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Game of Thrones LCG 2: WFK6 -Tyrion's Chain Chapter Pack
Game of Thrones LCG 2: WFK6 -Tyrion's Chain Chapter Pack

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

The War of the Five Kings has reached its tipping point. Stannis Baratheon marches on King’s Landing by land and by sea, sending his powerful navy up the Blackwater Rush to seal off any escape. Tywin Lannister moves south with all speed, leaving the north to House Stark and House Greyjoy, but his mighty armies will never arrive before the city is besieged. In the end, the man who sits the Iron Throne at the end of the battle may be determined by nothing more than the ingenuity of Tyrion Lannister’s defenses.

With the Tyrion’s Chain Chapter Pack, the War of Five Kings cycle approaches its dramatic conclusion. Here, you’ll find plenty of new support for Summer and Winter decks, inviting you to draw your strength from the warm zephyrs of summertime or the howling gales of winter. As the final chapters of A Clash of Kings play out in the card game, you’ll also find iconic characters entering the game for the first time, including Qhorin Halfhand, Salladhor Saan, Podrick Payne, and Ser Arys Oakheart. It’s time for you to rally behind your King and enter one of the greatest battles in the game of thrones!

Raiding from the Sea
Stannis Baratheon’s fortress of Dragonstone is an island, situated off the eastern coast of Westeros. For the early days of the war, Stannis’s powerful navy protected him from the probing attacks of his rivals, but in truth, his navy is primarily composed of mercenaries—and those mercenaries are sworn to the self-titled Prince of the Narrow Sea, Salladhor Saan.

Salladhor Saan (Tyrion’s Chain, 109) enters the game as a Baratheon card, but like any good Mercenary, he’s not above working for the highest bidder. In fact, you may quickly find that Salladhor Saan would find a warm welcome among his fellow Raiders of House Greyjoy. Though his intrigue icon can be important among the warriors of House Greyjoy, Salladhor Saan also bears an ability, which reads, “Reaction: After you win a challenge in which Salladhor Saan is participating, put a Warship location or a Weapon attachment into play from your hand.”

It’s easy to see how Salladhor Saan’s ability makes him a natural fit for House Greyjoy. With all of the game’s current Warships at their disposal, gaining a powerful location like Great Kraken (Core Set, 78) without having to pay for it could be a powerful swing in your favor. You could even trigger Great Kraken after putting it into play, provided your challenge was unopposed! And of course, you’re not just limited to Warships: Salladhor Saan can also spring Weapon attachments into play, such as a Fishing Net (The King’s Peace, 52) or a lethal Throwing Axe (Core Set, 77). Alternatively, you could remain within your home faction of Baratheon to suddenly put King Robert's Warhammer (Taking the Black, 8) or Lightbringer (Core Set, 58) onto one of your characters.

Though he’s quite skilled at gathering a navy around himself, Salladhor Saan would have little place commanding a navy without his own Warship to bring to the action. Salladhor Saan’s flagship, The Valyrian (Tyrion’s Chain, 108), offers a powerful effect for anyone who opposes the might of House Lannister. As an Action, you can kneel The Valyrian to increase an attacking character’s STR—and that increased STR is directly related to the amount of gold in the defending player’s gold pool!

Given the importance of events, many players will save gold into the challenges phase no matter which faction they play, but as the game goes on longer and fewer characters enter play, it’s not uncommon to see four or more gold sitting unspent on your opponent’s side of the table—especially if they’re playing as House Lannister. Now, The Valyrian gives you a chance to capitalize on that unspent gold, while making characters like Balon Greyjoy (Core Set, 68) practically unstoppable. As a final touch, you can hold The Valyrian in your hand until the final moment, ambushing it into play just before you use it to smash through your opponent’s defenses.

The Battle of the Blackwater
Salladhor Saan’s prowess as a captain is unrivaled, and you’ll need every advantage to turn the Battle of the Blackwater in your favor. The War of the Five Kings is approaching its explosive final chapters!

