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HauptseiteFirmenPalladium Books


Palladium Books

Palladium Books
(auf das Logo klicken, um zur Firmen-Website zu gelangen)

Who is Palladium Books?


One Game System for all genres!
Palladium is the First!

I said to myself, "Hmm, if I ever did roleplaying games I'd create 'one' basic set of rules that could be used in every possible genre." At the time, everybody, and I do mean EVERYBODY, said you couldn't mix science fiction and fantasy, let alone create a game system that could satisfy both and other settings too. The funny thing was that I was doing just that in my Palladium campaign.



1981, The Mechanoid Invasion®. As Palladium fans already know, this was my first game, publishing the basic Palladium character and combat system.

1982, JourneyTM and HomeworldTM, the other two parts of the Mechanoid Trilogy®. Journey introduced minor magic and some psionics. HomeworldTM published the full Palladium psionic system and powers extracted from the yet unpublished fantasy system.

1982 also saw the development of the Palladium Weapons and Armour series. which presented tons of data on historical weapons, armour and castles compatible with ALL game systems, not just our own. Seven books would complete that series and later be reworked into the Compendium of Weapons, Armour, and CastlesTM.

1983, still years away from the hype of GURPS, Palladium releases the Palladium RolePlaying Game® (fantasy). The one universal, dare I say, "Megaversal" game system is presented in all its glory.

1984, the release of Heroes UnlimitedTM and the same basic game system, but extrapolated to include superheroes of all kinds. And still two years away from GURPS, the game generally acknowledged as the father of the "one" universal game system.

1985, see the publication of the Teenage Mutant Ninja Turtles®. This was a risky project for us because we had to press 10,000 copies (a lot back then) and sell 6000 copies before we would break even. A great deal of time and money was spent on design, art and packaging. The trick was to design an RPG that would break Palladium into the (then comics only) comic book shop market. As everyone knows, TMNT was a massive success and Palladium's first megahit. We kept that license for 16 years, running through the end of 2000, before we decided to let it go.

1986 saw us release After the Bomb®, a series of books that took the idea of mutant animals to the limit by making them the masters of a post apocalyptic Earth "after the bomb" hit -- i.e. nuclear holocaust. Generations after nuclear armaggedon, humans teetered on the bring of exstinction and mutant animals -- some human-like, others more animalistic or monstrous -- have "inherited the Earth!" Thousands of clans, tribes, city-states and kingdoms of mutant animals begin appear around the world, many with diverse cultures and goals, many clashing with one another or the last remaining humans. The After the Bomb® was originally a series of 48-112 page sourcebooks that required the Heroes UnlimitedTM or Ninja Turtle RPG rule book to play. This series was nearly as popular as the TMNT role-playing game and continues to this day. In fact, the series gets new life Winter 2001 when its original creator, Erick Wujcik, returns to create the After the Bomb® Role-Playing Game, blending a ton of exciting, new material with the old to create a unique stand-alone role-playing game about genetic science and mutation gone wild in the aftermath of nuclear holocaust.

Palladium Books®, the FIRST to introduce the
Perfect Bound, Trade Paperback format to the RPG industry.

All of Palladium's books from that year onward are published as perfectbound trade paperbacks, even our 48 page books. To insure that the pages don't fall out, we take the extra time and pay the extra expense of having the pages sewn and glued, making them far much more durable. The product is slick, colorful, and practical. We can hold down printing costs and keep the selling price low. The consumer can look inside and see exactly what he or she is getting. A winning combination for everybody!

1984, Heroes UnlimitedTM, was released. The game boasted that players could play every type of superhuman hero conceivable. That included, cyborgs and robots. In fact, the cybernetics and bionics found in Rifts® are largely inspired by and derivative of Heroes UnlimitedTM, with bits and pieces from Ninjas & SuperspiesTM (1988). Other superpowered characters included mutants, mutant animals, aliens, robots, experiments, super-geniuses, stage magicians, physical training, spies, weapon masters, etc. For some dumb reason, I was against having magic in a "modern" world of superheroes, so you couldn't be a "wizard" or magically empowered in the original version of Heroes UnlimitedTM. The ideas were great, but the rule book was clumsy and plagued by poor layout and many typingmistakes.It did boast a Jim Steranko cover and interior art by Mike Gustovich. In the end, new ideas, bold concept and great artwork won out and the RPG sold like crazy.





