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Game of Thrones LCG: CD1 -Spoils of War Chapter Pack
Game of Thrones LCG: CD1 -Spoils of War Chapter Pack

The first Chapter Pack in the new Conquest and Defiance cycle for A Game of Thrones: The Card Game!

The captives you seize in battle may grant you leverage in negotiations. Secrets your whisperers pluck from the wind may help you plot against your foes. The spoils of war may make you rich, and they may bring you power. But they can turn against you, too, and each captive, each secret, and each treasure that you steal may remind your foes why they hate you and why they toil until they ache, all in the name of vengeance.

In Spoils of War, each of the six Great Houses of Westeros enjoy the plunder and glories of their victories… even as those trophies place them at risk to lose their positions of power. Among this Chapter Pack’s sixty new cards (three copies each of twenty individual cards), you’ll find captives, spies, vengeful schemes, righteous fury, and deadly, crippling treachery.

Spoils of War introduces new versions of some of George R.R. Martin’s most iconic characters, as well as several impactful new events, two new plots, and two new agendas. As they help shape your struggles in Westeros, these cards also give form to the new “prized” keyword. Throughout the Conquest and Defiance cycle, cards with the prized keyword lend material, in-game value to the foes you slay, the captives you seize, and the castles you successfully besiege. Spoils of War contains fourteen different prized cards, so you’ll be able to explore the impact of prized cards with any House.

Lead Developer Nate French on Conquest and Defiance
The Conquest and Defiance cycle explores the broad concept of “conquest” in all its permutations. Conquests of war, conquests at court, conquests in the arena, and conquests of the heart are all a part of this set’s thematic foundation.

Mechanically, Conquest and Defiance introduces the “prized” keyword to the A Game of Thrones: The Card Game environment. This keyword allows you to experiment with new balances of risk and reward in deck-building and gameplay by introducing an additional "risk cost" to a number of cards. Whenever a prized character, location, or attachment leaves play; or a prized plot moves to its owner's used pile; or a prized event card is played; each opponent of the player who was using the prized card claims power equal to that card's prized value. But as these cards carry additional risks, they also offer greater rewards. Prized cards such as Wheels within Wheels, The Blackfish, Harrenhal, and Tycho Nestoris (Spoils of War, 18) enable some flashy effects that could not be printed at the same cost on non-prized cards. As you pursue the answer to how much prize value can be safely used in a deck, and determine how and when to best use your prized cards in a game, you’ll find new layers of intrigue in both deck-building and over-the-board play.

In addition to the prized mechanic, the Conquest and Defiance cycle also offers a deeper exploration of faction mixing possibilities than we have previously seen in the LCG® environment. The Conquest agenda (Spoils of War, 1) introduces a new method of picking up the assistance of a second House, and the plot card Common Cause rewards players for using characters from a number of different Houses.

Choose your allies carefully, and seize the prize; Conquest and Defiance is coming to A Game of Thrones: The Card Game!

Claim Your Prize
The Iron Throne is at stake, so claim your prize!

• The first Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game
• Introduces the “prized” keyword, which balances tremendous risks and rewards in deck-building and play
• Features such iconic characters such as Catelyn Stark and Doran Martell
• Sixty new cards, including two new agendas, promote the exploration of creative, new strategies

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15.00 €
Game of Thrones LCG: CD2 -The Champion's Purse Chapter Pack
Game of Thrones LCG: CD2 -The Champion's Purse Chapter Pack

The second Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game.

Tournaments and the prospect of a champion’s purse attract all kinds of knights, both the scum of the earth and honorable competitors. With such a collection of competitors, even tournaments can quickly become deadly. As you and your opponents compete for the Iron Throne, your struggle for the ultimate prize becomes more dangerous than ever!

Mercenary Motives
The Champion’s Purse continues the themes began in Spoils of War, introducing new cards with the Prized keyword as well as developing the viability of multi-House decks with the new Conquest (Spoils of War, 1) agenda. But even as you battle for the champion’s purse, you may discover a few soldiers of fortune among the contestants. The Champion’s Purse introduces some of the scum of the realm in the Mercenary warriors of the Brave Companions.

