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KeyForge: Age of Ascension 2 Player Starter Set
KeyForge: Age of Ascension 2 Player Starter Set

Age of Ascension, the second set of KeyForge

In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever.

Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues.

The Power in Your Hands
Beyond the cards themselves, you may notice other subtle differences in Age of Ascension, highlighted in the set’s new starter. The KeyForge: Age of Ascension Two-Player Starter Set features all the tools you need to either begin or expand your adventures on the Crucible, including two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two paper poster playmats for easily organizing your play area, and all the keys, tokens, and chain trackers you and your opponent need to start playing.

Unlike the Call of the Archons Starter Set, this set does not include two standardized learning decks, and you'll also discover that stun and increased power are now marked by tokens rather than status cards. Both the Call of the Archons Starter Set and the Age of Ascension Two-Player Starter Set provide excellent points of entry for new players, and as the game continues to grow, the power is with you to choose the option that’s right for you.

A New Dawn Rises
Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.

Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique.

This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.

On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.

Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured ?mber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.

The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of d?j? vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.

Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.

A Softer Side
Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!

As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked.

One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy.

Return to the Stars
The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

      heti saatavilla
30.00 €
KeyForge: Age of Ascension Deck
KeyForge: Age of Ascension Deck

Age of Ascension, the second set of KeyForge

In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever.

Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues.

A New Dawn Rises
Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.

Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique.

This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.

On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.

Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured Æmber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.

The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of déjà vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.

Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.

A Softer Side
Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!

As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked.

One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy.

Return to the Stars
The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

      heti saatavilla
12.00 €
KeyForge: Age of Ascension Deck DISPLAY (12)
KeyForge: Age of Ascension Deck DISPLAY (12)

Age of Ascension, the second set of KeyForge

In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever.

Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues.

A New Dawn Rises
Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.

Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique.

This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.

On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.

Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured ?mber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.

The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of d?j? vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.

Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.

A Softer Side
Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!

As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked.

One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy.

Return to the Stars
The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

      heti saatavilla
143.30 €
KeyForge: Dark Tidings 2 Player Starter Set
KeyForge: Dark Tidings 2 Player Starter Set

The fifth set of Archon Decks for KeyForge.

Each Dark Tidings Two-Player Starter Set contains two ready-to-play 36-card decks, bringing together three of the diverse Houses of the Crucible, each featuring their own mix of cards and unique from every other Archon Deck in existence. You’ll also find all of the tokens that you need for two players to start playing KeyForge!

Bursting onto the scene with the addition over 250 brand-new cards into the remixed cardpool, Dark Tidings pushes the possibilities to their breaking point and brings billions more unique decks to the forefront. Each of these decks is completely unlike any that have come before, and with the addition of a brand-new faction, the shifting tides of the Crucible, and the concept of evil twin decks, Dark Tidings offers its own twist on what you have come to expect from KeyForge.

Just as with earlier sets, there are plenty of ways for you to get started playing KeyForge with Dark Tidings. If you’re already playing, you’ll want an assortment of Dark Tidings Archon Decks, each offering a ready-to-play unique deck. If you’re getting into the game for the first time, however, you have some options! The Dark Tidings Deluxe Deck has one deck and tokens for one player, while the Two-Player Starter Set offers two decks, paper playmats, and tokens for you and your opponent. Whether you’re a veteran or just starting to look into the game, Dark Tidings is a perfect entrypoint.

Unfathomable Depths
Dark Tidings begins by introducing a brand-new House to your games of KeyForge, replacing House Dis in the rotation of active Houses. Dwelling deep in the oceans of the Crucible, House Unfathomable takes Dark Tidings in a decidedly aquatic direction. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain. But with the tides rising across the Crucible, the entire planet may soon fall under the control of House Unfathomable…

As a faction, House Unfathomable specializes in controlling their foes by exhausting enemy creatures. With cards like Kiri Giltspine (Dark Tidings, 342) keeping your opponent’s creatures down, it quickly becomes difficult for them to muster a fighting force or reap enough æmber. Then, once your enemies are exhausted, you can keep them out of commission with the unusual powers of The Chosen One (Dark Tidings, 332) or even wipe away their board by playing Sleep with the Fishes (Dark Tidings, 344)!

Of course, the Unfathomable are known for another area of mastery—the tides that crash across the Crucible. The tides may be as unusual as every other part of the Crucible, but you can count on one thing—if it’s high tide for you, it’s low tide for someone else. Every Archon Deck in Dark Tidings comes with the new Tide Card (Dark Tidings, 0), and it forms an integral part of many cards in this set. The Tide Card starts each game out of play, but as soon as one player raises the tide, the Tide Card is brought into play, with High Tide facing toward you and Low Tide facing your opponent. High Tide has no inherent effects, but many cards become more powerful, or can only be used, if you have the High Tide, such as Hookmaster (Dark Tidings, 358). Many effects can raise the tide, such as Seabringer Kekoa (Dark Tidings, 364), but even if they aren’t available, the player with Low Tide can always suffer three chains to turn the tide in their favor!

As tides begin to swell across the Crucible, the power of the Unfathomable may be rising, but they certainly don’t have a monopoly on harnessing the tides. Every House in KeyForge has ways to take advantage of the Tide Card in Dark Tidings!

Logos seeks to master and regulate the unpredictable nature of the tides by employing a Tide Warp (Dark Tidings, 28)—an artifact that strives to ensure fair and balanced access to the tides for both players. Meanwhile, Marshal Ewer (Dark Tidings, 116) lets you consistently raise the tide, and Ol' Paddy (Dark Tidings, 408) pulls more and more creatures out of the depths of your deck. The Star Alliance turns to characters like Lieutenant Valmart (Dark Tidings, 296) to keep your opponent’s keys out of reach, a Sea Urchin (Dark Tidings, 239) is a poisonous thief, and Undagnathus (Dark Tidings, 182) can be a real heavy-hitter if you have the high tide.

My Evil Twin
They say that you can find anything on the Crucible, if you search hard enough for it… even your own evil twin. Now with the Dark Tidings set, the developers continue to push the KeyForge algorithm, and you just might find an evil twin of your own in the game.

Evil twin decks are a brand-new type of deck appearing in Dark Tidings, and they’re quite unlike anything you’ve ever seen before. For example, you may open a deck that’s entitled Speaker Domitia’s Evil Twin. This deck is an exact copy of Speaker Domitia, a real deck that has been printed and can be found by another player out in the world. The crucial difference is that in an evil twin deck, many of your creatures look a little different.