Today, sales of Heroes UnlimitedTM, Second Edition continue to climb as new gamers discover this vast world of superheroes for themselves. HU2 allows players to create any type of superhuman and hero he or she can imagine, or recreate their favorites from television, film, books and comics. Supported by a series of new adventure sourcebooks like Century Stattion, Gramercy IslandTM, Mutant UngergroundTM, The NurseryTM, Aliens Unlimited Galaxy GuideTM, Hardware UnlimitedTM, and more, Heroes UnlimitedTM is becoming a comic book style sf world in its own right, and as exciting as any comic book series on the market.

Palladium was apparently the second (I always thought we were the first) people to license the Teenage Mutant Ninja Turtles®. We contacted Eastman and Laird back when all there was to the Ninja Turtles were issues number one and two of the black and white comic. We signed the licensing contract as issue number three was hitting the stands.

The project was turned over to Erick Wujcik. This guy is probably one of the most creative and innovative game designers in the business. He was under the gun. I needed a finished game in three weeks. Five and a half weeks later, Erick handed me the finished RPG. (Erick never can meet a deadline, but 5 1/2 weeks to do a game like TMNT from scratch is amazing.) The game was an instant hit, selling 10,000 copies in three months.


For the record, Palladium Books sold over 165,000 copies of just the TMNT RPG alone. That sales figure does not include the dozen supplements, each of which of which has sold in the tens of thousands. Don't forget, mutant animals and After the Bomb® are still found in Heroes UnlimitedTM and the NEW, After the Bomb® Role-Playing Game.
1986-2001: Robotech

1988, Beyond the SupernaturalTM,
the first truly "contemporary" horror RPG


1988, ROBOTECH II: The Sentinels® Videocassette



When you publish a roleplaying game, or any creative work, the final product contains a little piece of every person involved in its creation. We do the work because we love it, but we never know whether anybody else will recognize or appreciate that work. We never know whether a product will be a hit or a miss. Oh, we may have our suspicion and our hopes, but you never really know until its done and in the public's hands. Then, all you can do is cross your fingers and wait.

The first printing of Rifts®, 10,000 copies, sold out in three weeks. We were stunned with delight. Our original predictions were that if the game was "hot," we should sell out 10,000 copies in three MONTHS. That would have been seen as a howling success. On top of that, we were getting a never ending flood of letters and calls praising Rifts®, and pleading for more. Now! This has made Rifts® all the more special to us, because you, the gaming public, and our fans, immediately showed us that you approved of what we had done. After years of planning and long months of exhausting labor, we finally knew that Rifts® had not only exceeded our wildest expectations, but struck a nerve with role-players too.

1992: The Big Move

Back in 1981, Palladium Books was the dining room (converted into my studio) and the back porch (storage) of my tiny Detroit house. By 1983, Palladium was renting a small warehouse (1200 sq ft) and by 1987 bought a 3500 square foot warehouse a few blocks from its offices.

From 1985 to November 1992, Palladium's offices were located in the upstairs flat (about 1400 sq ft) of Maryann's and my new home. We lived downstairs and worked upstairs. This was ideal for a while. No drive to work, separate address and utilities, low overhead, plus the house was a big, beautiful, two family home built in 1919 with large oak trim along the floor and ceiling, leaded glass windows and French doors. However, by 1990, we had outgrown both the office and warehouse.

We spent the next two years searching for the perfect, new "home" for Palladium Books. One promising prospect was seized by the bank before we could buy it. Another was tied up for months between feuding partners (one wanted to sell, while the other didn't), and several attractive buildings turned out to be built on top of toxic dumps. Finally, we discovered the place in Taylor. The general design was perfect for our needs and offered plenty of space to expand. We took it!
1993: A year of transition and experimentation

We were adjusting to our new offices and increased overhead, and struggling with production schedules, while looking for new freelance and staff people.

