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The King in Yellow has come to Arkham, you caught the performance, and now you find yourself drawn into the maddening web of powerful forces and sinister event that seems to surround the mysterious play. So how do you proceed? Where do you continue your investigations? How you do hold onto the tattered threads of your limited sanity? If there are ties between the play and Arkham, there's one place where you might uncover themthe Arkham Historical Society, a landmark building that holds age-old secrets even its curator doesnt know Even as it introduces a new scenario through which you can explore the Societys hidden secretsand the many terrors with which they are associatedEchoes of the Past introduces a wealth of player cards driven by two major themes that allow you to refine your investigators practiced Talent and Composure. Echoes of the Past is the first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game. This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion to play.
£17.00 £11.50
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.Only a handful of investigators stand against the Arkham Horror. Will they prevail?Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.The game is split into a series of rounds made up of four phases. The Action Phase The Monster Phase The Encounter Phase The Mythos PhaseThe Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions. Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn. Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move Focus – Focus one of your skills, increasing its value. Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings. Attack – Attack a monster engaged with you. Evade – Try to escape from a monster engaged with you. Research – Search for clues at your location. Trade – Trade money, clues, items, and more with other investigators at your location.—description from the publisher
£80.00 £72.00
7 Wonders: Edifice gives players the opportunity to work together to construct communal buildings. If you do your part and the building comes to be, you'll be rewarded. You don't have to participate, but if you don't — and the building never comes to be — you'll suffer a penalty.In more detail, this expansion contains fifteen edifice cards: five each in ages I, II, and III. To set up, choose one card from each age at random, then place it project side face up on the table and place 2-5 participation markers on each card, depending on the number of players. The project side lists both the potential reward and potential penalty.Once during an age, when you construct a level of your wonder, you can pay the cost of the edifice card for the current age (in addition to the cost of that level) and gain a participation marker from that card.As soon as the last participation marker is removed from a card, flip the card over to reveal its constructed side and immediately give each player the listed reward. If at the end of the age at least one participation marker remains on the card, each player without one of these markers suffers the penalty. (If a player cannot suffer the full penalty, e.g., paying 5 coins, they instead take a debt token worth -2, -3, or -5 points depending on the age.)7 Wonders: Edifice contains two new double-sided wonders; one of them, Ur, can only be used with this expansion, while Carthage can be used in any game of 7 Wonders.7 Wonders: Edifice can be used with any edition of 7 Wonders.
£22.50
In 7 Wonders: Architects, 2-7 players race to become a leader of the ancient world by completing an architectural wonder that will last through the ages.Players receive an unconstructed wonder at the beginning of the game and must collect resources to build their society, develop military might to navigate conflicts, oversee resource management, research science improvements, and collect civil victory points as they race to leave their mark on world history.
£39.99 £36.00
The horizon is now within reach: your armada is waiting for you to go conquer the seas! On board your ships, discover distant isles, trade with distant cities, and equip your fleets to take part in the upcoming naval warfare... In addition to a whole new Wonder, this expansion allows you to expand your interactions with two new types of cards: Armada and Isle cards. Navigators, explorers, shipowners, and pirates will give new depth to your games.
£29.99 £27.00
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