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Game of Thrones LCG 2: FC5 -The Faith Militant Chapter Pack
Game of Thrones LCG 2: FC5 -The Faith Militant Chapter Pack

The fifth Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game!

Throughout the fourth cycle of A Game of Thrones: The Card Game, the separate factions of Westeros have continued to increase their strength. But not all power in the Seven Kingdoms is held by political entities like the Great Houses. Religions hold enormous power in A Song of Ice and Fire, and whether it’s the Old Gods, the Drowned God, R’hllor, or the Seven, they each gain new cards and support in this cycle.

The Faith Militant has a special focus on the religions of Westeros, even when viewed alongside the other Chapter Packs of the Flight of Crows cycle. Here, you’ll find characters who’ve sworn fealty to The Seven, the Drowned God, and R’hllor, each serving their gods with the utmost fervor. With iconic characters like Arya Stark, Daenerys Targaryen, and Coldhands also appearing in this expansion, alongside a new agenda focused on The Seven, it’s plain to see that the Seven Kingdoms will never be the same again.

Swords and Stars
By the time of A Feast for Crows, many gods are growing in power across the realm of Westeros. The long-dormant faith of the Drowned God surges to new life in the Iron Isles under the stewardship of Aeron Damphair. R’hllor’s nightfires have begun to burn across Westeros, as Melisandre or the men of the Brotherhood Without Banners preside over their nightly prayers. Even the Seven—long accepted as the predominant religion for the southern kingdoms—gain new strength with Cersei Lannister’s blessing, as they reform their ancient military orders, the Warrior’s Sons and the Poor Fellows.

You can reflect this growing strength in your own games of A Game of Thrones: The Card Game with a new agenda that invites you to completely swear your allegiance to The Seven: The Faith Militant (The Faith Militant, 99). The Faith Militant offers you a way to gain power fast—and without forcing you to make at least three challenges, as The Lord of the Crossing (The King’s Peace, 60) does. The Faith Militant reads, “Reaction: After you win a challenge, kneel your faction card to move 1 power from the losing opponent’s faction card to a participating The Seven character you control.” Of course, this additional power comes with the price of absolute loyalty: non-The Seven characters and locations that you control cannot gain power.

It’s easy to see that you’ll want an assortment of The Seven characters in a deck using The Faith Militant agenda. While there are neutral options like Begging Brother (Oberyn’s Revenge, 97) or Silent Sisters (Ghosts of Harrenhal, 97), there’s one House that has shown a distinct affinity for The Seven: House Stark. Catelyn Stark (Wolves of the North, 2) is a character who can still gain power, even under the restraints of The Faith Militant—and every power you move onto her with the agenda only increases her STR. A House Tully Septon (Wolves of the North, 15), on the other hand, allows you to use the power that you have gained to fuel your economy and play out more House Tully and The Seven characters.

Along with giving your characters another way to gain power with The Faith Militant, you gain another way to race to victory and seize more power with a new Song event, "The Song of the Seven" (The Faith Militant, 98). After you lose dominance, you can play this event to turn that loss to your advantage, snatching two power from the winning opponent’s faction card and moving them to one of your The Seven characters! Not only does this event provide more power that brings you closer to victory, it lets you commit your characters to challenges without worrying too much about the dominance phase. Even when your opponent wins dominance, you can grab that power right back… with interest.

One downside to filling a deck with The Seven characters is that these characters rarely rank among the strongest, most powerful, or most dangerous characters in the game. Still, you may be able to bring a form of equality to your struggles for the Iron Throne with the help of The High Sparrow (The Faith Militant, 97). The High Sparrow’s power in challenges in limited, but he has an unmistakable ability to keep your opponent’s economy in check. While The High Sparrow is in play, no player can gain more than seven gold or draw more than three cards in a single round! With new and powerful economy locations for every faction entering the game throughout the Blood and Gold cycle, The High Sparrow may be just what you need to keep your opponent’s economy in check. Though his restriction affects you as well, it’s easy to build your deck with this in mind, ensuring that seven gold and three cards per round are more than enough to bring you to power.

Fight for the Seven
The power of the Seven is growing—but they are just one of the religions that you can incorporate into your decks in A Game of Thrones: The Card Game. Will you devote yourself to the Seven, to the Drowned God, to R’hllor, or to the Old Gods? The choice is yours with The Faith Militant.

