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Game of Thrones LCG: SO3 -Called by the Conclave Chapter Pack
Game of Thrones LCG: SO3 -Called by the Conclave Chapter Pack

“The Conclave met in Oldtown behind closed doors, Tyrion knew; its deliberations were supposedly a secret. So Varys has little birds in the Citadel too.”
- A Song of Ice and Fire, Volume III: A Storm of Swords

Called by the Conclave is the third Chapter Pack in the Secrets of Oldtown expansion cycle for A Game of Thrones: The Card Game! Featuring 60 never-before-seen cards cards (3 copies each of 20 unique cards) designed to augment existing decks and add variety to the A Game of Thrones metagame, this exciting expansion strengthens the Maesters further, as well as the Houses that the Conclave compels them to serve.

Introducing new characters to the LCG environment like Maester Murenmure and Galbart Glover, as well as a powerful new version of Magister Illyrio, Called by the Conclave will add new dimensions to your A Game of Thrones experience.

This Chapter Pack also features new additions to the developing Chain theme of attachments, including Lead Link and Tin Link - more tools to make your Maesters stronger and craftier than ever.

Called by the Conclave adds more variety to each House’s arsenal, including support for House Targaryen’s Dragons, House Martell’s Sandsnakes, a new Warship for House Greyjoy, and much more!

• The third Chapter Pack in the Secrets of Oldtown cycle
• Focuses on neutral Maesters, but offers options for all Houses
• Enhances the deck-building experience for A Game of Thrones: The Card Game
• Features three copies each of 20 unique cards (a total of 60 cards)

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Game of Thrones LCG: SS1 -Reach of the Kraken Chapter Pack
Game of Thrones LCG: SS1 -Reach of the Kraken Chapter Pack

The call for naval superiority pervades the Chapter Packs from the A Song of the Sea cycle for A Game of Thrones: The Card Game, especially while the krakens of House Greyjoy sail the coastlines in their longships.

Reach of the Kraken kicks off the cycle by introducing a hostof fleets and other characters that make use of new naval challenge enhancement, which allows a character to join a challenge…even after attackers and defenders have been declared!

Fantasy Flight Games is proud to announce the upcoming release of Reach of the Kraken, the first Chapter Pack from the A Song of the Sea cycle for A Game of Thrones: The Card Game!

As the Great Houses of Westeros play their game of thrones, their battles and bids for power necessitate they maintain strong fleets of warships, lest their opponents find their shores ripe for the picking. Naval superiority is the call of the day, especially while the krakens of House Greyjoy sail the coastlines in their longships.

The Chapter Packs from A Song of the Sea introduce the challenge enhancement mechanic to A Game of Thrones, and Reach of the Kraken allows players to make good use of the new naval enhancement. No fewer than ten characters from Reach of the Kraken feature the enhancement, which allows players to have them join a challenge as an action... even after the challenge’s attackers and defenders have been declared!

Along with these Smugglers, Captains, and Ironborn, players will be able to get their hands on three new plots, a new agenda, and five powerful new Fleets, one for each House except Martell. Like the Fleet from Pyke (Reach of the Kraken, 5), these new Fleets are powerful seven-strength Armies, each of which features a enhancement on one of its icons, carries the war crest, brings a strong keyword into challenges, plays at a discount if your opponent controls an agenda, and allows you to stand and remove a character from any challenge the Fleet joins as a attacker.

Fleet from Pyke
Salt, spray, and wind are no strangers to the ironborn of House Greyjoy. Sailing comes as naturally as walking to these ferocious raiders, and though they may have suffered a grievous defeat during Balon’s rebellion against Robert Baratheon, no House dares overlook the potential threat posed by their massed longships.

Both the Starks and the Lannisters have sought to make allies of the Greyjoys, in order to employ the strength of their fleet against mutual enemies. However, the ironborn are proud warriors who would rather rule, seizing kingdoms by force, than play the part of good and obedient soldiers who would aid others in their schemes. They are all about what they can claim for themselves.

When the deadly Fleet from Pyke assembles, it most likely signals a brutal Greyjoy strike against some part of the Seven Kingdoms. Driving their foes before them, the fleet captains’ Military enhancement allows them to strike a swift and lethal blow after one of Greyjoy’s rivals bite on a feint. While your revealed plot has a high claim value, the Fleet from Pyke can force your opponent into some difficult decisions. Will they allow you to win a challenge with a low-strength character and suffer the deaths, along with potential responses – like The Price of War (Kings of the Sea, 38) – or will they commit enough strength to the challenge to face your fleet? And if they do work to win the challenge, how will they cope with the Fleet’s deadly keyword?

We Do Not Sow
The krakens of House Greyjoy take pride in their House words: “We Do Not Sow.” Never content to live comfortably under another’s rule, they look to play their part in the game of thrones with their axes and their longships. Soon, the A Song of the Sea cycle will give players of A Game of Thrones: The Card Game new ways to appreciate the naval battles and ship captains from George R.R. Martin’s A Song of Ice and Fire, and when it does, you can expect House Greyjoy to feature prominently.

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Game of Thrones LCG: SS2 -The Great Fleet Chapter Pack
Game of Thrones LCG: SS2 -The Great Fleet Chapter Pack

No House can long maintain a hold upon its lands without a strong fleet to safeguard its shores.

The Great Fleet introduces sixty new cards (three copies each of twenty different cards) to A Game of Thrones: The Card Game that add strength and flavor to each House’s naval presence. Warships, captains, and Ironborn hoist their sails to head for battle. Furthermore, three new plots encourage battles for naval superiority and reveal some of what Martell and Targaryen hope to gain from their schemes.

