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kuva tuotteesta on linkki tuotesivulle: Arkham Horror LCG: Investigator Stella Clark, Survivor
Arkham Horror LCG: Investigator Stella Clark, Survivor

Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new faces to your games with the Nathaniel Cho Investigator Starter Deck. Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately. Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game! Stella Clark Delivering the mail six days a week in all kinds of weather wasn’t an easy job, but Stella loved knowing that she was helping people connect with one another. Then, she started finding the letters from Kingsport, calling her to eldritch mysteries—a call she chooses not to ignore, but to chase down. Stella Clark (Stella Clark Investigator Starter Deck, 1) is well accustomed to failure, but she’s also well accustomed to pushing past it. As Stella, if you fail a skill test, you gain an additional action that you can take during your turn this round, giving you just one more opportunity to prove people wrong and push onward. Like Stella herself, this starter deck is packed with cards that can reward you even when you fail. Grimm's Fairy Tales (Stella Clark Investigator Starter Deck, 6), for example, lets you heal one horror from an investigator when they fail a skill test at your location. Failure also gives you the chance to play Grit Your Teeth (Stella Clark Investigator Starter Deck, 15) and boost all of your skills for the remainder of the round—something that’s certain to be useful with the extra action you gain from Stella’s ability. No matter what campaign you’re playing, you’ll start gaining more experience and you may decide that Stella needs more ways to take down the monsters in her way. If that’s true, you could do much worse than picking up an .18 Derringer (Stella Clark Investigator Starter Deck, 22). This trusty little pistol deals good damage, and if you ever fail your test, you reload the spent ammo and increase your combat for your next attack! Stella Clark is also well suited to invest in Quick Learner (Stella Clark Investigator Starter Deck, 30), a permanent asset that increases the difficulty of your earlier actions in exchange for decreasing the difficulty of your later actions. Naturally, this card is best if you’re getting more than three actions, and it also doesn’t hurt to have plenty of ways to reward yourself for failure. This is not a standalone product. This is a pre-built investigator deck and a copy of the Arkham Horror: The Card Game Core Set is required to play.

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22.00 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror LCG: Investigator Winifred Habbamock, Rogue
Arkham Horror LCG: Investigator Winifred Habbamock, Rogue

Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new faces to your games with the Nathaniel Cho Investigator Starter Deck. Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately. Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game! Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new faces to your games with the Nathaniel Cho Investigator Starter Deck. Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately. Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game! Winifred Habbamock Winifred was always one of the smartest kids in her reservation school, but her reckless attitude and lack of respect for authority often got her in trouble. When she found an old biplane in a barn and took it out for a spin, her life was forever changed—and she’s now known as the “woman without fear.” Winifred Habbamock (Winifred Habbamock Investigator Starter Deck, 1) lives her life by pushing the limits, and you’re encouraged to do the same in the game. So long as you commit at least two cards to a skill test, you’ll draw a card from your deck, giving you an incentive to lean into the Rogues’ tendency to pass skill tests with flying colors. For example, you may take aim with a Mauser C96 (Winifred Habbamock Investigator Starter Deck, 6), a new Firearm that packs quite a punch—however, you can only shoot it once per turn, unless you can ready it by succeeding at your skill test by two or more. Or, you may commit Nimble (Winifred Habbamock Investigator Starter Deck, 17) to a skill test, allowing you to quickly slip away from a sticky entanglement. Once you start upgrading Winifred’s deck with the experience you earn, you have a full range of options to choose from. You may boost your skill test potential with an upgraded, Rogue version of Manual Dexterity (Winifred Habbamock Investigator Starter Deck, 25). Not only does this skill card boast more icons, it lets you draw more cards if the test succeeds by two or more. Alternatively, you may grab Copycat (Winifred Habbamock Investigator Starter Deck, 30), a new skill that lets you copy a skill from the discard pile of any other investigator! This is not a standalone product. This is a pre-built investigator deck and a copy of the Arkham Horror: The Card Game Core Set is required to play. This is not a standalone product. This is a pre-built investigator deck and a copy of the Arkham Horror: The Card Game Core Set is required to play.

