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Game of Thrones LCG 2: FC5 -The Faith Militant Chapter Pack
Game of Thrones LCG 2: FC5 -The Faith Militant Chapter Pack

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

Throughout the fourth cycle of A Game of Thrones: The Card Game, the separate factions of Westeros have continued to increase their strength. But not all power in the Seven Kingdoms is held by political entities like the Great Houses. Religions hold enormous power in A Song of Ice and Fire, and whether it’s the Old Gods, the Drowned God, R’hllor, or the Seven, they each gain new cards and support in this cycle.

The Faith Militant has a special focus on the religions of Westeros, even when viewed alongside the other Chapter Packs of the Flight of Crows cycle. Here, you’ll find characters who’ve sworn fealty to The Seven, the Drowned God, and R’hllor, each serving their gods with the utmost fervor. With iconic characters like Arya Stark, Daenerys Targaryen, and Coldhands also appearing in this expansion, alongside a new agenda focused on The Seven, it’s plain to see that the Seven Kingdoms will never be the same again.

Swords and Stars
By the time of A Feast for Crows, many gods are growing in power across the realm of Westeros. The long-dormant faith of the Drowned God surges to new life in the Iron Isles under the stewardship of Aeron Damphair. R’hllor’s nightfires have begun to burn across Westeros, as Melisandre or the men of the Brotherhood Without Banners preside over their nightly prayers. Even the Seven—long accepted as the predominant religion for the southern kingdoms—gain new strength with Cersei Lannister’s blessing, as they reform their ancient military orders, the Warrior’s Sons and the Poor Fellows.

You can reflect this growing strength in your own games of A Game of Thrones: The Card Game with a new agenda that invites you to completely swear your allegiance to The Seven: The Faith Militant (The Faith Militant, 99). The Faith Militant offers you a way to gain power fast—and without forcing you to make at least three challenges, as The Lord of the Crossing (The King’s Peace, 60) does. The Faith Militant reads, “Reaction: After you win a challenge, kneel your faction card to move 1 power from the losing opponent’s faction card to a participating The Seven character you control.” Of course, this additional power comes with the price of absolute loyalty: non-The Seven characters and locations that you control cannot gain power.

It’s easy to see that you’ll want an assortment of The Seven characters in a deck using The Faith Militant agenda. While there are neutral options like Begging Brother (Oberyn’s Revenge, 97) or Silent Sisters (Ghosts of Harrenhal, 97), there’s one House that has shown a distinct affinity for The Seven: House Stark. Catelyn Stark (Wolves of the North, 2) is a character who can still gain power, even under the restraints of The Faith Militant—and every power you move onto her with the agenda only increases her STR. A House Tully Septon (Wolves of the North, 15), on the other hand, allows you to use the power that you have gained to fuel your economy and play out more House Tully and The Seven characters.

Along with giving your characters another way to gain power with The Faith Militant, you gain another way to race to victory and seize more power with a new Song event, "The Song of the Seven" (The Faith Militant, 98). After you lose dominance, you can play this event to turn that loss to your advantage, snatching two power from the winning opponent’s faction card and moving them to one of your The Seven characters! Not only does this event provide more power that brings you closer to victory, it lets you commit your characters to challenges without worrying too much about the dominance phase. Even when your opponent wins dominance, you can grab that power right back… with interest.

One downside to filling a deck with The Seven characters is that these characters rarely rank among the strongest, most powerful, or most dangerous characters in the game. Still, you may be able to bring a form of equality to your struggles for the Iron Throne with the help of The High Sparrow (The Faith Militant, 97). The High Sparrow’s power in challenges in limited, but he has an unmistakable ability to keep your opponent’s economy in check. While The High Sparrow is in play, no player can gain more than seven gold or draw more than three cards in a single round! With new and powerful economy locations for every faction entering the game throughout the Blood and Gold cycle, The High Sparrow may be just what you need to keep your opponent’s economy in check. Though his restriction affects you as well, it’s easy to build your deck with this in mind, ensuring that seven gold and three cards per round are more than enough to bring you to power.

Fight for the Seven
The power of the Seven is growing—but they are just one of the religions that you can incorporate into your decks in A Game of Thrones: The Card Game. Will you devote yourself to the Seven, to the Drowned God, to R’hllor, or to the Old Gods? The choice is yours with The Faith Militant.

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19.50 €
Game of Thrones LCG 2: Fury of the Storm Expansion
Game of Thrones LCG 2: Fury of the Storm Expansion

The seventh deluxe expansion for A Game of Thrones: The Card Game

Ruling from their seats of power at Dragonstone, Storm’s End, and King’s Landing, House Baratheon has been exerting their power and crushing rebellions since their founding during Aegon’s Conquest. Orys Baratheon was a general in Aegon’s army, claiming the Stormlands in his name. This noble House stood by the Targaryens for three centuries, binding their Houses through loyalty and blood… until the betrayal of Rhaegar Targaryen as he kidnapped Robert Baratheon’s betrothed sparked Robert’s Rebellion.

Now, with the Seven Kingdoms united under their command, House Baratheon has begun to fracture. Robert beggars the realm with his complete disinterest in the crown, Stannis suspects that the line of succession should fall to him, and Renly believes that the desires of the realm give him the right to rule. Each brother has a seat of power and their own following of devoted subjects, but only one can hold the Iron Throne.

This deluxe expansion features three copies each of 52 new cards that invite you to explore the King and R’hllor traits, as well as new versions of key Baratheon characters like the warring brothers Robert, Stannis, and Renly Baratheon. What's more, if you pre-order your copy of Fury of the Storm through the FFG website, you will also receive an exclusive pre-order bonus collection of six extended art cards, featuring beautiful pieces that showcase art from the box that draws you into the world of A Song of Ice and Fire!

A House Divided
The Baratheons have held dominion over the Seven Kingdoms since Robert Baratheon seized the Iron Throne in open rebellion. They know more than any other House that once you take something, you must spend your whole life fighting to keep it. They may be the most powerful House in Westeros at the beginning of A Song of Ice and Fire, but they must constantly guard against the schemes of those who would undermine their rule. These threats come not only from other Houses, but also from within.

With this latest deluxe expansion, Robert Baratheon (Fury of the Storm, 1) makes his first appearance in A Game of Thrones: The Card Game since his original version (Core Set, 48) in the Core Set. While he once simply used the privilege of his rank to gain strength with each kneeling subject, he now has choices for how he wishes to exert his rule. After the standing phase begins, Robert may force the mighty or the meek to remain knelt, or instead keep all locations from standing. No matter which House stands against you, with King Robert on your side, you can render their most important characters useless—but you must be cautious. The king's edicts are final, and Robert's ability will affect you just as much as your opponent!

While Robert Baratheon shows little interest in the duties of the crown, there are others of the House with greater ambitions, even if their claim is significantly weaker. The youngest of the Baratheon brothers, Renly Baratheon (Fury of the Storm, 4), was the Master of Laws on Robert’s Small Council. Now a Baratheon King, if not necessarily loyal to his House, Renly can use his charm and pragmatism to bring new allies into play by kneeling your faction card. It's a natural fit if Renly aligns with House Tyrell—he gains access to a number of attachments that will increase his STR, and therefore the gold cost of the characters he can put into play. For example, if you bestow him with a Crown of Golden Roses (For Family Honor, 44), he can call Randyll Tarly (Core Set, 183) or Margaery Tyrell (All Men Are Fools, 3) to his side for free! Renly may not have a traditional claim to the Iron Throne, but with the will of the people and the might of the Reach, he is not a force to be trifled with.

Seen in Flames
Robert has been putting down rebellions since he took the throne and from the first, his brother Stannis has supported his campaigns. Stannis has proved his worth time and again, sitting on his brother’s Small Council, and continuing to pursue the path of justice, even as he began to suspect the true parentage of Robert and Cersei’s children. According to the laws of Westeros, if he can prove his claim, Stannis is the rightful heir to the throne. Yet despite this, few appear willing to fight for his cause. He must look to a higher power for justice.

