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Game of Thrones LCG 2: DS3 -The Streets of Kings Landing Chapter Pack
Game of Thrones LCG 2: DS3 -The Streets of Kings Landing Chapter Pack

Summer fades in Westeros and the shadows extend their reach in George R. R. Martin’s A Song of Ice and Fire series. In the capital city of King’s Landing, Cersei Lannister contends with the zeal of the Faith of the Seven and their newly restored army, the Faith Militant. Across the Narrow Sea, Daenerys Targaryen struggles to maintain her hold on Meereen as the Sons of the Harpy plot her destruction. Finally, at the Wall, Jon Snow attempts to forge a peace between the wildlings and the brothers of Night’s Watch while met with resistance on all sides.

In order to survive the games of cloak and dagger that fill the pages of A Dance with Dragons, the leaders of each House must embrace the darkness, lest they risk their downfall. But how far can they go before they become lost in the game of thrones?

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

Cunning Ambition
Your struggle for the Iron Throne becomes tinted by corruption and underhanded plots with the reintroduction of the player-favorite shadow mechanic. This keyword, originally used in the game's first edition, creates a new space to hold some of your most secretive cards, separate from your hand and play area. Cards with the shadow keyword, also marked by the distinctive dark banner in the upper left corner, can be played normally… or you can pay two gold to marshal them into shadows where they remain hidden from your enemy until the perfect moment. When the time to strike arrives, you can take an Action at any point to pay their shadow cost and play the card.

However, with this new keyword come certain cards that can't be played normally. For example, Growing Ambition (Streets of King’s Landing, 44), is a new event that does not have a gold cost, meaning you must marshal it into shadows. Yet this event also does not have a set shadow cost, instead allowing you to pay any amount of gold at your disposal to play it. But the more gold you're willing to invest, the easier it will be to assemble your plans. If, for example, you pay four gold to play Growing Ambition, you may then search your deck for four cards of your choice and place them into your discard pile, shuffling your deck afterward. Then, your opponent will choose four cards from your discard pile to return to your hand.

If you can play this at a time when there are no other cards in your discard pile—or fewer than four cards—you can ensure that you have at least some of the cards you want in your hand when you need them. With this powerful ability waiting in the wings, your ambition is only limited by your ability to fund it.

The Glass Candles Are Burning
In King’s Landing, the loyalties of the common folk are not only divided between the noble houses, but also by the religions that have begun to take a stronger hold in Westeros. As the nobles fight amongst themselves, it is the poor who die in their wars. This disconnect has led to a resurgence of the vengeful gods of old, and those who speak the words of their god have been given unprecedented power. The High Sparrow (The Faith Miliant, 97) is now protected by his ragged army of Poor Fellows (Streets of King’s Landing, 57) who have grown restless and will have their voices heard. Once the Poor Fellows win a challenge, your opponent must choose to allow the Poor Fellows to gain a power or allow you to draw a card. Little by little, they will reclaim the power that the royals have been hording for far too long.

But religion is not the only force gathering strength in the Dance of Shadows cycle. As magic returns to the realm, things once thought of as impossible have become the everyday; dragons darken the skies, the dead march against the living, and long inanimate artifacts find renewed life. The Glass Candle (Streets of King’s Landing, 59) burns for the first time in a hundred years, allowing its possessor to see across mountains, seas, deserts, and even your opponent’s deck. As a challenges action, you may kneel Glass Candle to look at the top card of any player’s deck and discard it if you so choose. Furthermore, if the character bearing this attachment is a trained Maester, such as Maester Wendamyr (Core Set, 70), who can use the candle’s full potential, they gain the insight keyword, increasing your ability to draw cards from your own deck. But despite this power, you must look on this miraculous attachment with a sense of foreboding—if the glass candles are burning, what other fabled feats are possible? What terrors lurk just over the horizon?

Light the Darkness
The age of strife is coming to a close. With the strengths of so many great houses diminished by the War of the Five Kings, the common folk are ready for an end to the bloodshed, and Westeros is ripe for the taking. Prove that you have the strength to restore the realm to its former glory and take your place on the Iron Throne!

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18.00 €
Game of Thrones LCG 2: FC3 -Kingsmoot Chapter Pack
Game of Thrones LCG 2: FC3 -Kingsmoot Chapter Pack

A kingsmoot has not been called in hundreds of years. But in the Iron Islands, the tide is changing with the mysterious death of Balon Greyjoy and the sudden return of Euron Crow’s Eye. The Drowned God roils in his watery halls, the ironborn return to the old way, and the first kingsmoot in centuries has been called. Fantasy Flight Games is proud to announce Kingsmoot, the third Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game.

