Tuotehaku

Ruutunäkymän liikennevaloissa vihreä on heti saatavilla, punainen juuri nyt loppu varastosta, keltainen ei vielä ilmestynyt tai huutomerkin kera ei hyllyvalikoimaa, eli me tilaamme sitten, kun sinä olet tilannut meiltä. Saatavuusinfossa kerrotaan tarkemmin saatavuustiedoista.

Haun tulokset 73 - 96 / 245
sivukoko:
järjestys:

kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG: SS6 -A Journey's End Chapter Pack
Game of Thrones LCG: SS6 -A Journey's End Chapter Pack

The Great Houses of Westeros collide in new battles, intrigues, and power struggles as their long journeys from the A Song of the Sea cycle come to an end. The sixty new cards (three copies each of twenty different cards) in A Journey’s End launch players into heated naval battles and chaotic melees. You’ll find five new Warships, five cards to support the game’s Melee keyword, Mercenary lords, renowned Captains, and three new Prayers for the devout as they call to the Seven for guidance. A Journey’s End also concludes the A Song of the Sea cycle with three new cards to support the naval enhancement. Each of the Great Houses has wagered its future upon a path it hopes will lead toward dominion over the Seven Kingdoms. At A Journey’s End, it is time for you to throw in your lot. Will you wager your shot at the throne upon a whim? Or will you steer a true course – bold, direct, and fearless – as a conquerer come to claim your birthright? At Sea with the Ironborn Among those who seek to claim the Seven Kingdoms by force are the Ironborn of House Greyjoy, and these raiders are the natural beneficiaries of a cycle dedicated to fleshing out each House’s naval presence. The Ironborn rank among the Seven Kingdoms’ greatest and most daring sailors, and their longships afford them tremendous speed and mobility as they harry the coastlands with their attacks. Under the leadership of Euron Crow’s Eye, the Ironborn are no longer content to rule only their islands and the surrounding lands. Instead, they have set sail for destinations far, far from the Iron Islands, and they have turned their attentions toward the conquest of all Westeros. Still, it is one thing to launch a raid against a nation and another thing entirely to occupy and rule it. As the Ironborn extend their reach, they spread their forces thinner and thinner. Will they have enough strength to hold onto all that they take? The key might be how well they can make use of their conquests. The Ten Towers Longship (A Journey’s End, 103) can be of good use, here. Whenever you win a challenge by four or more strength, you can kneel the Ten Towers Longship to seize an event in your opponent’s discard pile and attach it to the Warship for later use. At the right time, then, you can discard an event attached to the Ten Towers Longship to play it as though it were in your hand. In this way, the Ten Towers Longship can win you your opponent’s best events. Do you want to steal your opponent’s A Game of Cyvasse (A Change of Seasons, 57) or He Calls It Thinking (Princes of the Sun, 21)? Did he frustrate you with a Misinformation (The Wildling Horde, 64) that you’d much rather turn against him? Win a challenge, and seize these events from your opponent’s discard pile. Also, because the Ten Towers Longship’s response allows you to stack an event during the resolution of a challenge, you can first stack and then play such cards as Make an Example (Princes of the Sun, 42) and Superior Claim (Kings of the Storm, 47) to give your victory in the challenge an extra punch. The Ten Towers Longship has some less obvious benefits, too. It can kill your opponent’s recursion, serve as a form of hidden card draw, and hold powerful, situational events in a manner that’s safe from your opponent’s intrigue challenges. Finally, in conjunction with Baelor Blacktyde (The Isle of Ravens, 67), the Ten Towers Longship adds a frightening element of event control to House Greyjoy. By limiting the number of events your opponent may play, and by using the best of them against him, you can force your opponent to think very carefully about when he’ll want to use events. You may even scare him from playing them at all until it’s too late… By then, you may have sailed straight into King’s Landing, bolstered by the might of your Ten Towers Longship, as well as the rest of your fleet. How Will Your Journey End? Will your journey end in victory or in tragedy? Will you successfully navigate your way through your opponent’s web of lies and past his allies to best him in battle? As the Great Houses collide, their lords and ladies know only one victor can emerge. After all, in the game of thrones, you win or you die. • The final chapter in the A Song of the Sea cycle for A Game of Thrones: The Card Game • Completes the cycle’s focus on the naval presence of each Great House • Introduces new Warship locations, Mercenaries, and Captains • Finalizes the cycle’s development of the new naval challenge enhancement

      heti saatavilla
15.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG: WC2 -A Deadly Game
Game of Thrones LCG: WC2 -A Deadly Game