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19.50 €
Game of Thrones LCG 2: Intro Deck -House Baratheon
Game of Thrones LCG 2: Intro Deck -House Baratheon

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

Ours Is the Fury
As the ruling House of the Seven Kingdoms, the Baratheons gain control by forcing their enemies to bend the knee. They also specialize in power challenges, the key to accumulating power and ultimately earning victory in A Game of Thrones: The Card Game. Stannis Baratheon (Core Set, 52) can minimize your opponent’s ability to regroup after they have deployed their forces. By joining forces with his elder brother Robert Baratheon (Core Set, 48), these noblemen can dominate the field of battle.

When you're in command of the House Baratheon Intro Deck, you can exert your dominance to accumulate further power at the end of each round. Robert Baratheon and Thoros of Myr (Journey to Oldtown, 3) both share renown keyword, while attachments such as Disputed Claim (Lions of Casterly Rock, 3) can grant renown to any Lord, Lady, or Bastard. Any traitorous House that rises in rebellion will be fighting an uphill battle. By maintaining your hold on the Seven Kingdoms and reminding your subjects who their true king is, the Iron Throne will be secure in your hands for generations to come.

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19.50 €
Game of Thrones LCG 2: Intro Deck -House Greyjoy
Game of Thrones LCG 2: Intro Deck -House Greyjoy

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

We Do Not Sow
House Greyjoy has ruled the Iron Islands since the conquest of Aegon Targaryen, surviving in the unforgiving climate by reaving their neighbors and taking what is theirs. The ironborn prefer to fight uncontested, striking quickly before their enemies can establish a solid defense. But perhaps their greatest strength lies in stealth. The House Greyjoy Intro Deck features an abundance of cards with this keyword, including the Kraken’s daughter, Asha Greyjoy (Kingsmoot, 51), enabling you to collect power quickly through unopposed challenges.

Asha is at her most confident and most powerful when she is acting as the commander of her ship, Black Wind (Journey to Oldtown, 32), which equips her with renown so she can seize even more power while you pillage your enemy’s deck. To assist Asha with her mission, you can fill your ranks with pillaging Raiders like Euron Crow's Eye (Core Set, 69) and Black Wind's Crew (Core Set, 72). By claiming your victory with speed and ferocity, you will stake your claim to the Seven Kingdoms. All who stand against you shall pay the iron price.

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19.50 €
Game of Thrones LCG 2: Intro Deck -House Tyrell
Game of Thrones LCG 2: Intro Deck -House Tyrell

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

Growing Strong
House Tyrell rules the rich area of the Reach with a quiet class and dignity. This noble House is filled with Lords, Ladies, and Knights worthy of song, all led by The Queen of Thorns (Core Set, 186). While they never ruled as kings, the Tyrells are ambitious, relying on intrigue and cooperation within their House to quietly gather strength and power before their enemies take notice.

In the House Tyrell Intro Deck, you will find powerful allies who can compound their strength to assist your claim to the throne. For example, Margaery Tyrell (Core Set, 181) can be knelt to increase another character's STR for the duration of the phase. If she uses this ability to bolster Brienne of Tarth (House of Thorns, 2), who may be wielding Heartsbane (Core Set, 191), the Lady becomes nearly unstoppable with eleven STR. In turn, Brienne can increase the STR of yet another character. While a rose may be the greatest beauty of a garden, only a fool would dare forget the thorns.

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19.50 €
Game of Thrones LCG 2: Intro Deck -Night's Watch
Game of Thrones LCG 2: Intro Deck -Night's Watch

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players.

Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks!

Night Gathers, and Now My Watch Begins

The history of the Night’s Watch dates back to the Age of Heroes, but this once proud order has regretfully been nearly forgotten by the proud lords of Westeros. Once you take command of the order with the Night’s Watch Intro Deck, you will be able recruit for your ranks from the discarded characters of your enemies with card like Old Bear Mormont (Watchers on the Wall, 3) and Sworn to the Watch (Watchers on the Wall, 22). Once these new recruits Take the Black (Core Set, 139), the Night’s Watch will guard the realms of men against the threats that gather in the north.

