This resin set includes all parts required to create Hoggs the Rampager knight barbarian warrior with axes and boar helmet miniature for Bloodfields Wildwood Brotherhood army.
This set is dedicated for Bloodfields tabletop wargame.
Models:
Hoggs the Rampager x1
Mystic Base x1
Build your army and battle with friends.Check out the free rules on www.bloodfields.net
All our miniatures are supplied unpainted and some require assembly.The painted examples are for inspiration only.
WARNING: This is not a toy! Recommended for ages 14 and over. May be harmful if chewed or swallowed.
#bloodfields #wildwood #brotherhood #hoggs #rampager #noble #alliance
This set is dedicated for Bloodfields tabletop wargame.
Models:
Brougha x1
Mystic Base x1
Build your army and battle with friends.Check out the free rules on www.bloodfields.net
All our miniatures are supplied unpainted and some require assembly.The painted examples are for inspiration only.
WARNING: This is not a toy! Recommended for ages 14 and over. May be harmful if chewed or swallowed.
#bloodfields #blackland #orcs #savage #tribes #brougha
Nemesis Lockdown is a standalone expansion to the hit Board Game Nemesis (BGG rank overall #33, thematic #10). It builds on the tense, cinematic experience Nemesis is known for, adding even more opportunities for emergent, dramatic gameplay.
Become an unlikely survivor, locked in an underground base with something terrifying. Turn up your paranoia, as you try to guess what other players are up to, or what the contingency plan is. Work to learn the weaknesses of your nemesis – or run like hell. Switch off the lights in someone’s lab section. Take a dangerous trek to the outside bunker.
And whatever you do, be ready for unexpected!
The game comes with all the components needed for a cinematic Sci-Fi horror experience and doesn't require the Nemesis Core Box.
Nemesis: Lockdown offers 1-5 player semi or full co-op experience that takes around 90-120 minutes and will be different every run! This stand-alone expansion also works with majority of the previous Nemesis content: other Alien races and most of the characters.
This stretch goal was part of a complete kickstarter box and contains.
- New Alien Race - Chytrids: 20 figures (6 Saprobes, 5 Living Fungus, 8 Chytrids Archeri, 1 Chytrids Queen), 15 spore tokens, tray, tokens, and cards - IT Specialist & Xenobiologist Character Packs -12 Plastic Door Tokens - 13 Cardboard Injury Counters - Mars Rover Plastic Token - Space Raccoon 1st Player Marker - Community Variety Pack - 3 Extra Special Cards - Untold Stories #3 Comic Book
Warning to play this stretch goal expansion you need Nemesis Lockdown!
Boardgamegeek rating: 8.8
#nemesis #lockdown #stand #stretch #goals #alone #cooperative #kwapinski
Nemesis Lockdown is a standalone expansion to the hit Board Game Nemesis (BGG rank overall #33, thematic #10). It builds on the tense, cinematic experience Nemesis is known for, adding even more opportunities for emergent, dramatic gameplay.
Become an unlikely survivor, locked in an underground base with something terrifying. Turn up your paranoia, as you try to guess what other players are up to, or what the contingency plan is. Work to learn the weaknesses of your nemesis – or run like hell. Switch off the lights in someone’s lab section. Take a dangerous trek to the outside bunker.
And whatever you do, be ready for unexpected!
The game comes with all the components needed for a cinematic Sci-Fi horror experience and doesn't require the Nemesis Core Box.
Nemesis: Lockdown offers 1-5 player semi or full co-op experience that takes around 90-120 minutes and will be different every run! This stand-alone expansion also works with majority of the previous Nemesis content: other Alien races and most of the characters.
Boardgamegeek rating: 8.6
#nemesis #lockdown #stand #alone #cooperative #kwapinski
English
From 10 years old
30mn to 1h
2 to 7 player(s)
In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.
Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.
In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.
Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.
After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.
If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.
Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.
If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...
For the psychics
54 psychic cards
6 intuition tokens
6 sleeves
36 clairvoyance tokens
6 clairvoyance level markers
1 clairvoyance track
4 progress boards
1 clock board
For the ghost
1 game screen
84 vision cards
54 ghost cards
6 ghost tokens
6 culprit tokens
3 crow markers
1 sand timer
Boardgamegeek rating: 7.3
#mysterium #cooperative #adventure
English
From 14 years old
30mn to 1h
2 to 4 player(s)
The great Darkness has fallen, and the Empire with it.
The arcane crystals which once powered entire cities were shattered, and the darkness was destroyed by the magics unleashed. All that remains are the lawless ruins known as the Wildlands, and the shards of the crystals that have been strewn across them. Now a few souls, the brave and the desperate, seek the shards to harness their power for their own ends.
Take control of one of four factions, from the spell-slinging Mages' Guild or the nimble Gnomads to the versatile Lawbringers or the hard-hitting Pit Fighters. Each brings their own playstyle, with unique decks of action cards determining their abilities on the battlefield, so plan your tactics carefully. Dash through the ruins to grab the crystals you so desperately desire or focus your efforts on taking out the opposition - but take care, danger may be lurking in the darkness…
In the Wildlands, opportunity awaits… if you fight for it.
20 unique miniatures
20 Character Cards
120 Action Cards
4 Faction sheets
40 Battlefield Cards
Double Sided Playing Board
Counters & Tokens
Boardgamegeek rating: 7.3
#wildlands #osprey #games #boardgame #miniatures
Nekropolis: Immortal City release
This set contains parts to assemble one Tesla Energy Core - huge mysterious structure, which towers over the battlefield and provides power equal to the needs of a singular hive city.
Dimensions: Height: 9" / 23 cm Width: 12" / 31 cm Length: 11" / 27.5 cm
Please note, some orders containing HDF structures may be split into a number of parcels. This product is made of high-density fibreboard (HDF), green acrylic and pressed board. Includes full-color assembly instructions. Supplied unassembled and unpainted. Please note that orc model seen in picture is not part of this set.
#necron #terrain #tesla #energy #core #tabletop #scenics #kromlech