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Haun tulokset 4225 - 4248 / 8409



Lawyer Up
Lawyer Up

An asymmetrical card game for 2 players where one player is the noble prosecution and the other the steadfast defense

In Lawyer Up, a two-player asymmetrical card game, players take on the roles of attorneys facing off against each other in a courtroom case. One player takes on the role of the prosecution and the other takes on the role of defense. Each case has its own unique mechanisms and story from Murder to Racketeering.

Lawyer Up is a game of arguments, influence and strategies. Players start with Discovery, where they will go through all the evidence of the case and draft what they think is important for them to win. Then Players will take turns calling and questioning witnesses - building arguments by chaining together cards with the same symbols and earning influence. Attorneys then spend their influence to sway the biases of the jury to their side of the argument.

Meticulously designed and developed by Samuel W. Bailey (Forbidden Stars, Talisman: Cataclysm) and Mike Gnade (Maximum Apocalypse, the Few and Cursed) over the last 4 years, Lawyer Up is an asymmetrical two-player courtroom drama card game where one player is the noble prosecution and the other the steadfast defense. Each game begins with the Discovery phase, where players draft vital evidence to support their case and bury evidence that might help their opponent. Next comes the Trial phase, where players call witnesses and play powerful arguments along with the evidence they drafted into their examination pools. To form a coherent line of questioning, players will need to chain together their cards by matching bias symbols. The player who can best examine the Witness by generating the most influence will spend the difference to sway the Jury to their side. Every game is different, but the lawyer with the best case and most convincing arguments will be sure to get the verdict they are after!

The core game includes the base decks for both the prosecution and defense along with all the other components (jurors, bias tokens, etc) you need to play any case of Lawyer Up. The core set also features two unique cases to play: The Art Forgery Case and the Murder Case.

The Art Forgery Case is a shorter case (6 Witnesses instead of 9) that focuses on learning the arguments and procedures in the base Prosecution and Defense decks. It is all about drafting the paintings from famous Dutch painters and using the right evidence to replay them from discard piles.

The Murder Case is your modern Law and Order murder trial. Jessica Fairmount was found standing over her father, covered in his blood, but insists that she was only trying to save him. The wealthy socialite has a lot to gain with her father's murder, but did she do it? This case features major asymmetry between the Prosecution (who can lock jurors to their side) and the Defense. The Prosecution must get all the Jurors to believe she is guilty while the Defense only needs one Juror to believe in her innocence for reasonable doubt.

Lawyer Up is divided into two phases, the discovery and trial phases. The discovery phase is a drafting phase representing both attorneys working back at their offices going through all the evidence of the case. During this phase, players simultaneously draw 3 cards and add one card to their deck, one card to their opponents deck and bury the last card. This means that every time that you play a case, your deck will be unique.

Players will not only draft unique decks, they will also select their legal strategies and Witnesses. The trial phase of the game is typically made up of 9 rounds of witness examinations. During this phase, players take turns calling witnesses and chaining together legal arguments fighting to win the witness and influence the jury.

You can only play cards from your hand that share at least 1 symbol with the card previously in your Examination. You can't jump from legal argument to an emotional one, because that would confuse the jury.

As you win witnesses, the jury will be swayed more and more to your side. Each case can have slightly different win conditions, but in general whoever wins the most witnesses will have the jury on their side and win the case.

1–2 Players
60–75 Min
Age: 13+

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43.60 €
Legacy of Yu
Legacy of Yu

During the reign of Emperor Yao, the people of ancient China were constantly plagued by deadly floods along the Yellow River. Eager to put an end to the devastation, Yao selected Gun, one of his officials, to devise a plan. After nine years of failed attempts using dams and dikes, Gun's employment came to a questionable end. After his passing, Yu inherited his father's work. Learning from Gun's failures, Yu set out to construct a series of canals to direct the surging river into nearby fields and smaller waterways.