In the Dark Tidings set, many creatures have evil twin variants, and if you find an evil twin deck, every creature with an evil twin variant appear in that form. These evil twin creatures feature new artwork, graphic design, and abilities, making them a significant departure from the original creature. For example, if the “original” deck had Undagnathus and Lærie of the Lake (Dark Tidings, 115), the evil twin copy of the deck would swap in the evil twin versions of Undagnathus (Dark Tidings, 130) and Lærie of the Lake (Dark Tidings, 66), as well as any other creatures in the deck that have an evil twin version.

You may know your evil twin exists somewhere on the Crucible, but finding and playing against your evil twin in the real world is an experience that you don’t want to miss!

Beneath the Waves
The tides of the Crucible are wild and unpredictable, but with this new KeyForge set, you can venture out into these strange oceans. Search for evil twin decks, unlock the secrets of House Unfathomable, and master the tides.

      heti saatavilla
30.00 €
KeyForge: Dark Tidings Archon Deck
KeyForge: Dark Tidings Archon Deck

The fifth set of Archon Decks for KeyForge.

Each Dark Tidings Archon Deck contains a single, ready-to-play 36-card deck, bringing together three of the diverse Houses of the Crucible into a single deck—featuring its own mix of cards and unique from every other Archon Deck in existence.

Bursting onto the scene with the addition over 250 brand-new cards into the remixed cardpool, Dark Tidings pushes the possibilities to their breaking point and brings billions more unique decks to the forefront. Each of these decks is completely unlike any that have come before, and with the addition of a brand-new faction, the shifting tides of the Crucible, and the concept of evil twin decks, Dark Tidings offers its own twist on what you have come to expect from KeyForge.

Just as with earlier sets, there are plenty of ways for you to get started playing KeyForge with Dark Tidings. If you’re already playing, you’ll want an assortment of Dark Tidings Archon Decks, each offering a ready-to-play unique deck. If you’re getting into the game for the first time, however, you have some options! The Dark Tidings Deluxe Deck has one deck and tokens for one player, while the Two-Player Starter Set offers two decks, paper playmats, and tokens for you and your opponent. Whether you’re a veteran or just starting to look into the game, Dark Tidings is a perfect entrypoint.

Unfathomable Depths
Dark Tidings begins by introducing a brand-new House to your games of KeyForge, replacing House Dis in the rotation of active Houses. Dwelling deep in the oceans of the Crucible, House Unfathomable takes Dark Tidings in a decidedly aquatic direction. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain. But with the tides rising across the Crucible, the entire planet may soon fall under the control of House Unfathomable…

As a faction, House Unfathomable specializes in controlling their foes by exhausting enemy creatures. With cards like Kiri Giltspine (Dark Tidings, 342) keeping your opponent’s creatures down, it quickly becomes difficult for them to muster a fighting force or reap enough æmber. Then, once your enemies are exhausted, you can keep them out of commission with the unusual powers of The Chosen One (Dark Tidings, 332) or even wipe away their board by playing Sleep with the Fishes (Dark Tidings, 344)!

Of course, the Unfathomable are known for another area of mastery—the tides that crash across the Crucible. The tides may be as unusual as every other part of the Crucible, but you can count on one thing—if it’s high tide for you, it’s low tide for someone else. Every Archon Deck in Dark Tidings comes with the new Tide Card (Dark Tidings, 0), and it forms an integral part of many cards in this set. The Tide Card starts each game out of play, but as soon as one player raises the tide, the Tide Card is brought into play, with High Tide facing toward you and Low Tide facing your opponent. High Tide has no inherent effects, but many cards become more powerful, or can only be used, if you have the High Tide, such as Hookmaster (Dark Tidings, 358). Many effects can raise the tide, such as Seabringer Kekoa (Dark Tidings, 364), but even if they aren’t available, the player with Low Tide can always suffer three chains to turn the tide in their favor!

As tides begin to swell across the Crucible, the power of the Unfathomable may be rising, but they certainly don’t have a monopoly on harnessing the tides. Every House in KeyForge has ways to take advantage of the Tide Card in Dark Tidings!

Logos seeks to master and regulate the unpredictable nature of the tides by employing a Tide Warp (Dark Tidings, 28)—an artifact that strives to ensure fair and balanced access to the tides for both players. Meanwhile, Marshal Ewer (Dark Tidings, 116) lets you consistently raise the tide, and Ol' Paddy (Dark Tidings, 408) pulls more and more creatures out of the depths of your deck. The Star Alliance turns to characters like Lieutenant Valmart (Dark Tidings, 296) to keep your opponent’s keys out of reach, a Sea Urchin (Dark Tidings, 239) is a poisonous thief, and Undagnathus (Dark Tidings, 182) can be a real heavy-hitter if you have the high tide.

My Evil Twin
They say that you can find anything on the Crucible, if you search hard enough for it… even your own evil twin. Now with the Dark Tidings set, the developers continue to push the KeyForge algorithm, and you just might find an evil twin of your own in the game.

Evil twin decks are a brand-new type of deck appearing in Dark Tidings, and they’re quite unlike anything you’ve ever seen before. For example, you may open a deck that’s entitled Speaker Domitia’s Evil Twin. This deck is an exact copy of Speaker Domitia, a real deck that has been printed and can be found by another player out in the world. The crucial difference is that in an evil twin deck, many of your creatures look a little different.

In the Dark Tidings set, many creatures have evil twin variants, and if you find an evil twin deck, every creature with an evil twin variant appear in that form. These evil twin creatures feature new artwork, graphic design, and abilities, making them a significant departure from the original creature. For example, if the “original” deck had Undagnathus and Lærie of the Lake (Dark Tidings, 115), the evil twin copy of the deck would swap in the evil twin versions of Undagnathus (Dark Tidings, 130) and Lærie of the Lake (Dark Tidings, 66), as well as any other creatures in the deck that have an evil twin version.

You may know your evil twin exists somewhere on the Crucible, but finding and playing against your evil twin in the real world is an experience that you don’t want to miss!

Beneath the Waves
The tides of the Crucible are wild and unpredictable, but with this new KeyForge set, you can venture out into these strange oceans. Search for evil twin decks, unlock the secrets of House Unfathomable, and master the tides.

      heti saatavilla
12.00 €
KeyForge: Dark Tidings Deluxe Archon Deck
KeyForge: Dark Tidings Deluxe Archon Deck

The fifth set of Archon Decks for KeyForge.

Each Dark Tidings Deluxe Deck contains a single, ready-to-play 36-card deck, bringing together three of the diverse Houses of the Crucible into a single deck, featuring its own mix of cards and unique from every other Archon Deck in existence. You’ll also find all of the tokens that you need for a single player to start playing the game of KeyForge!