In the tradition of the other Chapter Packs of the Flight of Crows cycle, Kingsmoot contains sixty cards (three copies each of twenty distinct cards), offering brand-new cards for the eight factions of A Game of Thrones: The Card Game. As the story of the cycle continues to follow the events of A Feast for Crows, you’ll see characters such as Ramsay Snow, Raff the Sweetling, Jhiqui, and Darkstar entering the game, alongside two new neutral Brotherhood characters. As the bestow keyword gains strength, other cards reward you for forging alliances between factions—but no matter who you fight for, you’ll find the cards you need at the Kingsmoot!

The Old Way
As distant as the Iron Islands are from Westeros, so House Greyjoy is to the other Great Houses. The ironborn worship a different god. Their culture is built on raiding and reaving, rather than politics or mercantile success. They are a hard people, with little interest in the intrigues of courts... but that does not make them uninterested in the game of thrones. In fact, House Greyjoy’s ambitions reach to the Iron Throne and beyond.

Since the Core Set, House Greyjoy has built its success on a few themes—their abundance of ways to save or resurrect characters, the power of their Warships, and effects that capitalize on unopposed challenges. Still, the Iron Islands are a bleak and barren place, and one thing the Greyjoys have not historically had is a surplus of cards. Even with cards like Great Kraken (Core Set, 78) and The Reader (The Road to Winterfell, 31), House Greyjoy has had no ability to ensure they find the exact cards they need in the middle of the game. That’s about to change with the new version of Asha Greyjoy.

Asha Greyjoy (Core Set, 67) has been a staple in Greyjoy decks since the Core Set. With stealth and the powerful ability to participate in multiple challenges, she can pressure your opponent in a way that few other cards can equal. Still, the new version offers something new: the ability to find the exact card you need for any round.

This new version of Asha Greyjoy (Kingsmoot, 51) takes her place among the game’s most powerful and expensive characters with a cost of seven gold, five STR, and all three icons. With only eight Greyjoy characters currently released bearing an intrigue icon—less than any other faction—that icon alone makes Asha Greyjoy worth considering. Like her Core Set version, she also has the stealth keyword, but in this instance, her pillage keyword is almost more interesting. That’s because Asha Greyjoy’s ability reads: “Reaction: After Asha Greyjoy discards a card using pillage, search the top X cards of your deck for a card and add it to your hand. Shuffle your deck. X is the number of cards in the losing opponent’s discard pile.”

At its least effective, this ability always lets you draw the top card of your deck. But as your opponent’s discard pile grows, so too does Asha’s power. Perhaps it looks like your opponent is about to reset the board with Valar Morghulis (There Is My Claim, 80). You could search your deck for a copy of Risen from the Sea (Core Set, 81). Or maybe you want to make your next challenge more impactful by searching for Put to the Sword (Core Set, 41) or We Do Not Sow (Core Set, 83). Perhaps you simply need more characters or more Warships to build your armada. No matter what you need, Asha Greyjoy can help you find it.

House Greyjoy can move fast, acquiring massive power quickly due to their habit of winning unopposed challenges and cards like Rise of the Kraken (Taking the Black, 12). They’re even faster if you can find the exact cards you need with Asha Greyjoy. Still, there’s always the risk that you’ll come up just short of your goal—and your opponent will control your board or kill your characters, and you won’t be able to close out the game. You need to return to the old ways. You need to hold a Kingsmoot (Kingsmoot, 52).

Kingsmoot is a two-gold event that gives you just that extra burst of power that you need to win the game. After you win dominance (already granting you one power), you simply play Kingsmoot and choose one of your unique Greyjoy characters. Then, that character gains one power for each unique Greyjoy character you control! Though it may not be worth playing for just one or two power, it’s not uncommon for a Kingsmoot to grant you three or even four power—which could be more than enough to close out the game and grant you victory. And of course, Victarion Greyjoy (Lions of Casterly Rock, 27) is a natural target, since he can use that extra power to save himself if you can’t win the game immediately.

Listen to the Waves!
The power of House Greyjoy is rising with the tides, and your longships are already prowling Ironman’s Bay.

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18.00 €
Game of Thrones LCG 2: WC1 -Taking the Black Chapter Pack
Game of Thrones LCG 2: WC1 -Taking the Black Chapter Pack

The first Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game Second Edition!

As A Song of Ice and Fire begins, King Robert Baratheon rides north to visit his old friend Eddard Stark in Winterfell. Westeros is at peace. But this deceptive calm will not long remain. Already, the seeds of unrest are growing with the ambitions of House Lannister, with the wedding of Daenerys Targaryen to a Dothraki khal, with the apparent murder of the Hand, Jon Arryn. Conflict between the Great Houses looms on the horizon as the high lords and ladies of Westeros begin to play their game of thrones.

