Tuotehaku

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

Haun tulokset 25 - 48 / 308



Game of Thrones LCG 2: BG6 -The Brotherhood Without Banners Chapter Pack
Game of Thrones LCG 2: BG6 -The Brotherhood Without Banners Chapter Pack

The sixth Chapter Pack in the Blood and Gold cycle for A Game of Thrones: The Card Game!

The tumult of the War of the Five Kings shook the foundations of Westeros, fracturing the peace that had endured since Greyjoy’s Rebellion. In this new war, the Great Houses were forced to choose sides, some supporting Renly or Stannis Baratheon, others lending aid to Robb Stark, Joffrey Baratheon, or Balon Greyjoy. Yet there are also those who fight for no king, but for the people. To some, they are no more than outlaws, but for others, these men and women are champions and heroes—true knights.

Take up arms with outlaws in The Brotherhood Without Banners, the sixth Chapter Pack of the Blood and Gold cycle! As the cycle draws to a climactic conclusion, you’ll have the chance to see the themes of the cycle more fully realized, with new economy cards and new support for the bestow keyword across all eight factions. Whether you’re serving the Night’s Watch with Donal Noye or leading the brotherhood with Beric Dondarrion, this expansion has plenty to offer, including a brand-new agenda inviting you to join the brotherhood without banners.

The Forgotten Fellowship
Choosing an agenda for your deck is one of the most crucial decisions you’ll make while deckbuilding for A Game of Thrones: The Card Game, and there are obvious reasons why that’s true. Your agenda decides the focus of your entire deck, whether you’re choking your opponent’s economy and reserve with Kings of Winter (Called to Arms, 38), revealing unexpected Schemes with "The Rains of Castamere" (Lions of Casterly Rock, 45), or pursuing some other route to victory.

In The Brotherhood Without Banners expansion, a new agenda enters the game, and it immediately opens the door to a wealth of new decks. Yet from its first line, The Brotherhood Without Banners (The Brotherhood Without Banners, 119) agenda immediately sets itself apart from every other deck that you may choose to create.

If there’s been one constant across all agendas released so far, it’s that you can rely on the aid of your main faction’s most iconic characters. House Lannister can always call upon Tywin Lannister (Core Set, 90), for instance, while House Baratheon has the sole privilege of fighting alongside Robert Baratheon (Core Set, 48). All of your old alliances change, however, when you join the brotherhood without banners—this agenda prevents you from including loyal characters in your deck.

Obviously, you’d expect to gain something significant in exchange for giving up some of your most powerful cards, and The Brotherhood Without Banners delivers by dramatically increasing the effectiveness of neutral characters. The agenda reads, “Reaction: After the challenges phase begins, kneel your faction card to choose a neutral character you control. Until the end of the phase, that character gains (choose one): insight, intimidate, renown, or stealth.”

Ultimately, what you gain from The Brotherhood Without Banners is a supreme versatility as you approach the challenges phase. If you’re short on cards, you can grant insight to draw more cards. If you need power to close in on the win, you can gain renown. Or, if you need help to push challenges past your opponent’s characters, you can grant one of your own characters intimidate or stealth. No matter what the current state of your game, The Brotherhood Without Banners can offer a powerful benefit.

The one thing that you need for The Brotherhood Without Banners to have its full effect is a healthy supply of neutral characters. After all, if you’re caught without any neutral characters in play, your agenda offers you nothing. Characters like Jaqen H'ghar (There Is My Claim, 77) are natural fits, though one of the best ways to use The Brotherhood Without Banners, at least initially, is with the Wildlings. It’s easy to see the benefits of giving intimidate, stealth, insight, or renown to powerful characters like Rattleshirt (Watchers on the Wall, 39) or Crow Killers (Watchers on the Wall, 41).

Still, there are few characters better suited to this agenda than the leader of the brotherhood— Beric Dondarrion (The Brotherhood Without Banners, 117). Designed by 2014 European Melee Champion Jakob Hultman, Beric Dondarrion is a formidable leader for your characters—not least because of his near-immunity to death. When Beric Dondarrion first enters play, you’ll place six kiss tokens on him. Then, whenever Beric would be killed, you can discard a kiss token to save him! Removing these kiss tokens reduces Beric’s STR, but if you’re surviving Valar Morghulis (There Is My Claim, 80) or absorbing military claim without sacrificing your board, the kiss of life is a small price to pay. Just like in A Song of Ice and Fire, Beric will keep on fighting for your cause long past when lesser men would have given up and died.

It’s also important to note that Beric Dondarrion bears the R’hllor trait. Beric’s devotion to the Lord of Light means that he works perfectly with Melisandre (Core Set, 47) to keep your enemies knelt. As more brotherhood characters swearing allegiance to R’hllor enter the game, you may find one of the best homes for The Brotherhood Without Banners in allegiance to House Baratheon.

A Flaming Sword
A new agenda is coming to A Game of Thrones: The Card Game, and with it, new options for every faction. Will you take up the fiery sword of R’hllor with Beric Dondarrion and the brotherhood?

• The sixth Chapter Pack of the Blood and Gold cycle for A Game of Thrones: The Card Game
• The new bestow keyword adds new options and strategic depth
• Added economy and new ways to spend money make your gold more important than ever
• Command iconic characters, such as Donal Noye and Beric Dondarrion
• Contains sixty new cards (three copies each of twenty distinct cards)

      heti saatavilla
18.00 €
Game of Thrones LCG 2: DS1 -The Shadow City Chapter Pack
Game of Thrones LCG 2: DS1 -The Shadow City Chapter Pack

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

Darkness falls across the world of A Song of Ice and Fire. While Daenerys Targaryen struggles to rule Meereen, conspirators plot her downfall. Jon Snow serves the Night’s Watch as their new Lord Commander, but there are dissidents hidden within his ranks. In the darkling alleys of King’s Landing itself, House Lannister, House Tyrell, and the faith of the Seven clash for control of Westeros. There are shadows everywhere.

The Shadow City marks the beginning of the fifth cycle of Chapter Packs—the Dance of Shadows cycle. Here, you’ll find the story advancing into the pages of A Dance with Dragons and the return of a beloved mechanic from the game’s first edition: shadows. Throughout this expansion and the rest of the cycle, you’ll find characters, locations, attachments, and events emblazoned with the shadow keyword. Assassins, spies, conspirators, and secrets hide in the twilight, ready to spring into view. Every faction must embrace the darkness and the path of shadows—or fade into obscurity.