Legacy of Yu is a solo-only, fully-resettable, nonlinear campaign game in which you step into the role of the legendary hero of the Xia Dynasty, Yu the Great. It will be your job to build the canals ahead of the impending flood, while also defending your growing village against neighboring barbarian tribes. With each game, stories will be shared and new gameplay elements added. The campaign features a self-balancing system which adapts to how well you are doing. The campaign ends once you either win or lose seven games.

Features:
* Fast, tense gameplay with quick setup and teardown between sessions!
* Worker placement, deck management, resource management and action chaining make for an exciting and dynamic experience.
* Captivating stories and moments to discover with each game as you progress through the campaign.

Contains:
* Custom Insert for easy storage
* Rulebook
* Story Book
* Gameboard
* Story Deck (71 Cards)
* 30 Townsfolk Cards
* 16 Barbarian Cards
* 7 Victory Cards
* 7 Defeat Cards
* 6 Hut Cards
* 10 Canal Cards
* 21 Punchboard Pieces
* 34 Wooden Workers (in 5 colors)
* 11 Wooden Buildings
* 9 Wooden Clay & 9 Wooden Wood
* 1 Wooden Barge & 1 Wooden Flood

1 Players
60 Min
Age: 12+

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78.00 €
Legend of the Five Rings LCG: Children of the Empire Expansion
Legend of the Five Rings LCG: Children of the Empire Expansion

A Premium Expansion for Legend of the Five Rings: The Card Game!

The land of Rokugan is shifting. Where once there was balance in the elements, there is now chaos. And where once there was peace amongst the Great Clans, there is now conflict. Though mending this wound in the world is of the utmost importance, a monumental edict from Hantei XXXVIII will once again shift the course of history, and it will fall to the children of the empire to find a peaceful way forward for the Emerald Empire.

A Premium Expansion is a new level of product for Legend of the Five Rings: The Card Game, featuring 234 cards (three copies each of 76 cards and one copy each of six cards), a number comparable to the Legend of the Five Rings: The Card Game Core Set. Unlike previous expansions, Premium Expansions are not tied to a specific clan, nor do they form part of a cycle—instead, these expansions focus on developing specific themes and mechanics, rewarding every clan with a wealth of new cards in a single expansion!

In Children of the Empire, you'll find a celebration of the tranquility brought to Rokugan by the Hantei Dynasty. Every Great Clan gets new tools, with themes of dueling and honor persistent throughout the expansion. Children of the Empire also provides a snapshot of characters and events in the Legend of the Five Rings story as they stand today. Look for cards that represent some of the biggest moments from Legend of the Five Rings fiction, and an updated version of an iconic character whose role in the celestial order has shifted!

With 234 new cards covering every clan and dedicated themes, Children of the Empire is the perfect companion to the Legend of the Five Rings: The Card Game Core Set for new players, and it offers a meta-shifting influx of new cards for veteran players from every clan!

Maintaining Composure
Children of the Empire places a heavy emphasis on honor—not just on the honor of your individual characters, but your clan as a whole. In the field of battle and in the courts, composure is key to victory.

Composure is a new mechanic introduced here, in Children of the Empire. So long as your honor bid is lower than an opponent’s, you are considered to have composure. While this does nothing on its own, every clan gains new cards with effects that only activate if you have achieved composure. For example, the Student of War (Children of the Empire, 23) is a straightforward Bushi with three military and two political skill. However, if you have composure, the Student of War cannot lose fate or be discarded! If you can consistently keep your honor dial lower than your opponent’s, the Student of War will never abandon you, fighting by your side until victory is reached.

Of course, maintaining composure can be just as hard as achieving it, especially if your enemy operates by undermining your honor. The Scorpion thrive on high-honor bids, and may struggle to gain composure through traditional means… but the Scorpion have never been the most traditional clan.

