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kuva tuotteesta on linkki tuotesivulle: Berlin: The Wicked City (HC)
Berlin: The Wicked City (HC)

Buy this game from Fantasiapelit and get a free PDF to accompany it! Read more about our free PDF program Unveiling The Mythos in Weimar Berlin The Wickedest City on Earth In the aftermath of the Great War, Berlin maintains a reputation for licentiousness. A place where anything can be had for the right price. It is a city of both hedonism and business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitators, all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and völkisch Nationalists clash with each other and the police. Long into the evenings, Berlin’s world-famous cabarets offer music, dance, and titillating entertainment in stark contrast to the gray buildings that run on for endless miles along the sprawling city’s byways. Into this bubbling stew, Berlin The Wicked City introduces the weird elements of the Cthulhu Mythos, a hotbed of secret organizations, siinister cults, and half-whispered lore. Amid the wicked air of the world’s capital of sin, the very nature of what it means to be human is questioned. And as the city hurtles toward its inevitable dark destiny, the oppressive atmosphere pushes the sanity of investigators to its breaking point. This book presents an overview of 1920s Berlin as it would be experienced by visitors and residents of the time. Guidelines are presented for creating investigators for Berlin-centric campaigns, as well as investigator organizations to help bind groups together. Find notable personalities, key locations, and a system for generating details of the urban landscape on the fly. With the city’s crime and punishment, underworld, and high culture detailed, the tools provided help the Keeper gain an understanding of what makes Berlin unique, and dangerous. Three scenarios, spanning the history of Berlin between the end of the Great War and the rise of Adolf Hitler and the Nazi Party, contain colorful details of Berlin and its inhabitants, and may be run as stand-alone adventures or linked together to form a mini-campaign. In The Devil Eats Flies, Germany teeters on the brink of economic ruin and political chaos. The ghost of a madman stalks the city, turning its own citizenry against itself. To stop a demonic spirit and save a Russian princess in exile, the investigators must strike a bargain with other sinister forces and ask themselves: who else are we prepared to see die in order to save the city? Dances of Vice, Horror, and Ecstasy takes place in the city’s golden years, when Berlin becomes superficially stable and prosperous again. A bungling sorcerer, a debauched dancer, and a strange cult of gnostic Saturn-worshippers threaten to put all of that to an end and turn Berlin into a pit of madness and depravity. Schreckfilm sees Berlin racing toward its grim future. The investigators come face to face with a shadowy cabal of the city’s movers and shakers, determined to turn the city’s world-famous film industry toward ill ends. Trapped in a labyrinth of their own making and hounded relentlessly by dark forces beyond their ken, the investigators must confront the fundamental question of what is real and what is illusion. For Mature Readers This book deals with mature themes, including drugs and sex, and is intended for mature players. This supplement is best used with the CALL OF CTHULHU (7th Edition) roleplaying game and optionally PULP CTHULHU, both available separately. Hardcover, 272 pages By David Larkins with Mike Mason & Lynne Hardy

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54.00 €
kuva tuotteesta on linkki tuotesivulle: Crescent City Rhapsody
Crescent City Rhapsody

