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Marvel Champions LCG: Sinister Motives Campaign Expansion
Marvel Champions LCG: Sinister Motives Campaign Expansion

In the Marvel universe, those six words carry great significance as the driving principle behind one of the greatest heroes ever known: Spider-Man. This web-slinging, wisecracking hero is beloved by many, but he also has his fair share of mortal enemies. Fortunately, Peter Parker is not the only wall-crawler protecting the streets of New York from villains and their sinister schemes…

In this expansion, you and your fellow heroes take to the streets and rooftops of New York City and face off against a rogues gallery of classic Spider-Man villains, including Sandman, Venom, Mysterio, and the notorious Sinister Six. As with previous expansions, you can play each of these scenarios individually or as part of a larger campaign, and with a sinister spread of new modular encounter sets, there will be ample opportunity to mix things up for all of your Marvel Champions games. Sinister Motives also kicks off a new wave of playable heroes for the game, starting with two iconic web-warriors: Ghost-Spider and Spider-Man (Miles Morales), both of whom come with fully pre-built and ready-to-play decks right out of the box.

Sinister Schemes
New York City. The Big Apple is home to some big names, both on the side of the law and against it. Somebody has hired some particularly big names to stir up trouble for our heroes, and so we kick off the Sinister Motives campaign with Sandman (Sinister Motives, 61).

This gritty foe is certainly no pushover. By spreading his sand all throughout the City Streets (Sinister Motives, 65), Sandman can wreak a wide range of havoc in multiple ways at once. The heroes will have to remove sand counters from City Streets if they hope to slow down this slippery villain, all while dealing with his pesky Sand Form (Sinister Motives, 66) and his army of Sand Clones (Sinister Motives, 67).

Not long after catching Sandman, the heroes will have to deal with the wild and dangerous Venom (Sinister Motives, 73). This symbiote-empowered villain puts facedown boost cards on your identity every time you attack and damage him, and his main scheme, "Leave Us Alone!" (Sinister Motives, 76B) lets him use all of those extra boosts when he activates against you! This causes Venom’s damage output to ramp up fast, but fortunately, this villain has a signature weakness that you can exploit: the bell tower.

While the tower is quiet (Sinister Motives, 77A), you can choose to build up its chimes instead of damaging Venom (and giving him extra boost cards to use against you). Then, once the bell is ringing (Sinister Motives, 77B), take advantage of the increased damage dealt to Venom to take him down in as few hits as possible! Just be careful—Venom may be aggressive, but he isn’t a fool, and sometimes he will Guard the Bell Tower (Sinister Motives, 79) to stop you from using it to your advantage.

Once you get Venom to calm down, you won’t have much time to rest, because next you must face the baffling Mysterio (Sinister Motives, 84), the campaign’s third villain.

This master illusionist puts the heroes into a dizzying Maze of Mirrors (Sinister Motives, 87B), and he disrupts their actions by shuffling encounter cards into their decks and discard piles. These cards will come in as extra facedown encounter cards at inopportune moments, so you will have to stay on your toes. Watch out for Mysterio’s illusions, such as Humongous Hallucination (Sinister Motives, 89) and Shifting Apparition (Sinister Motives, 91), and try not to let this Fearmonger (SinisterMotives, 93) get the best of you!

A Dastardly Team
Of course, no Spider-Man-themed campaign would be complete without the iconic squad of villains, the Sinister Six! This terrible team consists of Doctor Octopus (Sinister Motives, 94), Electro (Sinister Motives, 95), Hobgoblin (Sinister Motives, 96), Kraven the Hunter (Sinister Motives, 97), Scorpion (Sinister Motives, 98), and Vulture (Sinister Motives, 99). While each of these villains may not have that much health—their hit points don’t scale with the number of players, after all—they make up for it in their tenacity and their Sinister Synchronization (Sinister Motives, 100B).