Stannis Baratheon (Fury of the Storm, 2) renounced the faith of the Seven on the day that he and Robert watched their parents’ ship ripped apart in Shipbreaker Bay. In the years since, he has turned to R’hllor, the Red God of light and flame. His religion has made him ever more certain of his path, and his god offers him unprecedented protection by making him immune to his opponent’s events—an important protection against enemies running Sea of Blood (Kings of the Isles, 45). Beyond this incredible power, once you win a power challenge, Stannis lets you draw cards equal to the attacker’s claim. And while Stannis does have a remarkable STR of seven, you don't even need to place Stannis in harm’s way to trigger this ability. If you prefer, you may rely on the powers of Melisandre (Fury of the Storm, 3) or other characters to win your power challenges for you.

As Stannis’s battles progress in A Game of Thrones: The Card Game, Fury of the Storm provides him with new ways to explore the R’hllor trait with cards like the Red Priest (Fury of the Storm, 12) and Acolyte of the Flame (Fury of the Storm, 14), granting deeper insight into your opponent’s hand or deck, as the Red God’s followers gaze into the flame in search of visions and prophecies.

No matter which king you swear your loyalty to, you can harness the new Baratheon plot, Parley at Storm's End (Fury of the Storm, 46). By simply playing this card, you can lock down a certain type of challenge until the next round. Whether you're holding the line against a military assault, protecting the power that you've already gained, or shutting down the characters you can't kneel, this plot is a powerful tool for maintaining control.

Subjects and Enemies
But the Stags of Storm’s End are not the only ones to find new weapons and warriors in this expansion. While Fury of the Storm focuses on the Baratheons, every House in A Game of Thrones: The Card Game is represented with two new non-loyal cards. This expansion also includes a collection of neutral cards that any player can turn to their advantage. For example, the Lannisters, bound to House Baratheon by marriage, gain access to the grand Warship Lionstar (Fury of the Storm, 28), while anyone can take hold of the new Valyrian Steel blade, Lady Forlorn (Fury of the Storm, 43).

Should the Baratheons' grasp grow too tight, keeping your characters knelt, you may need to stage an act of Defiance (Fury of the Storm, 44). If Robert or one of his kinsmen have prevented one of your characters from standing, you can use this event to stand them, or even to trigger the Action ability of a character like Grey Wind (Core Set, 145) a second time. At zero cost, this card may prove to be your saving grace in a tight spot, giving you a rare second chance at victory. In Westeros, such chances are rare—don't waste yours.

Make Your Claim
Westeros is tottering on the edge of chaos—for the sake of the realm, you must maintain order. Declare your loyalty to House Baratheon and safeguard your hold on the Seven Kingdoms!

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34.70 €
Game of Thrones LCG 2: House of Thorns Expansion
Game of Thrones LCG 2: House of Thorns Expansion

The fourth deluxe expansion for A Game of Thrones: The Card Game!

At the time of Aegon’s Conquest, the Tyrells were nothing more than stewards to the Gardener Kings. Raised to lordship when the last of the Gardeners were burnt to ash on the Field of Fire, House Tyrell has grown from humble beginnings—and their ambitions stretch far higher. The lands of the Reach are famed for their bounty, the Tyrell knights are paragons of chivalry and virtue, and Highgarden is known as a place of light, beauty, and song. Yet there are hidden thorns beneath the golden rose of House Tyrell, and the intrigues of House Tyrell may be as devious as any Lannister scheme.

House Tyrell surges into the light with their deluxe expansion, House of Thorns! Within this box, you’ll find a wealth of new cards, bringing powerful new options to support and diversify House Tyrell’s most important themes, such as increasing the STR of their characters, removing characters from challenges, and winning challenges with the Knights and Ladies of Westeros. You’ll also find plenty of iconic characters sworn to House Tyrell entering the game, including Mace Tyrell, Brienne of Tarth, the Queen of Thorns, Margaery Tyrell, and the Knight of Flowers.

Though House Tyrell receives the bulk of the cards in this expansion, you’ll also find new non-loyal cards for each of the seven other factions, many featuring ways to counter the primary strategies of House Tyrell. And since Oldtown falls within the domain of House Tyrell, it’s fitting that this deluxe expansion includes a new agenda focused on the Maesters of Westeros, as voted on by players during the Battle of the Trident. With new Maester characters and a potent new agenda, the power of knowledge could soon become a force to be reckoned with. Completing the expansion, you’ll uncover new options for any deck with seven new plots (one loyal to House Tyrell and six neutral).

The Wealth of Highgarden
Though House Lannister’s position of wealth is undisputed, the gold of Casterly Rock is worthless without something to purchase. The verdant plains of the Reach, on the other hand, are the breadbasket of Westeros, and the food that flows through House Tyrell can support massive armies—or starve their enemies into submission. Whether the supporters that flock to the Tyrell banner are looking for food or glory, the courtiers and knights who swear fealty to Highgarden are an undeniable source of power.

That power finds its expression in the Lord of House Tyrell, Mace Tyrell (House of Thorns, 1). Mace Tyrell, the Warden of the South, commands massive armies of infantry and knights, and in the game, Mace Tyrell gains power as more characters gather beneath your banner. In fact, after a Tyrell character enters play under your control, you can pay one gold to have Mace Tyrell gain one power—allowing you to rush to fifteen power even faster. In most circumstances, you’ll reliably trigger Mace Tyrell in marshaling, but with ambush characters and cards like The Queen of Thorns (Core Set, 186) and Bitterbridge Encampment (Across the Seven Kingdoms, 5), your power may accelerate much faster.

You’re not limited to using other cards to give Mace Tyrell more opportunities to claim power, however. As an Action, Mace lets you kneel your faction card to remove another Tyrell character you control from the game until the beginning of the next phase! Obviously, this lets you claim more power for Mace Tyrell himself, but there are several other, subtler applications. For instance, Mace Tyrell gives you tremendous value from any Tyrell character with an “enters play” effect—potentially using a card like House Florent Knight (Wolves of the North, 37) or Alerie Tyrell (Lions of Casterly Rock, 37) over and over again throughout the game.

Temporarily removing a character from the game is also an ideal way to combat troublesome attachments such as Craven (Called to Arms, 26) or Marriage Pact (Guarding the Realm, 22). Because these attachments are terminal, they’re simply discarded when the attached character leaves play, letting you discard them for the simple price of kneeling your faction card.

And what better way to reap greater benefits than a location that rewards you when Tyrell characters enters play? The Hightower (House of Thorns, 17) costs four gold, but after a Tyrell character enters play under your control, it lets you gain one gold and draw one card. Combined with Mace Tyrell, The Hightower could singlehandedly supply you with gold and cards for the rest of the game.

The Valiant Never Taste of Death
Since the earliest days of House Tyrell, some of their greatest strengths have been intrinsically tied to their Knights and Ladies. Though chivalry is Westeros may be an ideal or a façade, it is still a useful tool for the Tyrells, and many of their most impactful characters bear these traits.

Tyrell Knights in particular are often rewarded for attacking alone, ranging from cards like The Knight of Flowers (Core Set, 185), to Mare in Heat (The King’s Peace, 44), to Lady Sansa's Rose (The Road to Winterfell, 24). Now, you’ll find another way to make those Knights more impactful with Ser Garlan Tyrell (House of Thorns, 3). Ser Garlan is perfect for inspiring all of your Knights to great feats—during a challenge in which one of your Knights is attacking alone, you can discard a card from your hand to raise the claim on your plot by one until the end of the challenge!

Obviously, raising your claim is an incredibly powerful effect—and when you maximize the impact with two-claim plots, you could deal significant damage to your opponent with just a few challenges. Still, Ser Garlan Tyrell requires you to win challenges in which a Knight is attacking alone—and who better to clear the way for your Knights than Ser Garlan’s sister, Margaery Tyrell (House of Thorns, 6).

If there’s a troublesome character that would block the path for your jousting Knights, Margaery Tyrell is the perfect character to lead that character astray. After Margaery Tyrell is declared as an attacker, you can kneel one of your opponent’s characters and force it to participate as a defender, even if it doesn’t bear the corresponding challenge icon. If you add the kneeling power of cards like Melisandre (Core Set, 47) or Even-Handed Justice (Wolves of the North, 26), Margaery Tyrell should have little trouble clearing a path for a valiant Knight to follow.

The Power of Knowledge
In the world of Westeros, as in A Game of Thrones: The Card Game, knowledge is often equated to power. Few have more knowledge of the world and its workings than the Maesters, and in the House of Thorns expansion, the Maester-centric agenda voted on by the community during the Battle of the Trident events becomes reality.