• The sixth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game
• King characters become even more important as leaders for your faction
• New Summer and Winter traits allow you to draw strength from the seasons of Westeros
• Join iconic characters entering the game for the first time, including Quorin Halfhand, Salladhor Saan, and Podrick Payne
• Includes sixty new cards (three copies each of twenty distinct cards)

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18.00 €
Game of Thrones LCG: CD1 -Spoils of War Chapter Pack
Game of Thrones LCG: CD1 -Spoils of War Chapter Pack

The first Chapter Pack in the new Conquest and Defiance cycle for A Game of Thrones: The Card Game!

The captives you seize in battle may grant you leverage in negotiations. Secrets your whisperers pluck from the wind may help you plot against your foes. The spoils of war may make you rich, and they may bring you power. But they can turn against you, too, and each captive, each secret, and each treasure that you steal may remind your foes why they hate you and why they toil until they ache, all in the name of vengeance.

In Spoils of War, each of the six Great Houses of Westeros enjoy the plunder and glories of their victories… even as those trophies place them at risk to lose their positions of power. Among this Chapter Pack’s sixty new cards (three copies each of twenty individual cards), you’ll find captives, spies, vengeful schemes, righteous fury, and deadly, crippling treachery.

Spoils of War introduces new versions of some of George R.R. Martin’s most iconic characters, as well as several impactful new events, two new plots, and two new agendas. As they help shape your struggles in Westeros, these cards also give form to the new “prized” keyword. Throughout the Conquest and Defiance cycle, cards with the prized keyword lend material, in-game value to the foes you slay, the captives you seize, and the castles you successfully besiege. Spoils of War contains fourteen different prized cards, so you’ll be able to explore the impact of prized cards with any House.

Lead Developer Nate French on Conquest and Defiance
The Conquest and Defiance cycle explores the broad concept of “conquest” in all its permutations. Conquests of war, conquests at court, conquests in the arena, and conquests of the heart are all a part of this set’s thematic foundation.

Mechanically, Conquest and Defiance introduces the “prized” keyword to the A Game of Thrones: The Card Game environment. This keyword allows you to experiment with new balances of risk and reward in deck-building and gameplay by introducing an additional "risk cost" to a number of cards. Whenever a prized character, location, or attachment leaves play; or a prized plot moves to its owner's used pile; or a prized event card is played; each opponent of the player who was using the prized card claims power equal to that card's prized value. But as these cards carry additional risks, they also offer greater rewards. Prized cards such as Wheels within Wheels, The Blackfish, Harrenhal, and Tycho Nestoris (Spoils of War, 18) enable some flashy effects that could not be printed at the same cost on non-prized cards. As you pursue the answer to how much prize value can be safely used in a deck, and determine how and when to best use your prized cards in a game, you’ll find new layers of intrigue in both deck-building and over-the-board play.

In addition to the prized mechanic, the Conquest and Defiance cycle also offers a deeper exploration of faction mixing possibilities than we have previously seen in the LCG® environment. The Conquest agenda (Spoils of War, 1) introduces a new method of picking up the assistance of a second House, and the plot card Common Cause rewards players for using characters from a number of different Houses.

Choose your allies carefully, and seize the prize; Conquest and Defiance is coming to A Game of Thrones: The Card Game!

Claim Your Prize
The Iron Throne is at stake, so claim your prize!

• The first Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game
• Introduces the “prized” keyword, which balances tremendous risks and rewards in deck-building and play
• Features such iconic characters such as Catelyn Stark and Doran Martell
• Sixty new cards, including two new agendas, promote the exploration of creative, new strategies

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15.00 €
Game of Thrones LCG: CD2 -The Champion's Purse Chapter Pack
Game of Thrones LCG: CD2 -The Champion's Purse Chapter Pack

The second Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game.

Tournaments and the prospect of a champion’s purse attract all kinds of knights, both the scum of the earth and honorable competitors. With such a collection of competitors, even tournaments can quickly become deadly. As you and your opponents compete for the Iron Throne, your struggle for the ultimate prize becomes more dangerous than ever!

