latest performance. Now in Return to the Path to Carcosa, you are invited to step back into the halls of the Ward Theatre and bear witness to the triumph of Nigel Engram and his loyal crew. But as you relive the horror of a past you swore you left behind you find that not everything is as it once was. New backstage areas seem to have appeared out of nowhere, and new socialites like La Comtesse (Return to the Path to Carcosa, 20) whose names you had never heard drift along the corridors. Perhaps one of them holds the key to understanding what has happened to you.

You must conduct investigations and uncover as much evidence as possible if you wish to solve the mystery of The King in Yellow and, perhaps more importantly, prove to those around you that your suspicions are not the ramblings of a lunatic. A vital source of information are the attendees of the play's cast party, but few are willing to speak such madness in a public setting. If there is another Party Guest (Return to the Path to Carcosa, 26) present, you will not be able to question any Bystanders until you can bribe them to leave you be for a few minutes.

Beyond the much-anticipated encore performance and the lavish party first found in The Path to Carcosa deluxe expansion, Return to the Path to Carcosa provides you with new scenario and encounter cards to enhance your entire The Path to Carcosa campaign. For example, if you should fail to project the image of sanity, you may find yourself returning to Arkham Asylum as a patient rather than a guest. And this time, there are even darker secrets buried deep beneath te surface for you to uncover... if you dare. While The Unspeakable Oath provided you with two possible versions of what was in the basement with "The Really Bad Ones" (v. I) (The Unspeakable Oath, 164) and (v. II) (The Unspeakable Oath, 165), “Return to the Unspeakable Oath” increases the terror of the unknown by introducing a third and fourth variation of the Second Act. There is no telling what is locked down in the darkness, kept secret from even the broken minds that populate Arkham Asylum. Just what are they trying to hide?

Beneath Hastur’s Gaze
In addition to the campaign itself with its increased challenges, Return to the Path to Carcosa provides a premium box that can be used to house your entire The Path to Carcosa campaign, along with divider cards marked for each encounter set to organize and contain the madness until you are ready to unleash it. Complete with 81 scenario cards and 23 player cards, this expansion presents you with never before seen challenges and greater tools to stand against them. For example, Seekers may have an easier time healing their broken minds with a potentially three times more effective Logical Reasoning (Return to the Path to Carcosa, 3), while Guardians may take a more straightforward approach to their troubles with an upgraded .32 Colt (Return to the Path to Carcosa, 1) they can return to their hand for the low price of a single resource, nearly guaranteeing they will never be left unarmed.

You can further define your campaign and seek the ultimate challenge with the new Achievement list included in this expansion. Playing into the mechanics of Doubt and Conviction first introduced in The Path to the Carcosa, The Path is False requires you to win The Path to Carcosa with eight Doubt, while The Path is Real demands that you win the campaign with eight Conviction. If, however, you deny any truth other than your own, you can declare The Path is Mine, winning the campaign with less than two Doubt and Conviction in total. While on your journey, you may encounter those who would try to deter you, whether for your own good or theirs, and only you can decide want is reality and what is madness. Can you trust your own senses, or have your investigations into the mysterious and the macabre finally pushed your mind past its breaking point?

Encore! Encore!
No matter how much you may wish to leave the memories of Carcosa behind you, there is no escape from all you have seen. And as the King prepares to claim power once again, you have little choice but to get your ticket to the show and experience an inspired retelling of the classic campaign that captured the minds of so many devoted followers. Don your fine clothes or tattered mantle and ready your mind for a second journey to Lost Carcosa!

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45.30 €
Arkham Horror LCG: War of the Outer Gods Scenario Pack
Arkham Horror LCG: War of the Outer Gods Scenario Pack

A new scenario pack for Arkham Horror: The Card Game!

Our world may seem significant, the center of our personal universes. But amidst the unknowable eldritch Mythos, Earth is a tiny microcosm of primitive life, a laughable mote of dirt and water floating among the stars. We are merely dust on the scales, and any larger ambition only demonstrates an unfortunate surplus of damning hubris.

In the face of this crushing insignificance, the investigators of the Arkham Horror Files are those who push back against the abyss, who refuse to give in to nihilism and despair. But with the latest adventure, those investigators face a challenge unlike any they’ve tackled before.

