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Game of Thrones LCG: KL5 -Secrets and Spies Chapter Pack
Game of Thrones LCG: KL5 -Secrets and Spies Chapter Pack

In theory, the small council of King's Landing is one of the throne's most potent political assets, a collection of experienced advisors devoted to the good of the realm. In practice, the council is rife with deceit, corruption, treachery, intrigues, and betrayal.

In this reprint of the popular King’s Landing expansion cycle for A Game of Thrones: The Card Game, each Chapter Pack has been updated to the 60-card format (3 copies each of 20 unique cards). This cycle features a feast of fan-favorite cards such as Tyrion Lannister, Condemned by the Council, Robert Baratheon, The Red Keep, Aegon’s Legacy, and Rhaenys’s Hill. The King’s Landing expansion cycle reprint is a welcome addition to any player, new or veteran, looking to expand their collection or interested in Shadows-centered deck-building.

Known for introducing the “Shadows” mechanic, King’s Landing also includes “City” Plot cards in each of its Chapter Packs that built off each other; most of these “City” Plot cards become more powerful the more “City” Plot cards a player possesses...and the deeper into the city he goes.

• A reprinted expansion cycle for A Game of Thrones: The Card Game
• Updated to the 60-card format (3 copies each of 20 cards)
• Included cards are updated with the most recent Errata and rules text
• Introduces the “Shadows” mechanic to the game
• Features “City” Plot cards that build off each other

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15.00 €
Game of Thrones LCG: KL6 -The Battle of Blackwater Bay Chapter Pack
Game of Thrones LCG: KL6 -The Battle of Blackwater Bay Chapter Pack

A Fleet of Stannis Baratheon’s warships sail from Dragonstone and navigate the waters of the Blackwater Bay. Their goal is the city of King’s Landing, their intent is war. But the defenders of the city, with the assistance of Tyrion Lannister, have prepared a little surprise for the invaders, and the promise of unparalleled turmoil is heavy in the air...

In this reprint of the popular King’s Landing expansion cycle for A Game of Thrones: The Card Game, each Chapter Pack has been updated to the 60-card format (3 copies each of 20 unique cards). This cycle features a feast of fan-favorite cards such as Tyrion Lannister, Condemned by the Council, Robert Baratheon, The Red Keep, Aegon’s Legacy, and Rhaenys’s Hill. The King’s Landing expansion cycle reprint is a welcome addition to any player, new or veteran, looking to expand their collection or interested in Shadows-centered deck-building.

Known for introducing the “Shadows” mechanic, King’s Landing also includes “City” Plot cards in each of its Chapter Packs that built off each other; most of these “City” Plot cards become more powerful the more “City” Plot cards a player possesses...and the deeper into the city he goes.

• A reprinted expansion cycle for A Game of Thrones: The Card Game
• Updated to the 60-card format (3 copies each of 20 cards)
• Included cards are updated with the most recent Errata and rules text
• Introduces the “Shadows” mechanic to the game
• Features “City” Plot cards that build off each other

      heti saatavilla
15.00 €
Game of Thrones LCG: KR1 -The Banners Gather Chapter Pack
Game of Thrones LCG: KR1 -The Banners Gather Chapter Pack

The Banners Gather, the first Chapter Pack of the new Kingsroad cycle for A Game of Thrones: The Card Game!

After two cycles of Chapter Packs that carried A Game of Thrones players far from the shores of Westeros, The Banners Gather returns to the Seven Kingdoms, its Great Houses, their lords, their banners, and their traditional strengths. In the Chapter Pack’s sixty new cards (three copies each of twenty individual cards), the Lannisters flaunt their wealth, the Greyjoys seize control of rival locations, and the Targaryens march forward with their attachments and Dragons. Likewise, the Baratheons, Starks, and Martells gain new Strongholds, Tactics, and tricks.

Of course, no House is strong when cut off from its supporters, and The Banners Gather takes a look at the many Bannerman characters who swear their fealty and service to their liege lords. Players will find several new characters with the Bannerman trait, all of whom bring powerful new abilities to their Houses and enable new synergies with the game’s older Bannerman cards.

