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kuva tuotteesta on linkki tuotesivulle: Detective Rummy
Detective Rummy

Detective Rummy is a Rummy-style card game for 2 to 4 players, with a storytelling element revealed in a series of 7 different cases. Players take the roles of Detectives vying to solve the cases and gain fame. Immersive noir setting: The story begins at the legendary Rummy Detective Agency, and each case takes you to various locations to solve a crime, including the diner with the best doughnuts in town, the cozy Quarter to 3 Bar, a ritzy fashion emporium, the circus, the most elite jazz nightclub in town, and more! Campaign and Standalone modes: The cases in Detective Rummy can be played in two different ways: Campaign Mode and Case Mode. In Campaign Mode, you play all 7 cases in order. In Case Mode, you can play Cases 2 to 6 as standalone Detective Rummy games one at a time. Play it again and again: Since there are new Game Changer cards in each case that are discovered in different orders (if at all) each time you play, cases will never resolve the same way twice. You can play both the campaign mode or the individual cases as many times as you like! Packed with gameplay, and using classic mechanics at its core, Detective Rummy will have you racing to crack the case! Contents: * 1 Rulebook * 1 Casebook * 2 Score Pads * 6 Double-Sided Detective placards * 150 Detective Tokens * 24 Skill Tokens * 16 Item Tokens * 16 Bad Blood Tokens * 4 Double-Sided Locations * 7 Double-Sided Suspects * 6 Lawyers * 10 Assignment Tiles * 123 Evidence Cards * 60 Game Changer Cards * 1 Danger/Round Track * 1 Danger and 1 Round Marker * 3 Skill Dice * 4 Turn Summary Cards 2–4 Players 45–60 Min Age: 14+

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75.20 56.40 €
alin hinta 30 päivää ennen alennusta 75.20
kuva tuotteesta on linkki tuotesivulle: Gest of Robin Hood
Gest of Robin Hood

A Gest of Robin Hood is the second game in the Irregular Conflicts Series, further adapting the COIN system to depict peasant revolts, feudal tax collection, and outlaw activities in late 12th century medieval England. Transposing one of GMT’s most popular systems into a simpler format and a more approachable setting makes A Gest of Robin Hood perfect for newcomers to wargaming. At the same time, it also offers a tight challenge for more experienced wargamers who can enjoy a tense asymmetric duel in under an hour. Highlights: An ideal entry point to the COIN system and the ICS series: a two player, relatively low complexity game with a family friendly theme that plays in one hour and introduces all of the key concepts found in the COIN series. A new hidden movement mechanic: The Sheriff will chase Robin Hood across Nottinghamshire to prevent him from organizing peasant revolts, but Robin can sneak away and hide amongst his Merry Men. A second new hidden movement mechanic: Carriages serve as a simple twist on Lines of Communication, transferring wealth back to Nottingham while providing a target for robbery by the Merry Men—but some of them might be a trap, containing concealed Henchmen! Random encounters with rich travelers: Robin Hood draws from the Travelers Deck when conducting a Rob action, then decides whether to play it safe or demand a larger ‘donation’ with potentially negative consequences. A streamlined sequence of play: Further developing the two-player sequence of play first found in Colonial Twilight, this new sequence of play is easy to understand while still presenting difficult tactical decisions. 2 PlayersPlay Time: 45–90 MinAge: 12+

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90.30 67.70 €
alin hinta 30 päivää ennen alennusta 90.30
kuva tuotteesta on linkki tuotesivulle: Gloom in Space
Gloom in Space