Shagwell (The Champion’s Purse, 38) offers his talents to any House, but he’s most useful in the company of other Mercenaries. Shagwell possesses the Deadly and Prized 1 keywords, but his true abilities activate when you use the Neutral Faction House card. If you do, Shagwell gains, “Response: After you play a Mercenary character, choose and kneel a non-Army character.” Although this Response is limited to once per round, it certainly offers an incentive to separate yourself from a Great House, forming a Mercenary band.

No company of Mercenaries would be complete without the infamous leader of the Brave Companions, Vargo Hoat (The Champion’s Purse, 39). Vargo Hoat is a worthy addition to many decks, offering both a War crest and Renown. Vargo Hoat also possesses a specialized skill, however, offering you a way to directly deal with an opponent’s character agenda. When Vargo Hoat enters play, he can both kneel an opponent’s House card and discard a character agenda from that House card, potentially neutralizing your opponent’s intended path to victory.

With his skills for removing your opponent’s character agenda, Vargo Hoat may seem like the perfect leader of your Mercenary company, but you may want to consider another key character in The Tattered Prince (A Journey’s End, 117). Not only will The Tattered Prince allow you to play out-of-house Mercenary characters without penalty, he also lowers the cost of the first Mercenary character you play. The Tattered Prince can help you get your characters into play and a character like the Gold Cloaks (A Time of Trials, 25) establishes reliable draw. Soon, you can be well on your way to establishing a deadly Mercenary host, full of powerful characters like Shagwell and Vargo Hoat.

The Strength of the North
If you prefer the honor-bound Starks to the other Great Houses of Westeros, you’ll find that even by fighting honorably, you still have a solid chance at the champion’s purse. One of the new characters you’ll find in The Champion’s Purse is a new version of Ser Edmure Tully (The Champion’s Purse, 32). Ser Edmure’s traits, crest, and his Deadly keyword all provide opportunities for you to make him a truly fearsome fighter.

Ser Edmure also possesses a powerful once-per-round free ability, allowing him to shuffle any card from a player’s discard or dead pile back into the deck. Whether you use his ability to recur powerful events like To Be A Wolf (Sacred Bonds, 44), or remove an unique character from your dead pile, Ser Edmure Tully’s commanding presence is certain to make itself felt in your deck.

As you lead the armies and heroes of the north to war, you may need to ensure that your opponent will fight honorably, and one way to accomplish that is by using this Chapter Pack’s new version of Needle (The Champion’s Purse, 34). By giving this sword to any unique Stark character, you can prevent an opponent from triggering any effects while the attached character is participating in a challenge, hampering any tricks they might have hoped to unleash. When one of your character wields Needle, you’ll be able to keep your opponents honest in the challenge.

In this Chapter Pack, you’ll find a host of new tools for every Great House, expanding on the themes of the Conquest and Defiance cycle. Whether you take advantage of powerful new cards with the prized keyword or join the Houses of Westeros together to forge a multi-House deck, you’ll find cards to help you do just that in this Chapter Pack, along with new versions of iconic characters like Ser Edmure Tully and Viserys Targaryen.

From Out of Sight
Whether in the intrigues of court or on the field of battle, you make your greatest advantages by surprising your opponent in some way – finding something to tip the balance of battle abruptly in your favor. In The Champion’s Purse, you find new events for your House to get the drop on your opponent, starting with A Taste of Glory (The Champion’s Purse, 23) for House Baratheon.

This event grants your prized characters a sudden Strength boost and renown for a phase. Of course, you need to have a few prized characters to make it worthwhile, but as the Conquest and Defiance cycle advances, you’ll only find more prized characters to include in your decks. A sudden burst of renown for enough characters just might grab you the power tokens you need to win the game.

House Greyjoy, on the other hand, gains a way to drop Warship locations into play in the middle of challenges. When you or your opponent declare a naval attacker or defender, you may play Every Captain is a King (The Champion’s Purse, 25) to put a Warship location into play from your hand. This event works naturally with the Black Sails (Reach of the Kraken, 18) agenda, whether you use the agenda yourself or struggle against it in your current meta.