Shrouded by Shadow
Your battles for the Iron Throne fall into darkness with the advent of the Dance of Shadows cycle and its new keyword, shadow. Before this cycle, most cards in the game were drawn from your deck and remained in one of two spaces: in your hand or in play. The shadow keyword introduces a new place for your most devious, underhanded, and unexpected cards to be played.

For example, we may look at one of the new characters introduced in this expansion: Ser Gerris Drinkwater (The Shadow City, 16). Ser Gerris Drinkwater may seem like a standard character, but his shadow (5) keyword and the dark sigil attached to his gold cost destine him for the game’s most shadowy areas.

Cards that bear the shadow keyword can be played normally by paying their gold cost, or they can be marshaled or setup facedown in the shadows area by paying two gold! Cards in shadows exist in a unique state—separate from your hand and play area and hidden from your opponent’s sight. Though your opponent can see how many cards you have in shadows, he won’t know what they are until you reveal them. Once you’ve played cards into shadows, you can bring them out of shadows as Actions in any phase, at any point during the game. To bring a card out of shadows, you must pay its shadow cost: the number found as part of its shadow keyword.

In other words, you could marshal or setup Ser Gerris Drinkwater in shadows for two gold. Then, at any point in the game, you could take an Action and pay his shadow cost—five gold—to bring him out of shadows and into play!

The advantages of holding cards in shadows are readily apparent. Your cards in shadows almost form a second hand of cards—a place to put cards where they can’t be lost to intrigue claim or discarded to meet reserve. You can setup shadow cards into shadows, potentially improving your setups. And cards in shadows have many similarities to cards with ambush, letting you spring them into play without warning! Unlike the ambush keyword, however, cards in shadows aren’t fettered to the challenges phase. You can bring them into play as an Action in any phase.

And if the inherent benefits of shadows weren’t enough, many shadow cards offer a powerful effect when they come out of shadows! Ser Gerris Drinkwater, to return to our earlier example, lets you choose a card in your plot deck and switch it with a card in your used pile—potentially reusing powerful plots like Valar Morghulis (There Is My Claim, 80) or The First Snow of Winter (No Middle Ground, 79) without cycling through your entire plot deck. If the plot you need is locked in your used pile, Ser Gerris Drinkwater can get you what you need.

A character like Ser Gerris Drinkwater could be played in a deck without any other shadow cards, simply on the strength of his ability alone. But if you’re trying to build a Martell deck based around shadow cards, you’ll want to enter The Shadow City (The Shadow City, 17). This location can, of course, enter the shadows itself, but its true potency is only apparent while it’s in play. First, The Shadow City reduces the cost to marshal your cards into shadows by one—meaning you’ll only pay a single gold to put a card in shadows. And if that weren’t enough, you can kneel The Shadow City and discard a card from shadows to draw two cards!

By giving you both an economic advantage and a way to reliably draw cards, The Shadow City can serve as the linchpin for a Martell deck dedicated to the shadows. You may even use The House with the Red Door (Journey to Oldtown, 39) to ensure you always start the game with The Shadow City in play. After all, four gold is the perfect amount to setup two cards in shadows.

While many shadow cards can be played normally or into shadows, some powerful cards must pass through the shadows, such as Beneath the Bridge of Dream (The Shadow City, 11). Instead of its gold cost, Beneath the Bridge of Dream bears a cost of “—“ to signify that it cannot be played normally. Instead, you must pay two gold to place Beneath the Bridge of Dream facedown into shadows, and pay its shadow cost (in this case, zero gold) to bring it out. These cards offer unusual and powerful effects, such as regaining access to your entire plot deck. You just need a little forethought to marshal these cards into shadows so they’ll be there when you need them.

Darkness Falls
The summer has been long, but winter is coming to Westeros—and with it, the return of shadows to A Game of Thrones: The Card Game. Your games are about to become much darker.

· The first Chapter Pack of the Dance with Shadows cycle
· The shadows mechanic enters the second edition of A Game of Thrones: The Card Game
· Assasssins, spies, and secrets lurk in the shadows, waiting to spring into view
· Characters like Ser Robert Strong and Varamyr Sixskins enter the game for the first time
· Contains sixty new cards (three copies each of twenty distinct cards)

      heti saatavilla
18.00 €
Game of Thrones LCG 2: DS2 -The March of Winterfell Chapter Pack
Game of Thrones LCG 2: DS2 -The March of Winterfell Chapter Pack

As the battle for Westeros rages on, the key players of the game of thrones find themselves surrounded by enemies on all sides. Jon Snow is torn between his duty to the Night’s Watch and his love for the family he left behind, while whisperers within his ranks threaten treason. Cersei Lannister struggles to maintain a hold on power as the Tyrells and the newly revitalized faith of the Seven threaten to take everything she holds dear. And Daenerys Targaryen must establish a lasting rule in her city of Meereen while assassins lurk in every shadow and a terrible plague runs rampant through the streets.

As these characters face impossible choices about sacrifice and the true price of power, so must you test your morals in your fight for the Iron Throne. Fantasy Flight Games is proud to announce The March on Winterfell, the second Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game!

Hidden Thorns
Like the other Chapter Packs of the fifth cycle, The March on Winterfell draws you into the events of A Dance with Dragons, offering you three copies each of twenty new cards to bolster the strength of your chosen House and prepare your armies as the sun begins to set on Westeros. This Chapter Pack continues the themes first introduced in The Shadow City with the resurgence of the shadow keyword.

Shadow invites players to embrace the intrigues of A Game of Thrones: The Card Game by introducing a new way to play treacherous cards, keeping them hidden in the new shadows area until the opportune moment. Acting almost as a second hand that's protected from card effects which may target your hand, you may choose to marshal cards with the shadow keyword ability facedown into shadows for just two gold. Then, you can bring them into play as an Action at any time by paying the Shadow (X) amount marked on each card.

The Queen of Thorns (The March on Winterfell, 23) fully embraces this new layer of intrigue as her long-set plots for her family finally come to fruition. Now equipped with the Shadow keyword, you can marshal this version of The Queen of Thorns into shadows, where she'll patiently wait in the wings until the time arrives to bring her into the light.

Once you have her safely hidden in shadows, you may use an Action to pay The Queen of Thorn’s shadow cost at any point to bring her into play. This is your moment to strike. Evolving from her first iteration (Core Set, 186) in the Core Set and her second variant (House of Thorns, 4) in the House of Thorns deluxe expansion, The Queen of Thorns has now gained stealth, a rare ability among the members of House Tyrell. This, combined with her ability to bring one of your cards out of shadows and put it into play for free after she wins a challenge, makes The Queen of Thorns a deadly challenger. As a character lurking in shadows that's also equipped with stealth, it's easy for you to bring The Queen of Thorns into play when you're certain she can win a challenge and bring your highest-cost shadow card into play for free.

