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kuva on linkki tuotesivulle: Arkham Horror LCG: CU1 -The Secret Name Mythos Pack
Arkham Horror LCG: CU1 -The Secret Name Mythos Pack

The first Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game Your lead regarding the Silver Twilight Lodge’s charity gala has left you with more questions than answers, and the events that followed have made you question your own sanity. First, there was the cryptic tarot reading from a mysterious soothsayer, then the disappearances, and what you saw in the woods... it’s not possible. To make matters worse, you seem to have drawn the attention of the Silver Twilight Lodge. They are as eager as you to have your team of investigators look into the disappearances, but what are their true motives? How close can you get before becoming tangled in their web? The only way to find out is to move forward, but to do so you must peer into Arkham’s past. IX • The Hermit Following the events of The Circle Undone, you are desperate to find more information about the dangerous new coven of witches that has taken up residence in Arkham. Such knowledge is difficult to come by, even in a place like Arkham, but you do know of one witch whose story has been passed down for nearly two hundred years: Keziah, who escaped from the Salem Gaol in the late 1600s, and whose ghost still supposedly haunts the condemned Witch House in French Hill. When you arrive at the old Witch House, you find it in a sorrier state than you could have ever imagined. Surrounded by a crooked picket fence, the building looks as though it may fall apart at any minute. The fact that it has managed to stand for more than two hundred years is astonishing, but from what you see, it’s as if some dark will is the only thing that keeps it from crumbling into the Earth. The front door is locked, but you easily enter through one of the windows by pulling down the rotten wooden boards that cover the shattered glass. But breaking in may only be the beginning of your troubles… A Dream in the Witch House As a new cycle begins, you will need new tools to battle unholy forces far more powerful than yourself. You will have to stretch your mind beyond what you had previously thought possible and learn from your allies to become stronger, faster, and smarter than your enemy. To help you with this task, you'll find a brand-new type of player card in The Secret Name—cards that break boundaries and belong to more than one class. These cards, identified by their golden hue and dual class icons, can be added to your deck if you have access to either of the classes detailed on the card. For example, Scroll of Secrets (The Secret Name, 116) is both a level zero Seeker card and a level zero Mystic card, meaning that an investigator like Diana Stanley (The Circle Undone, 4) can add it to her deck even though she does not have access to other Seeker cards. If, however, an investigator has limited access to one of the classes on a multiclass card, that card occupies one of the investigator’s limited slots! For example, let’s say that "Ashcan" Pete (The Dunwich Legacy, 5) wants to add some Tennessee Sour Mash (The Secret Name, 117) to his deck. While the drifter has unlimited access to survivor cards, he can only have up to five level zero cards from any other class. Tennessee Sour Mash is both a survivor and a rogue card, and therefore it fills one of his five other-class slots. But with these multi-class cards’ diverse uses, like increasing your willpower with a swig before smashing the bottle over an enemy’s head, they are well worth including in any investigator’s arsenal. Breaking and Entering Can Arkham’s history give the answers you need to safeguard the city’s future? Is Keziah somehow related to the coven that has sprung up more than two centuries later? Enter the Witch House and discover the secrets hidden within its walls!

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22.30 €
kuva on linkki tuotesivulle: Arkham Horror LCG: CU3 -For the Greater Good Mythos Pack
Arkham Horror LCG: CU3 -For the Greater Good Mythos Pack

The third Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game Following the disappearance of four Arkham citizens from a charity event hosted by the Silver Twilight Lodge, you began your investigation into the city’s dark past, looking for anything that may explain what became of the missing and, perhaps, lead to their recovery. Your search began at the forsaken Witch-House that left you a little worse for wear, and now your night at Hangman’s Hill has left you weakened in spirit and resolve. You must go back to the beginning, to your first lead—the Silver Twilight Lodge. V • The Hierophant Following the events of The Wages of Sin, you are disturbed to learn that there have been even more strange sightings and worse, several more people have disappeared. You need help. How your adventure in For the Greater Good begins will depend on the choices that you have made earlier in your campaign. Do you believe you can trust the elite members of the Lodge, or are you suspicious of their intentions? They may be able to help you piece together the evidence you've collected, but if they have something to hide, you may be better off sneaking into the Lodge’s manor in French Hill to learn what they are plotting. Before you step into the halls of the Silver Twilight Lodge, For the Greater Good instructs your team to set aside one skull, cultist, tablet, and elder god token. These won't be added to the chaos bag during the scenario—rather, they will act as keys which you may recover throughout your investigation. Keys can enter play in several ways. You may acquire them by clearing the clues from a certain location, taking them from a defeated enemy, or even more esoteric effects. Once you take control of one of these treasured keys, you must take care to either unlock its sealed door or bring it to the rest of your team... as if you control a key when you are eliminated, you'll drop it at your location where anyone may find it. If you're growing weak and wish to prevent this from coming to pass, you may use an action to give control of your key to any other investigator at your location. The Inner Circle Your relationship with the Order of the Silver Twilight cannot continue to balance on the edge of a knife. You must decide whether you will place your trust in them or count them among your enemies. This need for defined lines is reflected not only in the story, but also the player cards of For the Greater Good. As you continue to build your investigator’s deck, you may find that your needs shift as your investigator grows into their own. In The Secret Name, Arkham Horror: The Card Game broke the boundary between player factions by introducing unique cards like Scroll of Secrets (The Secret Name, 116) that belonged to multiple classes. Now, as your investigators continue to gain experience from their research into Arkham’s secret history, you will have the chance to upgrade these into more powerful versions that belong to classic, single-class categories. While at first glance, these cards may seem quite similar, a trained eye will notice differences in both their art and abilities. For example, the Rogue version of Tennessee Sour Mash (For the Greater Good, 190) speaks to the heart of its faction far more than its Survivor-class equivalent (For the Greater Good, 191). In addition to gaining the fast keyword, the Rogue version of the card gives you an additional point to your willpower when you're facing a treachery card, and it deals additional damage if you choose to discard it during a fight. But this is not to say that the Survivor’s version is without merits. Not only is the Survivor’s Tennessee Sour Mash less expensive, it also gives its controller an additional use and the chance to evade an enemy when discarding the card. Should you choose to upgrade a multi-class card, you must still obey all rules of purchasing, meaning that your investigator’s deckbuilding requirements must be observed. For example, the Mystic Diana Stanley (The Circle Undone, 4) will not be able to take the Seeker version of Scroll of Secrets (For the Greater Good, 188) even if she has the level zero version in her deck. She can, however, equip herself with a Mystic’s Scroll of Secrets (For the Greater Good, 189) to manipulate an investigator’s deck or even the encounter deck, which a Seeker could not touch. Only by balancing your strengths with those of your allies will you be able to stand against whatever haunts Arkham—whether it is linked to the Lodge or not. Behind Closed Doors What secrets are the Order of the Silver Twilight guarding within the walls of their manor? Will you trust them to tell the truth should you ask, or will you slip past their defenses to discover the answers you seek? Steel your resolve, enter the sanctum, and bring an end to the terrors that threaten Arkham!

