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Apocalypse Road
Apocalypse Road

In the bleak future, after the collapse of our modern technological world, most of the structures we hold dearly today are no longer effective. The things that brought us comfort and ease have fallen into disrepair and disuse. Central governments have given way to localized strongmen. In some places the world is nothing but a vast wasteland and in other locals mankind thrives by calling back to its pre-modern lifestyle.

Through it all men still choose to compete and challenge each other in the various arenas. Auto racing is one of these sports that will not die. But the rules no longer apply. The racing circuits are no longer about speed and guile. Now they resemble high speed demolition derbies. The most famous organized racing competition of them all, the Apocalypse Road, is run by callous thugs and monsters who encourage drivers to arm their cars and literally destroy their opponents. It is the Roman Coliseum reincarnated.

Over time, new rules and organizational structures have taken hold. Ten teams now complete across the Thunderverse in a season-long show of firepower and twisted metal. Drivers work as part of a team struggling to complete laps under machine gun and even missile fire. The tracks, falling into decades of disrepair, are a jumbled mess of jumps, joker lanes and dirt. Much like the gladiators of old, in a time of intense anguish, the chance to be a hero, even for a day, calls drivers out to risk life and limb for wealth and food. The arena beckons, will you take the wheel?

Apocalypse Road is a race game using the Thunder Alley/Grand Prix engine. Players attempt to score points by crossing the finish line (somewhat like roller derby) and by eliminating opposing cars. The first team to 15 points wins the event and gets a double portion of foodstuffs as a reward.

Objectives and Scoring
In Apocalypse Road, a race is played to the accumulation of 15 skins for a team. A Skin may be scored in two ways.

* Each time a car crosses the Finish Line is worth 1 Skin.
* Each opposing car that is eliminated during your activation is worth 1 Skin.
* There is no leading and there is no tracking of lapped cars.

Teams
Each team consists of 5 cars and 3 alternates. Each time a car is eliminated it is removed from play. On the next turn players that have lost cars may replace cars with alternates out of “The Chute.”

Competing Strategies
In Apocalypse Road players must choose between three strategies. Do you:

* Destroy opposing cars and score incidental finish line skins in the process.
* Employ the race strategy and go for the finish line.
* Race and shoot opportunistically trying to maximize both aspects.

Tracks
Although you can play Apocalypse Road on those shiny tracks from Thunder Alley and Grand Prix, the game really shines on the four included tracks. Highlights from the tracks:

* Dirt & Rough stretches. No lane changing allowed.
* Jumps
* Joker Lanes creating short cuts.
* Figure 8 (you do not want to end an activation in the intersection!)

Racing Cards
You will find familiar cards in Solo, Line, Lead and Pursuit Movement. Apocalypse Road adds:

* Diagonal Lead Movement: All the diagonal movement you can handle.
* Ram Movement: Movement into the back of another car stops movement but allows you to attack that car.
* Lead Ram Movement: Bring other cars along with you as you ram the opposition.

Events
There is no specific events phase in Apocalypse Road. Instead players control their risk and rewards. When a player attempts to damage another car, a Combat Results card is drawn to resolve that combat. If a player uses one of the most effective Race Cards, they require a draw from the Movement Event deck. These events could be good or bad and are often situational, depending on the car’s position on the track and the type of terrain it is passing through.

Speed
Cars no longer are completely dependent on the draw of the card to determine speed. Of course it is a factor, but each car is rated for weight with the lighter, less-armed cars having higher base speeds while the heavier armored vehicles have a low base speed. Base speeds are modified by the cards played to give cars their total speed for the activation.

Weaponry
Cars in Apocalypse Road are all equipped with some degree of weapons, armor and electronics. These include: Machine Guns, Missile Launchers, Auto-Cannons, EMP Guns, Armor, Turrets, Mounts and Targeting Computers. There may some secret technologies not listed here that may make it into the final game. Each race/battle has a combination of these items to bring a unique profile to each play of the game. The weapons each have their own profile for types of damage and amount of destruction they inflict.

No Pits
Damage is not a hindrance in Apocalypse Road. You are either functional or you are not, so having 2 damage is no less debilitating than 5 damage on a car. Taking 6 damage renders a car into a pile of twisted, smoking metal. Anything less and you are good to go.

