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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!

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!

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.

22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: CU5 -In the Clutches of Chaos Mythos Pack
Arkham Horror LCG: CU5 -In the Clutches of Chaos Mythos Pack

The penultimate Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game You thought your mission was simple—discover the fate of four missing persons who disappeared from a charity event hosted by the social elite. But at every turn, you have been forced to face truths more terrible than anything you could imagine. And now, after what you saw at the Unvisited Isle, your faith in humanity is on thin ice. You feel as lost and wayward as one of the spirits that haunt your every moment, whether awake or dreaming. Are you going mad? Is this what the world is now? Or has it always been this way? VII • The Chariot The conquest has begun. All shall tremble before the host of chaos. Submit or perish. After your fateful investigation in Union and Disillusion, the state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets of Arkham. Tendrils of mist reach out of the woods that border the town, stretching over Hangman’s Brook and crawling through the streets. Windows are shut tight, and if you didn’t know any better, you would swear that the place was a ghost town. Everyone is closed in, safe as possible, waiting for something to happen. Except for you. Always you. As you face down the darkness with In the Clutches of Chaos, doom does not accrue at the usual rate. Instead, breaches are made at various locations like French Hill (In the Clutches of Chaos, 290) and marked by resource tokens. When enough breaches have been made at a single location, in this case Arkham’s richest and most historical neighborhood, an incursion occurs! An incursion adds doom to its location and causes the breaches to spread, opening rifts in reality at connecting locations. As an investigator, your goal is to prevent these incursions by removing the breaches that cause them, but this can only be done by activating the dangerous action abilities on each location. Returning to French Hill, you must discard a card from your hand to move a breach from the location to the current act. If you don't maintain control over the breaches, you may soon find yourself overwhelmed and Arkham will fall into madness. Naturally, you cannot allow that to happen. Call for Reinforcements Most of Arkham has locked their doors and shuttered their windows against the coming storm, but there are still those who will stand alongside you in your fight to save the city. An experienced Guardian can call for some Agency Backup (In the Clutches of Chaos, 274). With more health and sanity than any other Guardian Ally, this brave band will protect not only your investigator, but your entire team, taking damage or horror for any investigator at the location. Beyond just using the agency as a human shield, you can also put their skills to use. By dealing them damage, you can harm a nearby enemy; or by dealing them horror, you can quickly discover a clue. If you step into the shoes of Leo Anderson (The Forgotten Age, 1) and act as an Inspiring Presence (The Pallid Mask, 228) for your Trusted (The Forgotten Age, 19) allies, you can become a nigh unstoppable force that any enemy would be mad to go up against. While Guardians may be happy to run into a situation with guns blazing, Mystics tend to prefer a more practiced approach. With the assistance of the powerful Dayana Esperence (In the Clutches of Chaos, 279), Mystics can store their Spell events, like the upgraded Deny Existence (In the Clutches of Chaos, 280), waiting for the opportune moment and having this Witch cast them instead. In this way, they are protected from the discard pile, as Dayana can cast them time and again on your behalf. In this adventure, you may wish to stick together, but with breaches erupting across the city, you may have no choice but to split up. Still, there is one class that is used to being alone. If you take on the role of a hardened survivor, you gain access to a new event in the form of Trial by Fire (In the Clutches of Chaos, 281), which allows you to set the base value of any one of your skills to five for your turn. Now, you can fill whatever role your team needs for a single vital turn, whether that means clearing clues from a location with high shroud or dealing the final blow to a particularly nasty enemy. The ordeal of this mission will push you to your limits, forcing you to endure more than any mortal should have to bear, but there is no telling what you are capable of until your team and the rest of your city turns to you in search of an answer. When you are their last hope, you cannot fail them. Once More Unto the Breach You never asked for this responsibility, but Arkham is teetering on the edge of madness and only you can save the city from the judgement it has brought down upon its own head. Stop the rips in reality and save Arkham from the terrors that lurk beyond!