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22.00 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror LCG: Labyrinths of Lunacy Scenario Pack
Arkham Horror LCG: Labyrinths of Lunacy Scenario Pack

A scenario for Arkham Horror: The Card Game! In The Labyrinths of Lunacy, you and your fellow investigators wake to find yourselves gathered in a strange place, with no memory of how you arrived. Your muscles are weak and uncooperative. Your vision is blurred. Simply rising to your feet takes a tremendous effort. Your legs are wobbly and can barely support your weight. With this unique, 80-card standalone scenario, you become the prisoner of a mysterious mastermind, forced to take part in his cruel experiments. To escape, you and your fellow investigators will need to work together. You'll need to piece together the clues to solve your captor's twisted riddles. And you'll need to hurry—you aren't alone in this prison... Not Your Average Nightmare Unlike previous standalone scenarios, Curse of the Rougarou and Carnevale of Horrors, The Labyrinths of Lunacy cannot be played as a side quest in your larger campaign, but it offers a tremendous range of play experiences, nonetheless. Designed to accommodate as many as three separate groups of investigators, The Labyrinths of Lunacy introduces a massive Epic Multiplayer Mode that allows you to share your terrors with up to eleven other investigators. And while each group deals with its challenges separately, your successes or failures will impact the other groups—as will cards like Paradox Effect (The Labyrinths of Lunacy, 59) which create unique interactions between groups. Meanwhile, the scenario is also playable a single group of investigators. The Labyrinths of Lunacy comes with three encounter sets—one for the Epic Multiplayer Mode, one for use with a single group of investigators, and one for use in either format. Even in a single group, then, you'll be able to experience all the paranoia and dread that come with navigating a prison full of Traps like Blood and Rust (The Labyrinths of Lunacy, 58), and there are even rules that allow you to play through the adventure as a mini-campaign of three scenarios. Designer Matt Newman on Your Entry into The Labyrinths of Lunacy I am very excited for the upcoming release of The Labyrinths of Lunacy. This scenario is the culmination of many weeks of development, extensive playtesting, and direction from our art team. We designed it for the special The Labyrinths of Lunacy events that we ran at Gen Con 50, but it has so much to offer that I'm glad it's going to see this wider release. I hope you enjoy playing it as much as we enjoyed creating it. As you may be aware, the scenario made its debut in Indianapolis at Gen Con 50 where forty-nine groups of investigators participated in the events we ran throughout the course of the weekend. It was an absolute blast to watch these players—sometimes complete strangers from different corners of the world—working together to escape the labyrinths. With a clock ticking away and pressuring their every move in real-time, more than 180 investigators were taken captive. Only sixty-nine learned the innermost secrets of the labyrinths, defeated their captor once and for all, and escaped. Even among the fallen, however, we saw many tales of courage, luck, sacrifice, and even betrayal. Most of all, we saw investigators having tons of fun trying to figure out how to escape and survive! Soon, you will be able to run your own The Labyrinths of Lunacy event. But if you don’t have enough players to play through The Labyrinths of Lunacy in its full Epic Multiplayer Mode, worry not! We're offering this scenario with rules and a separate encounter set that allow you to play it with one group of one to four investigators. You can even run The Labyrinths of Lunacy as its own mini-campaign of three separate games, to simulate the experience of Epic Multiplayer Mode. Finally, it also comes with its own optional variant, “The Shifting Labyrinths,” to add even more replayability to the scenario! All told, this is the most elaborate scenario we’ve ever made for Arkham Horror: The Card Game, and it’s very special to me. I’m excited to hear more tales from the Arkham LCG community when it releases! Will You Escape? Are you quick witted and resourceful enough to escape The Labyrinths of Lunacy? Are you brave enough to confront the cruel mastermind who designed the prison? Are you strong enough to survive the strange and shadowy creatures whose howls you hear echoing through the distant halls? • A complete, standalone scenario for the hot, cooperative Arkham Horror LCG • Recreates the Epic Multiplayer experience from Gen Con Indy 2017 • Comes with options for standard play and for use as a three-part mini campaign • Challenges investigators to escape from a dungeon full of twisted riddles and strange aberrations • Inspired by the eerie supernatural horror stories of H.P. Lovecraft

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28.40 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror LCG: Machinations Through Time Scenario Pack
Arkham Horror LCG: Machinations Through Time Scenario Pack

