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Feldherr Foam Tray Set For Arkham Horror 3rd Edition Board Game Box
Feldherr Foam Tray Set For Arkham Horror 3rd Edition Board Game Box

Also in the Third Edition, a team of fearless investigators will continue to stand in the way of the Ancient Ones in order to save our world from its reign of terror. This further development of the board game classic comes with some significant innovations, as well as new game material.

Just like the game developers, we have also further developed our foam set for the 'Arkham Horror' board game box. This allows you to concentrate fully on the in-game investigation, without having to search for lost tokens or cards.


- The set fits exactly into the original board game box of "Arkham Horror 3rd Edition".
- Suitable for the entire game content of the Third Edition.
- The lid of the board game box protrudes approx. 2 cm.

The set contains:


- 1 foam tray with 8 compartments
- 1 foam inlay with 15 compartments
- 1 foam topper

The foam tray is divided into 1 large compartment for the foam inlay and 7 additional compartments for storing the game components.

In the large compartment lies the foam inlay with 15 compartments for sorting the tokens, dice and plastic stands. The insert has a foam base. So you can take it out separately and place the box next to the board.

All tokens, except the Anomaly and Investigator Tokens, can be clearly sorted here. One compartment is occupied by the dice and the corner compartment is reserved for the plastic stands.

On top of the 40 mm high inlay, there is still room for the 12 Map Tiles, which fit exactly into it. Also the disassembled Event Deck Holder, as well as the Scenario and Investigator Sheets can be stored here.

On the large insert there are a total of 5 compartments available for the game cards. They are provided with finger-wide recesses, which makes it easier for you to remove the stacks.

3 card compartments provide room for the large cards, such as the Event and Anomaly Cards. Two compartments are reserved for the smaller cards, such as Monster and Status Cards. Of course, all cards also fit in with sleeves.

There are still two compartments left in which you can sort the Investigator Tokens and the five Anomaly Tokens.

The set for "Arkham Horror 3rd Edition" is rounded off with the matching foam topper. With this all accessories stay in place, even if the box is upside down during transport. You can place the rulebooks on the foam topper.

Hereby, everything is neatly and securely stowed away so that no Money Token gets lost. Cards and tokens are quickly at hand and you save a lot of time and nerves when setting up the game.


- The foam tray has the dimensions: 285 mm x 285 mm x 80 mm total height (70 mm usable height + 10 mm foam base).
- The foam inlay has the dimensions: 208 mm x 183 mm x 40 mm total height (30 mm usable height + 10 mm foam base).


- high-quality, fine pored foam
- CFC-free
- chlorine and acid-free
- Made in Germany

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32.20 €
Feldherr Foam Tray Set For Arkham Horror Second Edition - Core Game Box
Feldherr Foam Tray Set For Arkham Horror Second Edition - Core Game Box

Centred in the hustle and bustle of the wild twenties, a black shadow lies over the city of Arkham, Massachusetts. The Ancient One, a terrible creature from a world beyond time and space, awakes and threatens to enter our world through the opening gates to subjugate it. A team of fearless investigators is our world's last resort.

This foam tray set may not be the last chance to save your board game box. But it protects you from investigations for lost markers and cards, and ensures order and safekeeping of the game components.

These inserts are suitable for the Second Edition of the board game.

The Set contains:


- 1 foam tray for the board game box with 8 compartments
- 1 foam inlay with 12 compartments
- 1 foam topper

The foam tray fits exactly into the 'Arkham Horror' board game box. It is divided into 8 tailor-made compartments to store the game components.

In the big compartment of the mat lies the additional foam inlay. It provides 12 compartments for sorting the Investigator Status Tokens, the Terror Marker, the Doom Tokens and Activity Markers, as well as the Explored and Closed Markers into the individual compartments. Two compartments are reserved for the Plastic Investigator Stands.

The 40 mm high inlay is only intended for sorting small parts and has no extra bottom. On top of the 40 mm high inlay, there is also room for the Investigator Sheets, which fit in here exactly.

There are a total of 3 compartments available for the game cards. They are equipped with finger-wide recesses, which make it easier for you to remove them.

2 compartments offer space for the Ancient One Cards and one is reserved for the smaller Investigator Cards. The cards also fit in here with sleeves.

The Investigator and Monster Markers, as well as the Gate Markers and the First Player Marker, can be sorted into custom-cut compartments. A small rectangular compartment accomodates the dice.