• The second Chapter Pack in the new A Song of the Sea Cycle
• Continues to develop the new naval challenge mechanic
• Features new warships, captains, and Ironborn
• Includes 60 cards total; 3 copies each of 20 new cards

Additionally, The Great Fleet further establishes the naval () enhancement mechanic that allows players tremendous tactical advantages. Eight of the pack’s new characters possess the enhancement and can join a challenge as an action... even after the challenge’s attackers and defenders have been declared.

Paxter Redwyne
One of the characters appearing in The Great Fleet commands the largest fleet in Westeros. Paxter Redwyne (The Great Fleet, 21) lends his service to House Lannister as a four-cost Lord and Captain with Intrigue and Power icons, and his Power icon bears the enhancement, making him an extremely versatile attacker or defender during Power challenges.

It’s certainly no surprise that a Lord commanding the largest fleet in Westeros should be a versatile challenger during the power struggles of A Game of Thrones: The Card Game. Thematically, a strong fleet not only allows you to safeguard your coastline, but also ensures mobility and trade. Moreover, should you need to flex your muscles and posture a bit, a strong fleet can prove a tremendous bully stick; what it can protect and give to you, it can threaten and take away from others.

Still, no matter how large or strong the fleet, it can falter under poor guidance or prosper under a wise Captain. Paxter Redwyne’s design reflects this principle: the better you position him and his fleet, the more they aid your cause. When you win the initiative, Paxter Redwyne allows you to add two gold from the treasury to your gold pool. This makes the Lord and Captain an interesting addition to House Lannister. After all, if there’s one thing the Lannisters know, it’s how to make use of their gold. This is another theme that plays throughout A Game of Thrones: The Card Game and receives more support in The Great Fleet in the form of the Warship, Arbor Queen (The Great Fleet, 22), which can convert spare gold to great strength.

Look for Paxter Redwyne, Arbor Queen, and a host of new naval characters and Warships to contest the shores of Westeros when The Great Fleet arrives at retailers everywhere

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Game of Thrones LCG: SS3 -The Pirates of Lys Chapter Pack
Game of Thrones LCG: SS3 -The Pirates of Lys Chapter Pack

The Pirates of Lys is the third Chapter Pack from the A Song of the Sea cycle for A Game of Thrones: The Card Game.

As the Great Houses head to sea, The Pirates of Lys develops deep synergies between their characters, events, and locations. The naval challenge enhancement features prominently, appearing on several characters and interacting with new events and locations. Finally, a new agenda promotes the cycle’s themes of naval exploration and encourages radical new deck designs.

• The third Chapter Pack in the A Song of the Sea cycle for A Game of Thrones: The Card Game
• Develops the naval presence and identity of the Great Houses of Westeros
• The naval challenge enhancement features prominently, opening new tactical options
• Develops deep synergies between characters, events, and locations
• A new agenda promotes naval exploration and encourages radical new deck designs

As the tides carry the Great Houses and their fleets further out to sea, the A Song of the Sea cycle continues to give shape to each House’s naval presence with the sixty new cards (three copies each of twenty individual cards) from The Pirates of Lys. The naval challenge enhancement () continues to feature prominently, and players will find deep synergies between the Chapter Pack’s characters, events, and locations. Several cards reward players for winning challenges by four or more total strength. A new agenda encourages radical new deck designs. The Greyjoys and Lannisters cook up new schemes, and House Baratheon looks to hatch intrigues and win power with its burgeoning fleet of Smugglers.

Salladhor Saan
In his introduction to the A Song of the Sea cycle, lead developer Damon Stone wrote: “The naval challenge enhancement and the cycle’s theme of naval engagements gave me the opportunity to craft a naval identity for each House, one which would play to their strengths but would also give players opportunities to pursue deck builds that stood apart from the traditional favorites.”

As for House Baratheon, he wrote that they benefit from an “influx of smugglers, enough to create a new deck type or supplement an existing build.”

Featuring prominently among these Smugglers is Salladhor Saan (The Pirates of Lys, 47). The enhancement attached to his Intrigue icon allows the Lyseni pirate to lend his support, and that of his fleet, to Baratheon players caught in the middle of difficult Intrigue challenges. However, seasoned veterans are more likely to be drawn to Salladhor’s response:

“After you play a Smuggler character, pay 2 gold to choose and discard from play 1 non-limited location with printed cost 3 or lower.”

Since it came out in Tourney for the Hand, Newly Made Lord (Tourney for the Hand, 16) has found its way into many Greyjoy decks due primarily to its ability to force the discard of opponent’s locations. Now, for the price of two gold, Salladhor Saan will allow you to mimic the Newly Made Lord’s ability any time you play a Smuggler. Though the game currently features only one Smuggler, Ser Davos Seaworth (Where Loyalty Lies, 67), the first Chapter Packs from A Song of the Sea will soon provide us more of these cunning sailors. Later, with the release of The Pirates of Lys, we can expect to see Salladhor Saan standing at the helm of any deck that seeks to buy power with a fleet built of Smugglers, mercenaries, and pirates.

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Game of Thrones LCG: SS5 -The Captain's Command Chapter Pack
Game of Thrones LCG: SS5 -The Captain's Command Chapter Pack

Ships and sailors steer the course of history in The Captain’s Command, the fifth Chapter Pack in the A Song of the Sea cycle for A Game of Thrones: The Card Game!

Its sixty cards (three copies each of twenty individual cards) allow players to make greater use of the cycle’s new naval challenge enhancement. Players will also find new locations, potent Prayers, powerful blood magic, and the first addition to the game’s melee titles found in the Core Set.

