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kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: Intro Deck -House Greyjoy
Game of Thrones LCG 2: Intro Deck -House Greyjoy

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players. Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks! We Do Not Sow House Greyjoy has ruled the Iron Islands since the conquest of Aegon Targaryen, surviving in the unforgiving climate by reaving their neighbors and taking what is theirs. The ironborn prefer to fight uncontested, striking quickly before their enemies can establish a solid defense. But perhaps their greatest strength lies in stealth. The House Greyjoy Intro Deck features an abundance of cards with this keyword, including the Kraken’s daughter, Asha Greyjoy (Kingsmoot, 51), enabling you to collect power quickly through unopposed challenges. Asha is at her most confident and most powerful when she is acting as the commander of her ship, Black Wind (Journey to Oldtown, 32), which equips her with renown so she can seize even more power while you pillage your enemy’s deck. To assist Asha with her mission, you can fill your ranks with pillaging Raiders like Euron Crow's Eye (Core Set, 69) and Black Wind's Crew (Core Set, 72). By claiming your victory with speed and ferocity, you will stake your claim to the Seven Kingdoms. All who stand against you shall pay the iron price.

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: Intro Deck -House Tyrell
Game of Thrones LCG 2: Intro Deck -House Tyrell

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players. Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks! Growing Strong House Tyrell rules the rich area of the Reach with a quiet class and dignity. This noble House is filled with Lords, Ladies, and Knights worthy of song, all led by The Queen of Thorns (Core Set, 186). While they never ruled as kings, the Tyrells are ambitious, relying on intrigue and cooperation within their House to quietly gather strength and power before their enemies take notice. In the House Tyrell Intro Deck, you will find powerful allies who can compound their strength to assist your claim to the throne. For example, Margaery Tyrell (Core Set, 181) can be knelt to increase another character's STR for the duration of the phase. If she uses this ability to bolster Brienne of Tarth (House of Thorns, 2), who may be wielding Heartsbane (Core Set, 191), the Lady becomes nearly unstoppable with eleven STR. In turn, Brienne can increase the STR of yet another character. While a rose may be the greatest beauty of a garden, only a fool would dare forget the thorns.

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: Intro Deck -Night's Watch
Game of Thrones LCG 2: Intro Deck -Night's Watch

These instructive Intro Decks are designed to introduce new players to the mechanics, environment, and key characters of A Game of Thrones: The Card Game, providing a stable foundation and highlighting the unique features of each faction. Each pre-constructed deck contains sixty-nine cards—a full sixty-card deck (containing 1x, 2x, and 3x cards) with seven plots, a faction card, and an agenda card. With one of these decks, you'll have everything that you need to begin your battles right away, whether you're battling another intro decks or playing against a custom deck built by other players. Even if you're a veteran player, there are still plenty of reasons to pick up the Intro Decks. Not only is it a great way to get additional copies of commonly played neutral cards and plots, like Marched to the Wall (Core Set, 15), you can also use them as a tool to invite new players to experience your battles for the Iron Throne! What's more, every Intro Deck features an alternate-design faction card and a copy of the Fealty (Core Set, 27) agenda emblazoned with the sigil of your chosen faction—making this the perfect way to spread your loyalty to your other decks! Night Gathers, and Now My Watch Begins The history of the Night’s Watch dates back to the Age of Heroes, but this once proud order has regretfully been nearly forgotten by the proud lords of Westeros. Once you take command of the order with the Night’s Watch Intro Deck, you will be able recruit for your ranks from the discarded characters of your enemies with card like Old Bear Mormont (Watchers on the Wall, 3) and Sworn to the Watch (Watchers on the Wall, 22). Once these new recruits Take the Black (Core Set, 139), the Night’s Watch will guard the realms of men against the threats that gather in the north. The key duty of the Night’s Watch is to defend The Wall (Core Set, 137) at the few standing castles along its length. Specializing in defensive tactics, the stalwart men of the Watch like Jon Snow (Watchers on the Wall, 6) and Defender of the Wall (Oberyn’s Revenge, 85) will ensure that you never fall before your enemies. Unlike the other Houses of A Game of Thrones: The Card Game, as a brother of the Night’s Watch, you do not fight for a family. Your duty is to the realm, and if the only way to protect the Seven Kingdoms is to claim the Iron Throne, then that is precisely what you must do.