COMPONENTS
* 4 Race Tracks on two double-sided boards
* 80 Car Tokens
* 1 sheet of Tokens
* 96 Race Cards
* 56 Movement Event Cards
* 48 Combat Event Cards
* 10 Team Mats
* 1 Rule Book

DESIGNER: Carla and Jeff Horger
DEVELOPERS: Carla and Jeff Horger
RACE TRACK AND BOX ART: Kurt Miller
TOKEN ART: Nicole Balsley
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Mark Simonitch, Andy Lewis, Tony Curtis, Rodger MacGowan, & Gene Billingsley

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86.40 56.20 €
alin hinta 30 päivää ennen alennusta 86.40
Bardsung: Legend of the Ancient Forge
Bardsung: Legend of the Ancient Forge

Do you dream of hearing bards sing your name in taverns across the land? Well, now’s your chance!

Become a songworthy hero in Bardsung: Legend of the Ancient Forge, the cooperative, choice-driven dungeon explorer board game for 1-5 players.

A horde of hobgoblins have been plaguing nearby villages, and it’s up to you to sort them out. Rumour has it these pesky raiders are taking refuge in the mysterious Ancient Forge. Should be simple enough to venture below and dispatch them with a stout heart and a steady hand, right? Let’s just say you might find a little more than you bargained for…

Beginning with just one dungeon tile, your Bardsung adventures will effortlessly unfold into legendary campaigns of characterful heroes, dangerous enemies, challenging puzzles, and valuable treasure.

From your physical passage through the dungeon to your hero’s metaphorical journey, Bardsung is a game of paths where your choices define your experience. With branching narrative, customisable heroes, and evolving card decks, no two Bardsung campaigns will be the same!

* Inspired by dungeon crawling and choose-your-own-adventure classics
* The immersion of roleplaying games meets rich and elegant board game mechanics
* Over 150 hours of gameplay and 68 highly detailed miniatures. Bardsung even has solo mode!
* Fast setup — play starts with a single dungeon tile, with the rest laid as you play
* Dive straight in with pre-set characters, then build your character your way with Bardsung’s classless path system
* With multiple endings and evolving card decks, no two campaigns are the same
* The custom GameTrayz insert saves progress between sessions, so you can pick up right where you left off

Contains:
* 68 highly detailed plastic miniatures
* 32 different enemy models
* 5 unique heroes
* Over 900 cards
* Full set of RPG dice (10 dice)
* 20 combinable dungeon tiles
* Gigantic demon (120mm base!)
* Box dimensions: 530mm x 300mm x 165mm
* 7.5kg of components altogether!

1–5 Players
30–45 Min
Age: 14+

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231.00 150.20 €
alin hinta 30 päivää ennen alennusta 231.00
Corinth
Corinth

Under a blazing sun in 4th Century BC Corinth, traders come from all corners of the Mediterranean Sea to sell their goods; Persian carpets, Cretan olive oil, Roman grapes, and Egyptian spices are highly prized by traders. Players have a few weeks to secure their place in Corinthian lore as its most savvy trader!

Corinth is a roll-and-write game akin to a dice-only version of the board game Yspahan. At the start of a turn, the active player rolls nine dice, then places all the dice with the highest value on the gold space at the top of the chart, then starts placing dice from the bottom of the chart up, with each value of dice being on a separate level.

The active player takes all the dice on one level, then the action associated with that level. The top level gives the player as many gold as the number of dice they took; the bottom level gives goats instead of gold; and the middle levels allow a player to deliver goods to a number of market stalls on their personal player sheet equal to the dice claimed. (You have four colors of market stalls, and once you start marking off, say, rugs in one of the blue areas, you have to finish marking off all the rugs in that area before you can start marking off another blue area.)

The active player can spend gold to roll up to three extra yellow dice and thereby increase the odds of getting to take a desired level; if the active player doesn't take any of these yellow dice, they are removed from play, preventing others from benefitting at that player's expense.