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22.30 €
kuva on linkki tuotesivulle: Arkham Horror LCG: CU4 -Union and Disillusion Mythos Pack
Arkham Horror LCG: CU4 -Union and Disillusion Mythos Pack

The fourth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game Your search for answers following the disappearance of four people from a Silver Twilight Lodge event has led you to the darkest corners of Arkham. From the dilapidated Witch House in French Hill, to Hangman’s Hill, and even the shadowed halls of the Lodge itself, you have relentlessly sought the truth, despite meeting impossible obstacles at every turn, all stemming from a past that the city itself seems desperate to hide. But now, you will leave the streets behind and take to the Miskatonic, where a small island sits waiting, drawing you in with the promise of answers even as it repels you with the lonesome birdsong and foreboding stone pillars. VI • The Lovers You are at a crossroads. Reflect on the choices you have made. You shall be confronted with a terrible dilemma. After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River. Two bridges span the river, connecting the Downtown and Rivertown neighborhoods, and in the midst of the river, the Unvisited Isle. “Welcoming” is a word few would use to describe this place—the foggy shores are barren, and as you row closer, you favor a steady, silent pace, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it. Ghosts are not the only enemies that return to haunt you in The Circle Undone cycle. Union and Disillusion features the return of the Whippoorwill (Union and Disillusion, 266), whose mournful cries first echoed in your mind in The Dunwich Legacy. But now, they are accompanied by more winged fiends like the Spectral Raven (Union and Disillusion, 267). When one of these foul avians engages you, you must either resolve the haunted ability on your location or double the creature’s fight and evade values for the round! And as the raven bears both the alert and retaliate keywords, you'll be placing yourself at a far greater risk of becoming bogged down and overwhelmed by the flock. As you dodge the beating wings to explore the island, you find braziers scattered at various locations like the Forbidding Shore (Union and Disillusion, 250). You can light or douse these braziers with the new Circle action, placing a resource on the location to signify when its brazier is lit and removing the resource when the brazier is no longer lit. Lighting a brazier does no immediate harm or good on its own, but it may cause other effects to trigger—lighting these flames may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it? Whether dead or alive, somewhere in the dark there are four poor souls waiting to be found. Bound and Broken As you become separated from the rest of Arkham by both physical distance and the gravity of what you know, Union and Disillusion plays with the idea of movement more than any other Mythos Pack in The Circle Undone cycle. Even if you should scream for help, no one from the mainland would be able to reach you before you meet your fate in the watchful woods. But if you choose to embody a Guardian and find yourself in over your head, surrounded by enemies, you can try to force them back with a Warning Shot (Union and Disillusion, 229), pushing all non-Elite enemies to a connecting location and buying yourself a little time to ready your weapons, get help, or slip away into the mists. While Guardians repel, Seekers can draw information from an Esoteric Atlas (Union and Disillusion, 232) to move themselves two locations, further than any Shortcut (The Dunwich Legacy, 22) can offer. And if this is still not enough, Rogues can make use of a Decoy (Union and Disillusion, 234) to automatically evade a non-Elite enemy for a distant ally if they have the proper funds. Even if your team must spread out across the entirety of the Unvisited Isle, you'll be able to influence and aid one another like never before. Isolated from the rest of your city by the muttering Miskatonic, all you have on this mission is each other. Throughout The Circle Undone cycle, you are assailed by Geists and spirits, but perhaps not all of the dead are against you. A Guiding Spirit (Union and Disillusion, 236) can lend you the knowledge gained during its own life to increase your intellect. However, as this spirit is part of the Mythos itself, you cannot choose to protect it. Non-direct horror must be assigned to your Guiding Spirit before it can be assigned to your investigator. Then, if the spirit is defeated, you must exile it, removing the card from your deck until you repurchase it with another experience point. In a place like Arkham, an Ally from beyond the veil can be invaluable. Even if their form matches the wights that haunt your every waking moment, this is no time to be particular. Beyond the Mist What became of the four souls lost so long ago? Journey to the Unvisited Isle, and follow the clues and your gut until you discover the fate of the missing. But be careful—if you don't watch your step, you may join them.

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22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: Dream-Eaters Campaign Expansion
Arkham Horror LCG: Dream-Eaters Campaign Expansion

There is a hidden realm outside the world of the waking: a realm of whimsy, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in these “Dreamlands,” you decide to set forth and learn the truth for yourself. Nothing could have prepared you for the terrible wonders that dwell on the other side… In The Dream-Eaters Campaign Expansion, one to four investigators take on the roles of either a group venturing into the Dreamlands or their companions who have been left in the waking world. Together, these divided groups must confront not one, but two ancient terrors vying for control over both worlds. What is real, and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep? This expansion combines all of the campaign and scenario content from the original The Dream-Eaters cycle, which was the fifth cycle of expansions for Arkham Horror: The Card Game. Players only need a copy of the Arkham Horror: The Card Game Revised Core Set to dive into the story. DREAM-EATERS CAMPAIGN: Embark on an enigmatic journey into the Dreamlands with the Dream-Eaters Campaign Expansion for Arkham Horror: The Card Game, featuring two distinct 4-part campaigns. EPIC NARRATIVE: Play The Dream-Quest and The Web of Dreams campaigns separately or weave them together into an epic 8-part narrative, where reality blurs with fiction, and ancient terrors vie for control over both worlds. SWARMING FOES: Face the new "swarming" keyword that brings hordes of foes, from packs of zoogs to spiders, to overwhelm unsuspecting investigators. A new level of challenge awaits! MAJESTIC DREAMLANDS: Explore the majestic, mystical, and dangerous realms of the Dreamlands, delving deep into the nightmarish Underworld in search of answers and uncovering hidden secrets. VERSATILE GAMEPLAY: Challenge these scenarios with your favorite investigators from any Arkham Horror: The Card Game product, adding versatility to your gaming experience.

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77.80 €
kuva on linkki tuotesivulle: Arkham Horror LCG: FA1 -Threads of Fate Mythos Pack
Arkham Horror LCG: FA1 -Threads of Fate Mythos Pack

Whatever you did, you must reverse it. In The Forgotten Age, you journeyed deep into the rainforests of southern Mexico to discover the remains of an ancient Aztec city. During your scientific expedition, you unearthed a priceless artifact, and you then had to decide how to protect it. The consequences of your decisions have now returned to haunt you as your world erupts into chaos. Three difficult tasks fall before you at once and time is of the essence. Which will you pursue? Fantasy Flight Games is proud to announce Threads of Fate, the first Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game,. Choose Your Fate Following the events of The Forgotten Age, you relinquished control of what may be the discovery of a lifetime. It was difficult choice, but you did what you had to, and now you have returned home, where a peaceful respite is in order. Your relaxation is cut short, however, when a forgotten guardian of the Aztec city appears on your doorstep, declaring that your actions on the expedition have set events into motion that have put the entire Earth in danger. Her claims are baseless and wild, but when strange, unexplainable events begin to occur throughout Arkham, you suspect that her mad claims may be right. In perhaps the most immersive investigation in Arkham Horror: The Card Game so far, you must weigh your evidence, discuss your choices, and trust your instincts to decide which leads to follow and which to leave unexplored. You must choose between Three Fates (Threads of Fate, 114) as three tasks stand before you and you only have a limited amount of time before the trail goes cold. Where do you search first? Your adventure will be irrevocably shaped by the decisions you make, so choose carefully. A Terrible Dilemma Over the course of your investigation, you will weave your way through the stories spun by an incredible twenty-four potential Act cards. The Threads of Fate scenario contains three different Act decks, each constructed separately. Throughout the scenario, all three Act decks will be in play at once and the decision rests with you as to which Acts to pursue and which to ignore. The exact contents of each Act deck will vary depending on who was last in possession of the relic, the past decisions recorded in your campaign log, and even how you choose to pursue the tasks before you. One of the Act decks that you'll encounter centers around the choices you made in The Forgotten Age, where you first made your grand discovery. Did you leave the relic with your trusted friend, or did you decide that it belongs in a museum and pass the item off to the Miskatonic Museum for their Eztli exhibit? If you believe Ichtaca, the relic could be used for terrible purposes if left in the wrong hands. Who can you trust? Next, you are faced with another worrying task where life and death may hang in the balance. One of your expedition companions has gone missing and you suspect foul play. Do you go to the police or do you believe that you will have a better chance of finding them on your own? Among these other endeavors remains the question of what to do with your uninvited house guest. Do you trust Ichtaca? Should you continue to push her for answers about the relic and the people who pursue it, and would you believe her if she told you? You could bring her into the fold of your investigation, or leave her to her own devices and trail her to see where she goes. She could lead you to the answers you seek, but if you are wrong, you will lose precious time and perhaps a potential ally. Can you take that risk? Choice and Consequence As the first Mythos Pack in The Forgotten Age cycle, Threads of Fate offers you several new player cards that will shape the rest of your campaign. Arcane Research (Threads of Fate, 109) bears the Permanent keyword, staying with you for the entirety of your campaign once you have purchased it. But all power comes with a price. When you purchase Arcane Research, you immediately suffer one mental trauma as you attempt to quickly learn all you can about the mythos to survive the trials ahead. Still, once you have conducted your research you gain a lasting benefit—after each scenario, you may reduce the experience cost of the first Spell card you upgrade before the next scenario by one. Beyond the realm of Mystics, Seekers may test their ability to make a Shrewd Analysis (Threads of Fate, 106) to permanently alter their campaign experience as well. Once you have made a Shrewd Analysis in your investigation, any time you upgrade a card that is either Unidentified or Untranslated, you may upgrade a second copy of that card at no experience cost. If you choose this path, however, the two upgraded versions are chosen at random from among the eligible options. You may be able to glean some information about the civilizations of ages past, but their language, like their lives, is strange. There is no telling what your investigation into the truth will uncover. One Path Among Many Now that the discovery has been made, you cannot turn back the clock. Time is running out. What are you going to do?