Mercenary Motives
The Champion’s Purse continues the themes began in Spoils of War, introducing new cards with the Prized keyword as well as developing the viability of multi-House decks with the new Conquest (Spoils of War, 1) agenda. But even as you battle for the champion’s purse, you may discover a few soldiers of fortune among the contestants. The Champion’s Purse introduces some of the scum of the realm in the Mercenary warriors of the Brave Companions.

Shagwell (The Champion’s Purse, 38) offers his talents to any House, but he’s most useful in the company of other Mercenaries. Shagwell possesses the Deadly and Prized 1 keywords, but his true abilities activate when you use the Neutral Faction House card. If you do, Shagwell gains, “Response: After you play a Mercenary character, choose and kneel a non-Army character.” Although this Response is limited to once per round, it certainly offers an incentive to separate yourself from a Great House, forming a Mercenary band.

No company of Mercenaries would be complete without the infamous leader of the Brave Companions, Vargo Hoat (The Champion’s Purse, 39). Vargo Hoat is a worthy addition to many decks, offering both a War crest and Renown. Vargo Hoat also possesses a specialized skill, however, offering you a way to directly deal with an opponent’s character agenda. When Vargo Hoat enters play, he can both kneel an opponent’s House card and discard a character agenda from that House card, potentially neutralizing your opponent’s intended path to victory.

With his skills for removing your opponent’s character agenda, Vargo Hoat may seem like the perfect leader of your Mercenary company, but you may want to consider another key character in The Tattered Prince (A Journey’s End, 117). Not only will The Tattered Prince allow you to play out-of-house Mercenary characters without penalty, he also lowers the cost of the first Mercenary character you play. The Tattered Prince can help you get your characters into play and a character like the Gold Cloaks (A Time of Trials, 25) establishes reliable draw. Soon, you can be well on your way to establishing a deadly Mercenary host, full of powerful characters like Shagwell and Vargo Hoat.

The Strength of the North
If you prefer the honor-bound Starks to the other Great Houses of Westeros, you’ll find that even by fighting honorably, you still have a solid chance at the champion’s purse. One of the new characters you’ll find in The Champion’s Purse is a new version of Ser Edmure Tully (The Champion’s Purse, 32). Ser Edmure’s traits, crest, and his Deadly keyword all provide opportunities for you to make him a truly fearsome fighter.

Ser Edmure also possesses a powerful once-per-round free ability, allowing him to shuffle any card from a player’s discard or dead pile back into the deck. Whether you use his ability to recur powerful events like To Be A Wolf (Sacred Bonds, 44), or remove an unique character from your dead pile, Ser Edmure Tully’s commanding presence is certain to make itself felt in your deck.

As you lead the armies and heroes of the north to war, you may need to ensure that your opponent will fight honorably, and one way to accomplish that is by using this Chapter Pack’s new version of Needle (The Champion’s Purse, 34). By giving this sword to any unique Stark character, you can prevent an opponent from triggering any effects while the attached character is participating in a challenge, hampering any tricks they might have hoped to unleash. When one of your character wields Needle, you’ll be able to keep your opponents honest in the challenge.

In this Chapter Pack, you’ll find a host of new tools for every Great House, expanding on the themes of the Conquest and Defiance cycle. Whether you take advantage of powerful new cards with the prized keyword or join the Houses of Westeros together to forge a multi-House deck, you’ll find cards to help you do just that in this Chapter Pack, along with new versions of iconic characters like Ser Edmure Tully and Viserys Targaryen.

From Out of Sight
Whether in the intrigues of court or on the field of battle, you make your greatest advantages by surprising your opponent in some way – finding something to tip the balance of battle abruptly in your favor. In The Champion’s Purse, you find new events for your House to get the drop on your opponent, starting with A Taste of Glory (The Champion’s Purse, 23) for House Baratheon.

This event grants your prized characters a sudden Strength boost and renown for a phase. Of course, you need to have a few prized characters to make it worthwhile, but as the Conquest and Defiance cycle advances, you’ll only find more prized characters to include in your decks. A sudden burst of renown for enough characters just might grab you the power tokens you need to win the game.