One of the first lessons any player learns in A Game of Thrones: The Card Game is that you and your opponent each draw two cards near the beginning of every round. If you’re unable to gain a reliable source of additional cards, or if it’s late in the game and your hand has been depleted, drawing the right two cards has the power to make or break your chances for victory. With The Conclave (House of Thorns, 45), you gain a new level of control over what you draw.

First, this agenda is inherently tied to the Maesters of Westeros—you can include non-loyal Maester characters from any faction in your deck, and you must include at least twelve Maesters. Already, this allows you to bring efficient characters like Maester Caleotte (Core Set, 107), Maester Aemon (Core Set, 125), and Maester Cressen (Core Set, 46) together in a single deck, but there’s a far greater benefit to The Conclave than the options it opens up for deckbuilding.

After you’ve drawn your starting hand, but before you place setup cards, you must place the top seven cards of your deck facedown underneath The Conclave. Then, in the game, these cards will form a pseudo-sideboard—after you win a challenge with a Maester character, you can choose one card under The Conclave and switch it with the top card of your deck!

It’s easy to see the massive implications of gaining the support of The Conclave. Perhaps you’ve been short on economy locations throughout the game—chances are good that there’s one under The Conclave that you can bring in at will. Maybe there’s a specific event, such as Tears of Lys (Core Set, 44) or Vengeance for Elia (Calm Over Westeros, 96), that you wouldn’t necessarily want taking up room in your hand all the time… but it’s right there under The Conclave if you need it. And, of course, if you have a way to draw when you win a challenge, such as Lannisport (Core Set, 98) or The Mander (Core Set, 193), it’s easy to place a card on top of your deck and immediately draw it! No matter which faction you play, it’s worth considering the adaptability that The Conclave can bring to your games.

Growing Strong
The ambition of House Tyrell is yours to channel with the House of Thorns expansion for A Game of Thrones: The Card Game.

• A deluxe expansion for House Tyrell in A Game of Thrones: The Card Game
• Expands on House Tyrell’s existing themes and introduces new archetypes
• Includes two non-loyal cards for every other faction to expand potential deck options across the board
• A host of neutral cards and plots fill out the expansion and supplement the Maesters
• Contains 156 cards (three copies each of 52 distinct cards)

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39.00 €
Game of Thrones LCG 2: Intro Deck -House Baratheon
Game of Thrones LCG 2: Intro Deck -House Baratheon

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

Ours Is the Fury
As the ruling House of the Seven Kingdoms, the Baratheons gain control by forcing their enemies to bend the knee. They also specialize in power challenges, the key to accumulating power and ultimately earning victory in A Game of Thrones: The Card Game. Stannis Baratheon (Core Set, 52) can minimize your opponent’s ability to regroup after they have deployed their forces. By joining forces with his elder brother Robert Baratheon (Core Set, 48), these noblemen can dominate the field of battle.

When you're in command of the House Baratheon Intro Deck, you can exert your dominance to accumulate further power at the end of each round. Robert Baratheon and Thoros of Myr (Journey to Oldtown, 3) both share renown keyword, while attachments such as Disputed Claim (Lions of Casterly Rock, 3) can grant renown to any Lord, Lady, or Bastard. Any traitorous House that rises in rebellion will be fighting an uphill battle. By maintaining your hold on the Seven Kingdoms and reminding your subjects who their true king is, the Iron Throne will be secure in your hands for generations to come.

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19.50 €
Game of Thrones LCG 2: Intro Deck -House Greyjoy
Game of Thrones LCG 2: Intro Deck -House Greyjoy

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

We Do Not Sow
House Greyjoy has ruled the Iron Islands since the conquest of Aegon Targaryen, surviving in the unforgiving climate by reaving their neighbors and taking what is theirs. The ironborn prefer to fight uncontested, striking quickly before their enemies can establish a solid defense. But perhaps their greatest strength lies in stealth. The House Greyjoy Intro Deck features an abundance of cards with this keyword, including the Kraken’s daughter, Asha Greyjoy (Kingsmoot, 51), enabling you to collect power quickly through unopposed challenges.

Asha is at her most confident and most powerful when she is acting as the commander of her ship, Black Wind (Journey to Oldtown, 32), which equips her with renown so she can seize even more power while you pillage your enemy’s deck. To assist Asha with her mission, you can fill your ranks with pillaging Raiders like Euron Crow's Eye (Core Set, 69) and Black Wind's Crew (Core Set, 72). By claiming your victory with speed and ferocity, you will stake your claim to the Seven Kingdoms. All who stand against you shall pay the iron price.

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19.50 €
Game of Thrones LCG 2: Intro Deck -House Tyrell
Game of Thrones LCG 2: Intro Deck -House Tyrell

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

Growing Strong
House Tyrell rules the rich area of the Reach with a quiet class and dignity. This noble House is filled with Lords, Ladies, and Knights worthy of song, all led by The Queen of Thorns (Core Set, 186). While they never ruled as kings, the Tyrells are ambitious, relying on intrigue and cooperation within their House to quietly gather strength and power before their enemies take notice.

In the House Tyrell Intro Deck, you will find powerful allies who can compound their strength to assist your claim to the throne. For example, Margaery Tyrell (Core Set, 181) can be knelt to increase another character's STR for the duration of the phase. If she uses this ability to bolster Brienne of Tarth (House of Thorns, 2), who may be wielding Heartsbane (Core Set, 191), the Lady becomes nearly unstoppable with eleven STR. In turn, Brienne can increase the STR of yet another character. While a rose may be the greatest beauty of a garden, only a fool would dare forget the thorns.

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19.50 €
Game of Thrones LCG 2: Intro Deck -Night's Watch
Game of Thrones LCG 2: Intro Deck -Night's Watch

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

Night Gathers, and Now My Watch Begins

The history of the Night’s Watch dates back to the Age of Heroes, but this once proud order has regretfully been nearly forgotten by the proud lords of Westeros. Once you take command of the order with the Night’s Watch Intro Deck, you will be able recruit for your ranks from the discarded characters of your enemies with card like Old Bear Mormont (Watchers on the Wall, 3) and Sworn to the Watch (Watchers on the Wall, 22). Once these new recruits Take the Black (Core Set, 139), the Night’s Watch will guard the realms of men against the threats that gather in the north.

The key duty of the Night’s Watch is to defend The Wall (Core Set, 137) at the few standing castles along its length. Specializing in defensive tactics, the stalwart men of the Watch like Jon Snow (Watchers on the Wall, 6) and Defender of the Wall (Oberyn’s Revenge, 85) will ensure that you never fall before your enemies. Unlike the other Houses of A Game of Thrones: The Card Game, as a brother of the Night’s Watch, you do not fight for a family. Your duty is to the realm, and if the only way to protect the Seven Kingdoms is to claim the Iron Throne, then that is precisely what you must do.

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19.50 €
Game of Thrones LCG 2: KL3 -Pit of Snakes Chapter Pack
Game of Thrones LCG 2: KL3 -Pit of Snakes Chapter Pack

The third Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game

From the first page of A Game of Thrones to the last line of A Dance with Dragons, A Game of Thrones: The Card Game has followed the lives of those pursuing the Iron Throne. You have had the chance to lead your favorite characters into battle in the fields and courts of Westeros, and now, in the King’s Landing cycle, you leave the constraints of time behind to step into the world of A Song of Ice and Fire and explore the capital of the Seven Kingdoms like never before.

As with other Chapter Packs in this cycle, you will find that Pit of Snakes offers you three copies each of twenty distinct cards, providing each faction with new cards for their House as well as new neutral cards that any player can turn to their advantage. With new versions of favorite characters, as well as a new City plot and the continued development of the shadow keyword that was first introduced in the fifth cycle of A Game of Thrones LCG, Pit of Snakes will ensure that you are ready to face the deadliest opponents, no matter which House you pledge your sword to!

Before the Great Sept
As you continue to step through the streets of King’s Landing, you will have the chance to visit key locations like the Statue of Baelor (Pit of Snakes, 58) and behold the glory of the most popular religion in the Seven Kingdoms with a variety of neutral cards to help you build a deck around The Seven. Tracing their founding to even before Baelor the Blessed, The Most Devout (Pit of Snakes, 57) are a council of the highest-ranking septas and septons of the Faith of the Seven who are instrumental in selecting the High Septon. As religious leaders to King’s Landing, The Most Devout become more powerful as they add more sheep to their flock, gaining power if your opponent attempts to bring more than one character into play each phase—thus dissuading your opponent from marshaling too many characters or relying too heavily on ambush or shadows. If you can keep these holy men and women sheltered for a few rounds, playing Compelled by the Faith (The Faith Militant, 100) at the opportune moment will let you move this power to your faction card.