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22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: FA4 -The City of Archives Mythos Pack
Arkham Horror LCG: FA4 -The City of Archives Mythos Pack

The veil that divides worlds has drawn perilously thin in Arkham Horror: The Card Game! In The Forgotten Age, you embarked on a scientific expedition to the rainforests of southern Mexico, returning home only to find that your actions have put the world in perilous danger. As The Forgotten Age cycle progresses, you struggle to make your way back to where the trouble began—to undo your mistake and gain insight into the dangers that threaten the fabric of time itself. Now, your expedition leads you to a city that defies imagination. Trapped in this maddening metropolis for an untold time, you may find yourself identifying more and more with the monsters that you once fought so hard to ward off. The fourth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game. City of the Great Race Following the events of Heart of the Elders, you and your expedition team find yourselves in close quarters with creatures that go beyond anything you expected to find in the rainforest. Time stretches on as you begin to wonder whether you have been trapped for days or weeks. You fade in and out of consciousness, attempting to comprehend all that is happening around you as your mind battles exhaustion and rages against what you know to be impossible—a hideous race of creatures that cannot be of this Earth, hidden from the world beyond. Their twisted bodies consist of immense corrugated cones of clammy flesh, with four thick limbs extending from the top. They are haunting to look upon, but does strange necessarily mean dangerous? Some of these creatures are miraculously able to speak your language, and they question you about your world. They promise you freedom to roam their city if you answer their inquiries. A free exchange of information is only fair. You have come all this way seeking new truths of the world, and this civilization could easily be the greatest scientific discovery in the history of mankind. But do you dare to trust them? Stolen Minds As you spend more time in the city, interacting with its strange inhabitants, you may find it easier to sympathize with them. In fact, it may become too simple to identify with them. You even may discover that you’re feeling... not quite yourself. The City of Archives offer you the chance to experience an entirely new worldview and step into the shoes of your new hosts with the Body of a Yithian (The City of Archives, 244) card. This new form does not erase who are or any of your past experiences, transferring any of your physical or mental trauma to your Body of a Yithian, as if it were your investigator card. Still, you will certainly find yourself profoundly changed. Should you find yourself in this state, your investigator deck remains the same, but you must use the Body of a Yithian investigator card, preventing you from using any of your investigator’s special abilities. Unaccustomed to this form, each of your base skills are set at a value of two while you inhabit the body. However, you are able to double the icons on a card that you commit to a skill test once per test. In this way, you may still have an edge in the areas where you once excelled, holding on to at least one small piece of your identity. Sadly, this condition does not offer freedom from your signature weaknesses. Throughout the scenario, your Body of a Yithian card is treated as if it has the same title as your former investigator card. For example, if you were once the human known as Father Mateo (The Forgotten Age, 4), you must treat your Body of a Yithian card as if its title were “Father Mateo.” This means that if you draw Serpents of Yig (The Forgotten Age, 14), the Father’s signature weakness, they will still hunt you despite your altered appearance. If you wish to learn the secrets of this ancient city, you will need a new set of implements to further your investigations. In addition to the horrific adventures you will find within the city of the Yithians, this Mythos Pack provides you with new player cards to help you walk among the inhabitants of this world so similar to yet so alien from the one you know. If you are observant, you may be able to use your knowledge of the city’s layout to help you Slip Away (The City of Archives, 232) from any overly-curious Yithians. Or, you may uncover a precious Crystalline Elder Sign (The City of Archives, 235) safely tucked away among the shelves of the archives. With this powerful Mystic Relic, you may seal a +1 or the elder sign token—removing these highly beneficial tokens from the chaos bag, but in exchange for this sacrifice your willpower, lore, combat, and agility skills are all increased! Potentially trapped in a strange city and a strange body, this bonus may prove invaluable. Remember Who You Are Now that you're surrounded by these strange creatures, you must either adapt or perish. But be careful not to lose yourself in your fight for survival. Keep hold of your identity, find a way out, and uncover the secrets housed in The City of Archives!

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22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: FA5 -The Depths of Yoth Mythos Pack
Arkham Horror LCG: FA5 -The Depths of Yoth Mythos Pack