House Greyjoy, on the other hand, gains a way to drop Warship locations into play in the middle of challenges. When you or your opponent declare a naval attacker or defender, you may play Every Captain is a King (The Champion’s Purse, 25) to put a Warship location into play from your hand. This event works naturally with the Black Sails (Reach of the Kraken, 18) agenda, whether you use the agenda yourself or struggle against it in your current meta.

Bringing a Warship location into play opens additional ways to surprise your opponent and tip a challenge in your favor. House Greyjoy has a host of Warships to sail into battle, and some of your best choices for gaining the upper hand in a challenge are Longship Black Wind (Called by the Conclave, 49) or Longship Maiden’s Bane (A Hidden Agenda, 49). Longship Black Wind can be used offensively, giving one of your attackers the deadly keyword and potentially even killing the character that joined the challenge with the naval enhancement. Longship Maiden’s Bane gives you an immediate Strength boost, allowing you to defeat your opponent when he least expects it.

House Lannister also receives a way to foil an opponent’s plans with their new prized event, Counterplot (The Champion’s Purse, 28). This event bears a Limited Response, which reads, “After an opponent reveals a plot card, kneel a unique Lannister character to cancel the revealing of that plot and move it to its owner’s used pile. That player must choose and reveal a new plot card.”

Although the costs of playing this event – giving your opponent three power and kneeling a unique Lannister character – are undoubtedly high, the rewards are equally lofty. Canceling a key plot is nearly priceless, whether it’s a Valar Morghulis (Core Set, 201), or Melisandre’s Scheme (Reach of the Kraken, 9). If you play your cards right, running Counterplot in your deck could easily win you a game.

Reaching for the Prize
All men, from the lowliest hedge knight to the greatest lord, share the dream of winning the champion’s purse. Now, you too can have your chance at victory. Will the spoils of your triumph help you claim the Iron Throne?

• The second Chapter Pack in the Conquest and Defiance cycle
• Introduces the “prized” keyword, which balances tremendous risks and rewards in deck-building and play
• Features old and new iconic characters, such as Vargo Hoat and Ser Edmure Tully
• Sixty new cards promote the exploration of creative, new strategies

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15.00 €
Game of Thrones LCG: CD3 -Fire Made Flesh Chapter Pack
Game of Thrones LCG: CD3 -Fire Made Flesh Chapter Pack

The third Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

The world that George R.R. Martin has created in his beloved fiction series, A Song of Ice and Fire, is so gritty and realistic, and the characters who populate it are so psychologically complex and believable, it’s often easy to overlook how fully the saga is permeated by magic and fantasy. Still, Westeros is a world shaped not only by political intrigues and wars between rival lords, it is a land shaped by dragonfire.

In A Song of Ice and Fire, dragons are fire made flesh, and they are every bit as important as they are powerful. Dragons allowed the Targaryens to unite the Seven Kingdoms. Their return to the world coincided with the revitalization of magic. And some think that dragonfire played some role in the creation of the Valyrian steel of which all the most legendary blades were forged.

In Fire Made Flesh, you’ll find a host of new Prized characters, locations, and events, as well as Prized versions of three of the world’s most storied Weapons: Heartsbane, Ice, and Blackfyre. Meanwhile, three neutral characters, a powerful event, and a plot card with a claim that you can ratchet as high as “6” introduce more support for the Neutral Faction House card and decks that unite multiple Houses.

Ice
One of the cards in Fire Made Flesh that best highlights how the Prized mechanic may impact the struggles of A Game of Thrones is Eddard Stark’s greatsword, Ice (Fire Made Flesh, 53).

Ice (Core Set, 1) already exists within the game as a Weapon attachment that cost two gold, plays only on a Stark character, and allows its controller to discard it to kill another character participating in the same challenge as its bearer. However, by making the new version of Ice “Prized 2” the developers were able to reduce its gold cost and change the number of participating characters its controller may kill. The sword’s thematic and mechanical identity remains largely the same; it still plays only on a Stark character, and you must still discard it to trigger its effect. But now players using the new, Prized version may trade the cost of two power for a greater – more legendary – effect.