Bursting onto the scene with the addition over 250 brand-new cards into the remixed cardpool, Dark Tidings pushes the possibilities to their breaking point and brings billions more unique decks to the forefront. Each of these decks is completely unlike any that have come before, and with the addition of a brand-new faction, the shifting tides of the Crucible, and the concept of evil twin decks, Dark Tidings offers its own twist on what you have come to expect from KeyForge.

Just as with earlier sets, there are plenty of ways for you to get started playing KeyForge with Dark Tidings. If you’re already playing, you’ll want an assortment of Dark Tidings Archon Decks, each offering a ready-to-play unique deck. If you’re getting into the game for the first time, however, you have some options! The Dark Tidings Deluxe Deck has one deck and tokens for one player, while the Two-Player Starter Set offers two decks, paper playmats, and tokens for you and your opponent. Whether you’re a veteran or just starting to look into the game, Dark Tidings is a perfect entrypoint.

Unfathomable Depths
Dark Tidings begins by introducing a brand-new House to your games of KeyForge, replacing House Dis in the rotation of active Houses. Dwelling deep in the oceans of the Crucible, House Unfathomable takes Dark Tidings in a decidedly aquatic direction. With a mix of humanoid Aquans and dangerous deep-sea beasts, the Unfathomable can be deadly for unprepared creatures that stray into their domain. But with the tides rising across the Crucible, the entire planet may soon fall under the control of House Unfathomable…

As a faction, House Unfathomable specializes in controlling their foes by exhausting enemy creatures. With cards like Kiri Giltspine (Dark Tidings, 342) keeping your opponent’s creatures down, it quickly becomes difficult for them to muster a fighting force or reap enough æmber. Then, once your enemies are exhausted, you can keep them out of commission with the unusual powers of The Chosen One (Dark Tidings, 332) or even wipe away their board by playing Sleep with the Fishes (Dark Tidings, 344)!

Of course, the Unfathomable are known for another area of mastery—the tides that crash across the Crucible. The tides may be as unusual as every other part of the Crucible, but you can count on one thing—if it’s high tide for you, it’s low tide for someone else. Every Archon Deck in Dark Tidings comes with the new Tide Card (Dark Tidings, 0), and it forms an integral part of many cards in this set. The Tide Card starts each game out of play, but as soon as one player raises the tide, the Tide Card is brought into play, with High Tide facing toward you and Low Tide facing your opponent. High Tide has no inherent effects, but many cards become more powerful, or can only be used, if you have the High Tide, such as Hookmaster (Dark Tidings, 358). Many effects can raise the tide, such as Seabringer Kekoa (Dark Tidings, 364), but even if they aren’t available, the player with Low Tide can always suffer three chains to turn the tide in their favor!

As tides begin to swell across the Crucible, the power of the Unfathomable may be rising, but they certainly don’t have a monopoly on harnessing the tides. Every House in KeyForge has ways to take advantage of the Tide Card in Dark Tidings!

Logos seeks to master and regulate the unpredictable nature of the tides by employing a Tide Warp (Dark Tidings, 28)—an artifact that strives to ensure fair and balanced access to the tides for both players. Meanwhile, Marshal Ewer (Dark Tidings, 116) lets you consistently raise the tide, and Ol' Paddy (Dark Tidings, 408) pulls more and more creatures out of the depths of your deck. The Star Alliance turns to characters like Lieutenant Valmart (Dark Tidings, 296) to keep your opponent’s keys out of reach, a Sea Urchin (Dark Tidings, 239) is a poisonous thief, and Undagnathus (Dark Tidings, 182) can be a real heavy-hitter if you have the high tide.

My Evil Twin
They say that you can find anything on the Crucible, if you search hard enough for it… even your own evil twin. Now with the Dark Tidings set, the developers continue to push the KeyForge algorithm, and you just might find an evil twin of your own in the game.

Evil twin decks are a brand-new type of deck appearing in Dark Tidings, and they’re quite unlike anything you’ve ever seen before. For example, you may open a deck that’s entitled Speaker Domitia’s Evil Twin. This deck is an exact copy of Speaker Domitia, a real deck that has been printed and can be found by another player out in the world. The crucial difference is that in an evil twin deck, many of your creatures look a little different.

In the Dark Tidings set, many creatures have evil twin variants, and if you find an evil twin deck, every creature with an evil twin variant appear in that form. These evil twin creatures feature new artwork, graphic design, and abilities, making them a significant departure from the original creature. For example, if the “original” deck had Undagnathus and Lærie of the Lake (Dark Tidings, 115), the evil twin copy of the deck would swap in the evil twin versions of Undagnathus (Dark Tidings, 130) and Lærie of the Lake (Dark Tidings, 66), as well as any other creatures in the deck that have an evil twin version.

You may know your evil twin exists somewhere on the Crucible, but finding and playing against your evil twin in the real world is an experience that you don’t want to miss!

Beneath the Waves
The tides of the Crucible are wild and unpredictable, but with this new KeyForge set, you can venture out into these strange oceans. Search for evil twin decks, unlock the secrets of House Unfathomable, and master the tides.

      heti saatavilla
18.00 €
KeyForge: Mass Mutation 2 Player Starter Set
KeyForge: Mass Mutation 2 Player Starter Set

The Mass Mutation Two-Player Starter Set contains two decks, paper playmats, and tokens for you and your opponent.

The fourth set of Archon Decks for KeyForge!

The world of the Crucible is pushed and pulled by constant twists and turns, but a great change is coming—unlike anything we’ve seen before. A vault containing mysterious dark æmber has been opened, causing strange and unknowable transformations. While each House must decide to condemn or enjoy the dark æmber mutations, one thing is certain: KeyForge will never be the same!

The KeyForge cardpool grows and expands once more with Mass Mutation, giving you access to billions upon billions more completely unique decks—decks with their own strategies and tactics that only you can truly master. Drawing from a cardpool of 422 cards, Mass Mutation brings over 250 brand-new cards to your decks, and with the introduction of dark æmber, mutation runs rampant. You’ll find strange new versions of familiar characters, massive creatures that stretch across more than one card, and the triumphant return of House Sanctum.

As with previous sets of KeyForge, there are plenty of ways for you to enter the game. If you’re already playing, you can easily pick up an assortment of Mass Mutation Archon Decks, each offering a ready-to-play unique deck. Or, if you’re getting into the game for the first time, the Mass Mutation Deluxe Deck contains one deck and tokens for one player, while the Two-Player Starter Set contains two decks, paper playmats, and tokens for you and your opponent. Whether you’ve been playing KeyForge since the first day, or it’s just now catching your eye, Mass Mutation is the perfect time to get started.

