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Game of Thrones LCG 2: DS3 -The Streets of Kings Landing Chapter Pack
Game of Thrones LCG 2: DS3 -The Streets of Kings Landing Chapter Pack

Summer fades in Westeros and the shadows extend their reach in George R. R. Martin’s A Song of Ice and Fire series. In the capital city of King’s Landing, Cersei Lannister contends with the zeal of the Faith of the Seven and their newly restored army, the Faith Militant. Across the Narrow Sea, Daenerys Targaryen struggles to maintain her hold on Meereen as the Sons of the Harpy plot her destruction. Finally, at the Wall, Jon Snow attempts to forge a peace between the wildlings and the brothers of Night’s Watch while met with resistance on all sides.

In order to survive the games of cloak and dagger that fill the pages of A Dance with Dragons, the leaders of each House must embrace the darkness, lest they risk their downfall. But how far can they go before they become lost in the game of thrones?

The third Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game.

Cunning Ambition
Your struggle for the Iron Throne becomes tinted by corruption and underhanded plots with the reintroduction of the player-favorite shadow mechanic. This keyword, originally used in the game's first edition, creates a new space to hold some of your most secretive cards, separate from your hand and play area. Cards with the shadow keyword, also marked by the distinctive dark banner in the upper left corner, can be played normally… or you can pay two gold to marshal them into shadows where they remain hidden from your enemy until the perfect moment. When the time to strike arrives, you can take an Action at any point to pay their shadow cost and play the card.

However, with this new keyword come certain cards that can't be played normally. For example, Growing Ambition (Streets of King’s Landing, 44), is a new event that does not have a gold cost, meaning you must marshal it into shadows. Yet this event also does not have a set shadow cost, instead allowing you to pay any amount of gold at your disposal to play it. But the more gold you're willing to invest, the easier it will be to assemble your plans. If, for example, you pay four gold to play Growing Ambition, you may then search your deck for four cards of your choice and place them into your discard pile, shuffling your deck afterward. Then, your opponent will choose four cards from your discard pile to return to your hand.

If you can play this at a time when there are no other cards in your discard pile—or fewer than four cards—you can ensure that you have at least some of the cards you want in your hand when you need them. With this powerful ability waiting in the wings, your ambition is only limited by your ability to fund it.

The Glass Candles Are Burning
In King’s Landing, the loyalties of the common folk are not only divided between the noble houses, but also by the religions that have begun to take a stronger hold in Westeros. As the nobles fight amongst themselves, it is the poor who die in their wars. This disconnect has led to a resurgence of the vengeful gods of old, and those who speak the words of their god have been given unprecedented power. The High Sparrow (The Faith Miliant, 97) is now protected by his ragged army of Poor Fellows (Streets of King’s Landing, 57) who have grown restless and will have their voices heard. Once the Poor Fellows win a challenge, your opponent must choose to allow the Poor Fellows to gain a power or allow you to draw a card. Little by little, they will reclaim the power that the royals have been hording for far too long.

But religion is not the only force gathering strength in the Dance of Shadows cycle. As magic returns to the realm, things once thought of as impossible have become the everyday; dragons darken the skies, the dead march against the living, and long inanimate artifacts find renewed life. The Glass Candle (Streets of King’s Landing, 59) burns for the first time in a hundred years, allowing its possessor to see across mountains, seas, deserts, and even your opponent’s deck. As a challenges action, you may kneel Glass Candle to look at the top card of any player’s deck and discard it if you so choose. Furthermore, if the character bearing this attachment is a trained Maester, such as Maester Wendamyr (Core Set, 70), who can use the candle’s full potential, they gain the insight keyword, increasing your ability to draw cards from your own deck. But despite this power, you must look on this miraculous attachment with a sense of foreboding—if the glass candles are burning, what other fabled feats are possible? What terrors lurk just over the horizon?

Light the Darkness
The age of strife is coming to a close. With the strengths of so many great houses diminished by the War of the Five Kings, the common folk are ready for an end to the bloodshed, and Westeros is ripe for the taking. Prove that you have the strength to restore the realm to its former glory and take your place on the Iron Throne!

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18.00 €
Game of Thrones LCG 2: DS4 -Music of Dragons Chapter Pack
Game of Thrones LCG 2: DS4 -Music of Dragons Chapter Pack

The long summer has drawn to an end in Westeros. The creeping shadows extend their reach and those who thrive in darkness formulate plots that will change the course of the entire world. In Essos, Daenerys Targaryen struggles to secure her position as the queen of Meereen, as assassins plot her downfall and a deadly plague runs rampant through the streets. In King’s Landing, the Faith of the Seven continues to gain popularity and power. In the North, Jon Snow is constantly met with resistance as he attempts to perform his new duties as the Lord Commander of the Night’s Watch. When the darkness descends, who will rise and who will fall?

The fourth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game.

Cloak and Dagger
Following the War of the Five Kings, Westeros is in shambles. The few players in the game of thrones must strike now if they wish to win the Iron Throne. To ready your assault, this Chapter Pack offers three copies each of twenty unique cards to strengthen your decks and increase variety in the A Game of Thrones: The Card Game metagame as the story moves deeper into the pages of A Dance with Dragons.

Continuing the themes begun in The Shadow City, Music of Dragons offers a variety of cards that feature the shadow keyword as it makes its resurgence in the game. This new keyword encourages you to embrace the intrigues of A Song of Ice and Fire by creating a new, separate area for you to stow your most treacherous cards, keeping them protected from card effects and intrigue claims that may target your hand. For the small fee of two gold, you can marshal a shadow card facedown into shadows, keeping it at the ready until the time comes for you to reveal your schemes by paying the card’s shadow (X) cost.

But in the Dance of Shadows cycle, treacherous plotting goes beyond the cards that directly bear this new keyword. In Music of Dragons you will also find cards designed to interact with the shadow keyword. For example, Clever Feint (Music of Dragons, 70) allows you to kneel your faction card to choose any number of shadow cards you control and return them to the shadow area. While your opponent may know what awaits in your shadow area, they will still find it difficult to target these cards directly until you choose to bring them to light once again. This can further be used in deadly combination with cards that take effect when they come out of shadows, such as Catspaw (The March on Winterfell, 49) or Ser Robert Strong (The Shadow City, 10) as you dart forward, strike, and then retreat before your enemy can return the blow.

Full of Fear and Rage
While in the capital city, deadly intrigues and shadowplay may be commonplace, in the farthest reaches of the realm, strength of arms is the only language understood. Music of Dragons is filled with fell beasts—creatures that cannot be controlled. As the people of Westeros have become more vicious and violent in order to survive, so have the animals that surround them. In the North, Shaggydog (Music of Dragons, 62) makes his first appearance since his original version (Wolves of the North, 14) in the Wolves of the North deluxe expansion. Once, Shaggydog was only able to lend strength to the Stark child bonded to him. Now, he is able to fight alongside any Stark character you control, and you can even pay a gold to send Shaggydog sprinting to another character's side in the middle of a challenge—daring your opponent to oppose. Still the most savage of the litter, after you win a challenge with Shaggy at your side, your opponent must choose and kill a defending character.

But the Direwolf is not the only legendary creature to return to A Game of Thrones: The Card Game in this pack. Rhaegal (Music of Dragons, 73) has grown from his hatchling form (Core Set, 164) to become more dangerous than his brothers, increasing in both size and ferocity. The Dragon has become stronger, increasing his STR to four and gaining the ambush keyword. The bloodthirsty creature also features a powerful new Reaction, which states that after an opponent’s character is killed by a card effect, such as Consuming Flames (Journey to Oldtown, 34) or Dracarys! (Core Set, 176), Rhaegal stands, ready to lay waste to your enemy’s board. You can even use this ability to play two copies of Dracarys!, kneeling Rhaegal to pay the cost each time. But with the glorious power of a dragon comes a great deal of risk. You must be ready to ask yourself, how dangerous can a beast become before it must be contained?

Unleash the Darkness
As the sun’s light fades on Westeros, you cannot stand by and allow your House to suffer the same fate. Feed the fire of your ambition and claim the Iron Throne in your name!

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18.00 €
Game of Thrones LCG 2: DS5 -In Daznak's Pit Chapter Pack
Game of Thrones LCG 2: DS5 -In Daznak's Pit Chapter Pack

The shadows of winter descend on Westeros. Evil conspiracies are formed in darkened corners and spoken of in hushed tones, but soon the time will come for those who would seek power to strike. In the city of Meereen, Daenerys Targaryen must fight for the loyalty of her people as the Brazen Beasts plot her downfall. In King’s Landing, Cersei Lannister must contend with the Faith of the Seven, battling against the power she helped them gain. And in the North, the Boltons hold power for now. But those still loyal to the Starks are preparing to fight back.

The fifth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game.

Cloak and Dagger
Continuing the themes of the Dance of Shadows cycle, In Daznak’s Pit provides you with a plethora of cards that feature the new shadow keyword. As we see throughout the cycle, the shadow keyword encourages you to embrace the clandestine intrigues of George R.R. Martin’s A Song of Ice and Fire by creating a new way for you to lay your deadly traps. For the price of two gold, you may play a card with the shadow keyword (also indicated by a purple banner in the upper left corner of the card) facedown into shadows. Shadows is a new area separate from both the play area and your hand, where you can protect your most precious cards from military and intrigue challenges, and spring them on your opponents when they least suspect it. When you are ready to reveal your plans, you can pay the card’s shadow (X) cost to bring it into play.

Yet even with the inclusion of this deceitful keyword, you are far from defenseless. In Daznak’s Pit offers you tools to counter your enemy’s shadowplay without stooping to their underhanded methods. He Calls it Thinking (In Daznak’s Pit, 96) features a powerful Interrupt ability that lets you cancel an opponent’s non-agenda, non-plot triggered ability, unless they pay one gold. This seemingly simple card has the potential to shred your opponent’s plan. Either you cancel their ability or they pay a gold, which can mean the difference between whether or not they will be able to carry out their plans. With the dramatic increase in cards with abilities triggered by coming out of shadows, a little preparation can go a long way.