Instead of marking off gold, goats, or goods, you can use the value of the die or dice claimed (1-6) to move the steward on your personal score sheet. The steward starts in the middle of a 5x5 grid on your sheet, and you must move it as many spaces as the number of pips on the die value claimed, not crossing over any line you've drawn previously. You can pay 1 gold to move the steward one more or one fewer space, and you can pay as much gold as you want to do this. You can receive gold, goats, or goods from where the steward stops, but beyond that, you can earn points. When the steward stops on a corner space of this grid, you count the number of spaces circled to this point, with some spaces counting twice, then you write down that number, scoring that many points at game's end. If you stop in another corner later, you do the same thing again, which compounds the value of all your previous movement.

You can spend gold or goats to construct buildings that give you bonus powers, such as collecting two additional gold whenever you collect any gold or moving the steward up to two spaces more or less without paying.

After 16 turns (with four players) or 18 turns (with two or three players), the game ends and you tally points for goods delivered, spaces visited by the steward, buildings constructed, and goats and gold still on hand.

2–4 Players
20–30 Min
Age: 8+

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27.00 9.50 €
alin hinta 30 päivää ennen alennusta 27.00
Dead of Winter: Warring Colonies
Dead of Winter: Warring Colonies

Prepare for an all-out war between surviving colonies in the Warring Colonies expansion for Dead of Winter!

A conflict is brewing over resources and territory and the fate of your colony is at stake. Combine this box with a copy of Dead of Winter or Dead of Winter: The Long Night to add new survivors, items, crossroads cards, and crisis cards to the game, or combine all three for an epic colony vs. colony variant for up to eleven players.

Pick a side or become the Lone Wolf, playing both sides to accomplish your secret goals. No matter what you choose, you'll face plenty of new challenges in this harsh, zombie-infested world.

The Dead of Winter: Warring Colonies expansion includes 15 new survivors, 50 new crossroad cards, 43 new items, and 11 new crisis cards, many of which can be used with either Dead of Winter base set. However, to play either the warring colonies variant or the lone wolf module, you need both Dead of Winter: A Crossroads Game and Dead of Winter: The Long Night.

In the warring colonies variant, which is for 4-11 players, unique main objectives set two colonies against each other as they battle for territory with a new fighting system that includes tactics cards, bullet tokens, and 12-sided combat dice. New and terrible joint-colony crisis cards force cooperation and coercion every round. New simultaneous turn mechanisms and a sand timer keep things moving at a brisk pace.

With the lone wolf module, which can be used with the warring colonies variant or on its own, one player is on a team all by themselves, hiding out in their lone wolf den and carrying out missions that effect both teams.

• Compete for resources and territory with up to eleven players in the epic colony vs. colony variant
• Expand your Dead of Winter games with new survivors, items, crossroads cards, and crisis cards
• Play as the Lone Wolf, loyal to none and driven by your own secret motives
• Race against time with new simultaneous play mechanics
• Add variety to every item deck with the new Random Items module

4–11 Players
45–120 Min
Age: 12+

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56.20 36.50 €
alin hinta 30 päivää ennen alennusta 56.20
Exodus Paris Nouveau
Exodus Paris Nouveau

Your mission? Lead a daring rescue attempt to save innocent citizens from the corrupted Paris Nouveau government. You've been in this together from the beginning. You've had each other's backs, but we fear some of your team may have been bought off by the hunters — especially since our last team didn't come back. Trust no one but yourself!

In Exodus: Paris Nouveau, you're a member of a specialist team sent on a rescue mission to save refugees trapped in an urban warzone. At the start of the game, the players are secretly and randomly divided into two teams: those with a secret hunter ID card are on the hunters team, and those with a secret rescuer ID card are on the rescuers team. The problem is that although you know which team you're on, you don't know which of the other players are also on your team and which are on the other team!

Further, in Exodus: Paris Nouveau, you win or lose as a team. Throughout the game, you use abilities, deduction, and guesswork to determine your team members, and together strive to win as a team.

