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Beyond Baker Street
Beyond Baker Street

Being the premise.
A heinous crime has been committed. A team of the Kingdom’s finest detectives have been assembled, and put on the case. They have a prime suspect, they have a motive, and they know what the opportunity to commit the crime was. Now all they have to do is prove it.

Using powers of deduction and communication, the players will work as a team to eradicate dead leads, and find clues to prove who, how, and why. All the relevant clues are available to them to do so. They just won’t know it. On top of that, Sherlock Holmes himself is already on the case. Can they solve the crime, before he does?

Being how to play. At the start of the game, players will select one of the crimes to solve. A number of suspects, motives, and opportunities will be available for the players to convict of the crime. Each player holds a set of five clues, but they won’t be able to see their own clues, only their counterparts.

Each turn, a player may either:
* ASSIST another detective
* INVESTIGATE crime scene
* CONFIRM evidence
* ELIMINATE dead leads
* PURSUE new leads

Players will either win together if they can gather enough evidence to make a conviction before Holmes does, or crumble under the stress of the case.

Components:
* 1 Investigation Board
* 3 Confirm Markers
* 1 Holmes Marker
* 1 Investigation Marker
* 18 Character Cards
* 6 Case File Cards
* 24 Evidence Cards
* 12 Suspect Cards
* 8 Motive Cards
* 8 Opportunity Cards
* Rulebook

Age 13+
20 Min
2–4 Players

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49.00 €
Citadels
Citadels

This revised edition of Citadels retains the signature bluffing and intrigue of Bruno Faidutti’s celebrated classic, condensing all the published content into a travel-friendly version at an unbeatable price. A game of intrigue awaits!

You have a rare opportunity. The kingdom has achieved an unprecedented level of prosperity, and as one of its great builders, you have been commissioned to build a new city from the ground up. However, this is a competition. If your city surpasses those of the other builders, you will earn the title of master builder and achieve lasting renown. If it does not, you will be rewarded with nothing at all. As eager as you are to shape the city of your dreams, you must also watch out for your opponents. They will do anything to ruin your plans and stop your city from being completed. You shouldn’t hesitate to do the same to them if you truly seek victory.

In the two-to-eight player card game Citadels, you and your opponents vie to build the most magnificent medieval city. Designed by Bruno Faidutti and first published in 2000, Citadels has become one of the most popular and greatest games of the modern era. It boasts a thoroughly approachable mechanical framework that is easy-to-learn but nevertheless rich in strategy, deception, and intrigue.

Noble and Nefarious Characters
Citadels is just as much about who you recruit to build your city as it is the districts within it. The kingdom is filled with personalities of all kinds who can fund your building projects, enable you to build multiple districts at once, or undermine your opponents by robbing them, stealing their work, or even killing off the characters they have recruited.

At the top of a round of Citadels, a number of character cards are passed around equal to the number of players plus one. The player who possesses the crown chooses their character first and has the chance to see all the characters that will be in play that round before passing the cards on. Once all characters have been chosen, players take turns in order of the number on their character card.

This simple structure, together with the characters' abilities, can create a lot of suspicion, bluffing, and intrigue, as well as some challenging choices. Do you focus on building districts, but leave yourself open to attack? Do you try to protect yourself, even if that means sacrificing districts and gold? Do you aim to take the crown and choose first, simply so you can have first pick and see all the characters in play? Do you lie about what character you have in an attempt to manipulate other players’ actions? The best answer to those questions—and even the questions themselves—changes every round.

Secrets and Sights
As important as carefully choosing characters is, the only way to win Citadels is to build the city that is worth the most points. That said, game end is triggered once any city grows to seven districts, so you need to build efficiently and wisely. Each district gives you points equal to that district’s cost to build in gold, but those are far from all the points available. You earn points for completing your city, and more for completing it first. You also earn points for having one of each kind of district (noble, religious, trade, military, and unique) in your city.

Noble, religious, trade, and military districts are all tied to their own character. The Trader for example, brings you gold for your green districts, like the Tavern, and enables you to build any number of them during your turn. Purple unique districts offer another means to make your city greater than the sum of its parts. Each offers a special ability that can grant you additional points, lessen how much districts cost to build, or put additional gold at your disposal and cards in your hand.

As you plan your turn, work from the districts and gold you have, and then think in terms of combinations and timing. What character pairs best with the districts that you can build this round, or that you’ve already built?

What purple districts might work well together? Do you have a hand now that makes it worthwhile to take the crown next round? Do you have a district that you want to build only at the last minute, lest it reveal your strategy or worse, be destroyed? If the Assassin kills of your character, can you still make a productive move this turn? Even then, you can never look to far into the future. Next round there may be different characters. You’ll have different resources, different choices, different opportunities.

30 - 60 minutes
2 - 8 players
Ages 10+

      loppu varastosta
46.60 €
Condottiere
Condottiere

Säännöt valmistajan sivuilta.

During the Renaissance Era, Italy was divided into numerous independent city-states. While bursting with trade and wealth, the city-states` growing concern over jealous neighbors invited the rise of the Condottieri, ambitious leaders of powerful mercenary armies.

In Condottiere, 2-6 players vie to establish their influence and control over the cities and regions of Italy. Fight with skill and daring and use every tool at your disposal to reshape the political and military landscape of Italy for generations to come.

