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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: EC2 -Tainted Lands Dynasty Pack
Legend of the Five Rings LCG: EC2 -Tainted Lands Dynasty Pack

Direct, thorough, complete; the Earth is unmovable in its will. This persistence provides comfort to Rokugan. As the Earth’s will is immovable, so too is the great Kaiu Wall unbreakable. Like the great Earth, the wall will not falter. But the Crab Clan know this to be merely a comforting falsehood. The Shadowland forces are relentless, and it is the duty of every Crab to keep the wall impenetrable. As the task becomes more and more difficult, how long can the great Earth protect them, and Rokugan, before it cracks under the pressure? Tainted Lands continues the themes of the Elemental Cycle, introducing many different Earth based cards to the Great Clans of Rokugan, as well as a powerful new Shadowlands character who will aid you for a price. Look for Shugenja and Spells that expand upon the mystical side of Rokugan and the growing imbalance between the five elements. At Any Cost The Crab are willing to do whatever it takes to fulfill their duty to the Emperor and defend the land from threats on the outside. But how far is too far? And what price must be paid to protect the Emerald Empire from the monstrous creatures that slither and shamble toward the Kaiu Wall? Those who meet Kuni Yori (Tainted Lands, 25) never forget his piercing eyes, eerie voice, and sarcastic smile. As the Kuni family Daimyō, Kuni Yori believes in the mission of the Crab, and he believes that every resource must be put forward in battling the enemies to the south, that nothing should be wasted. An expert at studying Shadowlands creatures, Kuni Yori knows his enemy well and this knowledge serves him well in conflicts. With four military skill and four political skill, Kuni Yori is already formidable in any conflict. However, as a Daimyō, his presence can be inspiring, and during Earth conflicts, each character you control increases its military and political skill. It's also important to note that Kuni Yori doesn’t need to be participating in the conflict—he can simply be present in your home area. This is also true for his Action, which lets you lose one honor during a conflict to force an opponent to discard a random card from his or her hand. This ability, while dishonorable, synergizes well for Earth conflicts, which already see you discarding cards from your opponent’s hand if you win on the offensive. The more cards you discard, the fewer options your opponent has, and the more tempting a high bid during the draw phase becomes. Kuni Yori is a powerful Shugenja wielding mysterious magic, but he also wields the deeper power of knowledge and uses it to pick his foes apart. Of course, it takes more than just cunning warriors to hold back the horde of Shadowland monstrosities continuously marching on Rokugan. The Crab need every resource that they can muster, and as they become more desperate to defend their home, some fall to a corruptive influence. Blood magic is powerful in Rokugan: powerful, but dangerous. While many would never resort to the corruption of Mahō to defend their land, others embrace more extreme methods. Spreading the Darkness (Tainted Lands, 32) is a zero-cost Earth Spell that has an additional cost of losing two honor. But its benefit can be game-changing, drastically increasing the military skill of one of your participating characters and making them impossible to target with your opponent’s card abilities. Both of these abilities are potent. An additional four military skill can easily swing a conflict in your favor, and with your character’s immunity, there is very little your opponent can do to stop them. Not even the tricks of the Scorpion can stop your character from spreading the darkness. The cost is just two honor. With two honor for unlimited power and the strength to win the game, the decision is easy. The monsters the Crab face are the center of nightmares in Rokugan. From manipulative Spirits to terrifying Oni, Rokugan would sleep easier knowing each of these enemies were slain on the battlefield by the mighty Crab. But the Great Clan has limited resources, and must sometimes do terrible things to defend the Emerald Empire, even if it means enlisting their greatest enemy. The Marauding Oni (Tainted Lands, 31) is a neutral Dynasty Character that has massive value. Costing two fate for four military skill, the Oni is a powerhouse. However, there is always a price to play for invoking the Shadowlands. After the Marauding Oni is declared as an attacker or defender, you lose one honor. This is a recurring cost for keeping the Oni around, but if you use the Marauding Oni in conjunction with Spreading the Darkness, you can very quickly find yourself with eight military skill for just two fate. That may just be enough to end a game, and what does honor matter in the face of victory? Understanding the Elements To the Phoenix, nothing can necessitate the use of Mahō, not even the threats to the south. They best know the power of the kami, and their understanding of the elements can be used to defend your provinces. Teachings of the Elements (Tainted Lands, 21) in an Earth Province that increases in strength as players claim the elements. For every claimed ring, Teachings of the Elements gains one province strength. And what's more, with cards like Wholeness of the World (Disciples of the Void, 22), the Phoenix can give Teachings of the Elements a strength boost at the very start of their turn, making it a difficult province to get through. In order to break Teaching the Elements as easily as possible, your opponent will have to target it first, meaning that simply having this card on the field can thwart your opponent’s plan and have them focus on this powerful province. The longer a round goes on, the stronger the Phoenix defenses can become thanks to their understanding of the elements and their ability to remain grounded. The Will of the Earth The Shadowlands are marching towards Rokugan, and without support, the Crab may turn to extreme measures to protect the land of Rokugan. Earth is defensive and thorough, and the Crab harness this element to keep the Shadowlands at bay, but is it enough? The Phoenix would never fall to such depths, and they defend themselves through the knowledge of the elements.They know the elements protect, but they can also break. What will happen when the Earth becomes less tempered and unleashes its rage on Rokugan?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: EC3 -The Fires Within Dynasty Pack
Legend of the Five Rings LCG: EC3 -The Fires Within Dynasty Pack

Illuminating Rokugan, Fire is an element of passion, love, and obsession. In moderation, this element is vital to the Emerald Empire, inspiring creativity and ingenuity across the land. However, when stretched beyond its boundaries, Fire can turn into a raging inferno, destroying all in its path. It is a difficult balance to maintain, and the scales are beginning to tip. The Fires Within explores the explosive element of Fire with new Spells and Shugenja focusing on the element, as well as a new card for the Mantis and a new ancient Creature to aid the Unicorn. Strange Allies While the Unicorn are known for their fearsome cavalry, their battle maidens, and their meishōdō wielders, they sometimes must rely on other, stranger allies—ancient creatures who have long called Rokugan their home. As the Elements fall out of balance, these elder beings take up arms to assist the Great Clan. The Shiksha Scout (The Fires Within, 57) enters the game as a conflict character who aids the Unicorn Clan in their time of need. This strange Creature may be unlike anything a samurai has ever seen in Rokugan before, and it offers a similarly unnatural effect: while the Shiksha Scout is participating in a conflict, you are considered to control an additional character in the conflict. While this may appear to do very little on its own, the Unicorn receive new support in the Elemental Cycle that encourages them to control more participating characters than their opponent. For example, the Shiksha Scout can be used to activate the ability of Shinjo Shono (Breath of the Kami, 11), boosting your number of characters and raising the political and military skill of your Cavalry. While you may be outnumbered at the start of a conflict, Shiksha Scout can easily even the odds and provide a surprise boost to your forces. Even if you don’t outnumber your opponent, a balance of military and political skill makes the Shiksha Scout a flexible warrior who can slot into any conflict. The Unicorn have other ways to increase their numbers as well. As an inexperienced warrior, Battle Maiden Recruit (The Fires Within, 50) has zero military skill and zero political skill, but she can also be placed on the field for free. While the Battle Maiden Recruit is untested, she is still a Cavalry character, meaning she can be boosted by effects like Shinjo Shono’s. Furthermore, she can grow on her own as she learns. If you have claimed the Water or Void Ring, the Battle Maiden Recruit gains two military skill, allowing her to hold her own in military conflicts. This conditional skill boost, along with her traits and ability to help you outnumber your foe makes the Battle Maiden Recruit a great investment for zero fate. Fire and Brimstone Creativity and individuality is the domain of the Dragon Clan, and they often harness the element of Fire to disorient their foes and gain unique advantages in their conflicts with the other Great Clans. Smoke (The Fires Within, 54) is a one-cost attachment Spell that raises the military skill on one of your characters. Furthermore, while the attached character is participating in a conflict, you may bow and sacrifice Smoke to reduce the military skill of each non-unique participating character until the end of the conflict! Smoke is a powerful tool, but it doesn't discriminate in its targets, and even your own characters will be affected by the skill reduction if they are not unique. Obviously, Smoke works best when you have built up a named character like Agasha Sumiko (The Chrysanthemum Throne, 65) with a variety of attachments. That way, Smoke simply hits your opponent’s characters, greatly impacting their skill value, and potentially allowing you to break a province with a single character. Smoke is also a great defensive tool—the more characters your opponent sends at you in a conflict, the more effective Smoke becomes, and it may singlehandedly save you from losing a province. A second Dragon card in The Fires Within can also help you defend your lands. The Wrath of the Kami (The Fires Within, 45) is a holding that's limited to one per deck, and as an Action during a conflict at that province, you may lose one honor to boost the province's strength until the end of the turn. The kicker is this ability is unlimited! This means that if you're willing to lose your honor, you can ensure this province is nearly unbreakable. As with all things, this must remain in balance. Playing too far into The Wrath of the Kami can lead the Dragon to the brink of disaster if you're not cautious. With Smoke and The Wrath of the Kami, the Dragon receive several new tricks in The Fires Within that make their provinces difficult to take down—giving them the opportunity to strike at their foes in a balanced and focused manner. Playing with Fire The Elements are out of balance. Fire can provide: it can be warm, it can stoke creativity. But when a lingering passion turns into a blazing inferno, will Rokugan be safe? And who will rise to protect it?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: EC4 -The Ebb and Flow Dynasty Pack
Legend of the Five Rings LCG: EC4 -The Ebb and Flow Dynasty Pack