The key duty of the Night’s Watch is to defend The Wall (Core Set, 137) at the few standing castles along its length. Specializing in defensive tactics, the stalwart men of the Watch like Jon Snow (Watchers on the Wall, 6) and Defender of the Wall (Oberyn’s Revenge, 85) will ensure that you never fall before your enemies. Unlike the other Houses of A Game of Thrones: The Card Game, as a brother of the Night’s Watch, you do not fight for a family. Your duty is to the realm, and if the only way to protect the Seven Kingdoms is to claim the Iron Throne, then that is precisely what you must do.

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19.50 €
Game of Thrones LCG 2: KL3 -Pit of Snakes Chapter Pack
Game of Thrones LCG 2: KL3 -Pit of Snakes Chapter Pack

The third Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game

From the first page of A Game of Thrones to the last line of A Dance with Dragons, A Game of Thrones: The Card Game has followed the lives of those pursuing the Iron Throne. You have had the chance to lead your favorite characters into battle in the fields and courts of Westeros, and now, in the King’s Landing cycle, you leave the constraints of time behind to step into the world of A Song of Ice and Fire and explore the capital of the Seven Kingdoms like never before.

As with other Chapter Packs in this cycle, you will find that Pit of Snakes offers you three copies each of twenty distinct cards, providing each faction with new cards for their House as well as new neutral cards that any player can turn to their advantage. With new versions of favorite characters, as well as a new City plot and the continued development of the shadow keyword that was first introduced in the fifth cycle of A Game of Thrones LCG, Pit of Snakes will ensure that you are ready to face the deadliest opponents, no matter which House you pledge your sword to!

Before the Great Sept
As you continue to step through the streets of King’s Landing, you will have the chance to visit key locations like the Statue of Baelor (Pit of Snakes, 58) and behold the glory of the most popular religion in the Seven Kingdoms with a variety of neutral cards to help you build a deck around The Seven. Tracing their founding to even before Baelor the Blessed, The Most Devout (Pit of Snakes, 57) are a council of the highest-ranking septas and septons of the Faith of the Seven who are instrumental in selecting the High Septon. As religious leaders to King’s Landing, The Most Devout become more powerful as they add more sheep to their flock, gaining power if your opponent attempts to bring more than one character into play each phase—thus dissuading your opponent from marshaling too many characters or relying too heavily on ambush or shadows. If you can keep these holy men and women sheltered for a few rounds, playing Compelled by the Faith (The Faith Militant, 100) at the opportune moment will let you move this power to your faction card.

If you control either of these sacred new cards, you may choose to issue The Faith's Decree (Pit of Snakes, 59). This event lets you to stop your opponent from triggering the abilities of a non-plot, non-agenda card of your choice for an entire phase, meaning that if you can predict your opponent's intentions, you can deny them the use of that card. Perhaps you want to ensure your opponent can't recur characters with Flea Bottom (Oberyn's Revenge, 98), or maybe you want to stop a potent threat like Drogon (In Daznak's Pit, 93) from destroying your army. With the strength of The Seven at your beck and call, you can seize power much more easily.

An Ear in Court
As A Game of Thrones: The Card Game moves away from the plot of A Song of Ice and Fire, you will find key characters crossing paths within the same Chapter Pack who would never have encountered one another otherwise. The head of House Stark at the start of the series, Eddard Stark (Pit of Snakes, 41), has never forgotten the gravity of taking a man’s life, but he will do whatever he must to protect his House. Thus, when duty demands during the dominance phase, Eddard may kneel to kill a character with a printed cost of four or lower, provided he is surrounded by his kinsmen on the battlefield.

While Eddard Stark has a military and power icon like his previous appearances in the Core Set (Core Set, 144) and Wolves of the North (Wolves of the North, 1), his honor has always prevented him from being able to easily participate in intrigue challenges, until now. In Pit of Snakes, House Stark gains the new attachment Malleon's Tome (Pit of Snakes, 42), the detailed record of each of the noble Houses of Westeros, complete with descriptions of the noble lords and ladies and their appearances. Any attached character will gain an intrigue icon and the chance to glimpse your opponent's plans, but if Eddard or a Maester hold the book, they can stand as well, ready to face another challenge with more information to form the perfect plan.