Unlike most scenarios in Marvel Champions, you don’t win against the Sinister Six simply by defeating them—they just keep coming back to hound you again and again. The only way to win is to escape, which you do by completing both sides of the side scheme, Light at the End (Sinister Motives, 102A). But this is easier said than done, since the Sinister Six hardly play fair. While working together, they will have Heightened Morale (Sinister Motives, 103) and will occasionally Take One for the Team (Sinister Motives, 106). They even have their own version of team-up cards, such as Hobgoblin and Vulture collaborating as Frequent Flyers (Sinister Motives, 108) or Doctor Octopus and Scorpion unleashing mayhem with their Robotic Enhancements (Sinister Motives, 110). Clearly, this is a team of villains that will put up one heck of a fight!

By now, you may be wondering who the final villain in Sinister Motives will be. We’re not going to reveal who it is today, but we will leave you with this hint: what happens when you combine the abilities of two quintessential Spider-Man villains? The answer is a truly terrifying and formidable foe!

Web-Slinging Warriors
The villains in Sinister Motives are an unruly bunch, and they can make things extremely unpleasant for the citizens of New York. Fortunately, this expansion also comes with two high-speed heroes ready to swing in and protect their city!

First up is Ghost-Spider (Sinister Motives, 1A), an alternate-universe version of Gwen Stacy who was bitten by a radioactive spider instead of Peter Parker. Ghost-Spider is a combo-heavy hero able to react to a wide range of situations with ease. Her innate ability, Dizzying Reflexes, lets her ready after resolving an Interrupt or Response ability, which means she can build up some impressive momentum in pivotal moments. With cards like Ghost Kick (Sinister Motives, 2) and Phantom Flip (Sinister Motives, 4), Ghost-Spider can deal a pile of damage or remove an impressive amount of threat by combining them with her basic powers and Dizzying Reflexes. Her ability works during the villain phase as well, giving cards like Pirouette and Punch (Sinister Motives, 5) the bonus effect of readying her just in time for the next hero phase. Combine all of that with her Web-Bracelets (Sinister Motives, 9), and Ghost-Spider is ready to react to anything the villains throw at her!

That said, sometimes pulling off Ghost-Spider’s killer combos may require a bit of setup, but fortunately Gwen (Sinister Motives, 1B) has access to some handy assets to get her momentum going. Gwen’s father, George Stacy (Sinister Motives, 7), can hang onto event cards for you until the moment you need them, while Ticket to the Multiverse (Sinister Motives, 8) is a powerful upgrade that can completely reset your turn once per game!

Befitting her react-and-punish playstyle, Ghost-Spider comes with a pre-built Protection deck that can help her lock down the villain phase. Use Across the Spider-Verse (Sinister Motives, 18) to call on the aid of fellow web-warrior Silk (Sinister Motives, 10) to preemptively discard a treachery card from the encounter deck, and with Spider-UK (Sinister Motives, 12) on defense, you can deal some solid damage to an enemy that dares to attack you. Jump Flip (Sinister Motives, 14) out of the way of an attack to trigger your Dizzying Reflexes, and if a villain phase is particularly nasty, use What Doesn't Kill Me (Sinister Motives, 16) on your next turn to help you regain your momentum—just make sure you have at least one “physical” resource available to pay for it!

Also patrolling the streets of New York is Ghost-Spider’s crime-fighting partner, Spider-Man (Sinister Motives, 30A)! Though he shares his hero name* with Peter Parker, Miles Morales (Sinister Motives, 30B) is a mighty wall-crawler in his own right with two especially potent innate abilities, Venom Blast and Spider Camouflage. Spider-Man can only trigger these abilities through the use of certain cards in his deck, but they always leave their mark whenever he activates them. Swing In (Sinister Motives, 33) to the situation to remove some threat and confuse the villain with Spider Camouflage, then hit your enemy with a Web-Shot (Sinister Motives, 34) to deal some damage and stun them with Venom Blast. Once your foe is stunned and confused, launch a dizzying assault with Arachnobatics (Sinister Motives, 31) to deal an impressive 8 damage!