This is one of the ways that the introduction of the Prized mechanic pays off within the game, and though it’s immaterial, it’s important to note. Most A Game of Thrones players are fans of Westeros and the stories set within it. They love and despise its characters, and they want their favorite characters and weapons to be represented by fantastically powerful cards within the game. Here, the Prized mechanic allows various cards, like Ice, to be represented by some awesome effects, and to enter the game at costs that aren’t prohibitive.

The question, of course, is whether or not it’s worth two power to include a card like Ice in your deck. After all, two power is a lot of power to hand your opponent when the game plays to just fifteen.

While these two power are part of the cost that balances the new, Prized version of Ice, they shouldn’t keep Stark players from giving it careful consideration. After all, at just one gold, the Ice from Fire Made Flesh is twice as affordable as that from the Core Set, and because there’s no strict limit on the number of participating characters it can kill, it’s very likely going to win you an unopposed challenge – or multiple. Even if you have no other Prized cards, Ice counts itself, allowing you to kill at least one participating character.

Furthermore, experienced players will quickly find ways to use the power cost of their Prized cards to their advantage. When you discard Ice, you give your opponent two power. However, that means you suddenly gain a method of putting power onto your opponent’s House card without ever allowing him to win a challenge. In the long run, this is a huge boon to power rush decks and helps them gain traction in their struggles against other types of decks.

Strike True
Can you conquer the Seven Kingdoms? Can you use Ice, Heartsbane, Blackfyre and the other powerful Prized cards from Fire Made Flesh to defeat your rivals and seize the Iron Throne? Along with these famous blades forged from Valyrian steel, you’ll find other such famous names as Podrick Payne, Longship Iron Victory, and Septon Utt.

Prepare to call your banners!

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15.00 €
Game of Thrones LCG: CD4 -Ancestral Home Chapter Pack
Game of Thrones LCG: CD4 -Ancestral Home Chapter Pack

The fourth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

Every House in Westeros attempts to win their way to the Iron Throne, but the roots of a House’s claim flow from its lineage and its ancestral seat of power. The Starks have held Winterfell for generations, Casterly Rock is the traditional home of House Lannister, and House Martell has long claimed Dorne as their capital.

Along with their castles and homes, each Great House has certain responsibilities and Titles. In the Ancestral Home Chapter Pack, you’ll discover a Title for every faction, including the Neutral Faction!

A Fitting Title
Although every Title is unique to its House, they do share some key similarities. These Titles form a vital piece of each House’s identity, and it follows that each possesses the Prized keyword introduced by the Conquest and Defiance cycle. These attachments may give your opponents power if the attachment is discarded, but that allows them to offer you more powerful effects.

In addition, each Title is an attachment. These attachments, however, are far too weighty for any one character in your House. Rather, Titles are attached to your House card, placing them on a more secure foundation than attachments placed on vulnerable characters or locations. We’ll take a closer look at the true power of these new attachments below!

Wardens of the Realm
One of the most prestigious roles in Westeros is the position of Warden. The Wardens are divided between north, south, east, and west, and each Warden is responsible for commanding the armies of Westeros in their region. The position of Warden of the West (Ancestral Home, 69) has traditionally been held by House Lannister, and in this Chapter Pack, you can finally confer that Title upon your House.

Warden of the West offers you a distinct advantage for maintaining your power in Westeros. This Title attaches to your House card, and after you play a prized card, you can kneel the attached House card to choose and kneel a character. You don’t just kneel a character, however. You also discard all power from that character, slowing your opponent’s rush to victory, and potentially giving slower decks time to catch up to a power-hungry opponent. Because the Title itself is a prized card, you can trigger its Response immediately, helping you to gain the upper hand.

While House Lannister is known as the Warden of the West, House Stark holds the honor of Warden of the North (Ancestral Home, 74). Warden of the North offers you a potent defensive bonus when you play a prized card. By kneeling the attached House card, you can use the power of Warden of the North to grant a character stealth and allow him to defend without kneeling until the end of the round. This effect becomes particularly useful when you go second, allowing you to defend your opponent’s challenges before going on the offensive with your own.