Dark Æmber Mutations
The vault of dark æmber has been opened, and the mutations that it causes are already running rampant across the Crucible. These mutations are not inherently good or evil, though House Sanctum would certainly argue otherwise. But although each House chooses to despise or embrace the mutation, one thing is undeniable—the changes that it brings to familiar creatures are certainly strange.

Bad Penny has been a familiar creature since the game’s very first set, Call of the Archons. With Mass Mutation, however, you’ll find a new twist on what you know with the introduction of Rad Penny (Mass Mutation, 255). Rad Penny gets shuffled into your deck rather than returning to your hand upon destruction, but she also steals an æmber from your opponent when she’s played. Or, you may uncover a deck with Snarette (Mass Mutation, 14), a mutant version of Charette. Snarette captures æmber more slowly, but its potential is far higher, and as an Action, you can clear all of its captured æmber.

Other creatures may be found in multiple versions, as mutations bring the houses in your deck closer together than ever before. For example, in House Logos, you may find a Dino-Bot (Mass Mutation, 119), bringing elements of Saurian and Logos playstyle together. However, there is also a Lyco-Bot (Mass Mutation, 120), an Umbra-Bot (Mass Mutation, 123), and other variants of this same type of creature for each of the Houses.

While many mutations have been wrought in the Crucible, some are specific to your very own deck with the introduction of the new enhance keyword. Unlike most keywords, which come into effect during gameplay, enhance does all of its work as your deck is first being algorithmically generated and collated. Essentially, enhance simply adds bonus icons to cards in your deck. Up to this point, the only bonus icon has been Æmber, which lets you gain an æmber when a card with this bonus icon is played. Mass Mutation, however, introduces three additional bonus icons alongside the enhance keyword! The Capture bonus icon lets any friendly creature capture one æmber, the Damage bonus icon lets you deal one damage to a creature in play, and the Draw bonus icon lets you draw a card.

For example, the Star Alliance gains access to the resources offered by Armory Officer Nel (Mass Mutation, 319). With the enhance keyword, Armory Officer Nel enhances a single random card in the deck with a Draw bonus icon. Then, whenever you play the card with that bonus icon during a game, you’ll be able to draw a card! Your KeyForge Archon Decks already boasted a completely unique mix of cards, but with the introduction of the enhance keyword, you have the chance to find specific, individual cards in your deck that no other player has ever encountered.

Stomping into Action
Adding a few new icons to cards in your deck may seem like a small change, but not every mutation born of dark æmber is small in scale. In fact, Mass Mutation also sees the introduction of the game’s first gigantic creatures—titanic mutants too large to be contained on a single card!

Each of the gigantic creatures in Mass Mutation stretches across two cards in your deck, and you’ll need both of those cards in your hand to be able to play the creature. The rewards are well worth the challenge, however, as you’ll see with the towering Deusillus (Mass Mutation, 244). This 20-power creature captures all of your opponent’s æmber and deals five damage to a creature when he enters play—and every time he fights or reaps, he discards an æmber and deals two damage to every enemy creature!

Deusillus is just one of the gigantic creatures arriving with Mass Mutation, and every time these mutants thunder onto the battlefield, they’re sure to make a significant impact.

Purge the Unclean
Mass Mutation also marks the triumphant return of House Sanctum as they return to the game, eager to combat the rising tides of mutation. Taking the place of House Brobnar in the cardpool, the Sanctum have learned much in their time out of the spotlight, but their zeal is wholly undimmed.

New cards like Ardent Hero (Mass Mutation, 126) boast a vendetta against Mutants—between the taunt keyword and immunity to damage from Mutants and high-power creatures, this hero is certain to protect the rest of your battle line. Or, you may simply play Gizelhart's Wrath (Mass Mutation, 163), an action that destroys each Mutant creature in play. And yet, despite their fervor, House Sanctum is not untouched by mutation. With powerful creatures like Bull-wark (Mass Mutation, 127) joining the battle, even the Sanctum may soften the harsh lines they draw.

Change Is Coming
Dark æmber spills out across the Crucible, and it’s about to be the game’s biggest shake-up yet. (If you thought the Four Horsemen were impressive, wait until you see the Seven Sins!) Prepare for the coming mutations!

      heti saatavilla
30.00 €
KeyForge: Worlds Collide Archon Deck
KeyForge: Worlds Collide Archon Deck

One year ago, KeyForge introduced the world to a new kind of game, one where every deck is one-of-a-kind and where anyone has the chance to become a champion. Richard Garfield’s imaginative design welcomed players to the endlessly diverse world of the Crucible, where they stepped into the role of mighty Archons leading teams from three of the planet’s great houses in tactical competitions of wits and wills. Victory means the chance to unlock ultimate knowledge and power, and the chance to ascend beyond this plane to discover what waits beyond the world you know.

In both Call of the Archons and Age of Ascension, you have had the chance to explore seven distinct Houses of the Crucible, learning their key characteristics, playstyles, and ways they interact with other Houses to discover synergy within each unique Archon Deck. But just when you thought you knew the Crucible, the clever Architects have altered its make-up once again. Now, two new Houses join the fray and the world will never be the same.

Uncharted Lands
Discover a new side of the Crucible in Worlds Collide! As with other sets of KeyForge, Worlds Collide is a companion to Call of the Archons and Age of Ascension, not a replacement or a sequel. You do not need to start with Call of the Archons in order to reach Worlds Collide, and Archon Decks from each set are equally matched, so you do not need to switch to Worlds Collide Archon Decks in order to remain competitive. Rather, you are invited to continue your exploration of the planet with a cardpool of 405 cards, mixing in cards from each of the other KeyForge sets and introducing two brand new Houses!

Worlds Collide rotates out Mars and Sanctum to make way for the Saurian Republic and the Grand Star Alliance, but that does not mean that they are gone for good. The Crucible is ever-changing and evolving, and these beloved Houses will have the chance to return in future sets of the game!

As an empire that is millions of years old, the Saurian Republic is possibly the oldest coherent culture on the Crucible. Although it has risen and fallen many times in its long history, the Saurians have survived and thrived over epochs. Under the lead of the wise Sauras Rex, first among equals in the Saurian Senate, they live side-by-side with the other peoples of the Crucible, a shining example to what the Hegemonic political party calls “lesser beings.” Some argue that the Republic is in decline, but others say simply that it has outgrown its expansionistic, warmongering days.

The Tribes of the Saurian Republic trace their lineage back to dinosaurs placed on the Crucible some sixty-five million years ago. Although there’s substantial variation both between and within the tribes, Saurians tend to be large and physically imposing creatures that even the giants of Brobnar would think twice before fighting! But more than that, the Saurians pride themselves on their philosophical debates led by brilliant minds like the Philophosaurus (Worlds Collide, 207) and technology so advanced that lesser civilizations mistake it for magic.