The Game of Black Holes and Bleak Adventures A fairytale toad in a prince's crown Space is the Worst. Empty, black, airless, awash in radiation, and dotted with immense clods of flaming plasma that make everything within millions of miles too hot to support life. If your living room were like space, you'd never, ever go there. In Gloom in Space, you make your rag-tag band or star-faring heroes miserable, and then kill them. Sci-fi archetypes like the Smuggler, Captain, Doctor, and Dark Lord fight their fathers, meddle with monoliths, get caught in compactors, and wind up getting nuked from orbit. Eventually, enough Untimely Deaths come to pass that the game ends. And then? The most miserable crew wins. Gloom in Space is a stand-alone game that's also compatible with all existing Gloom core games and expansions. In Gloom in Space... * Each player chooses their own crew of sci-fi archetypes. * Modifiers add or subtract points. With transparent cards, the points you can still see after "The Kid" was "Pursued by a Predator" are the points that are in play. It's that simple! * Untimely Deaths lock in points for good or ill. When enough characters buy the space-farm, the game ends and the most miserable crew wins. * It's all about storytelling. The players, not the cards, provide the depressing details about why "The Engineer" was so deeply "Troubled by Tribbles." Format: Two decks of 55 transparent cards, and a rules sheet in a tuckbox Designer: Keith Baker Artist: Michael Cunliffe Cover Artist: Nicolas Gluesenkamp

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27.50 13.80 €
alin hinta 30 päivää ennen alennusta 27.50
kuva tuotteesta on linkki tuotesivulle: Greenland 3rd Edition
Greenland 3rd Edition

This new edition of Greenland includes the Sea Sami expansion pack so it is playable with up to 4 players. The four players in Greenland represent the Tunit (Player Green), Norse (Player Red), Sea Sámi (Player Blue), and Thule (Player Yellow) tribes inhabiting Greenland from the 11th to the 15th centuries. As a tribe, you attempt to secure food, resources, and technology to increase the size of your tribe and support children, elders, and livestock while also wiping out competing species or gathering resources to collect victory points. You must work around the weather and the extinction of natural resources as well as negotiate deals to protect your wives while you decide between monotheism or polytheism. In this tableau-building game, you'll send your population out to hunt native species of Greenland — but some might not come back. (Historically, the climate turned frigid and all but the Thule (Inuit) died out.) In the game, play takes place over six phases; all players complete each phase in turn order, then the next phase starts. Each turn is one generation. In order: Resolve events: Examples include elder deaths, animal migrations, feuds, or global cooling. If a trade ship arrives, an auction is held for its wares. Assign hunters: Hunters are assigned to hunting grounds, resource gathering, colonizing the New World, raiding other tribes for wives or animals, or promotion to an elder. Negotiate: Players can bribe others to peacefully withdraw hunters, including marrying them to their daughters. Players with a War Chief Elder can use hunters to attack others on the same card. The New World turns hostile if there are too many colonists. Resolve hunting: Roll a die for each hunter and modify it for technologies and marriages. Success can result in gaining new hunters, resources, hand cards, wives, and/or technologies. Beware, as some animals can be confused by the prey-predator relationship and your hunters might not return. Some successes let your take cards from the central play area into your hand if within hand limit. Maintain livestock: Pay to keep the animals you've already domesticated. Take elder actions: Examples include invention, domestication, proselytization, and witch-burning. If you have no elders, you can convert to monotheism. Depending on each player's ending theistic worldview, he has a variable scoring based on successful hunts (polytheism) or resource gathering (monotheism). 1–4 Players Play Time 60–120 Min Age: 12+

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60.50 45.40 €
alin hinta 30 päivää ennen alennusta 60.50
kuva tuotteesta on linkki tuotesivulle: Hunt
Hunt

September 1939: The commander of the Admiral Graf Spee receives the order to sink as many British freight ships as possible in the South Atlantic. The objective is to intercept the ships crossing the Atlantic and prevent supplies from reaching the UK and other destinations. The plan seems to work in the first months. Within a few weeks, the Admiral Graf Spee sinks nine freight ships and sends almost 50,000 gross register tons to the seabed. The gigantic loss puts the army command in London Whitehall under pressure. In order to protect their freighters in the best possible way, the Admiralty had no choice but to reinforce the English fleet in the South Atlantic by sending three cruisers in what is known as "The Battle of River Plate". The Hunt is an asymmetric duel in which one player assumes the leadership of the British Royal Navy, while the other player represents the German Kriegsmarine. Each player has their own deck of cards. In order for the German side to win, it must stay hidden from the British while sinking five cargo ships. The British player must hunt down and fight the Admiral Graf Spee in a final naval battle, in which case the side that ends up with less damage wins. Will the Royal Navy be able to take advantage of its numerical superiority, or will the Kriegsmarine be the ones who with their cunning and refined strategy manage to overthrow their rival? 2 PlayersPlay Time: 20–45 MinAge: 14+

