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Feed the Kraken Basic Edition
Feed the Kraken Basic Edition

Feed the Kraken is a hidden role deduction game, with three asymmetric factions.

All players may be sitting in the same boat, but they want to navigate in different directions! The loyal sailors must bring the ship safely to mainland, whereas the pirates crave to secretly maneuver the ship into the Bermuda Triangle. Meanwhile a crazy cultist is busy convincing parts of the crew to help him summon their dark lord—the Kraken—from the depth of the sea to save them all.

How do you play?
At the start of your journey, you will receive a secret affiliation marker. You will either be a loyal sailor, a sneaky pirate, or a fanatic cult leader. Only the outnumbered pirates know each other, everybody else will have to try to find their teammates (or convert them to their cult) as they sail along. Rum-induced visions, cabin searches, inquisitions, and mermaids will help you find out more about the true loyalties of the other “sailors”.

Who knows how to navigate?
The goal of the game is to navigate the ship towards your final destination, which would be easy if only players weren’t divided into three different factions. Each secret faction wants to reach a different area of the board. Every turn the ship will sail in one of the three possible directions—but which one will it be?

The current captain and their chosen lieutenant will study ancient sea maps and pass their often conflicting orders onto the chosen navigator, who has to make the final decision. Meanwhile the rest of the crew is busy drinking rum, gambling and telling each other tales of ancient sea monsters.

Whom shall we trust?
After each navigation, the lieutenant and navigator go off duty, and the captain has to find somebody sober enough to take their spot instead. Everyone can discuss, how well that last navigation went, who is to blame for the current course, and who should be in charge in the future instead.

Convince your enemies that it is in their best interest to make you the next lieutenant, or navigator! You can even draw your guns and become the new captain in open mutiny! But for how long will you be able to keep the trust of your crew? The next mutiny might already be waiting for you if your decisions don’t please your fellow sailors.

There is so much more to explore in Feed the Kraken:

* Different events happen depending on the areas you enter: Perform a cabin search, cut someone’s tongue out, or feed them to the Kraken!
* Other events are based on the choices of the current navigation team: Enjoy (rum-induced) visions of the future, talk to mermaids, or join the cult of the Kraken!
* Personality cards grant everyone on board unique tricks to mess with the journey only once but at any time.
* Gain additional guns, prevent mutinies, grant additional navigation cards to your crew, or influence the game state in a plethora of other ways!

Whom should we sacrifice?
The above list of all those options can’t even begin to describe the tension you will feel at the table! Get ready to become fully immersed in your role, and prepare for an emotional roller coaster, when your friends suddenly argue for cutting your tongue out or even for tossing YOU overboard to Feed the Kraken!

There is no player elimination before the last two turns of the game though, and even if the other players do not trust you, they might need you to be on the navigation team occasionally, keeping everyone engaged and involved all the time.

Feed the Kraken is a sophisticated social deduction game designed around a beautiful vintage sailor setting.

It supports 5-11 players. A match is usually dealt within 45 minutes up to 1:30 hours.

5-11 Players
45-90 Min
Age: 12+

      loppu varastosta
87.30 €
Glen More II: Chronicles
Glen More II: Chronicles

In Glen More II: Chronicles, each player represents the leader of a Scottish clan from the early medieval ages until the 19th century, a leader looking to expand their territory and wealth. The success of your clan depends on your ability to make the right decision at the right time, be it by creating a new pasture for your livestock, growing barley for whisky production, selling your goods on the various markets, or gaining control of special landmarks such as lochs and castles.

The game lasts four rounds, represented by four stacks of tiles. After each round, a scoring phase takes place in which players compare their number of whisky casks, scotsmen in the home castle, landmark cards, and persons against the player with the fewest items in each category and receives victory points (VPs) based on the relative difference. After four rounds, additional VPs are awarded for gold coins and some landmarks while VP penalties are assessed based on territory size, comparing each player's territory to the smallest one in play.

The core mechanism of Glen More II: Chronicles and Glen More functions the same way: The last player in line takes a tile from a time track, advancing as far as they wish on this track. After paying the cost, they place this tile in their territory, with this tile activating itself and all neighboring tiles, triggering the production of resources, movement points, VPs, etc. Then the player who is last in line takes their turn.

Improvements over the original Glen More include bigger tiles, better materials, new artwork, the ability for each player to control the end of the game, and balancing adjustments to the tiles for a better suspense curve. The game is designed to consist of one-third known systems, one-third new mechanisms, and one-third improvements to Glen More.

The "Chronicles" in the title, a set of eight expansions to the base game, are a major part of these new mechanisms. Each Chronicle adds a new gameplay element to the base game. The "Highland Boat Race" Chronicle, for example, tells the story of a boat race in which the winner needs to be the first to reach their home castle after navigating their boat along the river through all the other players' territories. The "Hammer of the Scots" Chronicle adds a neutral "Englishman" playing piece to the time track that players struggle to control to get an additional turn, if they can afford him, that is, as he is paid using the market mechanism. All Chronicles can be freely combined, although designer Matthias Cramer suggests that players use only one or two unless they want a "monster game".

Another major change to the game is the ability to invest in famous Scottish people of the time, who are represented through a new "person" tile type. Persons not only have their own scoring, they also trigger one-time or ongoing effects on the tactical clan board. This adds a new layer of decision making, especially since the ongoing effects allow players to focus on a personal strategy of winning through the use of the clan board.

Bilingual: english/german

2–4 Players
90–120 Min
Age: 12+

  !   tilattava tuote
76.10 €

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