This set for 'Arkham Horror' is rounded off with the matching foam topper. So everything stays in place, even if the box is turned upside down during transport. On the foam cover you can place the game board and the rulebook.

Hereby everything is neatly and securely stowed away so that no Money Token gets lost. Cards and markers are quickly at hand and you save quite some time and nerves for setting up the game.

The lid of the board game box protrudes about 1 cm.


- The foam tray has the dimensions: 285 mm x 285 mm x 60 mm total height (50 mm usable height + 10 mm foam base)
- The foam inlay has the dimensions: 181 mm x 158 mm x 40 mm.


- high-quality, fine pored foam
- CFC-free
- chlorine and acid-free
- Made in Germany

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28.60 €
Feldherr Organizer For Arkham Horror: Under Dark Waves + Secrets Of The Order - Board Game Box
Feldherr Organizer For Arkham Horror: Under Dark Waves + Secrets Of The Order - Board Game Box

What awaits you in the darkness beyond the harbor? What is the Order of the Silver Twilight hiding? With the two expansions, you can expect not only new nightmares in the world of Arkham Horror but also plenty of new cards, tiles, and tokens to stow away.

Sorting the game material of two expansions could easily become your worst nightmare. To prevent this from happening, we have the matching Feldherr Organizer for you. It helps to sort your game material and provides the necessary order in the board game box.


- The Organizer Set provides room for the entire game material of the two expansions Under Dark Waves and Secrets of the Order for Arkham Horror.
- The Organizer fits into the original board game box of the Under Dark Waves expansion.
- The set consists of three plastic tokens and five plastic card holders. All trays can be removed individually. The three token holders can be stacked on top of each other.
- Token holders and card holders are designed so that the game materials can be sorted according to your preferences.
- All cards also fit with protective sleeves (max. outer dimensions standard: 95 mm x 68 mm and small cards: 67 mm x 44 mm).
- Neighborhood Map Tiles and the rule booklets are stored on the included foam topper.
- transportable and tilt-proof - vertical storage possible
- Ready to Use - no assembly required

While your investigations lead you deeper and deeper down the rabbit hole and slowly doubts about your sanity begin to surface, we provide order and structure in your board game box. The card and token holders help you keep your game material neat and organized. The generic compartments of the trays let you decide how to best sort your cards and tokens. Since time-consuming pre-sorting is no longer necessary, you can start playing faster. For a quick start of the game, you simply distribute the trays on the gaming table and the descent into madness can begin.

The set in detail:


- Two token holders, each with 4 compartments for small-scale game material of the expansions. (e.g. investigator tokens, plastic standees, terror token, game token, focus token)
- 1 token holder with 2 compartments for tiles (e.g. Travel Route Tiles, Mystery Tile, Threshold Tile)
- Four card holders with 7 compartments each for normal-sized cards in Standard format (e.g. Event and Terror Cards)
- One card holder with 16 compartments for small-sized cards in American Mini format (e.g. Monster, Starting, and Special Cards).


- thermosoftening plastic
- ready to use - no assembly required
- 3D printed in Germany

As with all 3D-printed models, minor imperfections may occur. The product images are only examples of how the finished product may look. Colors may vary. All products are delivered unpainted.


- fine-pored foam – Made in Germany
- chlorine and acid-free

  !   tilattava tuote
38.20 €
Unfathomable
Unfathomable

A brand-new board game in the Arkham Horror Files universe!

The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship’s chapel, signs of a strange ritual littered around the corpse. This voyage began like any other, but now it seems that the Atlantica may never reach its destination.

Immerse yourself among the passengers and crew of the SS Atlantica in this game of hidden loyalties, intrigue, and paranoia for three to six players. Some players are humans who are fighting for the survival of the ship, while others are traitors sent aboard the ship by mysterious beings to ensure that it never reaches port! Because player loyalties are hidden, determining who is friend and who is foe is critical to winning a thrilling game of Unfathomable.

Terrors from the Deep
Lurking within the depths of the Atlantic Ocean are a swarm of vicious, unspeakable horrors: the Deep Ones, led by Mother Hydra and Father Dagon. For reasons unknown, they have set their sights on the Atlantica, and their minions, taking the form of human-Deep One hybrids, have infiltrated the steamship to help sink it from within. Each game of Unfathomable has one or more players assuming the role of one of these hybrids, and how well they can secretly sabotage the efforts of the other players might mean the difference between a successful voyage and a sunken ship.