Arkham is caught in the midst of a world-shattering conflict between three rival cults, raging across all of North America. Each of these cults seeks to summon its own Ancient One, and as they battle each other across the continent, every enemy slain brings one of these dark gods closer to awakening. Can you and your fellow investigators survive being caught in the middle of this war, or will our world be torn asunder?

A War for Our World
Like many previous scenario packs, War of the Outer Gods can be played standalone or as part of a larger campaign. You also have the choice to take on these threats as a single group or as part of a massive event with any number of other investigators in Epic Multiplayer Mode. Unlike other scenario packs, however, War of the Outer Gods is the first scenario to cast you into the middle of a war between three distinct factions—three arcane cults, each seeking to summon an unspeakable evil, and each with its own strengths and style of play.

The Cult of Silenus calls upon the empty sky, spending ceaseless hours gazing into the cold void of space and dreaming of ways they can bring this freezing vacuum closer to Earth. The Cult of Magh’an Ark’at builds a pyre to incubate a monstrous egg—an egg that they believe will bring paradise once it hatches. And the Cult of Ezel-zen-rezl remains devoted to the swarm, calling a nightmarish proliferation of insectile hordes to assimilate our world into a swarming hive.

Each of these three cults boasts its own agenda deck, and each has its own enemies and treacheries in the encounter deck. You’ll notice immediately that many of these enemies, such as Nihilistic Stargazer (War of the Outer Gods, 25) or Disciple of the Swarm (War of the Outer Gods, 29) feature the new “warring” keyword. Unlike most enemies, which threaten the investigators, the cultists in War of the Outer Gods are far more concerned with battling each other! Rather than moving toward the investigators during the enemy phase, warring enemies will instead move toward and attack an enemy of another faction.

Of course, you can’t just stand aside and let these three cults fight it out. Whenever an enemy attacks and defeats another enemy, you’ll have to place one doom on the agenda belonging to the attacking enemy! The bloody war between the cults actively accelerates their plans to bring a hideous Ancient One into existence, and the investigators will need to interject if they’re going to save our world.

The investigators may start in Arkham, but their struggle against these dark cults will take them from the Streets of Providence (War of the Outer Gods, 15), to The Penthouse (War of the Outer Gods, 23) in New York City, or the Chateau Ramezay (War of the Outer Gods, 19) in Montréal. Each of the cults is based in a different city, and as enemies push their battlelines back and forth between these cities, you’ll have to venture into the heart of each to forestall their plans.

As Hellfire (War of the Outer Gods, 31) rains from the skies and cities succumb to the Ravages of War (War of the Outer Gods, 32), you must give your utmost to stop all three cults. If even one succeeds, you could find yourself pitted against Silenus (War of the Outer Gods, 35) or Magh'an Ark'at (War of the Outer Gods, 41), a fight that even the most intrepid investigators are unlikely to win. But when the fate of the entire world is at stake, what choice do you truly have?

Trifecta of Evil
Three evil cults aim to rip our world apart as they call to their loathsome masters, can you forestall the imminent destruction of Earth?

      heti saatavilla
29.00 €
Deep Gate (HC)
Deep Gate (HC)

A new Arkham Horror novella by Chris A. Jackson, which includes four new cards for Arkham Horror: The Card Game.

“I dream under the sea, and I see faces, bloated faces with bulging eyes. They remind me of people I knew as a boy, half-drowned, but not dead.” Silas shivered, but not from the chill gusts blowing through the open door. Pointed teeth grinned, webbed hands reaching for him, glowing eyes in the darkness… He couldn’t tell Martin those details, of course. Some things you couldn’t say aloud if you wanted to stay out of the madhouse.
–Chris A. Jackson, The Deep Gate

What secrets have been drowned in Devil Reef?
Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea’s call has only grown stronger. Silas has dreams—nightmares—of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing.

A Dark Prophecy
Silas didn't want to make the trip back to Arkham, but the chance to find answers about his malady was too enticing to pass up. He returned to the area in search of someone who could tell him whether the nightmares that plague his nights are some sort of family ailment, like dropsy or ulcers. There seemed to be a pall of silence hanging over everyone he spoke to, but one cousin seems willing to help Silas gain some insight.