A new standalone scenario pack for Arkham Horror: The Card Game! Something is wrong. Nobel Award-winning scientists and their revolutionary discoveries have vanished. This ripple in reality is a devastating loss for humanity, and it must be restored. Who has tampered with the past and disrupted the future? Only time will tell… The city of Arkham is caught in a dark plot that spans across decades! From the quiet days of Arkham’s past to the bustling days of its future, you and your fellow investigators will chase the culprits of this chronological caper before they undo sixty years of important scientific discoveries. Will you find and rescue the missing scientists from their captivity in the twisted realm of Tindalos? Or will your travels through time cause unintended consequences for the past, present, and future? Racing Through Time Like previous scenario packs, Machinations Through Time can be played as a standalone adventure 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 large event with up to 12 investigators in Epic Multiplayer Mode. Unlike other scenario packs, however, Machinations Through Time gives us our very first look at Arkham, Massachusetts in other time periods, as well as the ability to travel between them. A seemingly impossible task in Arkham’s present may be easy to solve in its past, and tools or information from the future could be the key to setting history back on its correct path. All of the locations in this scenario are labeled Past, Present, or Future, with the exception of Tindalos (Machinations Through Time, 5A), which is all three at once. By traveling between Tindalos and various landmarks of Arkham in all three eras, you can manipulate the flow of time to your advantage, gaining extra resources, clues, cards, or other benefits depending on the location and era. By coordinating with your fellow investigators, you can set something up in the past and then have a friend immediately reap the benefits in the future, or vice versa. But simply jumping between time periods is not the goal of this scenario. Thomas Corrigan and Mary Zielinski—two great, award-winning scientists—have been abducted and imprisoned in Tindalos. It is your job to not only rescue them, but also ensure that they are set back on the path to meeting each other and making the incredible discoveries they will one day be known for. While these scientists are labeled as ally assets, they function a bit differently in Machinations Through Time than in normal Arkham scenarios. No one investigator takes control of these allies—instead, they are placed on locations much like the investigators themselves, and whenever an investigator travels from one location to another, they can bring any Scientist allies from that location with them. However, you cannot take a scientist to a different era of time than the one they belong to! This means that if you want to move the past version of Thomas Corrigan (Machinations Through Time, 12), you will need to travel to another Past location. Likewise, if you want to enlist the aid of the present version of Mary Zielinski (Machinations Through Time, 22), you will only be able to do so from a Present location. Corrigan and Zielinski aren’t the only Scientist allies you can encounter during your time-hopping; you may find yourself using Ezra Graves' (Machinations Through Time, 23) powerful abilities in Present Arkham, then jump back to the Past to parley with Nikola Tesla (Machinations Through Time, 14). Of course, the forces of the Mythos will hardly let you work with these scientists unhindered. For reasons unknown, the monsters of Tindalos are fixated on capturing not just Thomas Corrigan and Mary Zielinski, but any Scientist they can get their hands on. The brutish Ghastly Satyrs (Machinations Through Time, 44) will come for the Scientists with claws bared, while the terrifying Hounds of Tindalos (Machinations Through Time, 45) will savage their minds. Each time a Scientist asset would be defeated, they are instead abducted by the fiends of Tindalos, which means you may find yourself racing back to the horrifying realm on more than one rescue mission during this scenario. Temporal Troubles With many twists, turns, and time paradoxes, Machinations Through Time will keep even the most experienced investigators on their toes. Will you solve the mystery of who is targeting these scientists throughout history? Or will you become lost in the time stream?

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26.10 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror LCG: Return to the Forgotten Age Expansion
Arkham Horror LCG: Return to the Forgotten Age Expansion

An upgrade expansion adding new supplementary content to the entire The Forgotten Age campaign for Arkham Horror: The Card Game! The flow of time itself is convoluted, and though you thought you had left the jungles of southern Mexico and the depths of Yoth behind you, it appears that they are not as far away as they might seem. Like a snake eating its own tail, the timeline is looping back around itself again… Within this upgrade expansion, you’ll find new scenario cards and encounter sets that you can insert into every scenario of The Forgotten Age, mixing up your investigations with new dangers and new objectives. New player cards, representing upgraded versions of cards from The Forgotten Age give you new tools and options for upgrading your decks. And with a full assortment of card dividers, you’ll be able to easily sort and store your entire campaign. Will you venture once more into the jungle? Snakes! You’ve already traversed the trackless rainforests, trespassed in ancient temples, and been held captive in bizarre cities far beyond our own dimensional space and time. But as your journey begins anew, you’ll find that things have been strangely altered and twisted. You’ve found yourself in a new timestream... Return to the Forgotten Age remixes the entire The Forgotten Age campaign, bringing new tricks and turns for every scenario with an assortment of new scenario cards. From the very beginning of the campaign, you may find yourself caught in a Snake Pit (Return to the Forgotten Age, 24) with a deadly pit viper. Or later on, you may come face to face with the ensnared horrors found trapped in an Alien Conservatory (Return to the Forgotten Age, 57). Along with bringing changes to every individual scenario, this upgrade expansion also includes four new encounter sets, designed to swap in throughout the campaign and bringing even more replayability to the table. Whether it’s a horrifying Vengeful Serpent (Return to the Forgotten Age, 78) or Cultists calling on forces From Another Time (Return to the Forgotten Age, 73), these new encounter cards promise to bring dangerous new threats to your investigations. No matter which of these new scenario cards and encounter sets you’re using, this upgrade expansion has the divider cards you need to easily organize the entire campaign—ensuring you’re ready to leap into The Forgotten Age at a moment’s notice. Collecting Your Supplies Of course, it’s not all writhing snakes and the all-encompassing vengeance of Yig. Return to the Forgotten Age also includes an assortment of new player cards—specifically upgraded versions of cards that were first introduced during The Forgotten Age campaign. If you liked Survival Knife before, you’ll love the upgraded version (Return to the Forgotten Age, 2). Whereas previously you needed to take damage to make a free attack with Survival Knife, the upgraded version lets you target the attacking enemy before you even take damage! Alternatively, if you enjoyed forgoing your allies with On Your Own, an enhanced version of the card (Return to the Forgotten Age, 10) is permanently in play, letting you reduce the cost of a Survivor event every turn! And finally, what would an upgrade expansion be without a list of achievements tempting you closer to nigh-impossible feats. Whether it’s completing every act deck in a single playthrough of Threads of Fate, defeating Yig in The Depths of Yoth, or winning The Forgotten Age campaign without ever becoming poisoned, these achievements give you something to strive for again and again. Welcome to the Jungle You have heard the call of the jungle. As past and future become comingled, will you embark on yet another expedition?