The Mummer’s Farce
Underhanded shadow-play is not reserved for the courts of King’s Landing. The March on Winterfell captures much of the action that occurs in the north, a place where strength, loyalty, and duty are valued above all else. At the Wall, Stannis Baratheon calls upon his key advisors, including the noble Ser Justin Massey (The March on Winterfell, 27), in his preparation for the great battles to come. With the key members of his forces in tow, Stannis may begin his campaign south to claim key strongholds in the north and earn the loyalty of the Northmen by destroying those responsible for the Red Wedding. The March on Winterfell (The March on Winterfell, 28) can be used to draw out your enemy, even without the use of shadows. Once you have initiated a challenge and your enemy has declared their defenders, this event simply lets you end the challenge with no winner or loser. Then, once your enemy’s board has been weakened, you are free to initiate an additional power challenge—exposing your enemy’s plan, learning their strengths, and shifting your own plans, all without risking the lives of your own men.

But this is the Dance of Shadows cycle, and sometimes the best way to serve your House is to move among the enemy. Wyman Manderly (The March on Winterfell, 21) seems to play all sides of the game of thrones. While outwardly appearing to be a cowardly, infirm old man, Manderly still aids Ser Davos Seaworth and, at least seemingly, attempts to restore the Starks to their seat of Winterfell. With Freys and Boltons around him dying or disappearing in disproportionate numbers, can even you trust him? In Wyman Manderly’s own words, “When treating with liars, even an honest man must lie.”

Begin the March
When the long nights of winter descend upon Westeros once again, will you embrace the cold shadows, or will your House fall into nothingness, left to be forgotten by history? Learn the Dance of Shadows, call your banners, and prepare for the nights to come!

      heti saatavilla
18.00 €
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!

      heti saatavilla
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!

      heti saatavilla
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!

      heti saatavilla
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?

      heti saatavilla
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

      heti saatavilla
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)

      heti saatavilla
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.

      heti saatavilla
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)

      heti saatavilla
18.00 €
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.

      heti saatavilla
18.00 €
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!

      heti saatavilla
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!

      heti saatavilla
19.50 €
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!

      heti saatavilla
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

      heti saatavilla
36.00 €
Game of Thrones LCG 2: WC1 -Taking the Black Chapter Pack
Game of Thrones LCG 2: WC1 -Taking the Black Chapter Pack

The first Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game Second Edition!

As A Song of Ice and Fire begins, King Robert Baratheon rides north to visit his old friend Eddard Stark in Winterfell. Westeros is at peace. But this deceptive calm will not long remain. Already, the seeds of unrest are growing with the ambitions of House Lannister, with the wedding of Daenerys Targaryen to a Dothraki khal, with the apparent murder of the Hand, Jon Arryn. Conflict between the Great Houses looms on the horizon as the high lords and ladies of Westeros begin to play their game of thrones.

You can take your place at the very beginning of the story with Taking the Black, the first Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game. As part of the Westeros cycle, Taking the Black explores the first chapters of A Game of Thrones with iconic characters like Renly Baratheon, the Hound, and Maester Luwin entering the game for the first time. In Taking the Black, each faction begins its journey through A Game of Thrones towards the Iron Throne!

For more on Taking the Black and the entire Westeros cycle, we turn to the designer of A Game of Thrones: The Card Game, Nate French.

Nate French on the Westeros Cycle
The Westeros cycle (that title is an homage to the first CCG base set) is the first expansion to the second edition of A Game of Thrones: The Card Game, and we tried to draw heavily from the events of the first book in A Song of Ice and Fire. Naturally, this doesn’t mean that everything in these Chapter Packs is tied to the first book, but wherever possible, we turned to the beginning of the series for inspiration. (Don’t worry Martell and Greyjoy fans – those factions weren’t prominently featured in the book, but all factions get equal treatment in the cycle.)

As this is the first cycle, our primary design goal was to expand the possibilities of the Core Set without adding additional rules to the game. At a very basic level, there are two types of cards that you’ll find in the Westeros cycle: cards that easily slot into a core deck, and cards that pull a player’s understanding of a core theme in a new direction.

Another important design goal of the set was to rapidly increase the number of plot cards in the environment. Constructing and piloting a plot deck is one of the most enjoyable aspects of A Game of Thrones, and we felt that investing heavily in new plot cards would rapidly increase the strategic scope of the game. This cycle introduces eighteen new plots to the game, including a loyal plot for each faction. Each of these loyal plots – like For the Watch! – supports its faction’s core strategies, inviting players to further embrace each faction’s unique playstyle.

Working on this set and the young, second edition card pool was a lot of fun, and I’m looking forward to seeing these cards influence the early metagame.

Join the Watch
More than any other faction, the Night’s Watch relies on defense. The Wall (Core Set, 137) grants additional power when you oppose every challenge, and powerful characters like Old Bear Mormont (Core Set, 126) can bring other Night’s Watch characters into play, provided you haven’t lost a challenge as the defending player.

The exception to the Watch’s focus on defense are its Rangers. They walk the lands beyond the Wall, gathering information and scouting for possible threats to the Watch. In the prologue of A Game of Thrones, the first characters you encounter belong to the Night’s Watch, so it only makes sense that the first character you see in Taking the Black is one of these Night’s Watch Rangers: Will (Taking the Black, 1). Will bears both the military and intrigue challenge icons, as well as two important keywords. Stealth allows Will to choose an opponent’s character who cannot defend the challenge, and insight invites you to draw a card if you win the challenge.

This combination of challenge icons and keywords can be formidable, especially for only four gold, but Will is not without drawbacks. The Rangers of the Watch accomplish nothing if enemies still get past the Wall. Because of this, Will also bears a Forced Reaction: “After you lose an unopposed challenge, sacrifice a Ranger character you control.” In other words, as long as you have a defender to oppose every challenge, Will is free to sneak by your opponent’s characters and learn their plans. As soon as enemies begin to slip by you, however, Will can quickly become a liability that must be sacrificed for the greater good.

Will isn’t the only card the Night’s Watch gains in Taking the Black. These defenders of Westeros also gain an event that allows you to gather new recruits wherever you find them. You can swell your hand with new brothers for the Night’s Watch by playing The Watch Has Need (Taking the Black, 2). Playing this event allows you to name a trait: either Ranger, Steward, or Builder. Then, you may search a number of cards from the top of your deck equal to your plot’s reserve value, and add all cards that bear the named trait to you hand.