Meanwhile, as the first Chapter Pack in the Kingsroad cycle, The Banners Gather marks a return to the Seven Kingdoms of Westeros and its traditions. It is a return to both the game’s classic fantasy themes and to several of its established mechanics. Over the course of its six Chapter Packs, players will find that the Kingsroad cycle is a familiar place, full of recognizable characters, locations, and themes, though each appears new, changed by their participation in the ongoing struggle for the Iron Throne!

Lead Developer Nate French on the Kingsroad Cycle
The Kingsroad cycle is centered around the ideas of rebirth, return, reunion, and rejuvenation. It revisits themes from older expansion cycles, and re-imagines those themes in a new manner. It also works to challenge a number of preconceptions people have about “how to play the game,” and it aims to spur new approaches to the metagame in the process. Finally, the cycle takes us “back to Westeros,” meaning that it makes the game feel a little more dangerous, both encouraging and rewarding players for embracing greater levels of risk during both deck-building and actual gameplay.

Each pack in the Kingsroad cycle returns player focus to an established LCG mechanic or idea, then reinvigorates that mechanic, always with a new twist. Bannerman, seasons, shadows, Kingsguard, Night’s Watch, Wildling, and Brotherhood themes all appear, as do cards that offer bonuses to players without agenda cards.

The cycle is light on new rules content, introducing only a single new piece of terminology, the phrase, “cards at your command.” This phrase refers to the total number of cards that a player has in his hand, in play, and in shadows. This terminology allows us to introduce other cards that drive new interactions with the idea of “absolute” or all-encompassing card advantage at a given moment in the game.

Alongside this new and deeper exploration of the meaning of card advantage, the cards in this set have been designed to enable players to explore a different type of advantage, the temporary advantage. Much of the standard approach to A Game of Thrones: The Card Game has been built upon the idea of building up and maintaining permanent advantages: more cards in hand, more income, and more strength on the board. Conversely, a number of Kingsroad cards explore the concept of tempo-based play, in which you can sacrifice permanency for a strong, temporary boost. Strong players will quickly discover many of the natural synergies between these tempo-based cards and the effects based on cards “at your command,” and it will be interesting to see how far players pursue these new mechanics.

–Nate French, Kingsroad Lead Developer

You can look forward to new Bannerman characters, support for your favorite classic mechanics, and cards that engage the absolute advantages of cards “at your command” with the upcoming release of The Banners Gather.

The Banners Gather is due to return players to the classic struggles between the Great Houses of Westeros when the Kingsroad cycle begins.

• The first Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game
• Sixty new cards explore the Bannerman trait and create compelling new synergies
• Each Great House gains new support for traditional themes and mechanics
• Marks a return to the themes, struggles, and traditions of the Seven Kingdoms

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15.00 €
Game of Thrones LCG: KR2 -Fire and Ice Chapter Pack
Game of Thrones LCG: KR2 -Fire and Ice Chapter Pack

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

The Kingsroad cycle returns players to the Seven Kingdoms of Westeros, their conflicts, and their intrigues. It also marks a return to several of the prominent themes and mechanics that have already been developed in A Game of Thrones: The Card Game. Accordingly, though the Chapter Packs in the Kingsroad cycle are light on new rules, they introduce a fantastic array of strategies and deck-building options as their cards promote new synergies and encourage players toward deep, new exploration of the existing card pool.

The sixty new cards in Fire and Ice (three copies each of twenty different cards) draw new focus to the game’s Summer and Winter mechanics, and they add a number of intriguing new twists. Not only will you find new characters and locations to grant your deck and House a powerful boost in one season or the other, you’ll find two new Seasons agendas that will lead to all-new deck types.

A Song of Fire. A Song of Ice.
Seasons in Westeros can last for years, Thus, it’s only natural that they can drastically reshape the lives of those they impact, and in A Game of Thrones: The Card Game, the Great Houses each favor one season, either Summer or Winter, excepting the Baratheons, who exist divided between Summer and Winter just as the House is divided between brothers. Summer favors the rich Lannisters and the Dornish of House Martell. They count numerous boons during Summer’s bounty, as do those who support Daenerys Targaryen. Further north, the Starks and Greyjoys are more heavily impacted by Winter than the other Houses, so they have adapted, becoming harder, leaner, and more severe. These qualities may not increase their comfort when the air is warm and the harvests are plenty, but they can prove the difference between life and death when the heavy snows begin to fall.