The Winged Shadow
The Great Pit of Daznak is the largest and most extravagant of Meereen’s fighting pits. The violence worshipped by the cheering masses in this location is reflected in the event In Daznak's Pit (In Daznak’s Pit, 94) which forces each character, already bloodied and wearied, to return to battle. When the Challenges Phase ends, you can play this event to cause each character to stand and immediately launch into an additional challenges phase! As this card does not have a gold cost, it cannot be played normally—you must marshal it into shadow. Still, this is a small price to pay. If you have a two-claim plot combined with Khal Drogo (Core Set, 162), or you have Blood of the Dragon (No Middle Ground, 75) revealed, a second challenges phase can let you completely wipe out your opponent.

Warriors, wolves, and elephants are far from the most dangerous things to be found in the fighting pits. Drawn by the commotion and violent spectacle, Drogon (In Daznak’s Pit, 93) returns to A Game of Thrones: The Card Game. In the time that has passed since his first appearance (Core Set, 161) in the Core Set, he has grown in size and strength, surpassing even his brother, Rhaegal (Music of Dragons, 73). The most murderous of Dany’s dragons, Drogon is a creature of fire and blood—the Targaryen words made flesh. Unlike his Hatchling form, Drogon can no longer provide his mother with renown for the simple miracle of his existence. Instead, after this Dragon wins a challenge, you have the ability to reduce the STR of one of your opponent's characters by four, killing them if their strength reaches zero. This nearly mirrors the effect of the player-favorite Dracarys! (Core Set, 176), but without requiring you to kneel Daenerys or one of her Dragons. Plus, where Dracarys! is a single-use event, Drogon is a formidable character with a STR of six, meaning your opponent will have a staggering task before them if they wish to stop him in combat. Strengthen him with A Dragon Is No Slave (Guarding the Realm, 34) or Consuming Flames (Journey to Oldtown, 34) while Daenerys Targaryen (The Faith Militant, 93) is in play, and you will see why he is believed to be the reincarnation of Balerion the Black Dread himself.

Enter the Pits
Give in to your bloodlust. Add the might of In Daznak's Pit to your collection!

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18.00 €
Game of Thrones LCG 2: DS6 -Daggers in the Dark Chapter Pack
Game of Thrones LCG 2: DS6 -Daggers in the Dark Chapter Pack

The sixth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game

Winter has come to Westeros. At the Wall, the brothers of the Night’s Watch constantly question the demands of their Lord Commander, Jon Snow, pondering the demands of their duty and those of their morality. In King’s Landing, the Tyrells, Lannisters, and the newly restored Faith Militant divide the smallfolk as the city becomes a powder keg about to explode. And in Essos, Tyrion makes his way to meet Daenerys Targaryen, not knowing that she has flown from the fighting pits on the back of Drogon and the harpy’s city is now without a queen. Now is the time for those who dwell in the shadows to strike back against the light.

Seen in the Flames
Daggers in the Dark draws you into the last pages of George R.R. Martin’s A Dance with Dragons, where the fight for the Iron Throne has left the battlefields behind, and now emerges in deadly plots where it is nigh impossible to tell friend from foe. In the grand conclusion of the Dance of Shadows cycle, you are given new ways to form strategies and lay your traps with the continual development of the shadow keyword. For the price of two gold, you can play cards with the shadow (x) keyword facedown into shadows, keeping them safely hidden until the opportune moment to reveal them. With this keyword, you can build strategic plans with more security than ever before, with the near certainty that so long as your cards remain under the shroud of shadows, they are safe.

This Chapter Pack is designed to delve deep into darkness, with new events that can only be played from shadows and effects that can even push less nefarious cards into the gloom. Banished from the Light (Daggers in the Dark, 108) lets you move any character to shadows, even if they don’t have the new keyword. You may return one of your own cards to shadows, safeguarding it from harm. Or, you may return one of your opponent's characters to shadows, forcing them to pay a hefty price if they want to bring their character back to the light. Either way, the dark plots you're enacting require careful planning.

The brothers of the Night’s Watch are all too familiar with the need for quiet plotting with their event, Daggers in the Dark (Daggers in the Dark, 106). When you command the Night’s Watch you may use this card, paying two gold to reveal this event and kill an attacking character once you successfully defend your order. The attacking player may sacrifice two characters to cancel this effect, but blood will undoubtedly be shed and your opponent will be forced to question if one life is worth more than the cause of their House?

For the Realm
In Daggers in the Dark, you will also find a variety of cards that become stronger as the shadows stretch longer. The Lannisters’ Underhanded Methods (Daggers in the Dark, 110) increase a character's STR for each of their cards in shadows—and the fact that you can play this attachment from shadows for free, at any time, makes it easy to tip a challenge in your favor. Then, once your plans have ripened and you are ready to spring your trap, you can call upon Cersei Lannister (Daggers in the Dark, 109), whose recent experiences with the Faith Militant, the Tyrells, and even her uncle Kevan have only increased her viciousness. Changing from her original version (Core Set, 84) in the Core Set and her second variant (Lions of Casterly Rock, 1) in Lions of Casterly Rock, Cersei has gained the shadow keyword and a new ability to dismantle her enemy’s plans with her own. During the challenge phase, for each card you bring out of shadows, your opponent must discard a random card from their hand. With the Lannisters’ caches of gold in Casterly Rock, it will be a simple matter for you to store a hoard of cards and play them all at once to shred your opponent’s hand and any hope they have for success.

The lords and ladies of Westeros may spin their webs of treachery and deceit, but none compare with the Spider himself, Varys (Daggers in the Dark, 119). You may choose to marshal him normally, but the Master of Whisperers’s true strength comes from the underhanded shadowplay that has run throughout the entire Dance of Shadows cycle. While Varys has a shadow cost of eight, this is reduced by one for each other card in shadows, regardless of whether they belong to you or your opponent. Then, after Varys comes out of shadows, you may choose and kill a character with power. No matter which House you're pitted against, you can effortlessly remove one of their key characters from the board, taking any power that they had earned with them. Should you wait until your enemy is on the threshold of victory and use the Spider's ability to murder a key renown character like Daario Naharis (The Archmaester’s Key, 14) or Tywin Lannister (Core Set, 90), the blow is sure to be nothing less than devastating.

Dying of the Light
The last light of the sun is about to leave Westeros and after the War of the Five Kings, few are set to survive the long nights ahead. The realm is on the brink of total collapse and you can no longer afford the luxury of scruples. Do you have the strength to do what must be done?

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18.00 €
Game of Thrones LCG 2: FC1 -The Archmaester's Key Chapter Pack
Game of Thrones LCG 2: FC1 -The Archmaester's Key Chapter Pack

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

The great battles of the War of the Five Kings have ceased with the deaths of Robb Stark, Balon Greyjoy, Renly Baratheon, and Joffrey Baratheon. In King’s Landing, Tommen is hailed as the new king, while Stannis Baratheon and his supporters join the Night’s Watch at the Wall, protecting the realm against the threat from the north. Yet the game of thrones is far from over. Doran Martell sets his plans for vengeance in motion, the ironborn call for a kingsmoot, and Daenerys Targaryen solidifies her control over the city of Meereen. More blood will be spilled, and crows will cover the battlefield before Westeros knows peace.

The Archmaester’s Key is the first expansion of the Flight of Crows cycle, and as such, it serves to introduce the major themes that will play out throughout the cycle. As the name implies, the Flight of Crows cycle broadly follows the narrative of A Feast for Crows, drawing on key characters and events from the fourth book in A Song of Ice and Fire. The bestow keyword gathers strength in this cycle, while other new cards provide incentives for the Great Houses to work together using the Banner agendas. With iconic characters and locations like Daario Naharis, The Iron Bank, The Water Gardens, and Mag the Mighty, The Archmaester’s Key is the perfect way to begin a new cycle for A Game of Thrones: The Card Game!

All Men Must Serve
The bestow keyword, first introduced in the Blood and Gold cycle, continues to receive support in The Archmaester’s Key Chapter Pack and the Flight of Crows cycle. Each faction gained new ways to boost their economy in the third cycle, and with the advent of the fourth cycle, you’ll find even more ways to bestow your gold—such as on cards like Ashemark (The Archmaester’s Key, 11).

When you play Ashemark, you can bestow up to three gold on it, and in almost every case, you’ll want to spend the full amount. Six gold may be a lot to spend on a location, but the effect is undeniable: if there’s three gold on Ashemark, you can kneel and sacrifice Ashemark after a phase begins to return each character that costs three or less to its owner’s hand. If the effect seems familiar, there’s good reason—Ashemark has much in common with The First Snow of Winter (No Middle Ground, 79).

The First Snow of Winter, however, is limited to one plot in your plot deck—and because you must cycle through your entire plot deck before you can replay a plot, the number of times you can trigger The First Snow of Winter is inherently limited. With Ashemark in your deck, you could easily play The First Snow of Winter, then trigger Ashemark in the subsequent round, stopping your opponent from simply replaying the characters you returned to his hand. And of course, if you have ambush characters like Burned Men (Core Set, 91) or Stone Crows (All Men Are Fools, 9), it’s easy to push through your military challenges and remove more enemy characters—especially if you follow up with Marched to the Wall (Core Set, 15).

While bestow gains momentum in the Flight of Crows cycle, you’ll also find new cards that reward you for bringing factions together in a single deck using the Banner agendas. Just one example is a new Tyrell attachment, Oathkeeper (The Archmaester’s Key, 5). Oathkeeper increases the attached character’s STR, but more importantly, if you win a challenge by five or more STR, you can sacrifice Oathkeeper to search your deck for any non-Tyrell character and add it to your hand! Obviously, grabbing the perfect character for your current situation is an extremely powerful ability. While Oathkeeper may have little to offer to a normal Tyrell deck, if you’re using Banner of the Rose (Core Set, 205B) to bring Oathkeeper into another faction, it could be a powerful tool.

Finally, The Archmaester’s Key heralds the arrival of a new reset plot for the game of thrones. Like the plots that have come before it— Wildfire Assault (Core Set, 26), The First Snow of Winter, and Valar Morghulis (There Is My Claim, 80)— Valar Dohaeris (The Archmaester’s Key, 20) promises to shake up the game.