The second Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game! A Deadly Game continues the main themes of the Wardens cycle, adding new support to trait-based decks and increasing the power of abilities such as the "limited response." In this Chapter Pack, you’ll find powerful Castle plots that trigger their effects upon moving to your used pile, even as Clansman, Dothraki, and Sand Snake decks grow in strength. From the sands of Dorne to the lofty heights of the Eyrie, every House gains new cards to strengthen their claim to the Iron Throne in this Chapter Pack. Meanwhile, at the fortress of Riverrun, House Stark and its allies in House Tully strengthen their defenses and forge their plans to claim power and victory by winning A Deadly Game. Manning the Walls In A Game of Thrones: The Card Game, House Stark has a reputation for its resolute defense. A Deadly Game introduces more cards to help you maintain your defense and establish superiority on the field of battle, beginning with Tytos Blackwood (A Deadly Game, 32). Tytos Blackwood bears two beneficial traits: Lord and House Tully, allowing him to interact with cards like Hoster Tully (Lords of Winter, 21) and Shaggydog (Core Set, 11). Tytos Blackwood’s text, however, is what makes him a boon for your defensive efforts: “Response: After you win a challenge as the defender, move 1 power from the attacking player’s House card to your own.” You don’t need Tytos Blackwood to participate in the challenge to trigger his ability, so long as he’s in play. With Tytos Blackwood on your side, just successfully defending challenges brings power to your House. In addition, he bears both the stealth keyword and the text, “Immune to opponent’s events,” making him an exceptional character for foiling your opponent’s attempts to evade his watchful eyes. As a bonus, Tytos Blackwood gains some House Tully compatriots in the Raventree Elite (A Deadly Game, 33). This Army also possesses the stealth keyword, and grants each of your House Tully characters immunity to your opponent’s triggered effects while participating in a challenge! This wide reaching effect grants you protection from tricks and traps ranging from powerful character abilities to a massive array of events. What’s more, both Tytos Blackwood and the Raventree Elite bear the War crest, meaning they receive plenty of benefits to boost their Strength and enhance their defending power. The Power of Arms (Core Set, 200) gives you a solid Strength boost for a round, and Frozen Outpost (Lords of Winter, 26) is even more potent. And when you choose to attack with your War crest characters, Die by the Sword (Lords of Winter, 47) gives you a way to deplete your opponent’s board and destroy any opposition to your victory. That’s not the end of House Stark’s new tools for enhancing their defenses in A Deadly Game, however. Seagard (A Deadly Game, 34) gives you yet another tool for deterring your opponent’s challenges. You may kneel this location during the challenges phase to choose a defending character, granting that character a higher Strength and the deadly keyword, potentially keeping your key characters from perishing. Even more important, if you win the challenge, you may stand Seagard, allowing you to use it again and again. Join the Game Do you dare to play the game of thrones? Whether you stand on the walls of Winterfell or Riverrun with House Stark, command the winds with House Greyjoy, or lead a khalasar with House Targaryen, you’ll find plenty of cards to aid you within this new Chapter Pack. • The second Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game • Players can gain powerful, delayed rewards by using Castle plots • New “Limited Response” characters, locations, and events offer players additional decisions • Features new versions of iconic characters and locations, such as Khal Drogo and The Eyrie

      heti saatavilla
18.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG: WC3 -Valemen
Game of Thrones LCG: WC3 -Valemen

In the struggle to claim the Iron Throne, even those who wait at the periphery of the struggle can have potent effects on the outcome of your battles and intrigues. The Valemen continues the major themes of the Wardens cycle, enhancing the power of trait-based decks, exploring the powerful “limited response” mechanic, and granting more support for some of the game’s most expensive and recognizable characters. You may choose to ride the plains of the Dothraki sea with a horde of Dothraki, defend the Baratheon kings with the Rainbow Guard, or reinforce your walls with the soldiers of House Tully. No matter whom you support in A Game of Thrones: The Card Game, you’ll find the cards you need in The Valemen Chapter Pack. A Viper in the Rocks In addition, this Chapter Pack provides cards that offer more support for the Sand Snakes of Dorne – the illegitimate daughters of Oberyn Martell, the Red Viper. Alone, the Sand Snakes can be overwhelmed, but when combined, there are few who can rival their thirst for vengeance. In A Game of Thrones: The Card Game, you can only trigger one Limited Response each turn. The Valemen Chapter Pack opens new choices for you, providing a Sand Snake with a powerful Limited Response in the person of Nymeria Sand (The Valemen, 48). Nymeria bears the text: “Limited Response: After a Sand Snake character you control is killed, choose and kill a character with an equal or lower printed cost. (Limit 1 limited response per round.)” Nymeria Sand allows you to claim revenge for every Sand Snake death. By choosing and killing a Sand Snake for military claim when Nymeria Sand is in play, you can ensure that your opponent’s characters pay the price for earning the Sand Snakes’ enmity. Of course, Nymeria’s Limited Response requires a Sand Snake to be killed before it can activate. Thankfully, House Martell and the Sand Snakes gain a way to cheat death in the Red Mountain Keep (The Valemen, 51). During the dominance phase, you may kneel Red Mountain Keep to shuffle one of your Sand Snake characters back into your deck from your dead pile, allowing you to play more copies of that character, ensuring the Sand Snakes never stay gone for long. Decks built around the Sand Snakes trait gain another tool for revenge in An Opening Gambit (The Valemen, 49). You may play this event immediately after you lose a challenge to choose a participating Sand Snake character you control. That character gains a power, and if that was the first challenge initiated during the phase, you may stand the character and draw a card! By strategically losing the first challenge of the challenges phase, you can take revenge and easily gain an advantage in power, standing characters, and cards in hand. Exact Your Revenge Whether you take revenge with the Sand Snakes of Dorne, raid and pillage with the clansmen of the Vale, or plot alongside iconic characters such as Euron Crow’s Eye and Ser Ilyn Payne, you’ll find the cards that will bring you to the Iron Throne within The Valemen Chapter Pack. • The third Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game • Players can gain powerful rewards on their next turn by using Castle plots • New “limited response” characters, locations, and events offer players additional decisions • Features new versions of such iconic characters as Euron Crow’s Eye and Ser Ilyn Payne