Like the rock eroded by the river, the land of Rokugan is undergoing great change. With the elements out of balance and the clans continuing to quibble, this change comes in the form of battles and alliances, of territory control and political intrigue. Indeed, some would like to see an even greater change, to see the traditional seven Great Clans become eight... The Ebb and Flow focuses on the element of Water, introducing new Shugenja specializing in this element, including a Phoenix Elemental Master. Also look for a new Crab Province, a holding for the Scorpion, and the infamous leader of the Mantis Clan, Yoritomo. Master of the Waves The Water Ring is essential to gaining momentum in a game of Legend of the Five Rings. Whether you're bowing a character with no fate or readying one of your own characters, the benefits of the Water Ring can change the momentum of a turn. Asako Azunami (The Ebb and Flow, 66) is not just a Shugenja, but an Elemental Master who can unlock the full potential of this ring. When Asako Azunami is on the field, whenever you would resolve the Water ring, instead you may choose and bow any character and ready a different character. This means the Water Ring’s effect is no longer a difficult choice—you are free to use both of its effects, with no fate restrictions on which character you can bow! This kind of power can seriously dampen your opponent’s ability to mount a successful counterattack, as their best characters find themselves unable to join a conflict, and your own characters remain ready for battle. Not to mention Azunami herself holds four military and four political skill, making a huge difference in any conflict she appears in. And with three glory, it is possible Asako Azunami could be the biggest target on the battlefield. Manipulating the Water Ring to unlock its full potential can be a difficult task, but with Asako Azunami, the ability to lock down your opponent is within your grasp. Reverence for the Dead The Lion have a reverence for the history that defines them. As noble warriors, they never forget their ancestors and the sacrifices made in the name of the Emperor. This reverence not only reminds the warriors of who they are, but it can aid them in the conflicts to come. My Ancestor’s Strength (The Ebb and Flow, 77) is a one-fate Spell that allows you to choose a participating Shugenja you control and a character in your dynasty discard pile. Until the end of the conflict, you'll set your Shugenja’s base military and political skill to the printed military and political skill of the other character. This essentially means that the base stats of your Shugenja become equal to those of the character in your discard pile. Currently, the Lion don't have the same numbers of Shugenja as some other clans, relying on the Kitsu Spiritcaller (Core Set, 74) for their elemental needs, but the Elemental Cycle offers several new targets for My Ancestor’s Strength, including a new character found in The Ebb and Flow. Even in defeat, the Tireless Sōdan Senzo (The Ebb and Flow, 65) never rests. This Shugenja is always a solid choice to send to a conflict, as he does not bow after the conflict if you lost the struggle. While this is convenient, his one military skill and two political skill may not make the biggest difference in your battles. However, with the Strength of his Ancestors, he may become as mighty as Akodo Toturi (Core Set, 79), and even if he should fail, the Tireless Sōdan Senzo is always willing to enter another conflict, even if it is only with his own strength. Son of Storms Throughout the Elemental Cycle, the Mantis have made their presence known to the Great Clans. Demanding a place at the table, the Mantis Clan have received several neutral cards to further their cause. In The Ebb and Flow, their Champion, the notorious Yoritomo (The Ebb and Flow, 70) joins the fight! Yoritomo is a five-fate Champion with three military skill and three political skill. While this may not be as impressive as other Champions, Yoritomo is enhanced by the resources around him. For every fate in your fate pool, Yoritomo's military skill and political skill will increase! At the start of your turn, if you claim the traditional seven fate, Yoritomo becomes massively powerful, with ten military skill and ten political skill. Of course, you’re likely to spend this fate throughout your turn, lowering Yoritomo’s effectiveness. Luckily, with the support of the Mantis Clan, the Son of Storms' strength can be fully revealed. It is a rarity for a card in Legend of the Five Rings: The Card Game to grant extra fate, but the Mantis excel in it, and now every additional fate you keep serves as a boost to the Champion of the clan. For example, Kudaka (Breath of the Kami, 13) can allow you to collect even more fate, feeding into the strength of Yoritomo. With the full strength of his clan behind him, little can stand in the way of the Son of Storms. The Flow Water is flexible, ever-moving, and this adaptability is essential to surviving in Rokugan. But when the calm river transforms into an overwhelming storm, will Rokugan still stand?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: EC5 -All and Nothing Dynasty Pack
Legend of the Five Rings LCG: EC5 -All and Nothing Dynasty Pack

Representing both the eternal nothingness and vast makeup of the universe, the Void is an element of contradictions. Those who seek enlightenment must come to terms with this contradiction, searching to understand its deeper mysteries. Shugenja that can harness the Void must always be cautious to not be overtaken by the emptiness that awaits. But in this nothingness, there is power, and as the elements fall out of balance, the Void could overtake all. All and Nothing features three copies of twenty new cards, and continues the themes found throughout the Elemental Cycle. Expect to find powerful new Shugenja, a holding for the Phoenix, a neutral Philosophy, and more! Pragmatic Purifiers Even in their darkest hour, the Crab continue to defend the Emerald Empire from the nightmares to the south—giving no thought to enlightenment, they do what must be done to protect the Empire, lest Rokugan dissolve into nothing. The Tainted Hero (All and Nothing, 83) knows the task at hand, and even if he must soon succumb to the encroaching darkness, he will continue to fight for the safety of Rokugan as long as he can. However, this hero can only attack or defend should one of his allies make the ultimate sacrifice, allowing the Tainted Hero to blank his own text box and join the battle. Sacrificing an ally may seem like a heavy cost, but there are other ways to calm the Tainted Hero without spilling blood. As a Berserker, the Tainted Hero can also be moved into the conflict via Crisis Breaker (Fate Has No Secrets, 82). Since moving the Tainted Hero into the conflict does not constitute declaring him as an attacker or defender, he is free to contribute his sizeable skill to the battle. This vicious warrior can singlehandedly break provinces, but is the sacrifice worth it? While the Tainted Hero is a powerful character, the Crab must ask themselves if they are willing to go to such lengths to defend Rokugan. Is it worth it to repurpose their tainted warriors into killing machines and risk further exposure to the darkness of the Shadowlands? Dueling Wordsmiths The Crane, meanwhile, use much more civil methods to defeat their foes. Rather than tetsubos and berserk fury, the Crane battle with their words and art, acting with incomparable finesse. The Callow Delegate (All and Nothing, 85) is inexperienced in the ways of the Crane, but he has potential. His stats are unimpressive, since he only offers a single political skill. However, when he leaves the battlefield, you may honor a character you control. This makes the Callow Delegate an ideal target to play on the field with no fate. You'll immediately receive an advantage when he leaves the field, and it gives you a chance to honor a powerful character like Kakita Yoshi (Into the Forbidden City, 43). The Callow Delegate may not be threatening on his own, but provides a strong benefit when he leaves play. And of course, if you have the Asahina Storyteller (Core Set, 50) on the field, you receive an even bigger boost from honoring your Crane characters in the form of more conflict cards! The Crane are master wordsmiths, but this does not come easy. Every aspect of Crane life assists them in becoming a better orator, and even their recreation puts these skills to the test. Sadane is a game of verbal sparring and polite insults, and it's no surprise that it's extremely popular among the Crane. A Game of Sadane (All and Nothing, 93) enters Legend of the Five Rings: The Card Game as a political duel, with the winner becoming honored and the loser becoming dishonored. Since you get to pick both of these targets during a conflict, you can nearly ensure your victory, lowering your opponent’s overall skill while raising yours. This verbal contest can lead to major swings in skill, especially if you manage to honor a high-glory character like Doji Hotaru (Core Set, 52) herself. Watchers of the Void Of course, All and Nothing also contains cards examining the mysteries of the Void. Those who study the element face danger and wonder every time they stare into the vast emptiness and all-encompassing mass of the element. The Ethereal Dreamer (All and Nothing, 89) is a Phoenix Shugenja who is flexible enough to become a major player in any of your conflicts to come. At the start of your conflict phase, you choose a ring, and the Dreamer skills are greatly increased while you are contesting that ring. Of course, you have to be able to plan ahead and keep in mind what rings you’d like to take for the turn, or the Ethereal Dreamer won't be able to contribute greatly to your success. This is especially true if you are looking to claim a specific ring to trigger an effect, such as the one found on Isawa Tadaka (Disciples of the Void, 10). If you can use Ethereal Dreamer to claim the Earth Ring with the Elemental Master on the field, you can lock your opponent out of their best events, helping you to claim a resounding victory. All and Nothing The Crab’s struggle to defend, the Crane’s words as deadly a blade, the magic of the Phoenix, all are insignificant next to the Void. The Void is nothing, the Void is all. And with the elements out of balance, the Void threatens to overtake Rokugan.

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: EC6 -Elements Unbound Dynasty Pack
Legend of the Five Rings LCG: EC6 -Elements Unbound Dynasty Pack

Complete the Elemental Cycle with the Elements Unbound Dynasty Pack for Legend of the Five Rings: The Card Game. Throughout the Elemental Cycle, Rokugan has teetered on imbalance. The Air swirls into raging hurricanes, Water coalesces into raging tsunamis, Fire becomes a raging inferno, the Earth heaves and shakes, and the Void threatens to consume all. Amid this chaos, the clans still bicker in the courts and clash on the battlefield. But if these samurai don’t recognize the signs at hand, will there even be an Emerald Empire left to fight over? Elements Unbound ties the themes of the Elemental Cycle together, introducing new Shugenja and Spells, as well as three new ancient Creatures, a new way to duel, and a new stronghold representing the changing world of Rokugan. From the Depths With the elements out of balance, ancient creatures aid the Great Clans in the conflicts to come. Elements Unbound introduces three more of these ancient beasts, including new additions to the Scorpion and Crane Clan. The Reclusive Zokujin (Elements Unbound, 109) is as sneaky as it is deadly, a perfect fit for the shadowy Scorpion Clan. During an Earth conflict, the normally subterranean Zokujin gains covert and is immune to enemy card effects. This means that the Zokujin can help you slip past one of your opponent’s best characters, while protecting itself from any kind of retaliation. Traditionally stronger in the political arena, the Reclusive Zokujin also gives the Scorpion a key boost to their military skill, and is likely able to negate the impa your biggest threat. While this effect only works during an Earth conflict, the Scorpion are often looking for ways to refill their conflict hand, and the Zokujin and Earth conflicts can be the perfect way to accomplish that. Still, your efforts may be stymied if your opponent’s biggest threat also happens to bear the covert keyword. The Crane are some of the greatest Duelists in the Empire, and the Tengu Sensei (Elements Unbound, 105) excels among them. An ancient and noble Creature, the Tengu Sensei can not only defeat your opponent’s characters, but completely immobilize and prevent them from counter-attacking. When the Tengu Sensei bypasses a character with his covert ability, that character cannot be declared as an attacker for the rest of this phase! This can completely lock down even the strongest of foes, and with four military skill on the Tengu’s side, he is already an impressive attacker in its own right. With two glory and a full suite of ways to honor Crane characters, including the Way of the Crane (Core Set, 146) and the Callow Delegate (All and Nothing, 85), the Tengu Sensei can be the centerpiece of your forces, negating powerful characters while breaking provinces with exceptional military and political skill. Masters of the Elements No one truly understands the state of the elements like the Phoenix. They have seen the signs heralding destruction, and despite the fact that the elements are becoming unbound, they still maintain control and call on these elements to fuel their Spells. In impressive displays of skill, the Phoenix can remind Rokugan of the wisdom—and power—that they wield. A Taryū-Jiai (Elements Unbound, 119) is a duel between two Shugenja, both trying to prove their superiority with the elements. Now, you can challenge your opponent to a Taryū-Jiai duel in Legend of the Five Rings: The Card Game. During a conflict, you can play this event to select two Shugenja characters, one controlled by you, one by an opponent, and have them participate in a glory duel! The winner can resolve a ring effect as if they were the attacking player. With the Phoenix's trademark high-glory Shugenja like Adept of the Waves (Core Set, 81), they immediately have the advantage in a glory duel. Should you succeed, resolving the ring effect can also trigger cards like Asako Azunami (The Ebb and Flow, 66), giving you an even greater reward for winning the duel. The Phoenix also receive a new way to manipulate the state of the rings in Elements Unbound with the Roving Michibiku (Elements Unbound, 118). The Roving Michibiku is a balanced character who can contribute to military and political conflicts equally, but their true power comes with their ability to steal a ring your opponent has claimed when you win a conflict. While this does not give you the effects of the ring, the Phoenix have plenty of ways to take advantage of this effect. For example, with Isawa Tadaka (Disciples of the Void, 10) on the field, you can completely take away your opponent’s ability to play events already in their discard pile. Or, you can give your Henshin Disciple (Fate Has No Secrets, 87) an appropriate boost. Either way, the Roving Michibiku is extremely synergistic with the rest of the clan, and can set up some impressive combos. Edge of Disaster Rokugan sits on the edge of disaster. Air, Earth, Fire, Water and the Void are all falling out of balance, and the catastrophes that have already struck the Emerald Empire are just the beginning. When these five elements come together into a raging fury, what Clan will come out on top, and will Rokugan still be standing?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: Emperor's Legion -Lion Clan Pack
Legend of the Five Rings LCG: Emperor's Legion -Lion Clan Pack

