Pre-orders Terms and Conditions
- Please note that we require 100% non-refundable (with exception for undelivered products) pre-payment when placing pre-orders. Pre-orders have a price & first stock guarantee.
- Dates are subject to change w/o notice by publishers and distributors. Our estimates are based on the supply chain information provided to us and may or may not reflect exact delivery dates. Delays are common in the board games publishing and less common or rare for MTG products. We do not guarantee day one releases due to the variability in the suppliers delivery times and pricing, but we try to get first stock deliveries from every major product release.
- Any negative price differences (products street price being lower than the pre-order price) will be refunded in the form of store reward points and available for your next order. Positive price differences (products being more expensive than during the pre-order) would only require additional payment when there is an official change in the suggested retail price on publisher level. Based on our experience, this has happened with less than 1% of all games releases.
Oniria — the world of an ancient dragon civilization. Tales describe the land as an idyllic paradise filled with marvelous dragon-made wonders and surrounded by a flourishing wilderness. The only portal to that world is the Wonder Book, an ancient tome locked away in an abandoned tower. It sleeps, covered in dust, awaiting the one thing it desires most: you.
Wonder Book is a pop-up game for 1-4 players in which each player takes the role of a teenage kid in a group of adventurous friends. This is a co-operative game in which you all win or lose as a team.
The game is split into six consecutive scenarios ("chapters"), each composed of a specific deck of pre-sorted cards that contain the rules, the story, and the challenges you have to face. Each chapter has you explore a new part of the interactive 3D cardboard pop-up book and reveals more about the world in which your adventure is set.
Starting with the first card of the chapter deck, the story unfolds until you reach a goal card. These cards show a goal that must be achieved to proceed and explain how the players' and enemies' turns take place. Each hero can perform three actions per turn, including moving and fighting, using their individual skills, collecting sparks of magic (used to perform special actions), and interacting with cards and pop-ups. Once all heroes have taken their turn, a Wyrm card determines how the enemies will respond by moving, attacking, spawning, or doing something unexpected.
The basic mechanisms are easy to grasp, but the game keeps changing as each scenario offers different things to do. You will find yourself exploring, fighting bosses, solving riddles, playing little minigames, looking for clues...anything is possible during the story!
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