Kathleen Ann Goonan’s first novel, Queen City Jazz, propelled her into the front ranks of speculative fiction. Her lyrical and imaginative renderings of a near future transfigured by the wonders and dangers of nanotechnology provide readers tantalizing glimpses of scientific advances just beyond the cutting edge...and the unpredictable human consequences following in their wake. Now comes Goonan’s most ambitious, penetrating look yet into the exotic future already flowering around us--and perhaps within us. It begins with silence. A powerful electromagnetic pulse high in the atmosphere triggers a communications blackout, causing electronics and computers to fail the world over. In that moment of anachronistic quiet, a brilliant astronomer named Zeb Aberly, scouring the heavens with equipment of his own design, makes the discovery of a lifetime: the pulse originated in space--and it carried a message from an intelligent source. But Zeb is not alone. Shadowy forces within the government seek to decipher the message and to keep its existence secret at all costs. Fleeing for his life into the back streets and alleys of Washington, D.C., Zeb embarks on an odyssey that could cost him his family, his sanity, and everything he loves. And it begins with murder. In New Orleans, mob boss Marie Laveau--a descendant of the famous voodoo priestess--is brutally gunned down by nameless, faceless enemies. But Marie’s vast wealth has purchased the best life insurance of all: resurrection. Reborn by means of nanotechnology, Marie discovers that her husband and young daughter were also hit, their bodies too badly damaged to be repaired. Now she will stop at nothing to track down and punish those responsible. But her quest will lead beyond vengeance, into the very technology that saved her...and a conspiracy linked to the mysterious event now known as the Silence. Recurring at unpredictable intervals, the Silence renders electronic-based technology unreliable and dangerous. A substitution must be found before civilization collapses; breakthroughs in nanotech and advances in genetic engineering give hope of a new kind of communication in the future. But now, as babies born around the world in the months following the first Silence grow to adulthood, demonstrating uncanny physical and mental characteristics that bring suspicion and violence, nanotech plagues unleashed by ecoterrorists and fearful governments wreak havoc on an already panicked populace. The eye of the apocalyptic storm is a radically transformed New Orleans, where Marie Laveau works feverishly to build a safe haven for the hunted and oppressed, gathering the best and the brightest to build her utopia dream. But time is running out. With the military might of a new and repressive world order ranged against her, Marie’s only hope lies in the most dangerous piece of nanotechnology ever devised: A technology capable of saving the human race--or destroying it. 448 p

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9.00 €
kuva tuotteesta on linkki tuotesivulle: Detroit Metal City 02
Detroit Metal City 02

There's nothing chic about you anymore!! SC, 6x9, 200pgs, B&W

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15.60 5.50 €
alin hinta 30 päivää ennen alennusta 15.60
kuva tuotteesta on linkki tuotesivulle: Drakkenhall: City of Monsters
Drakkenhall: City of Monsters

Buy this game from Fantasiapelit and get a free PDF to accompany it! Read more about our free PDF program Monsters are people too! The Emperor expected a city of monsters to destroy itself, but instead the Blue and her people have created a city that’s wickedly unique: Drakkenhall! * Make a splash in the social season alongside a fashionista ooze! * Spend the night at a dybbuk inn at the docks, where possession is a perk! * Dodge the amputation golems until you can get your healing spells back! * Explore the Rubblehoods, the neighborhoods that have been left as monstrously energetic ruins! * Shop (OK, OK, plunder) the Goblin Market and admire (fight) its pet otyughs! * Prove yourself as the most dangerous monster of all–an Adventurer worthy of joining the S.M.A.S.H. Society! Drakkenhall: City of Monsters is a 13th Age sourcebook for GMs running adventurer and champion-tier campaigns. Contents include Ailor the Draco-Druid, kaiju shark mooks, 60 other monsters, the secret history of the Dragon’s Orc statue, a couple gnarly ideas for replacing missing limbs, urban planning notes (city of monster-style), and light rules and guidelines for sea travel in the Dragon Empire that Gareth managed to slip into the chapter on the Docks! Authors: Liz Argall, AnneMarie Boeve, Benjamin Feehan, Gareth Ryder-Hanrahan, Cal Moore, Corey Reddin Cover Artists: Roena I. Rosenberger Interior Artists: Simone Bannach, Robert Crumb, Rich Longmore, Roena I. Rosenberger Other Credits: Developers: John-Matthew DeFoggi, Rob Heinso Pages: 128, B&W interior, softcover

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30.10 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: DS1 -The Shadow City Chapter Pack
Game of Thrones LCG 2: DS1 -The Shadow City Chapter Pack