• The fifth Chapter Pack in the A Song of the Sea cycle for A Game of Thrones: The Card Game
• Continues to develop the cycle’s new naval challenge enhancement
• Increases deck-building options with new locations, potent Prayers, and powerful blood magic
• Introduces the first new multiplayer title card since the Core Set

In The Captain’s Command, ships and sailors steer the course of history. While a fleet of Greyjoy Warships sails to Essos in search of a bold new alliance, the Kraken’s Raiders harass lesser fleets along the coasts of the Seven Kingdoms. Wyman Manderly schemes in White Harbor, dreaming how best to use his naval might to claim vengeance for the loss of his son. Stannis Baratheon barely sustains his claim to the Iron Throne by working with talented Smugglers. In King’s Landing, a new Master of Ships begins the construction of a fleet of ships to replace those lost in the Battle of Blackwater Bay.

The sixty cards (three copies each of twenty individual cards) from The Captain’s Command include eight new characters – Raiders, Smugglers, Allies, Knights, and Ladies – that allow players to make greater use of the naval () enhancement. You’ll also find new locations, potent Prayers, and powerful blood magic. Even as the Great Houses ready their navies for war, The Captain’s Command simultaneously transports us across the Narrow Sea to Essos, bringing to life some characters and events inspired by the fourth and fifth books in George R.R. Martin’s beloved fantasy series, A Song of Ice and Fire.

Master of Ships
While the two-player "joust" format for A Game of Thrones: The Card Game recreates the battles, intrigues, and alliances of A Song of Ice and Fire by allowing players to make three distinct types of challenges, many players feel the game most fully comes to life in its “melee,” the multiplayer format. In a melee, players gain the opportunity to play each other as well as the cards in their hands. They form fragile and fleeting alliances, betray each other, or wait outside the course of battle for a chance to strike.

The Core Set comes with six title cards that add further depth and clarity to the melee format, providing mechanics that allow players to gain control over the shifting tides of the dynamic multiplayer environment. While the Kings of the Sea expansion introduced an alternate set of title cards for an alternate melee format, the six Core Set title cards have resided at the center of the melee format, wholly unaltered…until now.

The Captain’s Command introduces the neutral Master of Ships, Aurane Waters (The Captain’s Command, 100). Also known as the Bastard of Driftmark, Aurane Waters is a cunning character on his own right, able to join an Intrigue or Power challenge as a challenge action, even outside of the normal sequence for declaring attackers and defenders, because both his icons bear the enhancement. However, the Master of Ships permits you even greater tactical opportunities in a melee. Whenever he would die or be discarded during a melee, he is instead added to the title pool as a seventh title with a game effect that strengthens melee decks built around unique characters:

“Once per round name a challenge icon. Until the end of the phase, unique characters you control gain a enhancement on that icon, if able.”

Backed by Aurane Waters, your unique characters pose a threat in every challenge, forcing your opponents to think carefully about how much strength they wish to commit. Will they commit just enough to prevent the challenge from going unopposed? Or will you be able to lure them into committing all their available characters to the defense of an early challenge, leaving them exposed for another challenge in the future?

Furthermore, as Master of Ships, Aurane Waters provides versatility not only to your characters, but to your ability to challenge other players. While he doesn’t oppose anyone and, therefore, won’t allow you to score extra power for winning any challenges, neither does he support anyone. Like the Crown Regent and Lord Commander of the Kingsguard, the Master of Ships is free to make challenges wherever he wishes.

Strength at Sea
Aurane Waters is just one of the many cards from The Captain’s Command that allow you to marshal your ships and hold your strength in reserve for key moments. Throughout the A Song of the Sea cycle, players will find characters with the enhancement and a host of cards that support it. In the two-player joust format, as in melee, these characters and cards provide valuable tactical advantages, and you can look forward to launching your fleets at just the right moment.

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Game of Thrones LCG: SS6 -A Journey's End Chapter Pack
Game of Thrones LCG: SS6 -A Journey's End Chapter Pack

The Great Houses of Westeros collide in new battles, intrigues, and power struggles as their long journeys from the A Song of the Sea cycle come to an end. The sixty new cards (three copies each of twenty different cards) in A Journey’s End launch players into heated naval battles and chaotic melees. You’ll find five new Warships, five cards to support the game’s Melee keyword, Mercenary lords, renowned Captains, and three new Prayers for the devout as they call to the Seven for guidance.

A Journey’s End also concludes the A Song of the Sea cycle with three new cards to support the naval enhancement. Each of the Great Houses has wagered its future upon a path it hopes will lead toward dominion over the Seven Kingdoms. At A Journey’s End, it is time for you to throw in your lot. Will you wager your shot at the throne upon a whim? Or will you steer a true course – bold, direct, and fearless – as a conquerer come to claim your birthright?

At Sea with the Ironborn
Among those who seek to claim the Seven Kingdoms by force are the Ironborn of House Greyjoy, and these raiders are the natural beneficiaries of a cycle dedicated to fleshing out each House’s naval presence. The Ironborn rank among the Seven Kingdoms’ greatest and most daring sailors, and their longships afford them tremendous speed and mobility as they harry the coastlands with their attacks.

Under the leadership of Euron Crow’s Eye, the Ironborn are no longer content to rule only their islands and the surrounding lands. Instead, they have set sail for destinations far, far from the Iron Islands, and they have turned their attentions toward the conquest of all Westeros.