      heti saatavilla
18.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG: Westeros Draft Pack
Game of Thrones LCG: Westeros Draft Pack

Westeros is the second draft pool for A Game of Thrones: The Card Game Draft Play, consisting of 240 randomized cards, including a healthy representation of cards from the Kingsroad and Conquest and Defiance cycles, as well as no fewer than thirty-four preview cards from the Wardens cycle. Additionally, ten different “draft format only” cards ensure that your draft experience will be both truly dynamic and unique. At the heart of the Westeros play experience are its randomized Westeros Draft Packs. Compiled according to a custom algorithm, and drawn from a pool of 240 pre-selected A Game of Thrones: The Card Game cards, each Draft Pack introduces a unique combination of 50 draft cards. Draft Packs are printed and made available to you via Fantasy Flight Games in-house manufacturing. Bring the excitement of draft play to A Game of Thrones: The Card Game! Each player in a Westeros draft will need two separate packs: * One fixed, reusable Westeros Draft Starter pack – rules and 19 essential cards that provide the economic backbone of your deck * One Westeros Draft pack – a selection of 50 randomized cards to be drafted The cards in the Westeros Draft Starter and Draft Pack that are marked “draft only” are only legal within the draft play format. All other Westeros cards can be found in standard A Game of Thrones: The Card Game LCG products and are legal for use in any format. Due to slight differences in production quality, all draft cards used in tournament play must be sleeved in opaque or art sleeves. • The Westeros card pool introduces a markedly different experience than that associated with the Ice & Fire draft pool • Features no fewer than 34 preview cards from the upcoming Wardens cycle of Chapter Packs, as well as 10 “draft format only” cards • Draft play allows players to experience the excitement of a random draft without abandoning the transparency of the Living Card Game format; it does not replace the core LCG model • Each player will need one Westeros Draft Starter and one Westeros Draft Pack to play in this alternate format • All draft cards are clearly identified, and all cards from Draft Starters are clearly distinguished from the rest of the draft pool so they can be reused in multiple drafts • Excepting a few “draft format only” cards, all draft cards will be released in normal LCG products

      heti saatavilla
18.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG: Westeros Draft Starter
Game of Thrones LCG: Westeros Draft Starter

Westeros is the second draft pool for A Game of Thrones: The Card Game Draft Play, consisting of 240 randomized cards, including a healthy representation of cards from the Kingsroad and Conquest and Defiance cycles, as well as no fewer than thirty-four preview cards from the Wardens cycle. Additionally, ten different “draft format only” cards ensure that your draft experience will be both truly dynamic and unique. The Westeros Draft Starter features 19 fixed cards that serve as the foundations for your Westeros draft decks. An essential mix of House cards, locations, and plot cards accompany rules for draft play and a “draft only” agenda. The Westeros Draft Starter is made available to you via Fantasy Flight Games in-house manufacturing, and you may reuse the contents of your Westeros Draft Starter through any number of Westeros draft events. Bring the excitement of draft play to A Game of Thrones: The Card Game! Each player in a Westeros draft will need two separate packs: * One fixed, reusable Westeros Draft Starter pack – rules and 19 essential cards that provide the economic backbone of your deck * One Westeros Draft pack – a selection of 50 randomized cards to be drafted The cards in the Westeros Draft Starter and Draft Pack that are marked “draft only” are only legal within the draft play format. All other Westeros cards can be found in standard A Game of Thrones: The Card Game LCG products and are legal for use in any format. Due to slight differences in production quality, all draft cards used in tournament play must be sleeved in opaque or art sleeves. • The Westeros card pool introduces a markedly different experience than that associated with the Ice & Fire draft pool • Features no fewer than 34 preview cards from the upcoming Wardens cycle of Chapter Packs, as well as 10 “draft format only” cards • Draft play allows players to experience the excitement of a random draft without abandoning the transparency of the Living Card Game format; it does not replace the core LCG model • Each player will need one Westeros Draft Starter and one Westeros Draft Pack to play in this alternate format • All draft cards are clearly identified, and all cards from Draft Starters are clearly distinguished from the rest of the draft pool so they can be reused in multiple drafts • Excepting a few “draft format only” cards, all draft cards will be released in normal LCG products

