Fantasiapelit - lautapeli

Tämä on näyteikkuna valittuun tuotealueeseen. Hakusuotimesta voit muuttaa rajauksia ja pääset selaamaan lisää tuotteita. Yläpalkin tuotehakuja myös voi rajata hakusuotimen avulla.

sivukoko:

kuva on linkki tuotesivulle: Firesiege A Feralis Story
Firesiege A Feralis Story

Firesiege. A feralis story is a limited-information cooperative game. Each player controls a Valkun Hero with unique abilities and skills, and turn after turn you play action cards to resist the siege of the army of Skreel that are crawling into the city of Medda to kill your leader Norad. The enemy army is nearly infinite, thus to win, your troops must outmaneuver the Skreel by fulfilling different goal cards (E.g., sealing the three Nests of the Skreel, rescuing inhabitants of the citadel of Medda, recruiting enough Marall mercenaries to overcome the enemy, and so on) till they have managed to flip all 6 Banner tokens on the Victory side. Each game will present players with a different challenge depending on the Goal cards selected! Be aware though, that each action in battle triggers a reaction: i.e., when playing a card, you get to know only one side of it - while all the other players know the other side but not the one you know. Communication is crucial to success, but of course, in battle, you are not entirely free to speak out loud about your plans... Both sides of the card you play must be resolved, and one is always good (light side) while the other will affect you negatively (shadow side). If your Hero dies in battle, an enemy sneaks into the city center, or the Incubation track reaches its maximum, the game is immediately lost… Choose wisely which and when effects should be played, as all actions have consequences and any card could be the last one! 1–4 PlayersPlay Time: 60–120 MinAge: 12+

101.60 €
kuva on linkki tuotesivulle: Kyushu
Kyushu

Kyushu is a card selection and map building card game set in feudal Japan. It is the third installment in the Nippon-series, preceded by Honshu and Hokkaido, and released simultaneously with Shikoku. Take a tour around the four main islands of feudal Japan during different seasons. With Kyushu The journey continues southwards. It’s summer, and lush greenery blankets the terrain, making it even more beautiful. It’s time to relax, visit the natural hot springs, and enjoy the company. Each game in the Nippon series consists of two main phases. In the first phase, you select a card that you will later add to your personal map during the second phase. The card selection mechanism differs in each game, and the mechanisms can be used interchangeably across the series. The map cards, scoring options, and optional scoring cards also vary from game to game, ensuring a fresh combination of challenges with every play. In Kyushu's selection phase players will have a Map card in front of them, in what's called their "pick box". Players take turns selecting a Map card from a player's pick box by choosing one of four options. You may take the card in your own pick box by replacing it with any card, but the card number might prove to be a challenge if you wish to take a card from another player's pick box. Discarding a resource will enable you to take any of the cards. The card you choose must be replaced with a card from your hand. Kyushu also introduces a new terrain type - Hot Spring. Hot Springs have their own unique method of scoring, and a new optional rule enables you to send your travelers to visit and enjoy the Hot Springs of other players for extra victory points. Another new optional rule introduces most/fewest scoring cards, where you will compete with the players on your left and right to meet the criteria of the scoring card between you. Contents: 89 cards 66 wooden pieces 15 tiles scoring pad rulebook

15.90 €
kuva on linkki tuotesivulle: Shikoku
Shikoku

Shikoku is a card selection and map building card game set in feudal Japan. It is the fourth installment in the Nippon-series, preceded by Honshu and Hokkaido, and released simultaneously with Kyushu. Take a tour around the four main islands of feudal Japan during different seasons. Fall has come to Shikoku. The trees turn vibrant shades of red and gold, painting the landscape in warm hues. The air is crisp, carrying the scent of harvest and woodsmoke. It’s the perfect season to wander through ancient temples, savor seasonal delicacies, and take in the peaceful beauty of the countryside. Each game in the Nippon series consists of two main phases. In the first phase, you select a card that you will later add to your personal map during the second phase. The card selection mechanism differs in each game, and the mechanisms can be used interchangeably across the series. The map cards, scoring options, and optional scoring cards also vary from game to game, ensuring a fresh combination of challenges with every play. For Shikoku's selection phase a selection pool of six cards is prepared before the game begins. In the selection phase players will take turns taking a Map card from the selection pool. To take a card, you must place a Map card from the top of the deck to the opposite end of the selection pool. You may never split the selection pool though, so taking a card from the middle may require you to spend a resource from your map. Shikoku also introduces a new terrain types - Temples and roads. Temples have their own unique method of scoring, and they're also used with roads as a part of your road/temple system to transport resources at the end of the game to be scored at your Factories. Another new optional rule introduces Resource Challenge scoring cards, which award you extra victory points if you manage to add the required amount of production squares of particular colors to your map during the game. Contents: 87 cards 56 wooden pieces 15 tiles scoring pad rulebook

15.90 €
kuva on linkki tuotesivulle: Arcs
Arcs

In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions. Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes. Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign. Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game. The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode. Player count: 2-4, Duration: 60-120 min, Age: 14+

60.00 €
kuva on linkki tuotesivulle: Eclipse: Second Dawn for the Galaxy
Eclipse: Second Dawn for the Galaxy

Eclipse: Second Dawn for the Galaxy replaces the classic 2011 version of the game. Eclipse places you in control of a vast interstellar civilization. Explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors. Eclipse is a "4X" game where players will command a human or alien species that explores, expands, exploits, and exterminates their way to victory. Over 8 rounds, each player will select actions to achieve their goals, carefully managing resources, engaging in epic battles with one another and the Ancients that lie in wait. Only one will guide the galaxy toward the second dawn. This new edition features new components and thoughtfully revised content, incorporating material from former expansions to create the best possible updated version of the game. Contents:* 108 player ship miniatures* 1 galactic center defense system miniature* 14 ancient ship miniatures* 4 guardian miniatures* 12 orbital miniatures* 10 monolith miniatures* 210 acrylic cubes* 96 acrylic discs* 24 dice* 18 storage markers* 1 round marker* 1 black reputation tile bag* 1 white tech tile bag* 54 sector hexes* 114 tech tiles* 282 ship part tiles* 36 discovery tiles* 24 colony ship tiles* 6 blueprint tiles* 33 reputation tiles* 18 ambassador tiles* 10 orbital/monolith tiles* 1 start player tile* 6 summary tiles* 1 traitor tile* 4 info tiles* 6 species boards (two-sided)* 6 species trays (with lid)* 6 control boards (two-part)* 1 tech tray* 1 upgrade tray (with lid)* 2 table trays (with lid)* 1 base tray 2-6 Players 60-200 Min Age: 14+

159.00 €

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