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kuva tuotteesta on linkki tuotesivulle: Unconscious Mind
Unconscious Mind

In the early 1900s, the Austrian neurologist Sigmund Freud established a revolutionary theory called psychoanalysis, related to the study of the unconscious mind. As his work took hold, supporters met at Freud's apartment every Wednesday to discuss psychology and dream symbolism. This group—the Wednesday Psychological Society—marked the beginning of the worldwide psychoanalytic movement. As a member of this society, you aim to formulate new therapeutic techniques, establish a practice, grow your clientele, and become Freud’s most distinguished contemporary. To best accomplish this, you’ll need to share insights, discuss ideas with peers, and publish theories. And to stay invigorated, you’ll likely need some coffee—lots of coffee. Unconscious Mind is a euro-style game featuring worker placement, engine building, multiple rondels, and cascading effects. On your turn, you may place one or two Ideas (workers) on a central Meeting Table to access a variety of actions, such as adding tiles to your player board, drafting and playing cards, and moving around the city of Vienna. Where you place your Ideas also determines how far to advance your rondel’s inkpot, activating a row or column of tile effects on your player board. To treat your clients and interpret their dreams, you must work with a supply of Insight resources, which you’ll manage on a multi-level dial. As you work through surface-level Manifest dreams into deep-seated Latent dreams, these Insights will help your clients reach catharsis. This is represented by lifting transparent layers from the client cards—unlocking their ongoing special abilities and end-game scoring opportunities. Once the group has solidified its reputation, the end of the game is signaled, and the member with the most points wins. 1-4 Players 45–90 Min Age: 12+

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77.00 €
kuva tuotteesta on linkki tuotesivulle: Beware the Mindfuck!
Beware the Mindfuck!

Buy this game from Fantasiapelit and get a free PDF to accompany it! Read more about our free PDF program "When people go down the path of total depravity, they become reprobates who no longer have any ability to discern between right and wrong. They are so depraved they no longer stop to consider if anything is right or wrong because they are so deluded." That's either a quote from the adventure's text about some cultists, or it's the author explaining his writing output. I don't know. So this is a short-form adventure for Lamentations of the Flame Princess (and technically for other traditional fantasy role-playing games but good luck running this at a table ready for some normie dungeon fantasy), about a creature called the Mindfucker that's hiding out in 1666 plague-suffering London and gathering influence. The adventure throws plague doctors, conspiracy theorists, and yes, jizz rats at the players and invites them to ask that one question that all great adventures inspire: "Wait, what?" This subject matter is of course handled with as much tact and class as you would expect from the guy that wrote Asterion. It is my sincere hope that a copy of this gets unearthed by scholars in 500 years and academics debate what this thing was for and what it says about our culture today. It'll be even more super if they think it represents a strain of real-life 21st thinking about 17th century London. Or maybe this is the author's real thoughts on the matter. I can't tell anymore. 12 page saddlestitched booklet Text by Kristopher Carosella

      ei vielä ilmestynyt odotettavissa 2024
11.00 €
kuva tuotteesta on linkki tuotesivulle: Dungeons & Dragons Frameworks: Mind Flayer
Dungeons & Dragons Frameworks: Mind Flayer

What are Frameworks Minis? Made of rigid, high-impact polystyrene (“HIPS”), Frameworks sprue minis come unassembled on plastic frames (a.k.a. “sprues”), with multiple options designed to let you customize your figure to your liking. Using HIPS lets us show even more detail than our unpainted minis, and lets you assemble them in more dynamic poses. Designed with more experienced miniature-hobbyists in mind, these minis require at least a hobby knife to remove them from their frames, and some glue to assemble them. We also recommend using primer for the best results. Value-Added Spare Parts WizKids made sure to include enough parts so that you can create the look you want, and each sprue also comes with a number of “figure-agnostic” spare parts that are themed to go with the figure—but can also be mixed and matched with any other mini in the sprue line (or even with our unpainted miniatures). “Number ID” Parts To help make these figures even better, we took the idea of spare parts a little further with our Multi-Packs—packages that contain enough sprues to create multiple figures, like orcs, skeletons, kobolds, and so on—by including several small objects in groups of one, two, and three. You can use these to add a subtle “number ID” to these miniatures, so you can tell at a glance, for example, that the skeleton warrior with a total of five arrows sticking out of its base is “Skeleton #5.” Each Multi-Pack includes enough of these parts to number up to at least six figures, and just like other spare parts, you can mix and match them between miniatures. This is a 1-count monster pack.