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: KL1 -At the Gates Chapter Pack
Game of Thrones LCG 2: KL1 -At the Gates Chapter Pack

At the Gates, the first Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game Over the course of A Game of Thrones: The Card Game, you have followed your most beloved and most reviled characters from the first pages of A Game of Thrones to the closing chapters of A Dance with Dragons. You have led the hosts of Westeros through the War of the Five Kings and witnessed the fallout of their struggle for the Iron Throne. Characters you may have once thought safe have perished before your eyes and the meek have grown mighty. The only constant in the world of Westeros is change. But the realm lives on, and now, the A Game of Thrones: The Card Game takes a new direction with the themes of this cycle. Rather than following the events of A Song of Ice and Fire by moving through the books of the saga, this new cycle draws the spotlight to the vibrant capital of Westeros—King's Landing itself. You'll find all kinds of cards throughout the cycle with a tie to King's Landing and the battle for the throne, as well as the continued development of the shadows keyword established in the fifth cycle! With a host of new shadows cards and support for your shadows decks, the game's sixth cycle promises to bring an exciting new direction to your battles and intrigues across the Seven Kingdoms. The City Watch At the Gates marks the beginning of the sixth cycle for A Game of Thrones: The Card Game. The King’s Landing cycle is firmly centered on the capital of Westeros, focusing on the people, places, and events tied to this location across the entirety of A Song of Ice and Fire, as well as continuing to develop the shadows keyword and the cards that hide in the darkness. The shadows have grown over the years, and the city of King’s Landing has changed since the Starks first traveled south at the command of King Robert, and now you have the chance to explore its twisting alleys like never before. Your journey begins at the great wall that surrounds the city and the scattered gates that connect the capital to the outside world. The number seven is sacred to the Faith, and as such Aegon I Targaryen had seven gates built as the entrances to his grand metropolis. Now, in the At the Gates Chapter Pack, the great Houses of Westeros gain access to these locations. Each gate is a low-cost location that provide you with income from their tolls. If card draw is more important to you than gold, however, you have the chance to sacrifice these locations in exchange for cards. For example, when House Stark is in control of the Old Gate (At the Gates, 2), they may sacrifice the Old Gate to draw two cards if each of their characters are loyal Northmen, while the Gate of the Gods (At the Gates, 4) requires House Tyrell to control the strongest character in play, and the King's Gate (At the Gates, 8) can only be used if House Baratheon has five or more power on their faction card. Bringing these locations into play early is made all the easier with the new plot card, At the Gates (At the Gates, 20). This plot lets you search your deck for a limited location with a cost of one or lower and add it to your hand. If this is your first time using a City plot in the game, you can even put the location into play, allowing you to immediately begin taking advantage of the location. Whether you're searching for one of the new gates or a location like The Kingsroad (Core Set, 39), At the Gates can ensure you get your economy when you need it. Climbing the Ladder Throughout A Song of Ice and Fire, King’s Landing has been likened to a pit of snakes or a city of spiders—all with good cause. The King’s Landing cycle continues the use of the shadow keyword, which was first introduced to the game's second edition during the Dance of Shadows cycle. By paying two gold, you can marshal a card with the shadow (x) keyword facedown into the separate shadow area, keeping your precious schemes protected until you're ready to strike. If ever there was a character destined for the shadows, it would be the Master of Coin, Littlefinger (At the Gates, 17). Lord Baelish knows that you must play the game of thrones everywhere, at all times, and he is always ready to alter strategies and alliances the moment it suits him. If you can convince Littlefinger to support your claim, he can help you find alternate strategies with his Reaction. After one of your characters comes out of shadows, whether it's Littlefinger himself or another scheming ally, you can move up to three cards from your hand on the bottom of your deck, then draw an equal number of cards, helping you easily cycle through your deck and find the best cards for your current plans. But perhaps the character who has undergone one of the greatest changes, at least physically, is the dragon Viserion (At the Gates, 13). Growing from his fledgling form (Core Set, 166), the beast’s strength has doubled, and he now bear the ambush (5) keyword, which lets you bring him into play in the midst of the challenges phase. With well laid plans and a touch of luck, you can surprise your opponent with Viserion’s new ability, gaining intimidate after you win a challenge for the miniscule price of a discarded card. After all, the mere sight of a full-grown dragon could be enough to make even a king cower and kneel. A Pit of Snakes As a new cycle begins, you are invited to return to King’s Landing and find serenity in its shadows. But be wary—many have met their end in the ruthless capital of Westeros. Still, if you can turn the chaos to your advantage, glory and power await!

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: KL3 -Pit of Snakes Chapter Pack
Game of Thrones LCG 2: KL3 -Pit of Snakes Chapter Pack

