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The murky depths of the Pacific ocean conceal untold horrors in Omens of the Deep, a new expansion for Elder Sign, the cooperative dice game steeped in the lore of H.P. Lovecraft’s terrifying mythos. Based on the popular The Call of Cthulhu expansion for the Elder Sign: Omens app, players can now venture forth from the confines of the museum and board The Ultima Thule to combat the Ancient Ones that have begun to stir in the depths of the Pacific. The new R’lyeh Rising mode of gameplay features two stages as you first navigate the Dark Waters track and then assemble the Amulet of R’lyeh to stop one of three dangerous new Ancient Ones from waking and devouring the world. Engage the newly introduced mission tokens for hard-won rewards and fend off the dogged Deep One Legion as your investigators move to unknown dangers on the Pacific Adventure cards. The depths of the Pacific are filled with fresh terrors that only the bravest can attempt to seal with the power of the Elder Signs in the Omens of the Deep expansion for Elder Sign!
In Spirit Island, powerful spirits have existed on this isolated Island for time immemorial. They are both part of the natural world and - at the same time - something beyond nature. Native Islanders, known as the dahan, have learned how to co-exist with the spirits, but with a healthy dose of fear and reverence. However, now, the Island has been "discovered" by invaders from a far-off land. These would-be colonists are taking over the land and upsetting the natural balance, destroying the presence of spirits as they go. As spirits, you must grow in power and work together to drive the invaders from your Island before it's too late!
You are the fastest man on earth. Struck by a lightning you became a force of your own … you are Flash™! Together with the other members of the Justice League™ you fight against the dark villains and thwart their devious plans. Will you be able to defend your city? With this Flash set for Justice League: Hero Dice you join the Justice League as The Fastest Man Alive. Gather your friends around you, roll the dice and battle villains with your Super Speed. Can be played solo or in combination with one or more of the other HERO DICE sets.
This is not World War II. Progress during "The War to End All Wars" was measured by yards, not miles. The Italians were on the side of the Allies, while Turkey – then at the center of the Ottoman Empire – was one of the members of what was known as the Central Powers. Imperial Germany and the Austro-Hungarian Empire were the two other main Central Powers. The major Allies, sometimes referred to as the Entente, consisted of the British Empire, France, Italy, the United States, and Imperial Russia. The alliance included other historical members, but they more or less fell under the command and control of one of these great powers. In fact, had General Pershing not insisted that its integrity be maintained, even the American army would have found itself as simply being replacements for French and British. Axis & Allies: WWI 1914 puts players in charge of one of the major powers, each with its own infantry sculpt; other sculpts represent the artillery, tanks, aircraft, and naval line-up of either the Allies or the Central Powers. As designer Larry Harris notes, "While playing this game, you will quickly realize that this is not World War II. There are no massive sweeps across continents with blitzing armored divisions and aircraft. Instead, there are a series of determined offensives resisted by equally determined armies dedicated to holding the line. You will find that your depleting resources of men and artillery must be deployed with great thought and efficiency. You will be fighting pretty much the way man has been fighting with each other for thousands of years – only this time the ability to kill your enemy, and for him to kill you, has become intolerably efficient." Despite what the back of the box says about the playing time (1-3 hours) the Avalon Hill website correctly states 8 playing hours for this game!
Long ago, the Reach thrived. But our ancestors failed us, and I fear we’re no better. As we wrestle over the galaxy’s edge, can we break the cycle? Can we build something new? Arcs is a sharp sci-fi strategy game for 2–4 players, set in a dark yet silly universe. Ready yourself for dramatic twists and turns as you launch into this galactic struggle. Seize the initiative: Take actions with multi-use cards. Copy the leader, pivot to new tactics, or take the initiative for next round. Timing is everything. Declare ambitions: In each game, you define the objectives that everyone competes over to win. Crush your foes: Amass your navy for battle, plan your strategy with three kinds of dice, then roll them all at once to resolve the battle in a flash. Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art.