In many ways, playing The Watch Has Need can help you shore up any weaknesses in the strengths of the Night’s Watch. Each of the three branches of the Night’s Watch – Rangers, Stewards, and Builders – loosely corresponds to the three challenge icons: military, intrigue, and power. Because of this, if you desperately need more characters with the intrigue icon, you may name Steward, whereas if you’re short on military icons, you may choose Ranger. It’s also important to consider the reserve of your plot when you play the card. Counting Coppers (Core Set, 10) allows you to search ten cards for your recruits, but offers little gold to play them. A Feast for Crows (Core Set, 2), on the other hand, only allows you to search four cards, but gives you enough gold to play even the most expensive characters.

Say Your Vows
Taking the Black begins the Westeros cycle’s journey through the first book of A Song of Ice and Fire with powerful new cards for every faction. You range the lands beyond the Wall with Will and the Night’s Watch, journey to the Dothraki city of Vaes Dothrak, or sit the Seastone Chair with the Lord Reavers of House Greyjoy. Begin the story of A Game of Thrones anew with the first Chapter Pack for the second edition!

• The first Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game Second Edition
• Follows the events of A Game of Thrones, the first book in A Song of Ice and Fire
• Iconic characters like the Hound and Renly Baratheon make their debut
• Offers sixty new cards (three copies each of twenty distinct cards), including four new plot cards that dramatically increase your deck-building options

      heti saatavilla
18.00 €
Game of Thrones LCG 2: WC4 -No Middle Ground Chapter Pack
Game of Thrones LCG 2: WC4 -No Middle Ground Chapter Pack

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

In the aftermath of the Tourney for the Hand, Eddard Stark searches for answers to the questions that caused Jon Arryn’s death. Across the Narrow Sea, Daenerys Targaryen rides across the Dothraki sea to Vaes Dothrak with a massive khalasar and her husband, Khal Drogo. The Great Houses stir restlessly across Westeros, watching and plotting their own bids for power. From the sands of Dorne to the icy forests beyond the Wall, tension grows with every passing day.

Enter the unrest and intrigue of A Game of Thrones with No Middle Ground, the fourth Chapter Pack in the Westeros cycle! Like the other packs of this cycle, No Middle Ground follows the events of the first book in A Song of Ice and Fire, introducing iconic characters like Hodor and Gendry to the game for the first time. In addition, you’ll find five new plots in this Chapter Pack—three faction-specific and two neutral—that vastly increase your options for building any faction’s plot deck.

Iron Raiders
As new intrigues fester in the alleys and courts of King’s Landing, the men and women of the Iron Isles return to the old ways. The ironborn never embraced the faith of the Seven that is followed throughout Westeros, and now, you can bring the blessing of the Drowned God to your own decks with the Priest of the Drowned God (No Middle Ground, 72).

Priest of the Drowned God can prove extremely useful to any deck that focuses on the faith of the Drowned God. Not only does Priest of the Drowned God offer a valuable intrigue icon to House Greyjoy, but this character’s ability reads, “Each Drowned God character you control get +1 STR.” Obviously, this effect boosts the STR of the Priest of the Drowned God himself, but it also makes Aeron Damphair (Core Set, 65) and the Drowned Men (Core Set, 73) more imposing. As you play more Priests of the Drowned God, you can increase the fervor and zeal of the ironborn, making your Drowned God characters more dangerous in challenges and less vulnerable to STR reducing effects like Dracarys! (Core Set, 176).

Once your devotion to the Drowned God is at its height, you’re free to raid the helpless, weakened inhabitants of the green lands to the east. You can play Loot (No Middle Ground, 73) to pay the iron price and take your rightful spoils after you win any unopposed challenge. When you play Loot, you can discard a number of cards from your opponent’s deck equal to the cost that you paid for the event. Most importantly, however, you can only use gold from your opponent’s gold pool to pay the cost of this event! By playing Loot, you essentially strip your opponent of gold, removing his ability to play many events, and discard cards from the top of his deck, potentially providing more potent locations for Euron Crow's Eye (Core Set, 69) to steal.

The Threat of Winter
As House Greyjoy returns to the Drowned God and the old ways of its past, chill winds blow across Westeros. Winter approaches and those too weak to withstand the cold will freeze.

In your games of A Game of Thrones: The Card Game, you can use winter’s cold to your advantage with The First Snow of Winter (No Middle Ground, 79). This powerful plot, inspired by a champion-designed card in the first edition of A Game of Thrones: The Card Game, returns every character with a cost of three or lower to its owner’s hand at the beginning of the challenges phase, which gives you a useful way to destroy a swarm of cheap characters or re-center the game on your high-cost characters. Although The First Snow of Winter hits your own characters as well as your opponent’s, you can gain some unexpected advantages: for instance, you may use The First Snow of Winter to “reset” Ser Jorah Mormont (Core Set, 165), returning him to hand only to play him again.

If your opponent is holding powerful characters in hand for fear of Wildfire Assault (Core Set, 26), or if you’re just trying to destroy your opponent’s hand as fast as possible, you may get some benefit from Wraiths in Their Midst (No Middle Ground, 80). This plot reduces the reserve on each opponent’s revealed plot card by two, potentially forcing them to discard cards that they had wished to keep. What’s more, Wraiths in Their Midst can tempt your opponent to overextend and play more characters than he otherwise would have, giving you the chance to follow up with Wildfire Assault or The First Snow of Winter.

You Win or You Die
Join the plot of A Game of Thrones as it advances with No Middle Ground, the newest Chapter Pack in the Westeros cycle. Prepare your schemes and gather your warriors!

• The fourth Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game
• Continue to follow the events of A Game of Thrones and the beginning of A Song of Ice and Fire
• Two notable characters––Hodor and Gendry––make their debut in the game
• Five new plots—three faction specific and two neutral—expand your plot deck options
• A popular champion-designed card from the first edition of A Game of Thrones: The Card Game reenters the game, updated for the new edition

      heti saatavilla
18.00 €
Game of Thrones LCG 2: WC5 -Calm over Westeros Chapter Pack
Game of Thrones LCG 2: WC5 -Calm over Westeros Chapter Pack

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

Westeros lies under a deceptive calm. In King’s Landing, Eddard Stark pulls another layer away from the lies surrounding Robert Baratheon’s children. The Eyrie is shaken by the arrival of Tyrion Lannister and his desperate gambit to win his freedom. Across the Narrow Sea, a maegi plots her vengeance against Khal Drogo for the destruction of her peaceful village. Everywhere, events are set in motion that will bear terrible consequences.