Bringing a Warship location into play opens additional ways to surprise your opponent and tip a challenge in your favor. House Greyjoy has a host of Warships to sail into battle, and some of your best choices for gaining the upper hand in a challenge are Longship Black Wind (Called by the Conclave, 49) or Longship Maiden’s Bane (A Hidden Agenda, 49). Longship Black Wind can be used offensively, giving one of your attackers the deadly keyword and potentially even killing the character that joined the challenge with the naval enhancement. Longship Maiden’s Bane gives you an immediate Strength boost, allowing you to defeat your opponent when he least expects it.

House Lannister also receives a way to foil an opponent’s plans with their new prized event, Counterplot (The Champion’s Purse, 28). This event bears a Limited Response, which reads, “After an opponent reveals a plot card, kneel a unique Lannister character to cancel the revealing of that plot and move it to its owner’s used pile. That player must choose and reveal a new plot card.”

Although the costs of playing this event – giving your opponent three power and kneeling a unique Lannister character – are undoubtedly high, the rewards are equally lofty. Canceling a key plot is nearly priceless, whether it’s a Valar Morghulis (Core Set, 201), or Melisandre’s Scheme (Reach of the Kraken, 9). If you play your cards right, running Counterplot in your deck could easily win you a game.

Reaching for the Prize
All men, from the lowliest hedge knight to the greatest lord, share the dream of winning the champion’s purse. Now, you too can have your chance at victory. Will the spoils of your triumph help you claim the Iron Throne?

• The second Chapter Pack in the Conquest and Defiance cycle
• Introduces the “prized” keyword, which balances tremendous risks and rewards in deck-building and play
• Features old and new iconic characters, such as Vargo Hoat and Ser Edmure Tully
• Sixty new cards promote the exploration of creative, new strategies

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15.00 €
Game of Thrones LCG: CD3 -Fire Made Flesh Chapter Pack
Game of Thrones LCG: CD3 -Fire Made Flesh Chapter Pack

The third Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

The world that George R.R. Martin has created in his beloved fiction series, A Song of Ice and Fire, is so gritty and realistic, and the characters who populate it are so psychologically complex and believable, it’s often easy to overlook how fully the saga is permeated by magic and fantasy. Still, Westeros is a world shaped not only by political intrigues and wars between rival lords, it is a land shaped by dragonfire.

In A Song of Ice and Fire, dragons are fire made flesh, and they are every bit as important as they are powerful. Dragons allowed the Targaryens to unite the Seven Kingdoms. Their return to the world coincided with the revitalization of magic. And some think that dragonfire played some role in the creation of the Valyrian steel of which all the most legendary blades were forged.

In Fire Made Flesh, you’ll find a host of new Prized characters, locations, and events, as well as Prized versions of three of the world’s most storied Weapons: Heartsbane, Ice, and Blackfyre. Meanwhile, three neutral characters, a powerful event, and a plot card with a claim that you can ratchet as high as “6” introduce more support for the Neutral Faction House card and decks that unite multiple Houses.

Ice
One of the cards in Fire Made Flesh that best highlights how the Prized mechanic may impact the struggles of A Game of Thrones is Eddard Stark’s greatsword, Ice (Fire Made Flesh, 53).

Ice (Core Set, 1) already exists within the game as a Weapon attachment that cost two gold, plays only on a Stark character, and allows its controller to discard it to kill another character participating in the same challenge as its bearer. However, by making the new version of Ice “Prized 2” the developers were able to reduce its gold cost and change the number of participating characters its controller may kill. The sword’s thematic and mechanical identity remains largely the same; it still plays only on a Stark character, and you must still discard it to trigger its effect. But now players using the new, Prized version may trade the cost of two power for a greater – more legendary – effect.

This is one of the ways that the introduction of the Prized mechanic pays off within the game, and though it’s immaterial, it’s important to note. Most A Game of Thrones players are fans of Westeros and the stories set within it. They love and despise its characters, and they want their favorite characters and weapons to be represented by fantastically powerful cards within the game. Here, the Prized mechanic allows various cards, like Ice, to be represented by some awesome effects, and to enter the game at costs that aren’t prohibitive.

The question, of course, is whether or not it’s worth two power to include a card like Ice in your deck. After all, two power is a lot of power to hand your opponent when the game plays to just fifteen.