      heti saatavilla
6.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones Boardgame 2nd Edition: Mother of Dragons Deluxe Gamemat
Game of Thrones Boardgame 2nd Edition: Mother of Dragons Deluxe Gamemat

Useammassa FFG matossa on käytetty väriaineita jossa on EU:ssa kielletty määrä ainetta X. Mattoja ei siis saada EU:hun kunnes valmistaja saa komponenttinsa EU-kelpoisiksi. The Seven Kingdoms of Westeros are split and divided by conflict—both on the open fields of battle and in the treacherous intrigues of court. For years, you’ve played out these epic power struggles on your tabletop in A Game of Thrones: The Board Game, and at Gen Con 2018, we announced the coming onslaught of House Targaryen with the Mother of Dragons expansion. Soon, you’ll be able to bring your battles over Westeros to a perfectly arranged setting with the Mother of Dragons Deluxe Gamemat. Across the Narrow Sea Measuring 3’ by 3’ (~90x90cm), the Mother of Dragons Deluxe Gamemat displays the entirety of the Seven Kingdoms in all their glory, along with the western coast of Essos introduced in Mother of Dragons. From the harbor of Volantis to the snowy wastes of Castle Black, the world of A Song of Ice and Fire is lovingly rendered on this premium, slip-resistant gamemat. As you can see above, this deluxe gamemat is fully compatible with the upcoming Mother of Dragons expansion, seamlessly incorporating the continent of Essos, the dragon strength track, the Iron Bank of Braavos, House Arryn’s stronghold in the Eyrie, the fourth Westeros deck, and additions to the influence tracks—all printed onto a single thoughtfully arranged gamemat. Whether you’re taking up arms with old allies like House Stark or House Lannister, or you’re making your bid for the Iron Throne with House Arryn and House Targaryen, the Mother of Dragons Deluxe Gamemat is an unmissable accessory for fans of A Game of Thrones: The Board Game. Huom! Tuote ei mahdu pakettiautomaattiin eli toimitetaan vain normaaliin postitoimipisteeseen.

      loppu varastosta
61.80 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones Boardgame 2nd Edition: Mother of Dragons Expansion
Game of Thrones Boardgame 2nd Edition: Mother of Dragons Expansion

