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Star Wars Legion: Count Dooku Commander Expansion
While much of the galaxy knows him as the Separatist Alliance's Head of State, Count Dooku serves a more sinister purpose in the Clone Wars. Actually a powerful Sith lord, Dooku works behind the scenes to bring down the Jedi and destroy the Republic once and for all. As the rare Separatist unit powerful in the Force, he takes to the battles of the Clone Wars ready to show off his skills to any bold enough to challenge him. Within the Count Dooku Commander Expansion, you'll find one unpainted and finely detailed Count Dooku miniature challenging all comers with his lightsaber. Additionally, four upgrade cards let you explore the depths of Dooku's Force powers, while three command cards invite you to make him a central piece of your army's strategy.
Star Wars Legion: Director Orson Krennic
Every great achievement requires just as much ambition, and there are few as ambitious as Director Orson Krennic. As the head of the Empire’s Advanced Weapons Research division, he oversaw the creation of the dreaded Death Star, and he employs the same ambition on the battlefields of Star Wars: Legion. Ruthless and cunning, Krennic can manipulate friends and foes alike to acheive his goals in battle. The Director Orson Krennic Commander Expansion contains one finely sculpted Director Orson Krennic miniature, enough for one commander unit, along with new unit, upgrade, and command cards to field in battle. Stand amidst your own achievements with the single highly detailed miniature of Director Orson Krennic, as he stalks forward, cape billowing in the wind, with his DT-29 blaster pistol drawn and ready to finish off a fallen Rebel.
Star Wars Armada: MC30c Frigate
One of the most powerful mid-level ships in the Galactic Civil War, the MC30c frigate was of Mon Calamari design and presented a lethal combination of speed, high-powered armament, and advanced deflector shields. The trade-off, however, was that the ship was relatively light on hull plating. This trade-off becomes evident, as well, in the MC30c Frigate Expansion Pack, which offers this ship to the Rebel Alliance as a fast, nimble, small-size vessel that can fire as many as five attack dice from its left and right hull zones. However, to do so, it must get within close range of enemy ships where its shields won't long protect it from taking damage against its four hull points.In addition to its pre-painted MC30c frigate miniature, this expansion pack contains two command dials and ten upgrade cards, along with all the tokens you need to bring this Rebel ship to battle. Of course, as with other Armada expansion packs, the MC30c Frigate Expansion Pack also comes with two ship cards that let you field your MC30c as either the MC30c Scout Frigate or MC30c Torpedo Frigate. Though they share many of the same design elements, the different costs and battery armaments of these two different configurations ensure a wide range of tactical flexibility for your MC30c.
Star Wars: X-Wing - Resistance Damage Deck
Personalize your Star Wars: X-Wing experience and display your loyalty with the Resistance Damage Deck! This deck contains a complete set of thirty-three illustrated damage cards featuring diagnostics of a T-70 X-wing so you know exactly where your ship is hit.
In A Game of Thrones: The Card Game, the warring factions of Westeros
await your command, inviting you to engage in a life-or-death struggle.
In every game, you select devious plots and challenge your opponents on
the field of battle, through back alley intrigue, and in the political
arena. Whether you play a against a single opponent, in a game known as
a joust, or engage in a battle of three or more players, called a
melee, winning challenges against your opponents is the way to victory.
Your ultimate goal in A Game of Thrones: The Card Game is to gain
influence over the greatest seat of power in Westeros: the Iron Throne!
To achieve this goal, you must call upon iconic characters, such as
Tywin Lannister, Robb Stark, Stannis Baratheon, Daenerys Targaryen,
Euron Crow's Eye, The Red Viper, and dozens of others. You must
maneuver the members of your House and your allies in a constant battle
to gain power. The first player to claim fifteen power wins!
In the game, each player has two decks: a draw deck and a plot deck.
Your draw deck contains the tactical elements of your struggle,
including the characters, locations, attachments, and events that you
call upon in your struggle to claim the Iron Throne. You can command
characters from throughout A Song of Ice and Fire, and you can march
forth from the icy walls of Winterfell or muster your armies around
Casterly Rock. You may even equip your characters with storied weapons,
such as the Valyrian steel blades Ice or Widow's Wail. The draw deck
holds these powerful characters, locations, attachments, and events.
This deck is randomly shuffled and players draw their hands from this
deck.
At the start of each round, each player simultaneously chooses and
reveals one of the plot cards from their individual seven-card plot
decks. Your plot for a round determines how much gold you can spend on
cards, which player starts with initiative, and how powerful your
challenges are. Your plot also bears a reserve value, which determines
how many cards you can keep in your hand past the end of the round.