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Hearts and Minds: Vietnam 1965-1975
Hearts and Minds: Vietnam 1965-1975

Hearts and Minds, Third Edition is an uncomplicated approach to a very complicated conflict. Eight scenarios introduce players to U.S. involvement in Southeast Asia including a scenario after the US withdrew from Vietnam, a full campaign scenario as well as high solitaire capability. Players appreciate the ability to start in any year of the war they wish and fight to the end of any other year of the war. The game provides a comprehensive historical approach using mechanics that include guerrilla warfare, faction differentiation, political turmoil, and veteran advantages. This design has already been used as a successful teaching tool. This is a card-driven, area-based design with low counter density and a much simplified combat system. Each scenario represents a year and players have the flexibility of starting in any year of the war and ending in any later year of the war. Players choose either the Allies (US, ARVN, Cambodian and Laotian) or Communist (NVA, VC, Cambodian and Laotian) Players engage in guerrilla warfare – VC units remain hidden until engaged. VC units may be simple units or reinforced units or simply false information. When determined to be false information, players roll on the Bush Events Table which involve events from discovering Chinese troops to the arrival of USO shows featuring John Wayne and Bob Hope. This edition involves the use of three card decks, A red deck (communist), a blue deck (Allied) and a black deck (interchangeable). Prior to every game, half of the black deck is shuffled into each of the red and blue decks ensuring a different game every time. Cards indicate the amount of RPs (Resource Points) that may be spent or banked, a historic situation, and its game effects. Certain cards are year specific. Within each Red and Blue Deck are a number of Campaign cards that may be chosen by each player allowing increased abilities but only in a predetermined area. The game does not ignore political ramifications. Card events cover mass protests in the U.S. and more significantly the instability of the South Vietnamese government. The Allied player controls more firepower but must walk a tightrope between U.S. and ARVN (South Vietnamese) casualties. Too many U.S. casualties leads to a rapid rise in Communist morale. Too many ARVN casualties will result in a coup which has major strategic advantages for the Communist Player. While in Cambodia and Laos, the destruction of all government forces means the fall of those governments. Throughout the game both sides jockey for the “Hearts and Minds” in each province. Political Control determines the availability and expansion of VC influence. Hearts and Minds, Third Edition offers players an easier to follow rulebook with simpler victory conditions. Also included: tested solitaire rules and a separate solitaire player aide; a premium mounted map that includes all of the charts necessary to play the game; full-sized poker quality card deck; standard playing dice and a new artistic approach to factional units. Components: * 24 page rule/scenario book * Solitaire Player Aid * Three Counter sheets (3/4” Counters) * 22” x 33” Mounted Map * 80 Standard Playing Cards (27 Red/27 Blue/ 28 black) * Two 6-sided dice (1 Red/1Blue) Complexity: Low to Medium (4 out of 10) Solitaire suitability: Medium to high (7 out of 10) Time Scale: Each scenario represents one year. The campaign game covers 8-10 years. Map Scale: The Map is divided into provincial areas, indicating major cities and US major bases Unit Scale: Units are abstract and represent US, ARVN, NVA, VC, Cambodian and Laotian Players: Two Player game (Solitaire friendly) Playing Time: 45 minutes or less per scenario Designer: John Poniske Original Developer: Stan Hilinski Solitaire Developer: David Wessman 1–2 Players 45–360 Min Age: 15+

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89.70 €

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