On the blood-stained battlefields of Rokugan, the skill and prowess of the Lion Clan is legendary. From Matsu warriors to Akodo tacticians to Kitsu who utilize the past itself to overwhelm their foes in combat, the tools of the Lion clan are extensive. The clan serves as the Right Hand of the Emperor, and to face a Lion in battle is to face death itself. The Emperor’s Legion spotlights the Lion Clan with 78 new cards (three copies of twenty-five different cards and one copy each of three different cards) for Legend of the Five Rings: The Card Game. Here, look for an emphasis on recursion, revenge, and righteousness. Vengeance of the Lion Like other Clan Packs, The Emperor’s Legion features a new stronghold for its signature clan. Kyūden Ikoma (The Emperor's Legion, 1) has the highest starting honor in the game, reflective of the Lion’s upstanding dedication to the honor of the Rokugan. Furthermore, the stronghold allows you to bow it after one of your character's loses a conflict as an attacker to bow one of your opponent’s non-Champion characters. This stronghold adjusts how your opponent thinks about victory in battle. Even a small contingent of Lion forces attacking a province becomes a difficult decision for your opponent. Defending can ensure the Lion don’t break the province, but their mind may be on a larger battle down the line, and can you afford one of your best samurai to be bowed when the real conflict begins? Kyūden Ikoma is a difficult stronghold to play around, and allows Lion players to exact vengeance on those who challenge them. Coordinated Warriors A golden horde descending upon you is terrifying for any samurai of Rokugan. The Lion’s Bushi are known across Rokugan as fearsome warriors, a well-oiled machine that can tear through their foes. Matsu Gohei (The Emperor's Legion, 6) is an impressive warrior in his own right, but his true potential is unleashed when he is attacking with at least two other Bushi. Win or lose, Matsu Gohei will not bow as a result of conflict resolution as long as he is flanked by two other Bushi while attacking. This allows Gohei to contribute his three military skill to additional conflicts during the turn. Should you emerge victorious, Gohei and his brethren can utilize For Greater Glory (Core Set, 165) to ensure they can repeat their tactics during the next turn. However, should your Bushi fall in battle, there is still a duty that must be fulfilled. Every Lion knows they will eventually Embrace Death (The Emperor’s Legion, 23), and find victory even in their ultimate defeat. After you lose a conflict in which you controlled an attacking Bushi, you may sacrifice that Bushi to remove a fate from an opponent’s character, or discard it if they have no fate. Your target doesn’t have to be participating in the conflict, meaning your Bushi’s last breath can throw a wrench into your opponent’s plans, and bring their most fearsome foe with them into the warm embrace of death. Reverence and History The sacrifices of these Bushi are not forgotten. The Lion are more than just warriors, their strength comes not only from their moral code and training, but of a reverence for the past. Lion Shugenja can commune with the voice of ancestors long past for guidance and power in conflict. Voice of the Ancestors (The Emperor’s Legion, 10) is a four-cost Shugenja, and the longer he is on the field, the more Spirits of the Lion Clan aid you in conflicts. As an Action, you can play a Lion character from your dynasty discard pile at a discounted cost as an attachment to another character you control. The character from your discard pile becomes a Spirit and adds their military and political skill to the attached character. While the Voice of the Ancestors doesn’t have impressive skills on his own, he can utilize and recur your fallen samurai to strengthen the Lion legion. But not all recursion comes from ghosts of the past. The Lion are numerous, and cutting down one can bring two more in their place. The Ashigaru Levy (The Emperor's Legion, 4) is already a free character, and allows you to bring another Ashigaru Levy into play from your province or discard pile when they are played. It is important to note that the trigger occurs when the Ashigaru Levy is brought into play by any means, meaning playing one Ashigaru Levy can bring in another, and that Ashigaru Levy can bring in your third, a makeshift army springing up from the cracks of battle. With a single military skill, the Ashigaru cannot stand on their own, but an army of Peasants rising up can make a difference in the Lion’s many military skirmishes. Deceptive Legions Like the other Clan Packs before it, each of the other Great Clans of Rokugan receives a new character in The Emperor’s Legion, many of which directly counter the Lion’s most iconic strategies. For example, Shosuro Denmaru (The Emperor’s Legion, 17) is a Scorpion Commander who can morph the state of the battlefield. While this impressive Bushi is on the field, the base glory of each honored character controlled by your opponent is 0. This is an extremely favorable advantage for the Scorpion, especially against the easily-honored Lion Clan samurai. This ability only affects honored characters, meaning high glory characters are still susceptible to the Scorpion’s dishonorable tactics like Way of the Scorpion (Core Set, 185). While the Lion prefer a straightforward battle, the Scorpion can use this to their advantage, manipulating events and conditions to ensure they can sever the Right Hand of the Emperor should the need arise. Roaring Might Though they take many forms, all clans of Rokugan fear the might of the Lion. From their fearsome Bushi to their reverent Shugenja, the Lion overwhelm their foes with coordination and skill. Will you join the ranks of the Emperor’s Right Hand?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: IC1 -For the Empire Dynasty Pack
Legend of the Five Rings LCG: IC1 -For the Empire Dynasty Pack

The first Dynasty Pack in the Inheritance cycle for Legend of the Five Rings: The Card Game! Though the Great Clans clash on the battlefield and in the courts, they have one common cause. Each, in their own way, serves the Empire. The Crab may cut a smuggling deal to obtain more jade, but this stone is vital to the protection of the Kaiu Wall. Likewise, no matter how dishonorable the task, a Scorpion can always find solace in their duty to Rokugan. Even the Emperor's actions are guided by what will be best for the Empire. The Inheritance cycle marks a drastic change in the status quo of Rokugan as the Great Clans continue to battle amongst themselves. With the Emerald Empire becoming more dangerous than ever, iconic samurai must disguise themselves in their travels, only revealing their true identity when they are needed most. Furthermore, Bushi and Courtiers alike are now more valued than ever, fighting for their clans as Rokugan shifts around them. While the Imperial and Elemental cycles were released over the course of six weeks, the Inheritance cycle will be released on a one pack-per month basis, providing a steady stream of new cards for Legend of the Five Rings: The Card Game! As an added bonus, if you pre-order For the Empire from the Fantasy Flight Games website, you also gain access to three exclusive art cards featured in the pack! These cards feature no text, allowing you to enjoy the full art from Robin Wouters, Leo Avero, and Pavel Kolomeyets! More than Meets the Eye In these dangerous times, a samurai must sometimes hide their true identity in order to best serve their clan and the empire. For the Empire introduces a brand-new mechanic that sees unique characters enter conflicts disguised as other samurai before revealing their true skill and abilities at the most opportune time. These samurai bear the new disguised keyword, followed by a trait or clan affiliation—for example, Akodo Zentarō (For the Empire, 9) has the disguised keyword followed by the Bushi trait. These disguised characters can be played normally, but they also have a unique way of entering the battlefield from your provinces or from your hand. If you choose to, you can unveil your disgusied character by choosing any non-unique character that matches the restrictions listed on the disguised character. So, in the case of Akodo Zentarō, you could choose any non-unique Bushi that you control. You'll reduce the cost to play the disguised character from your province or your hand by the printed cost of the chosen character, and when you play the disguised character, you'll move all attachments and tokens (including fate tokens and status tokens) from the chosen character to the disguised character. Finally, you'll discard the chosen character from play—they have revealed themselves to be the disguised samurai! Importantly, your disguised samurai can't have additional fate put on them when they're played in this way! Thematically, they are the same samurai that has been in the conflict all along, only with their true identity revealed. Even if they are a dynasty card like Akodo Zentarō, you can use the disguised keyword any time you could play a character from your hand during the conflict phase, and they will always enter the field unbowed. Disguised characters have abilities that can drastically change the face of the game, and with Akodo Zentarō able to steal a holding from an attacked province, you can turn the tables on anyone who dares stand up to the might of the Lion. Bloodied Blades While Courtiers do the work of their clan in the glamorous courts of the Emerald Empire, Bushi serve their clans in the blood and dirt of the battlefield. Glorious tacticians, skilled duelists, cavalier commanders, and even the crown prince himself are represented throughout the Inheritance cycle, their boldness and skill overwhelming their foes in military conflicts. The Crab need these Bushi to defend Rokugan from the horrors to the south—should these samurai fail to hold the Kaiu Wall, the Emerald Empire would fall to corruption and rot. The Fifth Tower Watch (For the Empire, 5) understand the sacrifices that must be made to prevent Rokugan from falling to this terrible fate. When you sacrifice a character with Fifth Tower Watch on the field, your opponent must bow one of their characters with a lower military skill than the sacrificed character. With this and other effects, every sacrificed character serves an even greater purpose, and this ability is emblematic of one of the Crab’s major themes in the Inheritance cycle: sacrifice. While the Elemental cycle saw the Crab tempted by the power of mahō, the Inheritance cycle examines the human cost of defending the wall, and the strength this gives Rokugan’s most stalwart clan. Even the Phoenix, known for their focus on Shugenja and pacifism, train Bushi to defend the clan when military conflicts are inevitable. The Shiba Sophist (For the Empire, 10) is a two-cost Bushi that lets you search your conflict deck for cards that share a Trait with the element of the contested ring. Not only is the Shiba Sophist a great way to enhance your hand of conflict cards, the Bushi trait itself is a valuable asset in the Inheritance cycle. For example, the Shiba Sophist is a viable target for Purity of Spirit (For the Empire, 19), a new event that allows you to honor a Bushi for the duration of a conflict. While this honored status does not last, it can be the jump you need to break a province, especially when combined with the massive glory of a card like the Serene Warrior (Core Set, 88). At one influence, Purity of Spirit is also an attractive splash for the Lion Clan, a clan known for their prolific Bushi, who can also take advantage of A Perfect Cut (For the Empire, 22) to emerge victorious in the battlefield. The honor of a Bushi is essential to victory, and none are as honorable or glorious as those hailing from the Hantei dynasty. Favored by Heaven, this long line of Emperors has held Rokugan together for centuries. For the Empire sees the Crown Prince, Hantei Sotorii (For the Empire, 13) himself, grace us with his presence. With the ability to boost the glory of any character participating in a conflict, Sotorii can pump your own honored characters or shame your opponent’s characters who have fallen into the pit of dishonor. The pure presence of Hantei Sotorii is enough to mold the shape of battle, and his skill in a conflict is just as impressive. However, allies of Sotorii must beware—the crown prince is prone to fits of rage, and the pride keyword could be his downfall should he experience defeat. A Line in the Sand With battles breaking out across Rokugan, Bushi are more important than ever. As battle lines between clans are drawn, it will be these samurai who help determine the fate of their clan. Will you stand alongside these warriors in the conflicts to come?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: IC2 -Bonds of Blood Dynasty Pack
Legend of the Five Rings LCG: IC2 -Bonds of Blood Dynasty Pack