While the new cards in Fire and Ice don’t create Summer or Winter, they feature numerous interactions with the seasons, and two new agendas heighten the extreme impact the seasons have upon Westeros.

In A Game of Thrones: The Card Game, it is neither Summer nor Winter until a card creates the season. The two most elemental cards for establishing seasons are the Black Raven (A Song of Summer, 2) and the White Raven (The Winds of Winter, 24). The Black Raven creates Summer, and the White Raven creates Winter. If either one is played, it forces the discard of the other, meaning that the two Ravens will never create co-existing Summer and Winter seasons. Still, it is possible for the seasons to co-exist. While neither the Black Raven or White Raven are in play, the Crown of Meereen (Queen of Dragons, 6), Crown of Winter (Lords of Winter, 1), and Crown of Azor Ahai (Kings of the Storm, 23) can all create seasons, and their effects can exist simultaneously. They don’t trump each other, but the Ravens trump them.

Now, with Fire and Ice, even the Ravens can be trumped. The Seasons agendas, A Song of Fire (Fire and Ice, 39) and A Song of Ice (Fire and Ice, 40), each prevent opponents from creating a rival season unless they, too, are running a Seasons agenda.

This means, too, that they will force players to give careful consideration to decks built around either Kings of Summer (A Song of Summer, 1) or Kings of Winter (The Winds of Winter, 21). Players running these recently restricted agendas will suffer when they can’t create the season of their choice against a rival Seasons agenda, and they’ll be forced to build their decks without relying too heavily on the positive effects of their agendas or intended seasons. Furthermore, they’ll need to time the play of their Ravens to ensure that the game doesn’t swing to their rival season, or their agendas will prove only a hindrance.

Though the new Seasons agendas will trump the old ones for creating seasonal game states, they don’t offer the same immediate, visceral impact. Instead, each rewards players who can build decks to take advantage of its passive effect. With A Song of Fire, this means finding a way to draw consistently up to the enhanced cap of four cards (or five, if two players are running A Song of Fire). With A Song of Ice, this means balancing the cost-effectiveness ratios of your deck so that you’re always coming out of a turn with a set of four cards in your hand that set you up better for the next turn than the cards in your opponent’s hand do for him.

This is an exciting evolution in the seasonal agenda type, creating an additional layer to the A Game of Thrones metagame. Additionally, as noted by Lead Developer Nate French, it marks a shift in the focus of the seasonal agenda:

“Summer and Winter decks have historically been more about using the effects of the Kings of Summer and Kings of Winter agendas to make decks run more efficiently. While such decks may have used a couple season-based cards, they weren’t often focused on that season in a significant manner. Fire and Ice and the newer Seasons agendas reward decks that combine many season-based effects, and a card like Green Dream (Fire and Ice, 35) will help players pull those effects to the forefront, ensuring that the clash between Summer and Winter remains fully impactful on the board.”

In the Wake of War
While the Kingsroad cycle returns players to the Seven Kingdoms, it depicts those lands as they exist after the War of the Five Kings. Forever scarred and changed, they’re familiar, but not quite the same as they were before.

In addition to the new Seasons agendas, Fire and Ice offers new versions of important figures such as Balon Greyjoy, Tommen Baratheon, and Bran Stark. Along with the Chapter Pack’s other cards, these characters reinforce their House’s traditional strengths while allowing you to tweak your tactics and strategies.

• The second Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game
• Sixty new cards strengthen the game’s Summer and Winter themes
• Two new Seasons agendas allow players to explore a wide range of new deck types
• Marks a return to the themes, struggles, and traditions of the Seven Kingdoms

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15.00 €
Game of Thrones LCG: KR3 -The Kingsguard Chapter Pack
Game of Thrones LCG: KR3 -The Kingsguard Chapter Pack

The third Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game!