Still, it is one thing to launch a raid against a nation and another thing entirely to occupy and rule it. As the Ironborn extend their reach, they spread their forces thinner and thinner. Will they have enough strength to hold onto all that they take? The key might be how well they can make use of their conquests.

The Ten Towers Longship (A Journey’s End, 103) can be of good use, here. Whenever you win a challenge by four or more strength, you can kneel the Ten Towers Longship to seize an event in your opponent’s discard pile and attach it to the Warship for later use. At the right time, then, you can discard an event attached to the Ten Towers Longship to play it as though it were in your hand. In this way, the Ten Towers Longship can win you your opponent’s best events.

Do you want to steal your opponent’s A Game of Cyvasse (A Change of Seasons, 57) or He Calls It Thinking (Princes of the Sun, 21)? Did he frustrate you with a Misinformation (The Wildling Horde, 64) that you’d much rather turn against him? Win a challenge, and seize these events from your opponent’s discard pile. Also, because the Ten Towers Longship’s response allows you to stack an event during the resolution of a challenge, you can first stack and then play such cards as Make an Example (Princes of the Sun, 42) and Superior Claim (Kings of the Storm, 47) to give your victory in the challenge an extra punch.

The Ten Towers Longship has some less obvious benefits, too. It can kill your opponent’s recursion, serve as a form of hidden card draw, and hold powerful, situational events in a manner that’s safe from your opponent’s intrigue challenges. Finally, in conjunction with Baelor Blacktyde (The Isle of Ravens, 67), the Ten Towers Longship adds a frightening element of event control to House Greyjoy. By limiting the number of events your opponent may play, and by using the best of them against him, you can force your opponent to think very carefully about when he’ll want to use events. You may even scare him from playing them at all until it’s too late…

By then, you may have sailed straight into King’s Landing, bolstered by the might of your Ten Towers Longship, as well as the rest of your fleet.

How Will Your Journey End?
Will your journey end in victory or in tragedy? Will you successfully navigate your way through your opponent’s web of lies and past his allies to best him in battle? As the Great Houses collide, their lords and ladies know only one victor can emerge. After all, in the game of thrones, you win or you die.

• The final chapter in the A Song of the Sea cycle for A Game of Thrones: The Card Game
• Completes the cycle’s focus on the naval presence of each Great House
• Introduces new Warship locations, Mercenaries, and Captains
• Finalizes the cycle’s development of the new naval challenge enhancement

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Game of Thrones LCG: WC1 -Secrets and Schemes
Game of Thrones LCG: WC1 -Secrets and Schemes

The first Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

In Secrets and Schemes, you will discover sixty new cards (three copies each of twenty different cards) that touch upon the schemes concocted by those patient individuals who have remained above or outside of the wars that have shaken the Seven Kingdoms. Additionally, you’ll learn how they make their opening moves with a host of new Knights, attachments, and the agenda, Aloof and Apart (Secrets and Schemes, 18), which encourages players to revisit some of the game’s most expensive, powerful, and recognizable characters.

Additionally, as it opens the Wardens cycle, Secrets and Schemes begins the exploration of its ongoing themes. For more about these themes and what the cycle has to offer players of every type, we turn to lead developer Nate French.

Lead Developer Nate French on the Wardens Cycle
The Wardens cycle is the twelfth expansion series for A Game Thrones: The Card Game, and with it, we sought to explore a number of under-explored nooks and crannies, both in the game and in the A Song of Ice and Fire setting. This means there’s plenty to appeal to all three of our archetypal players: Ned, Shagga, and Jaime.

The “Ned” Archetype
“Ned” players are fans of the source material, who come to the game to immerse themselves in the A Song of Ice and Fire setting. For such players, the biggest draw in the Wardens cycle is likely to be its exploration of the Vale of Arryn and the Eyrie.

In this expansion cycle, you’ll find a number of important unique characters and locations that have not yet appeared in the LCG®, including Lysa and Robert Arryn, The Knight’s Declarant, The Moon Door, and the “Petyr Baelish” version of Littlefinger.

In the novels, a number of different lords and ladies desire the support of the Vale, but the Arryns have not yet emerged as a unified player in the game of thrones. To this end, the Arryn cards were designed so that they can be splashed as useful support into a wide variety of different decks, rather than collected together as a unified deck archetype. Instead of having a direct impact, the Arryns are more content to lend their support and influence from afar, “safe” within the walls of their Eyrie.

The “Shagga” Archetype
“Shagga” players are fans of novelty, always eager to play around with any new “bright and shiny” toys. The Castle plots of the Wardens cycle introduce a new type of “delayed” plot effects to the cardpool. In exchange for broadcasting their intentions ahead of time and delaying the payoff, Castle plots allow players to take advantage of powerful effects when these plots enter their used plot piles. Because they represent the tendency of the Arryns to plot slowly and cautiously behind the impregnable walls of their mountain fortress, these cards also have a nice Nedly angle to them.

In addition to these new Castle plot cards, you’ll find support for a number of synergistic Trait-based decks that have long enticed Shagga players, but that have not yet made it to the top of the competitive hill. Clansman, House Tully, Sand Snake, Dothraki, and Raider decks all receive a number of new options in this expansion, and House Baratheon gains an entirely new set of cards that focus on the Rainbow Guard.

The “Jaime” Archetype
Finally, the “Jaime” player archetype is the competitive player, for whom winning isn’t just the ultimate objective – it’s the only objective. As we looked at the game from the perspective of these players, we decided that the category of “Limited Response” abilities had not yet been satisfactorily explored.