21.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: CU6 -Before the Black Throne Mythos Pack
Arkham Horror LCG: CU6 -Before the Black Throne Mythos Pack

The sixth and final Mythos Pack in The Circle Undone cycle Your investigation into the disappearance of four people from a Sliver Twilight Lodge event has opened a new world of terror that stretches beyond the city of Arkham and places the entire universe at risk. Throughout The Circle Undone cycle, you have chased answers while being hunted by the horrors of Arkham’s evil past. With no clear divide between right and wrong, life and death, sanity and madness, you have been left to question the nature of this world and your place in it. Now, your ultimate fate is at hand and all that remains is to decide whether you will continue the fight or surrender to destiny. X • Wheel of Fortune After your fight to close the rips in reality with In the Clutches of Chaos, you have left your world behind for the joyless void of space. From the horizonless breach in the gaping maw of the sky, you have traveled an impossible distance, and yet, you are still many leagues from the benighted throne where Azathoth stirs. All concept of time begins to fall away as your thoughts are consumed by the sheer force of the nothing that surrounds you. Yet you must continue to press onward. There is no other course. As you journey across the dark and lonely expanse of space, you will discover impossible locations drawn from the new Cosmos deck. In Before the Black Throne, each Act lets you spend clues to draw an equal number of cards from the Cosmos deck and choose one to put into play, moving to this new location and shuffling the rest back into the deck. Unlike the other places you have investigated in Arkham Horror: The Card Game, Cosmos locations do not have set connections. Rather, each Cosmos card has a connecting instruction you must obey in order to place it. For example, Dancer's Mist (Before the Black Throne, 336) must connect to the right of your current location. Otherwise, you may spend two resources to buy more freedom in your placement. If you cannot place a location in accordance with its rules, you must shuffle it back into the Cosmos and cancel your movement. Diana Stanley replaces empty space with Dancer's Mist, moving there and returning the player card to her investigator deck. But while you may see new, incredible vistas in your travels, much of what you will witness is stark, black, nothingness. In this adventure, you may be instructed to bring “empty space” into play. This is not a location—it cannot be entered or investigated—it is merely a section of the seemingly infinite space that divides you from the rest of humanity. In order to add empty space, you must put the top card of your deck facedown in the indicated place. The only way to return the lost card to your deck is if you should fill the empty space with a Cosmos location. After all, even the hideous palace of some Great Old One would be better than this void. The Call of the Void As you venture far into space, breaking away from the rest of humanity, other connections grow inexplicably stronger—some cards in this Mythos Pack feature the new bonded keyword, keeping them specifically linked to other player cards. These bonded cards do not have levels and they are not available as options when deckbuilding. Rather, the cards they are bonded to will summon them into play. For example, you can only execute a Blood-Rite (Before the Black Throne, 317) if you have the Occult Lexicon (Before the Black Throne, 316) that teaches you how to perform it. While the lexicon is an asset that you must choose to add to your investigator deck, the event that it summons is not a part of your investigator deck and does not count toward your deck size. In the case of Occult Lexicon, adding this single card to your deck could give you access to three copies of Blood-Rite without removing any other valued cards. Rather, these bonded cards will simply be set aside, ready for the moment you spring them into action! Beyond these new bonded cards, Before the Black Throne also provides a plethora of player cards that are powerful on their own. If you take on the role of a Mystic, you may tap into your Sixth Sense (Before the Black Throne, 322) to investigate with your willpower instead of intellect. To begin, your willpower is increased for the investigation, and with no need to spend charges, you can become as worthy a researcher as any Seeker. But the power of this Spell goes far beyond a simple stat boost. If a skull, cultist, tablet, or elder thing token is revealed, you may choose a revealed location up to two connections away and investigate as if you were in both places at once, choosing whichever shroud value you like. Not only can this mean the difference between a successful investigation and a failure; if you do manage to succeed, you discover a clue from both locations in a single test! With this spell at your disposal, it may make the expanse of space seem just a little smaller, and perhaps make your dire circumstances a little more bearable. The End of All Things Why are you here? Why do you continue to fight? What is the point of anything? After all, you cannot defeat the inevitable. All you can do is delay it for a while. Stare into the void, hold on to hope, and complete the mission you swore to see through!