The Warden of the South Title (Ancestral Home, 63) is claimed by House Tyrell, who in A Game of Thrones: The Card Game are represented as supporters of House Baratheon. This Title offers you a highly useful counter to your opponent’s strategy. This attachment allows you to kneel the attached House card after playing a prized card to force an opponent to choose and reveal a new plot card! Although this effect won’t stop plots with “when revealed” effects, you can certainly play it and trigger its Response immediately to stop plots like The First Snow of Winter (On Dangerous Grounds, 59), Fear of Winter (Beyond the Wall, 40), or Melisandre’s Scheme (Reach of the Kraken, 9).

Houses of the Mighty
Every House is claiming its rights as the Ancestral Home Chapter Pack approaches. Four other Titles await the other factions, alongside a host of new prized cards and a champion-designed agenda that poses a unique deck-building challenge.

Advance your claim to the Iron Throne with Ancestral Home, the fourth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

Introducing sixty new cards (three copies each of twenty different cards), this Chapter Pack continues to support the Prized keyword, alongside the cycle’s themes of multi-House decks and Neutral Faction decks. Whether you set sail with House Greyjoy, support the Prince of Dorne, or lend your strength to another Great House, you’ll find plenty to enjoy in this expansion.

• The fourth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game

• New Prized attachments and a new agenda offer deck-building challenges for all players
• Prized cards introduce astounding effects at the risk of granting your opponents greater power
• Continues to present more options for Neutral Faction decks and decks that draw strength from multiple Houses
• Introduces new versions of several famous characters, including Renly Baratheon, Tyrion Lannister, and Daenerys Targaryen

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15.00 €
Game of Thrones LCG: CD5 -The Prize of the North Chapter Pack
Game of Thrones LCG: CD5 -The Prize of the North Chapter Pack

The fifth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game!

This Chapter Pack continues the cycle’s major themes, introducing fourteen cards with the Prized keyword and giving additional support to the possibility of multi-House or Neutral Faction decks. Every Great House in Westeros gains powerful cards, including a new Sand Snake for House Martell, powerful Warships for House Greyjoy, and three Prized dragon egg attachments for House Targaryen!

Even as the Great Houses explore the possibilities of mutually beneficial alliances, a deadly threat is rising in the northlands beyond the Wall. The brave warriors of the Night’s Watch could never stand against this threat alone, but in The Prize of the North, you’ll find potent new cards as House Baratheon casts its lot with the men of the Night’s Watch.

The Sword in the Darkness
House Baratheon and the Night’s Watch gain an efficient character in the Defenders of the Wall (The Prize of the North, 81). These brave defenders enter play inexpensively and carry the text, “No attachments except Weapon,” which protects it from many Strength-lowering effects. This character also possesses an ability that can make it quite useful in battle. During challenges declared against you by a player running an agenda, the Defenders of the Wall can defend Military challenges even while kneeling. With the current popularity of agendas, this character should have plenty of opportunities to defend Military challenges, keeping your opponents safe from harm.

Two locations included in The Prize of the North bind House Baratheon and the Night’s Watch even closer together. Deserted Castle (The Prize of the North, 82) can be knelt to choose a Baratheon character. The chosen character receives a Strength boost and the Night’s Watch trait for the phase, temporarily qualifying it for additional benefits, such as the immunity to events granted by Jon Snow (The Horn That Wakes, 73).

The Night’s Watch gains even more power from a new, Prized version of The Wall (The Prize of the North, 83). The Wall has the Prized 1 keyword, but it also grants each of your Night’s Watch characters both a Power icon and the Baratheon affiliation, provided it is Winter. Even better, The Wall contains the text, “Any Phase: Kneel The Wall to stand all Night’s Watch characters you control.” With this powerful ability, the Night’s Watch can defend the Wall with all their Strength before sallying forth and taking the fight to their foes with their own challenges.