The third Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game From the first page of A Game of Thrones to the last line of A Dance with Dragons, A Game of Thrones: The Card Game has followed the lives of those pursuing the Iron Throne. You have had the chance to lead your favorite characters into battle in the fields and courts of Westeros, and now, in the King’s Landing cycle, you leave the constraints of time behind to step into the world of A Song of Ice and Fire and explore the capital of the Seven Kingdoms like never before. As with other Chapter Packs in this cycle, you will find that Pit of Snakes offers you three copies each of twenty distinct cards, providing each faction with new cards for their House as well as new neutral cards that any player can turn to their advantage. With new versions of favorite characters, as well as a new City plot and the continued development of the shadow keyword that was first introduced in the fifth cycle of A Game of Thrones LCG, Pit of Snakes will ensure that you are ready to face the deadliest opponents, no matter which House you pledge your sword to! Before the Great Sept As you continue to step through the streets of King’s Landing, you will have the chance to visit key locations like the Statue of Baelor (Pit of Snakes, 58) and behold the glory of the most popular religion in the Seven Kingdoms with a variety of neutral cards to help you build a deck around The Seven. Tracing their founding to even before Baelor the Blessed, The Most Devout (Pit of Snakes, 57) are a council of the highest-ranking septas and septons of the Faith of the Seven who are instrumental in selecting the High Septon. As religious leaders to King’s Landing, The Most Devout become more powerful as they add more sheep to their flock, gaining power if your opponent attempts to bring more than one character into play each phase—thus dissuading your opponent from marshaling too many characters or relying too heavily on ambush or shadows. If you can keep these holy men and women sheltered for a few rounds, playing Compelled by the Faith (The Faith Militant, 100) at the opportune moment will let you move this power to your faction card. If you control either of these sacred new cards, you may choose to issue The Faith's Decree (Pit of Snakes, 59). This event lets you to stop your opponent from triggering the abilities of a non-plot, non-agenda card of your choice for an entire phase, meaning that if you can predict your opponent's intentions, you can deny them the use of that card. Perhaps you want to ensure your opponent can't recur characters with Flea Bottom (Oberyn's Revenge, 98), or maybe you want to stop a potent threat like Drogon (In Daznak's Pit, 93) from destroying your army. With the strength of The Seven at your beck and call, you can seize power much more easily. An Ear in Court As A Game of Thrones: The Card Game moves away from the plot of A Song of Ice and Fire, you will find key characters crossing paths within the same Chapter Pack who would never have encountered one another otherwise. The head of House Stark at the start of the series, Eddard Stark (Pit of Snakes, 41), has never forgotten the gravity of taking a man’s life, but he will do whatever he must to protect his House. Thus, when duty demands during the dominance phase, Eddard may kneel to kill a character with a printed cost of four or lower, provided he is surrounded by his kinsmen on the battlefield. While Eddard Stark has a military and power icon like his previous appearances in the Core Set (Core Set, 144) and Wolves of the North (Wolves of the North, 1), his honor has always prevented him from being able to easily participate in intrigue challenges, until now. In Pit of Snakes, House Stark gains the new attachment Malleon's Tome (Pit of Snakes, 42), the detailed record of each of the noble Houses of Westeros, complete with descriptions of the noble lords and ladies and their appearances. Any attached character will gain an intrigue icon and the chance to glimpse your opponent's plans, but if Eddard or a Maester hold the book, they can stand as well, ready to face another challenge with more information to form the perfect plan. While House Stark may be moving deeper into the shadows, few are better suited to take full advantage of the shadow keyword than House Martell. Doran has been plotting for years to set his family on the Iron Throne, but little does he know that his daughter Arianne Martell (Pit of Snakes, 55) has been forming her own plans to secure her birthright. Evolving from her previous versions in Journey to Oldtown (Journey to Oldtown, 35) and the Core Set (Core Set, 104), you no longer need to return Arianne to your hand to make use of her ability. Up to three times per round, Arianne may strip a challenge icon from a character when you bring one of your cards out of shadows. This sets you up to stand against specialized characters like Ser Robert Strong (The Shadow City, 10) who have high STR in a single area, or if you can lay enough schemes in the shadows, she can beguile even a Lord like Euron Crow's Eye (Core Set, 69) or Tywin Lannister (Core Set, 90) to remove all three of their icons and render their powers useless. Even the most stalwart warrior is no match for the cunning of a courtier with everything to lose. Unexpected Guile King’s Landing is filled with those who would do anything to gain the power they desire, whether it be in the church, the court, or the field of battle. Now that you are among them, you must either achieve your victory or die in your pursuit. Do you have the cunning to survive the Pit of Snakes?

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: KL5 -The Blackwater Chapter Pack
Game of Thrones LCG 2: KL5 -The Blackwater Chapter Pack