Valar Dohaeris reads, “When Revealed: Each player chooses any number of characters he or she controls with a total printed cost of 10 or lower. Place each character not chosen on the bottom of its owner’s deck (cannot be saved).” While Valar Dohaeris doesn’t offer the permanent solution of killing characters, it does punish your opponent for playing large, high-cost characters—forcing him to significantly reduce his board presence if he wants to keep those characters around. If you’re playing a deck that focuses on low-cost characters and punishes your opponent for investing in powerful characters like Tywin Lannister (Core Set, 90) or Khal Drogo (Core Set, 162), Valar Dohaeris could be the perfect reset plot for your deck.

Carrion Crows
Dark wings are spreading over the realm of Westeros—and every faction will have to evolve if it’s going to survive.

• The first Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game
• Draws from character and events in A Feast for Crows, the fourth book of A Song of Ice and Fire
• The bestow keyword continues to gather strength while other cards offer incentives for using Banner agendas
• Play with iconic characters and locations like Daario Naharis, Mag the Mighty, The Water Gardens, and The Iron Bank
• Contains sixty cards—three copies each of twenty distinct cards

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18.00 €
Game of Thrones LCG 2: FC2 -Journey to Oldtown Chapter Pack
Game of Thrones LCG 2: FC2 -Journey to Oldtown Chapter Pack

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

Little is certain in the world of A Song of Ice and Fire. Lives are ended with a stroke of steel and mighty strongholds are brought crumbling down into ruin by sieging armies. In such a dangerous and changeable landscape, it seems impossible that something as fragile as a dream could long survive. And yet, a dream—of power, or wealth, or love—may be all that keeps the players of the game of thrones moving forward. Now, you can pursue some of your own dreams with the newest Chapter Pack for A Game of Thrones: The Card Game.

Journey to Oldtown, like The Archmaester’s Key before it, focuses on amplifying the major themes of the game’s fourth cycle. While it continues to follow A Feast for Crows, this cycle brings new strength to the bestow keyword and provides incentives for the factions to forge alliances and band together. Along the way, you’ll encounter a host of iconic characters and locations entering the game, including The House of Black and White, Thoros of Myr, a new version of Arianne Martell, and a lord of House Botley, Tris Botley.

Dreams of Home
In her journeys and conquests across Essos, Daenerys Targaryen has traveled from the Dothraki Sea, to Qarth, to the great Ghiscari cities of Astapor, Yunkai, and Meereen. Still, none of these places, nor even Westeros, have come close to home for Daenerys. Only a faint memory of her past holds the promise of home—dreams of a house with a red door…

Now, Journey to Oldtown lets you give life to your own dreams of home, opening the gates to an unparalleled number of decks with a single new agenda: The House with the Red Door (Journey to Oldtown, 39).

The House with the Red Door impacts your game from before you even begin playing—you can search your deck for any non-limited unique location with a cost of three or lower and put it into play after agendas are revealed! Of course, starting the game with a key location in play is an incredible boon, but as an added bonus, the location cannot be discarded from play, keeping it safe from cards like Newly Made Lord (The King’s Peace, 51), We Do Not Sow (Core Set, 83) or Political Disaster (The Road to Winterfell, 40). Still, there’s a price that must be paid for the privilege of starting with this location in play—you cannot spend more than four gold during your setup.

Few agendas can boast the widespread versatility and variability of The House with the Red Door. A deck that starts with The Iron Throne (Core Set, 38) in play looks incredibly different from a deck that starts with Plaza of Punishment (Core Set, 173), Plaza of Pride (Watchers on the Wall, 36), Great Kraken (Core Set, 78), Bitterbridge Encampment (Across the Seven Kingdoms, 5), or White Tree (Across the Seven Kingdoms, 7).

Of course, there are limits to what locations can be selected by The House with the Red Door, but there are still options to support those decks. You can’t start with Harrenhal (For Family Honor, 50) in play, but you could start with Tower of the Hand (Wolves of the North, 30). You can’t begin the game with The Wall (Core Set, 137) in play, but you could start with Brandon's Gift (The Road to Winterfell, 26) or Castle Black (Core Set, 136). There are new locations coming out in every Chapter Pack, and every new location matching the agenda’s criteria is potentially a new type of deck using The House with the Red Door.

As you might expect, there are locations that work well with The House with the Red Door in Journey to Oldtown, and one is nothing less than the object of your journey— Oldtown (Journey to Oldtown, 24). Oldtown is known as a place of learning—home of the Citadel and the order of maesters. Fittingly, the location itself tests your knowledge: you can kneel Oldtown to name a cardtype and reveal the top card of your deck. If the revealed card matches the cardtype you name, you can immediately draw it and gain one power for your faction!

Of course, you can always guess what the top card of your deck might be, and in most standard decks, guessing “character” would be correct approximately 50% of the time. Still, there are ways to be certain, especially in House Tyrell. Caswell's Keep (There Is My Claim, 64) can be used to determine the top card of your deck, while "The Bear and the Maiden Fair" (Core Set, 197) also gives you precise knowledge of what cards are currently on top of your deck. And, although it means giving up The House with the Red Door, the recently revealed The Conclave (House of Thorns, 45) agenda also works extremely well with Oldtown. After you use The Conclave to place a new card on top of your deck, you simply trigger Oldtown to immediately draw it and gain a power!

Protect Your Stronghold
How will you harness The House with the Red Door? What locations will you pair with it? What place will you call home?

• The second Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game
• Increases support for the bestow keyword with an assortment of new characters and locations
• More incentives for factions to work together with cards that reward multi-faction decks
• Introducing a host of new characters and locations including The House of Black and White, Thoros of Myr, and Tris Botley
• Contains sixty cards (three copies each of twenty distinct cards)

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18.00 €
Game of Thrones LCG 2: FC3 -Kingsmoot Chapter Pack
Game of Thrones LCG 2: FC3 -Kingsmoot Chapter Pack

A kingsmoot has not been called in hundreds of years. But in the Iron Islands, the tide is changing with the mysterious death of Balon Greyjoy and the sudden return of Euron Crow’s Eye. The Drowned God roils in his watery halls, the ironborn return to the old way, and the first kingsmoot in centuries has been called. Fantasy Flight Games is proud to announce Kingsmoot, the third Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game.

In the tradition of the other Chapter Packs of the Flight of Crows cycle, Kingsmoot contains sixty cards (three copies each of twenty distinct cards), offering brand-new cards for the eight factions of A Game of Thrones: The Card Game. As the story of the cycle continues to follow the events of A Feast for Crows, you’ll see characters such as Ramsay Snow, Raff the Sweetling, Jhiqui, and Darkstar entering the game, alongside two new neutral Brotherhood characters. As the bestow keyword gains strength, other cards reward you for forging alliances between factions—but no matter who you fight for, you’ll find the cards you need at the Kingsmoot!

The Old Way
As distant as the Iron Islands are from Westeros, so House Greyjoy is to the other Great Houses. The ironborn worship a different god. Their culture is built on raiding and reaving, rather than politics or mercantile success. They are a hard people, with little interest in the intrigues of courts... but that does not make them uninterested in the game of thrones. In fact, House Greyjoy’s ambitions reach to the Iron Throne and beyond.

Since the Core Set, House Greyjoy has built its success on a few themes—their abundance of ways to save or resurrect characters, the power of their Warships, and effects that capitalize on unopposed challenges. Still, the Iron Islands are a bleak and barren place, and one thing the Greyjoys have not historically had is a surplus of cards. Even with cards like Great Kraken (Core Set, 78) and The Reader (The Road to Winterfell, 31), House Greyjoy has had no ability to ensure they find the exact cards they need in the middle of the game. That’s about to change with the new version of Asha Greyjoy.

Asha Greyjoy (Core Set, 67) has been a staple in Greyjoy decks since the Core Set. With stealth and the powerful ability to participate in multiple challenges, she can pressure your opponent in a way that few other cards can equal. Still, the new version offers something new: the ability to find the exact card you need for any round.

This new version of Asha Greyjoy (Kingsmoot, 51) takes her place among the game’s most powerful and expensive characters with a cost of seven gold, five STR, and all three icons. With only eight Greyjoy characters currently released bearing an intrigue icon—less than any other faction—that icon alone makes Asha Greyjoy worth considering. Like her Core Set version, she also has the stealth keyword, but in this instance, her pillage keyword is almost more interesting. That’s because Asha Greyjoy’s ability reads: “Reaction: After Asha Greyjoy discards a card using pillage, search the top X cards of your deck for a card and add it to your hand. Shuffle your deck. X is the number of cards in the losing opponent’s discard pile.”

At its least effective, this ability always lets you draw the top card of your deck. But as your opponent’s discard pile grows, so too does Asha’s power. Perhaps it looks like your opponent is about to reset the board with Valar Morghulis (There Is My Claim, 80). You could search your deck for a copy of Risen from the Sea (Core Set, 81). Or maybe you want to make your next challenge more impactful by searching for Put to the Sword (Core Set, 41) or We Do Not Sow (Core Set, 83). Perhaps you simply need more characters or more Warships to build your armada. No matter what you need, Asha Greyjoy can help you find it.

House Greyjoy can move fast, acquiring massive power quickly due to their habit of winning unopposed challenges and cards like Rise of the Kraken (Taking the Black, 12). They’re even faster if you can find the exact cards you need with Asha Greyjoy. Still, there’s always the risk that you’ll come up just short of your goal—and your opponent will control your board or kill your characters, and you won’t be able to close out the game. You need to return to the old ways. You need to hold a Kingsmoot (Kingsmoot, 52).

Kingsmoot is a two-gold event that gives you just that extra burst of power that you need to win the game. After you win dominance (already granting you one power), you simply play Kingsmoot and choose one of your unique Greyjoy characters. Then, that character gains one power for each unique Greyjoy character you control! Though it may not be worth playing for just one or two power, it’s not uncommon for a Kingsmoot to grant you three or even four power—which could be more than enough to close out the game and grant you victory. And of course, Victarion Greyjoy (Lions of Casterly Rock, 27) is a natural target, since he can use that extra power to save himself if you can’t win the game immediately.

Listen to the Waves!
The power of House Greyjoy is rising with the tides, and your longships are already prowling Ironman’s Bay.