If you control either of these sacred new cards, you may choose to issue The Faith's Decree (Pit of Snakes, 59). This event lets you to stop your opponent from triggering the abilities of a non-plot, non-agenda card of your choice for an entire phase, meaning that if you can predict your opponent's intentions, you can deny them the use of that card. Perhaps you want to ensure your opponent can't recur characters with Flea Bottom (Oberyn's Revenge, 98), or maybe you want to stop a potent threat like Drogon (In Daznak's Pit, 93) from destroying your army. With the strength of The Seven at your beck and call, you can seize power much more easily.

An Ear in Court
As A Game of Thrones: The Card Game moves away from the plot of A Song of Ice and Fire, you will find key characters crossing paths within the same Chapter Pack who would never have encountered one another otherwise. The head of House Stark at the start of the series, Eddard Stark (Pit of Snakes, 41), has never forgotten the gravity of taking a man’s life, but he will do whatever he must to protect his House. Thus, when duty demands during the dominance phase, Eddard may kneel to kill a character with a printed cost of four or lower, provided he is surrounded by his kinsmen on the battlefield.

While Eddard Stark has a military and power icon like his previous appearances in the Core Set (Core Set, 144) and Wolves of the North (Wolves of the North, 1), his honor has always prevented him from being able to easily participate in intrigue challenges, until now. In Pit of Snakes, House Stark gains the new attachment Malleon's Tome (Pit of Snakes, 42), the detailed record of each of the noble Houses of Westeros, complete with descriptions of the noble lords and ladies and their appearances. Any attached character will gain an intrigue icon and the chance to glimpse your opponent's plans, but if Eddard or a Maester hold the book, they can stand as well, ready to face another challenge with more information to form the perfect plan.

While House Stark may be moving deeper into the shadows, few are better suited to take full advantage of the shadow keyword than House Martell. Doran has been plotting for years to set his family on the Iron Throne, but little does he know that his daughter Arianne Martell (Pit of Snakes, 55) has been forming her own plans to secure her birthright. Evolving from her previous versions in Journey to Oldtown (Journey to Oldtown, 35) and the Core Set (Core Set, 104), you no longer need to return Arianne to your hand to make use of her ability. Up to three times per round, Arianne may strip a challenge icon from a character when you bring one of your cards out of shadows. This sets you up to stand against specialized characters like Ser Robert Strong (The Shadow City, 10) who have high STR in a single area, or if you can lay enough schemes in the shadows, she can beguile even a Lord like Euron Crow's Eye (Core Set, 69) or Tywin Lannister (Core Set, 90) to remove all three of their icons and render their powers useless. Even the most stalwart warrior is no match for the cunning of a courtier with everything to lose.

Unexpected Guile
King’s Landing is filled with those who would do anything to gain the power they desire, whether it be in the church, the court, or the field of battle. Now that you are among them, you must either achieve your victory or die in your pursuit. Do you have the cunning to survive the Pit of Snakes?

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19.50 €
Game of Thrones LCG 2: KL5 -The Blackwater Chapter Pack
Game of Thrones LCG 2: KL5 -The Blackwater Chapter Pack

Journey beyond the walls that protect King’s Landing with The Blackwater Chapter Pack for A Game of Thrones: The Card Game.

In George R. R. Martin’s A Song of Ice and Fire series, the great Houses of Westeros battle for the Iron Throne and control of the Seven Kingdoms. Swords clash on the battlefield, secrets are whispered in the courts, and everywhere is the unending struggle for power and control. Now, you have the chance to leave the page behind and immerse yourself in the world of Westeros with the King’s Landing cycle forA Game of Thrones: The Card Game. Here, key characters and events can brush up against one another without the bounds of the linear time. Rather than moving through the books of the saga, this cycle highlights the capital city that draws people from across the world. As you take your place among its many inhabitants, your loyalties will be tested and you may find that the surest way to earn victory for your House is to turn to less moral means, with the continued exploration of the shadow keyword. But if your actions bring the rightful rulers to power, then surely the ends justify the means.

Rising Through the Ranks
The Blackwater served as the setting for the largest battle in the War of the Five Kings. House Lannister ultimately won the battle as ships filled with wildfire were used to incinerate Stannis’s naval forces while a chain cut off any means of escape. With the help of reinforcements led by Lord Tywin, the Baratheons of Dragonstone were forced back, and the city was saved from the invaders. Much of the battle took place on Blackwater Rush (The Blackwater, 88), which now enters the A Game of Thrones LCG as a location for House Baratheon. Once a card comes out of shadows, this location allows its controller to give one power to a Baratheon character. If you are sitting at the precipice of victory, revealing this card directly before any other that waits in shadow will allow you to take your victory without even initiating a challenge. In times of war, a well laid siege can prove just as effective as a blood-soaked battle.

The Battle of the Blackwater was the making of many warriors, earning them titles worthy of their great deeds. In the aftermath, more than 600 men were knighted, raised from obscurity to stand amongst the nobles of King’s Landing. For your own Knights, if you deem one of them worthy, you may gift them a White Cloak (The Blackwater, 98), elevating them to your Kingsguard. This trusted soldier then gains the ability to protect their chosen King or Queen, kneeling to defend their charge when they would otherwise be killed. Or, contrariwise, if you are aligned with the Lions of Casterly Rock you can use this promotion to turn any Knight into a Kingslayer (Journey to Oldtown, 30). When honor and duty stand opposed, which side will you choose?

In the Seven Kingdoms, there are those whose duty in to the realm rather than to any despot. Even if you do not side with one of the noble families of Westeros, you will need to conscript others to your cause if you wish to win the Iron Throne. And few have more experience in recruiting than the men of the Night’s Watch. Since his first appearance in the Core Set (Core Set, 129), Yoren (The Blackwater, 85) has increased in strength and his ability to recruit others to the cause of the Night’s Watch. While he was once only able to bring opponents to his side after they had already been discarded by his enemy, the Wandering Crow can now take control of any character with a printed cost of five or lower once he enters play, maintaining his hold over them as long as he is on the field.

A Very Large Shadow
From the War of the Five Kings and beyond, a darkness has descended on Westeros as the long summer comes to an end, and now all must either learn to live in the darkness or perish. With the continued cultivation of the shadow (x) keyword, House Stark, Lannister, and Tyrell each find new events that cut to the heart of their faction’s themes and allow them to stand amongst their rivals who have gained similar events throughout the King’s Landing cycle. Shadow of the North (The Blackwater, 82) increases the deadliness of House Stark’s bannermen for one challenge and, if Winter has come to Westeros, allows them to return the event to their hand rather than discarding it. Meanwhile, Shadow of the Rose (The Blackwater, 84) plays with the theme of control, allowing the Tyrells to search the top ten cards of their deck for a card to put into shadows and return the event to their hand if there is a Summer plot revealed.

Finally, the Lannisters can ambush their opponent by casting A Very Large Shadow (The Blackwater, 90), which reduces the cost of the next card they bring out of shadows by 3. This can be used to cut the cost of high-profile characters like Cersei Lannister (Daggers in the Dark, 109) or Ser Robert Strong (The Shadow City, 10) in half, or be used to play warriors like Ser Mandon Moore (At the Gates, 9) for free!

But perhaps the Lannister’s greatest asset is the unsung hero of the Battle of the Blackwater, Tyrion Lannister (The Blackwater, 89) who orchestrated the wildfire assault which destroyed Stannis’s forces and saved the lives of countless citizens. Now, if Tyrion is on your Small Council, he can use his keen mind to give the shadow keyword to any of the cards you control whenever you bring a non-event card from shadows. This can allow you to move attachments between characters as the need arises or reuse the abilities of characters like Catspaw (Streets of King’s Landing, 49) that trigger when they come into play from shadows. Tyrion’s cunning mind is sure to prove deadlier than a longsword for any who dare to underestimate him.