Gives Players a chance to randomize or customize their setup of Milestones & Awards. Rules include a complete index of all Milestones & Awards and explanations.
n the early 1900s, the Austrian neurologist Sigmund Freud established a revolutionary theory called psychoanalysis, related to the study of the unconscious mind. As his work took hold, supporters met at Freud's apartment every Wednesday to discuss psychology and dream symbolism. This group?the Wednesday Psychological Society?marked the beginning of the worldwide psychoanalytic movement. As a member of this society, you aim to formulate new therapeutic techniques, establish a practice, grow your clientele, and become Freud?s most distinguished contemporary. To best accomplish this, you?ll need to share insights, discuss ideas with peers, and publish theories. And to stay invigorated, you?ll likely need some coffee?lots of coffee. Unconscious Mind is a euro-style game featuring worker placement, engine building, multiple rondels, and cascading effects. On your turn, you may place one or two Ideas (workers) on a central Meeting Table to access a variety of actions, such as adding tiles to your player board, drafting and playing cards, and moving around the city of Vienna. Where you place your Ideas also determines how far to advance your rondel?s inkpot, activating a row or column of tile effects on your player board. To treat your clients and interpret their dreams, you must work with a supply of Insight resources, which you?ll manage on a multi-level dial. As you work through surface-level Manifest dreams into deep-seated Latent dreams, these Insights will help your clients reach catharsis. This is represented by lifting transparent layers from the client cards?unlocking their ongoing special abilities and end-game scoring opportunities. Once the group has solidified its reputation, the end of the game is signaled, and the member with the most points wins.
- Avalon Hill Brettspiel- Anzahl Spieler: 3-5- Alter: ab 12 Jahre- Spieldauer: ca. 75 Minuten- Sprache: Englisch
You have been chosen to wear the green ring. As the emerald knight, you are the defender of the universe; you are Green Lantern! Together with the other members of the Justice League, you fight against the dark villains and thwart their devious plans. Will you be able to defend OA, the home of all of the Green Lanterns? With Justice League: Hero Dice – Green Lantern, you join the Justice League as the Emerald Gladiator. Gather your friends around you, roll the dice, and battle villains with the might of willpower. This game can be played on its own or in combination with one or more of the other Hero Dice sets.
Sleeping Gods: Dungeons adds six dungeons to Sleeping Gods. Each dungeon includes a map and stories. In a dungeon, gameplay will be slightly altered from the regular game. Each map is printed on thick card stock (Letter-sized, 8.5×11 inches). A separate dungeon booklet contains all of the descriptions, encounters, and puzzles that you'll experience as you explore. You can access these dungeons at specific locations in the atlas of the Sleeping Gods base game. When you reach a location that contains a dungeon, you can choose to read from the standard storybook, or instead explore the dungeon that is located there. The specified location number is listed in the top left corner of the dungeon map. Each dungeon holds dangerous traps, vicious monsters, and treasure that you can find. Because dungeons take longer to explore than a standard location, there are a few small changes to game play when you enter one. While in the dungeon, players take turns taking two actions each, which include moving to new rooms, examining your surroundings, and more.
In Oath von Erfolgsautor Cole Wehrle (u. a. Root) bestimmen ein bis sechs Spieler die Geschichte eines fiktiven Reichs. Eine Person spielt den Kanzler, der mit eiserner Faust und Überzeugungskraft regiert. Die anderen übernehmen die Rollen von Bürgern, die Nachfolger des Kanzlers werden wollen, oder auch von Exilanten, die die Absicht haben, das Reich zu stürzen.
Jerusalem, spring 33 AD. A crowd gathers at the city gates to welcome Jesus of Nazareth as he prepares to celebrate Easter with his apostles and followers. With a revolutionary message, he has garnered supporters everywhere but also looks of suspicion among religious authorities. The Last Supper will soon be celebrated and the fate of one of the most influential characters in human history will be sealed. In Ierusalem Anno Domini, each player represents one of the communities of followers of Jesus of Nazareth who, coming to Jerusalem from nearby towns and villages, want to approach the place of the Last Supper and position themselves as close as possible to the seats of Jesus and his apostles. Designed by Carmen G. Jiménez and illustrated by L.A. Draws, Ierusalem Anno Domini can be played alone or with up to 4 participants. The goal of the game is to gain points sitting your followers at the table of the Last Supper. The closer they are to the apostles and to Jesus himself, the more victory points they will provide at the end of the game. The parabola tiles that we have accumulated, or the offering tokens will also give us points. Different locations are shown on the board: the market, the desert, the mountain, the lake and the temple. After sending our followers to one of these locations, we will obtain stones, bread and fish, as well as denarii or cards that will allow us to do more than one action. Among these actions, players will be able to choose between listening to a parable, going to the table, changing seats or doing a favor, among others. All this will happen while the patience of the Sanhedrin runs out. When this happens, symbolized by a tile moving in a marker, the endgame is triggered. However, the main element of the game is the cards. Each card has a symbol corresponding to one of five key locations in the game. As you play them, combinations will be formed that will allow us to bring the apostles to the table of the Last Supper. The optimal placement of our followers around Jesus and the apostles will also be done through the management of letters, as well as various resources at our disposal. Behind a very immersive theme, Ierusalem Anno Domini will not disappoint lovers of good challenges. Players will have a wide range of possibilities at their fingertips and multiple ways to earn victory points. Preparing the best strategies to get the most out of your followers will be one of the keys to victory. Devout gamers don’t need to look further: Here is your game!