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18.00 €
Game of Thrones LCG 2: FC4 -Favor of the Old Gods Chapter Pack
Game of Thrones LCG 2: FC4 -Favor of the Old Gods Chapter Pack

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

The world of Westeros has been defined and shaped by religion. For much of the south, the faith of the Seven is professed—but in the north, the Old Gods still hold sway. The ironborn worship the Drowned God, and the fires of R’hllor are spreading from Essos across the Narrow Sea. Whether held devoutly or used as a pretense for power, these religions have a profound effect on the game of thrones and those who play it.

In Favor of the Old Gods, you’ll find the continuation of the Flight of Crows cycle—drawing players deeper into the events of A Feast for Crows with cards that feature the bestow keyword or reward you for forging alliances between factions. This pack also features an assortment of cards with traits such as Old Gods, The Seven, or R’hllor, hearkening to the many religions that have played their roles in the tumultuous game of thrones. From a new agenda evoking the mystical powers of the greenseers to characters like Selyse Baratheon and Ser Balon Swann, this Chapter Pack has plenty to offer for every faction.

Power of the Red God
From the days of the Core Set, the adherents of R’hllor have been bound to House Baratheon. Only recently, with the release of Beric Dondarrion (The Brotherhood Without Banners, 117), has there been any option for including R’hllor cards outside of the Baratheon faction. In the game, R’hllor cards often play into two distinct strategies, aptly illustrated by the two versions of Melisandre.

Some R’hllor cards, such as Melisandre (Core Set, 47) focus on kneeling your opponent’s figures and controlling the game in that way. Other R’hllor cards, like Melisandre (Guarding the Realm, 27) can give you some insight into your opponent’s hand of cards, exposing his secret plans and discarding cards of your choice. In Favor of the Old Gods, you’ll find two new Baratheon cards that play directly into the faction’s kneeling strategy—forcing all opponents to bow to their rightful king.

There are many abilities in the Baratheon arsenal that can kneel a single character. With the new version of Selyse Baratheon (Favor of the Old Gods, 67), however, they gain a character who can flatten your opponent’s entire board. Selyse Baratheon bears a Forced Reaction: “After you marshal Selyse Baratheon, kneel your faction card. Then, kneel each non-Lady character.” So long as you’re going second, Selyse Baratheon can leave your opponent powerless, with only his Lady characters left standing. And, because Selyse Baratheon has the R’hllor trait, you may even combine her with the Core Set version of Melisandre to kneel a Lady left standing.

Of course, you’ll be kneeling many of your own characters as well, but the power that Selyse Baratheon offers is more than worth it. You may even combine her with Stannis Baratheon (Core Set, 52), to ensure that your opponent can only stand a couple of his knelt characters.

The downside of kneeling your opponent's characters is that it’s only a temporary solution in most cases. Every character stands in the standing phase near the end of the round, and your opponent can even negate your efforts sooner by using cards that stand characters. With effects like Plaza of Pride (Watchers on the Wall, 36) readily available, it’s important to have ways to make your kneel effects more permanent, such as the Core Set version of Stannis Baratheon. In Favor of the Old Gods, you’ll find another tool with Dragonstone Castle (Favor of the Old Gods, 68).

Dragonstone Castle can be knelt after any phase begins to choose a character—until the end of the phase, that character cannot stand. The ways you can apply Dragonstone Castle to your games are nearly limitless. You may use it in challenges to prevent effects like Plaza of Pride or Seal of the Hand (Core Set, 32). Or, you may use it in the standing phase, to keep your opponent’s most powerful character knelt. You may even use it on your own characters, keeping Ser Barristan Selmy (True Steel, 107) knelt if you anticipate your opponent’s Valar Morghulis (There Is My Claim, 80). With the power of Dragonstone Castle at your back, even the most stalwart opponents will be forced to recognize your rightful claim.

Light the Fires
The power of R’hllor is strong—but the Red God is not the only power stirring in Westeros. Will you uphold the claim of House Baratheon or forsake them for another faction?

• The fourth Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game
• Continue to follow the events of the fourth book in A Song of Ice and Fire, A Feast for Crows
• New bestow cards offer ways to spend your gold, while other cards reward you for forging alliances between factions
• Includes recognizable characters like Selyse Baratheon and Ser Balon Swann, along with a new agenda
• Contains sixty brand-new cards (three copies each of twenty distinct cards)

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18.00 €
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: FC6 -Someone Always Tells Chapter Pack
Game of Thrones LCG 2: FC6 -Someone Always Tells Chapter Pack

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

As A Feast for Crows draw to a close, countless conspiracies are revealed. Victarion Greyjoy has been dispatched to Essos to fetch back Daenerys Targaryen, but secretly, he plans to win her for himself. Arianne Martell plots to crown Myrcella Baratheon and lead a new rebellion in Dorne. House Lannister, House Tyrell, and the church of the Seven bicker for power in King’s Landing, and Ser Jaime Lannister turns his back on his sister’s plea for aid. Now, you have the chance to bring these conspiracies to your own intrigues in A Game of Thrones: The Card Game.

Someone Always Tells is the sixth Chapter Pack of the Flight of Crows cycle, and it brings a fitting conclusion to the major themes explored in this cycle. As with the other expansions, you’ll find new cards with the bestow keyword, an attachment and a location devoted to the faith of The Seven, and cards that reward players for forging alliances between the factions. You’ll also discover plenty of recognizable characters and locations from the saga that you can add to your decks, such as Mace Tyrell, Qyburn, and the Great Sept of Baelor.

A Conspiracy in Dorne
House Martell may prefer to wait in the shadows, but Arianne Martell’s actions have set new conspiracies in motion. Doran Martell has called his banners, and though they have not yet been ordered into battle, their very presence makes an intimidating sight.

The first Martell card you’ll find in this Chapter Pack is Host of the Boneway (Someone Always Tells, 115), one of the Armies that guards a key mountain passage into Dorne. This character has the vital intimidate keyword, helping you to kneel your opponent’s forces when you win challenges as the attacker. Of course, the power of the intimidate keyword is directly linked to the STR by which you win the challenge. At only four STR, Host of the Boneway is not very impressive at first. Fortunately, it won’t stay that way.

Just as the Martell princes are known for their patience, so your Host of the Boneway will become stronger as the game goes on. In fact, this character’s STR is increased by one for each plot in your used pile! Already, players have ways to push the number of used plots with Ricasso (All Men Are Fools, 15), and with the upcoming The Wars to Come (Sands of Dorne, 45) agenda increasing your plot deck to ten cards, Host of the Boneway could become a force to be reckoned with.

Still, House Martell is not commonly known for its power on the battlefield. Instead, they rely on unexpected tricks and twists to surprise their opponents and gain the upper hand. Now, they gain an unprecedented ability—an event that can allow them to cancel plots. This card is the namesake of the Chapter Pack: Someone Always Tells (Someone Always Tells, 116). For two gold, you can play this event to cancel the effects of your opponent’s event or a triggered plot ability!

In most circumstances, your plot deck is outside of your opponent’s reach. You choose the plots that you reveal, and their effects couldn’t be cancelled—until now. It’s easy to imagine the control that Someone Always Tells can give you. Perhaps your opponent has run out of cards and needs to play Counting Coppers (Core Set, 10) to refill their hand. Maybe they’re trying to reset the board with Valar Morghulis (There Is My Claim, 80), or Valar Dohaeris (The Archmaester’s Key, 20), or Wildfire Assault (Core Set, 26). They could even be using Trade Routes (House of Thorns, 51) to gain a massive amount of gold and fuel their economy. With Someone Always Tells, you have the power to take all of that away.

There’s just one catch—you’ll almost never have two gold in the plot phase, when you would need to play Someone Always Tells to cancel a When Revealed ability. Unless, that is, you have an informant on the inside... If you can correctly deduce what your opponent is about to play, you can lay your own plans ahead of time. And as it so happens, House Martell has a variety of ways to ensure that they have gold in the plot phase. The Long Plan (Taking the Black, 16) lets you keep your gold through the taxation phase. Calling the Banners (Core Set, 7) or Trade Routes give you gold in the plot phase, provided you win initiative and can ensure that your plot triggers first. Even oft-neglected cards like Ranger's Cache (Wolves of the North, 52) or In Doran's Name (The Road to Winterfell, 36) give you the gold you need to stop your opponent’s plot before it begins.

Predict Their Next Move
Swords are drawn in the game of thrones, but ultimately, it’s a battle of wits—of secret plans and conspiracies and desperate gambles with the highest stakes. A Game of Thrones: The Card Game is no different. It’s time to prove you have what it takes to claim the Iron Throne.

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18.00 €
Game of Thrones LCG 2: Fury of the Storm Expansion
Game of Thrones LCG 2: Fury of the Storm Expansion

The seventh deluxe expansion for A Game of Thrones: The Card Game

Ruling from their seats of power at Dragonstone, Storm’s End, and King’s Landing, House Baratheon has been exerting their power and crushing rebellions since their founding during Aegon’s Conquest. Orys Baratheon was a general in Aegon’s army, claiming the Stormlands in his name. This noble House stood by the Targaryens for three centuries, binding their Houses through loyalty and blood… until the betrayal of Rhaegar Targaryen as he kidnapped Robert Baratheon’s betrothed sparked Robert’s Rebellion.

Now, with the Seven Kingdoms united under their command, House Baratheon has begun to fracture. Robert beggars the realm with his complete disinterest in the crown, Stannis suspects that the line of succession should fall to him, and Renly believes that the desires of the realm give him the right to rule. Each brother has a seat of power and their own following of devoted subjects, but only one can hold the Iron Throne.

This deluxe expansion features three copies each of 52 new cards that invite you to explore the King and R’hllor traits, as well as new versions of key Baratheon characters like the warring brothers Robert, Stannis, and Renly Baratheon. What's more, if you pre-order your copy of Fury of the Storm through the FFG website, you will also receive an exclusive pre-order bonus collection of six extended art cards, featuring beautiful pieces that showcase art from the box that draws you into the world of A Song of Ice and Fire!