22.30 €
kuva on linkki tuotesivulle: Arkham Horror LCG: DE2 -A Thousand Shapes of Horror Mythos Pack
Arkham Horror LCG: DE2 -A Thousand Shapes of Horror Mythos Pack

Your team has been divided between the world of the dreamers and that of the waking. You have no way to reach your slumbering allies, and with each passing day the danger grows as some malevolent force threatens to bring both worlds together, tearing each apart in the process. As much as you would trust your fellow investigators with your own life, there is too much at stake. With time running out, you have no other choice but to take matters into your own hands. The second Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game The House with No Name A Thousand Shapes of Horror is Scenario 2–B of “The Web of Dreams” campaign, which can be played on its own in Standalone Mode or combined with the other expansions in The Dream-Eaters cycle to form either a larger four or eight-part campaign. Inspired by H. P. Lovecraft’s classic short story “The Unnamable,” this scenario takes you to the most haunted corners of Arkham, where the veil between realms is drawn thin and even the most rational mind may be forced to confront the possibility of a world beyond the one we know. This Mythos Pack follows the team of investigators who have been left behind in the waking world. The evidence you have discovered thus far points to a great calamity that will befall both your world and the Dreamlands as the two are pulled closer and closer together. To stop the merging between the two worlds, you decide to force your way into the Dreamlands in your physical body, instead of traveling there in your sleep. This method comes with plenty of dangers, but it will hopefully prevent you from becoming trapped like your allies. But if you wish to enter the Dreamlands, you must first find a key. Even in places where the Dreamlands borders the waking world, one cannot simply walk between them, and no ordinary key will do. A sense of fantasy, a special spark of imagination would grant you passage, but tragically these things are often lost to time along with other wonders of youth as more practical concerns take hold. For your guide, theirs was lost after a brush with death at the hands of an ineffable creature at an abandoned house in the Merchant District. The house itself is not much to look at— a run-down seventeenth-century building that has been abandoned for decades and fallen into disrepair. Its door is scratched, the windowpanes are shattered, and rats crawl around the foundations. You’re not sure exactly what you should be looking for, but you have to start somewhere. With no other choice before you, you take a deep breath and step inside. Ready for Anything As you take your first steps to follow your allies, A Thousand Shapes of Horror offers you a wide variety of cards to help you confront any unnatural horrors you may face on your journey. Seekers gain access to a new Tome in the form of the priceless Otherworld Codex (A Thousand Shapes of Horror, 158) that lets them search through the top nine terrors of the Encounter Deck. Once you understand the terror that stands before you, you can simply avoid a non-Elite card of your choice, discarding it from play and then shuffling the deck. Meanwhile, Mystics may more directly avoid such encounters by taking on an Ethereal Form (A Thousand Shapes of Horror, 164) and using their willpower to not only leave behind all engaged enemies, but also avoid all others for the duration of the round. But you can only run from danger for so long. Regardless of your class, if you wish to enter the Dreamlands it may be wise to make yourself as Versatile (A Thousand Shapes of Horror, 167) as possible. This permanent neutral Talent increases your deck size by five and allows you to include an additional level 0 card from any class. While this may provide a nice boost for an investigator from The Dunwich Legacy, this means that any investigator can increase their clue-finding abilities and access to resources with the help of Dr. Milan Christopher (Core Set, 33) or take an extra action with Leo De Luca (Core Set, 48). Otherwise, if you want to leave your ally slot open, you can prepare for the worst with Lucky! (Core Set, 80) or a Dynamite Blast (Core Set, 24). Otherwise, if wish to use this single card slot for its maximum efficiency, you may choose to include an Asset that gives you access to Bonded cards, such as an Occult Lexicon (Before the Black Throne, 316) which gives you access to three copies of Blood Rite (Before the Black Throne, 317), meaning that even a small boost can offer substantial benefits. With the new world of possibilities that this card provides, you can set up some remarkable combinations that will leave your team in awe. For example, Tony Morgan (The Dream-Eaters, 3) does not normally have access to Mystic cards. But if he has prepared a solid defense, the bounty hunter may wish to add Drawn to the Flame (Core Set, 64) to his deck, discovering two clues at his location for the price of drawing the top two cards of the encounter deck. With any luck, Tony will uncover an enemy or two with a total of six health, which he can quickly dispatch and use for additional experience with the new Rogue card "Let God Sort Them Out..." (A Thousand Shapes of Horror, 160). When you are ready to face anything, every obstacle becomes an opportunity. And with the fate of your friends at stake, you cannot let a single chance pass you by. Indescribable Terrors There is no telling what awaits you in “The Unnamable." Will you discover the key to entering the Dreamlands, or will your investigation come to a sudden and tragic end, leaving your friends to fend for themselves? The only way out is forward—steel your nerves and step into your worst nightmare!