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42.60 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror LCG: Return to the Night of the Zealot Expansion
Arkham Horror LCG: Return to the Night of the Zealot Expansion

You swore that you would never go back. Yet like a snake eating its own tail, you were always meant to return to where it all began. In the Arkham Horror: The Card Game Core Set, the Night of the Zealot campaign presented your first challenge while introducing you to the investigators, mechanics, and environment of Arkham Horror Files, providing a stable foundation from which you built your investigations out into the unknown and the unknowable. Now, you are invited to return home and begin a new challenge worthy of your expertise. Return to the Night of the Zealot is an upgrade expansion for the Night of the Zealot campaign from the Arkham Horror: The Card Game Core Set. Arkham Horror: The Card Game is a cooperative card game in which one to four players take on the roles of investigators attempting to solve eldritch mysteries while confronting maddening horrors in the world of H.P. Lovecraft's Cthulhu mythos. Now, in Return to the Night of the Zealot, you'll find an assortment of new content for the classic Night of the Zealot campaign from the Core Set, inviting you and your team to play through the investigation once more while experiencing enhanced challenges and new boons with sixty-six new cards, split between scenario cards, encounter cards, and player cards. This expansion also provides a storage solution with a premium box and eighteen divider cards to house your complete Night of the Zealot campaign in one place. Mysterious Gateway During your first excursion into Lovecraftian horror in the Night of the Zealot, you watched the world you thought you knew fall away as Ghouls and Cultists invaded your home, your safe haven. Ultimately, you were forced to leave the comfort of your own ignorance behind. Since then, your investigations into the paranormal and the macabre have led you across the globe into dangerous realms that run parallel to our own and pushed you within an inch of your life and your sanity. Now, after all you’ve seen, all you’ve learned, the circle has led you back to the beginning, where a new level of horror awaits. This time, the conspiracy goes deeper than you had ever thought possible, starting with an alternate Act in the very first scenario from the original Night of the Zealot campaign. As before, it is late at night. You are holed up in your study, researching the bloody disappearances that have been taking place in the region. A few hours into your research, you hear the sound of strange chanting coming from your parlor. At the same time, you hear dirt churning, as if something were digging beneath the floor. In the back of your psyche, you know how this goes and you leap to investigate. The door to your study vanishes before your eyes, but now something shifts. This isn’t right. Rather than a solid wall, you discover a strange gateway to another part of your house. There must be a reason why this is happening... Rising Peril In Return to the Night of the Zealot, the stars may have aligned to open a door to your past, but things are not precisely as they were. The evils you defeated once have become stronger. It seems if they have been lying in wait for this moment to occur, to get another shot at destroying you, and this time they are not alone. This upgrade expansion features new scenario cards for each of the three scenarios in the campaign: now marked as Return to The Gathering, Return to The Midnight Masks, and Return to The Devourer Below. While these titles may sound like a resurgence of the familiar, the experience is anything but. Return to the Night of the Zealot also stacks your encounter deck with two new encounter sets, filled with monsters and treacheries more terrifying than any you have faced. Ghouls from the Ghouls encounter set are replaced by Ghouls of Umôrdhoth and Cultists who once belonged to a Dark Cult now align with The Devourer’s Cult. You are far from defenseless in your battle against these newfound horrors, however. Your time as an investigator in Arkham Horror: The Card Game has increased your experience and taken you to the far corners of the globe, providing you with ample opportunity to hone your skills and find stronger implements to add to your arsenal. This expansion features several new player cards—upgraded versions of cards that you originally found in the Core Set. For example, your lucky Charm, the Rabbit's Foot (Return to the Night of the Zealot, 10), now returns with an upgraded ability. While in the original Core Set, you could exhaust Rabbit's Foot (Core Set, 75) to draw a card after a failed skill test, this new version lets you exhaust the card after a failed skill test to search a number of cards equal to amount you failed by and add one of them to your hand. This added ability to search for exactly what you need can prove invaluable, as you will need every weapon and tool at your disposal if you wish to solve the mystery and escape with your life. Shifting Objectives In addition to this enhanced mystery, Return to the Night of the Zealot includes a premium box that can be used to store your entire Night of the Zealot campaign, along with divider cards marked for each encounter set in Night of the Zealot. Within this hallowed repository, you will find the sixty-six new scenario, encounter, and player cards, as well as a list of achievements that can create the ultimate challenge as you play Return to the Night of the Zealot. For example, you may favor the Baseball Bat (Core Set, 74) as your weapon of choice and become a Pinch Hitter, defeating three Ghouls without the Baseball Bat breaking. Another achievement may require each member of your team to stay in your cursed house for three rounds despite all logic, forcing you to question... But Do I Have To? As you explore these new ways to experience investigations, you must proceed with caution. The closer you get to answers, the more exposed you become to the threats lurking in the shadows of Arkham. Masked Horrors (Return to the Night of the Zealot, 31) haunt the streets, and danger can hide behind even a friendly face. Lately, you’ve notice that your neighbor Jeremiah Pierce (Return to the Night of the Zealot, 44) has been a little too interested in what you’ve been up to, namely your investigation. To evade his constant, needling questions will take a true test of your Willpower. With every slip, Jeremiah gets a new piece of information that he can pass along, adding one doom to the agenda for every failed point. Do you have what it takes to outsmart the cunning Cultists, or will you fall victim to whatever malevolent force drew you back in the first place? Accept the Challenge Your investigations have brought you so far, but there was never any hope for escape. You need to return and face your demons. Perhaps it would be easier to just surrender to the madness, yet despite the increased danger, you cannot—will not—allow Arkham to fall into darkness. Gather your courage, assemble your team, and return to Night of the Zealot!