Your descent into madness has taken you far into the wilds of Arkham Horror: The Card Game! In The Forgotten Age, you took part in a scientific expedition that brought you to the dark rainforests of Central America in search of a lost Aztec city, but what you uncovered has set a series of events in motion that puts the entire world at risk. As The Forgotten Age cycle progresses, you must learn as much as you can about the dangers you unleashed to undo your mistake and save the Earth from a terrible fate. Now, your mission has brought you to a monster-filled chasm where the only way out is down. The fifth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game. Pit of Despair This Mythos Pack, which can be played as a standalone adventure or as part of the eight-part campaign, finds you on a perilous precipice looking into a seemingly bottomless cavern. Following the events of The City of Archives, you have reached the winding staircase that leads through the remains of another age and down into the unknown. Far below, a red glow illuminates a network of labyrinth caverns littered with the ruins of an ancient city, and from those depths there also emanates a strange, animal-like sound. Something is down there. And thus, your descent begins. The Depths of Yoth draws you down into the deepest reaches of the Earth, tracking the current depth level of your investigation in a separate space on the scenario reference card. While the depth level has no effect on its own, deeper levels of Yoth are deadlier. Some of the creatures that dwell there, such as an Eater of the Depths (The Depths of Yoth, 298), become stronger the further you descend into the cavern. You may find that it becomes more difficult to deny your terror as you journey deeper with treacheries like Lightless Shadow (The Depths of Yoth, 300) threatening to trap you in the ruined city for all time. But the answers you seek must be waiting at the bottom of this pit, though you wonder whether they are worth facing whatever awaits. Relentless Pursuers As you plunge into darkness with only the light of some unimaginable hell to guide you, you may wish to turn back—to find any other way out of this prison. But you are not alone in this cavern, and if you look back you are lost. Slithering creatures of Yoth stalk you through the twisting caverns, and even as you move deeper into the depths, they may follow by moving into the “pursuit area” beside the act and agenda decks. Enemies in this area are out-of-play, and although you can't attack them, at least they're too far away to reach you for now. Still, even if your assailants ease the chase, they are just out of view in the shadows, always watching. Waiting. Even if your enemies may have fallen behind you as you plunge deeper into the depths, the fury of the Father of Serpents may compel them to rush forward and attack on his behalf. When his Scheme, Serpent's Ire (The Depths of Yoth, 302), is revealed, the most powerful Serpent enemy in pursuit of your team moves forward to strike, forcing you to test your agility. If you fail, that enemy immediately attacks you—and even if you dodge the first attack, you must still contend with this Serpent who's now engaged with you. To discover what awaits at the end of your journey, you must survive the descent, so be sure to stay light on your feet and pray you don't trip, lest you fall into the pit below. Outrun, Outlast To help you dodge the monsters breathing down your neck during the descent, The Depths of Yoth provides you with new, powerful player cards to strengthen your investigators’ decks and prepare you for the trials ahead. If you have The Skeleton Key (The Depths of Yoth, 270) in your possession, you may easily investigate nearly any location, unlocking the ruins’ secrets with an ease to make even Rex Murphy jealous. Meanwhile, Mystics may use the experience gained over the course of The Fogotten Age cycle to increase the potency of their arcane talents with an upgraded version of Mists of R'lyeh (The Depths of Yoth, 271). This Spell has an incredible five charges which you may use to evade, using your willpower in place of your agility. And if that weren't enough, this Spell also dramatically increases your willpower for your attempt. Beyond the confidence this card offers you in your own abilities, Mists of R’lyeh rewards you further if you succeed. If you pass your skill test, you may move to a connecting location—continuing your investigation without becoming bogged down by enemies. However, as often happens when you call upon the power of the Mythos, using this card comes with a certain amount of risk. If you reveal any chaos token other than a numbered token or the elder sign token, you must discard a card from your hand. Despite the inherent risk of magic, this is the time to pull out all the stops and use every tool in your arsenal. For as long as you remain trapped in this unholy pit, no one is coming to save you. Light at the End The closer you move to the end of your descent, the greater the threat to your life becomes. But despite the terrors and the monsters, you may find a strange sense of serenity among the ruins. If nothing else, at least you know where you are going. There is a light at the end of the tunnel.

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22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: FA6 -The Shattered Aeons Mythos Pack
Arkham Horror LCG: FA6 -The Shattered Aeons Mythos Pack

The sixth and final Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game Your scientific expedition in The Forgotten Age took you far from Arkham, to the jungles of southern Mexico where you uncovered what may be the greatest scientific discovery of your time, along with a secret that defied everything you know about the history of your world. Then throughout The Forgotten Age cycle, you returned home only to learn that your actions have put everything you love in danger. Searching for answers, you journeyed to Mexico City, then back into the wilderness and beyond, to places beyond your imagination. You have faced dangers both terrestrial and otherworldly, and stood strong as the very fabric of time ripped before your eyes. Now, you face your final test in the conclusion of The Forgotten Age cycle. The Gateway Following the events of The Depths of Yoth, hope is fleeting. What little remains burns in the bluish light emanating from the end of a passage before you. Deep beneath the Earth’s surface, you have almost forgotten the warmth of the sun, but there is no turning back for you. Whatever plan your enemies have been working toward lies ahead, and there is an unnatural power here—you can feel it in the Earth as it shakes beneath you. Pieces of the cavern start to fall, but they never reach the floor, floating in midair. The laws of reality are beginning to bend, and it cannot be long before they reach their breaking point. You must hurry. Once you reach the ancient Nexus of N'Kai (Shattered Aeons, 324), the difficulty of the task before you increases with each passing moment. Beyond confronting beasts, like the Temporal Devourer (Shattered Aeons, 338) that chases you through time and space, you must also attempt to hold on to your mind as all that is sane falls away. Concepts of time and space cease their meaning as cities long lost to the grind of years appear anew, great metropolises of your age stand desolate, and unfathomable, unearthly expanses reveal themselves, as tangible as any city you left behind. The sight of Shattered Ages (Shattered Aeons, 339) threaten your sanity, forcing you to test your Willpower and see your knowledge and understanding sucked out into the beyond. Worth Waiting For Beyond bringing you the thrilling conclusion of The Forgotten Age cycle, Shattered Aeons also provides you with a new collection of powerful player cards to prepare you for the terrors that have awaited you since you first stepped beyond the mortal realm in The Forgotten Age. As is tradition with the grand finale of an Arkham Horror: The Card Game cycle, this Mythos Pack includes a new, powerful exceptional card to entice players. Rogues may take delight in living on Borrowed Time (Shattered Aeons, 308), storing actions to unleash in a single marvelous turn. If you and Leo De Luca (Core Set, 48) have an Ace in the Hole (Where Doom Awaits, 266) to go with your Borrowed Time, you have the chance to take up to ten actions in a single turn! While Rogues may be more inclined to keep to the shadows, it may prove impossible to resist stepping into the spotlight when you can guarantee that your entire team will be impressed. But there are others who do not need the flash of exceptional cards to make their turns absolutely potent. Scholastic Seekers may claw their way to an advantageous Vantage Point (Shattered Aeons, 306) to get a better lay of the locations surrounding them, making it easier for themselves or an ally to investigate. Then, even the most down-to-Earth investigators have the chance to embrace the powers of the Mythos as Survivors gain access to their first Spell with Alter Fate (Shattered Aeons, 313). This fast event allows you to defy destiny and shape your own fate by helping you rid yourself or one of your fellow investigators of a non-weakness treachery. With the fate of all reality at stake, now is the time to pull out all the stops and examine the problem from every angle to find some kind of solution. The world is relying on you, and you cannot fail now. The End... Will you be able to stop the events that your own ignorance set in motion, or will your mistake destroy the world that you have worked so hard to save? Ready your investigators and prepare to throw everything you have into this battle. This can’t be how it ends!

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22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: Film Fatale Scenario Pack
Arkham Horror LCG: Film Fatale Scenario Pack

Lights, camera, action! It’s the golden age of silent filmmaking, with instant classics popping up on the silver screen left and right. But when an ambitious new producer unwittingly releases accursed horrors upon three different film sets, it’s up to our intrepid investigators to fix things before the credits roll on the entire production! Welcome to Film Fatale, the latest scenario pack for Arkham Horror: The Card Game! In this showstopper scenario, one to four investigators ham it up in Hollywood’s Lot C, where three troubled film sets are host to several bizarre and dangerous events. As spacetime warps and fiction becomes reality, you’ll find yourselves negotiating with alien Saturnites, fleeing from hungry dinosaurs, and warding off bloodthirsty vampires as you try to wrap up this thrilling mystery. As with previous scenario packs, Film Fatale can be played standalone or inserted into a campaign as a side-story. With multiple ways the scenario can play depending on which movie set is the main feature, this is one blockbuster that will keep you coming back again and again. Players only need a copy of the Arkham Horror: The Card Game core set to dive into this feature-length scenario. * EXPLORE THREE FILM SETS OF HORROR: In Film Fatale, players must quell chaos on three different movie sets—horror, prehistoric, and sci-fi—each featuring unique and terrifying challenges. * REPLAYABLE WITH MULTIPLE ROUTES: The game plays out differently depending on which movie set is the focal point, offering high replayability and new challenges with every session. * CONFRONT DANGEROUS CREATURES: Face off against vampires, werewolves, dinosaurs, and alien visitors as you attempt to stop the chaos and restore order to the film sets. * STANDALONE OR CAMPAIGN SIDE-STORY: Play the Film Fatale scenario as a standalone adventure or integrate it into your ongoing Arkham Horror: The Card Game campaign for a fresh, exciting side-story. * REQUIRES CORE SET TO PLAY: This expansion is fully compatible with Arkham Horror: The Card Game—just add the core set and dive into a feature-length mystery filled with cinematic twists and turns. Contents: * 78 cards * 1 Rulebook