While House Stark may be moving deeper into the shadows, few are better suited to take full advantage of the shadow keyword than House Martell. Doran has been plotting for years to set his family on the Iron Throne, but little does he know that his daughter Arianne Martell (Pit of Snakes, 55) has been forming her own plans to secure her birthright. Evolving from her previous versions in Journey to Oldtown (Journey to Oldtown, 35) and the Core Set (Core Set, 104), you no longer need to return Arianne to your hand to make use of her ability. Up to three times per round, Arianne may strip a challenge icon from a character when you bring one of your cards out of shadows. This sets you up to stand against specialized characters like Ser Robert Strong (The Shadow City, 10) who have high STR in a single area, or if you can lay enough schemes in the shadows, she can beguile even a Lord like Euron Crow's Eye (Core Set, 69) or Tywin Lannister (Core Set, 90) to remove all three of their icons and render their powers useless. Even the most stalwart warrior is no match for the cunning of a courtier with everything to lose.

Unexpected Guile
King’s Landing is filled with those who would do anything to gain the power they desire, whether it be in the church, the court, or the field of battle. Now that you are among them, you must either achieve your victory or die in your pursuit. Do you have the cunning to survive the Pit of Snakes?

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19.50 €
Game of Thrones LCG 2: KL5 -The Blackwater Chapter Pack
Game of Thrones LCG 2: KL5 -The Blackwater Chapter Pack

Journey beyond the walls that protect King’s Landing with The Blackwater Chapter Pack for A Game of Thrones: The Card Game.

In George R. R. Martin’s A Song of Ice and Fire series, the great Houses of Westeros battle for the Iron Throne and control of the Seven Kingdoms. Swords clash on the battlefield, secrets are whispered in the courts, and everywhere is the unending struggle for power and control. Now, you have the chance to leave the page behind and immerse yourself in the world of Westeros with the King’s Landing cycle forA Game of Thrones: The Card Game. Here, key characters and events can brush up against one another without the bounds of the linear time. Rather than moving through the books of the saga, this cycle highlights the capital city that draws people from across the world. As you take your place among its many inhabitants, your loyalties will be tested and you may find that the surest way to earn victory for your House is to turn to less moral means, with the continued exploration of the shadow keyword. But if your actions bring the rightful rulers to power, then surely the ends justify the means.

Rising Through the Ranks
The Blackwater served as the setting for the largest battle in the War of the Five Kings. House Lannister ultimately won the battle as ships filled with wildfire were used to incinerate Stannis’s naval forces while a chain cut off any means of escape. With the help of reinforcements led by Lord Tywin, the Baratheons of Dragonstone were forced back, and the city was saved from the invaders. Much of the battle took place on Blackwater Rush (The Blackwater, 88), which now enters the A Game of Thrones LCG as a location for House Baratheon. Once a card comes out of shadows, this location allows its controller to give one power to a Baratheon character. If you are sitting at the precipice of victory, revealing this card directly before any other that waits in shadow will allow you to take your victory without even initiating a challenge. In times of war, a well laid siege can prove just as effective as a blood-soaked battle.

The Battle of the Blackwater was the making of many warriors, earning them titles worthy of their great deeds. In the aftermath, more than 600 men were knighted, raised from obscurity to stand amongst the nobles of King’s Landing. For your own Knights, if you deem one of them worthy, you may gift them a White Cloak (The Blackwater, 98), elevating them to your Kingsguard. This trusted soldier then gains the ability to protect their chosen King or Queen, kneeling to defend their charge when they would otherwise be killed. Or, contrariwise, if you are aligned with the Lions of Casterly Rock you can use this promotion to turn any Knight into a Kingslayer (Journey to Oldtown, 30). When honor and duty stand opposed, which side will you choose?

In the Seven Kingdoms, there are those whose duty in to the realm rather than to any despot. Even if you do not side with one of the noble families of Westeros, you will need to conscript others to your cause if you wish to win the Iron Throne. And few have more experience in recruiting than the men of the Night’s Watch. Since his first appearance in the Core Set (Core Set, 129), Yoren (The Blackwater, 85) has increased in strength and his ability to recruit others to the cause of the Night’s Watch. While he was once only able to bring opponents to his side after they had already been discarded by his enemy, the Wandering Crow can now take control of any character with a printed cost of five or lower once he enters play, maintaining his hold over them as long as he is on the field.

A Very Large Shadow
From the War of the Five Kings and beyond, a darkness has descended on Westeros as the long summer comes to an end, and now all must either learn to live in the darkness or perish. With the continued cultivation of the shadow (x) keyword, House Stark, Lannister, and Tyrell each find new events that cut to the heart of their faction’s themes and allow them to stand amongst their rivals who have gained similar events throughout the King’s Landing cycle. Shadow of the North (The Blackwater, 82) increases the deadliness of House Stark’s bannermen for one challenge and, if Winter has come to Westeros, allows them to return the event to their hand rather than discarding it. Meanwhile, Shadow of the Rose (The Blackwater, 84) plays with the theme of control, allowing the Tyrells to search the top ten cards of their deck for a card to put into shadows and return the event to their hand if there is a Summer plot revealed.