Granting all of your Night’s Watch characters the Baratheon affiliation has several interesting implications. You could make use of the new House Baratheon agenda, A Noble Cause (Forgotten Fellowship, 98), to grant many of your Night’s Watch characters renown, potentially speeding you to a rapid victory. Other possibilities abound, so you'll have to experiment to find the best ways to make use of The Wall.

The Wall Is Yours
The winds of winter have an icy chill, but with the new cards included in The Prize of the North, you can stand firm against them. Whether you cast your lot with the noble cause of House Baratheon and the Night’s Watch, with another Great House, or with the Neutral Faction, you’ll find plenty of cards to help you in this upcoming Chapter Pack.

• The fifth Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game
• New Bannermen increase synergy between Houses, promoting multi-House decks
• Prized cards introduce astounding effects at the risk of granting your opponents greater power
• Continues to present more options for Neutral Faction decks through specialized cards
• Introduces new versions of several famous characters and locations, including Wex Pyke and The Wall

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15.00 €
Game of Thrones LCG: CD6 -A Dire Message Chapter Pack
Game of Thrones LCG: CD6 -A Dire Message Chapter Pack

A Dire Message is the final Chapter Pack in the Conquest and Defiance cycle for A Game of Thrones: The Card Game.

Dire news comes to the Great Houses of Westeros in this Chapter Pack, but you’ll find plenty of new tools to help each House survive the dangerous times to come. A Dire Message continues developing the cycle’s prized keyword, allowing you to play a number of more powerful characters, attachments, locations, and events, but at the price of possibly giving your opponent power. Many of the cards in this Chapter Pack carry the prized keyword, and you’ll find new, prized versions of iconic characters and locations ranging from Robert Baratheon, to Ser Balon Swann, to The Iron Throne itself!

However, you’ll also find more support for the second theme of the Conquest and Defiance cycle: bringing the Houses together to form multi-House decks. Traditionally, in A Game of Thrones: The Card Game, the Great Houses remain separate, perhaps bringing one or two select members of another House into their confidence. But now, A Dire Message is coming, the winds of winter are blowing harshly, and the leaders of Westeros may discover that working together is preferable to dying alone.

The Task At Hand
Throughout the Conquest and Defiance cycle, every House has received Bannerman characters that benefit from the presence of characters belonging to other Houses. You’ll find even more of these characters in A Dire Message. House Stark gains the Northern Clansman (A Dire Message, 110), who gains renown or stealth if you control a Baratheon or a Lannister character, respectively. House Targaryen receives a similar character in the Dragon Ambassador (A Dire Message, 113), who gains deadly if you control a Greyjoy character, and an Intrigue icon if you control a Martell character.

Because these characters receive benefits directly from other Houses, they lend themselves naturally to creating multi-House decks. You can easily include two such characters in your deck, as well, since both characters receive benefits from the other House's characters. Including both characters only give you more Bannermen, enhancing the power of cards that trigger off of your number of Bannermen, such as Mors Umber (The Banners Gather, 13)

Even with the help of the new Conquest (Spoils of War, 1) agenda and a wide spread of characters that benefit from adding another House to your deck, sometimes you need to search for a crucial piece of your deck’s plan for victory. To that end, you could include the applicable plot introduced in this Chapter Pack: A Task in the East (A Dire Message, 118), A Task for the King (A Dire Message, 119), or The Turncloak’s Task (A Dire Message, 120). Each of these plot cards allow you to search for a card, but which card you can search for is based on your House card.

For example, if you reveal A Task in the East and are using a Martell House card, you can search your deck for any Greyjoy card, reveal it, and add it to your hand. If your House card is Greyjoy, on the other hand, you would use The Turncloak’s Task, and search your deck for any Targaryen card. With the help of these three new plot cards and the Conquest agenda, you can piece together the cards you need to establish your alliance and claim victory over your opponent.

Dangerous Times, Desperate Measures
In A Game of Thrones: The Card Game, the Great Houses generally stand alone, but perhaps even the most hard-hearted can see the benefits of forging an alliance in light of A Dire Message. How will you combine the warring Houses of Westeros?