The second dynasty pack in the Inheritance cycle for Legend of the Five Rings: The Card Game! With Rokugan on the edge of disaster, the Great Clans must be united, now more than ever. Not only must they use their incredible skills to fight for the Emerald Empire, they must use the strength of their bonds to attain their full power if disaster strikes. The Inheritance cycle sees Rokugan splinter like never before and places the emphasis on Bushi and Courtiers, as well as introducing the Disguised mechanic, which allows iconic samurai to remain hidden in the shadows until the perfect moment. Bonds of Blood includes a prolific Phoenix Shugenja, new provinces for the Lion and Unicorn, a deadly new Poison card for the Scorpion, and more! The Power of the Earth The Phoenix’s Elemental Council is incomplete. While Isawa Ujina has vanished, Earth Master Isawa Tadaka travels south to the lands of the Crab. While the Phoenix have dispatched an Asako family samurai to bring him home, in Isawa Tadaka’s (Bonds of Blood, 40) newly disguised state, he won’t be so easily found. This new version of Isawa Tadaka is a conflict character, but can only be played by the Crab or Phoenix Clan. He also represents the very first conflict character with the disguised keyword. While your opponent can prepare for a disguised dynasty character to enter the fray, Isawa Tadaka can take your opponent completely by surprise with a powerful ability. As the Earth Elemental Master, Isawa Tadaka can deny your opponent's options by removing characters from your dynasty discard pile to remove a card from your opponent’s hand, completely eliminating threats before they even enter the field. Not only does the Phoenix Clan gain a new Earth Shugenja in Bonds of Blood, they also gain a new Earth Spell in the form of Earth Becomes Sky (Bonds of Blood, 41). While Isawa Tadaka can limit your opponent’s hand of conflict cards, Earth Becomes Sky can nullify characters, bowing a character when they would be readied. This can, of course, stop card effects or the Water Ring from readying a character mid-turn, it can also be used during the regroup phase to negate a threat on the next turn, giving Earth Becomes Sky plenty of ways to keep your opponent's best character bowed. A Dishonorable Refusal While the Phoenix rely on Shugenja and Spells to overwhelm their opponent, the Crane take a more direct approach, relying on their skill with their blades and their words to pick apart their foes. To go one-on-one with a Crane on the field of battle is to invite death, while standing up to them in court can lead to a humiliating defeat. To refuse these battles brings dishonor… but is always an option for those who value their lives. The Arbiter of Authority (Bonds of Blood, 34) is a new conflict character who excels in political conflicts. While two political skill can be a help, the Arbiter’s true power is his ability to initiate a political duel, with the loser becoming bowed and returning home. While this is a powerful effect, your opponent can choose to refuse the duel by dishonoring their targeted character. This dishonor may be a heavy cost to pay, but at least their character might still contribute to the conflict. While the Arbiter of Authority duels with words, Crane duelists are renowned across Rokugan as some of the finest swordsmen in the land, and to challenge one can be seen as foolhardy. Duel to the Death (Bonds of Blood, 36) sees you initiate a military duel with the ultimate consequences—the loser is simply discarded from play. This is a heavy cost for any samurai to bear, and your opponent can refuse the duel by dishonoring their character. While this may be seen as an act of cowardice, a samurai’s life is valuable, and living to fight another day, even while dishonored, may still be worth the trade. Venomous Sting Blades, words, and spells are all useful tactics in the conflicts of Rokugan, but the Scorpion take a subtle approach, harnessing underhanded schemes and tricks—including poison—to get the job done. Softskin (Bonds of Blood, 43) is a Poison attachment that prevents the attached samurai from readying, unless its controller discards the top three cards of their conflict deck. While your opponent can still use the attached character, this could quickly eliminate your opponent’s best cards before they are even played, and potentially lead to your opponent discarding their entire conflict deck, losing valuable honor when playing against the Scorpion. As a Poison, Softskin can quickly be found by Shosuro Hametsu (Children of the Empire, 35), ready to be unleashed at just the right time. A Sacred Bond Whether a clan chooses to harness the power of the elements, tests their skills in one-on-one duels, or uses underhanded methods to defeat their foes, each is mighty in their own right. As Rokugan continues to shift and splinter, each clan, and each samurai, will have to decide where their loyalties lie. What cause will you join?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: IC3 -Justice for Satsume Dynasty Pack
Legend of the Five Rings LCG: IC3 -Justice for Satsume Dynasty Pack

The third Dynasty Pack in the Inheritance cycle for Legend of the Five Rings: The Card Game! All eyes are on Otosan Uchi as a chaotic Imperial succession is hastily planned. While the Imperial City is the focal point for these dramatic events, strife is infesting Rokugan from all angles. The Emerald Empire is breaking down into chaos—who will you support? Justice for Satsume continues the themes of the Inheritance cycle, placing an emphasis on Courtiers and Bushi, introducing two new disguised characters to surprise your opponent, and offering up two Clan Champions! The Field of Battle The Right Hand of the Emperor is a straightforward clan, relying on pure military might to win conflicts against the other Great Clans. Throughout the Inheritance cycle, the Lion Clan gains special advantages when they have fewer cards in hand than their opponent. Naturally, this encourages low bidding, keeping your hand size low and your honor high. The Matsu Swiftspear (Justice for Satsume, 53), for example, is a modest two-cost Bushi with two military and two political skill. However, her true value comes when you have fewer hands than your opponent, giving the Swiftspear an additional two military skill. If you can maintain the number of cards in your hand via low honor bids—or play enough cards in a conflict to drop below your opponent—the Matsu Swiftspear is one of the most efficient samurai in the game, contributing greatly to military conflicts for minimal investment. While the Matsu Swiftspear defends the Lion on the field of battle, the Steward of the Rich Frog (Justice for Satsume, 54) defends the clan’s honor. While you have fewer cards in hand than your opponent, the Steward of the Rich Frog keeps your characters from receiving dishonor tokens! With three political skill, the Steward is already a sound investment, but protecting your characters from cards like Way of the Scorpion (Core Set, 185) can ensure the Lion don’t fall for any tricks, keeping their honor and glory intact. Of course, both of these abilities are meaningless if you can’t keep fewer cards in hand than your opponent. Luckily, the Lion have new tools to ensure this happens. Sharpen the Mind (Justice for Satsume, 63) is a zero-cost attachment that lets you discard a card to give the attached character an additional three military and three political skill. At two influence, Sharpen the Mind can fit into a number of different decks, but the cost of discarding a card can become an even greater boon for the Lion Clan, whose single-minded focus can lead to a glorious victory. An Overwhelming Stampede The Unicorn are no strangers to overwhelming their foes with a stampede of warriors and courtiers. The Shinjo Gunsō (Justice for Satsume, 58) is not the most fearsome warrior, but instead acts as a beacon for the samurai of the Unicorn Clan. When you play this character, you can search the top five cards of your dynasty deck for a low-cost character and put it in into play. The Gunsō can bring cards like the Young Warrior (Warriors of the Wind, 5) and Honest Challenger (Children of the Empire, 37) to the field of battle, helping the Unicorn overwhelm their opponents with pure numbers and skill. The Wayfarer’s Camp (Justice for Satsume, 59) offers another way to deploy your swarm tactics, letting you play two cards from your provinces before turning a card faceup. Not only does this empty your provinces quickly and put you in position to pass first, you also gain the ability to play an additional card from your provinces, further outnumbering your foe with your Unicorn horde. The more non-unique Unicorn samurai you have on the field, the greater benefit Ujik Tactics (Justice for Satsume, 66) provides. This free event simply boost the military skill of your non-unique characters until the end of the conflict, making it the perfect card for a large-scale assault. Depending on the number of Unicorn in the conflict, this could even be enough to break a province. A Dark Undertaking The Inheritance cycle introduces disguised characters into the world of Legend of the Five Rings: The Card Game. These samurai will only reveal themselves at the most opportune time, shedding their disguise and unleashing their true strength when your opponent least expects it. The Scorpion’s Shosuro Miyako (Justice for Satsume, 65) is a master of disguise, and in fact can only be played through the disguised keyword, and only by replacing a non-Scorpion character. At two influence, this means Miyako is much more consistent in a deck that only splashes Scorpion cards. However, when she does enter the field, she has an immediate impact, helping you to dishonor a non-unique character your opponent controls. As a conflict character, Miyako can reveal herself at the most opportune time, deflating your opponent’s skill with a dishonor token and her own formidable talents. Strife and Justice The Hour of the Boar is upon Rokugan. As all eyes turn towards the Imperial City of Otosan Uchi, what other fractures are appearing across the Emerald Empire?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: IC4 -The Children of Heaven Dynasty Pack
Legend of the Five Rings LCG: IC4 -The Children of Heaven Dynasty Pack

