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Mansions of Madness Big Box Expansions Bundle

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Mansions of Madness 2nd Edition: Streets of Arkham

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Mansions of Madness Big Box Expansions Bundle

Deze bundel omvat de uitbreidingen Streets of Arkham, Horrific Journeys en Path of the Serpent voor het populaire Mansions of Madness 2nd Edition aan een voordelige prijs.

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Mansions of Madness Big Box Expansions Bundle

Mansions of Madness Streets of Arkham:

“There be those who say that things and places have souls, and there be those who say they have not; I dare not say, myself, but I will tell of The Street.”
– H.P. Lovecraft, “The Street”

Evil extends its reach and spills into the Streets of Arkham, the newest expansion for Mansions of Madness Second Edition! The city’s façade of normalcy fails as strange happenings begin to infect key places around town. You’re likely to find odd circumstances at many areas, including the Miskatonic University, the hidden gang-run speakeasies, and the curious storefronts that populate the once quiet neighborhoods. As an invested citizen with a penchant for noticing when “odd” becomes “too odd,” you gather a team of likeminded investigators to examine these supernatural threats. It’ll take all of your wits, grit, and the occasional bit of luck to do what needs doing, but somebody has to.

Fantasy Flight Games is excited to announce Streets of Arkham, a new expansion for Mansions of Madness: Second Edition. Three new digital scenarios build upon the Arkham Files universe with yet unseen tiles, mythos events, investigators, and cards to expand upon your investigations.

Assemble Your Team

Ancient supernatural forces have abandoned the confines of the dark mansions and gloomy crypts, and the once peaceful streets now serve as a battleground. A new team of investigators joins the fray as the battle to quell the Ancient Ones spills out into the open. Streets of Arkham unites four new investigators with a wide range of backgrounds, including a rookie cop, a bootlegger, an entertainer, and even a reformed cultist.

Each new investigator comes with their own unique ability to align with the backstory detailed on the back of their character cards. Finn Edwards’s past as a bootlegger has prepared him to be quick as he moves about the shadows, allowing him to move an extra space before or after performing a search action. The reformed cultist, Diana Stanley, has seen more terrors than any other investigator of the Arkham universe. As such, when she would suffer two or more horror, she suffers one fewer horror instead. Officer Tommy Muldoon of Boston always has his trusty rifle, Becky, at his side, which he can use on any test. And last but certainly not least, the enchanting singer Marie Lambeau can use the skills learned from her grand-mere in the bayou to cast a spell without spending an action.

Taking the action outside the confines of the mansion forces investigators to adapt and learn on the fly. After all, the only way to forge a weapon of great power is by hammering it into shape. With Streets of Arkham, players can now strengthen their investigators with new Improvement tokens. When as investigator is instructed to improve one of their six skills, he or she claims an Improvement Token associated with that skill, placing it on his or her play area. This increases the printed value of their corresponding skill by one. A skill cannot be improved more than once, but these boons will benefit the entire investigation in ways previously impossible.

Beschrijving van de producent:

The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, they walk serene and primal, undimensioned and to us unseen.
–H. P. Lovecraft, The Dunwich Horror

Order your own copy of Horrific Journeys at your local retailer or online through our website today!Evil haunts strange, far-flung places in Horrific Journeys, the newest expansion for Mansions of Madness! Reality has begun to deteriorate in the New England countryside, danger rains from the skies, and even the seas are not safe as evil emerges from the depths. In the countryside, a speeding train desperately flees from a threat that defies all laws of reality. In the clouds, a dirigible’s voyage is interrupted by a vicious murder as a storm rolls in. And on the waves, a luxury ocean liner has been sabotaged by some madman planting explosives to sink the vessel.

Fantasy Flight Games is proud to announce Horrific Journeys— which you can pre-order at your local retailer or online through our website today!

Fresh Faces

In this latest expansion for Mansions of Madness, the investigators of Arkham find themselves far from the comforts of home, and the danger increases with each step they take away from their beloved city. To stand against the coming darkness, Horrific Journeys calls upon four new investigators from a wide variety of backgrounds, including a sailor, a spy, a musician, and a waitress. These brave men and women are each more than meets the eye, and the unique backstory on the back of their investigator cards tells you what has led them to this point—how they went from living the life of an average citizen to being thrust into the world of Elder Gods and monsters beyond comprehension.