Carl Macek's company Streamline, out bid Palladium for the rights to continue to produce Robotech® videocassettes, so our selling videocassettes of the TV episodes came to a sad end. Still, we made a killing while we had 'em, and we "were" actually a major force in creating the Japanimation video market in its early, formative days.

Miniatures, the noble experiment. We (well, Steve Sheiring and I) came up with the (not so) great idea of doing a line of miniatures for Rifts®. Unfortunately, our timing couldn't have been worse. We began production just as the market was turning from (questionably toxic) lead to safer and more expensive pewter. This meant we immediately ran into higher costs because we had make the minis in pewter. We also were having the miniatures designed out of house by freelancer sculptors and manufactured out of house by Rafm, all of which meant our minis cost 50-80% more than our competitors..

All sorts of scheduling and other problems arose at the same time that the miniature market was taking a dive. From what I understand, we sold good numbers (18002800 blisters in the first month of release), but nothing like what we were used to with our Rifts® books (9,000 to 15,000 copies sole in the first week). Perhaps needless to say, this grand idea languished, and after one year of production (20 different blister packs, nice stuff, many are still available), we had to cease production. We had hoped this would be temporary, and in fact, we have the "greens" for another half dozen or so packs that never saw production. Oh well, you know what they say about the "best laid plans of mice and men ..."
1994: The Card Craze Cometh!

By summer 1994, the Collectible Card Game (CCG) craze was in full swing. Magic the Gathering® had taken the gaming community by surprise and by storm! RPG manufacturers with glazed eyes from the phantom promise of making millions in cards, reduced their RPG production and turned to making card games.

For Palladium, this was an amusing time in some ways. Palladium Books was one of the few companies that didn't jump on the "card bandwagon". Our logic was simple: "We don't particularly care about card games, we love roleplaying games, so we'll just stick with what we love to do and know best." Enjoying what we do for a living has always been our first priority at Palladium (making money, and we make good money, has always been secondary). Life's just too damn frustrating, short and tough not to do something you love.

Consequently, we heard from other game manufacturers, distributors, store owners and gamers - hell, it seemed like everybody - that we were blind to the possibilities of cards, or stupid, or dinosaurs doomed to extinction, or all of the above.

We chuckled at the speculation of some (proclamations as fact by others) that roleplaying was dead (yeah, right).

Having a good market sense, and having seen "trends" like this in other markets come and go, we just smiled and quietly turned out attention to producing more and better RPGs. A strategy that has worked exceedingly well for Palladium. Comics Retailer (a trade magazine) and most distributors generally rank Palladium as the third largest RPG publisher; right behind TSR and While Wolf (we've been in the top 10 forever) and we plan to be around for a long, long time to come.

2001 Commentary: I wrote the "1994: The Card Craze Cometh" above, back in 1996. It's cool to be able to look back and see how well we predicted things. Since then, a lot of game companies, distributors and especially retail stores rode the CCG high and suffered when the CCG market crashed. Very few game companies were able to keep their CCG alive for more than a year, and many games died still born. Of course, Magic the Gathering remains popular, Pokemon rocketed on to the scene like a blazing comet before it burned out, and a number of CCGs and their manufacturers have been successful and continue on happily. Although the mad frenzy over Collectable Card Games has come to an end (at least until the next big game rockets to prominence), the CCG market is a viable one that will hang around. It is, after all, fun and different. Another avenue of game playing as valid and viable as board games, war games, traditional card games, RPGs, and scores of others.

Of course, role-playing games never went the way of the dinosaurs and Palladium's games remain extremely popular. We are glad we stuck with role-playing games, and we did a lot of exciting products during the CCG mania, including Palladium Fantasy RPG® Second Edition (1997), Heroes UnlimitedTM RPG Second Edition (1998), launching The Rifter® sourcebook series (1998), Rifts® Novels, Systems FailureTM RPG (1999), Century StationTM (for HU2), The Coalition Wars Rifts® series, and new sourcebooks for mostof our lines.
2000: 20th Year Anniversary!