Soon after the Mad King fell and in the wake of Robert’s Rebellion, the last two Targaryen children were forced to flee and hide in Essos. Now, King Robert is dead and the remaining lords and ladies of Westeros clamor to fill the space left behind on the Iron Throne. The time has come for the Targaryens to reclaim their birthright with fire and blood. With every ally and tool at their disposal and the long-forgotten fire of dragons, they will claw their way across the Narrow Sea and bring Westeros to its knees. The Dragon Must Have Three Heads The world of A Game of Thrones: The Board Game grows even larger with the addition of a brand-new sideboard, bringing the Free Cities of Essos to the fight for the Iron Throne. Here is where the reborn House Targaryen makes their stand, starting in the city of Pentos. Yet even though the Targaryens begin the game far from home, there are many in Westeros that wish for the once-great family to reclaim the Iron Throne. For now, they pledge false loyalty to the rulers in Westeros, but secretly, they wait for the day of the dragon to come again. In the Mother of Dragons expansion for A Game of Thrones: The Board Game, House Targaryen has little need for castles and strongholds that are easily felled by dragonfire. Instead, their goal is to uncover the remaining Targaryen loyalists and rally them against the current holders of the Iron Throne. As such, House Targaryen does not earn victory points by capturing castles and strongholds. Instead, they track the number of territories loyal to their House—if they can claim seven of these on the victory track, they'll claim the Iron Throne and win the game! But the key power of House Targaryen comes in the form of Daenerys’s three dragons. Each of these magnificent creatures has an entirely new unit type. Unlike soldiers, whose loyalties can be bought, dragons cannot be mustered normally. There are only three dragons in existence, after all, and they remain in play from the beginning of the game until they are killed and leave the world permanently. Each of Dany’s dragons acts as a single land unit, attacking, defending, and obeying the same rules of supply. But unlike other military units, dragons have the ability to fly nearly anywhere in Essos or Westeros. What's more, dragons are alive, and they grow. As the game progresses, these beasts become stronger, growing from fledglings with a strength of zero at the start of the game to fearsome monsters with a strength of five by the time the battle for the throne finishes. With these creatures returning magic to the world of Westeros, who can deny the Targaryen’s divine right to rule? Divided Loyalties Not only does Mother of Dragons bring House Targaryen into the fray; this expansion also raises other familiar families to power by allowing you to play as House Arryn in any game of A Game of Thrones: The Board Game. With new character cards and an overlay of the Eyrie, your plots can take flight as you lead the once-insular forces of the Vale onto the battlefield. With these two new Houses and matching map pieces, you have the chance to dramatically elevate the chaos and intrigue of your campaigns by increasing the maximum number of players in the game of thrones to eight. Beyond expanding the possibilities with more players, Mother of Dragons also makes it easier than ever to play with fewer players with the new vassal system, introducing unused Houses as neutral parties that each player can command and manipulate as an extension of their forces. However, as none of these vassals are themselves vying for the Iron Throne, their loyalties can shift in an instant, with the vassal House each player commands changing from round to round. At the start of each round, the Houses competing for rule may choose their vassals, beginning with the most influential House on the Iron Throne track. Once the vassals have been claimed, the commanders may distribute orders to vassal units. However, while you may rely on the vassal's strength, you must be wary of these neutral forces whose loyalties are not as stalwart as your own. After all, in the next round, you could find your vassal house being used against you. When the vassals go to war, they also will not use standard House cards. Instead, they use a new set of Vassal House cards. Here, you will find iconic characters like Varys and Jaqen H’Ghar, whose loyalties are bound to forces beyond the ties of family lineage. When you use a vassal to fight on your behalf, you will shuffle the vassal house cards and draw three from which to choose your card. Then, should your vassal win their combat, you may be rewarded for your deft leadership with a power token for your House. With a touch of tact, you can move closer to victory without even risking the lives of your own men! The Iron Bank Will Have Its Due House Targaryen is not the only power that waits beyond the Narrow Sea. In the city of Braavos stands the Iron Bank, perhaps the most dangerous force in the world of A Song of Ice and Fire. Nestled in a seemingly impenetrable northern bay, the Iron Bank provides the lords and ladies of Westeros with favorable bank loans, allowing you and your rivals the chance to purchase powerful aid for your cause. To take a loan, you simply choose a loan from the Iron Bank display, and pay its initial cost with your power tokens. Once you have made your payment, the loan is yours and you may resolve its effects. This may mean purchasing sellswords, recruiting a skilled tradesman, or even hiring a Faceless Man! If none of the available loans catch your eye, you can simply wait until a more favorable (or affordable) option arises. At the beginning of each round, the loan cards of the Iron Bank slide to the left, meaning that the longer a loan goes unclaimed, the lower its cost becomes. But be wary if you choose to do business with the Iron Bank. These shrewd moneylenders do not easily forgive debt and if you take a loan, you must pay an interest cost for the remainder of the game, discarding one power token for each loan you have purchased. And if you are ever unable to make your payments, the bank will turn to one of your opponents for recompense against you. All power comes with a price—what are you willing to pay? Claim the Iron Throne With the death of the usurper, the lords and ladies of Westeros have been too busy warring amongst themselves to notice the powers that gather in the East. The time has come for you to claim your birthright with fire and with blood. Cross the Narrow Sea and take back what is yours!

      loppu varastosta
46.90 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: BG5 -Oberyn's Revenge Chapter Pack
Game of Thrones LCG 2: BG5 -Oberyn's Revenge Chapter Pack