Journey beyond the walls that protect King’s Landing with The Blackwater Chapter Pack for A Game of Thrones: The Card Game. In George R. R. Martin’s A Song of Ice and Fire series, the great Houses of Westeros battle for the Iron Throne and control of the Seven Kingdoms. Swords clash on the battlefield, secrets are whispered in the courts, and everywhere is the unending struggle for power and control. Now, you have the chance to leave the page behind and immerse yourself in the world of Westeros with the King’s Landing cycle forA Game of Thrones: The Card Game. Here, key characters and events can brush up against one another without the bounds of the linear time. Rather than moving through the books of the saga, this cycle highlights the capital city that draws people from across the world. As you take your place among its many inhabitants, your loyalties will be tested and you may find that the surest way to earn victory for your House is to turn to less moral means, with the continued exploration of the shadow keyword. But if your actions bring the rightful rulers to power, then surely the ends justify the means. Rising Through the Ranks The Blackwater served as the setting for the largest battle in the War of the Five Kings. House Lannister ultimately won the battle as ships filled with wildfire were used to incinerate Stannis’s naval forces while a chain cut off any means of escape. With the help of reinforcements led by Lord Tywin, the Baratheons of Dragonstone were forced back, and the city was saved from the invaders. Much of the battle took place on Blackwater Rush (The Blackwater, 88), which now enters the A Game of Thrones LCG as a location for House Baratheon. Once a card comes out of shadows, this location allows its controller to give one power to a Baratheon character. If you are sitting at the precipice of victory, revealing this card directly before any other that waits in shadow will allow you to take your victory without even initiating a challenge. In times of war, a well laid siege can prove just as effective as a blood-soaked battle. The Battle of the Blackwater was the making of many warriors, earning them titles worthy of their great deeds. In the aftermath, more than 600 men were knighted, raised from obscurity to stand amongst the nobles of King’s Landing. For your own Knights, if you deem one of them worthy, you may gift them a White Cloak (The Blackwater, 98), elevating them to your Kingsguard. This trusted soldier then gains the ability to protect their chosen King or Queen, kneeling to defend their charge when they would otherwise be killed. Or, contrariwise, if you are aligned with the Lions of Casterly Rock you can use this promotion to turn any Knight into a Kingslayer (Journey to Oldtown, 30). When honor and duty stand opposed, which side will you choose? In the Seven Kingdoms, there are those whose duty in to the realm rather than to any despot. Even if you do not side with one of the noble families of Westeros, you will need to conscript others to your cause if you wish to win the Iron Throne. And few have more experience in recruiting than the men of the Night’s Watch. Since his first appearance in the Core Set (Core Set, 129), Yoren (The Blackwater, 85) has increased in strength and his ability to recruit others to the cause of the Night’s Watch. While he was once only able to bring opponents to his side after they had already been discarded by his enemy, the Wandering Crow can now take control of any character with a printed cost of five or lower once he enters play, maintaining his hold over them as long as he is on the field. A Very Large Shadow From the War of the Five Kings and beyond, a darkness has descended on Westeros as the long summer comes to an end, and now all must either learn to live in the darkness or perish. With the continued cultivation of the shadow (x) keyword, House Stark, Lannister, and Tyrell each find new events that cut to the heart of their faction’s themes and allow them to stand amongst their rivals who have gained similar events throughout the King’s Landing cycle. Shadow of the North (The Blackwater, 82) increases the deadliness of House Stark’s bannermen for one challenge and, if Winter has come to Westeros, allows them to return the event to their hand rather than discarding it. Meanwhile, Shadow of the Rose (The Blackwater, 84) plays with the theme of control, allowing the Tyrells to search the top ten cards of their deck for a card to put into shadows and return the event to their hand if there is a Summer plot revealed. Finally, the Lannisters can ambush their opponent by casting A Very Large Shadow (The Blackwater, 90), which reduces the cost of the next card they bring out of shadows by 3. This can be used to cut the cost of high-profile characters like Cersei Lannister (Daggers in the Dark, 109) or Ser Robert Strong (The Shadow City, 10) in half, or be used to play warriors like Ser Mandon Moore (At the Gates, 9) for free! But perhaps the Lannister’s greatest asset is the unsung hero of the Battle of the Blackwater, Tyrion Lannister (The Blackwater, 89) who orchestrated the wildfire assault which destroyed Stannis’s forces and saved the lives of countless citizens. Now, if Tyrion is on your Small Council, he can use his keen mind to give the shadow keyword to any of the cards you control whenever you bring a non-event card from shadows. This can allow you to move attachments between characters as the need arises or reuse the abilities of characters like Catspaw (Streets of King’s Landing, 49) that trigger when they come into play from shadows. Tyrion’s cunning mind is sure to prove deadlier than a longsword for any who dare to underestimate him. Power Behind the Throne As the King’s Landing cycle continues, some will rise and others will fall. The battle for the Iron Throne will push you to your limits, but if you can hold your ground and embrace the shadows as they fall across the world, you will make your name and bring glory to your House. Prepare for battle and set sail upon The Blackwater!

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18.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: KL6 -Long May He Reign Chapter Pack
Game of Thrones LCG 2: KL6 -Long May He Reign Chapter Pack