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35.80 26.90 €
alin hinta 30 päivää ennen alennusta 35.80
kuva tuotteesta on linkki tuotesivulle: KeyForge: Age of Ascension 2 Player Starter Set
KeyForge: Age of Ascension 2 Player Starter Set

Age of Ascension, the second set of KeyForge In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever. Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues. The Power in Your Hands Beyond the cards themselves, you may notice other subtle differences in Age of Ascension, highlighted in the set’s new starter. The KeyForge: Age of Ascension Two-Player Starter Set features all the tools you need to either begin or expand your adventures on the Crucible, including two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two paper poster playmats for easily organizing your play area, and all the keys, tokens, and chain trackers you and your opponent need to start playing. Unlike the Call of the Archons Starter Set, this set does not include two standardized learning decks, and you'll also discover that stun and increased power are now marked by tokens rather than status cards. Both the Call of the Archons Starter Set and the Age of Ascension Two-Player Starter Set provide excellent points of entry for new players, and as the game continues to grow, the power is with you to choose the option that’s right for you. A New Dawn Rises Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master. Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique. This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike. On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them. Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured ?mber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands. The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of d?j? vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer. Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind. A Softer Side Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game! As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked. One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy. Return to the Stars The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

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30.00 15.00 €
alin hinta 30 päivää ennen alennusta 30.00
kuva tuotteesta on linkki tuotesivulle: KeyForge: Age of Ascension Deck
KeyForge: Age of Ascension Deck

Age of Ascension, the second set of KeyForge In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever. Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues. A New Dawn Rises Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master. Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique. This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike. On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them. Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured Æmber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands. The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of déjà vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer. Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind. A Softer Side Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game! As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked. One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy. Return to the Stars The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!

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12.00 6.00 €
alin hinta 30 päivää ennen alennusta 12.00
kuva tuotteesta on linkki tuotesivulle: Legend of the Five Rings LCG: Disciples of the Void
Legend of the Five Rings LCG: Disciples of the Void