22.30 €
kuva on linkki tuotesivulle: Arkham Horror LCG: DE4 -Point of No Return Mythos Pack
Arkham Horror LCG: DE4 -Point of No Return Mythos Pack

Your adventures in The Dream-Eaters cycle have torn your team asunder and left you to face deadly spiders that infect the world of the waking while your allies remain trapped in a wakeless slumber, unaware of the danger that they—and the rest of the world—are in. You forced your way into the Dreamlands as an act of desperation, but what you have found there is not what you expected… The fourth Mythos Pack in the Dream-Eaters cycle for Arkham Horror: The Card Game The World Below Point of No Return is Scenario 3–B of “The Web of Dreams” campaign, which follows the path of the investigators left behind to handle the horrors of the waking world in The Dream-Eaters. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream-Eaters cycle to form a larger four-part or eight-part campaign. Following the events of A Thousand Shapes of Horror, you have finally reached the Dreamlands, but it is not as you expected. No wondrous lands or fabulous cities greet you; merely the dark, barren realm of the Underworld. Perhaps those who brought stories of the Dreamlands to Arkham had never ventured this far underground, or perhaps this place can only be found by those who force their way in. Either way, you are now hopelessly alone in a realm you have never heard of, and the only way out is through. The chilling Underworld is a cavernous realm, almost another world unto itself. Its ceiling is so far in the distance that it might as well be a somber sky. The walls are dimly lit by a flickering grey light with no apparent source and, as you wander through the twisting catacombs in search of the way forward, you can’t shake the feeling that you’re being followed. You had best find your bearings quickly, before something else finds you. In Point of No Return, the locations of the Underworld have no unrevealed side, and therefore they enter play with their revealed side faceup. What's more, these locations have story cards on their reverse sides. Whenever a location in this scenario enters play, your investigators place clues on that location equal to its clue value, as you would normally do upon entering a location. To discover the secrets held on the story side of these locations, you can flip them over in one of two ways. Some can be flipped by using an ability printed on the card, while others need you to fulfill the requirements of the veiled keyword. Veiled locations contain unknown lore or assistance that must be sought out by your investigators before it can be of use to you. As a fast action, an investigator at a veiled location with no clues on it may flip it over, resolving the text on its other side. Once a location has been flipped over and its story text has been read, it cannot be flipped over again for the remainder of the game unless otherwise noted. The secrets you find cannot be unseen—you can only hope that you are prepared for the terrors ahead. A Daring Descent To help you face the trials of the Underworld, Point of No Return offers you a variety of new player cards that you can equip your investigators with before they face the unknown trials of these hidden corners of the Dreamlands. Now that you have finally entered the Dreamlands, you will have to leave everything you have on the table, taking more risks in order to push forward with the help of cards like Daredevil (Point of No Return, 240). This Rogue card introduces an element of searching and certainty to your Rogue decks by allowing you to reveal cards from the top of your deck during a skill test until you reveal a Rogue skill you can commit to the test and then commit it, shuffling each other revealed card back into your deck. You can dive through your deck, not drawing weaknesses, until you find the skill that can give you the boost you need to overcome whatever challenge stands before you. Since going back is no longer an option, this card may prove absolutely priceless. The Dreamlands may not be what you had hoped to find based on Virgil Gray’s stories, but even in this dark world, you will never be without A Glimmer of Hope (Point of No Return, 245). This Survivor card can only be played from your discard pile, which means that you can keep the precious card spaces in your hand open while still having this event and its wild icon in reserve. Once you use A Glimmer if Hope to help you with a skill test, you add all copies of the card in your discard pile to your hand, including the one you just played, so once you have found this hope, it will almost always be with you. And as it has the myriad keyword, you may include up to three copies of A Glimmer of Hope in your deck instead of the normal two, ensuring that no matter how desperate a situation may seem, there is always a chance that things will turn out all right in the end. Walking into Dreams Now that you have forced your way into the Dreamlands, you cannot turn back. Your friends and the other dreamers are still waiting for you somewhere beyond the Underworld and you cannot let the down. Two worlds are relying on you—you must make it out.