Standing opposite the long-established Saurian Republic is perhaps the newest arrival of the Crucible, the Grand Star Alliance. On their continuing mission of exploration, the crew of the SAV Quantum found themselves falling through an anomalous energy field and crash-landing on the Crucible. Despite this setback, the scientists, explorers, and small military contingent of the Grand Star Alliance remain dedicated to their mission, boldly going where no man, woman, neuter, or other-gendered-being have gone before!

The Star Alliance has spent decades exploring the galaxy, bringing dozens of star-systems into the peaceful and democratic Alliance. Since their crash, the Alliance crew have built a small city where their polyglot, multi-species community from dozens of star systems have managed to survive. Their crew brought with them advanced technology, including sophisticated computers, jet packs, ray guns, and the omni-present wrist modules that links each crew member back to the Quantum’s central computer. For their part, Captain Val Jericho (Worlds Collide, 326) and her crew are happy to enlist native guides as they set out to unlock the mysteries of the universe!

Unprecedented Possibilities
In addition to these two thrilling new Houses that join the fight for the Crucible’s Vaults, Worlds Collide also continues to explore the world of KeyForge by introducing new mechanics that add more variety and synergetic possibility to the game. The first of these new concepts is warding. When a creature becomes warded, either through the use of technology like a Force Field (Worlds Collide, 310) or the skill of a creature like The Feathered Shaman (Worlds Collide, 383), you simply place a ward status counter on it. Then when the creature would be damaged or leave play, you instead discard each ward counter on it and your creature lives to fight another day. A creature may only have a single ward counter on it at a time, allowing your opponent to land a second attack on a creature if they so choose, but this additional protection help tip the scales of power in your favor as the competition continues.

Opposing this more defensive mechanic, Worlds Collide also introduces the possibility of enraging a creature, which is also marked by a status counter. An enraged creature must be used to fight, if able, at which point the creature removes all enrage counters. Interestingly, different Houses take different approaches to this mechanic. Some, like Shadows, enrage their enemies with cards like Pestering Blow (Worlds Collide, 245) to distract them from reaping or using action abilities, while other like Brobnar may use it to strengthen their warriors with treasured artifacts like the Irestaff (Worlds Collide, 10).

But while fighting is a key part of playing KeyForge, the most important part of the game is the æmber, and this new set adds a new way of bringing this precious into play by exalting creatures. When you exalt a creature, you place 1 æmber on it from the common supply. Just like captured æmber, if this creature then leaves play, the æmber is added in your opponent’s pool. While this may seem a foolish risk at first, cards with exalt, such as Paraguardian (Worlds Collide, 206) often offer powerful benefits if you choose to do so, introducing a greater element of pressing your luck to your games. Is the ability worth the risk? Only you can decide.

But more than new Houses and mechanics, Worlds Collide offers players something that has never been seen on this wondrous planet before. On the weird world of the Crucible, anything can and does happen. As the strange energy of the planet’s Æmber flows, glimpses of possible futures can burst into existence. These incredibly rare occurrences are known as Anomalies, and they can manifest in any House. For example, The Grim Reaper (Worlds Collide, A07) destroys without concern for loyalty to any House or Archon with its terrifying ability to purge both an enemy and a friendly creature each time it reaps. Beyond this, the robotic specter may also enter play ready if you are already haunted by the destruction of your team, possessing at least ten cards in your discard pile. You never know when or where these anomalies may appear. All you can do is expand what you know to be possible and embrace the infinite potential before you!

Define Your Experience
Once you have decided which option is right for you, you will be ready to take on the renewed world of the Crucible when Worlds Collide lands at retailers in the fourth quarter of 2019. At this time, you will continue to be able to track your Archon Decks from every KeyForge set in the Master Vault at KeyForgeGame.com. Here, you can record your decks, track their performance at events, follow the progress of other Archons across the globe, and stay updated on tournaments and event news from the Fantasy Flight Games Organized Play team. As KeyForge continues to evolve, so too will the Master Vault. Be sure to keep updated so you can engage with the community and see what surprises the Architects have in store!

The Infinite Cosmos
A new dawn is about to rise on the Crucible, and nothing will ever be the same. Are you ready to embrace new challenges and explore new corners of this impossible planet? Discover new friends, forge new alliances, and prepare to claim the world anew when Worlds Collide!

      heti saatavilla
12.00 €
KeyForge: Worlds Collide Premium Box
KeyForge: Worlds Collide Premium Box

For players who are ready to take their KeyForge game experience to the next level, there is the KeyForge: Worlds Collide Premium Box to keep your valued KeyForge components safe and organized. Complete with two unique Worlds Collide Archon Decks, five tuckboxes designed to hold sleeved decks, a new chain dial, a collection of tokens with box to house them, and a sticker sheet to help you display your pride for any of the nine KeyForge Houses, you’ll be ready to jump into the Crucible with style!

One year ago, KeyForge introduced the world to a new kind of game, one where every deck is one-of-a-kind and where anyone has the chance to become a champion. Richard Garfield’s imaginative design welcomed players to the endlessly diverse world of the Crucible, where they stepped into the role of mighty Archons leading teams from three of the planet’s great houses in tactical competitions of wits and wills. Victory means the chance to unlock ultimate knowledge and power, and the chance to ascend beyond this plane to discover what waits beyond the world you know.

In both Call of the Archons and Age of Ascension, you have had the chance to explore seven distinct Houses of the Crucible, learning their key characteristics, playstyles, and ways they interact with other Houses to discover synergy within each unique Archon Deck. But just when you thought you knew the Crucible, the clever Architects have altered its make-up once again. Now, two new Houses join the fray and the world will never be the same.

Uncharted Lands
Discover a new side of the Crucible in Worlds Collide! As with other sets of KeyForge, Worlds Collide is a companion to Call of the Archons and Age of Ascension, not a replacement or a sequel. You do not need to start with Call of the Archons in order to reach Worlds Collide, and Archon Decks from each set are equally matched, so you do not need to switch to Worlds Collide Archon Decks in order to remain competitive. Rather, you are invited to continue your exploration of the planet with a cardpool of 405 cards, mixing in cards from each of the other KeyForge sets and introducing two brand new Houses!

Worlds Collide rotates out Mars and Sanctum to make way for the Saurian Republic and the Grand Star Alliance, but that does not mean that they are gone for good. The Crucible is ever-changing and evolving, and these beloved Houses will have the chance to return in future sets of the game!