The game may end in a number of ways:
* If a player has no life tokens, the game immediately ends. That player reveals their secret ID card and their team loses, resulting in a win for the other team.
* The hunters win (and the rescuers lose) immediately if no cover tokens remain in the game.
* The hunters win (and the rescuers lose) immediately if the total hunter distance (i.e., the sum of the distance values on all face-up cards in the hunter line) equals or exceeds the total rescuer distance (i.e., the number of distance tokens remaining in the game plus the sum of the distance values on all face-up cards in the rescuer line).
* If the game hasn't ended beforehand, it concludes at the end of the seventh round. In this case, the rescuer's team score is the number of victory point icons on the face-up cards in the rescuer line (i.e., each running figure symbol is worth one victory point), and the hunter's team score is the number of victory point icons on the face-up cards in the hunter line. Whichever team has the higher score wins.
* If scores are tied, continue playing rounds until either an immediate-win condition has been met or at the end of a round one team has a higher score than the other, at which point they're declared the winning team.

4–6 Players
Age: 14+

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22.00 7.70 €
alin hinta 30 päivää ennen alennusta 22.00
Game of Thrones LCG 2: 2016 Joust World Championship Deck
Game of Thrones LCG 2: 2016 Joust World Championship Deck

Newly redesigned with gorgeous, full-bleed art, this deck is a card-for-card recreation of the Lannister Banner of the Wolf deck that Joe Mirando piloted to victory on the tourney ground of the 2016 A Game of Thrones: The Card Game World Championships. Whether you’re a new player looking for a pre-made deck as an entry point to the game, an intermediate player who wants to use this deck as a guide for experimentation, or an expert looking for full-art versions of iconic cards and extra copies of key neutral cards, this deck has something to offer for every player.

Rulers of Westeros
Within this deck, you’ll find sixty-nine cards—a faction card, an agenda card, seven plots, and a sixty-card deck—all featuring a stunning extended art style and minimal formatting to draw you into the world of the Seven Kingdoms.

Total Cards: 60
Faction: House Lannister

Agenda: 1
1x Banner of the Wolf (Core Set)

Plots: 7
1x A Noble Cause (Core Set)
1x Calling the Banners (Core Set)
1x Confiscation (Core Set)
1x Counting Coppers (Core Set)
1x Marched to the Wall (Core Set)
1x The First Snow of Winter (No Middle Ground)
1x Summer Harvest (Called to Arms)

Characters: 34
2x Ayra Stark (Core Set)
3x Bran Stark (Core Set)
3x Burned Men (Core Set)
1x Cersei Lannister (Core Set)
3x Eddard Stark (Wolves of the North)
3x Lannisport Merchant (Core Set)
2x Red Cloaks (No Middle Ground)
1x Ser Amory Lorch (For Family Honor)
1x Ser Gregor Clegane (The King’s Peace)
2x Ser Jaime Lannister (Core Set)
3x The Hound (Taking the Black)
1x The Tickler (Core Set)
3x Tyrion Lannister (Core Set)
3x Tywin Lannister (Core Set)
3x Winterfell Steward (Core Set)

Attachments: 7
2x Bodyguard (Core Set)
3x Milk of the Poppy (Core Set)
2x Ward (True Steel)

Locations: 8
3x The Kingsroad (Core Set)
3x The Roseroad (Core Set)
2x Western Fiefdom (Core Set)

Events: 11
2x Nightmares (Calm Over Westeros)
2x Put to the Sword (Core Set)
3x Tears of Lys (Core Set)
1x The Things I Do for Love (Core Set)
3x Treachery (Core Set)

With a powerful line-up of efficient, dangerous characters, the 2016 A Game of Thrones: The Card Game World Championship Deck is perfectly positioned to take advantage of House Lannister’s economic superiority, killing or neutralizing problematic characters on your opponent’s side, and pushing your own challenges through to quickly reach fifteen power. New players could use this deck as a starting point for entering the game, while players of any experience level can enjoy these full-bleed versions of perennially useful cards.

Claim the Iron Throne
With a proven track record and redesigned cards that showcase the art, the 2016 A Game of Thrones: The Card Game World Championship Deck offers a chance for any player to become more involved in the battle for the Iron Throne.