In the Calm over Westeros Chapter Pack, the first cycle for A Game of Thrones: The Card Game approaches the end of the first book in A Song of Ice and Fire. Like the other Chapter Packs of the Westeros cycle, this expansion offers new cards and plots to increase your deckbuilding options. You’ll also find instantly recognizable characters and locations entering the game for the first time, including Bronn, Mirri Maz Duur, and The Eyrie. With the further addition of two new plots—one loyal to House Tyrell and one neutral—this Chapter Pack will fuel your future decks and strategies.

Blood Magic Rituals
The unlikeliest person can tip the fate of hundreds in Westeros. Surely none would expect a peaceful Lhazareen healer to undermine the conquering ambitions of a Dothraki khal, but even the most benevolent men and women can be driven to dark schemes.

In Calm over Westeros, you can turn the arcane skills of Mirri Maz Duur (Calm over Westeros, 93) against your enemies. This new seven-cost character for House Targaryen offers you the chance to utterly destroy those who stand against you—not through military might, but through insidious magic. Mirri Maz Duur bears intrigue and power icons and five STR, making her a respectable force on the field of battle. Her true worth lies in her ability, however, which reads, “Interrupt: When claim is applied for a challenge in which Mirri Maz Duur is attacking alone, choose a character controlled by the losing opponent. Instead of the normal claim effects, kill that character.”

Obviously, targeted kill is incredibly powerful, but you still need to win a challenge with only Mirri Maz Duur, and since she doesn’t have stealth, this can be difficult. Fortunately, you don’t need to actually use Mirri Maz Duur for her to make her presence felt. With this deadly Maegi in play, your opponent must successfully defend every attack she makes or risk losing his best character. When you combine Mirri Maz Duur with Khal Drogo (Core Set, 162) and a significant military presence, you can put an unbelievable amount of pressure on your opponent’s characters with every challenge you make.

If you choose to focus your deck’s strategy around powerful high-cost characters like Khal Drogo and Mirri Maz Duur, your opponent will certainly try to kill them however he can. In the face of devious enemy tricks, you may be forced to perform a Blood Magic Ritual (Calm over Westeros, 94). This event costs one gold, and whenever a non-Army character would be killed, you can play Blood Magic Ritual to save it. After that, however, you must attach Blood Magic Ritual to the saved character as a Condition attachment that blanks the character’s text!

Essentially, Blood Magic Ritual can give one of your characters a second lease on life—at the cost of losing any special abilities. For some characters, like Ser Jorah Mormont (Core Set, 165), permanently blanking the character’s text may actually be a better outcome. Other characters, like Daenerys’s hatchlings, have the no attachments keyword, which keeps Blood Magic Ritual from attaching to them after it saves them. Finally, if you do save a powerful, heavy-hitting character like Daenerys Targaryen (Core Set, 160), you can still use cards like Confiscation (Core Set, 9) or Maester Cressen (Core Set, 46) to remove the attachment. No matter what circumstances, you must decide for yourself if a Blood Magic Ritual is worth the price that it demands.

Take Your Revenge
The world of Westeros appears peaceful and quiet, but beneath the surface, forces are stirring that will launch the Seven Kingdoms into open war. Which side will you choose?

• The fifth Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game
• Continues to follow the narrative events of the first book in A Song of Ice and Fire
• Introduces recognizable characters and locations to the game for the first time, including Bronn, Mirri Maz Duur, and the Eyrie
• Offers two new plots to expand your deckbuilding options

      heti saatavilla
18.00 €
Game of Thrones LCG 2: WFK1 -Across the Seven Kingdoms Chapter Pack
Game of Thrones LCG 2: WFK1 -Across the Seven Kingdoms Chapter Pack

The first Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game!

In the aftermath of Robert and Eddard’s deaths in King’s Landing, the Great Houses of Westeros have pulled away from each other. Joffrey Baratheon has been crowned king, and now sits the Iron Throne. Robb Stark has already been proclaimed King in the North, and Stannis plots from Dragonstone, brooding on a throne that should have been his. It is the calm before the tempest: war in Westeros is imminent, and above it all, the Dragon’s Tail burns a blood-red trail across the sky.

Enter the War of the Five Kings with Across the Seven Kingdoms and the War of Five Kings cycle! As the Westeros cycle broadly followed the events of A Game of Thrones, so the War of Five Kings cycle moves forward to highlight the thrilling battles and intrigue of A Clash of Kings. Each House calls upon its loyal bannermen in this cycle, and a multitude of new Kings arise to claim the Iron Throne. What’s more, Across the Seven Kingdoms begins to introduce effects based on the Summer and Winter plot traits, allowing the long-lived seasons of Westeros to play a more integral role in the game. With new King versions of Robb Stark and Viserys Targaryen entering the game alongside characters like Arry and Janos Slynt, this Chapter Pack is an explosive beginning to the War of Five Kings cycle!

A Tale of Two Kings
One of the principal components of the War of Five Kings cycle is the fact that new King characters will join six of the eight factions over the course of the cycle. In Across the Seven Kingdoms, you’ll find two of these Kings, but each presents a very different approach to your struggle for power.

The first King you’ll encounter in this Chapter Pack is none other than Robb Stark (Across the Seven Kingdoms, 2). With a cost of seven gold, Robb takes his place among the most expensive characters in A Game of Thrones: The Card Game. He bears the renown keyword, and during military challenges, his already formidable STR is increased by one for each loyal character you control. Of course, Robb himself is a loyal character, so he can boost his own STR during military challenges.

If that weren’t enough to make Robb a dangerous opponent on the battlefield, Robb Stark also has an ability, which reads, “Action: While Robb Stark is participating in a military challenge, choose a participating non-King character. Stand that character and remove it from the challenge. (Limit once per challenge.)” Combine this ability with Robb’s inherent STR boosts, it’s going to be almost impossible for your opponent to gain an advantage during a military challenge when Robb is participating, whether you push out your opponent’s forces or pull back your own characters that aren’t needed to win. This military superiority can naturally translate into a superior board presence, and with Robb Stark on your side, it’s easier than ever to trigger powerful effects like Put to the Sword (Core Set, 41) or Ice (Core Set, 153).

The other King featured in Across the Seven Kingdoms is nearly the polar opposite of Robb Stark, but you may discover that he’s no less irritating for your opponent to face across the table. Viserys Targaryen lived for years among the Free Cities of Essos, all while attempting to gather an army to return and conquer Westeros. Though he commanded no massive armies, the threat of his presence was felt even by Robert Baratheon in King’s Landing, and he can pose a similar threat to your opponent’s Kings.

In game terms, Viserys Targaryen (Across the Seven Kingdoms, 14) ranks among the very cheapest characters—costing only two gold and providing only a single power icon and one STR. Once you read his ability, however, it quickly becomes apparent that Viserys can be a massive irritation: while Viserys Targaryen is attacking, each King character must be declared as a defender, if able.