The fourth Dynasty Pack of the Inheritance cycle for Legend of the Five Rings: The Card Game! As political upheaval disrupts the balance in Rokugan, Courtiers are needed more than ever to stand for their clan in court. While blades on the battlefield can turn the tide of the conflict, it is the courtiers and politicians of Rokugan who can use their power to enact massive changes in the Emerald Empire, and those who have the Emperor’s ear can shift the entire balance of Rokugan. The Children of Heaven continues the themes of the Inheritance cycle by focusing on the Courtiers of Rokugan, who are able to dominate political conflicts with ease. Also look for a new Crab province that becomes stronger the more times it is attacked, a new Phoenix event that allows you to overwhelm your opponent with Spells, and a Scorpion event that can dishonor multiple characters at once. The Web of Shadows and Lies As the balance of power begins to shift in Rokugan, one thing is certain, the Scorpion’s Courtiers hold a tight grip on the Forbidden City, choking the life out of those who oppose them like a potent poison. Emissary of Lies (The Children of Heaven, 77) is one of these Courtiers, testing your opponent on their knowledge of the Scorpion’s tactics. During a conflict involving the Emissary of Lies, you may choose a character your opponent controls. Your opponent then must name a card, if that card is not in your hand that character is returned home. If you’re able to keep a stone face and keep your opponent guessing, the Emissary of Lies will be an effective tool to remove your opponent’s characters away from important conflicts. Courtiers like the Emissary of Lies are the lifeblood of the Scorpion, and understanding the etiquette of the courts is essential to their success. Unspoken Etiquette (The Children of Heaven, 86) is a two-cost event that can completely change the momentum and makeup of a political conflict, allowing you to dishonor each participating non-Courtier character in the conflict. This can completely destroy your opponent’s skill in a conflict, but like many of the Scorpion’s tricks, must be deployed at the proper time to hit your opponent where it hurts while avoiding dishonoring your own characters. Luckily, the Scorpion have an army of Courtiers well-trained in proper etiquette. Visions of the Future Like the Scorpion, the Dragon are a forward-thinking clan who always have a greater plan. Though his methods may be perplexing to even the wisest in Rokugan, Togashi Yokuni has a vision for the future of the Dragon, and the samurai of the mountains put their faith in these prophecies. The Truthseeker (The Children of Empire, 73) is a Courtier who looks to the future. After this character enters play, you may rearrange the top three cards of any deck on the field. This can be used to stack your own deck to have a favorable draw from your conflict or dynasty deck and set up your next turn. Or it can be used to get a glimpse of what your opponent is planning, knowing what fate is going to deal your foe before they can make any sort of plan. While the Truthseeker’s ability only triggers when he enters play, he can still contribute to your political conflicts with three skill and the Courtier trait. Of course, the Dragon cut with more than just words, their feared duelists utilizing techniques that can defeat even the staunchest of foes. The Rising Stars Kata (The Children of Heaven, 83) provides an additional three military skill to a unique character, or plus five military skill if they won a duel this conflict. Though the Rising Stars Kata is limited to one use per conflict, it can turn the tide of a battle, providing a massive influx of skill your opponent may not be prepared to face. Underestimating a Dragon can lead to certain death, even the weakest of unique characters, like Togashi Yoshi (The Children of Heaven, 72), can become an expert warrior with this Technique. Divine Decree The most effective words in Rokugan come from those born with supreme power. Generations of divine favor have blessed the Hantei line in Rokugan, and Hantei Daisetsu (The Children of Heaven, 80) is no exception. Unlike his brother brother (For the Empire, 13) Hantei Daisetsu takes a more subtle approach to dealing with his foes. During a political conflict, Daisetsu can simply blank a character’s text box. Any samurai of Rokugan will defer to the diving rule of the Hantei line, and Daisetsu can use this to his advantage, nullifying the most powerful abilities in Legend of the Five Rings: The Card Game. You can further limit your opponent’s options in a political conflict with Overhear (The Children of Heaven, 88), a new neutral event. This conflict card forces your opponent to put a random card from their hand on top of their conflict deck, with the ability to repeat the ability if you control a Courtier and are willing to give an honor. This not only limits your opponent’s options, but also severely hampers their next honor bid, as they must bid at least one honor to return their hand to the state it was in before you played this disruptive event. A Contentious Court As bushi on the battlefield continue to tear each other apart in deafening conflicts, it is the subtle silence of the courts that directs the path of Rokugan. Do you have what it takes to survive the sharpest of tongues in the Emerald Empire?

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18.00 €
kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: IC5 -A Champion's Foresight Dynasty Pack
Legend of the Five Rings LCG: IC5 -A Champion's Foresight Dynasty Pack

The fifth Dynasty Pack in the Inheritance cycle for Legend of the Five Rings: The Card Game! The future is difficult to determine in the world of Rokugan. Few could predict the increasingly complicated political situation the Emerald Empire has become embroiled in. But there is one who claims to have foreseen the path of Rokugan: the enigmatic Togashi Yokuni. The Dragon Clan Champion has glimpsed the Rising Wave, the strife coming to Rokugan. But what actions has he taken? Where has he sent the Army of the Rising Wave and what do they hope to accomplish? A Champion’s Foresight continues the themes of the Inheritance cycle, lending support to the Bushi and Courtiers of Rokugan. The pack also introduces two provinces to the game and a new stronghold for the mysterious Dragon Clan. Furthermore, if you pre-order A Champion's Foresight from the Fantasy Flight Games website, not only will you get free shipping within the continental United States, you’ll also receive five double-sided province backers. These province backers sit behind your province in the same sleeve to show off beautiful art by Marius Bota while the card is facedown! A Thorough Investigation Mysteries pervade every corner of Rokugan, and few can unravel them like the Kitsuki Investigators of the Dragon Clan. Placing an emphasis on physical evidence, the Kitsuki method of investigation is known throughout the Emerald Empire—though not all hold it high regard. Now, you can harness the power of these investigations with Shiro Kitsuki (A Champion’s Foresight, 89), the Kitsuki family’s ancient castle. After a conflict is declared, you may name a card, each time your opponent plays a card with that name during the conflict, you can claim an unclaimed ring and all fate on it. If you have the mind of a Kitsuki, it’s possible you could extrapolate the cards your opponent is about to play during a conflict. However, if you need some extra assistance, Dragon cards in the Inheritance cycle often grant you a look at your opponent’s hand, including Scene of the Crime (For the Empire, 2). These cards can assist in your investigation and help you to claim rings and fate that would otherwise be lost. These claimed rings can also assist you in further investigations. Deduction (A Champion’s Foresight, 105) lets you to return a claimed ring during a political conflict to bow a character with cost three or lower. While the bushi of Rokugan fight their battles with katanas and spears, political conflicts are fought with words, and a clever deduction is just as effective as brilliant military tactics. With the help of Shiro Kitsuki, deductions can defeat your opponent before they even have a chance to defend themselves. With the Dragon’s ability to put extra fate on rings, Shiro Kitsuki can also prove to be a valuable fate-generating engine. You will need that extra fate, especially if you use the Army of the Rising Wave (A Champion’s Foresight, 96), a massive army that feeds the fate of the rings on the field. Not only do you receive a massive military force, you stock every ring with additional fate to be used with Dragon tricks. With six military skill, the Army of the Rising Wave can make an impact in any conflict, even if they can’t be attached with anything except Weapons. Traps and Tactics While the Dragon can excel in conflicts through investigation and deduction, other clans can also use unique tactics to disrupt their foes. The Crab are seen as a straightforward clan with a singular vision and purpose, but that doesn’t mean they aren’t innovative and clever, especially the Kaiu family of genius inventors and engineers. The Frontline Engineer (A Champion’s Foresight, 92 ) is a Bushi who not only provides military skill to conflict, but can quickly add holdings to provinces with his Action ability. This could quickly add defenses to your provinces, or it could allow the engineer to lay a careful trap for your opponent with a Strategic Weakpoint (A Champion’s Foresight, 93). This holding ensures that even if your province falls, you will take one of its attackers down with you. While your opponent may be able to play around the card, its sudden appearance thanks to the efforts of a brave Frontline Engineer may target your opponent when they least expect it. The other Great Clans also harness unique Tactics to ensure victory during conflicts. Notably, the Unicorn’s mobility affords them special advantages in combat. Outflank (A Champion's Foresight, 180) can completely negate a non-unique character from participating in a conflict, as the Unicorn forces overwhelm their foes from all angles and prevent their targets from defending their provinces. The Scorpion take a different approach to their battlefield Tactics. Forgoing their own personal honor in the name of duty, Scorpion Bushi achieve victory By Any Means (A Champion’s Foresight, 108). If your honor bid is higher than your opponent, this event lets you set the base military skill of one of your Bushi to match the skill of a rival. This can turn a simple Insolent Rival (Underhand of the Emperor, 6) into a deadly warrior or an Adept of Shadows (Core Set, 180) into a serious threat. Regardless of the target, By Any Means turns an opponent’s power into your own, a specialty of Rokugan’s most deceptive clan. The Rising Wave Deep in the mountains of Rokugan, Togashi Yokuni has a plan. What is the purpose of the Dragon army marching across the land, and what does it mean for the future of the Emerald Empire? Unravel these secrets and more when A Champion's Foresight releases in the third quarter of 2019!