• Play the deck used by Joe Mirando to win the 2016 A Game of Thrones: The Card Game World Championships
• Fully redesigned cards with gorgeous, full-bleed art and minimized graphic design
• Features iconic characters, attachments, locations, and events from House Lannister and House Stark
• A perfect entry point for new players or a way for veterans to collect more copies of useful neutral cards
• Contains sixty-nine cards: one faction card, one agenda card, seven plots, and a sixty-card draw deck

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18.00 6.30 €
alin hinta 30 päivää ennen alennusta 18.00
Game of Thrones LCG 2: BG1 -All Men Are Fools Chapter Pack
Game of Thrones LCG 2: BG1 -All Men Are Fools Chapter Pack

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

In the aftermath of the Battle of the Blackwater, a moment of peace falls across Westeros as the Great Houses lick their wounds. House Lannister has won a decisive victory and forged a new alliance with House Tyrell—but more important than battles are the schemes hatching in the darkness. In the heart of King’s Landing, Tyrion Lannister plots his return to power, as the Queen of Thorns takes Sansa Stark under her wing. House Bolton and House Frey each prepare to strike devastating blows against the Starks. And in the south, the princes of Dorne plot their revenge against the Lannisters for sins long past. Soon, these schemes may determine the fortunes of every Great House…

All Men Are Fools is the first Chapter Pack of the Blood and Gold cycle, and it sets off the themes that will play out throughout. Following the lead of the previous two cycles, Blood and Gold focuses on the next book of A Song of Ice and Fire, calling on key events and iconic characters from A Storm of Swords. At the same time, you’ll find a new focus placed on one of the game’s most important resources: gold. With a brand-new keyword and powerful recurring events, every faction gains new ways to spend their gold, as well as plenty of new ways to earn it. Managing your gold has been crucial since the days of the Core Set, and soon, every faction will have more gold and more options than ever before.

The Prince’s Plan
With the onset of the Blood and Gold cycle, a new keyword—the first since the Core Set—enters the game. This keyword is “bestow,” and it gives you a new level of control over your card’s power level.

For example, one of the first cards to feature the bestow keyword is the blind seneschal of House Martell, Ricasso (All Men Are Fools, 15). Ricasso costs three gold to play, but he also bears bestow (2), which means that when Ricasso enters play, you may move up to two gold from your gold pool to Ricasso. You’re never forced to move this gold, but once the gold is placed on a character, you cannot spend it and you’ll lose the gold if the character leaves play. Still, as we’ll see in a moment, bestowing gold on the right characters is always beneficial.

Placing gold on a card with bestow has no inherent effect, but the purpose of the gold is defined by the rest of the card’s text. In this case, Ricasso’s ability reads, “You are considered to have X additional plot cards in your used pile. X is the number of gold Ricasso has.” Obviously, bestowing gold on Ricasso has powerful implications for cards like Doran Martell (Core Set, 105), Doran's Game (Core Set, 119), and Starfall Cavalry (Called to Arms, 35), but it’s up to you to decide exactly how much you want to invest in Ricasso.

For the greatest impact, you may choose to bestow two gold on Ricasso—the maximum that you’re able to place on him. Still, doing this costs five gold in total, and you may need to save your money for other effects. Bestowing a single gold on Ricasso gives you a lesser effect for a lower cost, and in desperate circumstances, you could simply play Ricasso for his STR and challenge icons, without worrying about his ability. This precise control over the abilities on your bestow cards is exactly what makes them so adaptable and well-suited to the changing tides of the game of thrones.

By bestowing two gold on Ricasso when he enters play, you are considered to have two additional plots in your used pile!

The other Martell card in this Chapter Pack also plays off of Ricasso, and exemplifies another way you may spend your gold in the Blood and Gold cycle. The Prince's Plan (All Men Are Fools, 16) is an event that lets you choose any character. Until the end of the phase, that character gets one additional STR for each plot in your used pile and it gains a challenge icon of your choice! This event isn’t like most events, however, which remain in your discard pile after being played. At any point after you lose a challenge, you may pay one gold to return The Prince’s Plan from your discard pile to your hand—and this card’s versatility means that even when your opponent knows it’s in your hand, you can use it to push your challenges through again and again.

The bestow keyword and recurring events give you plenty of ways to spend your gold… but how are you going to get more? Fortunately, this cycle introduces new economy for every faction, starting with a series of economic locations like the Slaver's Bay Port (All Men Are Fools, 14) for House Targaryen. These non-unique locations cost two gold, and during marshaling, you can typically kneel them to gain two gold—provided the conditions are right. These locations can give you a massive amount of gold, provided you’re playing into your faction’s main themes.