Although any other King would overpower Viserys in a challenge, winning the challenge isn’t the point. If your opponent has a King like Robb Stark or Robert Baratheon (Core Set, 48) in play, they certainly don’t want to waste his abilities defending a tiny power challenge, but they’ll be forced to do that very thing. And if your opponent has no King characters in play, Viserys is no less a thorn in their side. When the dominance phase ends, if no opponent controls a King character, Viserys immediately gains one power, pushing you immediately closer to victory.

War Is Coming
As A Game of Thrones: The Card Game moves closer to A Clash of Kings, political tensions run high. Call your banners, gather your armies, and stand beside your king.

• The first Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game
• Follow the events of A Clash of Kings, the second book in A Song of Ice and Fire
• New Kings enter the game and offer powerful effects for their factions
• Summer and Winter plots introduce the long-lived seasons of Westeros to the game
• Play with new versions of iconic characters like Robb Stark and Viserys Targaryen

      heti saatavilla
18.00 €
Game of Thrones LCG 2: WFK2 -Called to Arms Chapter Pack
Game of Thrones LCG 2: WFK2 -Called to Arms Chapter Pack

The second Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game!

The banners have been called in the War of the Five Kings. In the north, Robb Stark gathers his armies around Riverrun, preparing to strike out at Tywin Lannister’s forces. Joffrey Baratheon has ascended the Iron Throne in King’s Landing, Renly Baratheon has been crowned in Highgarden, and on the islands of Dragonstone and Pyke, Stannis Baratheon and Balon Greyjoy plot their own rise to power. Before long, great armies will march onto the field of battle, while subtle intrigues and assassins’ daggers decide the fates of countless others.

Like Across the Seven Kingdoms before it, the Called to Arms Chapter Pack continues to follow the events of A Clash of Kings. A new King version of Balon Greyjoy challenges all enemies of the Iron Isles, even as two new attachments give you ways to crown your other characters and make them Kings. You’ll also find iconic characters like Dolorous Edd and Shae entering the game for the first time, even as other cards lend new importance to loyal cards. Finally, this pack continues to introduce a focus on the seasons of Westeros with two new agendas!

Kings of Summer, Kings of Winter
In Westeros, seasons can last for years. A long summer means bounteous harvests and prosperity, even for the smallfolk. A harsh winter can doom hundreds to death through cold and starvation. As A Clash of Kings begins, white ravens fly out from the Citadel in Oldtown, bringing word of summer’s end. Soon, everyone in Westeros, from the greatest lord to the lowliest servant will need to contend with the howling winds of winter. It’s fitting, therefore, that summer and winter begin to play a larger role in your games of A Game of Thrones: The Card Game.

Called to Arms introduces two new agendas to the game: Kings of Summer (Called to Arms, 37) and Kings of Winter (Called to Arms, 38). Each of these agendas calls you to champion the season of Winter or Summer and gives you benefits in keeping with your chosen season.

For instance, you may choose the Kings of Summer agenda. With this as your agenda, you are prevented from including any Winter plots in your plot deck, and the reserve on each player’s revealed plot card is increased by one. Furthermore, while there are no Winter plot cards revealed, you can increase the gold on your revealed Summer plot by one.

The Kings of Winter agenda, on the other hand, diametrically opposes the Kings of Summer agenda. Kings of Winter prevents from including any Summer plots in your plot deck, and it reduces the reserve on each player’s plot card by one. Furthermore, while you have a Winter plot revealed, you can reduce the gold on each opponent’s non-Summer plot card by one.

Ultimately, these two agendas institute a season—either the balmy heat of summer, which blesses both players with increased reserve, or the freezing chill of winter, which may force you to discard cards you would have rather kept. Of course, the agenda wouldn’t be very useful if it didn’t give you some kind of benefit over your opponent. Deciding if your deck cares more about benefitting itself or hurting your opponent can be a useful way of determining which agenda best suits your deck.

It’s also important to consider the greater impact of increased or reduced reserve. For instance, the Kings of Summer agenda increases each player’s reserve, but that won’t do your opponent much good if you’re playing House Lannister and discarding your enemy’s cards as fast as he draws them. Holding extra cards in your own hand can prove extremely valuable, however, and the extra gold from Kings of Summer is always useful for ambushing characters or fueling Tywin Lannister (Core Set, 90).

Alternatively, you might want to use the Kings of Winter agenda to reduce both players’ reserve and attack your opponent’s gold supplies. House Stark has already shown its preference for Winter with cards like Winterfell (Wolves of the North, 17) and As Hard as Winter (Wolves of the North, 22). A reduced reserve only hurts if you’re close to your reserve in the first place, and factions like House Stark and House Greyjoy are well known for running out of cards relatively quickly. In these circumstances a reduced reserve and less gold can hurt your opponent much more than yourself.

Of course, you’ll need plenty of Summer and Winter plots to gain the full benefit of these agendas, and this Chapter Pack introduces a new plot for each season. On one side, you gain Summer Harvest (Called to Arms, 39). This plot has a gold value of X, and when it’s revealed, you can choose an opponent. The value of X is then two higher than the printed gold value on your opponent’s revealed plot—almost guaranteeing that you come out ahead, at least economically.

On the Winter side, we encounter Winter Festival (Called to Arms, 40). These seasonal celebrations advance you much more directly towards victory, but they can also be easily disrupted by the opposite season. If you have Winter Festival in play, when the challenges phase ends, you immediately gain two power for your faction, provided there are no Summer plots revealed. When you get close to victory, Winter Festival may just give you the tools you need to seal the game in your favor, especially for factions like the Night’s Watch that prefer to sit back and defend challenges.

The Ravens Are Flying
Ravens have been loosed from the Citadel, bringing news of a change in season. Will your faction bask in the sun and take full advantage of summer’s bounty? Or will you harden yourself to the winter snows and destroy your enemy in his time of weakness? With the Called to Arms Chapter Pack, you can call upon the power of these agendas for any faction.

• The second Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game
• New Kings enter the game and emphasize the importance of loyal cards
• Follow the events of A Clash of Kings through the lens of this Living Card Game
• Iconic characters like Balon Greyjoy, Shae, and Dolorous Edd enter the game in this expansion
• Two new agendas challenge you to harness the seasons of Westeros

      heti saatavilla
18.00 €
Game of Thrones LCG 2: WFK3 -For Family Honor Chapter Pack
Game of Thrones LCG 2: WFK3 -For Family Honor Chapter Pack

The third Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game!