If you’re a human, you’ll need to fend off Deep Ones, prevent the Atlantica from taking too much damage, and carefully manage the ship’s four crucial resources if you want any hope of making it to Boston, all while trying to figure out which of your fellow players are friends and which are foes. Everyone shares the same resource pool, but humans will try to preserve them while traitors will strive to subtly deplete them. Being able to tell when someone is purposefully draining the group’s resources is harder than you think, especially when you take crises into account!

At the end of each player’s turn, that player must draw a mythos card. Each of these cards represents a crisis that the whole group must try to resolve together. Some of these crises, such as Food Rationing , will call for a choice that could potentially put the ship’s passengers or resources at risk, while others, such as Hull Leak , will call for a skill test in which failure could have disastrous consequences.

During a skill test, each player contributes skill cards from their hand to a face-down pile shared by the group. Once everyone has contributed (or chosen not to), the cards are shuffled and then revealed. If enough of the correct skills were contributed, then the group passes the test! But if the wrong skills were contributed, they can actually hinder the results, leading to failure. Thus, skill tests are dangerous opportunities for traitors to sabotage the humans’ efforts, so you will have to stay on your toes at all times. We will unveil more about crises, skill tests, and more when we take a deeper dive into the gameplay of Unfathomable at a later date.

All New Faces
While Unfathomable takes place in the Arkham Horror Files universe, it takes place many years before the events of the Arkham Horror board game and card game. Because of this, this game features a full cast of brand-new playable characters, each of which has never been seen in the Arkham universe before. We’ll introduce you to each of them in time, but for today, please welcome the captain of the SS Atlantica: Keilani Tatupu.

A tough, experienced sailor and born survivor, Keilani has stood strong in the face of adversity before. When a typhoon killed the captain of her previous ship, Keilani was suddenly thrust into a leadership role and had to guide the rest of her crew to safety. Even once the storm had calmed, her challenges did not end, as mutinous crewmembers refused to follow her orders and set Keilani—and eleven others—adrift on a lifeboat in the middle of the stormy season. Despite these odds, Keilani kept her fellow castaways alive for four grueling weeks, and her story made international news when they finally reached land. However, there was one part of that story that didn’t make the paper, one that she chose to keep to herself: her strange nighttime encounter with a hideous creature beneath the waves.

Did it let her live simply because she caught it by surprise? Or is it because she’s secretly a hybrid in disguise, unbeknownst even to herself, waiting for the right moment to awaken to her true identity? Each of the game’s ten playable characters have similarly shrouded events in their pasts, which means no one is above suspicion and every game of Unfathomable will bring about unexpected twists and turns.

Are you a friend to humanity or a hybrid saboteur?

2 – 4 hours
3 – 6 players
Ages 14+

      heti saatavilla
99.30 €
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

      loppu varastosta
18.20 €
Living Card Games Medium Box Insert
Living Card Games Medium Box Insert

This Campaign 2 insert is designed to be compatible with the new smaller standard of Living Card Games with boxes sized 25.4 x 25.4 x 5.1 cm. Such games include Arkham Horror: The Card Game, A Game of Thrones: The Card Game (2nd Edition), Legend of the Five Rings: The Card Game, and Android: Netrunner The Card Game The Revised Core Set, as well as with Blood Bowl Team Manager. Please check the detailed product pages for each of these games.

The insert is designed to fit snugly inside the box, and is 2.5 cm higher than the box base to allow for maximum storage of cards. There is space for all cards to be sleeved with quality sleeves. Here you can see the box loaded with roughly half its total capacity of cards.

The insert comes with eight token trays, four wide and four narrow. They can be combined in different ways for different games to either maximise card storage or token types, or a balance between the two extremes. They are removable and usable during game play to keep the table tidy and speed up setup and clear-away times.

With the rules on top of the insert and the lid placed on top the lid rises 2.5 cm higher than the base. This still allows plenty of friction and hold to maintain its position, and the game can be safely stored vertically.

This product consists of a flat-pack of 4 Evacore sheets. The trays require assembly, which is quick and fun, using ordinary PVA glue. Detailed instructions are included in the package.

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20.00 €

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