For most decks and games the limitation of “1 limited response per round” just wasn’t a big deal. To make this aspect of the game experience more interesting, a number of powerful limited response abilities, such as those on The Drumm (Secrets and Schemes, 4) and Maester Vyman were designed into the Wardens card pool. These should challenge competitive players to determine which limited responses, and how many, to include in their decks. They’ll also find themselves confronted with more over-the-board situations in which the decision as to which limited response is more useful in a given round becomes a significant choice.

Another area of the game that was explored from a “Jaime” perspective in this cycle was the cost threshold between printed cost “3” and printed cost “4.” Historically, this has been an important breaking point in a card’s evaluation, where, once a card costs four or more, the Jaime evaluation of the card changes dramatically so that only the most fantastic four-cost characters are considered for inclusion in such a player’s deck.

To challenge these assumptions, the Wardens cycle provides players with a number of cards such as The Eyrie and The Bloody Gate that encourage the use of higher cost characters. Attacking the situation from the other side, a number of cards such as Mord, Sky Cell, and Ser Ilyn Payne aim to undermine the reliability of characters with printed costs of three or lower, necessitating that competitive players re-evaluate the relative merits of vast swaths of the character pool when working out their decks.

Whether you count yourself a Ned, Shagga, or Jaime – or some combination thereof – the Wardens cycle was designed and developed with you in mind. We’re looking forward to seeing what you do with them!

Enter the Fray
For years, some of the Seven Kingdoms’ most powerful lords and ladies have remained aloof, apart from the turbulent wars that have revolved around the Iron Throne. Now, as they start to stir to action, how will you respond? Will you broker an allegiance? Will you crush them in battle? Will you use lies and cunning to foment dissent within their ranks?

As the first Chapter Pack in the Wardens cycle, Secrets and Schemes ushers into the game some remarkable new characters, locations, attachments, and plots. However, it also serves as a portent of those things yet to come.

• The first Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game
• A new agenda, Aloof and Apart, encourages players to revisit their most expensive and recognizable characters
• Two new plots reward players who patiently gather their strength
• Begins the cycle’s exploration of the House Arryn trait and Castle plot type
• Powerful new Weapon attachments add “Limited Response” abilities that encourage meaningful decisions

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Game of Thrones LCG: WC2 -A Deadly Game
Game of Thrones LCG: WC2 -A Deadly Game

The second Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

A Deadly Game continues the main themes of the Wardens cycle, adding new support to trait-based decks and increasing the power of abilities such as the "limited response." In this Chapter Pack, you’ll find powerful Castle plots that trigger their effects upon moving to your used pile, even as Clansman, Dothraki, and Sand Snake decks grow in strength. From the sands of Dorne to the lofty heights of the Eyrie, every House gains new cards to strengthen their claim to the Iron Throne in this Chapter Pack.

Meanwhile, at the fortress of Riverrun, House Stark and its allies in House Tully strengthen their defenses and forge their plans to claim power and victory by winning A Deadly Game.

Manning the Walls
In A Game of Thrones: The Card Game, House Stark has a reputation for its resolute defense. A Deadly Game introduces more cards to help you maintain your defense and establish superiority on the field of battle, beginning with Tytos Blackwood (A Deadly Game, 32). Tytos Blackwood bears two beneficial traits: Lord and House Tully, allowing him to interact with cards like Hoster Tully (Lords of Winter, 21) and Shaggydog (Core Set, 11). Tytos Blackwood’s text, however, is what makes him a boon for your defensive efforts: “Response: After you win a challenge as the defender, move 1 power from the attacking player’s House card to your own.”

You don’t need Tytos Blackwood to participate in the challenge to trigger his ability, so long as he’s in play. With Tytos Blackwood on your side, just successfully defending challenges brings power to your House. In addition, he bears both the stealth keyword and the text, “Immune to opponent’s events,” making him an exceptional character for foiling your opponent’s attempts to evade his watchful eyes.

As a bonus, Tytos Blackwood gains some House Tully compatriots in the Raventree Elite (A Deadly Game, 33). This Army also possesses the stealth keyword, and grants each of your House Tully characters immunity to your opponent’s triggered effects while participating in a challenge! This wide reaching effect grants you protection from tricks and traps ranging from powerful character abilities to a massive array of events.

What’s more, both Tytos Blackwood and the Raventree Elite bear the War crest, meaning they receive plenty of benefits to boost their Strength and enhance their defending power. The Power of Arms (Core Set, 200) gives you a solid Strength boost for a round, and Frozen Outpost (Lords of Winter, 26) is even more potent. And when you choose to attack with your War crest characters, Die by the Sword (Lords of Winter, 47) gives you a way to deplete your opponent’s board and destroy any opposition to your victory.

That’s not the end of House Stark’s new tools for enhancing their defenses in A Deadly Game, however. Seagard (A Deadly Game, 34) gives you yet another tool for deterring your opponent’s challenges. You may kneel this location during the challenges phase to choose a defending character, granting that character a higher Strength and the deadly keyword, potentially keeping your key characters from perishing. Even more important, if you win the challenge, you may stand Seagard, allowing you to use it again and again.

Join the Game
Do you dare to play the game of thrones? Whether you stand on the walls of Winterfell or Riverrun with House Stark, command the winds with House Greyjoy, or lead a khalasar with House Targaryen, you’ll find plenty of cards to aid you within this new Chapter Pack.