Leave the pages of A Song of Ice and Fire behind to explore the world of Westeros at your will in the King’s Landing cycle for A Game of Thrones: The Card Game! The sixth cycle of the beloved Living Card Game takes a new direction, shifting focus from the linear events that play out in George R. R. Martin’s bestselling book series to the great gathering place where characters from across the saga can cross paths, torn from time to meet in a single place. Now, the King’s Landing cycle is about to draw to a close with Long May He Reign, the sixth and final Chapter Pack of the cycle. First of His Name In Westeros, power shifts hands at a rapid pace, but most often it is only exchanged between the few great Houses who have held their lands since Aegon’s Conquest and passed it to their descendants. Long May He Reign focuses on this idea of legacies; the histories of the Great Houses that future generations must uphold and defend. Robert Baratheon once destroyed the legacy of the Targaryens when he nearly wiped their House from the face of Westeros, and in doing so he gained a power and a title that has haunted him, and soon will haunt the realm if it should pass to his children. To reflect this, in this Chapter Pack House Baratheon gains the titular Legacy Long May He Reign (Long May He Reign, 108), which declares that the King who bears this attachment cannot be killed as long as you continue to dominate power challenges and hold on to this protection. If you can surround yourself with warriors you trust to wear the White Cloak (The Blackwater, 98), your ruler may soon think himself invincible against the dangers of the world. Just take care that pride does not lead to recklessness. The most trusted of House Baratheon’s allies are the Starks, as loyal as they have been for generations and bound to the Stags of Storm’s End by the friendship of Robert Baratheon and Ned Stark. If you align with Ned and the Northmen, you may give bestow their own Legacy, Blood of the First Men (Long May He Reign, 102), to any of your bannermen to allow them to join a challenge alongside a participating Stark character, even if they do not have the indicated challenge icon. This can add incredible versatility to specialized characters who have high strength, but only a single power icon and help trigger abilities like Put to the Sword (Core Set, 41) that require you to win a challenge by five or more. And—as a non-loyal card—this attachment will make House Stark an ideal ally for any of the Great Houses of Westeros. With the power of the North at your back, there is no challenge you cannot overcome. A Girl Has No Name While some nobles in Westeros are obsessed with legacies, honor, and power, others seek merely to escape the confines of duty and embrace their own destiny. Arya Stark (Long May He Reign, 101) never wanted to be a Lady, though she still bears the trait as she has in every version of her card, from the Core Set (Core Set, 3) to Wolves of the North (Wolves of the North, 7) and Arya Stark (The Faith Militant, 81). But in Long May He Reign, Arya regains the stealth keyword and learns the ability to hide in the new shadows area. Arya embraces the shadows both in mechanics and in theme as you now have a chance to shape your story of intrigues and murder by adding the names of any five of your enemies to Arya’s prayer. Once Arya Stark enters play, you place a prayer token on up to five different characters you do not control and for each target you kill, you may draw a card and stand Arya as she becomes reinvigorated by her revenge. But you must still take care to protect the daughter of Ned Stark until her vengeance is complete— if Arya dies, her prayer dies with her. As Arya tries to run from the fate she was born into, others across the sea struggle to leave behind the fate they chose for themselves. Ser Jorah Mormont (Long May He Reign, 113) once made a terrible mistake, selling men into slavery to pay his debts and then fleeing into exile to avoid the cold justice of the Warden of the North. This ability to outrun death is reflected in Long May He Reign, as when Ser Jorah would be discarded from your hand, he is placed into shadows instead of the discard pile. This can help you maneuver around the effects of cards like Great Wyk (Kings of the Isles, 17) or Hidden Thorns (House of Thorns, 24) and even turn these attacks on your hand into an advantage as once Ser Jorah is in shadows, the cost to bring him into the battle is decreased by one. Once there, the Knight is a force to be reckoned with, able to participate in any challenge with a respectable base strength of four. While his love for Daenerys Stormborn is well known, you may choose to tempt him with a Mercenary Contract (Long May He Reign, 114), granting him new access to the Mercenary trait. This would enable the swellsword to stand after a challenge and continue fighting for your cause for the low cost of a single gold. And if you can field Ser Jorah alongside Daario Naharis (The Archmaester’s Key, 14), you can have him fight in every challenge type during a single turn! With such tireless allies on their side, it is only a matter of time before House Targaryen crosses the Narrow Sea and reclaims the Iron Throne. To Arms! As the battle for Westeros rages on, it is up to you to decide where your loyalties lie. Will you fight for family, for wealth, for redemption, or for something else altogether—something only you can understand? Whatever your cause, the Iron Throne is the goal. Ready your army and let the battle begin!

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: Lions of Casterly Rock Expansion
Game of Thrones LCG 2: Lions of Casterly Rock Expansion