While these two power are part of the cost that balances the new, Prized version of Ice, they shouldn’t keep Stark players from giving it careful consideration. After all, at just one gold, the Ice from Fire Made Flesh is twice as affordable as that from the Core Set, and because there’s no strict limit on the number of participating characters it can kill, it’s very likely going to win you an unopposed challenge – or multiple. Even if you have no other Prized cards, Ice counts itself, allowing you to kill at least one participating character.

Furthermore, experienced players will quickly find ways to use the power cost of their Prized cards to their advantage. When you discard Ice, you give your opponent two power. However, that means you suddenly gain a method of putting power onto your opponent’s House card without ever allowing him to win a challenge. In the long run, this is a huge boon to power rush decks and helps them gain traction in their struggles against other types of decks.

Strike True
Can you conquer the Seven Kingdoms? Can you use Ice, Heartsbane, Blackfyre and the other powerful Prized cards from Fire Made Flesh to defeat your rivals and seize the Iron Throne? Along with these famous blades forged from Valyrian steel, you’ll find other such famous names as Podrick Payne, Longship Iron Victory, and Septon Utt.

Prepare to call your banners!

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15.00 €
Game of Thrones LCG: CD4 -Ancestral Home Chapter Pack
Game of Thrones LCG: CD4 -Ancestral Home Chapter Pack

The fourth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

Every House in Westeros attempts to win their way to the Iron Throne, but the roots of a House’s claim flow from its lineage and its ancestral seat of power. The Starks have held Winterfell for generations, Casterly Rock is the traditional home of House Lannister, and House Martell has long claimed Dorne as their capital.

Along with their castles and homes, each Great House has certain responsibilities and Titles. In the Ancestral Home Chapter Pack, you’ll discover a Title for every faction, including the Neutral Faction!

A Fitting Title
Although every Title is unique to its House, they do share some key similarities. These Titles form a vital piece of each House’s identity, and it follows that each possesses the Prized keyword introduced by the Conquest and Defiance cycle. These attachments may give your opponents power if the attachment is discarded, but that allows them to offer you more powerful effects.

In addition, each Title is an attachment. These attachments, however, are far too weighty for any one character in your House. Rather, Titles are attached to your House card, placing them on a more secure foundation than attachments placed on vulnerable characters or locations. We’ll take a closer look at the true power of these new attachments below!

Wardens of the Realm
One of the most prestigious roles in Westeros is the position of Warden. The Wardens are divided between north, south, east, and west, and each Warden is responsible for commanding the armies of Westeros in their region. The position of Warden of the West (Ancestral Home, 69) has traditionally been held by House Lannister, and in this Chapter Pack, you can finally confer that Title upon your House.

Warden of the West offers you a distinct advantage for maintaining your power in Westeros. This Title attaches to your House card, and after you play a prized card, you can kneel the attached House card to choose and kneel a character. You don’t just kneel a character, however. You also discard all power from that character, slowing your opponent’s rush to victory, and potentially giving slower decks time to catch up to a power-hungry opponent. Because the Title itself is a prized card, you can trigger its Response immediately, helping you to gain the upper hand.

While House Lannister is known as the Warden of the West, House Stark holds the honor of Warden of the North (Ancestral Home, 74). Warden of the North offers you a potent defensive bonus when you play a prized card. By kneeling the attached House card, you can use the power of Warden of the North to grant a character stealth and allow him to defend without kneeling until the end of the round. This effect becomes particularly useful when you go second, allowing you to defend your opponent’s challenges before going on the offensive with your own.

The Warden of the South Title (Ancestral Home, 63) is claimed by House Tyrell, who in A Game of Thrones: The Card Game are represented as supporters of House Baratheon. This Title offers you a highly useful counter to your opponent’s strategy. This attachment allows you to kneel the attached House card after playing a prized card to force an opponent to choose and reveal a new plot card! Although this effect won’t stop plots with “when revealed” effects, you can certainly play it and trigger its Response immediately to stop plots like The First Snow of Winter (On Dangerous Grounds, 59), Fear of Winter (Beyond the Wall, 40), or Melisandre’s Scheme (Reach of the Kraken, 9).