Power Behind the Throne
As the King’s Landing cycle continues, some will rise and others will fall. The battle for the Iron Throne will push you to your limits, but if you can hold your ground and embrace the shadows as they fall across the world, you will make your name and bring glory to your House. Prepare for battle and set sail upon The Blackwater!

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18.00 €
Game of Thrones LCG 2: KL6 -Long May He Reign Chapter Pack
Game of Thrones LCG 2: KL6 -Long May He Reign Chapter Pack

Leave the pages of A Song of Ice and Fire behind to explore the world of Westeros at your will in the King’s Landing cycle for A Game of Thrones: The Card Game! The sixth cycle of the beloved Living Card Game takes a new direction, shifting focus from the linear events that play out in George R. R. Martin’s bestselling book series to the great gathering place where characters from across the saga can cross paths, torn from time to meet in a single place.

Now, the King’s Landing cycle is about to draw to a close with Long May He Reign, the sixth and final Chapter Pack of the cycle.

First of His Name
In Westeros, power shifts hands at a rapid pace, but most often it is only exchanged between the few great Houses who have held their lands since Aegon’s Conquest and passed it to their descendants. Long May He Reign focuses on this idea of legacies; the histories of the Great Houses that future generations must uphold and defend. Robert Baratheon once destroyed the legacy of the Targaryens when he nearly wiped their House from the face of Westeros, and in doing so he gained a power and a title that has haunted him, and soon will haunt the realm if it should pass to his children. To reflect this, in this Chapter Pack House Baratheon gains the titular Legacy Long May He Reign (Long May He Reign, 108), which declares that the King who bears this attachment cannot be killed as long as you continue to dominate power challenges and hold on to this protection. If you can surround yourself with warriors you trust to wear the White Cloak (The Blackwater, 98), your ruler may soon think himself invincible against the dangers of the world. Just take care that pride does not lead to recklessness.

The most trusted of House Baratheon’s allies are the Starks, as loyal as they have been for generations and bound to the Stags of Storm’s End by the friendship of Robert Baratheon and Ned Stark. If you align with Ned and the Northmen, you may give bestow their own Legacy, Blood of the First Men (Long May He Reign, 102), to any of your bannermen to allow them to join a challenge alongside a participating Stark character, even if they do not have the indicated challenge icon. This can add incredible versatility to specialized characters who have high strength, but only a single power icon and help trigger abilities like Put to the Sword (Core Set, 41) that require you to win a challenge by five or more. And—as a non-loyal card—this attachment will make House Stark an ideal ally for any of the Great Houses of Westeros. With the power of the North at your back, there is no challenge you cannot overcome.

A Girl Has No Name
While some nobles in Westeros are obsessed with legacies, honor, and power, others seek merely to escape the confines of duty and embrace their own destiny. Arya Stark (Long May He Reign, 101) never wanted to be a Lady, though she still bears the trait as she has in every version of her card, from the Core Set (Core Set, 3) to Wolves of the North (Wolves of the North, 7) and Arya Stark (The Faith Militant, 81). But in Long May He Reign, Arya regains the stealth keyword and learns the ability to hide in the new shadows area. Arya embraces the shadows both in mechanics and in theme as you now have a chance to shape your story of intrigues and murder by adding the names of any five of your enemies to Arya’s prayer. Once Arya Stark enters play, you place a prayer token on up to five different characters you do not control and for each target you kill, you may draw a card and stand Arya as she becomes reinvigorated by her revenge. But you must still take care to protect the daughter of Ned Stark until her vengeance is complete— if Arya dies, her prayer dies with her.

As Arya tries to run from the fate she was born into, others across the sea struggle to leave behind the fate they chose for themselves. Ser Jorah Mormont (Long May He Reign, 113) once made a terrible mistake, selling men into slavery to pay his debts and then fleeing into exile to avoid the cold justice of the Warden of the North. This ability to outrun death is reflected in Long May He Reign, as when Ser Jorah would be discarded from your hand, he is placed into shadows instead of the discard pile. This can help you maneuver around the effects of cards like Great Wyk (Kings of the Isles, 17) or Hidden Thorns (House of Thorns, 24) and even turn these attacks on your hand into an advantage as once Ser Jorah is in shadows, the cost to bring him into the battle is decreased by one. Once there, the Knight is a force to be reckoned with, able to participate in any challenge with a respectable base strength of four.

While his love for Daenerys Stormborn is well known, you may choose to tempt him with a Mercenary Contract (Long May He Reign, 114), granting him new access to the Mercenary trait. This would enable the swellsword to stand after a challenge and continue fighting for your cause for the low cost of a single gold. And if you can field Ser Jorah alongside Daario Naharis (The Archmaester’s Key, 14), you can have him fight in every challenge type during a single turn! With such tireless allies on their side, it is only a matter of time before House Targaryen crosses the Narrow Sea and reclaims the Iron Throne.

To Arms!
As the battle for Westeros rages on, it is up to you to decide where your loyalties lie. Will you fight for family, for wealth, for redemption, or for something else altogether—something only you can understand? Whatever your cause, the Iron Throne is the goal. Ready your army and let the battle begin!

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19.50 €
Game of Thrones LCG 2: Lions of Casterly Rock Expansion
Game of Thrones LCG 2: Lions of Casterly Rock Expansion

A deluxe expansion for A Game of Thrones: The Card Game!

Tywin Lannister: Warden of the West and lord of his House. Ser Jaime Lannister: the Kingslayer and Lord Commander of the Kingsguard. Cersei Lannister: Robert Baratheon’s queen, Crown Regent for Joffrey Baratheon, and one of the most beautiful women in the realm. Tyrion Lannister: Hand of the King and defender of King’s Landing. Across Westeros, the very names of the Lannisters command instant recognition and respect. Tales of their wealth are legendary—matched only by stories of their cunning and ruthlessness. From the Sunset Sea to the Iron Throne, the lions of Lannister hold Westeros in a golden fist.

Lions of Casterly Rock, the second deluxe expansion for A Game of Thrones: The Card Game, invites you to take your place among the storied names of House Lannister. Within this expansion, the Lannisters explore new themes, launching an ambush with their Clansman allies, redoubling their focus on the intrigue challenge, and sending out marauders to pillage the lands of Westeros. You’ll also find new versions of the most iconic Lannister characters, including Tywin Lannister, Cersei Lannister, Ser Jaime Lannister, and Tyrion Lannister.

Of course, while House Lannister holds the spotlight here, you’ll also gain two new non-loyal cards for each other faction with new characters entering the game for the first time, including Edric Storm, Victarion Greyjoy, Trystane Martell, and Jeyne Westerling. Finally, you’ll have the chance to reshape your plot decks with seven new plots (six neutral and one loyal to House Lannister).

My Mind Is My Weapon
Even before they were tied by marriage to the ruling family, the lords and ladies of House Lannister shaped the fate of Westeros. They know that wars are not won on the field of battle—the true conflict happens in secret meetings and whispered conversations, with a letter that forces armies to be delayed or a sharply honed assassin’s dagger. These background intrigues can hold power over even the mightiest knights, and no one can manipulate the game of thrones like the Lannisters.

In Lions of Casterly Rock, the Lannisters gain new ways to increase their power by simply making intrigue challenges. Your exact conspiracies may vary, but any deck focusing on intrigue challenges will want to take advantage of the new version of Cersei Lannister (Lions of Casterly Rock, 1). Here, Cersei takes her place among the most expensive characters in the game, but she brings more than enough power to back up her cost.

First, Cersei doesn’t kneel to attack in intrigue challenges, giving you much greater freedom with how you choose to attack and defend. More importantly, however, after one or more cards are discarded from an opponent’s hand, Cersei Lannister gains a power, provided you don’t support that player! Obviously, Cersei can gain power incredibly quickly with the help of cards like Casterly Rock (Core Set, 97) and Wardens of the West (The Road to Winterfell, 30), but she also shines when you feed her information from the Master of Whispers in a melee game.

Stripping your opponent’s cards with intrigue challenges often brings significant benefits—you remove your opponent’s options, simultaneously constricting the number of characters he can play and removing the chance that he’ll surprise you with unwanted tricks. With the addition of Lions of Casterly Rock, however, House Lannister begins to see cards that become even more powerful when your opponent has no cards in hand.