As an empire that is millions of years old, the Saurian Republic is possibly the oldest coherent culture on the Crucible. Although it has risen and fallen many times in its long history, the Saurians have survived and thrived over epochs. Under the lead of the wise Sauras Rex, first among equals in the Saurian Senate, they live side-by-side with the other peoples of the Crucible, a shining example to what the Hegemonic political party calls “lesser beings.” Some argue that the Republic is in decline, but others say simply that it has outgrown its expansionistic, warmongering days.

The Tribes of the Saurian Republic trace their lineage back to dinosaurs placed on the Crucible some sixty-five million years ago. Although there’s substantial variation both between and within the tribes, Saurians tend to be large and physically imposing creatures that even the giants of Brobnar would think twice before fighting! But more than that, the Saurians pride themselves on their philosophical debates led by brilliant minds like the Philophosaurus (Worlds Collide, 207) and technology so advanced that lesser civilizations mistake it for magic.

Standing opposite the long-established Saurian Republic is perhaps the newest arrival of the Crucible, the Grand Star Alliance. On their continuing mission of exploration, the crew of the SAV Quantum found themselves falling through an anomalous energy field and crash-landing on the Crucible. Despite this setback, the scientists, explorers, and small military contingent of the Grand Star Alliance remain dedicated to their mission, boldly going where no man, woman, neuter, or other-gendered-being have gone before!

The Star Alliance has spent decades exploring the galaxy, bringing dozens of star-systems into the peaceful and democratic Alliance. Since their crash, the Alliance crew have built a small city where their polyglot, multi-species community from dozens of star systems have managed to survive. Their crew brought with them advanced technology, including sophisticated computers, jet packs, ray guns, and the omni-present wrist modules that links each crew member back to the Quantum’s central computer. For their part, Captain Val Jericho (Worlds Collide, 326) and her crew are happy to enlist native guides as they set out to unlock the mysteries of the universe!

Unprecedented Possibilities
In addition to these two thrilling new Houses that join the fight for the Crucible’s Vaults, Worlds Collide also continues to explore the world of KeyForge by introducing new mechanics that add more variety and synergetic possibility to the game. The first of these new concepts is warding. When a creature becomes warded, either through the use of technology like a Force Field (Worlds Collide, 310) or the skill of a creature like The Feathered Shaman (Worlds Collide, 383), you simply place a ward status counter on it. Then when the creature would be damaged or leave play, you instead discard each ward counter on it and your creature lives to fight another day. A creature may only have a single ward counter on it at a time, allowing your opponent to land a second attack on a creature if they so choose, but this additional protection help tip the scales of power in your favor as the competition continues.

Opposing this more defensive mechanic, Worlds Collide also introduces the possibility of enraging a creature, which is also marked by a status counter. An enraged creature must be used to fight, if able, at which point the creature removes all enrage counters. Interestingly, different Houses take different approaches to this mechanic. Some, like Shadows, enrage their enemies with cards like Pestering Blow (Worlds Collide, 245) to distract them from reaping or using action abilities, while other like Brobnar may use it to strengthen their warriors with treasured artifacts like the Irestaff (Worlds Collide, 10).

But while fighting is a key part of playing KeyForge, the most important part of the game is the æmber, and this new set adds a new way of bringing this precious into play by exalting creatures. When you exalt a creature, you place 1 æmber on it from the common supply. Just like captured æmber, if this creature then leaves play, the æmber is added in your opponent’s pool. While this may seem a foolish risk at first, cards with exalt, such as Paraguardian (Worlds Collide, 206) often offer powerful benefits if you choose to do so, introducing a greater element of pressing your luck to your games. Is the ability worth the risk? Only you can decide.

But more than new Houses and mechanics, Worlds Collide offers players something that has never been seen on this wondrous planet before. On the weird world of the Crucible, anything can and does happen. As the strange energy of the planet’s Æmber flows, glimpses of possible futures can burst into existence. These incredibly rare occurrences are known as Anomalies, and they can manifest in any House. For example, The Grim Reaper (Worlds Collide, A07) destroys without concern for loyalty to any House or Archon with its terrifying ability to purge both an enemy and a friendly creature each time it reaps. Beyond this, the robotic specter may also enter play ready if you are already haunted by the destruction of your team, possessing at least ten cards in your discard pile. You never know when or where these anomalies may appear. All you can do is expand what you know to be possible and embrace the infinite potential before you!

Define Your Experience
Once you have decided which option is right for you, you will be ready to take on the renewed world of the Crucible when Worlds Collide lands at retailers in the fourth quarter of 2019. At this time, you will continue to be able to track your Archon Decks from every KeyForge set in the Master Vault at KeyForgeGame.com. Here, you can record your decks, track their performance at events, follow the progress of other Archons across the globe, and stay updated on tournaments and event news from the Fantasy Flight Games Organized Play team. As KeyForge continues to evolve, so too will the Master Vault. Be sure to keep updated so you can engage with the community and see what surprises the Architects have in store!

The Infinite Cosmos
A new dawn is about to rise on the Crucible, and nothing will ever be the same. Are you ready to embrace new challenges and explore new corners of this impossible planet? Discover new friends, forge new alliances, and prepare to claim the world anew when Worlds Collide!

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48.00 €
KeyForge: Worlds Collide Two-Player Starter Set
KeyForge: Worlds Collide Two-Player Starter Set

Along with this new set of KeyForge comes a wide variety of ways for you to jump into the game. In addition to the individual KeyForge: Worlds Collide Archon Decks, this set also offers the KeyForge: Worlds Collide Two-Player Starter Set, which provides you with all the tools you need to either begin or expand your adventures on the Crucible, including two unique Worlds Collide Archon Decks, a Quickstart Rulebook, two poster playmats, and all the keys, tokens, and chain trackers two players need to start playing.

One year ago, KeyForge introduced the world to a new kind of game, one where every deck is one-of-a-kind and where anyone has the chance to become a champion. Richard Garfield’s imaginative design welcomed players to the endlessly diverse world of the Crucible, where they stepped into the role of mighty Archons leading teams from three of the planet’s great houses in tactical competitions of wits and wills. Victory means the chance to unlock ultimate knowledge and power, and the chance to ascend beyond this plane to discover what waits beyond the world you know.

In both Call of the Archons and Age of Ascension, you have had the chance to explore seven distinct Houses of the Crucible, learning their key characteristics, playstyles, and ways they interact with other Houses to discover synergy within each unique Archon Deck. But just when you thought you knew the Crucible, the clever Architects have altered its make-up once again. Now, two new Houses join the fray and the world will never be the same.