Houses of the Mighty
Every House is claiming its rights as the Ancestral Home Chapter Pack approaches. Four other Titles await the other factions, alongside a host of new prized cards and a champion-designed agenda that poses a unique deck-building challenge.

Advance your claim to the Iron Throne with Ancestral Home, the fourth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

Introducing sixty new cards (three copies each of twenty different cards), this Chapter Pack continues to support the Prized keyword, alongside the cycle’s themes of multi-House decks and Neutral Faction decks. Whether you set sail with House Greyjoy, support the Prince of Dorne, or lend your strength to another Great House, you’ll find plenty to enjoy in this expansion.

• The fourth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game

• New Prized attachments and a new agenda offer deck-building challenges for all players
• Prized cards introduce astounding effects at the risk of granting your opponents greater power
• Continues to present more options for Neutral Faction decks and decks that draw strength from multiple Houses
• Introduces new versions of several famous characters, including Renly Baratheon, Tyrion Lannister, and Daenerys Targaryen

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15.00 €
Game of Thrones LCG: CD5 -The Prize of the North Chapter Pack
Game of Thrones LCG: CD5 -The Prize of the North Chapter Pack

The fifth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

This Chapter Pack continues the cycle’s major themes, introducing fourteen cards with the Prized keyword and giving additional support to the possibility of multi-House or Neutral Faction decks. Every Great House in Westeros gains powerful cards, including a new Sand Snake for House Martell, powerful Warships for House Greyjoy, and three Prized dragon egg attachments for House Targaryen!

Even as the Great Houses explore the possibilities of mutually beneficial alliances, a deadly threat is rising in the northlands beyond the Wall. The brave warriors of the Night’s Watch could never stand against this threat alone, but in The Prize of the North, you’ll find potent new cards as House Baratheon casts its lot with the men of the Night’s Watch.

The Sword in the Darkness
House Baratheon and the Night’s Watch gain an efficient character in the Defenders of the Wall (The Prize of the North, 81). These brave defenders enter play inexpensively and carry the text, “No attachments except Weapon,” which protects it from many Strength-lowering effects. This character also possesses an ability that can make it quite useful in battle. During challenges declared against you by a player running an agenda, the Defenders of the Wall can defend Military challenges even while kneeling. With the current popularity of agendas, this character should have plenty of opportunities to defend Military challenges, keeping your opponents safe from harm.

Two locations included in The Prize of the North bind House Baratheon and the Night’s Watch even closer together. Deserted Castle (The Prize of the North, 82) can be knelt to choose a Baratheon character. The chosen character receives a Strength boost and the Night’s Watch trait for the phase, temporarily qualifying it for additional benefits, such as the immunity to events granted by Jon Snow (The Horn That Wakes, 73).

The Night’s Watch gains even more power from a new, Prized version of The Wall (The Prize of the North, 83). The Wall has the Prized 1 keyword, but it also grants each of your Night’s Watch characters both a Power icon and the Baratheon affiliation, provided it is Winter. Even better, The Wall contains the text, “Any Phase: Kneel The Wall to stand all Night’s Watch characters you control.” With this powerful ability, the Night’s Watch can defend the Wall with all their Strength before sallying forth and taking the fight to their foes with their own challenges.

Granting all of your Night’s Watch characters the Baratheon affiliation has several interesting implications. You could make use of the new House Baratheon agenda, A Noble Cause (Forgotten Fellowship, 98), to grant many of your Night’s Watch characters renown, potentially speeding you to a rapid victory. Other possibilities abound, so you'll have to experiment to find the best ways to make use of The Wall.

The Wall Is Yours
The winds of winter have an icy chill, but with the new cards included in The Prize of the North, you can stand firm against them. Whether you cast your lot with the noble cause of House Baratheon and the Night’s Watch, with another Great House, or with the Neutral Faction, you’ll find plenty of cards to help you in this upcoming Chapter Pack.

• The fifth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game
• New Bannermen increase synergy between Houses, promoting multi-House decks
• Prized cards introduce astounding effects at the risk of granting your opponents greater power
• Continues to present more options for Neutral Faction decks through specialized cards
• Introduces new versions of several famous characters and locations, including Wex Pyke and The Wall

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15.00 €
Game of Thrones LCG: CD6 -A Dire Message Chapter Pack
Game of Thrones LCG: CD6 -A Dire Message Chapter Pack

A Dire Message is the final Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game.