• The second Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game
• Players can gain powerful, delayed rewards by using Castle plots
• New “Limited Response” characters, locations, and events offer players additional decisions
• Features new versions of iconic characters and locations, such as Khal Drogo and The Eyrie

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Game of Thrones LCG: WC3 -Valemen
Game of Thrones LCG: WC3 -Valemen

In the struggle to claim the Iron Throne, even those who wait at the periphery of the struggle can have potent effects on the outcome of your battles and intrigues. The Valemen continues the major themes of the Wardens cycle, enhancing the power of trait-based decks, exploring the powerful “limited response” mechanic, and granting more support for some of the game’s most expensive and recognizable characters.

You may choose to ride the plains of the Dothraki sea with a horde of Dothraki, defend the Baratheon kings with the Rainbow Guard, or reinforce your walls with the soldiers of House Tully. No matter whom you support in A Game of Thrones: The Card Game, you’ll find the cards you need in The Valemen Chapter Pack.

A Viper in the Rocks
In addition, this Chapter Pack provides cards that offer more support for the Sand Snakes of Dorne – the illegitimate daughters of Oberyn Martell, the Red Viper. Alone, the Sand Snakes can be overwhelmed, but when combined, there are few who can rival their thirst for vengeance.

In A Game of Thrones: The Card Game, you can only trigger one Limited Response each turn. The Valemen Chapter Pack opens new choices for you, providing a Sand Snake with a powerful Limited Response in the person of Nymeria Sand (The Valemen, 48). Nymeria bears the text: “Limited Response: After a Sand Snake character you control is killed, choose and kill a character with an equal or lower printed cost. (Limit 1 limited response per round.)” Nymeria Sand allows you to claim revenge for every Sand Snake death. By choosing and killing a Sand Snake for military claim when Nymeria Sand is in play, you can ensure that your opponent’s characters pay the price for earning the Sand Snakes’ enmity.

Of course, Nymeria’s Limited Response requires a Sand Snake to be killed before it can activate. Thankfully, House Martell and the Sand Snakes gain a way to cheat death in the Red Mountain Keep (The Valemen, 51). During the dominance phase, you may kneel Red Mountain Keep to shuffle one of your Sand Snake characters back into your deck from your dead pile, allowing you to play more copies of that character, ensuring the Sand Snakes never stay gone for long.

Decks built around the Sand Snakes trait gain another tool for revenge in An Opening Gambit (The Valemen, 49). You may play this event immediately after you lose a challenge to choose a participating Sand Snake character you control. That character gains a power, and if that was the first challenge initiated during the phase, you may stand the character and draw a card! By strategically losing the first challenge of the challenges phase, you can take revenge and easily gain an advantage in power, standing characters, and cards in hand.

Exact Your Revenge
Whether you take revenge with the Sand Snakes of Dorne, raid and pillage with the clansmen of the Vale, or plot alongside iconic characters such as Euron Crow’s Eye and Ser Ilyn Payne, you’ll find the cards that will bring you to the Iron Throne within The Valemen Chapter Pack.

• The third Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game
• Players can gain powerful rewards on their next turn by using Castle plots
• New “limited response” characters, locations, and events offer players additional decisions
• Features new versions of such iconic characters as Euron Crow’s Eye and Ser Ilyn Payne

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18.00 6.30 €
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Game of Thrones LCG: WC4 -A Time for Wolves
Game of Thrones LCG: WC4 -A Time for Wolves

The fourth Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

While the Seven Kingdoms of Westeros were rocked by war, the lords and ladies of the Vale remained aloof and apart, separated from the tumult by steep mountains and treacherous mountain passes. Now, as the cards in A Time for Wolves explore the power struggles of the war’s aftermath, they find the lords and ladies of King’s Landing hatching new schemes and seeking new political alliances. A new king sits the Iron Throne, but the crown is vulnerable. Thus, in A Time for Wolves, we find some of the realm’s most ambitious lords and ladies casting their gaze toward the Eyrie and House Arryn, eager to reinforce their strength with that of the Vale.

A Time for Wolves introduces sixty new cards (three copies each of twenty different cards) that ensure House Arryn and the Vale will soon make a massive impact upon A Game of Thrones: The Card Game. You’ll find no fewer than five cards with the House Arryn trait, including such notable characters as Petyr Baelish (A Time for Wolves, 77), Alayne Stone (A Time for Wolves, 71), and Lysa Arryn (A Time for Wolves, 76). Furthermore, as part of the Wardens cycle, A Time for Wolves adds more strength to decks that feature characters who cost four or more, more trait-based synergies, more interactions with the game’s Castle plots, and more “limited response” abilities for you to trigger.

New Strength for the Creature Trait
One of the cards in A Time for Wolves that adds to the focus that the Wardens cycle places upon trait-based synergies is the Chapter Pack’s namesake plot, A Time for Wolves (A Time for Wolves, 80).

Designed by 2012 North American Overall Champion Dan Seefeldt, A Time for Wolves offers a respectable three gold, three initiative, and one claim. But its highlight is that it introduces a powerful, new search effect that can add strength and utility to a wide variety of decks:

* Creatures are at the hearts of the vast majority of all Winter and Summer decks, and they can use A Time for Wolves to search for White Raven (The Winds of Winter, 24) or Black Raven (A Song of Summer, 2). Of course, these decks most often run another search plot, A Time for Ravens (A Change of Seasons, 59), but adding A Time for Wolves to such a deck gives it an extra edge in a seasons battle. At the very least, it can allow you to fetch a Carrion Bird (A Song of Summer, 16), which remains one of the game’s most efficient and effective characters.
* In A Game of Thrones: The Card Game, Dragons all share the Creature subtype, meaning that A Time for Wolves has a plenty to offer House Targaryen. Whether you search for the Shadows-crested hatchlings from the Queen of Dragons deluxe expansion, the one-cost hatchlings from the Defenders of the North and Brotherhood Without Borders cycles, or the new three-cost versions from A Hidden Agenda, this plot can help you quickly assemble a full strike force of Drogon, Rhaegal, and Viserion.
* The plot may also lead to some unexpected twists in deck designs, spurring the introduction of various Creatures, such as Warhorses, into archetypes that wouldn’t previously had made use of them. For example, Lannister decks based around the extra Intrigue challenges granted by The Power Behind the Throne (Lions of the Rock, 48) might add A Time for Wolves and one or two copies of Andal Charger (A Poisoned Spear, 104) so that Cersei Lannister (Lions of the Rock, 6), or another character capable of winning Intrigue challenges while attacking by itself, could carve the cards of your choice out of your opponent’s hand.