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18.00 €
kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: IC6 -Shoju`s Duty Dynasty Pack
Legend of the Five Rings LCG: IC6 -Shoju`s Duty Dynasty Pack

The final dynasty pack in the Inheritance cycle for Legend of the Five Rings: The Card Game! Duty above all else. This is the creed of the Scorpion, and it has served them well. Slowly gathering power over the decades, the Emerald Empire’s most deceptive clan found themselves in the spotlight of Otosan Uchi. Now, as the Empire is thrown into chaos, it falls to the ever-loyal Scorpion Clan to hold Rokugan together, and once more put themselves in the spotlight. Shoju’s Duty introduces a new version of the Scorpion Clan Champion, as well as new tools for every Great Clan to find their place in the new order of Rokugan. Furthermore, if you pre-order Shoju's Duty from the Fantasy Flight Games website, not only will you get free shipping within the continental United States, you’ll also receive five double-sided province backers. These province backers sit behind your province in the same sleeve to show off beautiful art by Diego Gisbert Llorens and Pavel Kolomeyets while the card is facedown! A Sense of Duty Overnight, Bayushi Shoju (Shoju’s Duty, 121) became the most powerful man in the Empire. He even has the power to deny your opponent the Imperial Favor, keeping it just out of their reach while you have Shoju on the field. Furthermore, Bayushi accelerates conflicts by providing all players with additional cards after the conflict phase begins. Bayushi Shoju effects the momentum of the entire game, and is sure to be a target for the other Great Clans now that he finds himself in the spotlight. Although Bayushi Shoju has long planned for his clan to scale back their role in the Forbidden City, allowing them to slink back into the shadows where they can be the most effective, performing their duty away from the prying eyes of the other Great Clans, some in the clan resist this change. Many have grown accustomed to the power the spotlight provides and would see the Scorpion remain there. The Chrysanthemum Steward (Shoju’s Duty, 120), for example, holds a great deal of influence over your opponent, manipulating what they can draw from their conflict deck while participating in conflicts. With the Imperial trait, the Chrysanthemum Steward also allows you to Castigate (Shoju’s Duty, 129) your opponent’s characters. Though this attachment comes with several restrictions, it can be used to discard a character regardless of the amount of fate left on them. This is a powerful effect, and can completely shift the momentum of a game, but takes backhanded tactics and strategy to properly execute. Inflicting a character with a Fiery Madness (Core Set, 183) can be a sure way to set up a castigated foe, and passing along Tainted Koku (Tainted Lands, 38) can be just as effective. With unlimited power in their hands, the Scorpion’s path is becoming clear, will you join them on their journey in a new era of Rokugan? Dutiful Sacrifice The Scorpions aren’t the only ones who put duty above all else. The Crab tirelessly defend the wall, sometimes sacrificing glory, honor, and their very lives in an unyielding fight against the darkness. What role will these stalwart defenders play in this new version of Rokugan? The Gallant Quartermaster (Shoju’s Duty, 111) understands that her own personal safety is of no concern to the greater fight. Offering her own life in service of the Crab, the Gallant Quartermaster is the perfect target for the ability of cards like Funeral Pyre (Core Set, 39), giving you two extra fate when she makes the ultimate sacrifice for her clan. Other members of the Crab sacrifice their honor in order to ensure the clan have the supplies they need to win their war. Yasuki Hatsu (Shoju's Duty, 112) allows you to search the top five cards of your deck for an attachment and add it to your hand, provided you are less honorable than your opponent. With three political skill and the Courtier trait, Yasuki Hatsu is well versed in political conflict, and can shore up the Crab’s weaknesses in the political realm. Sacrificing honor for victory is a slippery slope for the Crab, lest they fall to the taint and become the very thing they swore to destroy. When this happens, the Crab Clan must Root Out Heresy (Shoju’s Duty, 124) wherever they find it. During a political conflict, this event both discards a card from your opponent’s hand, and potentially lowers the strength of an attacked province depending on the cost of the discarded card. Through sacrifice, the Crab perform their duty to the emperor. They care little about the changing state of politics in Rokugan, only the defense of the wall. But with all eyes turned inward, will the Crab be able to stem an encroaching darkness on their own? Selfless Sacrifice Duty courses through the veins of the Crab and Scorpion. But as these clans face the greatest challenge of their lives, will they do what must be done for the good of the Empire? Will Bayushi Shoju fulfill his duty, and will he be able to hold the Empire together?

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: IPC1 -Tears of Amaterasu Dynasty Pack
Legend of the Five Rings LCG: IPC1 -Tears of Amaterasu Dynasty Pack

The first Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game. Tears of Amaterasu comes with three copies each of twenty new cards, giving every clan new tools in their quest for superiority. The Imperial Cycle continues to introduce the themes found in the Legend of the Five Rings: The Card Game Core Set as well as expanding on cards tied to the Seeker and Keeper roles. The cycle explores the imperial side of the Empire by introducing a cycle of powerful magistrates as well as cards that focus on the Imperial Favor mechanic. The State of Rokugan The Scorpion Clan makes moves in the shadows, and though they are trusted advisors of the Emperor, their agents influence events in the cover of darkness. Smoke and Mirrors (Tears of Amaterasu, 18) allows you to choose any number of attacking Shinobi characters you control and move each of them home. A trick akin to those favored by the Unicorn, Smoke and Mirrors can allow you to feint an attack your opponent feels forced to defend. When your characters return home, they remain unbowed while your opponent’s defending characters are forced to bow once the feint has been resolved, weakening their defenses and allowing you to make a powerful counter-attack. The Crab, meanwhile, continue to ask for assistance in defending the Emerald Empire from threats beyond the Kaiu Wall. Karada District (Tears of Amaterasu, 4) is a holding limited to just one copy per deck, and allows the Crab to use their enemy's tools against them. As an action, you may give your opponent one fate to move an attachment on a character that player controls to one of your own characters. If you have no eligible characters, that attachment is discarded. This can provide a massive swing in skill if your opponent pays for something like a Crane’s Height of Fashion (Core Set, 143). And as a holding, Karada District also fuels cards like the Shrewd Yasuki (Core Set, 29), allowing the Crab to unlock more of their powerful, holding-dependent abilities. Though the Dragon Clan have won the Emperor’s Favor at the upcoming Winter Court, they still focus on the mysterious visions of their champion, Togashi Yokuni (Core Set, 65). Kitsuki Yaruma (Tears of Amaterasu, 6) represents the Dragon as a new unique character. With two military skill and four political skill, Yaruma is already a force to be reckoned with during conflicts. He also has Courtesy, allowing you to gain a fate when he leaves play. He is also immune to Poison attachments, meaning Fiery Madness (Core Set, 183) is ineffective against him. His most unique ability allows him to turn an unbroken province facedown once he enters play. This can fuel cards like Mirumoto's Fury (Core Set, 159) or allow you to resolve the “when revealed” ability of a province a second time. Kitsuki Yaruma is a versatile character, and represents the balance so often found in the Dragon Clan. At the center of the events of the Kiku Matsuri was Isawa Kaede (Tears of Amaterasu, 9), a Phoenix Shugenja who had a vision of the Unicorn’s Meishōdō magic threatening the entire Empire. Kaede is one of the most powerful characters in the game at five-cost with three military and four political skill. As a void practitioner, Kaede is immune to opponent’s ring effects, meaning she cannot be targeted by the dishonor of the Fire ring or the bowing effect of the Water ring. Furthermore, whenever she is attacking, the contested ring gains the Void element, meaning that if she wins the conflict as an attacker, you may resolve the Void effect in addition to the normal ring effect. Isawa Kaede is a heavy fate investment, but any opponent is sure to fear her deadly abilities. The Imperial Cycle also features a full offering of Magistrate cards that null out certain characters’ skill in conflicts. The first of these is the Swift Magistrate (Tears of Amaterasu, 10), representing the Unicorn Clan. At three-cost with two military and political skill, the magistrate brings balance to the often martial clan. Furthermore, while the magistrate is attacking, each other character that has one or more fate on them does not count its skill towards the resolution of the conflict. This severely limits your opponent’s choice of defenders when the Swift Magistrate enters either type of conflict. Know Your Role The Imperial Cycle will place further emphasis on the role chosen for each clan during official tournament play. Each of the seven great clans will receive a Keeper role only card and a Seeker role only card. The first of these comes in Tears of Amaterasu for the Lion and Crane Clan. The haughty Crane, currently serving the role of Keeper of Water, get their first role-specific tool in Disdainful Remark (Tears of Amaterasu, 13). The one-cost event can only be used if you control a participating Courtier character during a conflict, and gives the attacked province +X strength, where X is equal to the number of cards in your opponent’s hand. If your opponent has been stockpiling conflict cards with high honor bids, a Disdainful Remark can ensure your provinces remain unbroken during all out attacks, but only if you are using a Keeper role. Meanwhile, the mighty Keepers of Earth, the Lion receive Time for War (Tears of Amaterasu, 15). The Seeker-only event allows you to choose a Bushi character you control after you lose a political conflict. You may then put a weapon attachment with printed cost three or lower into play from your hand or conflict discard pile attached to that character. Like the Vengeful Oathkeeper (Core Set, 160), Time for War allows for an advantage after losing a conflict, ensuring the Lion can effectively counterattack after a loss. Though the Lion cannot currently play Time for War in Organized Play events, roles will be reselected again during Winter Court this November, giving the Lion an opportunity to add Time for War into their repertoire. If they do not, another Clan might seize the opportunity to ready themselves for the battles to come. Tears of Amaterasu also adds two neutral Seeker and Keeper cards to Legend of the Five Rings: The Card Game in the form of new provinces. Inner Strength As the Legend of the Five Rings continues, the Clans of Rokugan continue to build their forces and develop their plots. Dark forces are gathering both in and outside of Rokugan, and it will take tremendous inner strength and honor for the samurai of the Emerald Empire to prevail over their foes. • The first Dynasty Pack in the Imperial Cycle, focusing on the Imperial Favor and Role cards • New Conflict and Dynasty cards for every clan expand on the tools found in the Legend of the Five Rings: The Card Game • Three copies of every new card gives players maximum control over their deck • Two new neutral provinces provide new deck building opportunities

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kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: Masters of the Court -Crane Clan Pack
Legend of the Five Rings LCG: Masters of the Court -Crane Clan Pack

