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Mansions of Madness 2nd Edition Expansions Bundle

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Mansions of Madness 2nd Edition: Streets of Arkham

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Mansions of Madness (2nd Edition): Sanctum of Twilight

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Mansions of Madness (2nd Edition): Beyond the Threshold

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Mansions of Madness Expansions Bundle

Deze bundel omvat de uitbreidingen Streets of ArkhamBeyond the Threshold en Sanctum of Twilight voor het populaire Mansions of Madness 2nd Edition aan een voordelige prijs. Het gebruik van kortingscodes is uitgeschakeld voor gebundelde producten.

Mansions of Madness 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.

Fortify Your Being

Beyond Improvement tokens, Streets of Arkham also introduces a new item to aide investigators in their mission in the form of Elixirs, fortifying potions that can improve a player’s skill… for a price. Elixirs are chemical concoctions the investigators encounter during their investigation. In addition to encountering the potions throughout their searches, some effects in Streets of Arkham cause investigators to gain Elixirs.

When an investigator first gains an Elixir, they draw it faceup and treat it as an item. As such, they can be dropped, picked up, or traded. However, these tricky elixirs are double sided. If an investigator flips an elixir facedown, they must immediately resolve the effect described on the card, and it is no longer considered an item.

Explore Arkham

Streets of Arkham comprises of three new adventures with various levels of difficulty that draw investigators across the city. The first of these, Astral Alchemy, leads investigators to Miskatonic University where strange beasts from beyond the stars are stalking the shadowy halls. With help from the academic elite, players may just be able to push the astral abominations back from whence they came.

In Gangs of Arkham, investigators must solve an inhuman murder to prevent an all-out war between the Sheldon and O’Bannon gangs. Each gang accuses the other as the culprit, but the real killer may be something more sinister, something unnatural. The stakes are high; if investigators fail, innocent lives can be lost in the crossfire and the true murderer will be free to continue tormenting the citizens of Arkham.

Finally, Ill-Fated Exhibit takes place at the Miskatonic Museum where the opening of a new exhibit featuring several ancient artifacts is marred by a series of impossible accidents. After several deaths, the assistant curator has called in the investigators to determine which artifact is cursed and destroy it before anyone else gets hurt.

Within these perplexing scenarios, Streets of Arkham includes a new digital game to further puzzle the investigators. The tower puzzle consists of three columns with randomized blocks of various sizes stacked atop one another. Players must move the topmost piece of one column to the top of any other. The puzzle is solved when each piece of the puzzle is on the correct position in a single column and the tower is properly displayed with the largest piece on the bottom and the stack descending in block size to the top.

Save the City

The citizens of Arkham need your aide. Otherworldly terrors stalk their streets and prey upon their sanity. The inexplicable is slowly becoming undeniable and reality itself is beginning to unwind where all can witness. The danger is only escalating, and there are few who can rise to meet the danger. Except you, of course. Always you. Answer the call, journey outside the mansion, and defeat the forces of darkness.

Mansions of Madness (2nd Edition): Beyond the Threshold

The frightening creatures of Mansions of Madness Second Edition have haunted your dreams for weeks now. Mysterious disappearances brought you to the Vanderbilt mansion, and your stay in Innsmouth was disturbed by darkness and despair. You’ve encountered devoted cultists and disgruntled spirits, bound to the mortal world by their evil task. Terror has overcome you and grievous injuries have put your mortality on display. Every choice you’ve made has led you somewhere, but even the strongest in mind or body will crack eventually.

Mansions of Madness (2nd Edition): Beyond the Threshold

Even more horror awaits you in Beyond the Threshold, the first expansion to Mansions of Madness Second Edition. Introducing two new investigators, one unfamiliar creature, and a variety of additional components, this expansion will extend the possibilities of your journey through each and every unsettling scenario of uncertainty and anxiety. The new spaces to discover, people to encounter, and cards to experience all come together to bring additional scenarios as well, throwing you into the dim unknown of two new mysteries, each with their own unique additions to the world of Mansions of Madness.

Mansions of Madness (2nd Edition): Beyond the Threshold

Investigators

Your pool of investigators with which to enter the game continues to expand with two more brilliant truth-seekers, both completely new to Mansions of Madness. Wilson Richards may appear to be little more than an everyday handyman, but his call to fix issues larger than the plumbing has led him down an unusual path. His blue-collar, day-to-day life has provided him a practical, physical strength which can only be of help in a fight, and he has developed an acute focus through years of detailed work. The more spiritually gifted Akachi Onyele found herself an outsider in childhood, but has since discovered a keen and sacred awareness of the supernatural. Her exceptional knowledge comes from a lifetime of training and study, and her eye for the unusual makes her a great asset to any team of investigators.

Mansions of Madness (2nd Edition): Beyond the Threshold

It is with these brave truth-seekers that you will face off with both monsters you’ve met before and the newly corrupted Thralls. People who are weak in mind and spirit have a tendency to fall to dark powers; though none quite like the possessed creatures introduced in this expansion. The forces controlling their minds have gained influence over their physical being as well and have disfigured it almost beyond recognition. Thus, the people with whom you speak in one moment may be the monster you must fight to destroy in the next. There is no such thing as trust with these dark powers afoot.

Mansions of Madness (2nd Edition): Beyond the Threshold

Assets

Alongside the new investigators and creatures of Beyond the Threshold are a myriad of new objects, spells, conditions, and afflictions. New weapons lie in wait, offering unique ways to attack, while unfamiliar pains and anxieties threaten you at every turn. You may take control by casting new and powerful spells; or become mesmerized by the chaos of it all. You may find yourself at ease when the monsters and map tiles before you seem familiar, but blended with dozens of new components, you’ll never know what to expect… especially when map tiles move and seemingly ordinary objects possess hidden qualities.