Plots may also offer powerful effects that can trigger when the plots
are revealed or persist to shape the entire game round. You may scorch
the earth with a deadly wildfire assault, or call upon all players to
support the faith of the Seven.
A Game of Thrones: The Card Game (Second Edition) differs from the
first edition of the game due to elements being cut, elements being
revised or updated, and elements being added. Influence was a holdover
from the game's origin as a CCG and is now unnecessary, while crests
offered nothing to distinguish them from traits and made the game more
difficult for new players to learn. Existing keywords have been pruned,
and some new keywords have been added to showcase the most interesting
and essential interactions.
The timing rules — such as the details of moribund, passive effects
with triggers, and save/cancel responses — will be replaced with a more
straightforward timing system that takes advantage of the Interrupt,
Reaction, and Forced triggers that have been successfully employed in
some of FFG's newer LCGs.
The second edition also includes two new factions beyond the six Houses
in the first edition. New deck-building rules empower players with more
options in combining factions, alongside a means of building more
focused and specialized plot decks.
Arkham Horror LCG: Lost in Time and Space
Description from the publisher:At the end of "The Dunwich Legacy" cycle, and near the end of your path to abject madness, Lost in Time and Space is the climactic sixth Mythos Pack in the first full-length Arkham Horror: The Card Game campaign!Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely alone…Lost in Time and Space introduces a new scenario full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. You'll find player cards strong enough that you just might have a chance to survive. And for those who play it as the capstone of "The Dunwich Legacy" campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.
The horrors of Arkham continue to haunt you in Beyond the Threshold, the first expansion to Mansions of Madness Second Edition. Featuring two new investigators, one new monster type, and dozens of cards and tokens, this expansion integrates seamlessly with the existing components and scenarios. These components introduce both new gameplay elements and unique insanity effects for the investigators who were unable to bear the terror. Two brand new scenarios will become available with Beyond the Threshold, leading to countless hours of suspenseful investigation and thrilling terror.
Mansions of Madness Streets of Arkham
Expansion
Evil extends its reach and spills into the Streets of Arkham! This
expansion for Mansions of Madness: Second Edition places four new
investigators in three thrilling digital scenarios that incorporate new
elements of gameplay, including elixirs and improvement tokens. Players
get hours of exciting gameplay filled with horror and hardships that
incorporate the core game and build upon the Arkham Horror canon.
Streets of Arkham is an expansion for Mansions of Madness: Second
Edition in which investigators must confront the horrific secrets
behind Arkham's failing facade of normalcy. From the campus of
Miskatonic University to the gang-run speakeasies and storefronts,
investigators face threats on both the supernatural and worldly fronts.
Only with their wits, grit, and the occasional opportunity to unlock
hidden potential can they overcome the threats to the city- and their
lives.
This expansion unlocks three new digital scenarios, new digital mythos
events, and a new digital puzzle. It introduces a new type of card,
Elixirs, and a new type of token, Improvements. The expansion also
includes new tiles, monsters, investigators, and new cards to further
expand your investigations.
Star Wars Legion: General Veers Commander Expansion
Imperial commanders will soon have more options than ever before when they choose who will lead their troops into combat. An expert in ground combat, and especially noted for his use of Walkers in the surface attack on Hoth, General Veers, the first new commander for the Imperial forces, is well acquainted with leading the Empire`s finest into battle against insurgents such as the Rebel Alliance. This expansion pack for Star Wars: Legion comes with an unpainted General Veers miniature and his three personal command cards, as well as a unit card and an assortment of upgrade cards that you can use to equip your units for battle in even the most hostile environments.
Things are definitely getting weird in Undimensioned and Unseen, the fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game…By the time your pursuit of two missing professors leads you to the scenario from Undimensioned and Unseen, you'll have traveled far from the familiar comforts of Arkham, and you'll have witnessed things you know no one would ever believe. You'll find yourself neck-deep in furtive cultists and their sacrifices, inundated with information about "Ancient Ones" and unholy rituals. And you'll suddenly find yourself forced to destroy terrifying, monstrous creatures that are literally impervious to everything in your arsenal…A mystery within a mystery, Undimensioned and Unseen may bring you another step closer to your ultimate goal, but you must first track down whatever knowledge or power may allow you to defeat a number of otherwise invulnerable Abominations. And it demands that you complete your investigation quickly—possibly by making use of the Mythos Pack’s new player cards—lest you should no longer be the hunter, but the hunted!