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25.10 €
kuva on linkki tuotesivulle: Arkham Horror LCG: Forgotten Age Expansion
Arkham Horror LCG: Forgotten Age Expansion

The Forgotten Age, a new deluxe expansion for Arkham Horror: The Card Game We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time. In The Forgotten Age, one to four players embark on a scientific expedition to the rainforests of southern Mexico with five new investigators, as well as an incredible eighty-seven scenario cards and sixty-four player cards (two copies each of thirty-two distinct cards). Here, you and your team will venture deep into dark rainforests and forbidden caverns in two new scenarios, which form the beginning of a new campaign for your investigation team as you step back into The Forgotten Age. Join the Expedition The first of the scenarios included in The Forgotten Age, The Untamed Wilds, throws you into the middle of your scientific expedition where your team of investigators has ventured far into the rainforests of southern Mexico in search of a forgotten Aztec city-state. Today, you depart from your camp in order to find the ruins Alejandro seeks. There is no telling what you may encounter beneath the thick jungle canopy, but you have come too far to turn back now. In keeping with the new feel of your investigations, The Forgotten Age introduces the new Explore ability that you can initiate with an “activate” action, as seen on Agenda 1a. These abilities instruct you to draw the top card of the new, separate “exploration deck” which is filled with single-sided locations and treachery cards. Each Explore ability indicates a particular type of location that you are seeking to draw and, as a driven investigator, you must continue to draw from the exploration deck until you either discover the location you seek or a treachery brings your exploration to a halt. If a location of the type you seek is drawn, it is put into play and you move to that location to successfully tour the area. For example, Agenda 1a instructs an investigator that their exploration is currently searching for a connecting location. Ursula Downs, currently at the Expedition Camp (The Forgotten Age, 50), spends her first action to explore and draws Circuitous Trail (The Forgotten Age, 73), which is not connected to the Expedition Camp. This card is therefore placed beside the exploration deck and Ursula draws again, revealing Low on Supplies (The Forgotten Age, 82). As this is a treachery card, she must resolve the card’s effects and her exploration ends unsuccessfully with Circuitous Trail reshuffled into the exploration deck. However, a failed exploration does not necessarily indicate the end of the investigator's turn. A single setback is not enough to stop the determined investigators of Arkham Horror: The Card Game. As her second action, Ursula decides to explore again. This time, she draws Path of Thorns (The Forgotten Age, 69), which is connected to the Expedition Camp. Therefore, her exploration is successful, Path of Thorns is put into play, and Ursula immediately moves there. Should you survive long enough to reach the ruins, you may encounter The Doom of Eztli. The discovery itself will be enough to earn you renown amongst the academic community, and a mysterious sense of doom seems to linger in the air… but what awaits you within the temple walls? Will you ever be able to forgive yourself if you don’t venture inside? Maybe just a quick look wouldn’t hurt... Ursula Downs, The Explorer The Forgotten Age draws five new investigators into the maddening realm of Arkham Horror: The Card Game as they search for answers among strange ruins from a bygone era. Among these brave investigators is the explorer, Ursula Downs (The Forgotten Age, 2). Ever since Ursula was a small girl, she has broken every rule set down for her: climbing trees, playing in mud, exploring the woods, and plenty of other things ill-considered for the behavior of a proper young lady. Since earning her degree in archaeology in Boston, she has traveled the world in search of forgotten civilizations and has continued to prove herself among her peers as a woman in a male-dominated profession. Ursula knows that discovery is easy. Understanding is the hard part. As an investigator, she believes in brain over brawn with an intellect of four and a combat of only one. This explorer is, however, incredibly quick on her feet with an agility of four. After all, to live a life as exciting as Ursula's, you have to be quick on your feet if you're not interested in fighting. No matter which continent you find yourself on, no matter what dangers you find yourself pitted against, when you play as Ursula Downs, there is always at least one person you can trust. Ursula’s close friend Jake Williams (The Forgotten Age, 8) will always have her back. When this loyal companion is in play, the first move or investigate action you perform does not provoke attacks of opportunity. What's more, you can take advantage of Jake's own insights into the new locations that you discover. After you reveal a new location or put one into play, you may exhaust Jake Williams to draw a card. Combined with The Forgotten Age’s new Explore action, Jake will prove an invaluable Ally, and make Ursula more powerful than ever. Ursula’s driven nature and natural curiosity make her a skilled explorer, but at times her passion borders on obsession as she is tormented by the Call of the Unknown (The Forgotten Age, 9). When this weakness comes into play, Ursula must choose a location other than the one where she is currently located. If she does not successfully investigate that location before the end of her turn, she suffers two horror and must shuffle Call of the Unknown back into her deck. The only way that this investigator can break free of her obsession is to finally understand the riddles that each new discovery presents her with. Do you have the courage to join Ursula in her pursuit of knowledge and the fortitude to survive, or will you become one of the countless souls claimed by the mysteries lost to time? Pack Your Bags Embark on a new adventure. Make the discovery of a lifetime, unravel the terrifying eldritch mystery, and learn the secrets of The Forgotten Age!

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45.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: IC1 -In Too Deep Mythos Pack
Arkham Horror LCG: IC1 -In Too Deep Mythos Pack

The first Mythos Pack in The Innsmouth Conspiracy cycle. Since awakening in a dank and dismal pit on the Atlantic coast, your memories of your time in Innsmouth have been scattered and difficult to piece together. Why did you come to the town of Innsmouth? What exactly transpired between your arrival and your nightmarish experience in the tidal tunnels? What is the connection between the Esoteric Order of Dagon and the swarming deep ones? These questions and more will have to wait—Innsmouth may already be slipping beneath the waves! Within this expansion, you’ll find the next chapter of The Innsmouth Conspiracy, drawing you deeper into the tangled web surrounding your visit to Innsmouth. It’s not just a new scenario, however—you’ll find new player cards to support every class, including powerful new Covenants that center on the bless and curse tokens introduced in The Innsmouth Conspiracy deluxe expansion! Rising Tides Once you’ve escaped the deep ones in the coastal tunnels, your path leads you back to Innsmouth, where you’re intent on learning more… but Innsmouth has been invaded. Foul things from the depths of the sea prowl the streets, patrolling the alleys and intersections. Makeshift barricades block the streets through town as seawater floods the Innsmouth Harbor and spreads deeper into the city. You must escape, but your car is parked at the train station on the other side of town. The only way out is to push forward through Innsmouth. At the start of the scenario, you’ll set up the city of Innsmouth with fifteen location cards, using resource tokens between these location cards to indicate the barriers erected on the streets. To reach the train station and escape, you and your fellow investigators must pick your way through this labyrinth. An already dangerous journey is further complicated by the barriers that block your path. You can’t move between two locations if there are barriers in the way, but fortunately, many location cards give you a way to clear barriers. If you’re in the Shoreward Slums (In Too Deep, 131), you can take damage to remove a barrier, while the Innsmouth Jail (In Too Deep, 133) lets you spend your resources to clear your path. Along your journey, you’ll also be tracking down the key tokens that represent vital information about what has happened to Innsmouth and your own investigation. If you can take these keys to the right locations, you may be able to aid your memory and unlock the true events plaguing Innsmouth. No matter where your path leads you, however, you must be cautious. Ocean water splashes against the shops and houses of Innsmouth, and new enemies like Ravager from the Deep (In Too Deep, 145) or the Emerging Deep One (In Too Deep, 146) become dramatically more powerful if they’re in flooded locations. You and your friends must escape quickly if you want to avoid a watery end. Join Covenant? You’ll find new player cards for every character class within this Mythos Pack, and among them, a powerful new type of permanent asset for every class: Covenants! Even if you have a character that can draw from multiple classes, you’re limited to one Covenant per deck. Furthermore, every Covenant has a close relationship with the new bless and curse tokens introduced in The Innsmouth Conspiracy... but that’s where the similarities end. As we discussed in our announcement of The Innsmouth Conspiracy, many cards in this cycle draw upon the brand-new bless and curse tokens. Bless tokens function as a +2 modifier, but you’ll need to draw a second chaos token to learn the final outcome of your test. Similarly, curse tokens act as a –2 result, but again, you’ll have to draw another chaos token to complete your test. Once bless or curse token are drawn, they’re removed from the chaos bag, so it’s only natural that there would be plenty of ways to add bless and curse tokens to the chaos bag. Now, with the addition of Covenants, you have an entirely new way to interact with these tokens. Take the Ancient Covenant (In Too Deep, 122), for example. Whenever an investigator at your location draws a bless token from the chaos bag, you can exhaust Ancient Covenant so you don’t have to reveal another token. Instead, you simply reap the benefits of the bless token without risking failure by drawing another token! Or perhaps you’d prefer to ride the line of sanity by entering into a Blasphemous Covenant (In Too Deep, 113). This Covenant can be triggered whenever an investigator at your location draws a curse token. Rather than suffering a –2 modifier, the Blasphemous Covenant lets you treat the curse token as having a +1 modifier—but rather removing the curse token from the chaos bag, you’ll need to put that token back in the bag after the test! Of course, you don’t need to embrace the bless and curse tokens. You may even decide that you’re a Skeptic (In Too Deep, 115) who puts no stock in supernatural portents or powers! Flooding in Innsmouth A perilous journey awaits you and your fellow investigators. You must traverse a flooded, infested Innsmouth if you’re going to escape—but will you push to escape as quickly as possible, or will you strive to find the missing pieces of your own memories that may await in Innsmouth?