The fifth Chapter Pack in the Blood and Gold cycle for A Game of Thrones: The Card Game! Many lives were lost in Robert Baratheon’s bloody rebellion. Some, such as Rhaegar Targaryen, died in honorable combat on the field of battle. Others, like Elia Martell, were brutally slain at the hands of the conquering Lannister forces. For fifteen years, House Martell has held its thirst for vengeance in check, waiting with the utmost patience. And although the Red Viper’s duel with Ser Gregor Clegane ends in tragedy for House Martell, it is also the catalyst that sets Doran Martell’s plots in motion... Oberyn’s Revenge, the fifth Chapter Pack in the Blood and Gold cycle, continues the major themes of the cycle and invites you to play out some of the most iconic moments from A Storm of Swords. Even as dark events and schemes unfold around you, you can use your gold and the new bestow keyword to gain new levels of control over the game. As new versions of the Red Viper and Bran Stark enter the game alongside characters like Irri and Ser Garlan Tyrell, your vengeance is about to become more vicious than ever before. A Bloodthirsty Man When the Red Viper arrived in King’s Landing to take Doran Martell’s place on the Small Council, Tyrion Lannister immediately recognized that there would be trouble between the lords of House Martell and the Tyrell forces already in the city. Yet if anything, Tyrion mistook the true danger. House Martell’s feud with the Tyrells was a simmering anger, but their hatred for House Lannister had been stoked to an inferno over the last fifteen years. Now, Oberyn’s Revenge offers a new version of the Red Viper for A Game of Thrones: The Card Game—one who can challenge your opponent with utter ruthlessness. The Red Viper’s dangerous arrogance and consummate skill with arms is represented in the new version of this character. The Red Viper (Oberyn’s Revenge, 95) is a six-gold, five-STR character, who features all three icons and the renown keyword. With just those stats alone, The Red Viper is a competitive option for your Martell decks, but his ability is what truly sets him apart: “While The Red Viper is attacking, each defending character with fewer than 2 challenge icons does not contribute its STR to the challenge.” The ability to simply ignore your opponent’s defenses unless those defending characters have at least two icons cannot be overestimated. Obviously, many characters have two or three icons, but when you combine The Red Viper with Attainted (The King’s Peace, 55), Condemned (No Middle Ground, 77), and Imprisoned (True Steel, 116), your opponent’s defenses quickly begin to crumble around them. You may even use Oberyn’s daughter, Nymeria Sand (The Road to Winterfell, 35) to threaten icon removal in the midst of challenges, forcing your opponent to overcommit if he plans to even oppose the challenge. Of course, simply pushing a challenge through isn’t enough—there need to be rewards for doing so. The Red Viper’s unique influence on challenges can allow you to trigger powerful effects like Spearmaiden (For Family Honor, 55), Tears of Lys (Core Set, 44), or Doran's Game (Core Set, 119). But there can be other rewards as well—for example using a Dornish Paramour (Core Set, 111) to pull a character with one icon into the challenge, forcing it to kneel without counting its STR. Alternatively, you may decide that it’s time for some Dornish Revenge (Oberyn’s Revenge, 96). With Dornish Revenge, you can pull your opponent’s characters into a fight they’d much rather avoid. By playing this event after you initiate a challenge, you can choose any character controlled by the defending player. That character must be declared as a defender for this challenge, if able, and if you win the challenge by five or more STR, your opponent must choose and kill a defending character! In every game of A Game of Thrones: The Card Game, your opponent will carefully choose which challenges he leaves unopposed or which characters he chooses to defend with—especially if he’s focused on a defensive strategy like protecting The Wall (Core Set, 137). Dornish Revenge immediately takes this crucial choice out of the hands of your opponent and puts it in your domain. In many circumstances, you can actually put your opponent in a lose-lose situation. Perhaps you initiate your first challenge, and force your opponent to defend with a crucial character like Maester Aemon (Core Set, 125). Your opponent may be able to defend with enough STR to prevent you from killing Maester Aemon—but that only kneels out more of his forces and opens the door for other characters, such as Edric Dayne (Core Set, 106) to slip past his defenses. And, of course, Dornish Revenge is even more potent if The Red Viper is there to make sure single-icon characters won’t count their STR. The Viper Strikes You have bided your time, hiding in the grass, stoking the fires of your anger and your hatred—but now the sun is in the eyes of your enemy, and it’s time to strike. • The fifth Chapter Pack of the Blood and Gold cycle for A Game of Thrones: The Card Game • The new bestow keyword adds new options and strategic depth • Added economy and new ways to spend money make your gold more important than ever • Command iconic characters, such as the Red Viper, Bran Stark, and Ser Garlan Tyrell • Contains sixty new cards (three copies each of twenty distinct cards)

  !   tilattava tuote
19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: DS4 -Music of Dragons Chapter Pack
Game of Thrones LCG 2: DS4 -Music of Dragons Chapter Pack