Finally, the Lannisters can ambush their opponent by casting A Very Large Shadow (The Blackwater, 90), which reduces the cost of the next card they bring out of shadows by 3. This can be used to cut the cost of high-profile characters like Cersei Lannister (Daggers in the Dark, 109) or Ser Robert Strong (The Shadow City, 10) in half, or be used to play warriors like Ser Mandon Moore (At the Gates, 9) for free!

But perhaps the Lannister’s greatest asset is the unsung hero of the Battle of the Blackwater, Tyrion Lannister (The Blackwater, 89) who orchestrated the wildfire assault which destroyed Stannis’s forces and saved the lives of countless citizens. Now, if Tyrion is on your Small Council, he can use his keen mind to give the shadow keyword to any of the cards you control whenever you bring a non-event card from shadows. This can allow you to move attachments between characters as the need arises or reuse the abilities of characters like Catspaw (Streets of King’s Landing, 49) that trigger when they come into play from shadows. Tyrion’s cunning mind is sure to prove deadlier than a longsword for any who dare to underestimate him.

Power Behind the Throne
As the King’s Landing cycle continues, some will rise and others will fall. The battle for the Iron Throne will push you to your limits, but if you can hold your ground and embrace the shadows as they fall across the world, you will make your name and bring glory to your House. Prepare for battle and set sail upon The Blackwater!

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18.00 €
Game of Thrones LCG 2: KL6 -Long May He Reign Chapter Pack
Game of Thrones LCG 2: KL6 -Long May He Reign Chapter Pack

Leave the pages of A Song of Ice and Fire behind to explore the world of Westeros at your will in the King’s Landing cycle for A Game of Thrones: The Card Game! The sixth cycle of the beloved Living Card Game takes a new direction, shifting focus from the linear events that play out in George R. R. Martin’s bestselling book series to the great gathering place where characters from across the saga can cross paths, torn from time to meet in a single place.

Now, the King’s Landing cycle is about to draw to a close with Long May He Reign, the sixth and final Chapter Pack of the cycle.

First of His Name
In Westeros, power shifts hands at a rapid pace, but most often it is only exchanged between the few great Houses who have held their lands since Aegon’s Conquest and passed it to their descendants. Long May He Reign focuses on this idea of legacies; the histories of the Great Houses that future generations must uphold and defend. Robert Baratheon once destroyed the legacy of the Targaryens when he nearly wiped their House from the face of Westeros, and in doing so he gained a power and a title that has haunted him, and soon will haunt the realm if it should pass to his children. To reflect this, in this Chapter Pack House Baratheon gains the titular Legacy Long May He Reign (Long May He Reign, 108), which declares that the King who bears this attachment cannot be killed as long as you continue to dominate power challenges and hold on to this protection. If you can surround yourself with warriors you trust to wear the White Cloak (The Blackwater, 98), your ruler may soon think himself invincible against the dangers of the world. Just take care that pride does not lead to recklessness.

The most trusted of House Baratheon’s allies are the Starks, as loyal as they have been for generations and bound to the Stags of Storm’s End by the friendship of Robert Baratheon and Ned Stark. If you align with Ned and the Northmen, you may give bestow their own Legacy, Blood of the First Men (Long May He Reign, 102), to any of your bannermen to allow them to join a challenge alongside a participating Stark character, even if they do not have the indicated challenge icon. This can add incredible versatility to specialized characters who have high strength, but only a single power icon and help trigger abilities like Put to the Sword (Core Set, 41) that require you to win a challenge by five or more. And—as a non-loyal card—this attachment will make House Stark an ideal ally for any of the Great Houses of Westeros. With the power of the North at your back, there is no challenge you cannot overcome.