A House Divided
The Baratheons have held dominion over the Seven Kingdoms since Robert Baratheon seized the Iron Throne in open rebellion. They know more than any other House that once you take something, you must spend your whole life fighting to keep it. They may be the most powerful House in Westeros at the beginning of A Song of Ice and Fire, but they must constantly guard against the schemes of those who would undermine their rule. These threats come not only from other Houses, but also from within.

With this latest deluxe expansion, Robert Baratheon (Fury of the Storm, 1) makes his first appearance in A Game of Thrones: The Card Game since his original version (Core Set, 48) in the Core Set. While he once simply used the privilege of his rank to gain strength with each kneeling subject, he now has choices for how he wishes to exert his rule. After the standing phase begins, Robert may force the mighty or the meek to remain knelt, or instead keep all locations from standing. No matter which House stands against you, with King Robert on your side, you can render their most important characters useless—but you must be cautious. The king's edicts are final, and Robert's ability will affect you just as much as your opponent!

While Robert Baratheon shows little interest in the duties of the crown, there are others of the House with greater ambitions, even if their claim is significantly weaker. The youngest of the Baratheon brothers, Renly Baratheon (Fury of the Storm, 4), was the Master of Laws on Robert’s Small Council. Now a Baratheon King, if not necessarily loyal to his House, Renly can use his charm and pragmatism to bring new allies into play by kneeling your faction card. It's a natural fit if Renly aligns with House Tyrell—he gains access to a number of attachments that will increase his STR, and therefore the gold cost of the characters he can put into play. For example, if you bestow him with a Crown of Golden Roses (For Family Honor, 44), he can call Randyll Tarly (Core Set, 183) or Margaery Tyrell (All Men Are Fools, 3) to his side for free! Renly may not have a traditional claim to the Iron Throne, but with the will of the people and the might of the Reach, he is not a force to be trifled with.

Seen in Flames
Robert has been putting down rebellions since he took the throne and from the first, his brother Stannis has supported his campaigns. Stannis has proved his worth time and again, sitting on his brother’s Small Council, and continuing to pursue the path of justice, even as he began to suspect the true parentage of Robert and Cersei’s children. According to the laws of Westeros, if he can prove his claim, Stannis is the rightful heir to the throne. Yet despite this, few appear willing to fight for his cause. He must look to a higher power for justice.

Stannis Baratheon (Fury of the Storm, 2) renounced the faith of the Seven on the day that he and Robert watched their parents’ ship ripped apart in Shipbreaker Bay. In the years since, he has turned to R’hllor, the Red God of light and flame. His religion has made him ever more certain of his path, and his god offers him unprecedented protection by making him immune to his opponent’s events—an important protection against enemies running Sea of Blood (Kings of the Isles, 45). Beyond this incredible power, once you win a power challenge, Stannis lets you draw cards equal to the attacker’s claim. And while Stannis does have a remarkable STR of seven, you don't even need to place Stannis in harm’s way to trigger this ability. If you prefer, you may rely on the powers of Melisandre (Fury of the Storm, 3) or other characters to win your power challenges for you.

As Stannis’s battles progress in A Game of Thrones: The Card Game, Fury of the Storm provides him with new ways to explore the R’hllor trait with cards like the Red Priest (Fury of the Storm, 12) and Acolyte of the Flame (Fury of the Storm, 14), granting deeper insight into your opponent’s hand or deck, as the Red God’s followers gaze into the flame in search of visions and prophecies.

No matter which king you swear your loyalty to, you can harness the new Baratheon plot, Parley at Storm's End (Fury of the Storm, 46). By simply playing this card, you can lock down a certain type of challenge until the next round. Whether you're holding the line against a military assault, protecting the power that you've already gained, or shutting down the characters you can't kneel, this plot is a powerful tool for maintaining control.

Subjects and Enemies
But the Stags of Storm’s End are not the only ones to find new weapons and warriors in this expansion. While Fury of the Storm focuses on the Baratheons, every House in A Game of Thrones: The Card Game is represented with two new non-loyal cards. This expansion also includes a collection of neutral cards that any player can turn to their advantage. For example, the Lannisters, bound to House Baratheon by marriage, gain access to the grand Warship Lionstar (Fury of the Storm, 28), while anyone can take hold of the new Valyrian Steel blade, Lady Forlorn (Fury of the Storm, 43).

Should the Baratheons' grasp grow too tight, keeping your characters knelt, you may need to stage an act of Defiance (Fury of the Storm, 44). If Robert or one of his kinsmen have prevented one of your characters from standing, you can use this event to stand them, or even to trigger the Action ability of a character like Grey Wind (Core Set, 145) a second time. At zero cost, this card may prove to be your saving grace in a tight spot, giving you a rare second chance at victory. In Westeros, such chances are rare—don't waste yours.

Make Your Claim
Westeros is tottering on the edge of chaos—for the sake of the realm, you must maintain order. Declare your loyalty to House Baratheon and safeguard your hold on the Seven Kingdoms!

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34.70 €
Game of Thrones LCG 2: House of Thorns Expansion
Game of Thrones LCG 2: House of Thorns Expansion

The fourth deluxe expansion for A Game of Thrones: The Card Game!

At the time of Aegon’s Conquest, the Tyrells were nothing more than stewards to the Gardener Kings. Raised to lordship when the last of the Gardeners were burnt to ash on the Field of Fire, House Tyrell has grown from humble beginnings—and their ambitions stretch far higher. The lands of the Reach are famed for their bounty, the Tyrell knights are paragons of chivalry and virtue, and Highgarden is known as a place of light, beauty, and song. Yet there are hidden thorns beneath the golden rose of House Tyrell, and the intrigues of House Tyrell may be as devious as any Lannister scheme.

House Tyrell surges into the light with their deluxe expansion, House of Thorns! Within this box, you’ll find a wealth of new cards, bringing powerful new options to support and diversify House Tyrell’s most important themes, such as increasing the STR of their characters, removing characters from challenges, and winning challenges with the Knights and Ladies of Westeros. You’ll also find plenty of iconic characters sworn to House Tyrell entering the game, including Mace Tyrell, Brienne of Tarth, the Queen of Thorns, Margaery Tyrell, and the Knight of Flowers.

Though House Tyrell receives the bulk of the cards in this expansion, you’ll also find new non-loyal cards for each of the seven other factions, many featuring ways to counter the primary strategies of House Tyrell. And since Oldtown falls within the domain of House Tyrell, it’s fitting that this deluxe expansion includes a new agenda focused on the Maesters of Westeros, as voted on by players during the Battle of the Trident. With new Maester characters and a potent new agenda, the power of knowledge could soon become a force to be reckoned with. Completing the expansion, you’ll uncover new options for any deck with seven new plots (one loyal to House Tyrell and six neutral).

The Wealth of Highgarden
Though House Lannister’s position of wealth is undisputed, the gold of Casterly Rock is worthless without something to purchase. The verdant plains of the Reach, on the other hand, are the breadbasket of Westeros, and the food that flows through House Tyrell can support massive armies—or starve their enemies into submission. Whether the supporters that flock to the Tyrell banner are looking for food or glory, the courtiers and knights who swear fealty to Highgarden are an undeniable source of power.

That power finds its expression in the Lord of House Tyrell, Mace Tyrell (House of Thorns, 1). Mace Tyrell, the Warden of the South, commands massive armies of infantry and knights, and in the game, Mace Tyrell gains power as more characters gather beneath your banner. In fact, after a Tyrell character enters play under your control, you can pay one gold to have Mace Tyrell gain one power—allowing you to rush to fifteen power even faster. In most circumstances, you’ll reliably trigger Mace Tyrell in marshaling, but with ambush characters and cards like The Queen of Thorns (Core Set, 186) and Bitterbridge Encampment (Across the Seven Kingdoms, 5), your power may accelerate much faster.

You’re not limited to using other cards to give Mace Tyrell more opportunities to claim power, however. As an Action, Mace lets you kneel your faction card to remove another Tyrell character you control from the game until the beginning of the next phase! Obviously, this lets you claim more power for Mace Tyrell himself, but there are several other, subtler applications. For instance, Mace Tyrell gives you tremendous value from any Tyrell character with an “enters play” effect—potentially using a card like House Florent Knight (Wolves of the North, 37) or Alerie Tyrell (Lions of Casterly Rock, 37) over and over again throughout the game.

Temporarily removing a character from the game is also an ideal way to combat troublesome attachments such as Craven (Called to Arms, 26) or Marriage Pact (Guarding the Realm, 22). Because these attachments are terminal, they’re simply discarded when the attached character leaves play, letting you discard them for the simple price of kneeling your faction card.

And what better way to reap greater benefits than a location that rewards you when Tyrell characters enters play? The Hightower (House of Thorns, 17) costs four gold, but after a Tyrell character enters play under your control, it lets you gain one gold and draw one card. Combined with Mace Tyrell, The Hightower could singlehandedly supply you with gold and cards for the rest of the game.

The Valiant Never Taste of Death
Since the earliest days of House Tyrell, some of their greatest strengths have been intrinsically tied to their Knights and Ladies. Though chivalry is Westeros may be an ideal or a façade, it is still a useful tool for the Tyrells, and many of their most impactful characters bear these traits.

Tyrell Knights in particular are often rewarded for attacking alone, ranging from cards like The Knight of Flowers (Core Set, 185), to Mare in Heat (The King’s Peace, 44), to Lady Sansa's Rose (The Road to Winterfell, 24). Now, you’ll find another way to make those Knights more impactful with Ser Garlan Tyrell (House of Thorns, 3). Ser Garlan is perfect for inspiring all of your Knights to great feats—during a challenge in which one of your Knights is attacking alone, you can discard a card from your hand to raise the claim on your plot by one until the end of the challenge!

Obviously, raising your claim is an incredibly powerful effect—and when you maximize the impact with two-claim plots, you could deal significant damage to your opponent with just a few challenges. Still, Ser Garlan Tyrell requires you to win challenges in which a Knight is attacking alone—and who better to clear the way for your Knights than Ser Garlan’s sister, Margaery Tyrell (House of Thorns, 6).