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36.20 €
kuva tuotteesta on linkki tuotesivulle: 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 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror Lovecraft Letter
Arkham Horror Lovecraft Letter

Rules. Step into the eerie town of Arkham with Arkham Horror Lovecraft Letter, a chilling twist on the classic deduction card game. Delve into the madness of the Lovecraftian universe as you face eldritch horrors and uncover allies tainted with madness in this gripping battle of wits. Can you maintain your sanity and outwit Cthulhu, or will you succumb to the creeping darkness that lurks within? Arkham Horror Lovecraft Letter is a game of push-your-luck, deduction, and risk for 2-6 players that uses the award-winning Love Letter system. LOVE LETTER MEETS ARKHAM HORROR: Immerse yourself in the world of Lovecraft with a thrilling twist on the award-winning Love Letter game system. Explore eldritch horrors, uncover clues, and fight to keep your sanity intact! FAST-PACED DEDUCTION GAMEPLAY: Draw a card, play a card, and use your wits to survive. The simple yet strategic mechanics make it easy to learn but hard to master, providing intense and quick rounds of play. SANITY VS. SURVIVAL: Investigate the mysteries of Arkham, but beware—some clues are more dangerous than others. Will you risk your sanity to uncover the truth, or will you fall victim to forbidden secrets? GREAT FOR GAME NIGHT: Engage 2-6 players in this fast-paced, suspenseful card game. Perfect for game nights, whether you're a Lovecraft fan or a Love Letter collector. COLLECTOR’S EDITION PACKAGING: Comes in a display-friendly game box that holds the velvet bag, offering a stylish addition to your collection while supporting eco-friendly packaging. Contents: * 27 Cards * 18 Double Sided Tokens * 6 Reference Cards * 1 Rulebook * 1 Bag 2–6 Players 15–20 Min Age: 14+

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13.10 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror: Dead of Night Expansion
Arkham Horror: Dead of Night Expansion