2000 was Palladium Books' 20th anniversary. It doesn't seem possible that we've been around for 20 years, but its true. We had ad great time celebrating at Gen Con® 2000 and spred the fun with posters, dice bags, tote bags, and other goodies celebrating the fact tossed into the 2000 X-Mas Surprise Package (some are still available). We also celebrated by producing a "hard bound" edition of Heroes UnlimitedTM (Second Edition) RPG; a signed and numbered gold edition limited to 600 copies.
The Shape of Things to Come

I have three big goals for the furture of Palladium Books®.

One, is it to get many of the long-time projects that have been talked about for years, done! Titles like, Beyond the SupernaturalTM Second Edition, Mechanoid SpaceTM, The NurseryTM, Wolfen WarsTM, the Old KingdomTM books and a number of others. I want them out and in the store over the two years.

Two, to produce sourcebooks on a regular basis for ALL our product lines, namely Rifts®, Palladium Fantasy RPG®, Heroes UnlimitedTM, After the Bomb® and after they are relaunched, Mechanoid SpaceTM and Beyond the SupernaturalTM too. With a little luck, maybe a book or two for Ninjas and SuperspiesTM too. Writers like Bill Coffin, Erick Wujcik and talented freelancers will help us do just that.

Three, to explore exciting new ideas for our established lines to keep them fresh and exciting as well as new ideas for bold new avenues of adventure. Games and sourcebooks as imaginative, different and fun as ever. Cutting edge ideas, imagination, dynamic artwork, quality and fun have always been Palladium's halmarks. We plan on keeping it that way.

Here are just some of the books we have in the works for our main lines:

Rifts®

Rifts® continues to be megahot. We plan to release at least six new Rifts® products in 2001 and finish the Coalition WarsTM: Siege on Tolkeen six part series. We have some great ideas and a few surprises that should delight and tantalize our new and long-time fans alike. Here's some of what's planned: Coalition WarsTM 5: Shadows of Evil (February 28, 2001), Coalition WarsTM 6: Final Siege (April or May, 20001), Rifts® Australia 2 & 3 (Summer 2001), Rifts® Afriea, The Rifter® Sourcebook series and maybe, just maybe The Rifts® Game Master Guide (summer or fall 2001)

Rifts® after 2001 -- we have nothing actually scheduled yet for what will come after 2001, but weare exploring all kinds of ideas. Perhaps a Chi-Town SourcebookTM, The Chi-Town 'BurbsTM, LemuriaTM (finally), Northern GunTM, LazloTM, Rifts® ChinaTM, Rifts® Japan 2TM, and all kinds of things. There are a lot of people, places and conflicts to left to explore. Its just a question of who or what first.

Rifts® Movie, toys, computer games and other mass market avenues are open and constantly being explored by Palladium and its agent at Surge Comic Properties. Actually, we have turned down numerous proposals for computer games and have even spent time trying to negotiate film rights, but nothing has panned out. Like I said earlier concerning CCGs, we won't license Rifts®, The Mechanoids®, Palladium Fantasy®, Heroes UnlmitedTM or any of our intellectual properties to just any Tom, Dick or Harry. It has to be somebody who will do the property justice, and try to capture the elements and characters that make it unique and fun. We want good products not just quick junk to make a fast buck. The business part of the deal has to make sense too, so we look, talk and wait, but there are some undercurrent of things brewing. If they turn into something over the next year or two, our fans will be the first to know.
2001: Precendence Entertainment® does Rifts® CCG

As I have said, "role-playing games" is what Palladium Books knows and loves, so you will NOT see us trying to make and distributeany Collectable Card Games. However, that does not mean we aren't open to licensing the rights to somebody else. In fact, we had been contacted by a number of companies when the CCG craze hit, to let them license a Rifts® for a CCG (computer games too). Unfortunately, we didn't feel comfortable with any of them, so we turned 'em all down.

Hauptproduktlinien

   

After the Bomb

       

Das klassische postapokalyptische Rollenspiel von Palladium... in einer verwüsteten Welt... mit über 100 mutierten Tiergattungen, psionischen Kräften, dem bösen Imperium der Menschlichkeit, genetischen Veränderungen, High-Tech-Waffen und vielem mehr!