A man’s word can be broken. A knight’s honor can be tarnished. Any man can harbor secret ambitions, even a member of the Kingsguard. The seven Sworn Brothers of the Kingsguard wear white armor and take vows to serve the crown, and only the crown. However, each Sworn Brother is a man at his core, and susceptible to the temptations and ambitions and doubts that plague all men. Each has his secrets, and the sixty new cards (three copies each of twenty different cards) in The Kingsguard lend shape to their ambitions, their deceptions, and their deadly talents.

Like each of the Chapter Packs in the Kingsroad cycle, The Kingsguard returns players to a Westeros changed by the War of Five Kings, countless treacheries, and new alliances. The balance of power between the game’s six Houses has changed, as have the faces of those Houses. As part of this return to Westeros, each Chapter Pack in the Kingsroad cycle explores one or more of the game’s existing themes or mechanics, adding new depth of strategies and deck-building options while remaining light on new rules.

Accordingly, as it explores the secret ambitions of the seven active Kingsguard, The Kingsguard adds new depth to the game’s Shadows mechanic, featuring not only Shadows-crested versions of the Knights of the Kingsguard, but of other characters and locations, as well. In total, no fewer than twelve of the Chapter Pack’s twenty different cards feature the Shadows crest.

Seven Knights with Seven Styles
The Kingsguard introduces eight new characters with the Kingsuard trait, seven of whom bear no House affiliation. All of them bear the Shadows crest, except for Ser Barristan Selmy (The Kingsguard, 53), the one true Knight among them and the only Kingsguard member to be dismissed from service before his death.

Excepting Ser Barristan Selmy, the knights of the Kingsguard depicted in The Kingsguard are secretive, manipulative, self-serving, and conspiratorial. Their vows are merely veils behind which they hide their true ambitions. Because of this, most of these Kingsguard characters are fueled by secrets, possessing abilities that trigger when cards come out of Shadows, that allow players to return cards to Shadows, or that increase in strength with the number of cards in Shadows.

All told, the new dynamics permitted by these Kingsguard characters will keep your opponents in suspense. You’ll know which cards you’ve placed facedown into Shadows, but your opponent won’t. You’ll be able to identify the perfect moments for these characters to reveal themselves. If you’re clever, you’ll be able to use these Knights to your advantage, preying upon their personal ambitions and swaying them to serve your House and your cause. These Sworn Brothers may have taken their vows to serve only the king, but in the end, they’re only men – talented warriors, but ambitious, prideful, and imperfect. More than anything, they are distinguished from other men by their proximity to the king... and to the Iron Throne.

Secrets, Sorcery, Treachery, and Oaths
These new Kingsguard characters, On My Oath (The Kingsguard, 60), and the other cards from The Kingsguard will soon make the battles, intrigues, and power grabs of Westeros more exciting and more dangerous than ever.

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15.00 €
Game of Thrones LCG: KR4 -The Horn That Wakes Chapter Pack
Game of Thrones LCG: KR4 -The Horn That Wakes Chapter Pack

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

The Great Houses of Westeros have thrown the Seven Kingdoms into turmoil. The War of the Five Kings has ended, but the Great Houses continue to battle each other, weave elaborate webs of lies, and forge allegiances of convenience. In order to secure the Iron Throne, they will use every resource, every weapon, at their disposal. They forget no grievances. They forgive no wrongs. They will pursue their conflicts across the seas and overlook no possible weakness, nor potential threat, except, perhaps, the greatest threat of them all…

In the north, winter is coming. The dead walk, and the fate of all the Seven Kingdoms, perhaps the fate of the whole world, depends upon the vigilance and valor of a few sworn brothers of the Night’s Watch.

As a part of the Kingsroad cycle, The Horn That Wakes revisits the Night’s Watch, the Wildlings, and the intrigues and threats of the North. Eleven of the pack’s twenty new cards (three copies of each) support the Night’s Watch and Wildling themes, as well as a host of other dynamics build around The North agendas. You’ll find new copies of such notable characters as Jon Snow, Janos Slynt, and Coldhands, as well as the LCG’s first version of Ygritte. Additionally, twelve new characters, three new events, and two new plots ensure that each House finds plenty of reason to rejoice, even those furthest removed from the Wall.