For instance, you may protect your flow of gold with the towering stronghold of Golden Tooth (Lions of Casterly Rock, 17). Simply by taking an Action, you can kneel Golden Tooth to gain a gold—something that’s useful, but not that much better than a copy of The Roseroad (Core Set, 40). If your opponent has no cards in hand, however, you can kneel Golden Tooth to gain three gold! It’s also worth noting that the ability to gain gold before you marshal can be extremely useful—especially if your opponent is the first player and you want to play Treachery (Core Set, 102) on his copy of The Kingsroad (Core Set, 39).

Hear Me Roar!
Though House Lannister excels at controlling the courtly intrigues of King’s Landing, they are no strangers to the battlefield. As Wardens of the West, the Lannisters command a quarter of the realm’s armies, but even though warriors like Ser Gregor Clegane and Ser Jaime Lannister rank among the greatest in Westeros, there are times to call upon more unorthodox warriors, like Tyrion Lannister’s Clansmen.

Throughout Lions of Casterly Rock, you’ll find new Clansman characters and cards that enhance the power of the clans, but ultimately, any Clansman deck revolves around a single character: the new version of Tyrion Lannister (Lions of Casterly Rock, 2). This rendition of Tyrion differs from Tyrion Lannister (Core Set, 89) in several ways—the new version costs more gold, but Tyrion has gained a military icon and increased STR. Still, the most notable difference is Tyrion’s new ability, which reads, “Reaction: After you win a challenge, return an attacking Clansman character to your hand to (choose one): draw 2 cards, gain 3 gold, or raise the claim value on your revealed plot card by 1 until the end of the challenge. (Limit twice per phase.)”

The sheer number of options offered by Tyrion Lannister instantly sets him apart from any other character in the game. Whether you’re short on cards and need to refill your hand, need more gold to play events, or simply want to make your challenge hit harder, Tyrion lets you accomplish this—all you need to do is bounce an attacking Clansman back to your hand. Temporarily losing one of your characters may seem like an unwelcome cost, but many Clansman characters, such as the Moon Brothers (Lions of Casterly Rock, 11) let you bring them back into play during challenges, making any drawback completely temporary.

Catch the Lion in His Den
As we mentioned above, House Lannister commands the spotlight in Lions of Casterly Rock, but they’re far from the only ones to receive new cards. Each of the other seven factions receives two non-loyal cards, and several of these cards might help you combat the latest Lannister schemes.

For instance, House Stark receives the Last Hearth Scouts (Lions of Casterly Rock, 34), an efficient character with a Forced Reaction that kneels a character whenever it enters play during challenges. Since the Lannisters, and especially the Clansmen, are fond of ambushes, the Last Hearth Scouts could quickly put a stop to their raids.

On the other hand, you may marshal the new House Targaryen version of Ser Barristan Selmy (Lions of Casterly Rock, 35). After the crowning of Joffrey Baratheon, Ser Barristan Selmy was cast out of the Kingsguard, leading him to travel across the Narrow Sea to swear fealty to the last living Targaryens. You can see Ser Barristan’s utter distaste for Lannister intrigues in his ability—after you win a challenge with Ser Barristan Selmy, you can stand him if you have fewer cards in hand than the losing opponent! If your opponent wants to destroy your hand and claim victory, he’ll have to deal with Ser Barristan Selmy.

I Never Bet Against My Family
The greatest knights. The most beautiful ladies. The most ruthless commanders. Coffers overflowing with millions of gold dragons. When you join your fortunes to House Lannister, you become the real power behind the throne. Your enemies have one choice: bow before the lion’s might or face his claws.

• The second deluxe expansion for A Game of Thrones: The Card Game
• House Lannister explores new themes, including Clansmen and a redoubled focus on the intrigue challenge
• Every other faction receives two non-loyal cards to support their battle against the Lannisters
• New and existing characters enter the game, including Tywin Lannister, Tyrion Lannister, Cersei Lannister, Victarion Greyjoy, and Ser Barristan Selmy
• Plenty of new plots and neutral cards expand the options for every deck

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39.00 €
Game of Thrones LCG 2: WC2 -The Road to Winterfell Chapter Pack
Game of Thrones LCG 2: WC2 -The Road to Winterfell Chapter Pack

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

Ancient evil awakens in the lands beyond the Wall. The last Targaryens bind their future to the Dothraki lord, Khal Drogo. From the heights of the Eyrie in the east to the heart of Casterly Rock in the west, the Great Houses of Westeros plot to increase their own power. Amongst these changing tides and dangers, Robert Baratheon marches north to Winterfell, to convince his old friend, Eddard Stark, to return to King’s Landing alongside him. Now, you can continue to follow the events of A Game of Thrones and join the Great Houses in their struggle for power!

The Road to Winterfell is the second Chapter Pack in the Westeros cycle, and like the other packs in this cycle, it’s filled with iconic characters and locations from the first book in A Song of Ice and Fire. Here, you’ll meet iconic characters like Rakharo and Syrio Forel, and you’ll find a Targaryen attachment so powerful, it’s limited to one copy per deck! The Road to Winterfell also quickly expands the number of available plots with two new neutral plots and one plot loyal to House Lannister. With new cards for every faction and neutral cards to expand your deckbuilding options, this Chapter Pack brings you deeper into the story of A Game of Thrones: The Card Game!

Profit from Temptation
Across the Seven Kingdoms of Westeros, the Lannisters are widely known for their undeniable wealth. The treasuries of Casterly Rock are said to be bursting with gold, and the Iron Throne itself owes more than three million dragons to House Lannister. In A Game of Thrones: The Card Game, House Lannister has the potential to be richer than any other faction, and you can even exhort gold from your opponents with cards like Brothel Madame (The Road to Winterfell, 29).

On the surface, the Brothel Madame is relatively unassuming – she bears a single intrigue icon and two STR. However, her Reaction may quickly make the Brothel Madame a thorn in your opponent’s side. After the challenges phase begins, the Brothel Madame allows you to choose any player. That player may give you a gold from his gold pool, and if he chooses not to give you a gold, he cannot initiate military challenges against you!

No matter what your opponent chooses, House Lannister comes out ahead. If your opponent saves a gold to give you, you’re restricting his economy and possibly preventing him from playing events – even as you gain a gold that you can spend on your own events or to ambush characters into play. However, if your opponent doesn’t give you a gold, he can’t initiate military challenges against you, leaving your characters safe from military harm.

How will the Lannisters use the gold dragons that they receive from their Brothel Madames? One possible usage is the new faction-specific plot, Wardens of the West (The Road to Winterfell, 30). This plot is loyal to House Lannister and limited to one copy per plot deck – and the reasons for these restrictions are obvious. Wardens of the West has solid gold, initiative, and reserve values, and a powerful ability that can strip your opponent’s cards from hand.

Wardens of the West reads, “Reaction: After you win an intrigue challenge, pay two gold to have the losing opponent choose and discard two cards from his or her hand.” The possible applications of this plot are massive. You’re forcing your opponent to discard the two worst cards from his hand, and if you’re attacking during the intrigue challenge, you’ll have a much better chance of discarding an important card from his hand. But you don’t need to be attacking to trigger Wardens of the West: whether you are attacking or defending during the challenge, you can trigger Wardens of the West if you win.

You can combine Wardens of the West with other Lannister cards for maximum effect. Casterly Rock (Core Set, 97) allows you to initiate an additional intrigue challenge and Tyrion Lannister (Core Set, 89) ensures that you have the gold you need to trigger Wardens of the West. Although you can only include one copy of this plot in your deck, using it at the opportune moment could completely destroy your opponent’s hand, leaving him alone and without options in the deadly game of thrones.

Travel to the North
You may scheme and amass gold with the Lannisters in King’s Landing and Casterly Rock. You may stand fast with the honorable Starks and lend your aid to Robert Baratheon. However you play the game of thrones, whichever faction you support, you’ll find that your future lies along The Road to Winterfell.

• The second Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game
• Continue to follow the events of A Game of Thrones and the beginning of A Song of Ice and Fire
• Add iconic characters like Rakharo and Syrio Forel to your decks
• Three new plots quickly swell your options for plot deck building and open up new deck archetypes

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19.50 €
Game of Thrones LCG 2: WC3 -The King's Peace Chapter Pack
Game of Thrones LCG 2: WC3 -The King's Peace Chapter Pack

The third Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game.