The War of Five Kings has already begun to shape the future of Westeros. Robb Stark marches on Lannister holdings, even as Tywin Lannister menaces the Riverlands from Harrenhal. To the south, Stannis Baratheon lays siege to Storm’s End and Renly Baratheon calls upon the might of Highgarden to break his brother’s armies. Yet in the midst of these kingly conflicts, another drama unfolds far to the north. From Castle Black, the Night’s Watch rides forth in a great ranging and ventures beyond the Wall to confront Mance Rayder and brave the fury of the wild. If they fail to defend the realms of men, the consequences could reach far beyond the icy heights of the Wall.

For Family Honor is an upcoming Chapter Pack in the War of Five Kings cycle that continues to follow the storyline of A Clash of Kings. Throughout this Chapter Pack, you’ll find plenty of new cards that support the major themes of the cycle. New Kings and Crowns invite you to stake your own claim to the Iron Throne, even as other cards heighten the importance of loyal cards—the characters you can truly trust, the locations that would never fall, the events and tactics that you utterly control. Finally, For Family Honor introduces iconic characters to join the game, including Ser Edmure Tully, a House Tyrell version of Renly Baratheon, and Hot Pie.

Night Gathers...
In A Game of Thrones: The Card Game, the Night’s Watch are known for their differences from the other factions in the game. Unlike the Great Houses of Westeros, the Night’s Watch has sworn to hold no lands. Their greatest deeds go unsung and unnoticed. Their war is not against the other Great Houses. Instead, they struggle against the nameless threat that stirs in the lands beyond the Wall.

The unique perspective of the Night’s Watch is more than just skin deep: it shapes every battle they fight. While the other Great Houses ride out with a fanfare, challenging their foes on the field of battle and in dark intrigues, the Night’s Watch cares about only one thing—defending The Wall (Core Set, 137) and protecting the rest of Westeros.

For much of the faction’s life up to this point, the primary source of power for the Night’s Watch has been The Wall. Of course, if an enemy leaves an opening in his forces, the Night’s Watch can take advantage of it, but their first priority is to defend The Wall. Now, For Family Honor offers the Night’s Watch an additional way to gain power from defense with Thoren Smallwood (For Family Honor, 45).

At first glance, Thoren Smallwood appears fairly typical for a Night’s Watch Ranger—though it is important to note that his higher cost offers him protection from The First Snow of Winter (No Middle Ground, 79). The real reason you want Thoren fighting for the Night’s Watch, however, lies in his Reaction: “After you win a challenge as the defending player, gain 1 power for your faction.” As we noted above, the Night’s Watch is a primarily defensive faction, but in most cases, the only reward you gain for defending is to deflect another challenge that could kneel The Wall. Now, however, successfully defending actually brings you closer to your victory condition—and when you combine Thoren with cards like For the Watch! (No Middle Ground, 67), you’ll be able to gain power much faster than you otherwise could.

You’ll need more than Thoren Smallwood to defend The Wall, and the Night’s Watch can draw men from across the realm of Westeros. Bastards, thieves, lords, and knights all become brothers when they take the black and join the Night’s Watch. Now, you can call the dregs of the realm to join the Watch with Night Gathers… (For Family Honor, 46). This loyal event can be played in the marshaling phase, and it allows you to choose any opponent whose reserve value is lower than yours. Until the end of the phase, you can marshal characters from that player’s discard pile as if they were in your hand!

Using the strengths of your opponent’s faction against him is just one of the ways Night Gathers… can turn the tide of a game. Not only does this powerful event give you access to additional characters with powerful abilities, it allows you to shore up holes in your defenses almost on command. For instance, if you know you’ll need more power icons or intrigue icons to defend The Wall, Night Gathers... allows you to choose the best-suited characters from your opponent’s discard pile. The characters you find may have been discarded and cast aside by their owner, but they’re still worth their weight for the Night’s Watch.

...And Now My Watch Begins
As Lord Commander Mormont leads the Night’s Watch into the wild, the great lords of Westeros crown kings and fight wars across the rest of Westeros. Whether you support your chosen faction with Hot Pie (For Family Honor, 57) or you lead your armies into battle, you can enter a new chapter of A Clash of Kings with this new Chapter Pack.

• The third Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game
• New Kings and Crowns give players new ways to contend for the Iron Throne
• Loyal cards become even more important as players are rewarded for staying loyal to their faction
• Iconic characters enter the game, including Ser Edmure Tully, Renly Baratheon, and Hot Pie
• Contains 60 new cards (three copies each of twenty distinct cards)

      heti saatavilla
18.00 €
Game of Thrones LCG 2: WFK4 -There is my Claim Chapter Pack
Game of Thrones LCG 2: WFK4 -There is my Claim Chapter Pack

The fourth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game!

War wracks the Seven Kingdoms. Baratheon, Tyrell, Lannister, and Stark armies march into battle against each other, while Greyjoy raiders prey upon the coast and strike at undefended strongholds. Five kings have been crowned, and each will pursue his claim as long as he draws breath. Death is everywhere, in the gory aftermath of battles and the carnage wrought by pillaging soldiers. In the midst of all this tumult and destruction, one young girl receives a worn metal coin and first hears the fateful words: “Valar morghulis.”

There Is My Claim is the fourth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game, and it continues your journey through A Clash of Kings, the second book in George R.R. Martin’s epic saga. Here, you can evoke the turmoil of the War of the Five Kings with plenty of new cards that interact with Kings, even as the winter winds rise and the Summer and Winter plot traits become more important to your strategy. Finally, you also gain access to powerful new unique characters, including Jojen Reed, Pyat Pree, Jaqen H’ghar, and new versions of Stannis Baratheon and Aeron Damphair.

Valar Morghulis
Over the years of A Game of Thrones: The Card Game, from the original collectible card game to the second edition of the Living Card Game, many things have changed. Strategies were forged in battle, and counter-strategies were formed to answer those decks. The fortunes of the Great Houses rose and fell with changing times—after all, the very nature of the game as an LCG meant that a faction can never rest on its laurels. As the game changes and adapts, all factions and players must grow or die.

Still, there are some core aspects that have remained constant over the years. The plot deck guides your turns and gives you a measure of control over how your deck performs from game to game. Three distinct types of challenges give you three ways to attack your opponent’s position. And when characters die, they stay dead.

The nature of death in A Game of Thrones: The Card Game has made the ability to kill your opponent’s characters very powerful—an entire game can hinge on a brilliant sword strike or a glass of poison. So it’s understandable why a plot like Valar Morghulis (There Is My Claim, 80) can be expected to shape how the game is played for years to come.