In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. This expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, a new monster deck holder, and four new investigators to face these fresh horrors, armed with new spells, items, and allies. Shots in the Dark The gangs of Arkham have a long history of violence, and the peace between the O’Bannions and the Sheldons has always been tenuous at best. In the sweltering summer of 1926, a dark shadow pushes them into savage conflict. The new Shots in the Dark scenario featured in Dead of Night sees investigators trying to make peace between two warring gangs in the streets of Arkham. You’ll have to deal with O’Bannion and Sheldon forces as you uncover the mystery of why these gangs are on the verge of tearing their rivals, and their city, apart. Maybe you’ll even have the opportunity to pick a side and end the conflict once and for all with a clear winner. But why are these gangs at each other’s throats? In Arkham, nothing is ever as it seems and some conspiracies are best left unexplored. Do you have what it takes navigate this gang warfare and unravel the deeper mystery? On the Lam Dead of Night also includes four new investigators, each providing fresh blood for the horrors of Arkham to consume completely. “Skids” O’Toole always tried to make decisions that would make his mother proud, but his luck never seemed to hold for very long. Something always went wrong, and each new choice seemed to leave him with fewer options than he’d had before. Then, his mom got sick and “few options” quickly dwindled to “no options.” In prison for robbing a bank to pay her mounting hospital bills, Skids learned just how badly things could go for a guy: his cell mate, ranting about “The Old Ones,” scrawled dozens of cryptic messages on the walls just before he burst into flames. Back on the street, Skids found another way to make his mother proud. Kneeling to lay flowers on her grave, he swore to do whatever he could to keep the world safe from ancient evils. “Skids” O’Toole knows an opportunity when he sees one, and even at his lowest point can find the inner strength to push beyond his limits and face the horrors infesting Arkham. As a survivor/rogue hybrid, Skids can focus one of his skills whenever he rolls a one during a skill check. With a focus limit of zero, this is the only way Skids can increase his skills by focusing, and serves as a free action whenever the ex-con is down on his luck. But luck and grit aren’t the only tools Skids has at his disposal. O’Toole is an expert at slipping out of trouble. He begins the game On the Lam, letting him give non-epic monsters the slip for a round at the cost of one horror. This allows Skids to stalk the streets of Arkham, avoiding the supernatural horrors bleeding out of every corner, slithering into places other investigators dare not tread. When selecting Skids as an investigator, you get to choose between two different cards that will help determine your playstyle. Switchblade adds an element of danger to the ex-con, allowing him to deal one damage to a monster whenever you disengage with it. While Skids is not a great fighter, he is an expert at getting away unharmed, and his switchblade gives another level of protection against the encroaching darkness. If you want to play Skids with a gentler touch, perhaps you can take advantage of his Light Fingers, which allows you to potentially gain an item in the display when you perform a gather resources action. With a keen observation skill, Skids can often take full advantage of most items in the display. Of course, Skids could end up stuck with the Wanted condition. This condition prevents you from having any reputation talents, and potentially can lead to a run in with the law, something Skids wants to avoid at all costs. But is Skids willing to face his fears if it means saving the world from the impending darkness? What other new investigators are willing to face the darkness and protect the world from ancient unknowable evils? Survive the Night The dead of night is cold and unknowable. Where the deepest secrets of Arkham fester and come to life, where gangs rip each other apart and blood flows through the streets of our fair town. Can the investigators of Arkham Horror unravel the mystery before the world is flooded with thoughts of madness and insanity? You may have survived the horrors of Arkham Horror Third Edition in the past, but the dead of night is just beginning.

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45.30 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror: Secrets of the Order Expansion
Arkham Horror: Secrets of the Order Expansion