   

Beyond the Supernatural

       

Beyond the Supernatural Two builds on the bones of the classic BTS game to create a modern world of horror and magic unlike any before it. The supernatural is real. Psychic abilities and the paranormal are real. Magic is real. Yet science and authority figures dismiss them as hysteria, hoaxes and madness. However, special individuals gifted with special abilities or cursed with firsthand encounters find themselves inexorably linked to the paranormal and forced to deal with the consequences. Some of our heroes are gung-ho psychics and sorcerers who see themselves as humankind's hidden protectors. Others are drawn into the realm of shadows through quirks of fate, or fueled by feelings of revenge. Still others are reluctant heroes and even victims, but all have been touched, in some way, by forces beyond human comprehension - Beyond the Supernatural. BTS-2 is really coming together and will surprise some people with its depth of character, background and new direction. A contemporary horror setting that makes sense and challenges the players. New P.C.C.s include the Firewalker, Night Hunter, Psychic Medium, Diviner, Autistic Psychic Savant, ordinary people and others, all with new and unique abilities. Many of the characters, psychic abilities and magical powers are unlike any Palladium Books has presented before. Characters and powers that will challenge players and bring a new level of strategy and role-playing to the surface. Even familiar characters like the Psychic Sensitive, Healer, Nega-Psychic and others are more evolved and unique. Character background and the world setting is bold, clear and sinister. I.S.P. and P.P.E. interact with the characters and the supernatural in new ways. The secrets of the supernatural, ESP, and magic are revealed. Victor Lazlo and his lasting legacy: The Lazlo Agency is described. The world background serves as a guide to adventure. Interior Art by Ramon Perez, Michael Dubisch, Freddie Williams, Apollo Okamura and others.

   

Dead Reign

       



Dead Reign is a game of survival, rescue and revenge. Player characters are both the hunted and the hunters as they battle the creeping doom that is the living dead and pray for salvation.

S.D.C. setting. Zombies have taken over the world. Zombies control the cities. Humans hide in remote wilderness areas. Zombies capture, keep and breed humans in food pens. Several different types of zombies. Humankind fights to rescue those they can, and destroy as many of the zombie abominations as they can. Player characters are ordinary people fighting for their very existence or bent on revenge. Is this the end of the world as we know it? Can Earth be reclaimed by humanity?

   

Heroes Unlimited

       

Heroes Unlimited is a superhero role-playing game written by Kevin Siembieda and first published by Palladium Books in 1984. The game is based upon the Palladium Books Megaversal system and is compatible with any other game on the Palladium system.

   

Mechanoid Invasion

       

Kalte Robotkrieger wollen alles organische Leben im Universum auslöschen - die Mechanoiden sind wieder da!

   

Nightbane

       

"The world has never quite been the same since Dark Day. The day there was no sun rise — no moon or stars for that matter — only absolute darkness and hysteria.

"It is your seventeenth birthday when "The Becoming" changes your life and your world view forever. That was the day you discovered there were two of you, your human-self and the inhuman creature you can become at will.

"You quickly learn there are "monsters" in the world, both human and supernatural, evil and good. The question is, which are you?"

The Nightbane are characters who discover that they not entirely human. In fact, they are shape-changers who possess a comparatively frail, human "facade" and a supernatural, superhuman "morphus."

The morphus is said to reflect the character's personality or subconscious fears, desires and self-image. Thus some are exotic and beautiful, while others (most) are misshapened monsters. No two appear exactly alike and even the most hideous can have the spirit of a saint, while the handsome and beautiful may be evil incarnate.

Whether hideous or beautiful, cruel or kind, the Nightbane are feared and slaughtered by most humans who see only a monster. Creatures of shadows, when slain, they disappear like the morning mist, as if they never existed (and leaving no evidence of their existence).