1941, The World is at War! Axis & Allies 1941 is designed to be set up and played more quickly than any previous A&A game. In essence, this is a simplified A&A experience that will introduce players to the A&A mechanics and play style. Play time runs between 1½ to 2 hours. This game utilizes the A&A game mechanics present in A&A 1942 2nd Edition, as designed by Larry Harris (the creator of the original game). New Units A key feature for enfranchised players is an entirely new set of unit sculpts. There are 16 all-new designs such as the P-40 Warhawk, Tiger Tank, AVRO Lancaster, FW-190, IS-2 tank, HMS Hood, He-111, and the Akagi Aircraft Carrier. Game Overview Five major powers struggle for supremacy. Germany and Japan are aligned against the great alliance of the United Kingdom, the Soviet Union, and the United States. Designed for 2?5 players, the game is set in 1941: The Axis has great momentum and is expanding its conquests in both Europe and Asia. Controlling one of the Axis or Allied powers, you will command both your country?s military forces and its war-time economy. Show that you are a brilliant military strategist by planning your attacks, marshaling your forces into embattled territories, and resolving the conflicts. Victory goes to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world. Change the course of history in a few short hours! Axis & Allies 1941 components: Game Board Battle Strip Casualty Strip 160 plastic miniatures 84 die-cut pieces Four dice Rulebook
Our planet has run out of resources, and we are forced to move. We have discovered a series of planets and sent our rovers to test their environment with the hope of colonization. Our rovers have confirmed 1-6 viable colonization options. Planet Unknown is a competitive game for 1-6 players in which players attempt to develop the best planet. Each round, each player places one polyomino-shaped, dual-resource tile on their planet. Each resource represents the infrastructure needed to support life on the planet. Every tile placement is important to cover your planet efficiently and also to build up your planet's engine. After placing the tile, players do two actions associated with the two infrastructure types on the tile. Some tile placements trigger "meteors" that make all planets harder to develop and prevent them from scoring points in the meteor's row and column. Planet Unknown innovates on the popular polyomino trend by allowing simultaneous, yet strategic turn-based play via the Lazy S.U.S.A.N. space station in the center of the table.
Unwelcome Guests at a Glance Enhance your family's misery with unbearable Guests, or pawn disgustingly happy ones off on other families by playing their trigger cards. Adds persistent effects to Guests and Modifiers, which remain in effect even when buried by another card. Contains a total of 55 cards, requires Gloom second edition to play, and adds one player. Unwelcome to Our Humble Abode They say misery loves company, but the families of Gloom probably aren't too thrilled by houseguests. Delight in their suffering with the Unwelcome Guests expansion. This expansion adds Guests who move from family to family, providing persistent effects that add a welcome twist to the Unwelcome gameplay. New Modifier cards also include persistent effects. Play them to greatest effect to achieve the heights of sorrow and win the game. Unwelcome Guests adds a new family — the Malone mob. Boils Malone, Bulletproof Bonnie, Chopper Johnson, and more are ready to welcome you to their humble abode in style. The family will make sure you don't get captured by constables and sleep with the fishes. Unwelcome Guests: New Rules Deal one or more Unwelcome Guests face up to the table's center at the start of the game, setting the rest aside. Guests "follow" the card types noted on them; no matter where it currently is, a living Guest immediately moves to join the family of the Character on which one of its trigger cards is played. All its Modifiers are moved with it, and it's considered a member of that family until it moves again. Persistent effects on Guests and Modifiers continue after the card with the effect is buried beneath another card, as long as you can see the persistent icon and the portrait. The effect ends only when the Character is killed or gets a new persistent effect.