However, as you might expect, A Time for Wolves provides the greatest boost to House Stark. Excepting the neutral version of Ghost (Core Set, 137), every Direwolf in the game has given its unwavering support to Stark, and in decks that run one or more Direwolf cards, A Time for Wolves is more than a search effect; it’s also a free card play.

* Notably, in a deck with Direwolves, A Time for Wolves is a free card play in the Plot phase. If you suspect that your opponent is about to play Valar Morghulis (Core Set, 201), you can reveal A Time for Wolves to pull Nymeria (Core Set, 2) out of your deck and attach it to your most important House Stark character.
* In fact, since A Time for Wolves lets you play any Direwolf, not just characters, you can accelerate your Direwolf attachment decks by fetching Shaggydog (Lords of Winter, 3) or Grey Wind (Lords of Winter, 2) and bringing it immediately into play.
* Finally, there is the House Stark version of Ghost (The Wildling Horde, 61), which multiplies the impact of one of the Starks’ strongest characters, Meera Reed (Tourney for the Hand, 2). When she comes out of Shadows, Meera Reed can blank the text box of any non-plot card until the end of the phase, or if it is Winter, she can blank the text boxes of two different cards. This ability is just as powerful as it sounds, and it can single-handedly render your opponent’s biggest threats impotent. However, Meera’s ability to blank cards only triggers when she comes out of Shadows, and even though she can return to Shadows as a Response whenever a Stark character leaves play, a cunning opponent isn’t going to direct any Military challenges at you or otherwise help you remove Stark characters from the table until Meera is headed for the dead pile. This is where Ghost comes into play or, rather, uses its ability to leave play. Once you have both Meera and Ghost on the table, you gain the ability to blank your opponent’s cards turn after turn, bringing Meera out of Shadows, returning Ghost to your hand, returning Meera to Shadows, and playing Ghost again in your next Marshaling phase.

Because of all of the different tricks and tactics that it can promote, A Time for Wolves adds new strength to the Wardens cycle and its focus on trait-based decks, and it is likely to soon earn its place among the game’s most versatile Champion cards.

Anything Is Possible
In A Time for Wolves, the heads of House Arryn begin to extend their reach beyond the Vale, making their first moves in the ongoing game of thrones and their bid for the Iron Throne. Still, the question remains: Whose side will they take? As neutral characters, the members of House Arryn can add their strength to any House. Will they side with the Direwolves of House Stark or the Dragons of House Targaryen? Will Lysa Arryn lend her support to Renly and his Rainbow Guard, or will she help House Martell and its Sand Snakes claim vengeance against House Lannister? Twelve unique characters and locations lend new direction to a wide range of strategies, and anything is possible.

• The fourth Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game
• Features twelve unique characters and locations, including such notable figures at Petyr Baelish, Lysa Arryn, and Alayne Stone
• Continues the cycle’s enrichment of decks built around characters of cost four or more and trait-based decks
• Three “limited response” abilities add more meaningful decisions to your deck-building process
• Introduces a new Champion Card, the plot A Time for Wolves

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18.00 €
Game of Thrones LCG: WC5 -House of Talons
Game of Thrones LCG: WC5 -House of Talons

The fifth Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

Stand strong with Renly’s Rainbow Guard, ride the sweeping plains of Essos with the Dothraki, or raid Westeros with the Clansmen of the Vale in this Chapter Pack. The major themes of the Wardens cycle continue in House of Talons, offering more support for trait-based decks, limited responses, and high-cost, iconic characters from A Song of Ice and Fire. Aside from offering support to each of the six Great Houses in A Game of Thrones: The Card Game, House of Talons also includes new characters bearing the House Arryn trait, offering new ways to take advantage of Castle plots.

Kings of Mountain and Vale
Castle plots have been gaining strength throughout the Wardens cycle, rewarding you for planning ahead and patiently playing the long game. These plots offer a variety of powerful effects, but unlike most plots, which offer a benefit for the round in which they are played, Castle plots only trigger their effect when they are placed in their owner’s used pile. The unique timing of these plots makes them very difficult to counter – you can rest assured when you rely on the strength of your Castles.

In House of Talons, you’ll find another Castle plot that offers you a way to build card advantage over the long-term: Kings of Mountain and Vale (House of Talons, 100). After Kings of Mountain and Vale is placed in your used pile, you draw one card and discard one card at random from each opponent’s hand. Developing card advantage is one of the most important aspects of A Game of Thrones: The Card Game, and Kings of Mountain and Vale aids your efforts to seize and maintain card advantage over the course of the game.