Dire news comes to the Great Houses of Westeros in this Chapter Pack, but you’ll find plenty of new tools to help each House survive the dangerous times to come. A Dire Message continues developing the cycle’s prized keyword, allowing you to play a number of more powerful characters, attachments, locations, and events, but at the price of possibly giving your opponent power. Many of the cards in this Chapter Pack carry the prized keyword, and you’ll find new, prized versions of iconic characters and locations ranging from Robert Baratheon, to Ser Balon Swann, to The Iron Throne itself!

However, you’ll also find more support for the second theme of the Conquest and Defiance cycle: bringing the Houses together to form multi-House decks. Traditionally, in A Game of Thrones: The Card Game, the Great Houses remain separate, perhaps bringing one or two select members of another House into their confidence. But now, A Dire Message is coming, the winds of winter are blowing harshly, and the leaders of Westeros may discover that working together is preferable to dying alone.

The Task At Hand
Throughout the Conquest and Defiance cycle, every House has received Bannerman characters that benefit from the presence of characters belonging to other Houses. You’ll find even more of these characters in A Dire Message. House Stark gains the Northern Clansman (A Dire Message, 110), who gains renown or stealth if you control a Baratheon or a Lannister character, respectively. House Targaryen receives a similar character in the Dragon Ambassador (A Dire Message, 113), who gains deadly if you control a Greyjoy character, and an Intrigue icon if you control a Martell character.

Because these characters receive benefits directly from other Houses, they lend themselves naturally to creating multi-House decks. You can easily include two such characters in your deck, as well, since both characters receive benefits from the other House's characters. Including both characters only give you more Bannermen, enhancing the power of cards that trigger off of your number of Bannermen, such as Mors Umber (The Banners Gather, 13)

Even with the help of the new Conquest (Spoils of War, 1) agenda and a wide spread of characters that benefit from adding another House to your deck, sometimes you need to search for a crucial piece of your deck’s plan for victory. To that end, you could include the applicable plot introduced in this Chapter Pack: A Task in the East (A Dire Message, 118), A Task for the King (A Dire Message, 119), or The Turncloak’s Task (A Dire Message, 120). Each of these plot cards allow you to search for a card, but which card you can search for is based on your House card.

For example, if you reveal A Task in the East and are using a Martell House card, you can search your deck for any Greyjoy card, reveal it, and add it to your hand. If your House card is Greyjoy, on the other hand, you would use The Turncloak’s Task, and search your deck for any Targaryen card. With the help of these three new plot cards and the Conquest agenda, you can piece together the cards you need to establish your alliance and claim victory over your opponent.

Dangerous Times, Desperate Measures
In A Game of Thrones: The Card Game, the Great Houses generally stand alone, but perhaps even the most hard-hearted can see the benefits of forging an alliance in light of A Dire Message. How will you combine the warring Houses of Westeros?

The A Dire Message Chapter Pack continues the cycle’s major themes, introducing additional Prized cards and giving even more support to the possibility of multi-House decks. Every Great House in Westeros gains mighty cards, including new versions of Robert Baratheon, Ser Balon Swann, and a neutral version of the Iron Throne itself!

Among the sixty cards from A Dire Message (three copies each of twenty individual cards), you’ll find the pieces you need to craft multi-House decks, including new Bannermen that gain benefits from other Houses and powerful new plots that enable you to search your deck for out-of-House characters. Whether you strengthen the bonds between the Great Houses to build a multi-House deck or utilize the power of the Bannermen, you’ll find new and powerful cards in A Dire Message!

An A Game of Thrones: The Card Game core set is required to play. Contains cards 101-120 of the Conquest and Defiance cycle.

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15.00 €
Game of Thrones LCG: DN5 -A King in the North Chapter Pack
Game of Thrones LCG: DN5 -A King in the North Chapter Pack

The battle at The Wall is over, but the war has just begun. The wildlings have been dispersed, but may return again. The Night’s Watch is depleted, and in dire need of reinforcements. And the true threat from the north awaits...