Lord Snow
Of course, as fans of George R.R. Martin’s A Song of Ice and Fire are well aware, several of the Great Houses have closer connections to the events at the Wall than others, and The Horn That Wakes introduces plenty of new action in the North for House Baratheon, House Lannister, and House Stark. Does this mean that A Game of Thrones: The Card Game will see a resurgence of decks built around The North agendas, either for the Night’s Watch or the Wildlings? It might.

Among the many reasons that The Horn That Wakes provides for players to look forward to building new Night’s Watch and Wildling decks is a new version of Jon Snow (The Horn That Wakes, 73). Like both existing versions, Jon Snow costs three and possesses a Military icon, a Power icon, and the Night’s Watch trait. However, where both of those previous versions set Jon at a base of three Strength, the new Jon Snow from The Horn That Wakes comes in at a base Strength of two. Yes, this makes him vulnerable to a Venomous Blade (The Battle of Blackwater Bay, 115), but in the right deck, this vulnerability is a risk well worth taking.

This new Jon Snow is made to be the centerpiece of either a Night’s Watch or Wildling deck. His unique abilities provide blanket boosts to all characters with either trait, including himself, for in addition to being a member of the Night’s Watch, this new Jon Snow is both a Bastard and Wildling.

To all your Wildling characters, Jon Snow grants a constant Strength boost of one. Typically, a Wildling deck will gain a similar effect from the agenda, The Last Giants (The Wildling Horde, 79), but running the agenda forces you to score an additional two power to win the game. Now, Jon Snow can either replace the agenda, reducing the amount of power you need to win the game, or you can play him in addition to The Last Giants to grant all your Wildling characters two extra points of Strength, making your Wildling horde a truly fearsome force.

Meanwhile, Jon Snow grants all your Night’s Watch characters immunity to events. This powerful ability provides an entire deck’s worth of characters with tremendous protection against some of the game’s most lethal surprises, including direct kneeling, targeted kills, some forms of icon removal, and much of Targaryen’s dreaded “burn” effects. A Game of Thrones: The Card Game is full of surprises, but this ability offers members of the Night’s Watch as much protection against surprise as you’re likely to find anywhere in the card pool.

Betrayal at the Wall
While we’re on the topic of surprises, perhaps the most surprising of the new cards in The Horn That Wakes is the new plot, Betrayal at the Wall (The Horn That Wakes, 79). While a few plots, such as The Power of Blood (Core Set, 194), alter the rules of deck-building, allowing you to include more than one copy in your plot deck, Betrayal at the Wall is the first plot that actually changes the size of your plot deck.

The plot’s first line of text reads, “Increase the size of your plot deck by 1. (Limit 1 per plot deck.)” This is not an optional ability, so if you include Betrayal at the Wall in your plot deck, you will have a plot deck of eight cards. While this may not seem like a drastic change, it can keep your opponents guessing. Though your opponent will be able to determine that if your plot deck is eight cards, one of them must be Betrayal at the Wall, it also means that you’ll have more control than ever over when to play a “reset” plot like Valar Morghulis (Core Set, 201). Normally, anyone who includes a Valar Morghulis in the plot deck must face it by turn seven at the latest. Now, you can theoretically stave that doom until turn eight.

More importantly, Betrayal at the Wall presents some interesting numbers for Wildling and Night’s Watch decks. At just one gold and one claim, you might not think it would be an aggressive plot, but it is. Betrayal at the Wall features an initiative value of “11,” which is large enough to win the initiative in the vast majority of cases. Then, if you control two or more Night’s Watch or Wildling characters, you choose and reveal a new plot card. Not only do you then get the chance to choose a plot with higher gold and claim values after you’ve already won the initiative, you get to do so with full knowledge of your opponent’s plot!

Your Watch Begins
You’ll soon have your chance to swear your vows and take your watch along the Wall.

• The fourth Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game
• Includes such notable characters as Jon Snow, Janos Slynt, Coldhands, and Ygritte
• As part of the Kingsroad cycle, marks a return to players’ favorite themes
• Offers new opportunities for all six Houses, even those furthest from the Wall

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15.00 €
Game of Thrones LCG: KR5 -Forgotten Fellowship Chapter Pack
Game of Thrones LCG: KR5 -Forgotten Fellowship Chapter Pack

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

When you play the game of thrones, you win or you die. Cersei Lannister once shared that infamous bit of wisdom with Eddard Stark. The Seven Kingdoms are a volatile land, and the Lords and Ladies of its Great Houses are always biding their time, waiting for the moment that their foes stumble ever so slightly; in that moment, they can dash forward and slit their rivals’ throats. In an instant, the downtrodden can be crushed completely, and the mighty can be brought low.