The first Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game! Darkness falls across the world of A Song of Ice and Fire. While Daenerys Targaryen struggles to rule Meereen, conspirators plot her downfall. Jon Snow serves the Night’s Watch as their new Lord Commander, but there are dissidents hidden within his ranks. In the darkling alleys of King’s Landing itself, House Lannister, House Tyrell, and the faith of the Seven clash for control of Westeros. There are shadows everywhere. The Shadow City marks the beginning of the fifth cycle of Chapter Packs—the Dance of Shadows cycle. Here, you’ll find the story advancing into the pages of A Dance with Dragons and the return of a beloved mechanic from the game’s first edition: shadows. Throughout this expansion and the rest of the cycle, you’ll find characters, locations, attachments, and events emblazoned with the shadow keyword. Assassins, spies, conspirators, and secrets hide in the twilight, ready to spring into view. Every faction must embrace the darkness and the path of shadows—or fade into obscurity. Shrouded by Shadow Your battles for the Iron Throne fall into darkness with the advent of the Dance of Shadows cycle and its new keyword, shadow. Before this cycle, most cards in the game were drawn from your deck and remained in one of two spaces: in your hand or in play. The shadow keyword introduces a new place for your most devious, underhanded, and unexpected cards to be played. For example, we may look at one of the new characters introduced in this expansion: Ser Gerris Drinkwater (The Shadow City, 16). Ser Gerris Drinkwater may seem like a standard character, but his shadow (5) keyword and the dark sigil attached to his gold cost destine him for the game’s most shadowy areas. Cards that bear the shadow keyword can be played normally by paying their gold cost, or they can be marshaled or setup facedown in the shadows area by paying two gold! Cards in shadows exist in a unique state—separate from your hand and play area and hidden from your opponent’s sight. Though your opponent can see how many cards you have in shadows, he won’t know what they are until you reveal them. Once you’ve played cards into shadows, you can bring them out of shadows as Actions in any phase, at any point during the game. To bring a card out of shadows, you must pay its shadow cost: the number found as part of its shadow keyword. In other words, you could marshal or setup Ser Gerris Drinkwater in shadows for two gold. Then, at any point in the game, you could take an Action and pay his shadow cost—five gold—to bring him out of shadows and into play! The advantages of holding cards in shadows are readily apparent. Your cards in shadows almost form a second hand of cards—a place to put cards where they can’t be lost to intrigue claim or discarded to meet reserve. You can setup shadow cards into shadows, potentially improving your setups. And cards in shadows have many similarities to cards with ambush, letting you spring them into play without warning! Unlike the ambush keyword, however, cards in shadows aren’t fettered to the challenges phase. You can bring them into play as an Action in any phase. And if the inherent benefits of shadows weren’t enough, many shadow cards offer a powerful effect when they come out of shadows! Ser Gerris Drinkwater, to return to our earlier example, lets you choose a card in your plot deck and switch it with a card in your used pile—potentially reusing powerful plots like Valar Morghulis (There Is My Claim, 80) or The First Snow of Winter (No Middle Ground, 79) without cycling through your entire plot deck. If the plot you need is locked in your used pile, Ser Gerris Drinkwater can get you what you need. A character like Ser Gerris Drinkwater could be played in a deck without any other shadow cards, simply on the strength of his ability alone. But if you’re trying to build a Martell deck based around shadow cards, you’ll want to enter The Shadow City (The Shadow City, 17). This location can, of course, enter the shadows itself, but its true potency is only apparent while it’s in play. First, The Shadow City reduces the cost to marshal your cards into shadows by one—meaning you’ll only pay a single gold to put a card in shadows. And if that weren’t enough, you can kneel The Shadow City and discard a card from shadows to draw two cards! By giving you both an economic advantage and a way to reliably draw cards, The Shadow City can serve as the linchpin for a Martell deck dedicated to the shadows. You may even use The House with the Red Door (Journey to Oldtown, 39) to ensure you always start the game with The Shadow City in play. After all, four gold is the perfect amount to setup two cards in shadows. While many shadow cards can be played normally or into shadows, some powerful cards must pass through the shadows, such as Beneath the Bridge of Dream (The Shadow City, 11). Instead of its gold cost, Beneath the Bridge of Dream bears a cost of “—“ to signify that it cannot be played normally. Instead, you must pay two gold to place Beneath the Bridge of Dream facedown into shadows, and pay its shadow cost (in this case, zero gold) to bring it out. These cards offer unusual and powerful effects, such as regaining access to your entire plot deck. You just need a little forethought to marshal these cards into shadows so they’ll be there when you need them. Darkness Falls The summer has been long, but winter is coming to Westeros—and with it, the return of shadows to A Game of Thrones: The Card Game. Your games are about to become much darker. · The first Chapter Pack of the Dance with Shadows cycle · The shadows mechanic enters the second edition of A Game of Thrones: The Card Game · Assasssins, spies, and secrets lurk in the shadows, waiting to spring into view · Characters like Ser Robert Strong and Varamyr Sixskins enter the game for the first time · Contains sixty new cards (three copies each of twenty distinct cards)

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18.00 €

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