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Charterstone
Charterstone

Pelin esittely YouTubessa.

A village-building legacy game

The prosperous Kingdom of Greengully, ruled for centuries by the Forever King, has issued a decree to its citizens to colonize the vast lands beyond its borders. In an effort to start a new village, the Forever King has selected 6 citizens for the task, each of whom has a unique set of skills they use to build their charter.

In Charterstone, a competitive legacy game scaled for 1-6 players, you construct buildings and inhabit a shared village. Building stickers are removed from cards and permanently added to your charter on the board, becoming action spaces for any player to use (kind of like Lords of Waterdeep, Caylus and Ora et Labora). Thus, a few available buildings soon grow into a bustling village with dozens of actions.

Charterstone features the following:
* streamlined starting rulebook: learn as you play and add rules as you unlock content
* engine-building elements within each game and over the course of the campaign
* a branching storyline where short-term decisions have a long-term impact
* a secret component found in only one other board game
* 75+ “crates” to unlock: 36 metal coins, 350+ unique cards, and 230+ wooden tokens (exactly 12 of each resource: wood, coal, grain, brick, iron, and pumpkin)

Your journey through Charterstone’s many secrets will last 12 games, but it doesn’t end there. Your completed village will be a one-of-a-kind, variable worker-placement game. Or you can purchase a completely optional recharge pack to play a second campaign.

1–6 Players
45–75 Min
Age: 10+

      heti saatavilla
91.00 €
Red Rising
Red Rising

Red Rising is a hand-management, combo-building game based on the futuristic dystopian novels by Pierce Brown.

Enter the futuristic universe of Red Rising, based on the book series–specifically, the first trilogy–by Pierce Brown featuring a dystopian society divided into 14 castes. You represent a house attempting to rise to power as you piece together an assortment of followers (your hand of cards). Will you break the chains of the Society or embrace the dominance of the Golds?

Red Rising is a hand-management, combo-building game for 1-6 players (45-60 minute playing time). You start with a hand of 5 cards, and on your turn you will deploy 1 of those cards to a location on the board, activating that card’s deploy benefit. You will then gain the top card from another location (face up) or the deck (face down), gaining that locations benefit and adding the card to your hand as you enhance your end-game point total. If at any point you’re really happy with your hand, you can instead use your turn to reveal a card from the top of the deck and place it on a location to gain that location’s benefit.

If you enjoy Fantasy Realms (combo-building), Libertalia (hand management), and Gugong (removing and gaining cards), we think you’ll enjoy Red Rising. You can follow along on the Facebook group and on BoardGameGeek.

Components:
* 112 character cards (65x100mm; 21 of the Collector’s Edition cards have gold foil)
* 6 asymmetric House tiles (65x100mm blackcore)
* 1 board (410x284mm)
* 1 wolf-head tray and lid
* 60 helium tokens (red gems)
* 60 influence tokens (plastic cubes; these are metal cubes in the Collector’s Edition)
* 1 Sovereign token (this is gold-painted metal in the Collector’s Edition)
* 1 crescent moon first-player token (this is gold-painted metal in the Collector’s Edition)
* 1 custom Rising die (22mm)
* 6 fleet tokens (plastic ships; these are metal in the Collector’s Edition)
* 6 card holders (only found in the Collector’s Edition)
* 1 scorepad (50 pages, double-sided)
* 6 reference cards (65x100mm)
* box (296x296x70mm; the Collector’s Edition box has gold foil, spot UV, and individual numbering)
* insert (cardboard in the standard version and custom plastic with lid in the Collector’s Edition)
* 1 multiplayer rulebook
* 1 Automa rulebook
* 30 Automa cards (25 cards are 57x87mm and 5 cards are 65x100mm)

There are a total of 123 big cards (65x100mm) and 25 small cards (57x87mm). While the insert and card holders are designed to fit sleeved and unsleeved cards, we don’t necessarily recommend sleeving these cards. You only shuffle once per game (minimizing wear and tear), the cards are made from durable linen-embossed ivorycore, and the reflective nature of sleeved cards may impede your ability to see icons/text from across the table.

Designed by Jamey Stegmaier and Alexander Schmidt | Art by Jacqui Davis, Miles Bensky, and Justin Wong

1-6 Players
45-60 Min
Age: 14+

      heti saatavilla
52.00 €
Scythe
Scythe

Säännöt.

Katso pelin how to play Youtubesta.

It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory,” which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.

Scythe (1-5 players, 115 minutes) is a board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor.

In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.

Each player begins the game with different resources (strength, victory points, movement capabilities, and popularity), their choice of several faction-specific abilities, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game.

Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck are encounter cards that players will draw as they interact with the citizens of newly explored lands and combat cards that give you a temporary boost in combat. Combat is also driven by choices, not luck or randomness.

Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict, there is no player elimination, nor can units be killed or destroyed.

Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.

Contains:
* 1 folding mounted game board (The game board is 624x818mm, and it grows to 818x936mm with the extension, available separately.)
* 1 cardboard insert
* 2 rulebooks (regular & Automa)
* 1 quick-reference guide
* 1 achievement sheet
* 2 power dials
* 80 cardboard coins
* 8 cardboard resource multiplier tokens
*11 cardboard encounter tokens
* 6 structure bonus tiles
* 12 Plastic bags (for storage)
* 5 quick-start cards
* 23 Automa cards
* 5 riverwalk cards
* 12 factory cards
* 23 objective cards
* 28 encounter cards
* 42 combat cards
* 80 custom wooden tokens
* 20 mech miniatures
* 5 character miniatures
* 5 wooden action token pawns
* 30 wooden star tokens
* 5 faction mats
* 5 player mats
* 40 custom wooden worker meeples
* 5 wooden popularity tokens
* 5 wooden power tokens
* 20 wooden structure tokens
* 20 wooden recruit tokens
* 30 wooden tech cubes

1–5 Players
90–115 Min
Age: 14+

      loppu varastosta
102.90 €
Scythe: Wind Gambit
Scythe: Wind Gambit

Scythe: The Wind Gambit, an expansion for Scythe, adds two new modules that can be played together or separately at any player count and with either the base game on its own or with other Scythe expansions:

* Airships: (1 miniature per faction; 16 tiles) An airship is a new type of unit that is distinctly different from characters, mechs, and workers. Unlike those units, airships never control territories. Airships are moved via a Move action, and rivers and lakes do not constrain their movement. Each airship has two randomly combined abilities (1 aggressive and 1 passive ability; same combo for all players).

* Resolutions: (8 tiles) The resolution module changes the way a game of Scythe ends. If you play with this module, ignore the standard end-game trigger (when a player places their sixth star, everything stops and the game ends). Instead, the resolution tile for the current game will determine when and how the game ends.

Mankind has long been confined to travel by land and sea, but a new technology has emerged from the greatest minds in Eastern Europa: airships. These steam-driven behemoths sail freely across the sky, aiding their empire's expansion through innovation and confrontation.

As the years pass, the world has come to understand that no single faction will rise above the rest for any span of time. In the hopes of decreasing the conflict and increasing the peace, leaders of Europa begin to gather each year to declare a new way for the factions to resolve their differences.

The Wind Gambit features the following:
* 7 huge (10 cm) airship miniatures
* 7 clear plastic stands
* 16 airship ability tiles
* 8 resolution tiles
* 2 rulebooks
* 1 achievement sheet
* 1 box
* 1 custom plastic insert

1-7 players
90-140 minute play time

      loppu varastosta
28.70 €

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