You can take your place at the very beginning of the story with Taking the Black, the first Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game. As part of the Westeros cycle, Taking the Black explores the first chapters of A Game of Thrones with iconic characters like Renly Baratheon, the Hound, and Maester Luwin entering the game for the first time. In Taking the Black, each faction begins its journey through A Game of Thrones towards the Iron Throne!

For more on Taking the Black and the entire Westeros cycle, we turn to the designer of A Game of Thrones: The Card Game, Nate French.

Nate French on the Westeros Cycle
The Westeros cycle (that title is an homage to the first CCG base set) is the first expansion to the second edition of A Game of Thrones: The Card Game, and we tried to draw heavily from the events of the first book in A Song of Ice and Fire. Naturally, this doesn’t mean that everything in these Chapter Packs is tied to the first book, but wherever possible, we turned to the beginning of the series for inspiration. (Don’t worry Martell and Greyjoy fans – those factions weren’t prominently featured in the book, but all factions get equal treatment in the cycle.)

As this is the first cycle, our primary design goal was to expand the possibilities of the Core Set without adding additional rules to the game. At a very basic level, there are two types of cards that you’ll find in the Westeros cycle: cards that easily slot into a core deck, and cards that pull a player’s understanding of a core theme in a new direction.

Another important design goal of the set was to rapidly increase the number of plot cards in the environment. Constructing and piloting a plot deck is one of the most enjoyable aspects of A Game of Thrones, and we felt that investing heavily in new plot cards would rapidly increase the strategic scope of the game. This cycle introduces eighteen new plots to the game, including a loyal plot for each faction. Each of these loyal plots – like For the Watch! – supports its faction’s core strategies, inviting players to further embrace each faction’s unique playstyle.

Working on this set and the young, second edition card pool was a lot of fun, and I’m looking forward to seeing these cards influence the early metagame.

Join the Watch
More than any other faction, the Night’s Watch relies on defense. The Wall (Core Set, 137) grants additional power when you oppose every challenge, and powerful characters like Old Bear Mormont (Core Set, 126) can bring other Night’s Watch characters into play, provided you haven’t lost a challenge as the defending player.

The exception to the Watch’s focus on defense are its Rangers. They walk the lands beyond the Wall, gathering information and scouting for possible threats to the Watch. In the prologue of A Game of Thrones, the first characters you encounter belong to the Night’s Watch, so it only makes sense that the first character you see in Taking the Black is one of these Night’s Watch Rangers: Will (Taking the Black, 1). Will bears both the military and intrigue challenge icons, as well as two important keywords. Stealth allows Will to choose an opponent’s character who cannot defend the challenge, and insight invites you to draw a card if you win the challenge.

This combination of challenge icons and keywords can be formidable, especially for only four gold, but Will is not without drawbacks. The Rangers of the Watch accomplish nothing if enemies still get past the Wall. Because of this, Will also bears a Forced Reaction: “After you lose an unopposed challenge, sacrifice a Ranger character you control.” In other words, as long as you have a defender to oppose every challenge, Will is free to sneak by your opponent’s characters and learn their plans. As soon as enemies begin to slip by you, however, Will can quickly become a liability that must be sacrificed for the greater good.

Will isn’t the only card the Night’s Watch gains in Taking the Black. These defenders of Westeros also gain an event that allows you to gather new recruits wherever you find them. You can swell your hand with new brothers for the Night’s Watch by playing The Watch Has Need (Taking the Black, 2). Playing this event allows you to name a trait: either Ranger, Steward, or Builder. Then, you may search a number of cards from the top of your deck equal to your plot’s reserve value, and add all cards that bear the named trait to you hand.

In many ways, playing The Watch Has Need can help you shore up any weaknesses in the strengths of the Night’s Watch. Each of the three branches of the Night’s Watch – Rangers, Stewards, and Builders – loosely corresponds to the three challenge icons: military, intrigue, and power. Because of this, if you desperately need more characters with the intrigue icon, you may name Steward, whereas if you’re short on military icons, you may choose Ranger. It’s also important to consider the reserve of your plot when you play the card. Counting Coppers (Core Set, 10) allows you to search ten cards for your recruits, but offers little gold to play them. A Feast for Crows (Core Set, 2), on the other hand, only allows you to search four cards, but gives you enough gold to play even the most expensive characters.

Say Your Vows
Taking the Black begins the Westeros cycle’s journey through the first book of A Song of Ice and Fire with powerful new cards for every faction. You range the lands beyond the Wall with Will and the Night’s Watch, journey to the Dothraki city of Vaes Dothrak, or sit the Seastone Chair with the Lord Reavers of House Greyjoy. Begin the story of A Game of Thrones anew with the first Chapter Pack for the second edition!