A deluxe expansion for A Game of Thrones: The Card Game! Tywin Lannister: Warden of the West and lord of his House. Ser Jaime Lannister: the Kingslayer and Lord Commander of the Kingsguard. Cersei Lannister: Robert Baratheon’s queen, Crown Regent for Joffrey Baratheon, and one of the most beautiful women in the realm. Tyrion Lannister: Hand of the King and defender of King’s Landing. Across Westeros, the very names of the Lannisters command instant recognition and respect. Tales of their wealth are legendary—matched only by stories of their cunning and ruthlessness. From the Sunset Sea to the Iron Throne, the lions of Lannister hold Westeros in a golden fist. Lions of Casterly Rock, the second deluxe expansion for A Game of Thrones: The Card Game, invites you to take your place among the storied names of House Lannister. Within this expansion, the Lannisters explore new themes, launching an ambush with their Clansman allies, redoubling their focus on the intrigue challenge, and sending out marauders to pillage the lands of Westeros. You’ll also find new versions of the most iconic Lannister characters, including Tywin Lannister, Cersei Lannister, Ser Jaime Lannister, and Tyrion Lannister. Of course, while House Lannister holds the spotlight here, you’ll also gain two new non-loyal cards for each other faction with new characters entering the game for the first time, including Edric Storm, Victarion Greyjoy, Trystane Martell, and Jeyne Westerling. Finally, you’ll have the chance to reshape your plot decks with seven new plots (six neutral and one loyal to House Lannister). My Mind Is My Weapon Even before they were tied by marriage to the ruling family, the lords and ladies of House Lannister shaped the fate of Westeros. They know that wars are not won on the field of battle—the true conflict happens in secret meetings and whispered conversations, with a letter that forces armies to be delayed or a sharply honed assassin’s dagger. These background intrigues can hold power over even the mightiest knights, and no one can manipulate the game of thrones like the Lannisters. In Lions of Casterly Rock, the Lannisters gain new ways to increase their power by simply making intrigue challenges. Your exact conspiracies may vary, but any deck focusing on intrigue challenges will want to take advantage of the new version of Cersei Lannister (Lions of Casterly Rock, 1). Here, Cersei takes her place among the most expensive characters in the game, but she brings more than enough power to back up her cost. First, Cersei doesn’t kneel to attack in intrigue challenges, giving you much greater freedom with how you choose to attack and defend. More importantly, however, after one or more cards are discarded from an opponent’s hand, Cersei Lannister gains a power, provided you don’t support that player! Obviously, Cersei can gain power incredibly quickly with the help of cards like Casterly Rock (Core Set, 97) and Wardens of the West (The Road to Winterfell, 30), but she also shines when you feed her information from the Master of Whispers in a melee game. Stripping your opponent’s cards with intrigue challenges often brings significant benefits—you remove your opponent’s options, simultaneously constricting the number of characters he can play and removing the chance that he’ll surprise you with unwanted tricks. With the addition of Lions of Casterly Rock, however, House Lannister begins to see cards that become even more powerful when your opponent has no cards in hand. For instance, you may protect your flow of gold with the towering stronghold of Golden Tooth (Lions of Casterly Rock, 17). Simply by taking an Action, you can kneel Golden Tooth to gain a gold—something that’s useful, but not that much better than a copy of The Roseroad (Core Set, 40). If your opponent has no cards in hand, however, you can kneel Golden Tooth to gain three gold! It’s also worth noting that the ability to gain gold before you marshal can be extremely useful—especially if your opponent is the first player and you want to play Treachery (Core Set, 102) on his copy of The Kingsroad (Core Set, 39). Hear Me Roar! Though House Lannister excels at controlling the courtly intrigues of King’s Landing, they are no strangers to the battlefield. As Wardens of the West, the Lannisters command a quarter of the realm’s armies, but even though warriors like Ser Gregor Clegane and Ser Jaime Lannister rank among the greatest in Westeros, there are times to call upon more unorthodox warriors, like Tyrion Lannister’s Clansmen. Throughout Lions of Casterly Rock, you’ll find new Clansman characters and cards that enhance the power of the clans, but ultimately, any Clansman deck revolves around a single character: the new version of Tyrion Lannister (Lions of Casterly Rock, 2). This rendition of Tyrion differs from Tyrion Lannister (Core Set, 89) in several ways—the new version costs more gold, but Tyrion has gained a military icon and increased STR. Still, the most notable difference is Tyrion’s new ability, which reads, “Reaction: After you win a challenge, return an attacking Clansman character to your hand to (choose one): draw 2 cards, gain 3 gold, or raise the claim value on your revealed plot card by 1 until the end of the challenge. (Limit twice per phase.)” The sheer number of options offered by Tyrion Lannister instantly sets him apart from any other character in the game. Whether you’re short on cards and need to refill your hand, need more gold to play events, or simply want to make your challenge hit harder, Tyrion lets you accomplish this—all you need to do is bounce an attacking Clansman back to your hand. Temporarily losing one of your characters may seem like an unwelcome cost, but many Clansman characters, such as the Moon Brothers (Lions of Casterly Rock, 11) let you bring them back into play during challenges, making any drawback completely temporary. Catch the Lion in His Den As we mentioned above, House Lannister commands the spotlight in Lions of Casterly Rock, but they’re far from the only ones to receive new cards. Each of the other seven factions receives two non-loyal cards, and several of these cards might help you combat the latest Lannister schemes. For instance, House Stark receives the Last Hearth Scouts (Lions of Casterly Rock, 34), an efficient character with a Forced Reaction that kneels a character whenever it enters play during challenges. Since the Lannisters, and especially the Clansmen, are fond of ambushes, the Last Hearth Scouts could quickly put a stop to their raids. On the other hand, you may marshal the new House Targaryen version of Ser Barristan Selmy (Lions of Casterly Rock, 35). After the crowning of Joffrey Baratheon, Ser Barristan Selmy was cast out of the Kingsguard, leading him to travel across the Narrow Sea to swear fealty to the last living Targaryens. You can see Ser Barristan’s utter distaste for Lannister intrigues in his ability—after you win a challenge with Ser Barristan Selmy, you can stand him if you have fewer cards in hand than the losing opponent! If your opponent wants to destroy your hand and claim victory, he’ll have to deal with Ser Barristan Selmy. I Never Bet Against My Family The greatest knights. The most beautiful ladies. The most ruthless commanders. Coffers overflowing with millions of gold dragons. When you join your fortunes to House Lannister, you become the real power behind the throne. Your enemies have one choice: bow before the lion’s might or face his claws. • The second deluxe expansion for A Game of Thrones: The Card Game • House Lannister explores new themes, including Clansmen and a redoubled focus on the intrigue challenge • Every other faction receives two non-loyal cards to support their battle against the Lannisters • New and existing characters enter the game, including Tywin Lannister, Tyrion Lannister, Cersei Lannister, Victarion Greyjoy, and Ser Barristan Selmy • Plenty of new plots and neutral cards expand the options for every deck