In such a realm, the only thing worse than watching your family slaughtered by a rival House may be to think yourself safe from harm, prematurely, only to find yourself punctured by a crossbow bolt, holding the bloody shaft as it protrudes from your gut, to know that you will die, that you were never safe, and the foe who slew you was one that you had underestimated, that your killer was a threat you had forgotten…

While it marks a return to some of the most memorable characters, locations, and events from A Song of Ice and Fire, the Kingsroad cycle for A Game of Thrones: The Card Game also depicts a Westeros forever changed by the War of the Five Kings. Among the changes you’ll find in this scarred land are Brotherhood characters whose abilities function even if you have power on your House card…so long as you have less power on your House card than your opponent has on his. As the cards of Forgotten Fellowship remind us, no amount of power is safe until your final victory is secured. This is a Chapter Pack for the downtrodden and the underdogs, and you’ll find such noteworthy characters as Harwin, Lady of the Leaves, and Gendry!

Gendry
The War of the Five Kings began after King Robert Baratheon died and left the Iron Throne to an heir whose right to sit it was called into contention. Nonetheless, after the war concluded, it was a Baratheon who sat upon the throne – a Baratheon by name, at least, though it’s House Lannister that rules from King’s Landing.

Of course, House Lannister’s position in King’s Landing is a tenuous one, built upon a web of lies, and the Lannisters must vigorously defend their power from every threat, lest their lies be exposed, their web unraveled, and their claim to the throne voided. One such threat appears in Forgotten Fellowship, embodied in the form of the young man, Gendry (Forgotten Fellowship, 96).

Making his first appearance in the A Game of Thrones LCG, Gendry is a one-cost, unique character with the traits, Brotherhood, Ally, and Bastard. It is his Bastard origin that concerns House Lannister, for he has the thick, black hair of a Baratheon, as well as a strong facial resemblance to his father, the former King Robert Baratheon. Because his very existence threatens the Lannister’s position in King’s Landing, Gendry also arrives with the text, “While any opponent’s House card has more power than your House card, Gendry gains, ‘Response: After you win a challenge in which Gendry participated, move 1 power from the losing player’s House card to Gendry.’”

Naturally, Gendry arrives ready for play in a deck with the agenda, The Brotherhood Without Banners (Rituals of R’hllor, 39). However, as a one-cost character who comes with both Military and Power challenge icons, as well as game text that offers the equivalent of an extra Power challenge, or an extra point of claim on your Power challenge, Gendry is certain to find his way into plenty of other decks.

One could easily imagine Gendry finding a home in a deck built around The Siege of Winterfell (Lords of Winter, 48). There, his game text would allow you to steal power from your opponent in the middle of the Military challenges you already plan to win.

Another option would be to run Gendry in a Baratheon deck using the new agenda, A Noble Cause (Forgotten Fellowship, 98). While he wouldn’t gain the agenda’s Renown, Gendry would still contribute nicely to its focus on fast power gain, and he’d make a good target for the new Baratheon only event, Forced March (Forgotten Fellowship, 82), which can stand any number of characters up to a total printed cost of three.

King’s Men for the King’s People
The War of the Five Kings has ended, but the struggles for the Iron Throne have not. It’s House Lannister that sits in the seat of power at King’s Landing, but their perch is precarious. Cersei was wise enough to recognize that those who play the game of thrones must win, or die, but when can you truly declare victory?

While your enemies nurse the hatred in their hearts and gather armies, and while your foes hide in the woods rather than litter the battlefields as corpses, and while any handmaiden could be a poisoner, or any shadow a creature born of dark magic, you are not safe. You may think such foes vanquished, but you would be foolish to forget them.