On its surface, this plot is incredibly simple. It only reads, “When Revealed: Kill each character.” Obviously, the ability to wipe the board on demand is almost unbelievably powerful, but it’s balanced in a variety of ways. First, Valar Morghulis only offers you two gold—barely enough to afford even the cheapest characters. Although there are ways to gain more income with economy locations or plots like The Long Plan (Taking the Black, 16) or Ranger's Cache (Wolves of the North, 52), in most circumstances, you’ll be unable to play more than a single character the turn that you play Valar Morghulis.

What’s more, Valar Morghulis has a claim value of zero, which essentially dictates that your challenges cannot touch your opponent unless you have ways to raise your claim like Winter Is Coming (Core Set, 159). Finally, a relatively low reserve value of five means you won’t be able to keep many cards over into your next turn, potentially forcing you to discard cards you would rather have kept.

Is the powerful effect of Valar Morghulis worth the cost of its statistical drawbacks? The answer, of course, depends on your deck. If you’re playing Valar Morghulis, you don’t want to flood the board with characters, only for them to be wiped out by this plot—you want to lure your opponent into overextending, destroy his hand to reduce his options, then strike with Valar Morghulis to create an opening. For more controlling decks, Valar Morghulis can be truly dangerous, allowing you to prolong the game, negating your opponent’s advantages until you’re ready to make your move.

Valar Morghulis can also give you the chance to come back from a losing position. For instance, if you have two unique characters with duplicates and your opponent has a more powerful range of characters but no way to save them, you can play Valar Morghulis, save your own characters, and kill your enemies. Alternatively, factions like House Greyjoy may use Valar Morghulis more offensively, relying on an arsenal of save effects like Risen from the Sea (Core Set, 81) and Iron Mines (Calm over Westeros, 92) to protect your own characters while wiping out your opponent’s.

All Men Must Die
How will you use Valar Morghulis? What kinds of decks will harness its power, and what new decks will this plot unlock?

• The fourth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game
• Delve deeper into the thrilling battles and dramatic events of A Clash of Kings, the second book in A Song of Ice and Fire
• New Kings stake their claim to the Iron Throne, while the seasons of summer and winter grow more prominent
• Iconic characters like Jojen Reed, Jaqen H’ghar, Stannis Baratheon, and Aeron Damphair enter the game
• Introduces a new neutral plot that will undoubtedly shape the future of the game

      heti saatavilla
18.00 €
Game of Thrones LCG 2: WFK5 -Ghosts of Harrenhal Chapter Pack
Game of Thrones LCG 2: WFK5 -Ghosts of Harrenhal Chapter Pack

The fifth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game!

The War of the Five Kings has utterly reshaped the face of the Seven Kingdoms. Though Joffrey still sits enthroned in King’s Landing, Stannis Baratheon is quickly approaching by land and by sea. Renly Baratheon has been assassinated, leaving the might of Highgarden temporarily leaderless. And in the Riverlands, the cursed and twisted stronghold of Harrenhal has passed back and forth between House Stark and House Lannister. Many have died within its walls. More will die before the war ends.

Now, you can enter your own name in contention for this sprawling castle with Ghosts of Harrenhal. As the War of the Five Kings has touched every corner of Westeros, you’ll find plenty of new cards in this expansion that interact with the King trait, while other cards help you counter the drastic bloodshed of Valar Morghulis (There Is My Claim, 80). Finally, you’ll encounter plenty of iconic characters in this Chapter Pack, including Roose Bolton, Brienne of Tarth, Craster, Ser Davos Seaworth, Joffrey Baratheon, and Myrcella Baratheon.

The Tower of Dread
Though Harrenhal has a dark reputation in the world of Westeros, there are few men better suited to hold it than Roose Bolton (Ghosts of Harrenhal, 81). The Lord of House Bolton is a cunning and unnerving man and although he has pledged his loyalty to Robb Stark in A Clash of Kings, the support of House Bolton has already proven to be a dangerous blessing.

In A Game of Thrones: The Card Game, Roose Bolton takes his place among the most deadly characters in the game. His ability reads: “Reaction: After you win a challenge in which Roose Bolton is attacking, choose up to X total STR worth of characters controlled by the losing opponent. X is Roose Bolton’s STR. Sacrifice Roose Bolton to kill each of those characters.”

Killing your opponent’s characters is important no matter where you find it, but it’s the versatility of Roose Bolton’s ability that sets him apart. You may sacrifice him to kill a single larger character, such as Melisandre (Core Set, 47), or you may use him to clear out your opponent’s low-STR characters, leaving larger characters vulnerable to military claim. And of course, the more you pump Roose Bolton’s STR, the more dangerous he becomes. House Stark has plenty of ways to increase Roose’s STR, including Winterfell Castle (The Road to Winterfell, 22), For the North! (Core Set, 157), and Winterfell (Wolves of the North, 17). You may even use Needle (Wolves of the North, 20) to increase Roose Bolton’s STR and return him to you hand after you sacrifice him!

Though Roose Bolton is known to be a man with blood on his hands, his murderous potential still cannot match the stronghold he currently rules. Some say that Harrenhal has seen more horror in its three hundred years than Casterly Rock has witnessed in three thousand, and with the Stark version of Harrenhal (Ghosts of Harrenhal, 82), you find the truth in these legends.

Harrenhal is a non-loyal Stark location that costs four gold to play, taking its place among the most expensive locations in the game. Still, its effect is more than dangerous enough to justify the cost. After any character enters play, you can kneel your faction card and sacrifice Harrenhal to immediately kill that character!

In many cases, the threat of activating Harrenhal will do more than the actual effect. Similar to Ghaston Grey (Core Set, 116), your opponent must choose whether he will work around Harrenhal, leaving his best characters in his hand, or if he will simply throw a large character into this cursed fortress, allowing you to kill it immediately. Regardless of how he chooses to play, you can be sure that there’s no correct response to the horrors of a location like Harrenhal.

All Men Must Die
With the War of the Five Kings in full swing, nothing is more uncertain than life. Death can come quickly and without warning for anyone—from the greatest king to the lowliest beggar. Choose your side, crown your king, and fight for the Iron Throne with the newest Chapter Pack for A Game of Thrones: The Card Game!

• The fifth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game
• New Kings are crowned as following your faction’s King becomes more important
• The seasons of Westeros grow in strength with Summer and Winter plot traits
• Includes iconic characters like Roose Bolton, Brienne of Tarth, Ser Davos Seaworth, and Joffrey Baratheon
• Offers sixty new cards to expand your decks (three copies each of twenty distinct cards)

      heti saatavilla
18.00 €

Hakusivu: 1 2 3 4 8 11 12 13

Uutuuksia