To help them fight against and survive the mythos, each investigator has a special ability gained from their personal travels and years of living in a sleepy town on the edge of madness. The sailor Silas Marsh may not have much experience with the supernatural, but he is willing to push himself further than anyone to aid his allies, flipping his horror cards faceup to reroll his dice during a test. Meanwhile, Trish Scarborough, the skilled spy, finds it easy to succeed while performing a search action. Jim Culver is one of the world’s most talented musicians and he begins each game with his treasured Golden Trumpet. Finally, Agnes Baker is a waitress with dark powers that she is only beginning to understand, starting each investigation with her own signature spell.

When you choose to step into the shoes of these investigators and bring them to life, you’re accepting the responsibility of defying maddening monsters with the knowledge that you will never receive thanks or even an acknowledgement that your fight exists. Arkham holds its secrets close. Most of its citizens insist that their sleepy town is the very definition of normal, but those who dare to look closer know that all is not right in Massachusetts. Now, as the evil that rots Arkham from within spreads beyond the city limits, you have little choice but to chase down the darkness and bring it to heel.

Tales from the Road

Horrific Journeys unlocks three new digital scenarios, packed with previously unseen secrets, conspiracies, and mythos events to challenge and intrigue your team of investigators. In 10:50 to Arkham, you and your colleague, Harriet, are passengers on a train winding through the New England countryside. She has been working on a theory regarding a complex conspiracy; one connected not only to you, but to several of the other passengers. So, when Harriet disappears from the car, you know your enemies must be close. But now there is nowhere for them to run… right?

Then, in Murder on the Stargazer Majestic, you have the golden opportunity to travel aboard a dirigible airship on a transatlantic voyage. But what begins as a peaceful journey is suddenly interrupted when you hear cries from below. Rushing to the gondola, you discover that a passenger has been killed. At the same moment, lightning cracks across the sky and rain begins to pelt the craft. Whatever has taken place here, it is no ordinary crime. There is a dark force at work.

Finally, Hidden Depths takes you to the deck of the RMS Morgana, where you have been hired to investigate strange rumors surrounding the vessel. The ship has been plagued by a series of tragic accidents, and reports of unnatural sea creatures grow evermore frequent. After four days at sea, you are about to step below deck as you have many times before, when you are thrown back by a freak explosion. What on Earth happened? Was this planned? As the crew erupts into chaos around you, how do you know who to trust?

With this last scenario, Horrific Journeys introduces a brand-new mechanic in the form of agendas, which represent the hidden allegiances of each player. When playing Hidden Depths with three or more investigators, you each receive an agenda card that you must keep secret from the rest of the team. Taking a twist on the Insane condition already present in Mansions of Madness, these cards foster the seeds of mistrust, potentially turning your teammates against one another and forcing you to become suspicious of the very people you would once trust with your life.

You may find that you are unchanged; simply another human, attempting to escape in the lifeboats with as many of your fellow survivors as possible. But you must be wary, for some of those among you are not all they seem: the other agenda you may receive casts you into the role of a Deep One Hybrid. With this shifted loyalty, you do not win the game as normal. Instead, your goal is to sabotage the investigation and keep the secrets of your people from being revealed to the rest of the world. You must get to the lifeboats with the humans and prevent them from reaching the shore, but if there are too many of them, you will be outnumbered and outmatched. Wherever your loyalties lie, you must be careful not to let your paranoia get the best of you as you seek out friends from foes. If you made a rash decision that cost an innocent ally their life, would you ever be able to forgive yourself?

All Aboard

Wherever evil emerges, the investigators of Arkham will be there to fight back the darkness and protect our world from the terrors that thrive beyond our reality. Should you join them, there is no guarantee that you will survive the journeys that await, and even if you can survive, you will not be unchanged. But the call to take a stand is not one that you can deny. Pack your bags, climb aboard, and steel your nerve for the horrors ahead!

 

Mansions of Madness 2nd Edition: Path of the Serpent

“You trespasssss too far,” one hissed. “You will not leave thisss jungle alive.” The creature nocked another arrow, but two gunshots rang out and the creature fell, dead.
Leo aimed his smoking pistol at another one of the serpents. “Remember, we still have five miles yet. We better make this quick.”
Ursula drew out her survival knife. Norman was flipping through a thin book and muttering. As one of the snakes charged, Daniela took a deep breath, loosened her grip, and raised the machete.