Sometimes, you may not have the resources to pay for all those events but still want to activate Venom Blast or Spider Camouflage. That’s where upgrades like Power Within (Sinister Motives, 37) and Defense Mechanism (Sinister Motives, 38) come into play, allowing you the freedom to trigger those abilities at precisely the right moment. If you’ve burned through most of Spider-Man’s cards, swap to alter-ego form to get one back into your deck, then take advantage of your Double Life (Sinister Motives, 32) to leap right back into the fray.

Spider-Man swings into Sinister Motives with a pre-built Justice deck, and while Ghost-Spider’s deck focused on web-warriors, Spider-Man’s deck is all about the agents of S.H.I.E.L.D.! Allies like Monica Chang (Sinister Motives, 40) and Agent 13 (Sinister Motives, 46) let you get extra uses out of supports like Field Agent (Sinister Motives, 44) and the tried-and-true Surveillance Team (Sinister Motives, 45). Once you have plenty of S.H.I.E.L.D. cards in play, use events like Homeland Intervention (Sinister Motives, 42) and Global Logistics (Sinister Motives, 43) to leave the villain’s schemes in tatters!

*Note: Even though Spider-Man (Miles Morales) shares his hero name with Spider-Man (Peter Parker) from the Marvel Champions core set, their identity-specific cards are not interchangeable. This includes their hero cards, obligations, and nemesis encounter sets.

Community Service
It’s time to take to the streets for some web-slinging action. Fans of Marvel Champions: The Card Game won’t want to miss out on this thrilling wave of content when the Sinister Motives campaign expansion launches in spring of 2022—and of course, they can also look forward to more heroes joining the ranks of Ghost-Spider and Spider-Man against the threat of the Sinister Six with the four new hero packs soon to follow!

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60.70 €
VTES: Fifth Edition Deck Ministry
VTES: Fifth Edition Deck Ministry

This deck delivers a steady stream of mischief on your enemy, with tactics both direct and indirect. Your vampires do anything to elude defenders – sneaking, hypnotizing, even shape-changing! Your defense is limited, but you have some Anarch tricks up your sleeve." So this will be a bleed deck, but Anarchness and the new clan discipline Protean (replacing Serpentis) helps it stay alive ... or should one say undead?

These normal sized decks contain totally 42 new crypt cards and 16 new library cards mixed with reprints of previously published cards.

The clan of faith, the clan of lies – the most light-fearing vampires are known by many names, currently preferring “The Ministry”. They revel in sin and seek to cross all boundaries, the holier the better. They want everyone to join in, using their powers of deception to lure innocent victims into misery.

This deck delivers a steady stream of mischief on your enemy, with tactics both direct and indirect. Your vampires do anything to elude defenders – sneaking, hypnotizing, even shape-changing! Your defense is limited, but you have some Anarch tricks up your sleeve.

This is a deck with 77 library cards and 12 crypt cards, ready for play out of the box or customizable with other Vampire: The Eternal Struggle cards. Each player needs a deck to play.

Contents:

Crypt (12 cards)
1 Aluc Romas de Leon
1 Crystal Lynn
1 Doctor Morocco
1 Elisha Tucker
1 Faruq Abd al-Qadir
1 Hesha Ruhadze
1 Jenny Silver
1 Marcel
1 Melech
1 Milton Fox
1 Nonu Dis
1 Vivian VI

Library Cards (77 cards)
4 Blood Doll
1 Club Illusion
1 Dreams of the Sphinx
1 Opium Den
1 Temple Hunting Ground
1 Wider View
7 Enchant Kindred
2 Entrancement
1 Heart of the City
7 Platinum Protocol, The

1 Codex of the Edenic Groundskeepers
1 Heart of Nizchetus
1 Ivory Bow
6 Enchanting Gaze
4 Faceless Night
4 Form of the Cobra
4 Lost in Crowds
6 Revelation of the Serpent
4 Spying Mission
2 True Love’s Face
5 Earth Meld
4 Form of Mist
4 On the Qui Vive
5 Party Out Of Bounds

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20.00 €
VTES: New Blood -Ministry
VTES: New Blood -Ministry

The Ministry is a vampire clan of temptation. They delight in sin, pushing boundaries to the extreme and use deceptive powers to draw unsuspecting victims into doing their bidding.