When Darkness Falls

The mysteries that lie within the expansion will try your perception of reality, as you try to determine what is real and what lives only in your disoriented mind. When you seek answers, you will come across many red herrings and falsehoods. You must be able to differentiate between the real and the unreal. Even when you have gained the knowledge you seek; you may find that you never wanted to know it in the first place.

Mansions of Madness (2nd Edition): Beyond the Threshold
Mansions of Madness (2nd Edition): Beyond the Threshold

New Scenarios

The first of two new scenarios introduced in the expansion is The Gates of Silverwood Manor, a trying investigation of disappearances, each with some connection to Silverwood Manor. You’ve been called in to help by Officer Tetsuo Mori, though what happened before you arrived was never fully explained. After all, how could anyone know about the supernatural events occurring within the manor? The observations you make upon arrival may fail you later, as you return to explored areas only to find unfamiliar spaces.

In Vengeful Impulses, the second of the scenarios, you may experience a similar inconsistency of reality. As darkness envelops you and your fellow dinner guests, you may begin to question the motivations of those around you. Your host, Thomas Carvey, has suspicions of a malicious plot; and the unsettling events you witness may suggest he is right. Further exploration of his home, however, may lead to greater questions, and intensify your desire to nail down the facts.

Answer the Call

Across the haunted and eerie Arkham, your insights and abilities are gaining attention. People have begun to seek out your assistance. But can you truly help when you encounter never-before-seen creatures; and your own mind begins to fail you? Or are your weaknesses more of a hindrance than your strengths are a help? Test your sanity once again as the mysteries that torment the region persist in Beyond the Threshold.

Mansions of Madness (2nd Edition): Beyond the Threshold

Sanctum of Twilight:

It is a mistake to fancy that horror is associated inextricably with darkness, silence, and solitude.
–H.P. Lovecraft, “Cool Air”

Arkham is under threat once more, but this time, evil is not emerging from beyond the veil that divides worlds. It comes from within the city itself. The Order of the Silver Twilight is a powerful, esteemed society within Arkham, but their secretive nature naturally incites your curiosity. What are they really up to and what are their motives?

A Powerful Adversary

Sanctum of Twilight is an expansion for Mansions of Madness, challenging one to five players to investigate the occult happenings and horrors that haunt the once-quiet city of Arkham, Massachusetts. With previously unseen tiles and cards, a new monster, and two new investigators, this expansion takes a closer look at the wealthy and upstanding members of the Silver Twilight Lodge who wield forbidden arcane powers alongside their city-wide influence. Beneath a veneer of respectability, the true Order of the Silver Twilight performs rituals with mysterious motives.

To bring these nefarious misdeeds to light, this expansion brings two new investigators to Mansions of Madness. Lily Chen has spent her life in training with an obscure sect of monks who believed that she was destined to one day face a great evil. As a master of martial arts, when Lily attacks unarmed, she inflicts two additional damage on any monster she strikes. Her intense training has also given her the will to become a stalwart defender against the unimaginable terror that lurk on the fringes of reality.

Politician Charlie Kane, on the other hand, never believed that in confronting the important issues facing Arkham he would end up taking on monsters and cults. Still, he knows that he was elected for a purpose and defending the city is his duty. Using his incredible influence and connections, Charlie is prepared to protect the people of Arkham from any threat, supernatural or otherwise. After all, he needs his constituents alive and voting if he runs for re-election.

To aid you in your investigation of the Order of the Silver Twilight, Sanctum of Twilight introduces a new type of token in the form of Restraints. These tokens are not possessions, but they can prove invaluable in the course of your investigations. Throughout the game, various effects may cause investigators to place Restraints on the map to trap a monster, binding them to that space. A restrained monster does not need to be evaded, and when this monster activates, the investigators may choose to discard a Restraint from the monster’s space and force the monster to forfeit its movement. When time is of the essence, these Restraints may provide a vital opportunity to gather evidence without being pursued and assailed by the dark creatures spawned by the Order’s activities.

A Cordial Invitation

The Sanctum of Twilight expansion unlocks two new digital adventures for you to continue your adventures in Arkham. Behind Closed Doors begins with a peaceful stroll through the park. For once, no desperate friends, sudden phone calls, or mysterious notes have disrupted your plans. But somehow, you cannot shake the feeling that someone is watching you. A chill breeze soon sweeps the sensation away, but the sense of paranoia sticks with you. Another denizen of the park walks just behind you and you cannot shake the feeling that something is not right, when suddenly your world goes black.

You awake in a dark cell, the cold from the stone floor beneath you creeping uncomfortably into your skin. How long were you out? What is this place? And most importantly, how do you get out?

Then, in Twilight Diadem, the annual Twilight Fair hosted by the powerful Silver Twilight Lodge lights up the streets of Arkham. As per tradition, on the last day of the Fair a young debutante is crowned the Queen of Love and Beauty at the Twilight Ball. But when this year’s queen, Mary Ann Chase, comes to you insisting that the Silver Twilight Lodge is up to something sinister, you know that you are the only one who can help her. The Twilight Fair, she insists, is not all that it seems.

Still, the show must go on, and what is a fair without a parade? Sanctum of Twilight allows you to fully take part in the festivities by introducing a previously unseen map element in the form of moving tiles. When a map tile (such as a parade float) moves, all investigators, monsters, and tokens maintain their positions on the tile. This may work in your favor by delivering you from danger, or the motion could prove to be your downfall, driving you toward an enemy without offering a chance to escape. This newfound mobility may only present you with a new question: how can you keep a steady hold on your own fate when even the ground you stand on is unstable?