The unquiet spirits of the dead cry out and ghouls stalk the midnight streets of Arkham. Derelict portals yawn open between our existence and the horrific unknown, and even in the storied French Hill neighborhood, the Order of the Silver Twilight plots their path to greater power. This new expansion brings investigators to the classic neighborhood of French Hill while also sending them beyond our reality into the depths of the terrifying Underworld. Two new double-sided map tiles bring the older regions of Arkham, Massachusetts to life, including the aforementioned French Hill neighborhood, as well as the Underworld itself. Four more investigators join the party, ranging from the steadfast soldier Mark Harrigan to the confident aviatrix Winifred Habbamock. The investigators’ jobs will not be easy—this expansion brings three entirely new scenarios into the fold, challenging investigators with restless spirits, secret cultists, and the depths of the Underworld itself. With over 130 new encounter and event cards, new assets, monsters, conditions, and a new type of map tile, Secrets of the Order opens a portal to a hoard of content, pulling you into some truly terrifying tales. Shrouded in Secrets Secrets of the Order comes packaged with three new scenarios, and with them comes an enormous amount of replayability, bringing you throughout the older areas of Arkham, Massachusetts. Whether you are protecting innocent bystanders from rampaging gugs or stopping the Order of the Silver Twilight from summoning an Ancient One, new threats will keep you on your toes in each scenario. This time, however, the threats are even harder to pin down than usual. Several monsters in this expansion have the new “shrouded” keyword, cloaking everything from its attributes, abilities, to even its health in mystery. This is especially showcased with the three Haunting Dead monsters featured in the expansion’s first scenario. The true nature of these monsters is not revealed until an investigator engages them or they are exhausted, and, since they have no health value while shrouded, they cannot be defeated until they flip to their non-shrouded side. After all, you can’t fight what you don’t know! That said, shrouded monsters can still be dealt damage. Dealing enough damage to a shrouded monster could cause it to be defeated when it engages you, allowing you to “preemptively” defeat them. This could come in handy, especially if that shrouded monster is a Cacophonous Haunt or a Screaming Haunt , both of which have hindering effects that make them hard to deal with. However, that shrouded monster could also be an ally in disguise, such as the Weeping Haunt , so think carefully before you strike! Logic and Lore This wouldn’t be a new Arkham Horror expansion without some new investigators. One of these is Agatha Crane, a woman who expertly blends science with the occult. With degrees in Mathematics and Psychology, Agatha has always placed a premium on evidence-based science and logical thought. When she was young, she didn’t pay much attention to superstitions or ghost stories, but mounting evidence in recent years has led Agatha to conclude that there is a kernel of truth to the tales of monsters, spirits, and magic that permeate Arkham’s history. That said, if these things are real, then they must obey consistent rules, just as the physical sciences do; she just needs to find them. And so, as the pioneer of the new study of “parapsychology,” Agatha seeks to bridge the gap between the mystic and the rational, and she will plunge headfirst into the unknown. While she’s a scientist at heart, Agatha is surprisingly adept at using magic. With above-average lore and solid sanity, Agatha can be certain to cast a spell successfully, and, with her personal ability, she can take advantage of the spell’s horror cost to focus for free and gain a remnant! Agatha can also put her parapsychological expertise to use with the Occult Principle , a unique talent that is one of her starting cards. After taking a risk by delving into the horrors of the occult for an extra clue, Agatha flips this card over to the Scientific Method . By using the ward action to remove the extra doom from her Occult Principle, Agatha could use the Scientific Method to gain even more clues with a free research action, all while stockpiling more remnants for later use. Clearly, the more Agatha understands the occult and the arcane, the more useful and formidable she becomes. And she is just one of the four new investigators included in Secrets of the Order! Crossing the Threshold As one of the oldest parts of Arkham, French Hill is home to ancient secrets, potential allies, and mysterious threats. Meanwhile, in the deepest layer of the Dreamlands lies the Underworld; a realm of monsters and madness, where only the very desperate dare to roam. You know that someone is trying to merge these two realms together, but the question remains: will you be able to stop them in time?

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62.60 €
kuva tuotteesta on linkki tuotesivulle: Arkham Horror: Under Dark Waves Expansion
Arkham Horror: Under Dark Waves Expansion

