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 97 - 120 / 232



Churchill
Churchill

By late 1942 the Axis had been stopped at Stalingrad, El Alamein, and Guadalcanal. With Axis expansion halted and Allied victory only a matter of time and resources Churchill, Roosevelt, and Stalin began to focus on how to shape the ensuing peace to their advantage. Churchill is a game about the inter-Allied conflicts that occurred over the Conference table as each side vies to control the Allied agenda and the course of things to come.

The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each over the course of six Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.

Churchill is a three player game of Coop-etiion where the players must cooperate to win World War II, while at the same time achieving a superior post war position over your allies. If the players collectively fail to defeat the Axis the Allies lose, but if the Axis are defeated, there is a victor of the peace that follows. There is also a two player and solo variant.

Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues.

The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is an historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own.

At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his sides effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various' issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence).

The game then moves into a post conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine cells, political activity, and military offensives. Clandestine cells have players try to establish partisan networks in conquered countries and colonies. Using a very simple mechanic of place a network or remove an opponents network the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies.

Once this has all been sorted out the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advance toward Germany, Italy, and Japan. Using a very simple combat mechanic each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender shutting down military operations although clandestine and political activity continue until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion.

If at the end of Potsdam conference Germany, Italy, and Japan have not surrendered the Allies as represented by the players collectively lose the game. If the Axis have been defeated then tthe winner is the player with the most Cold War points portioned out for governments and networks aligned to your side, global issues, and a list of conditional situations. For example colonies with no network or political authority give Churchill points for keeping colonialism alive or which fronts caused axis surrender.

An important feature of the design is it can be played by zero to three players. The Churchill, Roosevelt, and Stalin ‘Bot logic akin to Volko’s COIN series allows you to always have the ability to play Churchill whether you have a full crew or you just want to watch the ‘Bots beat each other up in zero player mode.

As I stated this is not a wargame, but a three player excursion into power politics. The game takes around 3 hours to finish, and it includes a short (Tolstoy: 3 conferences), a medium (D-Day: 5 conferences) and the long (10 conferences). All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play.

Do you have what it takes to shape the Post War world in your own image? Play Churchill and find out.

Components:
* One mounted map
* Three decks of playing cards (67 cards)
* Conference Deck: 10 cards
* Three colors of tokens and wood (Allies)
* 10 black cubes (Axis)
* Deluxe counter sheet
* Full Color Rulebook
* Three play aid cards
* 11x17 Play aid
* 2x 6 sided dice
* 1x 10 sided die

  !   tilattava tuote
122.20 €
Conan: Shadow of the Sorcerer (HC)
Conan: Shadow of the Sorcerer (HC)

Buy this game from Fantasiapelit and get a free PDF to accompany it!
Read more about our free PDF program

GO BEYOND THE VEIL OF DEATH!

“Mystery and terror are about us, Conan, and we glide into the realm of horror and death,” she said. “Are you afraid?”

Ready your blades and prepare to face evil! Travel beyond the veil of life and into worlds beyond!

The Shadow of the Sorcerer is an epic campaign for Conan: Adventures in an Age Undreamed Of, sending the player characters from the backstreets of Messantia in Argos to a remote island in the Western Sea, then to the wastelands of Stygia, as they seek to prevent a diabolic ritual from bringing forth an ancient evil. In this grand adventure they must use every scrap of strength, talent, and cunning they possess as they are pitted against a merciless array of sorcerous, monstrous, and mortal foes!

If they fail, a great and powerful foe will become unstoppable, unleashing an era of horror upon the world unlike anything it has ever known!

Features:
* Suitable for a group of two-to-six player characters, either at the beginning of their heroic careers or battle-hardened veterans.
* Guidance for playing with Conan and his allies as the player characters!
* Descriptions of the cities of Messantia, Asgalun, and Zabhela, and the Stygian Valley of Set!
* A journey through the Acheronian afterworld in the Halls of Judgement, where souls are weighed to determine their ultimate fate!
* A gigantic cast of non-player characters and new monsters! Stunning art and maps, produced by renowned Conan artists!

This 216 page hardcover book

      loppu varastosta
57.60 €
Dance of the Fireflies
Dance of the Fireflies

Dance of the Fireflies is a new 2-6 player card game by Oliver Brooks. Tomkins, his Lordship's longest serving and most trusted horticulturalist is retiring and the prized position of Head Gardener is up for grabs. Join his team of green-fingered underlings as you compete to create the most beautiful flower beds in the garden. The more flowers you plan, the more Fireflies will visit your patch and that's a sure way to please her Ladyship and see your career blossom.

In Dance of the Fireflies, each player is allocated a set of seven fireflies, one of them being a royal firefly, more powerful than the regular fireflies. In each round, the players bid on flowers in the flower clock using their fireflies. They can also plant a flower from their hand into one of their gardens, secretly bid a royal firefly, and also discard one of the cards in their hand to the compost heap so they can bid a second firefly on the flower clock. Each of the six types of beautifully colored flowers has a special ability which players can utilize to form combos and add benefits to their play. Additionally, orchid/weed cards can be bid on, and these allow players to add bonuses to their gardens or attack an opponent's garden.