• The first Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game Second Edition
• Follows the events of A Game of Thrones, the first book in A Song of Ice and Fire
• Iconic characters like the Hound and Renly Baratheon make their debut
• Offers sixty new cards (three copies each of twenty distinct cards), including four new plot cards that dramatically increase your deck-building options

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18.00 €
Game of Thrones LCG 2: WFK1 -Across the Seven Kingdoms Chapter Pack
Game of Thrones LCG 2: WFK1 -Across the Seven Kingdoms Chapter Pack

The first Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game!

In the aftermath of Robert and Eddard’s deaths in King’s Landing, the Great Houses of Westeros have pulled away from each other. Joffrey Baratheon has been crowned king, and now sits the Iron Throne. Robb Stark has already been proclaimed King in the North, and Stannis plots from Dragonstone, brooding on a throne that should have been his. It is the calm before the tempest: war in Westeros is imminent, and above it all, the Dragon’s Tail burns a blood-red trail across the sky.

Enter the War of the Five Kings with Across the Seven Kingdoms and the War of Five Kings cycle! As the Westeros cycle broadly followed the events of A Game of Thrones, so the War of Five Kings cycle moves forward to highlight the thrilling battles and intrigue of A Clash of Kings. Each House calls upon its loyal bannermen in this cycle, and a multitude of new Kings arise to claim the Iron Throne. What’s more, Across the Seven Kingdoms begins to introduce effects based on the Summer and Winter plot traits, allowing the long-lived seasons of Westeros to play a more integral role in the game. With new King versions of Robb Stark and Viserys Targaryen entering the game alongside characters like Arry and Janos Slynt, this Chapter Pack is an explosive beginning to the War of Five Kings cycle!

A Tale of Two Kings
One of the principal components of the War of Five Kings cycle is the fact that new King characters will join six of the eight factions over the course of the cycle. In Across the Seven Kingdoms, you’ll find two of these Kings, but each presents a very different approach to your struggle for power.

The first King you’ll encounter in this Chapter Pack is none other than Robb Stark (Across the Seven Kingdoms, 2). With a cost of seven gold, Robb takes his place among the most expensive characters in A Game of Thrones: The Card Game. He bears the renown keyword, and during military challenges, his already formidable STR is increased by one for each loyal character you control. Of course, Robb himself is a loyal character, so he can boost his own STR during military challenges.

If that weren’t enough to make Robb a dangerous opponent on the battlefield, Robb Stark also has an ability, which reads, “Action: While Robb Stark is participating in a military challenge, choose a participating non-King character. Stand that character and remove it from the challenge. (Limit once per challenge.)” Combine this ability with Robb’s inherent STR boosts, it’s going to be almost impossible for your opponent to gain an advantage during a military challenge when Robb is participating, whether you push out your opponent’s forces or pull back your own characters that aren’t needed to win. This military superiority can naturally translate into a superior board presence, and with Robb Stark on your side, it’s easier than ever to trigger powerful effects like Put to the Sword (Core Set, 41) or Ice (Core Set, 153).

The other King featured in Across the Seven Kingdoms is nearly the polar opposite of Robb Stark, but you may discover that he’s no less irritating for your opponent to face across the table. Viserys Targaryen lived for years among the Free Cities of Essos, all while attempting to gather an army to return and conquer Westeros. Though he commanded no massive armies, the threat of his presence was felt even by Robert Baratheon in King’s Landing, and he can pose a similar threat to your opponent’s Kings.

In game terms, Viserys Targaryen (Across the Seven Kingdoms, 14) ranks among the very cheapest characters—costing only two gold and providing only a single power icon and one STR. Once you read his ability, however, it quickly becomes apparent that Viserys can be a massive irritation: while Viserys Targaryen is attacking, each King character must be declared as a defender, if able.

Although any other King would overpower Viserys in a challenge, winning the challenge isn’t the point. If your opponent has a King like Robb Stark or Robert Baratheon (Core Set, 48) in play, they certainly don’t want to waste his abilities defending a tiny power challenge, but they’ll be forced to do that very thing. And if your opponent has no King characters in play, Viserys is no less a thorn in their side. When the dominance phase ends, if no opponent controls a King character, Viserys immediately gains one power, pushing you immediately closer to victory.

War Is Coming
As A Game of Thrones: The Card Game moves closer to A Clash of Kings, political tensions run high. Call your banners, gather your armies, and stand beside your king.

• The first Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game
• Follow the events of A Clash of Kings, the second book in A Song of Ice and Fire
• New Kings enter the game and offer powerful effects for their factions
• Summer and Winter plots introduce the long-lived seasons of Westeros to the game
• Play with new versions of iconic characters like Robb Stark and Viserys Targaryen

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18.00 €
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: 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 €

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