This mischievous deck forsakes defense for strong offense. Your vampire minions use politics, entrancement and Anarch trickery to damage your enemies, and evade getting captured by use of mind-tricks and shape-changing.

Crypt (6 cards)
1x Sergio Bueno (NEW) 8 OBF PRE PRO aus pot baron Ministry:6
1x Vivian VI 7 PRE PRO obf tha baron Ministry:6
1x Crystal Lynn 6 OBF PRE PRO Ministry:6
1x Elisha Tucker 6 PRE cel obf pro baron Ministry:6
1x Marcel 4 obf pre pro Ministry:6
1x "Coach" Tyrone Soros (NEW) 3 obf pre Ministry:6

Library (48 cards)
Master (9; 4 trifle)
1x Anarch Railroad
1x Cave of Apples
2x Dabbler
1x Ferraille
1x Garibaldi-Meucci Museum
1x Obfuscate
2x Villein

Action (8)
5x Platinum Protocol, The
1x Propaganda
2x Waters of Duat

Political Action (4)
1x Anarch Salon
2x Reckless Agitation
1x Revolutionary Council

Retainer (1)
1x Homunculus

Action Modifier (11)
1x Elder Impersonation
2x Enchanting Gaze
1x Faceless Night
1x Lost in Crowds
3x Revelation of the Serpent
1x Swallowed by the Night
2x Voter Captivation

Action Modifier/Combat (4)
2x Form of the Cobra
2x Rapid Change

Reaction (8)
2x Bait and Switch
2x On the Qui Vive
4x Party Out Of Bounds

Combat (3)
3x Form of Mist

New crypt cards

Name: "Coach" Tyrone Soros
Clan: Ministry
Group: 6
Capacity: 3
Discipline: obf pre
Anarch.

Name: Sergio Bueno
Clan: Ministry
Group: 6
Capacity: 8
Discipline: OBF PRE PRO aus pot
Anarch Baron of Santo Domingo: Minions with any of your corruption counters must burn 1 blood or life to attempt to block Sergio.

A New Blood collection of five 54-card preconstructed decks for introductory games of Vampire: The Eternal Struggle. These decks are simpler than tournament level decks, but showcase all the basic mechanics of the game. They are balanced, for a fun and exciting first try of Vampire: The Eternal Struggle. Some of the cards included are reprints and some

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12.00 €
Inis
Inis

Rule over ancient Ireland in Inis!

Long before the potato famine, before the Book of Kells was made, before St. Patrick arrived, even before the Romans glimpsed its shores, Ireland was a contested place. Several peoples were lured there by its thick forests, bright green fields, and swift-flowing rivers, including the godlike Tuatha Dé Danann and the monstrous Formorians. The battles, marriages, quests, and migrations of these peoples are remembered in the earliest Irish myths, which are as full of strange magics and uncanny mysteries as the Giant’s Causeway and the valley of Glendalough.

Lead one of Ireland’s first peoples and perform legendary exploits in Inis, a two-to-four player board game designed by Christian Martinez and lavishly produced by Matagot. Inis immerses you in Ireland’s mythological era, its fierce heroes, enchanted objects, and beautiful mist-covered landscape. Your goal in Inis is to become Ireland’s first High King. Among your allies are the warrior Cuchulainn, the beautiful and tragic Deirdre, and the exiles Diarmuid and Grainne. Your tools include a magical spear, horses made out of sea-foam, a god’s cauldron, and all the cards you can gather into your hand.

From Invader to High King
In Inis, there are three conditions of victory, and you must achieve at least one more of them than your opponents in order to win. None of them are intrinsically easier than any other, making for tight, intensely competitive endgames. The first path to victory is to simply spread your clans into six different territories. The second is to become chieftain over a territory where at least six of your opponents’ clans also dwell. The third is to occupy territories where a combined total of six Sanctuaries lie.