As long as you have composure, the Scorpion can manipulate the target of your opponent’s events with the Social Puppeteer (Children of the Empire, 34). While this is a strong ability on its own, this three-cost Courtier also offers a way to gain composure by switching honor dials with your opponent during a conflict! If you steal an honor dial with a lower bid than yours, this can quickly swing things in your favor. Not only must your opponent now focus on the Puppeteer, their own composure characters deactivate, giving the Scorpion the advantage.

Gaining and maintaining composure can be a difficult task, but the rewards can be game-defining.

A Test of Skill
You'll make an honor bid every round as you draw more cards, but that's not the only time that you can gain or lose composure. Fittingly, Children of the Empire also places a heavy emphasis on duels, and it starts by updating the template for the mechanic. Repetitive wording on cards like Policy Debate (For Honor and Glory, 40) has been replaced by the simple phrase, “Initiate a duel,” making cards clearer and allowing space for more complicated effects. To initiate a duel, the player resolving the ability simply chooses two characters to duel against each other: one they control and one controlled by an opponent. If the duel was triggered by the ability of a character, that character must be your representative in the duel.

More importantly, every clan will receive at least one new Duelist character to add to their ranks—challenger characters that initiate duels during conflicts for potent effects.

The court is the domain of the Crane, and though their Kakita duelists are deadly with steel, the clan’s words cut just as deep. The Courtly Challenger (Children of the Empire, 12) is a two-cost Duelist that becomes honored when it wins a duel, and dishonored when it loses a duel. Moreover, as an Action, you may initiate a political duel, with the winner drawing two cards. With powerful composure cards introduced in Children of the Empire, low honor bids will be attractive, but this means less cards for your conflict hand. Luckily for the Crane, cards like the Courtly Challenger can keep your hand stocked and your honor bid low.

The Unicorn, meanwhile, gain the power of the Honest Challenger (Children of the Empire, 37). This more traditional Duelist gains two military skill while you have composure, and a successful military duel lets you move a character into the conflict, perhaps giving you the backup to break a province. If you maintain your composure, your opponent will be hard-pressed to defeat the Honest Challenger in a one-on-one duel, especially considering you're always picking your opponent.

Of course, this cycle isn’t the only duel support in Children of the Empire—you can look for events that trigger duels, more experienced duelists to join your clan, and more.

For example, the Mirumoto Daishō (Children of the Empire, 58) is a powerful new Dragon attachment that provides a buff to both military and political skill. However, it’s true power is revealed during a duel, as it prevents your opponent from bidding 1 or 5. Not only does this restrict your opponent’s options, it can ensure victory for your Duelist when the time is right.

Specters of the Past
Children of the Empire is a snapshot of Rokugan, a celebration and examination of the events that have unfolded since the launch of the game. As such, it includes cards that reference some of the most important story moments in Legend of the Five Rings: The Card Game.

Hida Kisada constantly oversees the fight against attacks from the Shadowlands. Some attacks are worse than others, and one led by an obsidian-plated oni was significant enough that Kisada himself had to intervene, as described in “Dark Hands of Heaven” by Annie VanderMeer Mitsoda. While Kisada was evenly matched with the oni, his leadership was needed elsewhere in the battle, so a loyal retainer named Hida Tomonatsu intervened and sacrificed herself to bring the oni down.

In Defense of Rokugan (Children of the Empire, 52) recreates that moment of Tomonatsu’s sacrifice, allowing the Crab to sacrifice a defender to reduce an attacker’s military skill to zero for a conflict. Not every character is created equal, and a Marauding Oni dwarfs the skill of an Eager Scout. But for one moment, the scales equal and a moment of bravery and self-sacrifice can defeat even the strongest of foes.

In Robert Denton III’s novella, The Sword and the Spirits, Shiba Tsukune pursued Isawa Tadaka to the remote shrine of Sanpuku Seidō. What neither expected to find was a shrine haunted by spirits from Tōshigoku, the Realm of Slaughter. Together, the two—with the help of an unassuming shrine maiden named Kaito Kosori—banded together to fight the spirits that infested the shrine and cleanse it of a long-forgotten enemy.