Uncharted Lands
Discover a new side of the Crucible in Worlds Collide! As with other sets of KeyForge, Worlds Collide is a companion to Call of the Archons and Age of Ascension, not a replacement or a sequel. You do not need to start with Call of the Archons in order to reach Worlds Collide, and Archon Decks from each set are equally matched, so you do not need to switch to Worlds Collide Archon Decks in order to remain competitive. Rather, you are invited to continue your exploration of the planet with a cardpool of 405 cards, mixing in cards from each of the other KeyForge sets and introducing two brand new Houses!

Worlds Collide rotates out Mars and Sanctum to make way for the Saurian Republic and the Grand Star Alliance, but that does not mean that they are gone for good. The Crucible is ever-changing and evolving, and these beloved Houses will have the chance to return in future sets of the game!

As an empire that is millions of years old, the Saurian Republic is possibly the oldest coherent culture on the Crucible. Although it has risen and fallen many times in its long history, the Saurians have survived and thrived over epochs. Under the lead of the wise Sauras Rex, first among equals in the Saurian Senate, they live side-by-side with the other peoples of the Crucible, a shining example to what the Hegemonic political party calls “lesser beings.” Some argue that the Republic is in decline, but others say simply that it has outgrown its expansionistic, warmongering days.

The Tribes of the Saurian Republic trace their lineage back to dinosaurs placed on the Crucible some sixty-five million years ago. Although there’s substantial variation both between and within the tribes, Saurians tend to be large and physically imposing creatures that even the giants of Brobnar would think twice before fighting! But more than that, the Saurians pride themselves on their philosophical debates led by brilliant minds like the Philophosaurus (Worlds Collide, 207) and technology so advanced that lesser civilizations mistake it for magic.

Standing opposite the long-established Saurian Republic is perhaps the newest arrival of the Crucible, the Grand Star Alliance. On their continuing mission of exploration, the crew of the SAV Quantum found themselves falling through an anomalous energy field and crash-landing on the Crucible. Despite this setback, the scientists, explorers, and small military contingent of the Grand Star Alliance remain dedicated to their mission, boldly going where no man, woman, neuter, or other-gendered-being have gone before!

The Star Alliance has spent decades exploring the galaxy, bringing dozens of star-systems into the peaceful and democratic Alliance. Since their crash, the Alliance crew have built a small city where their polyglot, multi-species community from dozens of star systems have managed to survive. Their crew brought with them advanced technology, including sophisticated computers, jet packs, ray guns, and the omni-present wrist modules that links each crew member back to the Quantum’s central computer. For their part, Captain Val Jericho (Worlds Collide, 326) and her crew are happy to enlist native guides as they set out to unlock the mysteries of the universe!

Unprecedented Possibilities
In addition to these two thrilling new Houses that join the fight for the Crucible’s Vaults, Worlds Collide also continues to explore the world of KeyForge by introducing new mechanics that add more variety and synergetic possibility to the game. The first of these new concepts is warding. When a creature becomes warded, either through the use of technology like a Force Field (Worlds Collide, 310) or the skill of a creature like The Feathered Shaman (Worlds Collide, 383), you simply place a ward status counter on it. Then when the creature would be damaged or leave play, you instead discard each ward counter on it and your creature lives to fight another day. A creature may only have a single ward counter on it at a time, allowing your opponent to land a second attack on a creature if they so choose, but this additional protection help tip the scales of power in your favor as the competition continues.

Opposing this more defensive mechanic, Worlds Collide also introduces the possibility of enraging a creature, which is also marked by a status counter. An enraged creature must be used to fight, if able, at which point the creature removes all enrage counters. Interestingly, different Houses take different approaches to this mechanic. Some, like Shadows, enrage their enemies with cards like Pestering Blow (Worlds Collide, 245) to distract them from reaping or using action abilities, while other like Brobnar may use it to strengthen their warriors with treasured artifacts like the Irestaff (Worlds Collide, 10).

But while fighting is a key part of playing KeyForge, the most important part of the game is the æmber, and this new set adds a new way of bringing this precious into play by exalting creatures. When you exalt a creature, you place 1 æmber on it from the common supply. Just like captured æmber, if this creature then leaves play, the æmber is added in your opponent’s pool. While this may seem a foolish risk at first, cards with exalt, such as Paraguardian (Worlds Collide, 206) often offer powerful benefits if you choose to do so, introducing a greater element of pressing your luck to your games. Is the ability worth the risk? Only you can decide.

But more than new Houses and mechanics, Worlds Collide offers players something that has never been seen on this wondrous planet before. On the weird world of the Crucible, anything can and does happen. As the strange energy of the planet’s Æmber flows, glimpses of possible futures can burst into existence. These incredibly rare occurrences are known as Anomalies, and they can manifest in any House. For example, The Grim Reaper (Worlds Collide, A07) destroys without concern for loyalty to any House or Archon with its terrifying ability to purge both an enemy and a friendly creature each time it reaps. Beyond this, the robotic specter may also enter play ready if you are already haunted by the destruction of your team, possessing at least ten cards in your discard pile. You never know when or where these anomalies may appear. All you can do is expand what you know to be possible and embrace the infinite potential before you!

Define Your Experience
Once you have decided which option is right for you, you will be ready to take on the renewed world of the Crucible when Worlds Collide lands at retailers in the fourth quarter of 2019. At this time, you will continue to be able to track your Archon Decks from every KeyForge set in the Master Vault at KeyForgeGame.com. Here, you can record your decks, track their performance at events, follow the progress of other Archons across the globe, and stay updated on tournaments and event news from the Fantasy Flight Games Organized Play team. As KeyForge continues to evolve, so too will the Master Vault. Be sure to keep updated so you can engage with the community and see what surprises the Architects have in store!

The Infinite Cosmos
A new dawn is about to rise on the Crucible, and nothing will ever be the same. Are you ready to embrace new challenges and explore new corners of this impossible planet? Discover new friends, forge new alliances, and prepare to claim the world anew when Worlds Collide!

      heti saatavilla
30.00 €
Genesys: KeyForge Secrets of the Crucible (HC)
Genesys: KeyForge Secrets of the Crucible (HC)

A new sourcebook for the Genesys Roleplaying System set in the KeyForge Universe!

In the center of the universe hangs the Crucible, an enormous artificial world created by the enigmatic Architects and home to countless beings and cultures. Here, impossibly advanced technologies mix with arcane powers to make for a setting unlike any other. Uncovering the secrets of this mysterious, artificial world will take all your skills—but the possible rewards are boundless...

This 272-page sourcebook allows you to undertake fantastical adventures and uncover the Crucible’s many wonders and dangers. Lost civilizations, cryptic conspiracies, bizarre environments, mutated monsters, and more await!