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22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: IC6 -Into the Maelstrom Mythos Pack
Arkham Horror LCG: IC6 -Into the Maelstrom Mythos Pack

The sixth Mythos Pack in The Innsmouth Conspiracy and the climactic conclusion of the cycle! Throughout your Innsmouth investigations, you have ventured into tide-hollowed caves and dripping tunnels—but these watery caverns are only the antechamber of the Deep Ones’ domain. A hidden city rests beneath the choppy waves of the North Atlantic, slumbering at the bottom of the ocean. If you’re going to protect the world from suffering the same fate as Innsmouth, you’ll need to venture into the heart of the storm. Within this expansion pack, you’ll find the final scenario of The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game, inviting you and your fellow investigators to dive into the darkness beneath the waves and confront the Deep Ones in their own city—putting an end to this threat forever. Combined with the addition of new player cards to upgrade your decks, Into the Maelstrom is a perfect capstone for a cycle of danger and mystery. The Sunken Halls of Y’ha-nthlei Your journey to the Deep Ones’ citadel will not be easy. As you descend into Devil Reef, you finally reach the gateway to the final depths: a swirling vortex of otherworldly currents. Somehow, you must gain entrance, searching the surrounding tunnels for the keys that will open your way forward. The dangers of Y’ha-nthlei only increase once you’re swimming along the undersea corridors of the city and entering the unholy Sanctums of the Deep Ones. Here, you’ll find not just one monstrous Ancient One, but two—Father Dagon and Mother Hydra. Both may be slumbering for now… but their waking would undoubtedly herald destruction for your entire party, as well as for all humanity. Even as you search for a way to destroy the Deep Ones, you’ll face off against the monsters of the ocean, such as an Aquatic Abomination (Into the Maelstrom, 332) or one of Dagon's Brood (Into the Maelstrom, 333). Apart from these monstrosities, the crushing depths of the ocean are perfectly capable of drowning you, and even if you find a diving suit, the sudden onset of Thalassophobia (Into the Maelstrom, 337) could finish you off. Among the player cards included in this expansion, few cards are more unusual than the new Seeker cards. You may unlock a vault of Ancestral Knowledge (Into the Maelstrom, 303), an exceptional asset that lets you start every game with five random skills readily accessible, helping to fuel any deck that relies on its skill cards. Or perhaps, you’d rather assist your fellow investigators by plucking at Ariadne's Twine (Into the Maelstrom, 304). This asset can bank up resources, and those resources can then be spent as if they were secrets on an asset controlled by another investigator at your location. Even with the best-laid plans, there have always been certain tests that lay just out of reach for your investigator—but if you’re willing to pay the price to Justify the Means (Into the Maelstrom, 306), you can utterly surpass your limits. This skill card gives Rogues a way to make any test automatically succeed, though you must add curse tokens equal to the test’s difficulty to the chaos bag. Still, if it’s a matter of life and death, surely there’s no price that is not worth paying? Beneath the Waves With your memories recovered once more, you are prepared to do what you must. But can you truly hope to triumph over the antediluvian Deep Ones and foil a conspiracy that’s been centuries in the making?

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21.90 €
kuva on linkki tuotesivulle: Arkham Horror LCG: Innsmouth Conspiracy Investigator Expansion
Arkham Horror LCG: Innsmouth Conspiracy Investigator Expansion

Under the waves, an ancient civilization thrives, and a conspiracy brews. Only those outsiders who have heard the whispers of the deep can brave the maelstrom and discover the secrets of the abyss. The Innsmouth Conspiracy Investigator Expansion for Arkham Horror: The Card Game features five investigators and contains all of the player cards and customization options featured in the original The Innsmouth Conspiracy cycle of products. Grant blessings as the nun, Sister Mary; learn and practice various fields of study as the student, Amanda Sharpe; watch from the shadows as the spy, Trish Scarborough; perform arcane tricks as the magician, Dexter Drake; and brave the open seas as the sailor, Silas Marsh. The Innsmouth Conspiracy Investigator Expansion can be used to build or enhance investigator decks for any Arkham Horror: The Card Game scenario or campaign. DIVERSE INVESTIGATOR ROLES: Includes five distinct investigators—Sister Mary, Amanda Sharpe, Trish Scarborough, Dexter Drake, and Silas Marsh—each offering unique abilities and strategies to enhance your gameplay. RICH PLAYER CARD SELECTION: Boasts over 180 player cards spread across all five classes, providing a vast array of tools and strategies for deck-building and game customization. ENHANCE ANY CAMPAIGN: While designed to complement The Innsmouth Conspiracy campaign, these investigators and player cards can be integrated into any scenario or campaign within Arkham Horror: The Card Game, offering versatile play options. DEEPEN YOUR ARKHAM EXPERIENCE: Delve into the secrets of the abyss with thematic cards that capture the eerie and mysterious atmosphere of the Innsmouth lore. READY FOR ALL PLAYERS: Ideal for both new players looking to jump into Arkham Horror with a rich set of options and veterans seeking to refresh and deepen their deck-building choices and strategies.