Subdue the Spirits (Children of the Empire, 68) represents this conflict, allowing you to add your characters' glory to their skills during a conflict in which you are more honorable than your opponent. Since this even stacks with characters who are already honored, this can give a massive boost to the Phoenix regardless of what conflict type you find yourself in!

The Emerald Lion
Finally, Children of the Empire includes multiple neutral cards focusing on the Hantei dynasty, and includes a new version of one of Legend of the Five Rings most prolific characters. Akodo Toturi (Core Set, 79) began his journey as the Lion Clan Champion, but the heavens have forged a new path for him as the Emperor’s right hand. As the Emerald Champion, Akodo Toturi must now balance his duty to his clan and his duty to the Emperor.

Children of the Empire’s Akodo Toturi (Children of the Empire, 45) is a neutral, five-cost character with impressive skills, and so long as you hold the Imperial Favor, the ability to lock your opponent down. As an Action during a conflict with Akodo Toturi, you may declare that each player cannot play cards from their hand until the end of the conflict!

Akodo Toturi seeks the truth and has no patience for underhanded methods. You’ll have to succeed on the field of battle or in court if you have any hope of victory. While triggering this Action also prevents you from playing cards, Toturi's ability can be used at any point in the conflict, ultimately triggering this only after you've played any cards you need to!

Akodo Toturi is just one of the many neutral cards featured in Children of the Empire. Look for Duelists, Courtiers, Magistrates, and even the Son of Heaven himself to join the Imperial ranks.

A New Dawn
Rokugan sits on the edge of change. But before the Emerald Empire can move forward, celebrate the tranquility of the Hantei Dynasty with the 234 cards featured in Children of the Empire, and prepare for the future of Legend of the Five Rings: The Card Game!

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52.00 €
Legend of the Five Rings LCG: DC3 -In Pursuit of Truth Dynasty Pack
Legend of the Five Rings LCG: DC3 -In Pursuit of Truth Dynasty Pack

The third Dynasty Pack in the Dominion cycle for Legend of the Five Rings: The Card Game.

The Emerald Empire is gripped by turmoil. The Scorpion have seized the capital and Bayushi Shoju sits upon the throne as regent. While evil forces make their moves in the south and within the realm, the clans scrabble for power, abandoning the honorable virtues of Bushidō. Which clans can survive the coming storm, and will Rokugan endure with its noble soul intact?

As part of the Dominion cycle, In Pursuit of Truth adds unique new mechanics to challenge players’ understanding of the game—most especially with your provinces. The provinces under your control have been changed forever by the introduction of events in your dynasty deck, along with two new keywords: eminent and rally. Whether you’re venturing into enemy territory or defending your own people from invasion, you’ll find the game’s provinces placed in the spotlight throughout the Dominion cycle.

Lands of the Crane Clan
For the Crane Clan, pulled between two rival siblings, the current political situation is full of unspoken dangers. Yet despite these rivalries, many of the Crane still strive to conduct themselves with honor, acting as a true samurai in the midst of the disreputable behavior that surrounds them.

You’ll find it much easier to honor your own samurai in Legend of the Five Rings: The Card Game if you control the City of Tsuma (In Pursuit of Truth, 49). This new Crane province has only three strength, and it bears the new eminent keyword, meaning it starts the game faceup and it’s a target from the very first turn. Tsuma offers a powerful ability, however: every character that you play from this province enters play honored!

Honoring characters is a hallmark for the Crane Clan, simultaneously boosting their skill and giving you honor when your character leaves play. Honor is especially important for a character like the Asahina Augur (In Pursuit of Truth, 54), who goes from zero skill to three military and political skill when he is honored. Beside his skill in conflict while honored, the Augur gives you a powerful ability to peer into your own future and influence the outcome. While this character is in play, you can look at all facedown cards in your provinces, helping you to make important decisions about the future. And if that weren’t enough, you can also cycle those cards, discarding a card from your provinces to make room for a new card that may be more suitable for your current situation.