If there’s a troublesome character that would block the path for your jousting Knights, Margaery Tyrell is the perfect character to lead that character astray. After Margaery Tyrell is declared as an attacker, you can kneel one of your opponent’s characters and force it to participate as a defender, even if it doesn’t bear the corresponding challenge icon. If you add the kneeling power of cards like Melisandre (Core Set, 47) or Even-Handed Justice (Wolves of the North, 26), Margaery Tyrell should have little trouble clearing a path for a valiant Knight to follow.

The Power of Knowledge
In the world of Westeros, as in A Game of Thrones: The Card Game, knowledge is often equated to power. Few have more knowledge of the world and its workings than the Maesters, and in the House of Thorns expansion, the Maester-centric agenda voted on by the community during the Battle of the Trident events becomes reality.

One of the first lessons any player learns in A Game of Thrones: The Card Game is that you and your opponent each draw two cards near the beginning of every round. If you’re unable to gain a reliable source of additional cards, or if it’s late in the game and your hand has been depleted, drawing the right two cards has the power to make or break your chances for victory. With The Conclave (House of Thorns, 45), you gain a new level of control over what you draw.

First, this agenda is inherently tied to the Maesters of Westeros—you can include non-loyal Maester characters from any faction in your deck, and you must include at least twelve Maesters. Already, this allows you to bring efficient characters like Maester Caleotte (Core Set, 107), Maester Aemon (Core Set, 125), and Maester Cressen (Core Set, 46) together in a single deck, but there’s a far greater benefit to The Conclave than the options it opens up for deckbuilding.

After you’ve drawn your starting hand, but before you place setup cards, you must place the top seven cards of your deck facedown underneath The Conclave. Then, in the game, these cards will form a pseudo-sideboard—after you win a challenge with a Maester character, you can choose one card under The Conclave and switch it with the top card of your deck!

It’s easy to see the massive implications of gaining the support of The Conclave. Perhaps you’ve been short on economy locations throughout the game—chances are good that there’s one under The Conclave that you can bring in at will. Maybe there’s a specific event, such as Tears of Lys (Core Set, 44) or Vengeance for Elia (Calm Over Westeros, 96), that you wouldn’t necessarily want taking up room in your hand all the time… but it’s right there under The Conclave if you need it. And, of course, if you have a way to draw when you win a challenge, such as Lannisport (Core Set, 98) or The Mander (Core Set, 193), it’s easy to place a card on top of your deck and immediately draw it! No matter which faction you play, it’s worth considering the adaptability that The Conclave can bring to your games.

Growing Strong
The ambition of House Tyrell is yours to channel with the House of Thorns expansion for A Game of Thrones: The Card Game.

• A deluxe expansion for House Tyrell in A Game of Thrones: The Card Game
• Expands on House Tyrell’s existing themes and introduces new archetypes
• Includes two non-loyal cards for every other faction to expand potential deck options across the board
• A host of neutral cards and plots fill out the expansion and supplement the Maesters
• Contains 156 cards (three copies each of 52 distinct cards)

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39.00 €
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: KL1 -At the Gates Chapter Pack
Game of Thrones LCG 2: KL1 -At the Gates Chapter Pack

At the Gates, the first Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game

Over the course of A Game of Thrones: The Card Game, you have followed your most beloved and most reviled characters from the first pages of A Game of Thrones to the closing chapters of A Dance with Dragons. You have led the hosts of Westeros through the War of the Five Kings and witnessed the fallout of their struggle for the Iron Throne. Characters you may have once thought safe have perished before your eyes and the meek have grown mighty. The only constant in the world of Westeros is change.

But the realm lives on, and now, the A Game of Thrones: The Card Game takes a new direction with the themes of this cycle. Rather than following the events of A Song of Ice and Fire by moving through the books of the saga, this new cycle draws the spotlight to the vibrant capital of Westeros—King's Landing itself. You'll find all kinds of cards throughout the cycle with a tie to King's Landing and the battle for the throne, as well as the continued development of the shadows keyword established in the fifth cycle! With a host of new shadows cards and support for your shadows decks, the game's sixth cycle promises to bring an exciting new direction to your battles and intrigues across the Seven Kingdoms.

The City Watch
At the Gates marks the beginning of the sixth cycle for A Game of Thrones: The Card Game. The King’s Landing cycle is firmly centered on the capital of Westeros, focusing on the people, places, and events tied to this location across the entirety of A Song of Ice and Fire, as well as continuing to develop the shadows keyword and the cards that hide in the darkness. The shadows have grown over the years, and the city of King’s Landing has changed since the Starks first traveled south at the command of King Robert, and now you have the chance to explore its twisting alleys like never before.

Your journey begins at the great wall that surrounds the city and the scattered gates that connect the capital to the outside world. The number seven is sacred to the Faith, and as such Aegon I Targaryen had seven gates built as the entrances to his grand metropolis. Now, in the At the Gates Chapter Pack, the great Houses of Westeros gain access to these locations. Each gate is a low-cost location that provide you with income from their tolls. If card draw is more important to you than gold, however, you have the chance to sacrifice these locations in exchange for cards. For example, when House Stark is in control of the Old Gate (At the Gates, 2), they may sacrifice the Old Gate to draw two cards if each of their characters are loyal Northmen, while the Gate of the Gods (At the Gates, 4) requires House Tyrell to control the strongest character in play, and the King's Gate (At the Gates, 8) can only be used if House Baratheon has five or more power on their faction card.

Bringing these locations into play early is made all the easier with the new plot card, At the Gates (At the Gates, 20). This plot lets you search your deck for a limited location with a cost of one or lower and add it to your hand. If this is your first time using a City plot in the game, you can even put the location into play, allowing you to immediately begin taking advantage of the location. Whether you're searching for one of the new gates or a location like The Kingsroad (Core Set, 39), At the Gates can ensure you get your economy when you need it.

Climbing the Ladder
Throughout A Song of Ice and Fire, King’s Landing has been likened to a pit of snakes or a city of spiders—all with good cause. The King’s Landing cycle continues the use of the shadow keyword, which was first introduced to the game's second edition during the Dance of Shadows cycle. By paying two gold, you can marshal a card with the shadow (x) keyword facedown into the separate shadow area, keeping your precious schemes protected until you're ready to strike.

If ever there was a character destined for the shadows, it would be the Master of Coin, Littlefinger (At the Gates, 17). Lord Baelish knows that you must play the game of thrones everywhere, at all times, and he is always ready to alter strategies and alliances the moment it suits him. If you can convince Littlefinger to support your claim, he can help you find alternate strategies with his Reaction. After one of your characters comes out of shadows, whether it's Littlefinger himself or another scheming ally, you can move up to three cards from your hand on the bottom of your deck, then draw an equal number of cards, helping you easily cycle through your deck and find the best cards for your current plans.

But perhaps the character who has undergone one of the greatest changes, at least physically, is the dragon Viserion (At the Gates, 13). Growing from his fledgling form (Core Set, 166), the beast’s strength has doubled, and he now bear the ambush (5) keyword, which lets you bring him into play in the midst of the challenges phase. With well laid plans and a touch of luck, you can surprise your opponent with Viserion’s new ability, gaining intimidate after you win a challenge for the miniscule price of a discarded card. After all, the mere sight of a full-grown dragon could be enough to make even a king cower and kneel.

A Pit of Snakes
As a new cycle begins, you are invited to return to King’s Landing and find serenity in its shadows. But be wary—many have met their end in the ruthless capital of Westeros. Still, if you can turn the chaos to your advantage, glory and power await!

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18.00 €
Game of Thrones LCG 2: KL2 -City of Secrets Chapter Pack
Game of Thrones LCG 2: KL2 -City of Secrets Chapter Pack

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

Throughout your conquests in A Game of Thrones: The Card Game, you have journeyed to the farthest reaches of Westeros, following those vying for the Iron Throne through George R.R. Martin’s A Song of Ice and Fire series. But in the sixth cycle of the A Game of Thrones: The Card Game, the game steps beyond the page and into the world.

In the King’s Landing cycle, you are no longer tied to a set time, but to a place—the capital of King's Landing. You have approached the grand city and stood before the walls that surround the pit of snakes. Now, you are invited to move past the gates and begin your exploration of the treacherous and majestic city within.

City of Shadows
As A Game of Thrones: The Card Game continues to progress in the King’s Landing cycle, you have the chance to lay new schemes with the continued exploration of the shadows keyword. In every corner of the city, the twisting streets and hidden alleys conceal dangers. Your cards in shadows act as almost a second hand, one protected from intrigue claim and reserve restrictions. There's no telling what traps you have hidden away until you are ready to spring them.

But you are not the only one with their eye set on the capital of the Seven Kingdoms. Threats gather in every corner of the realm, with a new set of events that lurk in the shadows. The Shadow of the South (City of Secrets, 36) lets House Martell steal a challenge icon from a character, while across the Narrow Sea, the Shadow of the East (City of Secrets, 34) gives House Targaryen the chance to destroy one of their opponent’s attachments. Even the Night’s Watch have grown impatient with the meaningless squabbles between Houses and Shadow of the Wall (City of Secrets, 26) lets you stand a character with one or fewer challenge icons.

Each of these events bear a "—" in place of their gold cost, meaning that they can only be played from shadows. But each also has a condition under which you can return the event to your hand, giving you another chance to use its ability in the future. If there is a Scheme plot, like The Long Plan (Taking the Black, 16) revealed, Shadow of the South is returned to your hand, while a Targaryen player may wish to fill their plot deck with Summer cards, and the Night’s Watch waits for Winter plots to divide the weak from the worthy.

No Surprises
Beyond these events that lend each House a tailored advantage, City of Secrets also offers cards that interact with the shadows in new and powerful ways. City of Secrets introduces some characters (found throughout the King's Landing cycle) that can work around their shadow cost, allowing you to spring deadly traps even if you are low on funds. For example, the Red Keep Gaoler (City of Secrets, 27) has a shadow cost of four—but if you'd rather not pay, you can move two power from your faction card to a Baratheon character in order to put the goaler into play. Meanwhile, Cersei and the Lannisters can recall a non-Lannister Ally worth four or more gold to put The Regent's Guard (City of Secrets, 29) into play from shadows.