A Girl Has No Name
While some nobles in Westeros are obsessed with legacies, honor, and power, others seek merely to escape the confines of duty and embrace their own destiny. Arya Stark (Long May He Reign, 101) never wanted to be a Lady, though she still bears the trait as she has in every version of her card, from the Core Set (Core Set, 3) to Wolves of the North (Wolves of the North, 7) and Arya Stark (The Faith Militant, 81). But in Long May He Reign, Arya regains the stealth keyword and learns the ability to hide in the new shadows area. Arya embraces the shadows both in mechanics and in theme as you now have a chance to shape your story of intrigues and murder by adding the names of any five of your enemies to Arya’s prayer. Once Arya Stark enters play, you place a prayer token on up to five different characters you do not control and for each target you kill, you may draw a card and stand Arya as she becomes reinvigorated by her revenge. But you must still take care to protect the daughter of Ned Stark until her vengeance is complete— if Arya dies, her prayer dies with her.

As Arya tries to run from the fate she was born into, others across the sea struggle to leave behind the fate they chose for themselves. Ser Jorah Mormont (Long May He Reign, 113) once made a terrible mistake, selling men into slavery to pay his debts and then fleeing into exile to avoid the cold justice of the Warden of the North. This ability to outrun death is reflected in Long May He Reign, as when Ser Jorah would be discarded from your hand, he is placed into shadows instead of the discard pile. This can help you maneuver around the effects of cards like Great Wyk (Kings of the Isles, 17) or Hidden Thorns (House of Thorns, 24) and even turn these attacks on your hand into an advantage as once Ser Jorah is in shadows, the cost to bring him into the battle is decreased by one. Once there, the Knight is a force to be reckoned with, able to participate in any challenge with a respectable base strength of four.

While his love for Daenerys Stormborn is well known, you may choose to tempt him with a Mercenary Contract (Long May He Reign, 114), granting him new access to the Mercenary trait. This would enable the swellsword to stand after a challenge and continue fighting for your cause for the low cost of a single gold. And if you can field Ser Jorah alongside Daario Naharis (The Archmaester’s Key, 14), you can have him fight in every challenge type during a single turn! With such tireless allies on their side, it is only a matter of time before House Targaryen crosses the Narrow Sea and reclaims the Iron Throne.

To Arms!
As the battle for Westeros rages on, it is up to you to decide where your loyalties lie. Will you fight for family, for wealth, for redemption, or for something else altogether—something only you can understand? Whatever your cause, the Iron Throne is the goal. Ready your army and let the battle begin!

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19.50 €
King of New York (suomeksi)
King of New York (suomeksi)

Säännöt suomeksi ja ruotsiksi.

Itsenäinen peli. Pelaamiseen ei tarvita King of Tokyo -peliä.

Olet joko Manhattanilla tai yhdellä kaupungin neljästä muusta hallintoalueesta. Ollessasi Manhattanilla hyökkäät kerralla kaikkien hirviöiden kimppuun, mutta olet myös kaikkien hyökkäyksen kohteena... Voit kerätä elämiä, energia- tai voittopisteitä tuhoamalla rakennuksia. Jokaisen tuhoamasi rakennuksen alta ilmestyy armeijan yksikkö, joka voi hyökätä kimppuusi. Heitä kuudella nopalla sopiva yhdistelmä, jolla voit hyökätä vastustajiesi kimppuun, parantaa haavojasi, kerätä energiaa, tuhota rakennuksia tai nousta tähdeksi. Muista kuitenkin varoa armeijan hyökkäystä! Vuorosi lopussa voit ostaa energiakuutioillasi uusia voimia tuovia kortteja.

Herätä tiedotusvälineiden huomio ja nouse supertähdeksi! Liittoudu taistelussa vapaudenpatsaan kanssa! Voit pitää kirjaa elämistäsi ja voittopisteistäsi hirviölevyn avulla. Voit hankkia PIDÄ-kortin, jolla saat vihreät nopat käyttöösi.

Olet jättiläismäinen hirviö ja haluat New Yorkin valtiaaksi! Kilpailet muita valtavia olioita vastaan ja tuhoat tieltäsi kaiken. Jotta voit voittaa, sinun tulee hyökätä vihollistesi kimppuun, tuhota kerrostaloja, ostaa uusia ominaisuuksia, nousta tähdeksi ja pitää silmällä armeijaa. Ihmiset eivät ole vielä heittäneet pyyhettä kehään...

Richard Garfieldin kehittämä peli

pelaajia 2-6
ikä 10+
peliaika 40 min.

      loppu varastosta
37.50 €

Hakusivu: 1 2 3 5 7 8 9 10 11

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