A surprising number of Nightbane cherish and cling to their humanity. Many of these become secret protectors of humankind and champions of good. Yet even these misbegotten heroes must operate in secret lest fearful, evil or misguided humans torment or destroy them. But there are far greater horrors loosed in the world than this. Evil Nightbane, vampires, human sorcerers, supernatural predators and other dark forces all busy building their petty power structures, preying on the weak and innocent, or engaging in foul pursuits. Worse, the Nightbane are hunted and slaughtered without just cause and without mercy by the Nightlords and their minions.

The Nightlords™ plan to quietly seize control of the world! They have already secretly infiltrated the highest levels of world government and business, and have begun to manipulate and enslave humankind. Their only opposition: humans who have uncovered the truth, vampires (rivals for world domination), and the Nightbane who have elected to fight their own kind to save the human race.

Feared and hunted by humans, the Nightlords, and the forces of evil, the Nightbane are the ultimate anti-heroes who struggle to triumph against all odds!

   

Ninjas & Superspies

       

Ninjas and Superspies is a role-playing game written by Erick Wujcik and published in 1988 by Palladium Books. The game uses the same game mechanics as Palladium's other releases. This game does not use Palladium's Mega-Damage system.

   

Palladium Fantasy RPG

       

A complete role-playing game set in a unique realm of high fantasy and epic adventure that has thrilled fans for decades. All the fantasy elements you'd expect are there, but spun in ways that you may not expect. Magic has replaced science. The elder races of Dwarves, Elves and Titans have given way to the rise of humanity and the Wolfen Empire. Meanwhile the monster races - Goblins, Orcs, Ogres and Trolls - lay claim to the Old Kingdom, from which they launch their pillaging raids. And that's just the beginning. 13 different races available to player characters, from human to Wolfen, Changeling, Elf, Dwarf, Ogre, Troll, Goblin, and many others. 25 Occupational Character Classes to select from. Magic unlike any you've ever seen before. 300+ Wizard and Warlock spells. 80+ psionic powers. 40 magic items plus magic potions, powders and fumes. 20 Curses and magical Faerie Foods. The Summoner and the circles of power and summoning at his command. The Diabolist and his Runes, Wards and Power Words. The Mind Mage, Psi-Mystic, Psi-Healer and Psi-Sensitive. Poisons, herbs, potions and magic components. Men at arms with punch and power. Holy Swords and Rune Weapons. 100,000 years of history. A complete game with all the rules you need to play (additional sourcebooks, characters, abilities and settings optional).

   

RECON

       

Deluxe Revised RECON® is a complete role-playing game written by Erick Wujcik, and includes Joe Martin's original miniature combat rules. It also includes several adventures and adventure ideas for Vietnam era combat.

   

RIFTS

       

In diesem Rollenspiel vereinigt Palladium alle Genres seines Megaversums. Auf einer postapokalyptischen Erde haben sich die Rifts geöffnet, die zu einer Vielzahl anderer Welten führen und außerirdischen Wesen Einlaß geboten haben.
Durchgehend exzellent illustriert und mit einer unglaublichen Zahl von Möglichkeiten und einem leicht erlernbaren System versehen ist dieses System der Traum alle Multigenre-Spieler!

       

Nebenproduktlinie

           
   

Rifts Romane

       

In diesem Rollenspiel vereinigt Palladium alle Genres seines Megaversums. Auf einer postapokalyptischen Erde haben sich die Rifts geöffnet, die zu einer Vielzahl anderer Welten führen und außerirdischen Wesen Einlaß geboten haben.

   

Systems Failure

       

Das erste Rollenspiel, das sich mit dem Jahr-2000-Problem beschäftigt!

   

Teenage Mutant Ninja Turtles

       

The Teenage Mutant Ninja Turtles (or simply Ninja Turtles and abbreviated TMNT) are a fictional team of four anthropomorphic turtle mutants, who are trained by their sensei, Master Splinter, to become skilled ninja warriors. From their home in the sewers of Manhattan, they battle petty criminals, evil megalomaniacs, and alien invaders, all while remaining isolated from society at large.

   

The Rifter

       

The Rifter is a quarterly magazine published by Palladium Games. It contains news and information about current and upcoming games, as well as content and ideas for supporting play. It has been published since 1998.

Nebenproduktlinien

   
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