The long summer has drawn to an end in Westeros. The creeping shadows extend their reach and those who thrive in darkness formulate plots that will change the course of the entire world. In Essos, Daenerys Targaryen struggles to secure her position as the queen of Meereen, as assassins plot her downfall and a deadly plague runs rampant through the streets. In King’s Landing, the Faith of the Seven continues to gain popularity and power. In the North, Jon Snow is constantly met with resistance as he attempts to perform his new duties as the Lord Commander of the Night’s Watch. When the darkness descends, who will rise and who will fall? The fourth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game. Cloak and Dagger Following the War of the Five Kings, Westeros is in shambles. The few players in the game of thrones must strike now if they wish to win the Iron Throne. To ready your assault, this Chapter Pack offers three copies each of twenty unique cards to strengthen your decks and increase variety in the A Game of Thrones: The Card Game metagame as the story moves deeper into the pages of A Dance with Dragons. Continuing the themes begun in The Shadow City, Music of Dragons offers a variety of cards that feature the shadow keyword as it makes its resurgence in the game. This new keyword encourages you to embrace the intrigues of A Song of Ice and Fire by creating a new, separate area for you to stow your most treacherous cards, keeping them protected from card effects and intrigue claims that may target your hand. For the small fee of two gold, you can marshal a shadow card facedown into shadows, keeping it at the ready until the time comes for you to reveal your schemes by paying the card’s shadow (X) cost. But in the Dance of Shadows cycle, treacherous plotting goes beyond the cards that directly bear this new keyword. In Music of Dragons you will also find cards designed to interact with the shadow keyword. For example, Clever Feint (Music of Dragons, 70) allows you to kneel your faction card to choose any number of shadow cards you control and return them to the shadow area. While your opponent may know what awaits in your shadow area, they will still find it difficult to target these cards directly until you choose to bring them to light once again. This can further be used in deadly combination with cards that take effect when they come out of shadows, such as Catspaw (The March on Winterfell, 49) or Ser Robert Strong (The Shadow City, 10) as you dart forward, strike, and then retreat before your enemy can return the blow. Full of Fear and Rage While in the capital city, deadly intrigues and shadowplay may be commonplace, in the farthest reaches of the realm, strength of arms is the only language understood. Music of Dragons is filled with fell beasts—creatures that cannot be controlled. As the people of Westeros have become more vicious and violent in order to survive, so have the animals that surround them. In the North, Shaggydog (Music of Dragons, 62) makes his first appearance since his original version (Wolves of the North, 14) in the Wolves of the North deluxe expansion. Once, Shaggydog was only able to lend strength to the Stark child bonded to him. Now, he is able to fight alongside any Stark character you control, and you can even pay a gold to send Shaggydog sprinting to another character's side in the middle of a challenge—daring your opponent to oppose. Still the most savage of the litter, after you win a challenge with Shaggy at your side, your opponent must choose and kill a defending character. But the Direwolf is not the only legendary creature to return to A Game of Thrones: The Card Game in this pack. Rhaegal (Music of Dragons, 73) has grown from his hatchling form (Core Set, 164) to become more dangerous than his brothers, increasing in both size and ferocity. The Dragon has become stronger, increasing his STR to four and gaining the ambush keyword. The bloodthirsty creature also features a powerful new Reaction, which states that after an opponent’s character is killed by a card effect, such as Consuming Flames (Journey to Oldtown, 34) or Dracarys! (Core Set, 176), Rhaegal stands, ready to lay waste to your enemy’s board. You can even use this ability to play two copies of Dracarys!, kneeling Rhaegal to pay the cost each time. But with the glorious power of a dragon comes a great deal of risk. You must be ready to ask yourself, how dangerous can a beast become before it must be contained? Unleash the Darkness As the sun’s light fades on Westeros, you cannot stand by and allow your House to suffer the same fate. Feed the fire of your ambition and claim the Iron Throne in your name!

  !   tilattava tuote
19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: FC5 -The Faith Militant Chapter Pack
Game of Thrones LCG 2: FC5 -The Faith Militant Chapter Pack