But even those who don't wish to rely on the underhanded intrigues of King’s Landing find powerful new tools and allies in the City of Secrets. House Stark can ensure that there are No Surprises (City of Secrets, 22) for a round before sending out warriors like the hasty Smalljon Umber (City of Secrets, 21). But perhaps the best way to defeat your secretive enemies is by joining them, engaging in Shadow Politics (City of Shadows, 38). While the card itself can only be played from shadows, one of its greatest uses is to discard a card from the largely protected shadows. But even if your enemy proves a straightforward opponent, this card can still be a worthy addition as you purge five cards from an opponent’s discard pile, or look at your enemy’s hand, reading their plans and forming a counterstrike.

Lies and Treachery
King’s Landing is not a place for the weak of spirit. Do you have what it takes to stand amongst the plotting courtiers of the capital, or will you meet your end in the capital as so many have before you? Assemble your allies, plan your schemes, and prepare to navigate the City of Secrets!

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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 €
Game of Thrones LCG 2: Lions of Casterly Rock Expansion
Game of Thrones LCG 2: Lions of Casterly Rock Expansion

A deluxe expansion for A Game of Thrones: The Card Game!

Tywin Lannister: Warden of the West and lord of his House. Ser Jaime Lannister: the Kingslayer and Lord Commander of the Kingsguard. Cersei Lannister: Robert Baratheon’s queen, Crown Regent for Joffrey Baratheon, and one of the most beautiful women in the realm. Tyrion Lannister: Hand of the King and defender of King’s Landing. Across Westeros, the very names of the Lannisters command instant recognition and respect. Tales of their wealth are legendary—matched only by stories of their cunning and ruthlessness. From the Sunset Sea to the Iron Throne, the lions of Lannister hold Westeros in a golden fist.

Lions of Casterly Rock, the second deluxe expansion for A Game of Thrones: The Card Game, invites you to take your place among the storied names of House Lannister. Within this expansion, the Lannisters explore new themes, launching an ambush with their Clansman allies, redoubling their focus on the intrigue challenge, and sending out marauders to pillage the lands of Westeros. You’ll also find new versions of the most iconic Lannister characters, including Tywin Lannister, Cersei Lannister, Ser Jaime Lannister, and Tyrion Lannister.

Of course, while House Lannister holds the spotlight here, you’ll also gain two new non-loyal cards for each other faction with new characters entering the game for the first time, including Edric Storm, Victarion Greyjoy, Trystane Martell, and Jeyne Westerling. Finally, you’ll have the chance to reshape your plot decks with seven new plots (six neutral and one loyal to House Lannister).

My Mind Is My Weapon
Even before they were tied by marriage to the ruling family, the lords and ladies of House Lannister shaped the fate of Westeros. They know that wars are not won on the field of battle—the true conflict happens in secret meetings and whispered conversations, with a letter that forces armies to be delayed or a sharply honed assassin’s dagger. These background intrigues can hold power over even the mightiest knights, and no one can manipulate the game of thrones like the Lannisters.

In Lions of Casterly Rock, the Lannisters gain new ways to increase their power by simply making intrigue challenges. Your exact conspiracies may vary, but any deck focusing on intrigue challenges will want to take advantage of the new version of Cersei Lannister (Lions of Casterly Rock, 1). Here, Cersei takes her place among the most expensive characters in the game, but she brings more than enough power to back up her cost.

First, Cersei doesn’t kneel to attack in intrigue challenges, giving you much greater freedom with how you choose to attack and defend. More importantly, however, after one or more cards are discarded from an opponent’s hand, Cersei Lannister gains a power, provided you don’t support that player! Obviously, Cersei can gain power incredibly quickly with the help of cards like Casterly Rock (Core Set, 97) and Wardens of the West (The Road to Winterfell, 30), but she also shines when you feed her information from the Master of Whispers in a melee game.

Stripping your opponent’s cards with intrigue challenges often brings significant benefits—you remove your opponent’s options, simultaneously constricting the number of characters he can play and removing the chance that he’ll surprise you with unwanted tricks. With the addition of Lions of Casterly Rock, however, House Lannister begins to see cards that become even more powerful when your opponent has no cards in hand.

For instance, you may protect your flow of gold with the towering stronghold of Golden Tooth (Lions of Casterly Rock, 17). Simply by taking an Action, you can kneel Golden Tooth to gain a gold—something that’s useful, but not that much better than a copy of The Roseroad (Core Set, 40). If your opponent has no cards in hand, however, you can kneel Golden Tooth to gain three gold! It’s also worth noting that the ability to gain gold before you marshal can be extremely useful—especially if your opponent is the first player and you want to play Treachery (Core Set, 102) on his copy of The Kingsroad (Core Set, 39).

Hear Me Roar!
Though House Lannister excels at controlling the courtly intrigues of King’s Landing, they are no strangers to the battlefield. As Wardens of the West, the Lannisters command a quarter of the realm’s armies, but even though warriors like Ser Gregor Clegane and Ser Jaime Lannister rank among the greatest in Westeros, there are times to call upon more unorthodox warriors, like Tyrion Lannister’s Clansmen.

Throughout Lions of Casterly Rock, you’ll find new Clansman characters and cards that enhance the power of the clans, but ultimately, any Clansman deck revolves around a single character: the new version of Tyrion Lannister (Lions of Casterly Rock, 2). This rendition of Tyrion differs from Tyrion Lannister (Core Set, 89) in several ways—the new version costs more gold, but Tyrion has gained a military icon and increased STR. Still, the most notable difference is Tyrion’s new ability, which reads, “Reaction: After you win a challenge, return an attacking Clansman character to your hand to (choose one): draw 2 cards, gain 3 gold, or raise the claim value on your revealed plot card by 1 until the end of the challenge. (Limit twice per phase.)”

The sheer number of options offered by Tyrion Lannister instantly sets him apart from any other character in the game. Whether you’re short on cards and need to refill your hand, need more gold to play events, or simply want to make your challenge hit harder, Tyrion lets you accomplish this—all you need to do is bounce an attacking Clansman back to your hand. Temporarily losing one of your characters may seem like an unwelcome cost, but many Clansman characters, such as the Moon Brothers (Lions of Casterly Rock, 11) let you bring them back into play during challenges, making any drawback completely temporary.

Catch the Lion in His Den
As we mentioned above, House Lannister commands the spotlight in Lions of Casterly Rock, but they’re far from the only ones to receive new cards. Each of the other seven factions receives two non-loyal cards, and several of these cards might help you combat the latest Lannister schemes.

For instance, House Stark receives the Last Hearth Scouts (Lions of Casterly Rock, 34), an efficient character with a Forced Reaction that kneels a character whenever it enters play during challenges. Since the Lannisters, and especially the Clansmen, are fond of ambushes, the Last Hearth Scouts could quickly put a stop to their raids.

On the other hand, you may marshal the new House Targaryen version of Ser Barristan Selmy (Lions of Casterly Rock, 35). After the crowning of Joffrey Baratheon, Ser Barristan Selmy was cast out of the Kingsguard, leading him to travel across the Narrow Sea to swear fealty to the last living Targaryens. You can see Ser Barristan’s utter distaste for Lannister intrigues in his ability—after you win a challenge with Ser Barristan Selmy, you can stand him if you have fewer cards in hand than the losing opponent! If your opponent wants to destroy your hand and claim victory, he’ll have to deal with Ser Barristan Selmy.

I Never Bet Against My Family
The greatest knights. The most beautiful ladies. The most ruthless commanders. Coffers overflowing with millions of gold dragons. When you join your fortunes to House Lannister, you become the real power behind the throne. Your enemies have one choice: bow before the lion’s might or face his claws.

• The second deluxe expansion for A Game of Thrones: The Card Game
• House Lannister explores new themes, including Clansmen and a redoubled focus on the intrigue challenge
• Every other faction receives two non-loyal cards to support their battle against the Lannisters
• New and existing characters enter the game, including Tywin Lannister, Tyrion Lannister, Cersei Lannister, Victarion Greyjoy, and Ser Barristan Selmy
• Plenty of new plots and neutral cards expand the options for every deck

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39.00 €
Game of Thrones LCG 2: Things We Do for Love Premium Pack
Game of Thrones LCG 2: Things We Do for Love Premium Pack

A Game of Thrones: The Card Game has taken you from the opening pages of A Game of Thrones to the closing chapters of A Dance with Dragons, fighting alongside the greatest warriors of Westeros on the battlefield and plotting courtly intrigues with the finest schemers of the realm. You have stepped beyond the pages to explore the world of A Song of Ice and Fire free from the bounds of time. Through six cycles, you have seen the game evolve, inviting you to find new ways to fight your battles and challenge you to change alongside the world of Westeros.

Now, a new era has arrived for A Game of Thrones: The Card Game—the release model for this game is changing from cycles of monthly Chapter Packs to larger Premium Packs, released at more sporadic intervals. These Premium Packs are a new size of expansion for A Game of Thrones: The Card Game, matching the size of Clan Packs in Legend of the Five Rings: The Card Game.

A Change of Seasons
The Things We Do for Love is an expansion for A Game of Thrones: The Card Game containing 88 cards, drawing on the game’s rich history as both a collectible card game and a Living Card Game, and bringing powerful and iconic cards from earlier eras of the game’s life to the second edition of A Game of Thrones: The Card Game. Whether it be the return of the Master of Coin, Littlefinger (The Things We Do for Love, 17), or the haunted Harrenhal (The Things We Do for Love, 21), players will find plenty to be excited about.

Each of these carefully selected cards have been updated to fit within the current meta while still holding true to the original spirit of the card. For some, this simply means updating traits or cleaning up text while others, like Catelyn Stark (The Things We Do for Love, 11) have new costs or STR values to better align with how the card would fit in the current state of A Game of Thrones: The Card Game.

In either case, the card’s original art is maintained to celebrate the game’s past as we look forward to its future. The Things We Do for Love also includes a comprehensive insert with a letter to fans from lead designer Nate French, as well as a look at the game’s rich history and an explanation of each included card’s place within that history—offering you a peek behind the curtain at the decision-making process and a chance to see how the game has touched the life of one of its creators.