Eddard Stark has arrived at King’s Landing to serve as the Hand of the King, but even as knights travel from across Westeros to participate in the Tourney of the Hand, insidious characters gather in the shadows. The subtle intrigues of King’s Landing can prove dangerous to anyone, even under the protective banner of the king’s peace.

The King’s Peace is the third Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game, and it continues the cycle’s journey through the first book of A Song of Ice and Fire with memorable characters like Ser Rodrik Cassel, Ser Alliser Thorne, and Ser Gregor Clegane. Two new plots—one neutral and one loyal to House Baratheon—offer new deckbuilding opportunities. Finally, this Chapter Pack includes a brand-new agenda that’s sure to inspire entirely new types of decks.

The Lord of the Crossing
Within The King’s Peace Chapter Pack, you’ll find the first new agenda since the Core Set. This agenda offers you the support of House Frey and The Lord of the Crossing (The King’s Peace, 60). The Lord of the Crossing agenda reads, “During the first challenge you initiate each phase, each of your participating characters gets -1 STR. During the third challenge you initiate each phase, each of your participating characters gets +2 STR. If you win this challenge, gain 1 power for your faction.”

The Lord of the Crossing offers a powerful reward and can help you claim victory faster, but your entire deck must be built with the agenda in mind. The drawback of this agenda (lowered STR across your participating characters) happens immediately—when you make your first challenge. However, to gain the benefit, you must make three challenges during your challenges phase. This means that whenever you don’t make three challenges during the challenges phase, The Lord of the Crossing only hurts you, rather than helping you.

With that in mind, you must build your deck with the intent of making three challenges per challenges phase whenever possible. Of course, if you kneel all of your characters in order to make three challenges, you’ll have no defenders and your opponent will inevitably destroy you with or without the help of House Frey. One way to avoid kneeling too many characters is to use characters that either don’t kneel to attack or have ways to stand themselves. You could pair The Lord of the Crossing with Ser Jaime Lannister (Core Set, 87), Randyll Tarly (Core Set, 183) or Asha Greyjoy (Core Set, 67) for maximum results, especially in combination with a plot like A Storm of Swords (Core Set, 5) that allows you to make three challenges without having to make one challenge of each type.

The other primary way to ensure that you can consistently make three challenges every challenges phase is by having a large number of characters. The Night’s Watch certainly excels at marshaling a surplus of cheap, efficient characters, such as the Steward at the Wall (Core Set, 133), the Old Forest Hunter (Core Set, 131), and the Ranging Party (Core Set, 132). With Jon Snow (Core Set, 124) in play, attacking with even one of these characters can become a challenge your opponent can’t afford to ignore. A large number of Night’s Watch characters supported by Jon Snow could certainly be a way to take advantage of The Lord of the Crossing agenda. Then, when your opponent makes his counterattack, you can use Ser Alliser Thorne (The King's Peace, 45) to defend against military challenges and maintain your character base.You must be cautious, however. A well-timed Wildfire Assault (Core Set, 26) could destroy your character base.

The Lord of the Crossing naturally increases your power gain, but you might still want a way to quickly close out the game once you get close to fifteen power. To that end, you can include a new plot, A Tourney for the King (The King’s Peace, 59). This plot gives each of your Knight characters the renown keyword and the text, “Immune to opponents’ events.” If you’re able to marshal a significant amount of Knights, such as the Hedge Knight (The King’s Peace, 57) included in this expansion, A Tourney for the King can help you build atop the power from The Lord of the Crossing to quickly claim victory.

Join the Tourney
The Tourney for the Hand begins in King’s Landing, but even among this show of martial expertise, intrigue abounds. Join the combatants and summon your most loyal knights—in this expansion, each player chooses whether he will keep or break The King’s Peace.

• The third Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game
• Continue to follow the events of A Game of Thrones and the beginning of A Song of Ice and Fire
• Command iconic characters like Ser Alliser Thorne and Ser Gregor Clegane
• Two new plots expand your options for plot deck building
• A brand-new agenda promises to open new deck archetypes based around the clever timing of challenges

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18.00 €
Game of Thrones LCG, 2nd Edition
Game of Thrones LCG, 2nd Edition

Katso pelin traileri valmistajan Youtube -sivuilta.

The world of Westeros is wracked with war, intrigue, and strife. The Great Houses muster armies and meet in titanic battles, while their assassins and spies struggle in the shadows. Across the Narrow Sea, the first dragons in years have awoken, while in the barren lands beyond the Wall, a nameless threat is stirring, eager to crush the world with freezing cold and endless night. Westeros is unforgiving of mistakes, and in the end, only one game truly matters: the game of thrones!

A Game of Thrones: The Card Game Second Edition is the second edition of a beloved Living Card Game, featuring cunning plots, iconic characters, and deadly encounters for two to six players. Set in the world of George R.R. Martin’s A Song of Ice and Fire, every game invites you to take command of iconic factions and battle for power. You must best your opponents to claim the Iron Throne, defeating them on the field of battle, outwitting them in the intrigues of court, or stealing their power in the political arena. Whether you play a two-player joust or a multiplayer melee, this LCG invites you to battle for control of Westeros. Plot Your Victory
To win your way to the Iron Throne, you must command the characters that flock to your banner, but you must also weave cunning plots to shape the future of Westeros. To this end, you use two distinct decks: a plot deck and a player deck. The player deck contains the characters, locations, attachments, and events that you hold in your hand, marshal into play, and use to defeat your opponents and claim power for your faction. The plot deck, on the other hand, consists of seven carefully chosen plot cards, which represent schemes, tricks, and maneuvers that you may use to gain the upper hand in a game round.

The plot deck is not shuffled like your player deck. Instead, you must consider your available plots at the beginning of each round and select a new plot, forming a plan for how you will win your way closer to the Iron Throne. Your plot sets the rest of your plans in motion, determining your income for the round, your initiative value, how powerful your challenges will be, and how many cards you can keep in your hand at the end of the round. Your plot may also have a special effect that triggers immediately or persists throughout the round.

For example, as your plot, you may select Wildfire Assault. This plot has an income value of four, giving you four gold dragons to spend marshaling characters, locations, and attachments, and playing events for the rest of the round. Wildfire Assault also has an initiative value of three. The player with the highest initiative value selects which player will play first for the round. The third number on the plot card is the claim value, which determines the power of your challenges, as we’ll explore below. Wildfire Assault also has a reserve value of five, meaning that at the end of the round, you must discard down to five cards. Finally, Wildfire Assault bears the text, “When Revealed: Each player chooses up to 2 characters he or she controls. Kill all characters not chosen. (Cannot be saved.)” A deadly hail of wildfire can quickly thin the amount of characters in the game.

Because you can choose any unused plot in your plot deck at the beginning of a round, a well-constructed plot deck gives you tremendous flexibility to repel your opponent or seize the power you need to secure your claim to the Iron Throne. The best schemers in A Song of Ice and Fire always have plans within plans, and your plot deck gives you the chance to be just as prepared.

Military, Intrigue, and Power
Inevitably, you and your opponents must clash as your Great Houses struggle to gain power. After choosing plots and drawing cards, all players have the chance to marshal new characters, locations, and attachments, mustering your fleets on the Iron Isles or calling your banners to Sunspear. After marshaling, you clash with other claimants to the Iron Throne! You can challenge your opponents on the field of battle, in back-alley intrigue, or in the political arena. There are three distinct challenge types in A Game of Thrones: The Card Game Second Edition.

* A military challenge allows your warriors and armies to face your opponent’s forces in pitched battle. If you win a military challenge against your opponent, he must choose and kill a number of characters equal to the claim on your revealed plot card.
* Intrigue challenges pit your schemers, assassins, and spies against your opponent in shadowy manipulation and subterfuge. If you win an intrigue challenge against your opponent, he must randomly discard a number of cards from his hand equal to your claim, reducing his options for future turns.
* Power challenges enable your most influential characters to undermine your opponent’s political position and increase your own. If you win a power challenge against your opponent, you move power tokens equal to your claim value from his faction card to your own.

You can initiate a challenge by kneeling one or more of your characters, and your opponent can respond by kneeling character to defend. A character must bear the corresponding challenge icon to be declared as an attacker or defender in a challenge. You also have the chance to affect the outcome of a challenge by using special abilities and playing event cards. An unexpected tactic or sudden assassination may turn the tide of the challenge abruptly in your favor! After both players have decided to pass on the opportunity to take more actions, the side with the higher total STR is victorious.