Amidst the honorable samurai of the Emerald Empire, none stand quite as virtuously as those of the Crane Clan. It is by the grace and excellence of the Left Hand of the Emperor that peace is maintained, for their mastery of law and diplomacy is unparalleled. The descendants of Lady Doji helped codify the laws that govern life in the Empire, simultaneously defining the social order and modeling it with elegance. Masters of the Court spotlights the Crane Clan with 78 new cards (three copies of twenty-five different cards and one copy each of three different cards) for Legend of the Five Rings: The Card Game. Here, you can look for an emphasis on the Crane’s skilled Duelists, their well-spoken Courtiers, and their ability to lock down their opponents with powerful conflict cards. An Honorable Duel Across the Emerald Empire, the Crane dominate duels, both on the field of battle and in court, and no stronghold emphasizes this more than Kyūden Kakita (Masters of the Court, 1). Melding the themes of dueling and honoring characters, Kyūden Kakita can be used to honor a participant in a duel. With an increased emphasis on dueling in both Masters of the Court and the Children of the Empire Premium Expansion, winning duels already provides a variety of rewards. Now, Kyūden Kakita can provide a further boon whether your duel ends in victory or defeat. Even if your opponent targets your character for an easy victory, or you plan on losing the duel to begin with, Kyūden Kakita makes sure that your character walks away honored. Of course, there is a tradeoff, and with nine influence instead of ten, Kyūden Kakita forces you to rely on the tools of the Crane Clan more than any other stronghold. Still, with plenty of ways to force duels, few can stand up to the Left Hand of the Emperor. Just one of the new ways to initiate a duel in Masters of the Court is with Kakita Yuri (Masters of the Court, 8). While he holds no military skill, he can contribute three political skill and initiate a powerful political duel, with the loser unable to declare a military conflict for the rest of the phase. Taking advantage of this ability requires careful planning—as the first player, you guarantee that you can use Yuri before your opponent declares their military conflict, but there is an additional hurdle to clear. Unlike traditional duels, your opponent can choose their representative, meaning that if a character like Bayushi Shoju (Core Set, 107) is on the field, it will be difficult for Kakita Yuri to claim victory. However, if Kakita Yuri can be honored by a card like Way of the Crane (Core Set, 146) or Kyūden Kakita, he becomes nearly unbeatable. Masters of the Court introduces another reward for dueling in the form of the Distinguished Dōjō (Masters of the Court, 13). The Crane are one of the most honorable clans in the Emerald Empire, and victory only brings greater glory. After you win a duel with the Distinguished Dōjō on the field, you may place an honor token on it. Then, you may sacrifice the Dōjō to gain honor equal to the number of tokens on the holding! By accumulating up to three honor per round, the Distinguished Dōjō can provide you with a massive influx of honor that can be used for bidding on card draw or duels, or perhaps even used to ascend to an honor victory. Strict Sanctions Masters of the Court also extends the pressure that the Crane can put on their opponent by limiting their options. Asahina Takamori (Masters of the Court, 9) is the Daimyō of the Asahina family, and although he has base stats of zero, his ability can completely change the momentum of the game—after you play a Crane character, you may choose an opponent’s character with equal or lower cost and prevent them from being declared as an attacker or defender this round. Essentially, as long as he remains on the field, Asahina Takamori can continually neutralize threats on your opponent’s side of the board, keeping fate trickling off of these characters as they remain stagnant. What's more, if you manage to honor Asahina Takamori, he can even start to contribute to conflicts himself with three military and three political skill. While Asahina Takamori prevents your opponents from even participating in conflicts, those characters may still use their abilities. Luckily, the Crane have powerful Political Sanctions (Masters of the Court, 20) to prevent your opponents from interfering with your plans. If you are currently winning a political conflict, you can attach Political Sanction to a participating character. Then, so long as your Political Sanction remains in force, that character can't use any triggered abilities! Like Cloud the Mind (Core Set, 202), this attachment is an ideal way to shut down powerful characters, and at only one influence, it's sure to show up in plenty of conflict decks. Negotiate with Strength As with all Clan Packs, each of the other Great Clans also receive a new character to counter the new Crane strategies introduced in the pack. Masters of the Court introduces Akodo Makoto (Masters of the Court, 16), a Lion Clan Bushi who specializes in removing Courtiers from the field. After Akodo Makoto wins a conflict, you can choose a participating Courtier and discard it if it has no fate, or remove one fate from it. Of course, this can be devastating to clans like the Crane and Scorpion, who rely on Courtiers to achieve political victory. But even if there are no valuable targets, Akodo Makoto still contributes four skill to a military conflict, making her a valuable ally to any Lion player. Diplomatic Measures The Crane dominate the courts of Rokugan, defeating their opponents with elegance and grace. Whether their foes die by the flash of the blade or the sharp words of court, the Crane always stand above all. Will you stand with the pinnacle of beauty?

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26.00 €
kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: Under Fu Leng's Shadow Expansion
Legend of the Five Rings LCG: Under Fu Leng's Shadow Expansion

A Premium Expansion for Legend of the Five Rings: The Card Game. The Shadowlands have always threatened the southern border of Rokugan—but now, the aimless and disorganized hordes of foul goblins, shambling undead, lost samurai, and hideous monsters have been united under a single vicious ruler. A monstrous oni stomps toward the Emerald Empire, leading waves upon waves of deadly foes to breach the Great Carpenter Wall. It is the greatest threat that Rokugan has faced in centuries—and even if the clans can unite, there is no guarantee that they will survive. This Premium Expansion is stuffed with 271 new cards for Legend of the Five Rings: The Card Game, and at the same time, it introduces two brand-new ways to play the game! Almost half of the new cards contained in this expansion are fully dedicated to the brand-new Shadowlands faction, and you can battle against the awe-inspiring might of the Shadowlands using two new game variants. You might choose to play the cooperative variant, either playing solo or teaming up with your friends to take on a mighty Shadowlands warlord. Or, you could embrace the darkness in a challenge variant, allowing one player to lead the forces of the Shadowlands into battle against two to four other players. Whether you battle the rising darkness together with your friends, challenge them to fight the Shadowlands hordes under your command, or use this expansion’s clan cards in your stronghold or skirmish games, Under Fu Leng’s Shadow is packed to bursting with exciting new content for every Legend of the Five Rings: The Card Game player. This expansion also serves as a capstone for the game, marking the completion of Legend of the Five Rings: The Card Game. For more information on the future of Legend of the Five Rings universe, Organized Play, and the future of the story, you can read our article here. The Power of the Shadowlands For the first time with Under Fu Leng’s Shadow, you have the chance to play Legend of the Five Rings: The Card Game with two entirely new variants: cooperative and challenge. Whether you’re playing the fully cooperative mode or taking command of the Shadowlands creatures yourself, there’s one essential element of the Shadowlands armies—their warlord. As a disconnected rabble of undead, tainted samurai, goblins, ogres, oni, and other monstrosities, the Shadowlands forces have no stronghold to rally around and defend. They are united only by the might of a single warlord, who forms the centerpiece of their armies in the game. There are three distinct warlords included in Under Fu Leng’s Shadow, represented by double-sided cards with tweaked abilities to reflect the cooperative variant or the challenge variant. No matter which way you’re playing, each of these warlords brings a different flavor to the battle against the Shadowlands. For example, you may choose the monstrous Akuma no Oni (Under Fu Leng’s Shadow, 1B) to lead your Shadowlands army into battle. As the replacement for the stronghold, the warlord determines how much fate the Shadowlands will generate each round—in this case, five per player. Your warlord isn’t always in play as a character, but its abilities are always active and you can use them to shape the battlefield even when the warlord is out-of-play, such as Akuma no Oni forcing your opponents to choose between losing all fate from their best character or giving you an additional military conflict. Your warlord can bring its formidable skill to bear in your conflicts by playing certain Shadowlands cards, such as Direct Assault (Under Fu Leng’s Shadow, 57). When it enters play, Akuma no Oni’s skills are further enhanced by the corrupted keyword, which brings Akuma no Oni into play with a new Tainted status card. This status card can be given to characters or provinces, and it increases the character’s skill or the province’s strength—but you must sacrifice honor to use your Tainted card. Of course, the Shadowlands abominations care nothing for Rokugan’s concepts of honor. In cooperative or challenge variants alike, the Shadowlands have no honor, and never need to pay honor for effects like the Tainted status card, making this a powerful benefit to their forces. This disregard for honor also changes some of the victory conditions you might expect in a standard game. The samurai of Rokugan cannot beat back the Shadowlands by accumulating enough honor—they can only achieve victory by breaking all of the Shadowlands provinces or surviving the onslaught long enough for the Shadowlands dynasty deck to run dry, at which point the Rokugani players win the game! However, if the Shadowlands can break each player’s stronghold (in stronghold format), or all of their provinces (in skirmish format), the Shadowlands are victorious! And as you’ll soon discover, the Shadowlands plenty powerful enough to take on multiple opponents at once. Luring the samurai into dread provinces like Blood Fields (Under Fu Leng’s Shadow, 4) or Haunted Jungles (Under Fu Leng’s Shadow, 10) can lead to a sticky end—to say nothing of the horrors that lie in wait for even the boldest samurai. Even a simple Goblin like Fouleye's Elite (Under Fu Leng’s Shadow, 15) can be more persistent than it would first appear. When a Shadowlands creature enters play, rather than paying additional fate to keep this character in play longer, the character automatically gains fate from the fate supply equal to its reinforcement number. For example, the Shadowlands must pay three fate to bring Fouleye’s Elite into play, and then they place two additional fate on this character. And there are far more dangerous creatures than goblins lurking within this expansion. The dark Shugenja Kitsu Sokori (Under Fu Leng’s Shadow, 23) raises legions of the dead from the dynasty discard pile, amassing an army of Tainted samurai that fight alongside her. A Dark Moto (Under Fu Leng’s Shadow, 26) is a foul reminder of the Unicorn Clan’s greatest failure. And a Shrine to Jigoku (Under Fu Leng’s Shadow, 39) can strip cards from a player’s hand. The conflict deck is equally packed with devastating attachments and events, such as Horrific Scarring (Under Fu Leng’s Shadow, 46) to keep characters out of political conflicts, or the marks of Despair (Under Fu Leng’s Shadow, 66), which can hamper any samurai events. Whether you’re all uniting against the Shadowlands in cooperative mode, or you’re looking to take on your friends in the challenge variant, the untold dangers of Fu Leng’s domain are an exceptional test of skill for all loyal samurai. Ready for War Though the new Shadowlands cards offer exciting new challenges for every player, this Premium Expansion is also filled with new cards that are valid in your standard stronghold and skirmish games. Two new strongholds burst onto the field to introduce new possibilities for the Phoenix and Scorpion Clans. With Twin Soul Temple (Under Fu Leng’s Shadow, 74), the Phoenix Clan can twist the very elements to fit their needs, unlocking the powers of their Shugenja. Or perhaps, you’ll make your opponent feel the sting of dishonor with Shiro Yogo (Under Fu Leng’s Shadow, 75)—when you bow this stronghold, you can choose a dishonored character and prevent it from triggering its abilities this phase. Though the Great Clans of Rokugan are dedicated to fighting against the power of the Shadowlands, that doesn’t mean that they’ve escaped untainted by its dark influence. In fact, you’ll soon find that many of the new cards included in this expansion, such as Exiled Guardian (Under Fu Leng’s Shadow, 76), feature the corrupted keyword, which means they enter play with the Tainted status token. If you’re willing to pay with your honor, however, Tainted characters can be a powerful asset in your battle against another clan. Even in the fight against the Shadowlands, you can reap the benefits of honoring your own characters. The Crane Clan gains the Daidoji Strategist (Under Fu Leng’s Shadow, 80), who can move an honored character home during a conflict, potentially allowing you to manipulate the flow of battle. The Dragon can rely on Centered Breath (Under Fu Leng’s Shadow, 104) to chain their Kihō events together, while the Lion Clan may be found Directing the Battle (Under Fu Leng’s Shadow, 107)—a card that is especially useful when playing the cooperative or challenge variant with a team of other players. You may even arm your Unicorn warriors with a Daikyū (Under Fu Leng’s Shadow, 115) giving them the ability to bow enemy characters from afar before the conflict even begins. For every clan, you’ll find exciting new options contained within Under Fu Leng’s Shadow. And with the new deckbuilding questions posed by the cooperative and challenge variants introduced in this box, you’ll have another chance to plumb deep into the cardpool for every clan, perhaps reevaluating cards that had previously been overlooked! We Are All Defenders of Rokugan The Crab Clan’s defenses are formidable, but they cannot stand against the hordes of Akuma no Oni on their own. Every Great Clan must unite against their common threat, but even then, victory is not assured. Strike your own blow against the Shadowlands or lead their forces into battle with the Under Fu Leng’s Shadow Premium Expansion