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39.00 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: WC2 -The Road to Winterfell Chapter Pack
Game of Thrones LCG 2: WC2 -The Road to Winterfell Chapter Pack

The second Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game! Ancient evil awakens in the lands beyond the Wall. The last Targaryens bind their future to the Dothraki lord, Khal Drogo. From the heights of the Eyrie in the east to the heart of Casterly Rock in the west, the Great Houses of Westeros plot to increase their own power. Amongst these changing tides and dangers, Robert Baratheon marches north to Winterfell, to convince his old friend, Eddard Stark, to return to King’s Landing alongside him. Now, you can continue to follow the events of A Game of Thrones and join the Great Houses in their struggle for power! The Road to Winterfell is the second Chapter Pack in the Westeros cycle, and like the other packs in this cycle, it’s filled with iconic characters and locations from the first book in A Song of Ice and Fire. Here, you’ll meet iconic characters like Rakharo and Syrio Forel, and you’ll find a Targaryen attachment so powerful, it’s limited to one copy per deck! The Road to Winterfell also quickly expands the number of available plots with two new neutral plots and one plot loyal to House Lannister. With new cards for every faction and neutral cards to expand your deckbuilding options, this Chapter Pack brings you deeper into the story of A Game of Thrones: The Card Game! Profit from Temptation Across the Seven Kingdoms of Westeros, the Lannisters are widely known for their undeniable wealth. The treasuries of Casterly Rock are said to be bursting with gold, and the Iron Throne itself owes more than three million dragons to House Lannister. In A Game of Thrones: The Card Game, House Lannister has the potential to be richer than any other faction, and you can even exhort gold from your opponents with cards like Brothel Madame (The Road to Winterfell, 29). On the surface, the Brothel Madame is relatively unassuming – she bears a single intrigue icon and two STR. However, her Reaction may quickly make the Brothel Madame a thorn in your opponent’s side. After the challenges phase begins, the Brothel Madame allows you to choose any player. That player may give you a gold from his gold pool, and if he chooses not to give you a gold, he cannot initiate military challenges against you! No matter what your opponent chooses, House Lannister comes out ahead. If your opponent saves a gold to give you, you’re restricting his economy and possibly preventing him from playing events – even as you gain a gold that you can spend on your own events or to ambush characters into play. However, if your opponent doesn’t give you a gold, he can’t initiate military challenges against you, leaving your characters safe from military harm. How will the Lannisters use the gold dragons that they receive from their Brothel Madames? One possible usage is the new faction-specific plot, Wardens of the West (The Road to Winterfell, 30). This plot is loyal to House Lannister and limited to one copy per plot deck – and the reasons for these restrictions are obvious. Wardens of the West has solid gold, initiative, and reserve values, and a powerful ability that can strip your opponent’s cards from hand. Wardens of the West reads, “Reaction: After you win an intrigue challenge, pay two gold to have the losing opponent choose and discard two cards from his or her hand.” The possible applications of this plot are massive. You’re forcing your opponent to discard the two worst cards from his hand, and if you’re attacking during the intrigue challenge, you’ll have a much better chance of discarding an important card from his hand. But you don’t need to be attacking to trigger Wardens of the West: whether you are attacking or defending during the challenge, you can trigger Wardens of the West if you win. You can combine Wardens of the West with other Lannister cards for maximum effect. Casterly Rock (Core Set, 97) allows you to initiate an additional intrigue challenge and Tyrion Lannister (Core Set, 89) ensures that you have the gold you need to trigger Wardens of the West. Although you can only include one copy of this plot in your deck, using it at the opportune moment could completely destroy your opponent’s hand, leaving him alone and without options in the deadly game of thrones. Travel to the North You may scheme and amass gold with the Lannisters in King’s Landing and Casterly Rock. You may stand fast with the honorable Starks and lend your aid to Robert Baratheon. However you play the game of thrones, whichever faction you support, you’ll find that your future lies along The Road to Winterfell. • The second 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 • Add iconic characters like Rakharo and Syrio Forel to your decks • Three new plots quickly swell your options for plot deck building and open up new deck archetypes