A Phoenix Clan Pack for Legend of the Five Rings: The Card Game The mystical Phoenix mediate between worlds—the physical and the spiritual, appealing to the very soul of the land. Mountains collapse at their whispered requests, dry rivers are convinced to flow again, plagues are banished, restless ghosts return to slumber, and crops flourish in previously barren wastelands. More than that, the Phoenix are the caretakers of the Emperor’s soul. In tune with the spiritual side of Rokugan, they would be the first to know if things were to fall out of balance... What Is a Clan Pack? Somewhere between a Dynasty Pack and the deluxe expansions found in our other Living Card Games, this Clan Pack contains 78 new cards (three copies each of twenty-five different cards and one copy each of three different cards). Primarily focusing on the Phoenix Clan, Disciples of the Void features a different spell for every element, a legion of Shugenja with powerful effects, a new Role card, the highest-costed character yet to enter the game, and much more. Elemental Prowess Near the dawn of the fifth century, a time of great strife for the Empire, a demon appeared in the lands of the Phoenix Clan. This demon terrorized the northern mountain range bordering Rokugan, desecrating shrines and destroying villages, and threw the entire Garanto Province into disarray. With the Phoenix Clan Champion’s attentions fixated on greater events in the Empire, it seemed that nothing could stop the demon. But then, a lone woman, with only her bow and the aid of the kami, confronted the demon on a tall mountaintop. Unflinching beneath the great beast’s shadow, she slew the demon with her arrow, and then gave her life to trap its spirit, freezing it deep in the bottom of a well. That woman was Isawa Kaito. She was an accomplished archer and priestess, and her teachings have informed many of the shrine-keeper traditions still observed to this day. Her legendary battle with the demon saved the Garanto Province—and perhaps all of the Phoenix lands—from a terrible enemy. In honor of her sacrifice, her family was raised in status, becoming a vassal family of the Isawa. Her ancestors still maintain Isawa Kaito’s skill with the bow, with the Air Shugenja Kaito Kosori (Disciples of the Void, 18) using her archery skills to assist in conflicts with no danger to herself. So long as you control at least one character during an Air conflict, Kaito Kosori contributes her skill to the conflict from your home area. Not only does this protect Kaito from events like Fallen in Battle (Core Set, 201), it ensures that she will not bow at the end of conflict resolution, allowing her to remain standing for battles to come. This also can give your total skill a boost when Seeker of Knowledge (Core Set, 171) is played in the midst of a conflict, as Kaito Kosori begins contributing her skill as soon as the conflict gains the Air element. Not only that, but Kaito Kosori has the ever-valuable Shugenja trait, synergizing with many other cards found in Disciples of the Void. The Phoenix Shugenjas' main focus is the powerful Spells they produce. Disciples of the Void features a new spell for every element, including Katana of Fire (Disciples of the Void, 20). A Spell that’s the first of its kind, Katana of Fire gives the attached character additional military skill for each Fire card you control. Furthermore, the character wielding the Katana of Fire gains two additional military skill while you have claimed the Fire ring. Plenty of previous Spells have required the presence of Shugenja, but this is the first spell that grows in strength as you control characters aligned with a certain element. If you build a deck around Fire-centric cards, Katana of Fire is a very strong addition. Disciples of the Void also features the mythical Fushichō (Disciples of the Void, 11). At six cost, this Creature is the highest-costed character in the game, dwarfing the various Clan Champions. It's true that Fushichō’s stats of six military and six political skill will remain mostly static, with zero glory and text that prevents any attachments from you or an opponent. Still, six political and military skill is enough to make a difference in any conflict. Furthermore, when the mythical creature’s time is at an end, one of the characters in your dynasty discard pile can be brought into play with one fate. Ultimately, Fushichō can give you incredible value, especially if you bring back a character like Isawa Kaede (Tears of Amaterasu, 9) or Shiba Tsukune (Core Set, 93). While the Phoenix stronghold of Isawa Mori Seidō (Core Set, 5) focuses on the Phoenix theme of glory, many cards in Disciples of the Void forgo this theme in favor of Spells. As such, the Phoenix receive a new stronghold to reflect this, Kyūden Isawa (Disciples of the Void, 1). During a conflict, you may bow Kyūden Isawa to play any Spell event from your conflict discard pile as if it were in your hand, removing it from the game after it's played. This means that any Spell event you play during the game essentially goes to a second hand, where it can be played during a conflict at a later time. This makes cards like Supernatural Storm (Core Set, 175) doubly effective and dramatically increases your options during conflicts. Mystical Foes Of course, the Phoenix aren’t the only Great Clan who field Shugenja. Disciples of the Void features characters for the six other clans, many of which directly counter the powerful Phoenix strategies found in the Clan Pack. Yogo Kikuyo (Disciples of the Void, 25) serves the secretive Scorpion Clan as a Shugenja, and like many of the clan’s best, she excels in the shadows. Whenever the effects of a Spell would initiate, you may put Yogo Kikuyo into play from your hand to cancel those effects. Not only does this erase the effect of the Spells the Phoenix so often rely on, you gain a new character on the field for free, putting you in a very favorable position. Any Clan running Spells is a perfect target for Yogo Kikuyo. The Disciples of the Void Shugenja, Spells, mythical Creatures—this is the domain of the Phoenix Clan. Will you study the elements and align with this mystical clan?

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24.00 8.40 €
alin hinta 30 päivää ennen alennusta 24.00

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