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51.10 €
kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: Warriors of the Wind -Unicorn Clan Pack
Legend of the Five Rings LCG: Warriors of the Wind -Unicorn Clan Pack

For almost 300 years the Unicorn Clan have settled in Rokugan, yet they still retain much of the wildness and gaijin customs that set them apart from the other Great Clans. It’s not that they are unable to assimilate, but they have learned in their travels to remain true to themselves. Now, you can pledge yourself to this clan, utterly unique and set apart, even among the Great Clans of Rokugan. Warriors of the Wind contains 78 new cards (three copies of twenty-five different cards and one copy each of three different cards), with an emphasis on the Unicorn Clan! Warriors of the Wind celebrates all that makes the Unicorn great. Look for a stronghold that rewards you for exploring your opponent’s lands, a Meishōdō attachment that keeps your characters on the field, and Cavalry ready to track down their enemies with blinding speed! A Place to Call Home As a formerly nomadic group, It is appropriate that Warriors of the Wind makes the Unicorn the first Great Clan to have three different stronghold options. At first glance, Shiro Shinjo (Warriors of the Wind, 1) may appear to have a major handicap, as the first stronghold to produce less than seven fate a turn. But with clever play, this stronghold can yield more fate than any stronghold in the game. After you collect fate during the dynasty phase, you may choose an opponent and bow Shiro Shinjo to gain one fate for each faceup non-stronghold province controlled by that player! At the start of the game with Shiro Shinjo, you're guaranteed to be behind the curve on fate. However, your status starts improving the minute you start exploring provinces and revealing your opponent’s weak points. You can even reveal multiple provinces a turn with cards like Chasing the Sun (Into the Forbidden City, 58). When you reveal your opponent’s second province, you can gain eight fate a turn, and once you start gaining momentum, it’s possible to gain ten fate a turn with Shiro Shinjo! Into the Unknown While declaring conflicts is the traditional way to reveal your opponent’s provinces, Warriors of the Wind features plenty of new ways to get an early look at the battlefields of the game, expanding the Unicorn’s theme of exploration. For example, the Iuchi Farseer (Warriors of the Wind, 7) doesn’t need to participate in a conflict to reveal a facedown province—simply playing her gives you information on the best point of attack and boosts the effectiveness of Shiro Shinjo! Exploration has always rewarded the Unicorn in Rokugan, and it’s no different in Legend of the Five Rings: The Card Game, especially when you have Daimyō Iuchi Daiyu (Warriors of the Wind, 9) on the field! During a military conflict, Iuchi Daiyu can boost the military skill of a character for each faceup non-stronghold province your opponent controls. Naturally, this works well in conjunction with Shiro Shinjo—revealing your opponent’s provinces will not only give you additional fate to spend on Iuchi Daiyu, it also increases his ability to assist you in military conflicts. While Iuchi Daiyu uses the exploration of the Unicorn to boost their military conflicts, Speak to the Heart (Warriors of the Wind, 23) uses your opponent’s faceup non-stronghold provinces to boost a Unicorn’s political skill. Political buffs are a rarity in Legend of the Five Rings: The Card Game, and in the late-game, Speak to the Heart becomes a potent political tool, providing a nasty surprise to your opponent when they think they have the advantage. The Unicorn use all kinds of strange and foreign items to aid them on their journeys, including compasses to guide them on their path. When your character has a Compass (Warriors of the Wind, 27) attached to them and an opponent’s province is revealed during a conflict, you may view the top three cards of one of your decks, place any number of those cards on the bottom of your deck and the rest on top in any order. By preparing for a future turn, you can set up the perfect set of dynasty cards to place on your provinces or make the proper honor bid to get the right conflict cards. A little guidance can go a long way. A Stalwart Defense While the majority of cards in Warriors of the Wind focus on the clan that rides, each of the six other Great Clans gain a new character designed to counter Unicorn strategies. For example, the Unicorn’s Cavalry are notorious for moving in and out of conflicts, but these movement options only serve to enhance Hida Tsuru (Warriors of the Wind, 12), who gets a boost to military and political skill when a new character enters a conflict. With four military and three political skill, this Cavalry character is already a threat to your opponent, and can dissuade additional characters coming to your enemy's aid. However, he also receives a boost when your own reinforcements arrive, which makes him the perfect ally for a Crab deck utilizing Support of the Unicorn (Warriors of the Wind, 3). Warriors of the Wind From the mountaintops of the Dragon to the shores of the Crane, the Unicorn’s prowess is known across Rokugan. From the shrewd negotiators of the Ide to the Battle Maidens of the Utaku, this clan's time spent away from Rokugan has hardened them into warriors.

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24.00 8.40 €
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kuva tuotteesta on linkki tuotesivulle: Letters from Whitechapel: Dear Boss Expansion
Letters from Whitechapel: Dear Boss Expansion

An expansion for Letters from Whitechapel! There’s a monster abroad in the streets of Whitechapel district, moving quietly and unnoticed through the smog and mire of industry. Each night, he kills again, and each night, the police race to close the net before the killer can escape. By morning, another letter is found in Whitechapel, taunting the Chief of Police and signed by “Jack the Ripper.” The days are growing short. Time is running out for the police to catch the killer before he disappears into the twisted alleys and winding streets of Whitechapel... You’ve already experienced the battle of wits between the policemen and Jack the Ripper in the cat-and-mouse struggles of Letters from Whitechapel. Now, you’ll gain a host of new variants for the game with the Dear Boss expansion! Within this expansion, you’ll find three modular decks to aid the policemen or Jack, alongside rules for tweaking the balance of the game until it’s perfect, no matter which side your group favors. Twelve beautifully sculpted plastic miniatures invite you to replace the Policemen, Jack, and Wretched pawns from the base game and a new Jack screen implements this expansion's variants. Finally, every inch of Dear Boss is overflowing with historical detail, giving you even more insight into the lives of the men and women who played out this tragedy in 1888. From Hell If you’ve already played Letters from Whitechapel, you know that the base game offers a wealth of variants that allow you to alter the balance of your game, based on whether Jack or the police are winning more often. With the Dear Boss expansion, you’ll find three new variants alongside a guide on exactly how to introduce these variants to your game for the first time. Three new modular decks make their debut in the Dear Boss expansion for Letters from Whitechapel, and each allows you to tweak the balance of the game between Jack and the police. If Jack’s victories are coming too easily, you may introduce the Policemen cards, which give each Policeman player a unique special ability. For instance, while Charles Le Grand is the Head of Investigation, you may use an alley to move your policeman from one crossing to another crossing on the same block of houses—giving you an unparalleled chance to catch up to Jack or head off his escape. Alternatively, Jack may be randomly assigned one of the twenty-five Jack Suspect cards. This card is kept secret and forces Jack to adapt his hideout and targets to the sectors shown on his card. Jack’s assigned role may be Joseph Barnett, for example. Not only does this determine the sectors of the board where Jack can place his hideout and make his kills during the first and fourth nights, it also forces him to use an Alley as his first movement during the first night. As the Jack player, freedom and unpredictability are your greatest advantages, so anything that prevents you from acting how you choose can be a significant disadvantage. On the other hand, perhaps your police are easily dragging Jack into a jail cell, and you want a little more mystery and terror to descend on the streets of Whitechapel. If that’s the case, you can certainly introduce the Potential Victim cards. Whenever one of the Wretched is targeted, Jack may trigger the nearest Potential Victim card, giving him a distinct advantage at the very beginning of the chase. Mary Ann Nichols, for instance, immediately gives Jack some more time by moving the Time of the Crime to the very beginning of its track. As you return once more to the dirty streets and filthy corners of Whitechapel district, you’ll notice again that the Dear Boss expansion is filled with the same historical detail that drew you into the terrifying events of the base game. Every card in this expansion is filled with lines of history, giving you significant insight into the lives of the policemen, suspects, and victims who defined these nineteenth century tragedies. What’s more, twelve beautifully sculpted miniatures for Jack, the Policemen, and the Wretched invite you to experience the terror and mystery of Whitechapel more keenly than ever before. Yours Truly The killer stalks the streets of Whitechapel once more. Every stranger must be feared. Every letter could hold a sinister message of future violence. Will you join the police force and fight to catch this monstrous murderer? Or will you play as Jack himself, vanishing into the night after his dark deeds are done? Transport your games of cat-and-mouse back to Whitechapel district with the Dear Boss expansion for Letters from Whitechapel! • An expansion for Letters from Whitechapel • Three modular decks allow you to balance your game however you choose • Twelve sculpted plastic miniatures replace the pawns from the base game • Overflowing with historical details about the Whitechapel murders • Includes guidelines for introducing variants to adjust the balance of your game

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36.00 €

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