Cold salt waves beat on the New England coast and thick fog rolls in off the bay, obscuring the small fishing hamlets that nestle in the gloom. Dark things creep along the shoreline, strange lights glide deep beneath the surface of the Atlantic, and the pallid villagers go missing with disturbing regularity. It seems that Arkham is not the only town affected by strange happenings… In this new large box expansion, your investigations take you beyond Arkham to the other ill-fated towns of Massachusetts. Two new double-sided tiles bring Kingsport and Innsmouth to vibrant life, while new mystery spaces invite you to travel beyond the city’s borders to locations like Devil’s Reef and the Strange High House. Eight more investigators arrive to join your party, ranging from a drifter like “Ashcan” Pete to a letter carrier such as Stella Clark. It’s undeniable that these investigators have their work cut out for them with four entirely new scenarios pitting them against the horrors that lurk beneath the ocean waves. With over 150 encounter and event cards, alongside new assets, monsters, conditions, and the terror mechanic, Under Dark Waves boasts a vast undersea treasure trove of content, pulling you into some of the Cthulhu Mythos’s most compelling tales. Tyrants of Ruin With four new scenarios—the same number of scenarios that came in the Arkham Horror Core Set—Under Dark Waves brings a massive amount of replayability to the game, challenging you to travel across Massachusetts, from the city of Arkham to Kingsport and Innsmouth. You may be shivering in the ice-cold winds wrought by cruel Ithaqua or facing an onslaught of Deep Ones sent from Y’ha-nthlei to corrupt the surface world. Whether it’s terrifying moon-beasts, squamous deep ones, or accursed dreamers, you’ll face new dangers in every scenario. There’s more to these scenarios then just new waves of monsters, however. Since your very first games of Arkham Horror, your investigators have had to contend with doom building up in the neighborhoods of Arkham. If you’re unable to ward the doom building up around the city, the consequences could be devastating, and with the addition of Under Dark Waves, there may be new consequences in the form of terror tokens and terror cards. Terror represents a neighborhood becoming overrun with madness and fear, and in certain scenarios, you’ll have to contend with a terror deck unique to that scenario. Terror can accumulate from increasing doom in a neighborhood or by drawing a new terror mythos token, and when terror spreads, you’ll take a terror encounter card and place it on top of your neighborhood’s encounter deck. Before you can have any of the encounters within the deck, you’ll first need to face your fears with a terror encounter. Whether terror finds you in Arkham, Kingsport, or Innsmouth, the new scenarios of Under Dark Waves boast dangerous and horrifying encounters to push the limits of your sanity. Steadfast in the Storm It wouldn’t be a new expansion for Arkham Horror without a full cast of new investigators. Zoey Samaras is just one of these investigators, dedicated to smiting the evil of the Ancient Ones wherever it appears. Zoey always kept her knives sharp. At first, it was simply a habit, drilled into her by years training under the finest chefs in the world. A chef’s tools, they’d taught her, were her knives and the fire. One night, some impulse told her to take a different route home, and the scales fell from her eyes. She saw monsters—horrid, blood-drenched, sharp-toothed monsters—feasting on a man in the alley. She cleansed their foul hunger from the earth, and will soon cleanse all the horrors that lurked in the shadows. Though she may be trained as a chef, Zoey is perfectly suited to slaying monsters in your games. Her strength of three is only average, but with a Chef's Knife in her hands, Zoey can carve through whatever eldritch thing may stand in her way. Even setting aside her knives, Zoey can deal maximum damage in a number of ways. By casting Enchant Weapon, Zoey can make any weapon in her space a potent force, allowing you to reroll one die or all dice during an attack. Alternatively, you may take Zoey's Cross, letting you use your will to damage a monster. No matter how you take advantage of Zoey’s skills, the fervor of her faith and the strength of her arm could tip the balance in your favor. And she’s just one of the eight new investigators included in Under Dark Waves! Beneath the Surface You have heard your name whispered in the mists. You have the seen the change taking root in your neighbors. You have found the half-eaten carcasses down by the moldering docks. It’s time to charter a ferry and take your investigations on the road to Innsmouth and Kingsport—but who knows what terrors lurk beneath the choppy ocean waves?

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86.20 €
kuva tuotteesta on linkki tuotesivulle: Boardgame Organizer For Arkham Horror 3. Edition Expansion Dead Of Night
Boardgame Organizer For Arkham Horror 3. Edition Expansion Dead Of Night

Compatible with Arkham Horror 3. Edition and its expansion Dead of Night - 15 removable trays - Lid closes flush - Can be stored vertically - Supports premium card sleeves(max ext. size 94 x 61 mm and 68 x 45 mm) - Dimensions after assembly: 286 x 286 x 67 mm - Assembly requires wood glue Hobby gaming product. Age 14+. Not a children's toy.Warning: Choking hazard, not suitable for children under 3 years.You want to pit yourselves against the incomprehensible eminence of cosmic horror with some handguns and amateur spells? You must be insane! Luckily for you, you can now gain the support of a very special artefact: our organizer with custom storage for all components makes sure the crawling chaos doesn't start in your game box. ARKH consists of 15 trays which can all be removed from the box. Trays 1-2: Card holders for the event cards - one for storage and one as dispenser for the table (replaces the included event deck holder) Tray 3: Card holder for the archive cards Trays 4-5: Card holders for the headline cards - one for storage and one as dispenser for the table (for the 13 card headline deck). In the box this holds the dice. Trays 6-7: Card holders for the anomaly cards - one for storage and one as dispenser for the table (for the current anomaly deck) Trays 8-10: Three identical card holders for the encounter decks, lying flat for optimal access and easily adding event cards Tray 11: Card holder for all small cards, sorted by type Tray 12: Holds the street tiles, investigator tokens and their plastic stands Tray 13: Holds the focus tokens (by type) and the clue/doom tokens Tray 14: Holds damage, horror, mythos and remnant tokens Tray 15: Holds anomaly, activation, marker and money tokens When putting away the game the map tiles (the neighborhoods) are put into the box first, then the 15 trays are stacked around them, so they exactly fill the available space. The scenario and investigator sheets go into a recess on top, finally followed by the rulebooks. The lid closes flush and all components stay in their place, even when the box is stored vertically. Please note: There is no designated space for the cardboard event deck holder, but it is being replaced by a wooden one. For the cardboard monster deck holder (from the expansion) there is also no room and also no replacement. But disassembled it can be stored on top with the rulebooks.This article is delivered as a kit that requires assembly. We recommend the use of wood glue (not included).

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35.80 €

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