Secrets of the Crucible contains new character creation options, unique weapons and armor, new skills revolving around the mysterious Æmber permeating the world, bizzare adversaries, and a new adventure builder that puts all these aspects together!

Are you ready to discover a world where anything is possible?

The Keys of Discovery
The first portion of Secrets of the Crucible introduces new character creation options. The Crucible is a diverse landscape full of uncountable species. This book contains 11 of these species to choose from when creating a character, including Giants, Martians, and Robots. But Secrets of the Crucible also features a full set of rules for creating your own species, making your character creation options truly limitless! Traverse the land as an aquatic horse-type species or roll through the Crucible as a giant rock; the choice is always yours!

Of course, selecting a species is just the beginning, Secrets of the Crucible also contains a set of fresh new careers for players to explore. Battle for æmber and glory as a mighty VaultWarrior, or acquire wealth and fortune as a mercurial Trader! Each of these careers has access to a wide variety of new skills and talents introduced in Secrets of the Crucible, including the powerful new Æmbercraft skill, which invites you to learn the secrets of the mysterious substance permeating the Crucible.

Of course, you're characters history and future will inevitably be intertwined with the various factions of the Crucible. Given the enormous number of beings on the Crucible, it is no wonder there are untold millions of groups, factions, houses, associations, and other ways for them to band together. Referred to as organizations, these groups range from congregations of belief systems followed by thousands of species to a singularly immortal hive mind linking a multitude of small protoplasmic blobs. Wherever there are beings who share beliefs or desires, organizations are formed. Does your character hail from the fierce legions of Brobnar, or from the scientific minds of Logos? As always, your character is yours to craft.

Master of the Vault
But Secrets of the Crucible isn’t for players alone. Game Masters are offered plenty of advice for running adventures in the world of KeyForge! Games set on the Crucible can be as divergent and expansive as the world itself, and it may feel a bit daunting to craft adventures. The wild mix of species, super-science, and fantastical technologies may seem too large to handle, but its beings have motivations and needs that everyone can understand—and thus adventures on this world can be both fun and familiar for players as they explore the Crucible with their characters.

Much of the chapter focusing on the Game Master is devoted to exploring the Science Fantasy genre, depicting life on the Crucible, Introducing NPC templates, and working Æmber into your adventures. The rest of the chapter offers a way for you to quickly create adventures featuring prominent or common elements of the Crucible with an adventure builder template. The adventure builder uses a modular format, allowing segments of the adventure types to be reused to create different combinations each time. The resulting framework may include unexpected twists, moral quandaries, and some of the general weirdness inherent to the Crucible.

These modular adventures are similar to the encounters found in Shadow of the Beanstalk, but with a Crucible twist. The adventure builder contains three categories: Hooks, Escalations, and Climaxes. By combining one of each, you can create your own story full of adventure, twists, and a satisfying conclusion.

Hooks are the initial enticement and incentive for your players to get involved in the adventure. These work best when they are clearly presented, so the players don’t spend a lot of time wondering what the possibilities are. Hooks can be quite cliché, which is great for telegraphing the basic intent of the adventure and can help set up unexpected events later on. Perhaps an Æmber Hunter needs you to fight off a Martian scouting party, or the PCs find a hot lead on a valuable artifact.

An escalation raises the stakes or difficulty of the adventure. Sometimes it challenges the morality of the situation as the PCs decide how far to go in their pursuit of their ultimate goal in changing conditions.

Climaxes are more open and nebulous compared to the hooks and escalations. They represent broad categories of possible resolutions that can always be greatly impacted and even circumvented by PC actions. We’ll take a look at each of these aspects in-depth in a future preview!

Unlock the Secrets
The world where anything is possible is colliding with the roleplaying system of boundless adventures, what adventures await you when Secrets of the Crucible releases

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53.80 €
Genesys: Keyforge: Secrets of the Crucible -Mutant Invasion!
Genesys: Keyforge: Secrets of the Crucible -Mutant Invasion!

A Genesys roleplaying supplement pack, designed to expand the content first introduced via the Secrets of the Crucible sourcebook!

The Crucible is filled with strange and wondrous creatures, belonging to many disparate Houses. And if that inherent variety wasn’t enough, the introduction of mysterious dark æmber has welcomed in a flood of mutation, as once-familiar giants, thieves, demons, knights, and others become forever changed. Some rejoice in the changes, while others see them as heresy and fight to eradicate the dark æmber and its effects. Which side of the conflict will you take?

Within this pack, you’ll find 40 oversized cards stuffed with information for players and Game Masters alike. You’ll encounter a brand-new playable species, rules for incorporating the mutative dark æmber into your own games, adventure builders, locations, and over 30 NPC adversaries to populate your adventures. If you’re planning to take your Genesys adventures to the Crucible, the Mutant Invasion! supplement pack brings even more of the diversity and wonder that makes the Mass Mutation set of KeyForge decks so compelling.

New Horizons Await
The Mutant Invasion! pack begins by introducing a new playable species to your games: the proximan. This species has been seen on the Crucible for at least several millennia and is thought to hail from the Alpha Centauri system. Proximans have a symmetrical, largely humanoid appearance, and evolved neuro-accelerant glands within their twin cranial protrusions, allowing proximans to quickly process sensory information and determine the best way to react when prey or deadlier predators are detected. While they are not as strong as other species due to their homeworld’s lower gravity, proximans are true survivors and not to be underestimated.

If you’re a player who wants to excel at detecting and dealing with dangers, the proximan might be the perfect species for you!

Of course, the bulk of this roleplaying supplement pack is devoted to over 30 NPCs that Game Masters can use to fill their adventures, drawing on the weird and wonderful creatures of the Crucible and the dark æmber mutations introduced by the Mass Mutation set for KeyForge. You and your fellow players may be out doing a job and discover that Bad Penny is after the same item as you. Or, you may find Fandangle the witch seeding dark æmber to cause mutations in the local wildlife. Your explorations may even lead you across a tribe of niffle apes, a niffle queen, or the gigantic, mutated Kong. These NPCs may work with the players, or they may stand in their way, but either way, they bring new life to the allies and adversaries on the Crucible.

Finally, Game Masters will uncover a host of adventure seeds in this pack. An easy adventure builder takes Game Masters through a simple process of developing an adventure, from the hook, through the escalation, to the climax of the plot threads earlier established. As an added bonus, three location cards help Game Masters bring some of the most common locales on the Crucible to life with additional plot seeds, special rules, and examples!

Mutate Your Adventures
The onset of dark æmber is about to change the Crucible forever. Unlock the next chapter of your adventures with the Mutant Invasion! roleplaying supplement pack for Secrets of the Crucible

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14.80 €

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