The Asahina Augur’s foresight comes from a mystical source, but you can also control your own destiny by tapping into The Wealth of the Crane (In Pursuit of Truth, 63). This event has a hefty cost of five fate, but that cost is reduced for each faceup province you control—giving you an additional benefit for using eminent provinces like Tsuma. And when you do muster the fate to pay for this event, you can look at the top ten cards of your dynasty deck and put one of those cards faceup into each of your non-stronghold provinces! When it comes to calling the perfect characters into action to fight for the Crane Clan, there’s no substitute for this event.

Establish Your Dominion
The Crane Clan may be divided, but if they can hold the path of honor, they may be able to find the single, perfect path forward. You can chart your own course for the Crane and the other clans of Rokugan with the In Pursuit of Truth Dynasty Pack.

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18.00 €
Legend of the Five Rings LCG: DC4 -Campaigns of Conquest Dynasty Pack
Legend of the Five Rings LCG: DC4 -Campaigns of Conquest Dynasty Pack

The fourth Dynasty Pack in the Dominion cycle for Legend of the Five Rings: The Card Game!

In the aftermath of the Emperor’s death, the Great Clans of Rokugan scrabble for power. Some search for certainty amidst the storm, others use the chaos in the Imperial City to solidify their own base of power. The virtues of Bushidō have guided samurai from every clan through countless dangers, but the pressure is building and the cracks in the Empire are beginning to show…

As the next piece of the Dominion cycle, this Dynasty Pack leans into the biggest themes of the cycle, boasting three dynasty deck events and nine cards with the new rally keyword. New cards for each of the seven Great Clans enhance their deckbuilding options, while a new Lion stronghold invites Lion Clan players to explore a new type of deck centered on your Bushi. Can you safeguard the future of the Emerald Empire and uphold your clan’s honor?

The Might of the Lion
The Lion Clan’s power has been shaken and tested by constant warring with the Crane. If you’ve been looking for new direction for your Lion Clan, you may find it with their new stronghold included in this Dynasty Pack: Hayaken no Shiro (Campaigns of Conquest, 71).

With twelve honor, ten influence, and plus two province strength, Hayaken no Shiro offers a good range of starting stats, but the true power lies with its Action. At any time, you can bow your stronghold to choose a Bushi character with printed cost two or lower and ready that character! Just bringing a Bushi into multiple conflicts can be useful for tipping the scales in your balance. But there’s also another compelling new Bushi that you’ll find inside this Dynasty Pack.

Ikoma Tsanuri (Campaigns of Conquest, 79) weighs in at two fate, making her a perfect target for Hayaken no Shiro—but she packs quite a punch for her reasonable cost, with good stats and the rally keyword to pull an additional card into her province. What’s more than that, however, Tsanuri’s ability reads, “During conflicts in which this character is participating, your opponent cannot trigger abilities on the attacked province.” When it comes to provinces, almost all of them boast triggered abilities that can make life difficult for the attackers. With Ikoma Tsanuri and Hayaken no Shiro, you can lock down the province abilities for both of your attacks each round.

Of course, even if you’re putting most of your effort into pushing strong attacks through, it can help to have a good plan for an extended siege. If you’re playing a Fire role, Under Siege (Campaigns of Conquest, 89) can give you a way to burn down your opponent’s prepared defenses. By playing this after a conflict is declared, the defending player must set aside their hand of cards and draw five new cards, potentially leaving them with few options for mounting a successful defense. Alternatively, if you’re in a pinch and nearly out of cards as the defender, you can play Under Siege to refill some of your hand, potentially drawing into the cards that could make the difference between a successful defense and a broken province.

