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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.
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.
Star Wars Armada: Core Set
Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. Engineering teams race to route additional power to failing shields. Laser blasts and explosions flare across the battlefield. Even a single ship can change the tide of battle.In Star Wars: Armada, you assume the role of fleet admiral, serving with either the Imperial Navy or Rebel Alliance. You assemble your fleet and engage the enemy. Using the game’s unique maneuver tool, you steer your capital ships across the battlefield, even while squadrons of starfighters buzz around them. Then, as these ships exchange fire, it’s your job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy.Maneuver ToolThe maneuver tool is one of the game’s most innovative features and adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver through the stars.It consists of a number of segments linked with hinges, which is used to plot the ship's course. More nimble ships are allowed to turn the ship further at each hinge.Command StackArmada balances the awesome scale of the Star Wars galaxy’s ships and space warfare with intuitive ship designs and accessible rules for issuing commands and resolving combat that make for rich, engaging, and highly tactical play experiences.Capital ships are extremely powerful war machines, but they’re also massive and sophisticated vessels that can’t swiftly react to every development in the heat of battle. Accordingly, the key to flying these vessels effectively is learning how to plan ahead. You want to issue your commands in such a way that your crews will be ready to execute them at just the right times.Each of your pre-painted capital ships has a command value, which determines how many commands it will have in its stack at any given point in time. During setup, you secretly build your initial command stack, selecting from any of four different commands, each of which provides a different advantage. Once you have locked your selections, you place the commands in your stack in the order of your choice. Then, during each round of game play, you secretly select and assign a new command to your ship, placing it at the bottom of your command stack, before you reveal the command at the top of your stack and gain its benefits.
Examples of games with cards that this sleeve will fit: Arkham Horror, Twilight Imperium, World of Warcraft: The Board Game, Red November, Cave Troll, etc ...Each pack of sleeves includes 50 sleeves.All sleeves in the Fantasy Flight Supply board game sleeve line are made of clear, 100 micron-thick, non-PVC, acid-free polypropylene plastic. This means that the sleeves are durable, difficult to tear or crease, and are free of chemicals that will corrode the cards within the sleeves. The sleeves are also designed to fit cards snugly, to make shuffling and handling easy.Examples of games with cards that this sleeve will fit: Arkham Horror™, Twilight Imperium®&™, World of Warcraft: The Board Game™, Red November™, Cave Troll™Cave Troll, Red November ™ Fantasy Flight Publishing, Inc.Twilight Imperium ® and ™ Fantasy Flight Publishing, Inc. Arkham Horror ™ Chaosium, Inc.World of Warcraft ™ Blizzard Entertainment.
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.
Take the shape of one of over 50 different alien races in this new
version of the 1970's classic updated by fan favorite designer
Kevin Wilson (Arkham Horror). In Cosmic Encounter, players seek to
expand their empire through combat or negotiation in order to build
colonies on enemy planets. This revised edition of Cosmic Encounter
features all-new plastic ships designed to easily stack up to five
high, plus all 50 races boast new art and updated rules!
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