ou play as an amateur dracologist in the world of Wyrmspan, a place where dragons of all shapes, sizes, and colors roam the skies. Excavate a hidden labyrinth you recently unearthed on your land and entice these beautiful creatures to roost in the sanctuary of your caves. During a game of Wyrmspan, you will build a sanctuary for dragons of all shapes and sizes. Your sanctuary begins with 3 excavated spaces—the leftmost space in your Crimson Cavern, your Golden Grotto, and your Amethyst Abyss. Over the course of the game, you will excavate additional spaces in your sanctuary and entice dragons to live there, chaining together powerful abilities and earning the favor of the Dragon Guild. Wyrmspan is inspired by the mechanisms of Wingspan, though its 16+ unique elements make Wyrmspan a standalone game (not compatible with Wingspan)
Pagan: Fate of Roanoke from Kasper Christiansen and Kåre Storgaard is a social deduction livgin card game in colonial America of 1587. The essence of the asymmetrical game is the witch's struggle against the witch hunter. As the witch strives to complete a ritual, the hunter tries to track her down and find out her true identity. Both players access variable card decks with 50 cards each and use different resources to defeat the other side. Many tactics and strategies are possible and necessary to survive in this fight between the two powers. Embedded in the dark graphics of illustrator Maren Gutt the fictional story of the lost colony of Roanoke comes to life. Roanoke in the year of the Lord 1587, America. The small colony of Roanoke is on its own after John White - trying to bring more resources back from England to the colony - has not returned as promised. Gloomy omens are becoming more and more common while rumors of a dark power are getting louder. Hoping for a man of God, the villagers appoint a witch hunter from their midst. But his hunt doesn't stop even at the highest offices. 9 suspects are in his focus, among them are the priest and even the mayor of the small town! But suspicion alone is not enough. The witch hunter needs evidence if he doesn't want to kill the innocent and thus turn the whole village against him.
The Blighted Reach Campaign Expansion adds an innovative campaign to Arcs. Over a three-game trilogy, players will guide their factions through an epic science-fiction saga where every choice matters. A Galaxy of Possibilities. Explore 24 Fates, each with a unique set of cards and pieces. Will you lead the guilds to take control as the Advocate or try to build a new commonwealth as the Founder? Emergent Asymmetry. Develop your own identity over the course of the trilogy. A failed Imperial Steward might be tempted to become the fearsome Planet Breaker. Every combination promises new narrative and strategic options! Thoughtful Storage. This box includes room to store the Arcs base game, including sleeved cards. The game also includes removeable trays to easily store your campaign’s progress between sessions. Each box contains... 300+ Cards 15 Imperial Ships 4 Flagships and Boards 2 Custom Event Dice 160+ Tokens 2 Aid Sheets 1 Game Record Pad **A copy of the Arcs base game is required to play.
The fighting in North Africa was unlike any other in World War II. Now you will command the forces of either the Axis (Germany and Italy) or the Allies (the United Kingdom and, eventually, the United States) in a campaign that may again capture the imagination of the entire world. Intercept enemy convoys headed to the ports of North Africa? while protecting your own. Prove your logistical prowess by keeping your forces supplied. But most of all, show your ingenuity as a general and you may change the course of history and ultimately gain the respect of your opponents. Features Contains two scenarios: Rommel?s Last Push and Operation TorchOver 250+ plastic miniatures!Intercept enemy convoys headed to the ports of North Africa while protecting your own.Includes 6 new units: SdKfz 231, Panzer IV Tank, 6-pounder AT Gun, CMP Truck, SOMUA S35 Tank, and LRDG Jeep.Contents 2 Game Boards1 Rulebook1 Round Tracking Token48 National Control Markers40 Supply Token Arrow15 Supply Tokens15 Sea Mine Tokens20 Landmine Tokens4 Setup Instruction Tokens2 Unit Cost Charts41 USA Plastic Minis11 French Plastic Minis71 UK Plastic Minis58 German Plastic Minis46 Italy Plastic Minis31 Spare Minis65 Plastic Mini Chips8 D10 Dice3 Resealable Plastic Bags
Terraforming Mars: Automa provides a new solo experience when playing Terraforming Mars. Instead of racing against the clock, the Automa lets you compete against corporations run by algorithms and special cards, and makes it possible for you to add any expansions to create the challenge you are looking for.
A double-sided game board presenting two new maps for Terraforming Mars, each with new milestones and awards: Amazonis Planitia ? An expanded board with 30 additional hex spaces on Mars, 2 extra ocean tiles and longer terraforming tracks to support massive 5 player games.Vastitas Borealis ? Terraform the northern waste of Mars.
Terraforming Mars: Prelude 2, the sixth expansion for Terraforming Mars, focuses on cross-expansion effects, prelude cards with ongoing effects and actions, and more project cards for your tableau…not to mention five new corporations. Most of the cards are specifically connected to other expansions of Terraforming Mars (Venus, Colonies, Turmoil), but the 5 Corporations and 13 of the Prelude cards are playable without any of these other expansions.