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49.70 €
kuva on linkki tuotesivulle: Arkham Horror LCG: Path to Carcosa Expansion
Arkham Horror LCG: Path to Carcosa Expansion

The second deluxe expansion for Arkham Horror: The Card Game! A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind. Everything you find suggests the workings of something foul, even though no connection has yet been proven... In The Path to Carcosa, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness. Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses. The Play's the Thing The King in Yellow—and all the strange events surrounding the play—take center stage in the two new scenarios from The Path to Carcosa. Curtain Call is your ticket to Ward Theatre, where you can catch the much-awaited performance. And in The Last King, you join the play's cast and crew at a dinner party, in the hopes that some of them might provide you answers to the many questions burning in your mind. Both of these scenarios can be played on their own as standalone adventures, but together they represent your first steps along The Path to Carcosa campaign, which you can pursue more fully through a cycle of six Mythos Packs. Over the course of your campaign, you'll learn more and more about the larger threat the play may pose—and encounter many of the terrifying new treacheries and enemies from the expansion's eleven encounter sets. And you'll find yourself keeping secrets from the other investigators. As befits its unique exploration of the realms between and beyond sanity and madness, The Path to Carcosa introduces a number of encounter cards that feature the new keyword, "hidden." Whenever you draw a card with this keyword, you keep it hidden from your fellow investigators and place it in your hand. But even from there, its abilities exert their insidious influence over the course of your game. Additionally, The Path to Carcosa campaign introduces mechanics for Doubt and Conviction, both of which you'll mark in your campaign log, depending on the choices you make. These decisions may then come back to haunt you in later scenarios. And, finally, The Path to Carcosa also marks the debut of a new card type, story cards, which serve as avenues for additional narrative... and other effects. We Are Merely Players, Acting Our Many Parts There's plenty of madness and mayhem in the expansion's scenarios—more than enough, in fact, to drive your investigators stark, raving mad. But if your Core Set investigators should falter, you needn't yet abandon all hope. The Path to Carcosa introduces six new investigators, all of whom come complete with their signature advantages and weaknesses, plus a wealth of forty non-signature, non-weakness, new player cards (two copies each of twenty different cards). All of these are divided between the game's five classes—Guardian, Mystic, Rogue, Seeker, and Survivor—except for one of the new investigators, the actress Lola Hayes (The Path to Carcosa, 6). Haunted by her role in The King in Yellow and the strange events, calamity, and dread that have followed the play across the globe, Lola Hayes hopes to be done with it and has written to the director to inform him she intends to make her hometown Arkham performance her last. The game's first Neutral investigator, Lola Hayes arrives with remarkably balanced attributes, and deckbuilding requirements that allow her to select thirty-five of her favorite level 0–3 cards from all the different classes. To her, each class is just another "role," and she can shift her role as she wishes, doing so once per round as a free ability. But nothing in Arkham is ever simple as it may seem. Is Lola Hayes the actress, an expert of Improvisation (The Path to Carcosa, 18) who slips in and out of roles as she chooses? Or is "Lola Hayes" just another role, one among many? Are there other forces directing her life, steering her down paths she'd rather not travel? Amid the chaos and terror, such fears may lead Lola toward a Crisis of Identity (The Path to Carcosa, 19). Still, Lola Hayes isn't the only investigator from The Path to Carcosa to push the game's deckbuilding options in all-new directions. Each of the new investigators offers something different. New deck sizes, new ways to combine cards from multiple classes, or multiple copies of their signature strengths and weaknesses. In the end, the myriad—potentially dizzying—array of possibilities made available by these investigators will either inspire you to greatness—or drive you mad! Pull Back the Curtain The King in Yellow is coming to Arkham, and the whole town is talking about it. What will you find when it arrives? Who will you meet? What secrets might you uncover? Come and see the show. Everyone's invited! • A deluxe expansion for the award-winning cooperative LCG Arkham Horror: The Card Game • Kicks off a new campaign with the mysteries surrounding a performance of The King in Yellow • Introduces two new scenarios laden with madness, horror, and mechanics for tracking your investigator’s doubt or conviction • Expands your deck-building options with six new investigators and sixty-two player cards (including a complete playset of each) • The expansion’s narrative campaign continues with the upcoming The Path to Carcosa Mythos Packs

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42.60 €
kuva on linkki tuotesivulle: Arkham Horror LCG: PC2 -The Unspeakable Oath Mythos Pack
Arkham Horror LCG: PC2 -The Unspeakable Oath Mythos Pack

The second Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game! It was always going to come to this… You're finally headed to the asylum. Something about the mysterious play, The King in Yellow, had nagged at the corners of your mind before it arrived in Arkham, and you began investigating. You learned madness and disaster followed the play everywhere it went. And still you dug deeper. You attended the performance. You came face to face with terrors that still haunt you. And then—having barely survived your earlier encounters, and hanging onto the remnants of your tattered sanity—you went to the Arkham Historical Society in search of even more information. Now, as you look to carry forward through The Path to Carcosa campaign, you may find yourself wracked by Doubt and surrounded by Lunatics. And, still, you'll catch hints of deeper and darker secrets. What Madness Compels You? With the new scenario coming in The Unspeakable Oath, Arkham Horror: The Card Game continues and deepens its exploration of the mystical realms between the traditional roleplaying and card game experiences. First of all, you have the strong sense of place that's exceedingly rare among card games. You're not wandering the streets of Arkham, nor the wooded New England hillsides. Instead, you're wandering the hallways of an eerily quiet asylum—perhaps punctuated, at times, by mournful howls or manic laughter—and need to gain passage through several locked doors. The fact that doors can be locked against you is important in the sense that it allows the adventure to unfold at the same sort of pace with which a Game Master might walk you through an adventure. And it matters because you can only act upon objects and information in your investigator's location. Moreover, if you and your fellow investigators split your company, you might cover more ground… or you might render yourselves vulnerable. Next, you have the different ways the scenario preys upon the game's cooperative nature and the relationships you try to maintain with your fellow investigators. After The Path to Carcosa introduced the Hidden keyword, which forces you to hold cards in your hand—and keep them hidden from the other investigators—The Unspeakable Oath adds more of these cards, so that your experience of the game might not match that of the other players. And none of them will understand you. Your secrets will isolate you from your companions. In the depths of an asylum. Think about that... Finally, the scenario breaks away from the traditional customizable card game experience by forcing you to live with the consequences of other games. Yes, you can play and enjoy The Unspeakable Oath as a standalone adventure, but for those who dare to look more deeply, The Unspeakable Oath comes to life most fully as part of The Path to Carcosa campaign. It is, in fact, the fourth chapter in that campaign, and it represents the nexus of many possible paths through time and space. But those paths are not all equal. Normally, when you sit at your table to play a customizable card game, you start fresh. There's nothing imposing itself upon your starting hand or the resources with which you might start the game. But in the Arkham LCG®, the choices you make in earlier adventures may come back to haunt you later on. The game's basic structure is the campaign, as in an RPG, and you are often given choices to make in your games—and between them—that aren't clearly about winning or losing, but just about how your investigator would respond to a given situation. And in The Unspeakable Oath, these choices already come back with profound ramifications, literally restructuring the adventure depending upon the consequences of your earlier investigations. Choices you make in your games—the people to whom you choose to speak and the ways you interact with powerful artifacts—will impact the structure of the adventure's act deck, as well as the composition of its encounter deck. You're Never Truly Alone Along with its new scenario, The Unspeakable Oath introduces twenty-four new player cards (two copies each of twelve different player cards) that allow you to "learn" from your mistakes. As you gain experience, you can use that experience to enhance your deck with cards like Forewarned (The Unspeakable Oath, 150) and A Test of Will (The Unspeakable Oath, 156). Alternatively, you may forge an alliance with one of the Mythos Pack's new Patrons, Charles Ross, Esq. (The Unspeakable Oath, 149) and Dario El-Amin (The Unspeakable Oath, 151). Naturally, as Patrons, both of these gentlemen come with valuable connections. Charles Ross, Esq. helps you gain access to a whole host of powerful Items, reducing their costs by one each time he exhausts. You can think of him as your personal connection to the Disc of Itzamna (Core Set, 41), making it easier to afford and discard—and then to afford again. While your investigator has a limited number of body slots to which these Items can be assigned, meaning there's a limit on the total financial benefit you can derive from recruiting the services of Charles Ross, Esq., it's worth noting that that limit is a great deal less restrictive than it might first appear. First of all, there's the fact that you might choose to discard one Item in favor of another—or just because discarding it is in your best interests. Many of the game's most powerful Items, like the Disc of Itzamna, are discarded when you use them, and Charles Ross, Esq. lends significant value if you intend to use these items over and over—such as you might if you're playing Rex Murphy (The Dunwich Legacy, 2) with Scavenging (Core Set, 73). Perhaps more importantly, there's the fact that the Arkham LCG can support as many as four players, and Charles Ross, Esq. works with any investigator at your location, not just yours. If you and your teammates can coordinate your purchases, Charles Ross, Esq. can easily save your group at least one resource each and every round. Meanwhile, the unscrupulous Dario El-Amin can provide you access to an astonishing array of benefits, all of which should certainly help you find your way out of the asylum. As a single action, Dario El-Amin allows you to claim two resources. He's also more than willing to offer bonuses to both your Willpower and your Intellect—provided you can meet his demands. Dario El-Amin may be a Patron of the arts, but it's clear that he's looking less to prop up struggling artists than to invest in characters and endeavors with records of proven success. The permanent attribute boosts that Dario El-Amin can provide are fantastically valuable, but the Patron requires you to sit on a stockpile of no fewer than ten resources if you want those bonuses. Fortunately, that's not too much of a problem for Rogue investigators like Jenny Barnes (The Dunwich Horror, 3), who can gain resources fast with cards like Burglary (Core Set, 45), Hot Streak (Core Set, 57), and Lone Wolf (Blood on the Altar, 188). And once you have all those resources at your disposal, it'll be good to know that Dario El-Amin will be, at least, a little invested in seeing you make your way out of the asylum. Adversity Breeds Adventure It's a good thing that Arkham Horror: The Card Game isn't real life. We don't really want to stare down unspeakable horrors, suffer grievous internal injuries, and feel our minds fracturing with the burden of all we've witnessed. But it makes for great fiction. And in the Arkham LCG, it makes for great adventure. Soon, you'll have your chance to enjoy yet another of these horrifying adventures. In The Unspeakable Oath, you'll find the world closing around you. You'll be stuck in the asylum. Surrounded by Lunatics. Threatened by monsters and madness… And your games couldn't be better! • The second Mythos Pack in The Path to Carcosa cycle for the cooperative Arkham Horror: The Card Game • Introduces a new scenario that carries you into the heart of Arkham’s asylum • Serves as the fourth chapter in the campaign from The Path to Carcosa deluxe expansion • Twenty-four new player cards (a complete play set of each) provide you access to wealthy Patrons and allow you to “learn” from your mistakes • Requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion

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kuva on linkki tuotesivulle: Deep Gate (HC)
Deep Gate (HC)

A new Arkham Horror novella by Chris A. Jackson, which includes four new cards for Arkham Horror: The Card Game. “I dream under the sea, and I see faces, bloated faces with bulging eyes. They remind me of people I knew as a boy, half-drowned, but not dead.” Silas shivered, but not from the chill gusts blowing through the open door. Pointed teeth grinned, webbed hands reaching for him, glowing eyes in the darkness… He couldn’t tell Martin those details, of course. Some things you couldn’t say aloud if you wanted to stay out of the madhouse. –Chris A. Jackson, The Deep Gate What secrets have been drowned in Devil Reef? Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea’s call has only grown stronger. Silas has dreams—nightmares—of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. A Dark Prophecy Silas didn't want to make the trip back to Arkham, but the chance to find answers about his malady was too enticing to pass up. He returned to the area in search of someone who could tell him whether the nightmares that plague his nights are some sort of family ailment, like dropsy or ulcers. There seemed to be a pall of silence hanging over everyone he spoke to, but one cousin seems willing to help Silas gain some insight. So, when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Prophesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the same creatures that haunt Silas’s nightmares. After a few calculations, the pair determine that this terrible event will occur at Devil Reef in three days’ time. With the relentless rains that have been hammering New England, there is only one place where even an experienced sailor can hope to approach the reef from in time to stop this event. Silas must return to Innsmouth. Within the pages of The Deep Gate, you'll find a thrilling story of nautical horror and heroism, along with fifteen pages of full color inserts. These documents provide you with every piece of evidence at Silas Marsh’s disposal, from journal entries and ocean maps to medical reports and official correspondence. With these documents, you can embody the role of investigator, solving the case alongside Silas Marsh. Perhaps the key to preventing this cosmic catastrophe is hidden within the lines of these pages. The Sailor The adventure of The Deep Gate leaves the pages of its tome to expand your investigations in Arkham with four new cards for Arkham Horror: The Card Game! While Silas will return home from the sea and be released in an Arkham Horror: The Card Game product at a later date, this marks his first appearance in the game. Silas never asked to become part of the world of vengeful Elder Gods and creatures that defy the laws of reality. He was simply in the wrong place at the wrong time, making him a member of the Survivor class. Having left Innsmouth in favor of the seafarer’s life at a young age, Silas lacked a formal education, leaving him with an intellect of two. Instead, the ship was his schoolroom. Here, Silas learned think on his feet, and arduous days on an unforgiving sea equipped him with combat and agility of four. Accustomed to extended stays at sea, Silas is well-skilled at making the most of limited resources. This ingenuity shines through in Silas’s ability—once per round after he reveals a chaos token during a skill test, he may return a skill card committed to that test to his hand. This sailor must also rely on his resourcefulness when using his Elder Sign ability. Silas does not have a strong link to the arcane and often does not believe in what he cannot see. In his mind, sailors may have their superstitions, but a lucky memento is no substitute for nautical prowess and well-kept equipment. When Silas draws an Elder Sign token from the chaos bag, he doesn't gain any direct bonus, but he may commit a skill to the test from his discard pile. Then, once the test is complete, he returns that skill to his hand instead of discarding it. The Unforgiving Sea In The Deep Gate, Silas seeks some solution to the Curse that haunts his sleep with Dreams of the Deep (The Deep Gate, 15). This personal weakness acts as a skill card for Silas. However, Dreams of the Deep’s two icons subtract from Silas’s skill value instead of adding to it! Unfortunately for the sailor, he cannot run from this malady and must instead overcome it. If the test that Dreams of the Deep is committed to fails, Silas must return the skill to his hand. And to make matters worse, if this card remains in the investigator’s hand at the end of his turn, he must reveal it and suffer two damage. Perhaps Silas’s one hope of overcoming these dreadful curse is to use every skill he has gained from his worldwide travels. Over the course of his years at sea, Silas has developed his Nautical Prowess (The Deep Gate, 14). When committed to a skill test, Nautical Prowess can boost any area where Silas feels ill-equipped, possessing willpower, intellect, and wild icons. Then, if a chaos token with a negative modifier is revealed during a test, Silas may choose to either draw a card or have Nautical Prowess gain two wild icons. As the world begins to fall into chaos, there's no telling what Silas’s future may hold, but he is prepared to face any challenges that lie ahead. Are you prepared to join him? Ready to Set Sail Leave your fears on the docks. Help Silas Marsh discover the secrets hidden in the depths of Devil Reef and decode the prophecy of The Deep Gate! • A hardbound Arkham Horror novella by award-winning author Chris A. Jackson • Follows sailor Silas Marsh and librarian Abigail Foreman as they explore the connections between an apocryphal prophecy and the creatures haunting his nightmares • Features a novella-length story of 96 action-packed pages, plus a 16- page full-color insert • Includes five cards for Arkham Horror: The Card Game: a rules card summarizing how to use these new cards, an alternate art Silas Marsh investigator card and matching mini-card, plus two exclusive signature cards for Silas Marsh that can be used in place of the standard Silas Marsh signature cards

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