The A Dire Message Chapter Pack continues the cycle’s major themes, introducing additional Prized cards and giving even more support to the possibility of multi-House decks. Every Great House in Westeros gains mighty cards, including new versions of Robert Baratheon, Ser Balon Swann, and a neutral version of the Iron Throne itself!

Among the sixty cards from A Dire Message (three copies each of twenty individual cards), you’ll find the pieces you need to craft multi-House decks, including new Bannermen that gain benefits from other Houses and powerful new plots that enable you to search your deck for out-of-House characters. Whether you strengthen the bonds between the Great Houses to build a multi-House deck or utilize the power of the Bannermen, you’ll find new and powerful cards in A Dire Message!

An A Game of Thrones: The Card Game core set is required to play. Contains cards 101-120 of the Conquest and Defiance cycle.

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15.00 €
Game of Thrones LCG: DN5 -A King in the North Chapter Pack
Game of Thrones LCG: DN5 -A King in the North Chapter Pack

The battle at The Wall is over, but the war has just begun. The wildlings have been dispersed, but may return again. The Night’s Watch is depleted, and in dire need of reinforcements. And the true threat from the north awaits...

Featuring a new version of Margery Tyrell for your Baratheon deck, the mighty Osha for your Stark deck, the formidable wildling Varamyr Sixskins, and much more, A King in the North will bring exciting new options for your A Game of Thrones experience.

In this reprint of the popular Defenders of the North expansion cycle for A Game of Thrones: The Card Game, each Chapter Pack has been updated to the 60-card format (3 copies each of 20 unique cards). The included cards are updated with rules text based on the most recent FAQ and Errata. This cycle is best known for introducing the stackable Agenda mechanic that gives players the option of customizing their own Night’s Watch or Wildling decks through character bonuses. Stackable Agendas specifically allow players to attach more than one Agenda to their House card, while requiring two additional power to win for every Agenda added.

The Defenders of the North expansion cycle reprint includes popular cards such as Khal Drogo, Frozen Moat, Naval Escort, Ser Balon Swann, Varamyr Sixskins, and Melisandre. This cycle also features a number of cards for players to build a The North-themed deck, or a deck surrounding the Summer/Winter mechanic.

• A reprinted expansion cycle for A Game of Thrones: The Card Game

• Updated to the 60-card format (3 copies each of 20 cards)
• Included cards are updated with the most recent Errata and rules text
• Features fan-favorite characters
• Includes cards for Summer/Winter and The North-themed deck-building

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15.00 €
Game of Thrones LCG: Ice & Fire Draft Pack
Game of Thrones LCG: Ice & Fire Draft Pack

Ice & Fire draft packs for A Game of Thrones: The Card Game introduces a brand new draft format, where players jointly build their decks in real time from a shared pool of random cards. After the draft is complete players test their mettle against each other using these newly-built decks. A Game of Thrones: The Card Game players have long requested the option to enjoy the game’s battles, intrigues, and power struggles in this alternative format. Prepare for the excitement of Ice & Fire Draft Packs!

What’s in a Draft Set?
The Ice and Fire draft set for A Game of Thrones consists of a nineteen-card starter and one fifty-card draft pack.

A draft starter can be used in any number of draft games, so players need only purchase this item once when playing drafts from the same card pool (see below).

What Is a Draft Pool?
The current A Game of Thrones draft pack is drawn from a card pool of 240 cards that we call Ice and Fire.

In the future, FFG may launch additional draft sets drawn from new card pools. Each card pool will be identified with its own unique title, just like Cyber War and Ice and Fire.

Identifying Draft Cards
All draft cards are clearly identified by a new icon (specific to each game), and starter pack cards are further distinguished from the draft cards by color.

All cards found in draft packs, except for those cards marked as “draft only” will be legal in normal LCG tournament play. However, because of the variation in production color and card-stock resulting from our in-house digital manufacturing, players who want to use draft cards in LCG tournaments must sleeve them to fully conceal the card backs.

Except for the “draft only” cards, all cards found in draft packs are also found in normal existing (or future) LCG products.

Contains a selection of 50 randomized cards to be drafted

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15.00 €

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