Fight for Control of Italy
The many city-states of Italy have flourished and grown rich thanks to prosperous trades. The wealth is too big of a temptation for their neighbors to pass up. Each city-state is jealous of the other, but a weak national army requires them to call in reinforcements. Known as the Condottieri, these mercenaries are ready for battle. March your army to a new region and carefully manage their strength to win the battle and establish control around Italy.

Strategically Send Soldiers to Battle
Only the strongest can win the battle. From the lowly foot soldier with a strength of 1 to the booming canon with a strength of 10, the mercenary cards form the backbone of your army. Strategically choose which mercenaries to send out to the field to match your opponents’ strength. Think ahead and play the special effect cards at the right point in the battle to turn the tide in your favor.

Outwit Your Opponents
Players will need to strategically manage their army, sending out strong mercenaries to win the battle or saving them for the next battle, striking when their opponent is most vulnerable. The mercenary cards form the backbone of your army. From the lowly foot soldier to the menacing cavalry, players must carefully decide which mercenaries will enter the fray.

A battle isn’t just about brute strength though. Special cards will affect the battle in powerful ways, possibly turning the tide in your favor, so you’ll need to use them wisely to surprise your enemy and claim control. We’ll explore the special cards further in a future preview.

Each round has all players vying for the same desirable location in a veritable free-for-all. Player’s take turns in clockwise order, playing one card from their hand to either add to their army’s strength or use a special card to execute a brilliant stratagem. Complete with bold assaults and clever feints, Condottiere gives each general a chance to display their strategic prowess. At the battle’s end, the strongest army wins and takes control of the contested region.

What's New
Tomasz Jedruszek’s iconic art style from the 2007 edition of Condottiere really grounded the game’s visual tone, so we invited him to put his years of experience to the test and do a new take on his earlier work. Fortunately, he was quite excited to revisit this project, and we’ll chat about the art and visuals more with him and the Z-Man creative team in a future preview.

In addition to the all-new art and graphics overhaul, this version of the game boasts some exciting new features:

* A larger board, for all those fans who spent years huddled over a tiny board.
* The modern ruleset, sticking to the formula that made the game so successful for the last decade.
* The classic ruleset, granting fans of the original game their wish of a portable version with their preferred ruleset—we heard you!
* A clever 2-player variant, for those times when you are only +1, but still need your Condottiere fix.
* Reminder icons on special cards, to summarize their effects and make the game more accessible for new players.

Sound the Advance
Will you boldly march into the conflict, or will you carefully draw out your opponent and exhaust their army?

Contents:
* 1 Game Board
* 1 Rulebook
* 118 Cards
* 30 Control Markers
* 1 Battle Marker
* 1 Favor Marker

Designer: Dominique Ehrhard

2–6 Players
45 Min
Age: 14+

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44.20 €
Duel of the Giants
Duel of the Giants

1943. The sun rises above the Russian steppe and the war on the Eastern Front pauses for a moment. Everything has been quiet since the latest offensive and your tank crew has had a chance to recover. However, the hopes for another day without a mission vanish as reports from your reconnaissance planes filter in, bringing with them the first photos of the enemy's armor build up. Fortunately, during your refit, you trained your crew well and can fully rely on them.

As the German player, are you prepared to defend your section of the front against the endless Red hordes? Or, as the Soviet player, are you going to be able to break through the Fascist lines and continue the advance towards Berlin?

The Germans program their movement and turret position using cards (see samples below). They also have the aid of anti-tank guns, mines and a Stuka. The Russians have more tanks to work with but have a lot of obstales to pass through.

The game comes with the ability to play a summer scenario and a winter scenario. Multi-player rules are provided as well.

Contents:
11 plastic figures (2 Tiger tanks, 8 T-34 tanks, 1 Ju 87 Stuka airplane)
1 game board (double-sided)
40 Landscape tiles
12 PAK-markers
8 anti tank mines
2 tire markers
5 weapon reference cards
38 move cards
16 tank markers
11 medals
14 frontline elements
1 victory point bar
3 markers (wood)
rules plus example of play.

No. of players: 2-4
Ages: 10+
Playing time: 30-45 minutes

Designer: Friedemann de Pedro

  !   tilattava tuote
84.50 €
Feudality
Feudality

A long time ago in Europe, ages were pretty Dark. The distribution of wealth back then left a lot to be desired. Greedy people banded together to take things from other people so that the rich could get richer and the poor could have even less. Twas ever thus. Step into the middle of the normal state of human affairs as a Baron or Baroness somewhere almost in Europe a long time ago. Thanks to your birth you have a lot of little people working to make you richer, and you, in turn, are doing your best to make your king even more prosperous. If you do things right, you might someday be king.

Each player starts with a Fiefdom Management card, divided into 64squares (49 of which can have tiles played on them. Into four of these squares you deploy your Keep, in which you will put your fortification of some sort, and your soldiers. Elsewhere in your land you deploy assorted resource gatherers and buildings in an effort to grow, prosper, and score victory points. Along the way there may be wars, invasions, tournaments, taxes, and a lot of other nonsense. Eventually the game ends and the player with the most victory points will be the winner.

Contents:
• 180 wooden parts
• 1 Victory Point Track board
• Reference Card
Senior Player Shield
• 6 large Keep Tiles
• 12 Pawns
• 2 eight sided dice
• 6 double-sided Fiefdom Management Cards
• 50 random event cards
• 208 normal Tiles
• 24 Fortifications
• Reference Card
Baronial Actions

No. of players: 2-6
Ages: 13+
Playing time: 60 minutes
Designed by Mario Papini

  !   tilattava tuote
78.00 €

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