In this scenario, the blue player and white player are tied for victory. Together, the territories occupied by the white player contain six brown Sanctuaries. The blue player isn’t present in as many territories, but in the two territories she occupies, she has majority rule over a total of eight opponents’ clans. The game will continue until one or the other achieves a second victory condition, and if they both achieve it at the same time, until one achieves a third.

You’ll spread your clans throughout the isle, establishing Sanctuaries, and gaining control over territories through the simple act of playing cards. All actions in Inis, from discovering a new territory to fighting, are card-driven, and you obtain many of those cards through the simple and intrigue-laden process of drafting.

A Time for Everything
Each round of Inis comprises two parts, the Assembly and the Season. In the Assembly you draft Action cards, which enable most of your actions and which cannot be kept from one round to the next. Even in this stage, you have more power if you are chieftain of at least one territory, meaning that you have more clans there than any other player. Being chieftain of any territory enables you to take its Advantage card for the next round. The chieftain of the territory where the Capital lies is known as the Brenn.

Epic Clashes
Whenever you move a clan into an occupied territory, you instigate a clash. Other players with clans there have a chance to protect them by placing them in Citadels, if there are any. Then, you have a choice. You can attack, and force your opponent to either lose an unprotected clan from that territory or discard a card and thus likely lose an action that round; you can use a maneuver from one of your Triskel cards; or you can withdraw your clans to another territory that you occupy. Then, if they still have unprotected clans in the territory, the player you attacked chooses one of those three maneuvers in return.

A clash ends when there are no more unprotected clans in the territory, or when all players agree to end it. Note that none of the victory conditions mandates that your clans occupy a territory alone. Be judicious when you attack, how many clans you invade with, and when you end the clash. There will be times when the best tactic is to eradicate an opponent’s clans or force them out of the territory entirely. There will be just as many times when you simply want to diminish their number, or even peacefully coexist.

Epic Tales
Once a Season is over, Action and Advantage cards will vanish from your hand. Epic Tale cards, however, are yours to keep until the moment is ripe. You can gain Epic Tale cards through some Action cards or other Epic Tale cards, and given their powerful, unique abilities, you’ll want to have as many as possible in hand.

Each Epic Tale card draws upon at least one ancient Irish myth. Lug was a warrior, bard, sorceror, and craftsman who led the Tuatha Dé Danann to victory against the Formorians. The holiday Lughnasa still honors this hero-deity. The stone of Fal, or Lia Fáil, was brought to Ireland by the Tuatha Dé Danann from their sacred, enchanted homeland. It is said to roar in joy when the island’s rightful High King puts his feet on it, and still stands in County Meath today. Deirdre was the daughter of the royal storyteller, whose beauty caused the death of several men and ultimately, her own. In some ways, she personifies Ireland: beautiful, sought after, and deadly.

Rule the Emerald Isle
No single continued strategy can win in Inis, not destroying your opponents through clashes, building Sanctuaries, controlling the Capital, or exploring new territories. Every hand offers your new options, every part of the landscape is different, every opponent has his or her strengths and susceptibilities. To rule the emerald isle, you must emulate her: endure the changing Seasons, outsmart your opponents, and never give up.

• A 2-4 player board game designed by Christian Martinez and produced by Matagot Editions
• Based on ancient myths about Ireland’s colonization and first kings
• Innovative game mechanics unite card drafting and area control
• Modular puzzle board creates a different landscape for every game
• Gorgeous original art and highly-detailed plastic figures bring the setting to life

Contents:
* 16 Territory tiles
* 67 Cards, 80mm x 120mm sleeves
* 48 Sculpted plastic Clan figures
* 20 Sculpted plastic buildings
* 15 Tokens & markers
* One Rulebook

60–90 Min
2 - 4 players
Ages 14+

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60.10 €

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