The fifth Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game! Throughout the fourth cycle of A Game of Thrones: The Card Game, the separate factions of Westeros have continued to increase their strength. But not all power in the Seven Kingdoms is held by political entities like the Great Houses. Religions hold enormous power in A Song of Ice and Fire, and whether it’s the Old Gods, the Drowned God, R’hllor, or the Seven, they each gain new cards and support in this cycle. The Faith Militant has a special focus on the religions of Westeros, even when viewed alongside the other Chapter Packs of the Flight of Crows cycle. Here, you’ll find characters who’ve sworn fealty to The Seven, the Drowned God, and R’hllor, each serving their gods with the utmost fervor. With iconic characters like Arya Stark, Daenerys Targaryen, and Coldhands also appearing in this expansion, alongside a new agenda focused on The Seven, it’s plain to see that the Seven Kingdoms will never be the same again. Swords and Stars By the time of A Feast for Crows, many gods are growing in power across the realm of Westeros. The long-dormant faith of the Drowned God surges to new life in the Iron Isles under the stewardship of Aeron Damphair. R’hllor’s nightfires have begun to burn across Westeros, as Melisandre or the men of the Brotherhood Without Banners preside over their nightly prayers. Even the Seven—long accepted as the predominant religion for the southern kingdoms—gain new strength with Cersei Lannister’s blessing, as they reform their ancient military orders, the Warrior’s Sons and the Poor Fellows. You can reflect this growing strength in your own games of A Game of Thrones: The Card Game with a new agenda that invites you to completely swear your allegiance to The Seven: The Faith Militant (The Faith Militant, 99). The Faith Militant offers you a way to gain power fast—and without forcing you to make at least three challenges, as The Lord of the Crossing (The King’s Peace, 60) does. The Faith Militant reads, “Reaction: After you win a challenge, kneel your faction card to move 1 power from the losing opponent’s faction card to a participating The Seven character you control.” Of course, this additional power comes with the price of absolute loyalty: non-The Seven characters and locations that you control cannot gain power. It’s easy to see that you’ll want an assortment of The Seven characters in a deck using The Faith Militant agenda. While there are neutral options like Begging Brother (Oberyn’s Revenge, 97) or Silent Sisters (Ghosts of Harrenhal, 97), there’s one House that has shown a distinct affinity for The Seven: House Stark. Catelyn Stark (Wolves of the North, 2) is a character who can still gain power, even under the restraints of The Faith Militant—and every power you move onto her with the agenda only increases her STR. A House Tully Septon (Wolves of the North, 15), on the other hand, allows you to use the power that you have gained to fuel your economy and play out more House Tully and The Seven characters. Along with giving your characters another way to gain power with The Faith Militant, you gain another way to race to victory and seize more power with a new Song event, "The Song of the Seven" (The Faith Militant, 98). After you lose dominance, you can play this event to turn that loss to your advantage, snatching two power from the winning opponent’s faction card and moving them to one of your The Seven characters! Not only does this event provide more power that brings you closer to victory, it lets you commit your characters to challenges without worrying too much about the dominance phase. Even when your opponent wins dominance, you can grab that power right back… with interest. One downside to filling a deck with The Seven characters is that these characters rarely rank among the strongest, most powerful, or most dangerous characters in the game. Still, you may be able to bring a form of equality to your struggles for the Iron Throne with the help of The High Sparrow (The Faith Militant, 97). The High Sparrow’s power in challenges in limited, but he has an unmistakable ability to keep your opponent’s economy in check. While The High Sparrow is in play, no player can gain more than seven gold or draw more than three cards in a single round! With new and powerful economy locations for every faction entering the game throughout the Blood and Gold cycle, The High Sparrow may be just what you need to keep your opponent’s economy in check. Though his restriction affects you as well, it’s easy to build your deck with this in mind, ensuring that seven gold and three cards per round are more than enough to bring you to power. Fight for the Seven The power of the Seven is growing—but they are just one of the religions that you can incorporate into your decks in A Game of Thrones: The Card Game. Will you devote yourself to the Seven, to the Drowned God, to R’hllor, or to the Old Gods? The choice is yours with The Faith Militant.

  !   tilattava tuote
19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: Intro Deck -House Baratheon
Game of Thrones LCG 2: Intro Deck -House Baratheon

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players. Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks! Ours Is the Fury As the ruling House of the Seven Kingdoms, the Baratheons gain control by forcing their enemies to bend the knee. They also specialize in power challenges, the key to accumulating power and ultimately earning victory in A Game of Thrones: The Card Game. Stannis Baratheon (Core Set, 52) can minimize your opponent’s ability to regroup after they have deployed their forces. By joining forces with his elder brother Robert Baratheon (Core Set, 48), these noblemen can dominate the field of battle. When you're in command of the House Baratheon Intro Deck, you can exert your dominance to accumulate further power at the end of each round. Robert Baratheon and Thoros of Myr (Journey to Oldtown, 3) both share renown keyword, while attachments such as Disputed Claim (Lions of Casterly Rock, 3) can grant renown to any Lord, Lady, or Bastard. Any traitorous House that rises in rebellion will be fighting an uphill battle. By maintaining your hold on the Seven Kingdoms and reminding your subjects who their true king is, the Iron Throne will be secure in your hands for generations to come.

  !   tilattava tuote
19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: Intro Deck -House Greyjoy
Game of Thrones LCG 2: Intro Deck -House Greyjoy

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players. Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks! We Do Not Sow House Greyjoy has ruled the Iron Islands since the conquest of Aegon Targaryen, surviving in the unforgiving climate by reaving their neighbors and taking what is theirs. The ironborn prefer to fight uncontested, striking quickly before their enemies can establish a solid defense. But perhaps their greatest strength lies in stealth. The House Greyjoy Intro Deck features an abundance of cards with this keyword, including the Kraken’s daughter, Asha Greyjoy (Kingsmoot, 51), enabling you to collect power quickly through unopposed challenges. Asha is at her most confident and most powerful when she is acting as the commander of her ship, Black Wind (Journey to Oldtown, 32), which equips her with renown so she can seize even more power while you pillage your enemy’s deck. To assist Asha with her mission, you can fill your ranks with pillaging Raiders like Euron Crow's Eye (Core Set, 69) and Black Wind's Crew (Core Set, 72). By claiming your victory with speed and ferocity, you will stake your claim to the Seven Kingdoms. All who stand against you shall pay the iron price.

  !   tilattava tuote
19.50 €

Hakusivu: 1 2 3 4 5 6 9 10 11

Uutuuksia