Wheels Within Wheels
Beyond giving new life to beloved cards, The Things We Do for Love also introduces a new keyword to the second edition of A Game of Thrones: The Card Game in the form of prized. When a character, location, or attachment with the prized (X) keyword leaves play, each opponent of that card’s controller gains X power for his or her faction. But this is no easy task. The Targaryens have always built their armies around a few key characters they must protect, and the return of Mad King Aerys (The Things We Do for Love, 13) offers their House a character who cannot be killed unless your opponent controls a Lord or Lady character, or the Kingslayer Ser Jaime Lannister (Core Set, 87). Furthermore, the king may himself choose to kill one of those few who may stand against him by simply kneeling during the dominance phase. If a traitor can murder their rightful ruler, they will gain one power for their side, but the rage this will awaken within House Targaryen is not to be underestimated—their words are Fire and Blood, and they will ensure that any who stand against them will be reduced to ash.

As a final way to shake up the game, The Things We Do for Love also brings four agendas to customize your games. For example, you may choose to run Dark Wings, Dark Words (The Things We Do for Love, 28), the card originally designed by 2011 Melee World Champion Corey Faherty to focus your deck around devastating events. Or perhaps you wish to increase your deck size even further and run the classic agenda The Long Voyage (The Things We Do for Love, 30). Regardless of which faction you favor, this increased deck size lets you collect the largest assortment of warriors, servitors, lords, and ladies in all of Westeros, loading your deck with powerful characters and events along with the resources to pay for them. Add in some redundancy and a few key plots like Summons (Core Set, 22), At the Gates (At the Gates, 20), or Wheels within Wheels (Oberyn’s Revenge, 100) that allow you to easily search your deck, and you will be nigh unstoppable in the battle for the Iron Throne!

The Final Feast
The Things We Do for Love Premium Pack​ marks the beginning of a new release model for A Game of Thrones: The Card Game and it also designates the end of Organized Play support for the game.

In addition to Season 3 kits, which will be making their way into stores soon, the final Prime Championship season will kick off in November and will carry on into early next year. Beyond that, the last planned event with official support for the game will be the culmination of all Organized Play events, the World Championship, taking place at the Fantasy Flight Games Center from February 7–9. As a World Championship that's solely dedicated to A Game of Thrones: The Card Game, this is sure to be a memorable experience: one final celebration and one final World Champion.

While these are the last events we have planned for the game, it's entirely possible that it could receive more support in the future, such as at select fan events. If that happens, we will be sure to announce it.

With deluxe expansions, dozens of Chapter Packs, and countless tournaments, the world of Westeros has been brought to life by A Game of Thrones: The Card Game, but this game would not be what it is today without the incredible community behind it. Through your passion and creativity, you have turned a great game into something truly special, that players around the world have enjoyed for years and will continue to enjoy. Thank you so much! We can't wait to celebrate this game and its community in February.

The Realm Lives On
Just as the world of Westeros continues to shift with each rotation of the sun, A Game of Thrones: The Card Game will continue to evolve and change. We hope that you will continue to find new cards to delight and intrigue you as the game moves into a new phase of its life. You have made this game what it is, and we wish you well in all your battles to come!

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22.80 €
Game of Thrones LCG 2: Watchers on the Wall Expansion
Game of Thrones LCG 2: Watchers on the Wall Expansion

The third deluxe expansion for A Game of Thrones: The Card Game!

At the northern edge of the Seven Kingdoms, there is the Wall. Built from massive blocks of ice and guarded by ancient, forgotten spells, it towers over 700 feet tall, forbidding entry to all who dwell beyond. A wall is only as strong as its defenders, though, and here, those defenders are the Night’s Watch. In the Night’s Watch, all men are brothers. Knights, lords, and the cousins of kings rub shoulders with slavers, murderers, and the scum of Westeros. Their task is grim and cold and thankless—no songs will ever be sung for them. Yet their vigilance is all that protects the southern lands from wildlings and the Others.

Travel north and join the Night’s Watch with Watchers on the Wall! Within this expansion, the Night’s Watch explores new and existing themes, as you find new ways to defend the Wall, new ways to conscript your opponent’s characters, and plenty of rewards for focusing on the three branches of the Night’s Watch: Rangers, Stewards, and Builders. Along with the nameless men who swell the ranks of the Night’s Watch, you’ll find new versions of iconic characters from throughout the saga, including Jon Snow, Old Bear Mormont, Maester Aemon, and Samwell Tarly.

And although the focus of this expansion rests on the Night’s Watch, you’ll find two new non-loyal cards for every other faction, expanding your options for any alliance. You’ll also receive an assortment of neutral cards portraying the Night’s Watch’s most common enemies, the Wildlings. With seven new plots (one loyal to the Night’s Watch) rounding out the expansion, Watchers on the Wall offers new pathways to victory for every deck.

Guarding the Realm
The men of the Night’s Watch have only one sworn duty: to defend the Wall and protect the Seven Kingdoms. Even when the Night’s Watch is drawn into the intrigues and power struggles that define the game of thrones, they play the game much differently than the Great Houses of Westeros. In fact, most of their power comes not from winning challenges, but from defending The Wall (Core Set, 137). The Wall gives you a significant source of power, but defending it against a concerted enemy assault can be difficult. Fortunately, Watchers on the Wall gives you the tools to strengthen your defenses, beginning with a new version of Jon Snow (Watcher on the Walls, 1).

In contrast to the Core Set version of Jon Snow (Core Set, 124), which was purely offensive, the newest Jon Snow is equally useful on attack or defense. For seven gold, you receive military and intrigue icons and six STR, making him powerful enough to oppose someone like Balon Greyjoy (Core Set, 68) in a military challenge. More importantly, though, Jon Snow’s ability reads, “Reaction: After you win a challenge in which Jon Snow is participating, either: stand each attacking Wildling character, or stand each defending Night’s Watch character. (Limit once per phase.)”

When you’re fighting to defend The Wall, any card that stands your defenders is worth its weight in gold. It even allows you to overcommit on defense to trigger The Shadow Tower (Wolves of the North, 34) or Thoren Smallwood (For Family Honor, 45), and then stand all of your defenders with Jon Snow, readying you to block another assault. Jon Snow even has stealth, ensuring that your opponent can’t simply slip past him to scale the Wall!

The Night’s Watch gains another exceptional tool for defense with their new plot, The Fire That Burns (Watchers on the Wall, 46). This loyal plot features above-average initiative and reserve with an ability that’s truly stunning for any deck that defends The Wall. While you have The Fire That Burns revealed, your Night’s Watch characters don’t kneel to defend challenges! Obviously, this makes defending The Wall much easier, but there’s still a drawback—this plot has zero claim, making your own challenges mostly insignificant. Still, it’s often worth giving up your attacks to protect the rest of Westeros.

We Take What Is Offered
At the Wall, many resources are scarce. There is no glory to be won, nor lands to be given as prizes for valor. The Night’s Watch cannot afford to be proud; they take what is offered, even if those offerings are nothing more than the dregs and the leavings of the Great Houses.

In A Game of Thrones: The Card Game, the Night’s Watch has a tradition of pulling characters from their opponent’s discard pile with cards like Yoren (Core Set, 129) or Night Gathers… (For Family Honor, 46). In Watchers on the Wall, the Night’s Watch gains more options for conscripting characters, such as a new version of Old Bear Mormont (Watchers on the Wall, 3).

When it comes to finding new recruits for the Night’s Watch, few characters are better than Old Bear Mormont—simply by winning a challenge with the Old Bear, you’ll be able to choose any non-unique character in the losing opponent’s discard pile and put it into play under your control! The non-unique restriction means that you won’t be stealing the Lords and Ladies of another faction, but you can still gain powerful characters like City Watch (True Steel, 108) or Starfall Cavalry (Called to Arms, 35).

Though Old Bear Mormont can only summon non-unique characters to fight for the Night’s Watch, there’s no such restriction on Now My Watch Begins (Watchers on the Wall, 23). You can play this event whenever a character that costs five gold or less enters your opponent’s discard pile. Instead of being discarded, you bring that character into play under your control! It’s easy to imagine the power of units like Nymeria Sand (The Road to Winterfell, 35) or Tyrion Lannister (Core Set, 89) in the Night’s Watch. Ultimately, Now My Watch Begins is the perfect way to swell your ranks with more recruits.

The Fury of the Wild
Watchers on the Wall is primarily focused on the Night’s Watch, but alongside new cards for the seven other factions, you’ll also find a horde of neutral cards that invite you to play as the fearsome enemies of the Night’s Watch—the Wildlings.

You may begin your assault on the Wall by placing your forces under the command of Rattleshirt (Watcher on the Walls, 39). The Lord of Bones is well accustomed to raiding the Night’s Watch, and in A Game of Thrones: The Card Game, he turns their greatest strengths against them. Many Night’s Watch characters bear the “No attachments” or “No attachments except Weapons” keywords, which is normally an advantage—but while Rattleshirt is attacking alone, characters without attachments can’t be declared as defenders! Even if your opponent has the full strength of the Watch behind him, he may be unable to stop Rattleshirt from making unopposed challenges without the proper preparation. And if you add Rattleshirt's Raiders (Core Set, 30) into the picture, you may even clear out attachments before you attack with Rattleshirt.

Then, once you’ve broken through the Wall, you need to ensure you can hit the Night’s Watch where it hurts—their locations. For instance, after you win a challenge with an attacking Wildling character, you may play Scaling the Wall (Watchers on the Wall, 44) to choose a non-limited location and return it to its owner’s hand. Most importantly, you don’t need to be unopposed to play Scaling the Wall—you just have to win. Even winning a single challenge with a Wildling would be enough to send The Wall or Castle Black (Core Set, 136) back to your opponent’s hand.

Speak Your Vows
The men of the Night’s Watch take no wives, hold no lands, and father no children. They wear no crowns and win no glory. They live and die at their post. Night is gathering, and your watch will soon begin.

• The third deluxe expansion for A Game of Thrones: The Card Game
• Highlights the Night’s Watch faction by offering them new characters, locations, attachments, and events
• Join new versions of iconic characters like Jon Snow, Old Bear Mormont, Maester Aemon, and Samwell Tarly
• Wilding cards invite you to assault the Night’s Watch and bring down the Wall
• Seven new plots expand the utility of your plot decks

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36.00 €

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