Launch Your Campaign
Whether you’re fighting for the honor of the Lion Clan or you’ve sworn your allegiance to another clan, you’ll find a host of new cards to revitalize your decks and bring new tactics to your provinces in Campaigns of Conquest.

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18.00 €
Legend of the Five Rings LCG: DC5 -As Honor Demands Dynasty Pack
Legend of the Five Rings LCG: DC5 -As Honor Demands Dynasty Pack

The fifth Dynasty Pack in the Dominion cycle for Legend of the Five Rings: The Card Game.

In every part of the Emerald Empire, noble samurai are pushed closer to destruction by the rapidly changing fortunes of the Great Clans. Though the natural order has been disturbed, there are still clans and samurai who choose to hold fast to their ideals—but will those ideals ultimately lead them safely through the storm or condemn them to devastation?

As with the other Dynasty Packs of the Dominion cycle, As Honor Demands puts the focus squarely on your provinces, with the new eminent and rally keywords and an assortment of dynasty events that are played from your provinces. Beyond these themes shared across the entire cycle, this pack in particular offers a host of ways for players to increase their honor, unlocking new paths to victory for the Great Clans.

The Call to Honor
Even more than many of Rokugan’s clans, upholding honor is of the utmost importance for the Crane Clan. In the game, they boast many ways to honor their own characters, and in this Dynasty Pack, you’ll find ways to put your honored characters to even better use, starting with a brand-new Crane stronghold.

Seven Fold Palace (As Honor Demands, 93) offers starting stats that are a bit lower than usual, giving you only ten honor at the start of the game and raising the strength of your stronghold province by one. Still, Seven Fold Palace can be a particularly potent stronghold, especially if you’re planning to race to 25 honor before your opponent can destroy your provinces—after an honored character you control wins a conflict as the attacker, you can bow this stronghold to immediately gain two honor! Adding your stronghold to your ways to gain more honor, on top of effects like the Air Ring and honored characters, just might be what your Crane Clan needs to push them over the edge to a truly honorable victory.

Achieving an honorable victory will naturally require a host of honored characters, and two new Crane cards in this expansion pack play off of your honored characters. Master of the Court (As Honor Demands, 98) can be a powerful force in a political conflict, and with the covert keyword, you may find it easy to push through an attack and trigger Seven Fold Palace. However, if your opponent is about the gain the upper hand with a cunning event, you can simply discard an honored status token from Master of the Court to cancel that event.

Honored characters are also essential for the new Crane event, Elegance and Grace (As Honor Demands, 108). By playing this event for just two fate, you can choose two honored characters with a total cost of six or less and ready both of those characters! As an easy way to let your characters participate in multiple conflicts or surprise your opponent by suddenly defending against an attack, Elegance and Grace is an unmatched tool for the Crane Clan.

The Path to Peace
While the Crane are drawn to the pursuit of honor, the Phoenix Clan commonly chooses to avoid a path of war, preferring a more pacifistic bent. Fittingly then, As Honor Demands brings the Phoenix Clan an assortment of rewards for refusing to declare a conflict. Of course, you’ll almost certainly want to declare some conflicts over the course of your game, but it’s equally likely that you’ll want to pass some conflicts when it’s not tactically advantageous to push forward. In times like that, it never hurts to have some bonus rewards for passing your conflict.

For example, the Asako Lawmaster (As Honor Demands, 102) simply gives you an honor whenever you pass on declaring a conflict, improving your position as you go into the next round. Alternatively, you may have the Endless Archives (As Honor Demands, 103) as a holding in your provinces. When you pass on declaring a conflict, you can place an honor token on Endless Archives to cycle cards from your hand, drawing new cards from the top of your conflict deck. The Endless Archives becomes more effective as you use it more often, but most interestingly of all, this card can be used by any player, whenever they pass a conflict. Helping your opponent find better cards is rarely in your best interest, but if it means they pass a conflict, it could end up serving your ultimate goal. You’ll just have to be sure you can close the Endless Archives once they’ve served their purpose!