Once all the flowers have been exhausted from the potting shed, the game ends and points are totaled for flower beds created to see who wins and becomes the next royal gardener.

Contents:
* Gardener's Apprentice Card
* Day/Night Sundial
* 6 Orchid/Weed Cards
* 84 Flower Cards
* 36 Firefly Wooden Counters
* 6 Royal Firefly Counters
* Potting Shed Card
* Compost Heap Mat
* Rule Book (English)
* Rule Book (German)
* 6 Player Guides (English)
* 6 Player Guides (German)

2-6 players
Ages 8+
15-30 minute play time

  !   tilattava tuote
32.50 €
Dark Eye: Aventuria Adventure Card Game
Dark Eye: Aventuria Adventure Card Game

For an unknown reason, the undead had chosen to concentrate their attacks on Carolan, trying to drag him into their cold grave. "Just do something already!", the half-elf shouted at his comrades, while dodging attacks left and right with growing boldness. Despite his skills, he received multiple hard strikes nonetheless, his quilted tunic torn to shreds. Then he heard Arbosch roaring triumphantly. The dwarf took a last swig from his jug of beer before raising his spiked mace up high: "In the name of my ancestors, now we can begin!" With a loud crack, the terrible weapon smacked down on the first skeleton, bursting into a cloud of bone dust.

Brace yourself for combat for Aventuria is a dangerous place! Behind every corner lurks danger in the form of devious monsters, exciting adventures, or bad-tempered comrades challenging you to a duel.

Gather weapons, armor, and magic spells. Acquire special talents and unique abilities to surprise your enemies with unexpected tricks. You need to make a decision: Concentrate your strengths to be able to play a mighty sword later, or make do with a dagger to keep your enemies on their toes and snatch their own weapon afterwards?

Aventuria: Adventure Card Game is a fast-paced card game for 1-4 players in which each player embodies a hero from the land of the dark eye, Aventuria: the grim dwarf Arbosch, the swift elven scout Layarial, the shifty half-elven wanderer Carolan, or the mysterious tulamid mage Mirhiban. In duel mode, you fight each other for glory, whereas in the cooperative adventure mode, you work together to overcome exciting adventures. Each turn, you draw action cards that improve your character constantly. But be aware! Every turn, hard decisions have to be made, and surprising attacks of your enemies can catch you off-guard.

1–4 Players
45–180 Min
Age: 14+

  !   tilattava tuote
65.00 €
Doctors and Daleks (5e): Collector's Edition
Doctors and Daleks (5e): Collector's Edition

Buy this game from Fantasiapelit and get a free PDF to accompany it!
Read more about our free PDF program

Doctors and Daleks brings the epic adventures of the Universe’s most famous Time Lord to the world’s most popular roleplaying game. Running parallel to the award winning Doctor Who: The Roleplaying Game, Doctors and Daleks is a new line of products that brings Doctor Who adventures to your table using 5th Edition rules.

The exclusive Doctors and Daleks Collector’s Edition Set contains the Player’s Guide, The Keys of Scaravore, Alien Archive and the Gamemaster’s Screen.The three books are beautifully finished, featuring stylish artwork that is instantly recognisable as Doctors and Daleks, with spot UV highlights.

While the book content remains the same as the standard editions, this exclusive Collector’s Edition presents all three books, plus the Gamemaster’s Screen, in a stunning slipcase intricately designed to reflect the exterior of the Doctor’s TARDIS.

We love creating Collector’s Editions, and know that this one will take pride of place on bookshelves for years to come!

The Rulebook:
The wild adventures of everyone's favourite Time Lord come to the world's most popular roleplaying game in Doctors and Daleks.

Take your gaming group into the TARDIS and travel anywhere, anywhen. Want to meet Leornado da Vinci? Or see what life is like in the year 3,000? What about another planet entirely? All of space and time is your Venusian macro-oyster, but keep your wits about you! there's a lot of danger in the vastness of eternity.

The Doctors and Daleks Player's Guide includes:
* Streamlined character creation rules to quickly bring to life a new time travelling adventurer. Create a new Companion for the Doctor, or build your own Time Lord! Do you want to do a bit of time tourism as part of Team TARDIS? Or will you create a group of Time Agents to fight back against pesky paradoxes?
* Rules for playing fast-paced, combat-light sci-fi adventures using the world's most popular roleplaying game system. Fight like the Doctor with non-lethal weapons, manoeuvres, gadgets, and the power of emotional and logical arguments - or just run away really fast!
* A time traveller's treasure trove of technological marvels, including sonic screwdrivers, psychic paper, and time machines.
* Rules for using and customising the TARDIS, as well as creating and piloting any other kind of time travel device to adventure from the dawn of history to the very ends of the universe.
* Advice on making every Doctors and Daleks adventure feel like you're living in an episode of the legendary Doctor Who TV series.
* An expansive look at the history of the Doctor's Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time, including profiles for Daleks, Cybermen, Weeping Angels, and a host of other aliens and oddities ready to be played!

  !   tilattava tuote
180.00 €

Hakusivu: 1 2 3 4 5 6 7 8 9 10

Uutuuksia