Every character in the game bears a certain amount of Strength, or STR, and the variables of STR and challenge icons give tremendous variety to the characters that support your claim to the Iron Throne. For example, Old Bear Mormont has a STR of five and the military and power challenge icons. Old Bear Mormont features a high STR, but because he lacks the subtlety to possess an intrigue challenge icon, a single spy may slip right past him for an unopposed intrigue challenge. How you choose to challenge your opponent and which characters you commit to your attacks and defense are the principal ways you may gain superiority and victory in A Game of Thrones: The Card Game Second Edition.

The Tournament Begins
A Game of Thrones: The Card Game Second Edition gives you the chance to battle for the Iron Throne in two unique game experiences. Two players can enter the lists to engage in a joust, fighting honorably for the glory of victory, or up to six players can partake in a chaotic and ferocious melee, adding new levels of treachery and backstabbing to the game.

When you play a melee game of A Game of Thrones: The Card Game Second Edition, every player takes his place in the king’s Small Council by selecting a title. These titles come with pre-existing allegiances and enmities. If your chosen title supports another player’s title, you are hindered in your efforts to challenge this player, although he is under no such restriction! If your title opposes another player’s title, you receive benefits the first time you win a challenge against that player. Every title also confers a specific advantage to the player who selects it, drawing you deeper into the world of Westeros and granting you the tools to subvert your opponent’s plans.

You and your opponents return your titles and select new ones at the beginning of each round, so as the game continues, you will bear many different titles, shifting your allegiances in whichever way brings you closest to the Iron Throne!

Call Your Banners
You’ll take control of numerous factions in A Game of Thrones: The Card Game Second Edition. Each faction offers a unique playstyle, allowing you to call upon new tricks and tactics in any deck you play. You may command a longship with Asha Greyjoy or follow Syrio’s training with Arya Stark. You may safeguard the princes of Dorne with Areo Hotah. You may even pledge your strength to Tywin Lannister and support the lions’ claim to the Iron Throne!

A starter deck for every faction is included in the Core Set. You can make your deck with cards from a single faction, but like A Song of Ice and Fire, your games of A Game of Thrones: The Card Game Second Edition are filled with alliances. Every deck has the option to use an agenda to call upon the support of another faction. If you call upon the support of a faction by using its agenda, you can include cards from that faction in your deck free of penalty. The exception to this rule is loyal cards. Loyal cards include characters unshakable in their devotion to their House, locations intrinsically tied to a faction, or events that represent tactics used only by a single faction. Loyal cards can never be included in another faction’s deck.

Conquer Westeros
Choose your faction and your allies in the war-torn lands of Westeros, and marshal iconic characters and massive armies to your aid. The fate of the realm hangs in the balance – the one who sits the Iron Throne will shape the next era of life in Westeros. Only the most fearless, most devious, and most ruthless will triumph in A Game of Thrones: The Card Game Second Edition!

What Are the Differences Between the Editions?
As A Game of Thrones: The Card Game transitions from its first iteration to the second edition, some aspects have been changed. These changes can be divided into three basic categories: elements being cut, elements being revised or updated, and new elements.

A number of elements are being cut from the new edition because they have been deemed obsolete or unnecessarily confusing. The influence resource was a holdover from the game’s CCG era, and because gold now persists through the end of the round, influence is unnecessary. Another game mechanic that will disappear in the second edition is crests. Crests offered nothing to distinguish them from traits, and made the game more difficult for new players to learn. The first edition of A Game of Thrones: The Card Game also contained too many keywords for players to easily remember. In the second edition of the game, existing keywords have been pruned and some new keywords have been added to showcase the most interesting and essential interactions.

Other elements are being revised to improve the play experience of the game. The timing rules of the first edition were a frequent obstacle to players attempting to enjoy the game, and are being overhauled in the new edition. Moribund, passive effects with triggers, and save/cancel responses will be replaced with a more straightforward timing system that takes advantage of the Interrupt, Reaction, and Forced triggers that have been successfully employed in some of our newer LCGs.

The draw cap is also being replaced. In the first edition of the game, the draw cap was a necessary band-aid to prevent decks from harnessing massive draw power, but it was not a part of the original core design, and it forced players to mentally track the number of cards drawn per round. In the second edition, a reserve value is included on plot cards, and this value caps its controller's hand size at the end of each game round. For example, if a plot has a reserve value of five, you must discard down to five cards at the end of the round. In addition to these other changes, the gold curve is being expanded to better reflect the range of abilities between different characters. In the first edition, two characters could have the same cost, but vastly different strength levels. Expanding the gold curve allows greater variance between these characters. The entire attachment card type is also being modified to make it more robust, because many players felt that first edition attachments were more fragile than the other card types.

Finally, new features being introduced to the game for the first time. The faction pool is expanding beyond the six Houses players have come to know in the first edition, with the addition of two new factions to the pool. New deck building rules empower players with more options in combining factions, alongside a means of building more focused and specialized plot deck. Additionally, the game is being given an exciting graphic overhaul that presents a treasure trove of beautiful new artwork.

• The second edition of Fantasy Flight Games’ longest-running LCG
• Enter the world of Westeros with iconic characters like Eddard Stark, Robert Baratheon, Cersei Lannister, and Daenerys Targaryen
• Each round, players choose new plot cards to enact their overall strategies
• Three different challenge types invite you to attack your opponents in three different ways
• Two distinct game modes allow you to play a two-player joust or a multiplayer melee with up to six players

Players: 2 - 6
Age: 14+
Playtime: 1 - 2 hrs

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59.80 €
Game of Thrones LCG: DN1 -Wolves of the North Chapter Pack
Game of Thrones LCG: DN1 -Wolves of the North Chapter Pack

A gargantuan edifice of stone and magic and ice stands over 700 feet in height, manned by the sworn brothers of the Night’s Watch, and holding back the ominous darkness spreading across the north. Welcome to The Wall...

Wolves of the North is the first installment in the Defenders of the North expansion to the A Game of Thrones living card game, based on George R.R. Martin’s bestselling A Song of Ice and Fire saga.

In this reprint of the popular Defenders of the North 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). The included cards are updated with rules text based on the most recent FAQ and Errata. This cycle is best known for introducing the stackable Agenda mechanic that gives players the option of customizing their own Night’s Watch or Wildling decks through character bonuses. Stackable Agendas specifically allow players to attach more than one Agenda to their House card, while requiring two additional power to win for every Agenda added.

The Defenders of the North expansion cycle reprint includes popular cards such as Khal Drogo, Frozen Moat, Naval Escort, Ser Balon Swann, Varamyr Sixskins, and Melisandre. This cycle also features a number of cards for players to build a The North-themed deck, or a deck surrounding the Summer/Winter mechanic.

• 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
• Features fan-favorite characters
• Includes cards for Summer/Winter and The North-themed deck-building

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15.00 €
Game of Thrones LCG: DN3 -A Sword in the Darkness Chapter Pack
Game of Thrones LCG: DN3 -A Sword in the Darkness Chapter Pack

This exciting expansion features the never-before-seen character cards Stallwart Shield and Orell the Eagle. What’s more, a new version of Jon Snow fits equally well into either a Wildling or a Night’s Watch deck, and when wielding his sword Long Claw, he’s even more formidable!

A Sword in the Darkness is the third installment in the Defenders of the North expansion to the A Game of Thrones living card game, based on George R.R. Martin’s bestselling A Song of Ice and Fire saga.

In this reprint of the popular Defenders of the North 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). The included cards are updated with rules text based on the most recent FAQ and Errata. This cycle is best known for introducing the stackable Agenda mechanic that gives players the option of customizing their own Night’s Watch or Wildling decks through character bonuses. Stackable Agendas specifically allow players to attach more than one Agenda to their House card, while requiring two additional power to win for every Agenda added.

The Defenders of the North expansion cycle reprint includes popular cards such as Khal Drogo, Frozen Moat, Naval Escort, Ser Balon Swann, Varamyr Sixskins, and Melisandre. This cycle also features a number of cards for players to build a The North-themed deck, or a deck surrounding the Summer/Winter mechanic.

• 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
• Features fan-favorite characters
• Includes cards for Summer/Winter and The North-themed deck-building

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15.00 €
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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18.00 €
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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