22.30 €
kuva on linkki tuotesivulle: Arkham Horror LCG: DL1 -The Miskatonic Museum Mythos Pack
Arkham Horror LCG: DL1 -The Miskatonic Museum Mythos Pack

The first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game! It begins with a book… Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn't gain access to it do not. When recent events at the university and the Clover Club lead you to believe that someone may now be searching for this strange and ancient tome—someone who should not be permitted to delve its secrets—you make your way to the Museum. The hour is late, and the front door is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes. The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you'll find it marked by a frightening urgency. You aren't alone within the museum's darkened chambers; something else stalks the exhibits… Artifacts on Display The Miskatonic Museum offers plenty more than a book hunt, and as you navigate its halls in search of the dread Necronomicon, you may find yourself tempted in plenty of other directions. The Miskatonic Museum contains twenty-six player cards, ranging from levels zero to two, and their secrets may help you unlock new Talents and Tactics. They may afford you new Insights, or you might equip them as Tools. Altogether, you'll find that artifacts on display in The Miskatonic Museum suggest plenty of ways to spend the experience points you accrue over the course of your The Dunwich Legacy campaign. Some of these cards will even adjust the ways you gain and spend your experience, making them quite unusual in the realm of customizable card games. Exhibit: Adaptable Among the other things we find on display in The Miskatonic Museum is the first card in Arkham Horror: The Card Game with the Permanent keyword. Unlike most keywords, Permanent has no impact on gameplay. Instead, it's a special deckbuilding keyword with a set of abilities outlined in the game's rules: * A card with the permanent keyword does not count towards your deck size. * A card with the permanent keyword still counts as being part of your deck and must therefore adhere to all other deckbuilding restrictions. * A card with the permanent keyword starts each game in play and is not shuffled into your investigator deck during setup. * A card with the permanent keyword cannot be discarded by any means. Accordingly, an experience point investment in the Permanent Talent Adaptable (The Miskatonic Museum, 110) is just what it sounds like—an investment in your investigator's ability to adapt to the mysteries he or she uncovers over the course of a campaign. And given how much the card may allow you to adapt your deck to the challenges you could never predict at the campaign's outset, you'd be wise to consider Adaptable among your very first acquisitions once you have a point or two of experience in hand. Exhibit: Delve Too Deep While Adaptable suits the Rogue class as a card built around exploiting every available resource, one of the Mystic cards from The Miskatonic Museum serves to exemplify the high-risk and high-reward focus of the class as well as any other. Offering what may very well be the most purely detrimental game effect ever printed on a player card, Delve Too Deep (The Miskatonic Museum, 111) "allows" you and your fellow investigators to draw and resolve one card each from the top of the encounter deck. More or less, this event costs you one resource to play and then gives the encounter deck another turn to rip at your body and melt your mind. So why would you ever want to play this card? The answer is printed in bold at the bottom center of the text box—below the flavor text. "Victory 1." Once you play it, the card is worth a point of experience that you can then invest toward other cards. Sure, you have to survive all the nasty effects you and your fellow investigators invoke when you Delve Too Deep, but this is the world of Arkham Horror… Madness is par for the course, and since there's no guarantee you'll go mad just for playing the card (nor be devoured), why wouldn't you want more experience? After all, whatever doesn't kill you only makes you stronger—right? Not Your Ordinary Museum With cards like Adaptable and Delve Too Deep that explore the effects between your games—rather than within them—Arkham Horror: The Card Game is leading you to places you will have never previously explored within customizable card games. It's half card gaming and half roleplaying, and it's all moving toward something deeper, darker, more profound, and more horrifying than you could have ever imagined... • The first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game • A new adventure pits you and your fellow investigators against a shadowy terror • Serves as the third scenario in the campaign from The Dunwich Legacy delule expansion • Twenty-six player cards allow you to adapt your deck and equip your investigator for new challenges • Requires a copy of the Arkham Horror: The Card Game Core Set and The Dunwich Legacy

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.

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?