So, when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Prophesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the same creatures that haunt Silas’s nightmares. After a few calculations, the pair determine that this terrible event will occur at Devil Reef in three days’ time. With the relentless rains that have been hammering New England, there is only one place where even an experienced sailor can hope to approach the reef from in time to stop this event. Silas must return to Innsmouth.

Within the pages of The Deep Gate, you'll find a thrilling story of nautical horror and heroism, along with fifteen pages of full color inserts. These documents provide you with every piece of evidence at Silas Marsh’s disposal, from journal entries and ocean maps to medical reports and official correspondence. With these documents, you can embody the role of investigator, solving the case alongside Silas Marsh. Perhaps the key to preventing this cosmic catastrophe is hidden within the lines of these pages.

The Sailor
The adventure of The Deep Gate leaves the pages of its tome to expand your investigations in Arkham with four new cards for Arkham Horror: The Card Game! While Silas will return home from the sea and be released in an Arkham Horror: The Card Game product at a later date, this marks his first appearance in the game.

Silas never asked to become part of the world of vengeful Elder Gods and creatures that defy the laws of reality. He was simply in the wrong place at the wrong time, making him a member of the Survivor class. Having left Innsmouth in favor of the seafarer’s life at a young age, Silas lacked a formal education, leaving him with an intellect of two. Instead, the ship was his schoolroom. Here, Silas learned think on his feet, and arduous days on an unforgiving sea equipped him with combat and agility of four.

Accustomed to extended stays at sea, Silas is well-skilled at making the most of limited resources. This ingenuity shines through in Silas’s ability—once per round after he reveals a chaos token during a skill test, he may return a skill card committed to that test to his hand.

This sailor must also rely on his resourcefulness when using his Elder Sign ability. Silas does not have a strong link to the arcane and often does not believe in what he cannot see. In his mind, sailors may have their superstitions, but a lucky memento is no substitute for nautical prowess and well-kept equipment. When Silas draws an Elder Sign token from the chaos bag, he doesn't gain any direct bonus, but he may commit a skill to the test from his discard pile. Then, once the test is complete, he returns that skill to his hand instead of discarding it.

The Unforgiving Sea
In The Deep Gate, Silas seeks some solution to the Curse that haunts his sleep with Dreams of the Deep (The Deep Gate, 15). This personal weakness acts as a skill card for Silas. However, Dreams of the Deep’s two icons subtract from Silas’s skill value instead of adding to it! Unfortunately for the sailor, he cannot run from this malady and must instead overcome it. If the test that Dreams of the Deep is committed to fails, Silas must return the skill to his hand. And to make matters worse, if this card remains in the investigator’s hand at the end of his turn, he must reveal it and suffer two damage.

Perhaps Silas’s one hope of overcoming these dreadful curse is to use every skill he has gained from his worldwide travels. Over the course of his years at sea, Silas has developed his Nautical Prowess (The Deep Gate, 14). When committed to a skill test, Nautical Prowess can boost any area where Silas feels ill-equipped, possessing willpower, intellect, and wild icons. Then, if a chaos token with a negative modifier is revealed during a test, Silas may choose to either draw a card or have Nautical Prowess gain two wild icons. As the world begins to fall into chaos, there's no telling what Silas’s future may hold, but he is prepared to face any challenges that lie ahead. Are you prepared to join him?

Ready to Set Sail
Leave your fears on the docks. Help Silas Marsh discover the secrets hidden in the depths of Devil Reef and decode the prophecy of The Deep Gate!

• A hardbound Arkham Horror novella by award-winning author Chris A. Jackson
• Follows sailor Silas Marsh and librarian Abigail Foreman as they explore the connections between an apocryphal prophecy and the creatures haunting his nightmares
• Features a novella-length story of 96 action-packed pages, plus a 16- page full-color insert
• Includes five cards for Arkham Horror: The Card Game: a rules card summarizing how to use these new cards, an alternate art Silas Marsh investigator card and matching mini-card, plus two exclusive signature cards for Silas Marsh that can be used in place of the standard Silas Marsh signature cards

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18.20 €

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