• The fifth Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game
• Includes such notable characters as Robb Stark, Obara Sand, and Gendry
• As part of the Kingsroad cycle, marks a return to players’ favorite themes
• Deliberately light on new rules
• Offers new opportunities for players who like to support the underdogs

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15.00 €
Game of Thrones LCG: KR6 -A Hidden Agenda Chapter Pack
Game of Thrones LCG: KR6 -A Hidden Agenda Chapter Pack

The sixth and final Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game!

Schemes, secrets, and mysteries pervade the sixty new cards of A Hidden Agenda (three copies each of twenty individual cards). Drawing the Kingsroad cycle to its climactic conclusion, A Hidden Agenda returns players to a Westeros forever changed by the War of the Five Kings, expands the traditional themes of each Great House, and asks the question, “Who is truly pulling the strings?”

* Are the Lords of the Great Houses the powers to watch? In A Hidden Agenda, the Lords show their appreciation to those who serve them in the form of powerful and inexpensive Favor attachments.
* Should the Lords be less concerned with each other and more concerned with Daenerys Targaryen and her three growing dragons? A Hidden Agenda gives new shape to the threat these Dragons pose.
* Or are the kingdoms’ advisors the ones who are secretly pulling the strings? You’ll find new Maesters and other schemes coming out of the Citadel.

Throughout the Kingsroad cycle, its Chapter Packs have introduced new cards and tactics to blend into formerly established mechanics. Appropriately, A Hidden Agenda concludes with a wide sampling of these mechanics: the Bannerman trait, Shadows, cards at your command, decks without agendas, and the Maester trait. Each offers a different path to power, but only one House can sit the Iron Throne!

Masters of Manipulation
Wars are fought by archers, footmen, and mounted knights with swords and lances. However, they begin and end according to the designs of the Lords and Ladies with enough talent, cunning, and charisma to manipulate the invisible threads of history and animosity that bind the Great Houses. Indeed, to such individuals, war is merely another tool they can employ to achieve their larger objectives. Other such tools may include espionage, sabotage, marriage, and assassination.

One of the most devious of all these characters emerges from the shadows in A Hidden Agenda. Littlefinger (A Hidden Agenda, 112) made his first appearance in the Core Set and then, again, in the King’s Landing cycle Chapter Pack, Secrets and Spies, but as he constantly does in the novels, Littlefinger reveals another aspect of himself in this new version. Core Set Littlefinger (Core Set, 141) represents his role as the wily Master of Coin; he enters play as an Ally and offers additional gold to whichever player controls him, even as he uses his Stealth to maneuver around opponents’ defenses. The Littlefinger from the King’s Landing cycle (Secrets and Spies, 84) represents the quick-witted Lord who plays two rival Houses against each other to his benefit. This new version, however, more fully represents Littlefinger’s personal ambitions and his eye toward an endgame that finds him claiming as much power as possible.

Accordingly, the Littlefinger from A Hidden Agenda comes with the Shadows crest as a means of representing the timely revelation of his ambitions. In fact, the player community that worked with the game’s developers at Days of Ice and Fire 2012 didn’t just build that timely reveal into Littlefinger’s Shadows crest; they also built it into his cost. Littlefinger’s cost is reduced by one for each power on an opponent’s House card, meaning that this is a Lord who aims to make his move in the endgame. He is the ultimate underdog and an expert at orchestrating surprising comebacks. At the appropriate moment, he can quickly change the tide of a game, increasing the claim of your plot against any opponent with more power than you. If there’s anything Littlefinger knows how to do well, it’s allying himself to the right House at the right time to advance his personal power...

How Will You Claim the Iron Throne?
Will you give Littlefinger the power he desires in order to gain his services in your bid for the Iron Throne? Or will you heed the Conclave’s counsel? Perhaps you’ll throw your lot in with Queen Daenerys and her dragons?

• The final Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game
• Includes such notable schemers as Mace Tyrell, Grand Maester Pycelle, and Littlefinger
• As part of the Kingsroad cycle, marks a return to players’ favorite themes
• Deliberately light on new rules
• Allows players to battle for the Iron Throne with a climactic blend of new twists on established mechanics

      heti saatavilla
15.00 €
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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15.00 €
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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15.00 €
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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15.00 €
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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15.00 €
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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15.00 €
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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15.00 €

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