22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: FA2 -The Boundary Beyond Mythos Pack
Arkham Horror LCG: FA2 -The Boundary Beyond Mythos Pack

In The Forgotten Age, you embarked on a scientific expedition to discover ancient Aztec ruins in the rainforests of southern Mexico and returned home with a priceless artifact that you had to protect in the best way you knew how. Then, in Threads of Fate, your world fell into chaos as you were confronted with a series of objectives as the sands of the hourglass were quickly falling away. Now you seek to undo your mistakes, but the choices and sacrifices that you have made to reach this point will inevitably shape your mission moving forward. That is, unless time is not as stable as you believe. Fantasy Flight Games is pleased to announce The Boundary Beyond, the second Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game. Digging Up the Past Arkham Horror: The Card Game has always blurred the line between madness and reality, and now in The Boundary Beyond, the distinctions between the past, present, and future start to become hazy. Following the events of Threads of Fate, you are driven from Arkham to Mexico City to find answers about an enigmatic relic and those who pursue it. After a seemingly endless string of failures, it appears the trail has gone cold. But on the very day you are ready to return home, something is wrong—the city has altered. Silver lightning crackles in the sky overhead, and the earth rumbles below your feet. Monstrous entities float just below the clouds and the architecture looks more like something out of a history book than modern Mexico. Despite the altered landscape, it does not appear that you have traveled to the past. Rather, it is more like all of time is happening at once and the city is continuing to evolve before your eyes. During your investigation in The Boundary Beyond, you may be instructed to place new locations over existing ones. This is not to say that you have moved, but rather that the places themselves have changed as the fabric of time begins to unravel. When a location changes, all tokens, attachments, investigators, and enemies at the original location are considered to be at the new location when it is replaced. For example, if you are at the modern Metropolitan Cathedral (The Boundary Beyond, 169), you may choose to use the Explore action, first introduced in The Forgotten Age deluxe expansion, to uncover the secrets hidden within its walls. When you draw from the exploration deck, you discover the Temples of Tenochtitlán (The Boundary Beyond, 177). This Ancient location has a matching connection symbol in the upper left corner, marking that the Temples of Tenochtitlán replace the Metropolitan Cathedral and you are now considered to be at the Temples. You have not fallen through time, time has shifted around you. As the thread pulls, the weave unravels. Throughout The Boundary Beyond, you may have increasing reasons to panic as you encounter Timeline Destabilization (The Boundary Beyond, 190). When this dreaded Hex is revealed, you must test your willpower. In the modern era, this test would not cause much worry. However, the test gains difficulty for each Ancient location in play and if you fail, you suffer one damage and one horror, and you must shuffle Timeline Destabilization back into the exploration deck as the clock appears to jump forwards and back of its own volition. Remember Who You Are To help you survive in this ever-shifting landscape, the player cards of The Boundary Beyond focus on helping you gain skill by embracing the nature of your faction. Mystics may learn how to perform a Ritual to Recall the Future (The Boundary Beyond, 158). While you possess this asset, you can put your foresight to the test by naming a chaos token during a skill test. If you successfully peer through the boundary and your named token is revealed, you may then exhaust Recall the Future to raise your skill for the test. Meanwhile, if you play as a confident Quick Study (The Boundary Beyond, 154), you may simply choose to place one of your clues on your location and exhaust Quick Study to significantly raise your skill for a test, knowing that you may easily regain this clue at a later time. Even with these increased abilities, the more bookish investigators may find need for some added muscle. In times of crisis, a Bold Guardian may wish to defend their fellow investigators and Take the Initiative (The Boundary Beyond, 150) to spring into action. This skill rewards you for taking your actions early with the ability to commit three wild skill icons to one of your tests. However, the longer you wait to use this card, the weaker it becomes. Take the Initiative loses a wild icon for each action taken by any investigator, so if even one of your companions has completed their full turn, the card loses its value. With the fate of the past, present, and future at risk, this is no time to be timid. Protect the Future What has happened to city around you? Is this the future or the past, and most importantly, how do you return to your own time? The only way out is through. Step beyond the boundary, restore the timeline, and return home once more!