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19.50 €
kuva tuotteesta on linkki tuotesivulle: Game of Thrones LCG 2: WC3 -The King's Peace Chapter Pack
Game of Thrones LCG 2: WC3 -The King's Peace Chapter Pack

The third Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game. Eddard Stark has arrived at King’s Landing to serve as the Hand of the King, but even as knights travel from across Westeros to participate in the Tourney of the Hand, insidious characters gather in the shadows. The subtle intrigues of King’s Landing can prove dangerous to anyone, even under the protective banner of the king’s peace. The King’s Peace is the third Chapter Pack in the Westeros cycle for A Game of Thrones: The Card Game, and it continues the cycle’s journey through the first book of A Song of Ice and Fire with memorable characters like Ser Rodrik Cassel, Ser Alliser Thorne, and Ser Gregor Clegane. Two new plots—one neutral and one loyal to House Baratheon—offer new deckbuilding opportunities. Finally, this Chapter Pack includes a brand-new agenda that’s sure to inspire entirely new types of decks. The Lord of the Crossing Within The King’s Peace Chapter Pack, you’ll find the first new agenda since the Core Set. This agenda offers you the support of House Frey and The Lord of the Crossing (The King’s Peace, 60). The Lord of the Crossing agenda reads, “During the first challenge you initiate each phase, each of your participating characters gets -1 STR. During the third challenge you initiate each phase, each of your participating characters gets +2 STR. If you win this challenge, gain 1 power for your faction.” The Lord of the Crossing offers a powerful reward and can help you claim victory faster, but your entire deck must be built with the agenda in mind. The drawback of this agenda (lowered STR across your participating characters) happens immediately—when you make your first challenge. However, to gain the benefit, you must make three challenges during your challenges phase. This means that whenever you don’t make three challenges during the challenges phase, The Lord of the Crossing only hurts you, rather than helping you. With that in mind, you must build your deck with the intent of making three challenges per challenges phase whenever possible. Of course, if you kneel all of your characters in order to make three challenges, you’ll have no defenders and your opponent will inevitably destroy you with or without the help of House Frey. One way to avoid kneeling too many characters is to use characters that either don’t kneel to attack or have ways to stand themselves. You could pair The Lord of the Crossing with Ser Jaime Lannister (Core Set, 87), Randyll Tarly (Core Set, 183) or Asha Greyjoy (Core Set, 67) for maximum results, especially in combination with a plot like A Storm of Swords (Core Set, 5) that allows you to make three challenges without having to make one challenge of each type. The other primary way to ensure that you can consistently make three challenges every challenges phase is by having a large number of characters. The Night’s Watch certainly excels at marshaling a surplus of cheap, efficient characters, such as the Steward at the Wall (Core Set, 133), the Old Forest Hunter (Core Set, 131), and the Ranging Party (Core Set, 132). With Jon Snow (Core Set, 124) in play, attacking with even one of these characters can become a challenge your opponent can’t afford to ignore. A large number of Night’s Watch characters supported by Jon Snow could certainly be a way to take advantage of The Lord of the Crossing agenda. Then, when your opponent makes his counterattack, you can use Ser Alliser Thorne (The King's Peace, 45) to defend against military challenges and maintain your character base.You must be cautious, however. A well-timed Wildfire Assault (Core Set, 26) could destroy your character base. The Lord of the Crossing naturally increases your power gain, but you might still want a way to quickly close out the game once you get close to fifteen power. To that end, you can include a new plot, A Tourney for the King (The King’s Peace, 59). This plot gives each of your Knight characters the renown keyword and the text, “Immune to opponents’ events.” If you’re able to marshal a significant amount of Knights, such as the Hedge Knight (The King’s Peace, 57) included in this expansion, A Tourney for the King can help you build atop the power from The Lord of the Crossing to quickly claim victory. Join the Tourney The Tourney for the Hand begins in King’s Landing, but even among this show of martial expertise, intrigue abounds. Join the combatants and summon your most loyal knights—in this expansion, each player chooses whether he will keep or break The King’s Peace. • The third 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 • Command iconic characters like Ser Alliser Thorne and Ser Gregor Clegane • Two new plots expand your options for plot deck building • A brand-new agenda promises to open new deck archetypes based around the clever timing of challenges

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18.00 €
kuva tuotteesta on linkki tuotesivulle: 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

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19.50 €

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