In the skies above the Atlantic, a dirigible's peaceful journey is
interrupted by a bloody act of revenge and an oncoming storm. On the
sea far below, a treacherous saboteur plants the explosives that will
sink a ship. In the New England countryside, a train billows black
smoke, desperately fleeing an unimaginable threat.
Horrific Journeys is a deluxe expansion for Mansions of Madness which
unlocks three thrilling scenarios that take four new investigators far
from Arkham, solving mysteries aboard a bustling transatlantic airship,
a luxury ocean liner, and a scenic countryside train. With new map
tiles, puzzles, monsters, and mythos events, these brave men and women
must contend with hideous amphibian monstrocities and interdimensional
creatures tearing holes in the fabric of reality all with the knowledge
that one wrong move can destroy the very vessels they are trying to
protect! In order to arrive at their destinations, the investigator of
Arkham must first survive their journey!
Many lives were lost in Robert Baratheon’s bloody rebellion. Some, such as Rhaegar Targaryen, died in honourable combat on the field of battle. Others, like Elia Martell, were brutally slain at the hands of the conquering Lannister forces. For fifteen years, House Martell has held its thirst for vengeance in check, waiting with the utmost patience. And although the Red Viper’s duel with Set Gregor Clegane ends in tragedy for House Martell, it is also the catalyst that sets Doran Martell’s plots in motion Oberyn’s Revenge, the fifth Chapter Pack in the Blood and Gold cycle in A Game of Thrones: The Card Game, continues the major themes of the cycle and invites you to play out some of the most iconic events from A Storm of Swords. Even as dark events and schemes unfold around you, you can use your gold and the new bestow keyword to gain new levels of control over the game. As new versions of the Red Viper and Bran Stark enter the game alongside characters like Ire and Set Garland Tyrell, your vengeance is about to become more vicious than ever before.
The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you'll find twenty-eight player cards, including four copies of a new weakness.
You'll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest… When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can't get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so.
Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario's replayability, meaning this nightmarish ride is one you'll want to take again and again and again!
Star Wars Armada: Home One
Admiral Ackbar and his flagship star cruiser, Home One, arrive to Armada in the Home One Expansion Pack. Featuring one large-size, pre-painted miniature MC80 star cruiser, two ship cards, three command dials, and fourteen upgrades, the Home One Expansion Pack gives the Rebel Alliance a ship that can trade blow for blow with nearly any Imperial vessel.Boasting battery armaments of six dice from both its left and right hull zones, the MC80 star cruiser is as hard-hitting as a Victory-class Star Destroyer and the Rebellion's best answer to the Imperial-class Star Destroyer. Better yet, this Mon Calamari starship is even more powerful when flown under the command of Admiral Ackbar, who can add two red attack dice to any attack made by a starship that fires only from its left and right hull zones during its activation.Will you race your star cruiser boldly down the middle of the Imperial fleet, firing at enemy ships on both sides? Will you dare your opponent to allow you the use of the Advanced Gunnery objective? Or will you circle the Imperial fleet at a distance, taking shots from a battery armament enhanced by Admiral Ackbar, Slaved Turrets, and the Defiance title? No matter how you bring it to battle, the MC80 star cruiser gives you the muscle to employ a whole new set of tactics in your battles for galactic freedom.
Cosmic Encounter: Cosmic Conflict Expansion
This is the second expansion set for the Fantasy Flight Games version of Cosmic Encounter.From FFG web site:In Cosmic Conflict, 20 new alien races explode onto the galaxy! Players will now shudder at the insidious kindness of the Empath, blink in confusion at the antics of the Lunatic, and howl in outrage as their planets are stolen away by the Claw!Cosmic Conflict also makes the Cosmos even bigger, adding another player (and attractive black components) to the game. Cosmic Quakes will shake things up, ensuring that no player’s hand is truly safe. And as if that wasn’t enough, Cosmic Conflict introduces a new variant to the game – the hazard deck, which confronts the players with dangerous and amusing events that can crop up at any time.Hazards are special game-altering conditions that bring exciting effects to your Cosmic Encounter experience. Special destiny cards, drawn during the destiny phase, display a “hazard warning” in the upper left corner; this indicates that a hazard card should be drawn.Consisting of two types (temporary and permanent), these cards have a variety of wild effects. The Energy Fields hazard card, for example, lets each main player draw two free cards... but they must show them to the group first. And the optional “Extremely Hazardous Variant” will take you on a wild ride; it brings a new hazard card into play every turn!
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