Of course, if you’re playing the long game with Castle plots, you need some ways to stall your opponent’s power gain. House of Talons offers some help with Bronze Yohn Royce (House of Talons, 97). This character can help you gain power of your own with his renown keyword, and after a Castle plot is placed in your used pile, you can choose and discard one power from any character. Many decks claim power directly to characters with renown or special abilities. With Bronze Yohn Royce or a character like Melisandre (Core Set, 74) supporting your claim to the Iron Throne, you can start working to slow these decks down, giving you enough time to build your armies and plot your own path to victory.

You’ll also find a way to channel your Castle plots into the path to the Iron Throne in House of Talons. You can gain power from your Castle plots by supporting the claim of Robert Arryn (House of Talons, 98). Robert Arryn is free to play, and although he has a power icon, he has zero STR, so his greatest benefit lies in his ability. His text reads, “Response: After a Castle plot card is moved to your used pile, Robert Arryn claims 2 power. (Limit once per round.)” By claiming two power whenever a Castle plot moves to your used pile, Robert Arryn allows you to increase your power intake beyond what you win in your challenges. What’s more, Robert Arryn’s Noble crest means that you can safeguard him (and his power) with The Power of Blood (Core Set, 194).

Gather Your Allies
In House of Talons, you decide which path to victory you will pursue. You may seek vengeance for past wrongs with the Sand Snakes of Dorne, you may devote yourself to duty and honor with the men and women of House Tully, or you may rely on the impregnable Castles of House Arryn to claim power. No matter which path you choose, you’ll find plenty of cards to support your goals in this Chapter Pack.

An A Game of Thrones: The Card Game core set is required to play. Contains cards 81-100 of the Wardens cycle.

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18.00 €
Game of Thrones LCG: WC6 -The Blue Is Calling
Game of Thrones LCG: WC6 -The Blue Is Calling

The final Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

The Eyrie rests high above the lands of the Vale, home to House Arryn. The words of their House are “As High As Honor,” but despite this noble declaration, there are still horrors to be found in the Eyrie. The sky cells and their jailor have driven men mad with terror, and in The Blue Is Calling expansion, you can turn this mindless fear against your opponents with new House Arryn characters and attachments.

You’ll find new ways to pursue the Iron Throne beyond the bounds of the Vale with the sixty new cards (three copies each of twenty distinct cards) included in this expansion. The Blue Is Calling brings the Wardens cycle and its focus on House Arryn to a triumphant conclusion and expands the possibilities for your other trait-based decks, including Baratheon’s Rainbow Guard, Greyjoy’s Raiders, Lannister’s Clansmen, and more. You may race with the Dothraki across the plains of Essos, plot revenge with the Sand Snakes, or solidify your hold on the Eyrie with the unorthodox prisons of House Arryn.

The Sky Cells
For the first time in A Game of Thrones: The Card Game, The Blue Is Calling gives you the chance to condemn your opponent’s characters to the terror and imminent death of the Eyrie’s prisons. Sky Cell (The Blue Is Calling, 119) is a free attachment that you can attach to any character with a printed cost of three or lower. As soon as you imprison one of your opponent’s characters in a Sky Cell, his mind begins to succumb to madness: the controller of a character with Sky Cell attached must select his next plot card at random. The ramifications of a random plot selection can easily change the course of the game. A plot like The Power of Blood (Core Set, 194) could be wasted by using it at an inopportune moment, but revealing Rule by Decree (Core Set, 206) or Valar Morghulis (Core Set, 201) at the wrong time may completely ruin your opponent’s position.

Once the madness of a Sky Cell has begun to fester in the consciousness, there is only one escape: a step outwards, into the blue! A player with a Sky Cell attached to one of his characters can take an action during the marshaling phase to kill the attached character. This character cannot be saved, forcing your opponent to choose between being able to play that character for the rest of the game, or being forced to choose his plots at random as long as the character lives. Since you can target characters as powerful as Daenerys Targaryen (Ancestral Home, 76) or Ser Edmure Tully (The Champion’s Purse, 32) with the Sky Cell, you can be certain that you’ll give your opponent some very difficult choices whenever you play it.

The sky cells can drive your opponent mad with terror, and the brutish jailor who oversees them can be equally dangerous to your opponent’s plans. In this Chapter Pack, you gain access to Mord (The Blue Is Calling, 118). Mord has one Strength and a military icon, but his most effective use can be found in his Response, which reads, “After you win dominance, choose a character with printed cost 3 or lower. Shuffle that character into its owner’s deck unless its controller moves 1 gold from his or her gold pool to Mord.”

By preying upon your opponent’s characters, you may quickly deprive him of expendable servants, forcing him to put his more valuable characters into danger. Shuffling characters back into your opponent’s deck also denies him the chance to recur them from the dead or discard piles with tricks like Melisandre’s Scheme (Reach of the Kraken, 9). The only way for your opponent to escape this fate is to pay a bribe, moving one of his gold dragons from his gold pool to Mord. Gold on Mord can be spent as though it were in your gold pool, granting you an additional source of income that cannot be taken in the taxation phase.

Into the Blue
You can enact the justice of House Arryn and turn the sky cells against your opponent with the cards included in The Blue Is Calling. Expand the plots of the Arryns and claim the Iron Throne in this expansion and the other Chapter Packs in the Wardens cycle!

• The climactic conclusion to the Wardens cycle for A Game of Thrones: The Card Game
• Sixty new cards (three copies each of twenty different cards) bring new tools to every House, such as Greyjoy Raiders and Lannister Clansmen
• Play such memorable characters from A Song of Ice and Fire as Mord, the jailor of the sky cells
• Visit such notable locations as the Dothraki Sea
• A new plot offers powerful rewards to players focusing on defending their claim to the Iron Throne

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18.00 €

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