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Ruutunäkymän liikennevaloissa vihreä on heti saatavilla, punainen juuri nyt loppu varastosta, keltainen ei vielä ilmestynyt tai huutomerkin kera ei hyllyvalikoimaa, eli me tilaamme sitten, kun sinä olet tilannut meiltä. Saatavuusinfossa kerrotaan tarkemmin saatavuustiedoista.

Haun tulokset 12433 - 12456 / 19830



Ten Years of Adventure (HC)
Ten Years of Adventure (HC)

Celebrating the tenth anniversary of Monte Cook Games, the 212-page limited-edition hardcover collection Ten Years of Adventure brings you ten exciting adventures for Numenera, the Cypher System, and The Strange! Explore our fascinating worlds with fan-favorite adventures chosen from a decade of official MCG Gen Con events. Despite their popularity with GMs and players, these adventures have never before seen print. (The one exception—Tyrant’s Key—appears here in a special version optimized for a four-hour one-shot game, and gives you pregenerated characters not included with the adventure’s original appearance in Path of the Planebreaker.) From fantasy and sci-fi one-shots, to multi-party mega-events, to highly replayable horror adventures, this book delivers an amazing assortment of great gaming experiences from masters of adventure design. This is a limited-edition hardcover available in limited quantities for a short time only. Ten Years of Adventure collects these adventures into a 212-page hardcover with downloadable handouts and pregenerated characters: NUMENERA: * “Forgetting Doomsday” by Shanna Germain * “The Hideous Game” by Monte Cook * “Shards of the Looking Glass” by Charles Ryan (Gen Con 2022 adventure not yet published) * “The Skein of the Backbone Bride” by Shanna Germain CYPHER SYSTEM: * “Assault on Singularity Base” multi-party adventure by Sean K. Reynolds * “Castaway” by Charles Ryan * “The Infinity Shift” by Dennis Detwiller * “The Takings” by Charles Ryan (Gen Con 2022 adventure not yet published) * “Tyrant’s Key” by Bruce R. Cordell (also presented for 5E; Gen Con 2022 adventure not yet published) THE STRANGE: * “The Eschatology Code” by Bruce R. Cordell

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60.00 €
Thunder Road: Vendetta
Thunder Road: Vendetta

Rules. Cars, kills, and chrome! In 1986, Thunder Road hit the table, unleashing a cavalcade of carnage unlike anything the game world has seen since. We’re thrilled to be bringing back Jim Keifer’s classic in all its dusty, blood-spattered glory — now with a thorough tune-up from designers David Chalker and Brett Myers and a fresh coat of paint from artist Marie Bergeron. Start your engines... if you dare! Thunder Road: Vendetta is a revved-up restoration of the classic 1986 game of mayhem on the asphalt. Grab your crew, roll your dice, race your cars, shoot your guns, and try not to get wrecked. THUNDER ROAD VENDETTA is a game of fast turns, high interaction, and dicey decisions. Your crew will drive through perilous roads, dodge hazards, slam into other cars, and fire those guns. Or, when all else fails, CALL IN THE CHOPPER! You control a crew of three cars: LARGE, MEDIUM, and SMALL. At the start of the round, players roll all four of their movement dice. On your turn, assign a die to one of your cars. Once, during the round, you can also assign a die to your command board. Move your car the number on your movement die. Add the road die if you stay on the road. But watch out for obstacles. If you end your move with a car in your sights, make a shooting attack to see if you hit. If your car takes damage, place a token on the dashboard and resolve any effect. If a car takes two damage, it become inoperable. When two cars share a space, roll the slam die and the direction die to see who moves. If your car is larger, you can call for a reroll. Use your commands to Nitro, Drift, Repair ... or call in the CHOPPER! When someone drives off the lead road tile, drop the rear tile, slide them down, and place a new one. Any cars on the rear tile just got eliminated! This new version features exciting new additions, including random hazard tokens, such as wrecks, oil slicks, and more. Damage isn't merely one and done. Now, you'll draw damage tokens with exciting effects that can send your car careening across the board. You'll also have more choices on your turn, assigning one of your dice to your command board to repair damage, nitro boost, or send out your attack copter to fire away. 2–4 Players 45–75 Min Age: 10+

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72.00 €
Tiwanaku
Tiwanaku

It is said that Wiraqocha created the sun and the pre-Columbian tribes of the Andes. Under his leadership, those who will train the mighty Inca people came out of their caves to discover new horizons in order to subsist and grow in harmony with nature. They venerated Pachamama, Mother Earth, the basis of all living things, plants and minerals, on earth and under the earth. In Tiwanaku, first announced as Pachamama, you lead your tribe into unknown territory in search of new lands to cultivate. Your goal: To explore regions and draw outlines to develop cultures according to the customs and legacies of Pachamama. If you honor Her by respecting the great principles of diversity and complementarity, Nature will reward you; otherwise, you will suffer his wrath. In this race, risk-taking, deduction, intuition, and a good sense of timing should allow you to get through. Each scenario disc indicates a unique arrangement of terrain tiles and crop tiles. Terrain tiles are in regions of 1-5 spaces, and a region of one color does not touch a region of the same color, even diagonally. Crop tokens have a value of 1-5, and each value has a different size/color (level 1 is brown, level 2 is green, etc.). A size 1 region will contain a value 1 crop token, a size 2 region will contain crop tokens of value 1 and 2, and only a size 5 region will contain crop tokens of each value. Two identical crop values can never be adjacent, even diagonally. On a turn, take either an explore action or a divine action: At the end of an explore or divine action, you can hand in 1-5 offering cubes for 0-10 points. You can hold at most one offering of each color. When the final terrain tile is placed on the game board, the end of the game is triggered. Starting with this player, each player in turn can take a single divine action or pass. If you pass, you take no further actions. If you divine, you gain points and an offering cube like normal, or you lose points and must pass. Keep taking turns around the table until everyone has passed, then make a final offering, then see who has the most points. Player count: 1-4Duration: 30-60 minAge: 10+

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61.90 €

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