Featuring a new version of Margery Tyrell for your Baratheon deck, the mighty Osha for your Stark deck, the formidable wildling Varamyr Sixskins, and much more, A King in the North will bring exciting new options for your A Game of Thrones experience.

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: Ice & Fire Draft Pack
Game of Thrones LCG: Ice & Fire Draft Pack

Ice & Fire draft packs for A Game of Thrones: The Card Game introduces a brand new draft format, where players jointly build their decks in real time from a shared pool of random cards. After the draft is complete players test their mettle against each other using these newly-built decks. A Game of Thrones: The Card Game players have long requested the option to enjoy the game’s battles, intrigues, and power struggles in this alternative format. Prepare for the excitement of Ice & Fire Draft Packs!

What’s in a Draft Set?
The Ice and Fire draft set for A Game of Thrones consists of a nineteen-card starter and one fifty-card draft pack.

A draft starter can be used in any number of draft games, so players need only purchase this item once when playing drafts from the same card pool (see below).

What Is a Draft Pool?
The current A Game of Thrones draft pack is drawn from a card pool of 240 cards that we call Ice and Fire.

In the future, FFG may launch additional draft sets drawn from new card pools. Each card pool will be identified with its own unique title, just like Cyber War and Ice and Fire.

Identifying Draft Cards
All draft cards are clearly identified by a new icon (specific to each game), and starter pack cards are further distinguished from the draft cards by color.

All cards found in draft packs, except for those cards marked as “draft only” will be legal in normal LCG tournament play. However, because of the variation in production color and card-stock resulting from our in-house digital manufacturing, players who want to use draft cards in LCG tournaments must sleeve them to fully conceal the card backs.

Except for the “draft only” cards, all cards found in draft packs are also found in normal existing (or future) LCG products.

Contains a selection of 50 randomized cards to be drafted

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15.00 €
Game of Thrones LCG: Ice & Fire Draft Starter
Game of Thrones LCG: Ice & Fire Draft Starter

Ice & Fire draft packs for A Game of Thrones: The Card Game introduces a brand new draft format, where players jointly build their decks in real time from a shared pool of random cards. After the draft is complete players test their mettle against each other using these newly-built decks. A Game of Thrones: The Card Game players have long requested the option to enjoy the game’s battles, intrigues, and power struggles in this alternative format.

What’s in a Draft Set?
The Ice and Fire draft set for A Game of Thrones consists of a nineteen-card starter and one fifty-card draft pack.

A draft starter can be used in any number of draft games, so players need only purchase this item once when playing drafts from the same card pool (see below).

What Is a Draft Pool?
The current A Game of Thrones draft pack is drawn from a card pool of 240 cards that we call Ice and Fire.

In the future, FFG may launch additional draft sets drawn from new card pools. Each card pool will be identified with its own unique title, just like Cyber War and Ice and Fire.

Identifying Draft Cards
All draft cards are clearly identified by a new icon (specific to each game), and starter pack cards are further distinguished from the draft cards by color.

All cards found in draft packs, except for those cards marked as “draft only” will be legal in normal LCG tournament play. However, because of the variation in production color and card-stock resulting from our in-house digital manufacturing, players who want to use draft cards in LCG tournaments must sleeve them to fully conceal the card backs.

Except for the “draft only” cards, all cards found in draft packs are also found in normal existing (or future) LCG products.

Contains 19 essential cards that provide a fixed core for your deck

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6.00 €
Game of Thrones LCG: KL3 -The Tower of the Hand Chapter Pack
Game of Thrones LCG: KL3 -The Tower of the Hand Chapter Pack

The Hand of the King was the second-most powerful man in the Seven Kingdoms. He spoke with the king’s voice, commanded the king’s armies, drafted the king’s laws. Robert was offering him a responsibility as large as the realm itself. It was the last thing in the world he wanted.

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

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

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

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15.00 €
Game of Thrones LCG: KL5 -Secrets and Spies Chapter Pack
Game of Thrones LCG: KL5 -Secrets and Spies Chapter Pack

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

–Nate French, Kingsroad Lead Developer

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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15.00 €

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