For all its beauty, the jungle conceals many perils. From unrelenting heat and dwindling supplies to cursed idols and booby-trapped temples, any who would dare face these dangers are sure to long for the relative safety of the city they knew. Now in Mansions of Madness, you take on the role of Arkham’s bravest investigators who must step into the unexplored wilderness of the Amazon jungle and explore crumbling ruins, discover the secrets of lost civilizations, and stop a serpent’s curse before the world descends into chaos. In three new scenarios, you will battle horrifying serpent creatures, face stone monstrosities that come to life, and beat the ever-present danger of being lost to the jungle forever. Are your ready for a new challenge?

Fantasy Flight Games is pleased to announce Path of the Serpent expansion for Mansions of Madness—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

The Expedition Roster

As you prepare to set out for new vistas in this latest expansion for Mansions of Madness, you will need a new team of investigators who can stand against the ever-increasing powers of the Mythos. Path of the Serpent brings together four new investigators from across Arkham, each with a unique backstory and skill they have learned from their everyday lives and previous encounters with the Elder Gods and creatures of the Mythos.

Leading the expedition into the unknown is the hardened Leo Anderson, able to help his allies cut through the jungle underbrush and allow them to move one space when he performs a move action. At his right hand is Ursula Downs, the explorer. Once per round, she may listen to the call of the unknown and choose to move one space before or after exploring or interacting with a sight token.

But the strange happenings of Arkham do not only affect those who are prepared to face the dangers of the jungle as easily as others face any normal day. There are others trapped by the powers of the Mythos. Daniela Reyes, the mechanic, loves learning how things work, constantly taking machines apart and putting them back together. Thus, whenever she or one of her comrades solves a puzzle during an adventure, she may either gain two clues or discard one horror. Then rounding out the roster is Miskatonic Astronomer Norman Withers. Similar to Daniela, Norman may also gain two clues or discard one horror once per round, provided he is in an outdoor space where he can read what is written in the stars.

The Campaign Log

Once you have assembled your team of investigators, you are ready to embark on adventures to lands unknown in three new action-packed scenarios that will push your body and mind to their limits and test your will to survive. In The Jungle Awakens, a lavish Arkham garden party shows off the host’s recent acquisitions from a South American expedition. However, when the manicured lawn and trimmed hedge are mysteriously overtaken by vines, ferns, and towering trees, the guests quickly discover that taking relics out of the jungle can have ruinous consequences…

Then, in Into the Dark, your team of investigators have been hired to assist a South American expedition. A thrilling opportunity to be sure, but the crew has one curious rule: while you are in the jungle, you are to avoid the darkness at all cost. As the sun begins to dip below the tree line and the expedition team awaits your arrival, you cannot help but wonder if there is more behind this rule than mere superstition. Do you dare to abandon the safety of the campfire glow to uncover the secrets of the trees? If you leave the mystery unanswered, will you ever be free of the haunting questions of the unknown?

Lastly, Lost Temple of Yig takes your investigators to ancient stone halls where serpentine priests attempt to reforge their broken bonds with their god, Yig. Their success could herald the end of humanity, unless you can pass the mysterious trials of the temple and put a stop to their nefarious plot! During these adventures in the jungle, you are sure to encounter all sorts of challenges you have never seen before, including a new puzzle specifically designed for the Path of the Serpent expansion. The ring puzzle challenges investigators to align matching symbols across four concentric rings. There are three moveable outer rings and one inner ring which does not move, each with six sections that contain one symbol. Each ring contains the same symbols in the same order, but with the wear of time, some of the symbols have worn away and you must deduce their identities. As a puzzle step, you may rotate any of the outer rings one section at a time until the all the outer rings are in the same position as the inner ring and each symbol, hidden or not, is aligned. If you are unable to unlock the secrets of the temple, you may find yourself entombed with countless others who came before you, and the rest of humanity will pay the price for your failure. You cannot let that happen!

Welcome to the Jungle

Pack your bags and prepare for adventure in the heart of the jungle. Once there, you could make the discovery of a lifetime…or become another soul lost to curiosity and ambition. The only way to find your fate is along the Path of the Serpent!