22.00 €
kuva on linkki tuotesivulle: Arkham Horror LCG: FA3 -Heart of the Elders Mythos Pack
Arkham Horror LCG: FA3 -Heart of the Elders Mythos Pack

After completing a scientific expedition in the rainforests of southern Mexico, you returned home only to discover that you had done more harm than good. Now, you must return to some of the darkest corners of the Earth to undo your mistake. Fantasy Flight Games is pleased to announce the upcoming release of Heart of the Elders, the third Mythos pack in The Forgotten Age cycle for Arkham Horror: The Card Game! Heart of the Elders invites you to take your campaigns deeper into the jungle with Scenarios V-A and V-B of The Forgotten Age campaign. With the sixty cards within this Mythos Pack, you'll find new players card to enhance your investigator decks and dangerous new scenarios to test your resolve. The Cavern’s Maw Following the events of The Boundary Beyond, you leave the safety of civilization behind and journey deep into the rainforest. Surrounded by uncharted wilderness, you can feel the glare of countless eyes watching you from beneath the shadows of the trees. It’s almost as if the forest itself does not want you to reach your destination. After days of struggle, you uncover the entrance of an enormous cave, but something is not quite right. Six large pillars stand near the mouth of the cavern, covered in strange carvings that you cannot understand, but something scratching at the edge of your consciousness tells you that you’ve seen them before. Maybe they are some form of language, or a lock system? If you make one mistake now, it could leave you buried alive in the cave, but how much time can you afford to spend investigating the pillars as your provisions run low? Starvation will kill you just as surely as a cave-in. You must make your decision quickly, for the threats of the jungle continue to encroach upon your expedition camp. The strange Flora of this region are among the deadliest in the world. Apex Strangleweed (Heart of the Elders, 219) will choke the life from you if you cannot cut yourself free, and even the most innocuous plant can prove lethal. Any investigator who finds themselves trapped in a location covered with Poisonous Spores (Heart of the Elders, 216) becomes Poisoned (The Forgotten Age, 102); and any who already bear this permanent weakness begin to hallucinate, suffering two horror. Should you survive the treacheries of the jungle itself, even more dangers await you underground. Heart of the Elders is the first Mythos Pack in Arkham Horror: The Card Game to feature a two-part scenario, bringing your investigation from the jungle to the cavern. You will have to overcome both the horrors of the jungle in Scenario V-A as well as the terrors of the cavern beneath in Scenario V-B. What awaits you beneath the shell of the Earth, where sunlight has not touched for years? The investigation is yours, and the only way to find out is to continue onward. Against All Odds In addition to the next chapters of The Forgotten Age cycle, Heart of the Elders provides you with an assortment of new player cards to help move your expedition forward. If you wish to survive your extended stay far from civilization, you will need to fill your ranks with skilled allies and experts in their fields. If you are playing as a Rogue, you can hire archaeologist Lola Santiago (Heart of the Elders, 196) to help you dig up clues. In addition to increasing both your intellect and your agility, you may spend resources to discover a clue at your location. Meanwhile, Mystics may bring Olive McBride (Heart of the Elders, 197) into the fold of the investigation, using her skills to manipulate the chaos bag. If you exhaust this Witch when you would reveal a chaos token, you can instead reveal three chaos tokens and select two of them to resolve. It might backfire horribly, but without risk, there can be no reward. Allies can give you the edge as you journey into the jungle, but when you don't know who to trust, the only person you can rely on is yourself. With enough spirit and will to survive, you just might complete this mission Against All Odds (Heart of the Elders, 202). Whenever you're performing a skill test with a difficulty higher than your base skill, you can play this event to reveal additional chaos tokens and choose one of them to resolve. Of course, this event is useful whenever you feel overmatched, but it can be downright essential for the game's newest investigator, Calvin Wright (The Forgotten Age, 5). While his willpower and lore increase for each horror on him, and his combat and agility increase for each damage, the base value of each of Calvin’s skills is zero. For example, let’s say that Calvin has suffered two damage during a scenario when he finds himself locked in a fight with an Apex Strangleweed. Calvin’s combat value is two, one less than the deadly Flora. However, since the base combat value printed on Calvin’s investigator card is zero, when he plays Against All Odds, he draws a total of three tokens from the chaos bag, greatly increasing his chances of victory before he even commits any cards! When a single test could mean the difference between life and death, this card may be the answer to your prayers. No Turning Back A great threat is coming closer to consuming humanity, and this time the fault is none but yours. If you wish to save those you have placed in danger, you must accept this peril. Discover what awaits you in the jungle and learn the secrets of the Heart of the Elders!

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!

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.

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!

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

25.10 €

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