The Pursuit of Bushidō
Whether you swear fealty to the Crane, the Phoenix, or another Great Clan, you’ll find a full assortment of brand-new cards to use and enjoy in As Honor Demands.

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18.00 €
Legend of the Five Rings LCG: DC6 -Atonement Dynasty Pack
Legend of the Five Rings LCG: DC6 -Atonement Dynasty Pack

The sixth Dynasty Pack in the Dominion cycle, offering every clan a host of new ways to fight for their honor.

The pursuit of honor lies at the core of samurai life. Though different clans may seek to attain honor in different ways, or even have different definitions of what it means, at least maintaining the appearance of honor is essential to life in Rokugan—and no less essential for your games of Legend of the Five Rings: The Card Game.

As the sixth Dynasty Pack in the Dominion cycle, the cards in this pack command attention with the new eminent and rally keywords, while also giving every Great Clan the tools they need to fight for honor. With a new Dragon stronghold, two new province cards, a World Champion-designed card, and a card created in conjunction with the Legend of the Five Rings community, Atonement is a Dynasty Pack that no fan will want to miss.

War of Honor
Within the Atonement Dynasty Pack, you’ll find great emphasis placed on honor, and every clan has different ways to realize that potential. In many cases, you’ll have ways to honor the characters under your control, starting with the character designed by the Legend of the Five Rings: The Card Game community, Worldly Shiotome (Atonement, 126). This affordable character can be honored whenever you play a Gaijin card, making her a worthy investment so long as you’re dabbling with technology or personages from beyond the borders of Rokugan.

Other characters in this pack become honored when your opponent acts with dishonor. The Shiba Pureheart (Atonement, 123) lets you honor any of your characters after your opponent declares their second conflict against you, helping you to bolster your defenses in the face of an aggressive rival. In the Lion Clan, a Righteous Samurai (Atonement, 121) honors any character if an opponent’s card or ring effect would force you to lose honor, helping you to forcefully reclaim your position.

This pack also introduces a brand-new card designed by 2018 World Champion Erik Baalhuis, the Daidoji Yari (Atonement, 131). While it doesn’t give you a way to honor your characters, this restricted Weapon still rewards you for playing more honorably than your opponent—so long as your honor bid is lower than an opponent, each of that opponent’s characters loses the covert keyword! By pursuing the path of honor, even your most stealthy enemies will find themselves forced onto a level playing field.

While she may not be intent on dishonoring other clans, the Dragon Clan’s Champion Agasha Sumiko (Atonement, 120) is intent on maintaining order and parity between the Great Clans. When she leaves play, your opponent could lose honor, fate, and cards if they have more of those resources than you do, making Agasha Sumiko an exceptional way to keep yourself in the game when another player seems to be surging ahead.

Other clans, however, are more intent on actively dishonoring their enemies, suffering any cost in order to achieve victory. The Crab Clan’s new Fire and Oil (Atonement, 118) holding, for example, is perfect for defending your most crucial provinces. You simply need to lose an honor to dishonor an attacking character—blunting their onslaught and perhaps saving your province.

For the Scorpion, who boast countless ways to profit from dishonor, a new attachment provides a potent way to drain your opponent’s honor. Compromised Secrets (Atonement, 135) can only be played if you are less honorable than an opponent, but once it’s in play, it promises to siphon your opponent’s honor away. So long as a character has Compromised Secrets attached, its controller must give you an honor in order to trigger that character’s ability, which can certainly put a damper on their plans for their most powerful characters.

The Honor of a Samurai
No matter which clan you play, no matter what your strategy for winning, honor forms a central part of your games of Legend of the Five Rings: The Card Game. With the upcoming Atonement Dynasty Pack, every Great Clan gains new ways to put the struggle for honor into the spotlight.

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17.50 €

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