With Slaver’s Bay Port, for instance, you can always kneel the location to receive a single gold, but if your opponent has four or more characters in his dead pile, you receive two gold! With a similar location for every faction and other new economy cards added to your deck, you can gain the gold you need to fuel your deck and your new bestow cards.

Bestow Your Favor
Gold has always been the lifeblood of every faction, and with All Men Are Fools and the rest of the Blood and Gold cycle, you’ll have more gold and more ways to spend it than ever before.

• The first Chapter Pack of the Blood and Gold cycle for A Game of Thrones: The Card Game
• Follows the events of A Storm of Swords, the third book in A Song of Ice and Fire
• Introduces a new keyword to the game: bestow
• Gold becomes even more important with new economy cards and new options for spending gold
• Includes sixty new cards (three copies each of twenty distinct cards)

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18.00 9.00 €
alin hinta 30 päivää ennen alennusta 18.00
Game of Thrones LCG 2: BG2 -Guarding the Realm Chapter Pack
Game of Thrones LCG 2: BG2 -Guarding the Realm Chapter Pack

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

Great changes are coming to Westeros, played out through countless smaller stories. Jaime Lannister has been freed from the prisons of Riverrun and makes his way towards King’s Landing as a captive of Brienne of Tarth. Jon Snow has turned his cloak and fallen in with wildlings, while struggling to keep his true loyalties secret. Robb Stark fights to reclaim the loyalty of his bannermen, Daenerys Targaryen lays her plans to acquire an army of eunuchs, and Davos Seaworth returns to Dragonstone with a dream of assassinating the red priestess, Melisandre. Though the violence of the War of the Five Kings has paused, the intrigues and plots behind the scenes have never been stronger—or more dangerous.

Return to Westeros with Guarding the Realm, a new Chapter Pack of the Blood and Gold cycle! As with the other expansions of this cycle, you’ll be drawn into the events of A Storm of Swords. Gold has always been important in A Game of Thrones: The Card Game, and the ways you earn and spend it will soon become more plentiful than ever before, as you contend with the new bestow keyword and new economic options for every faction. And of course, you’ll have the chance to add iconic characters to your deck, including Gilly, a new version of Melisandre, and a bastard son of House Botley, Wex Pyke.

Shadows Born of Light
Since the days of the Core Set, Melisandre (Core Set, 47) has been a linchpin of any deck that focused on kneeling enemy characters. In combination with the other servants of R’hllor in your deck, Melisandre conspired to kneel your opponent’s most impactful characters and keep them from contributing to challenges.

As the Westeros cycle went by, however, a new deck archetype began to arise for House Baratheon—one focused on consistently winning dominance. With the help of A Feast for Crows (Core Set, 2), Gendry (No Middle Ground, 68), and Chamber of the Painted Table (Core Set, 60), House Baratheon could claim a significant amount of power in the dominance phase, without worrying about challenges. Though Melisandre certainly played a role in those decks, the Guarding the Realm Chapter Pack introduces a new version of Melisandre to join the ranks of your Baratheon dominance decks.

With a price of seven gold, Melisandre (Guarding the Realm, 27) costs more than her previous incarnation, but she has an increased STR to match. Even aside from her newfound STR, Melisandre has gained the insight keyword, helping her increase your options in the midst of the challenges phase. Still, neither higher STR nor insight are sufficient reason to use this version of Melisandre over the Core Set version. Instead, you’ll look at her ability: “Reaction: After you win dominance, choose an opponent and look at his or her hand. Then, choose and discard 1 card form that hand. If that card is a character, place it in its owner’s dead pile.”

For a Baratheon player interested in controlling his opponent and the flow of the game, Melisandre can have an unimaginable impact. In fact, each sentence of her ability brings new benefits. First, you can look at your opponent’s hand, giving you exact knowledge of your opponent’s cards and showing you what you can expect to see in future rounds. Then, you get to choose and discard any card from that hand! If you’re worried about Put to the Sword (Core Set, 41), Milk of the Poppy (Core Set, 35) or The Hand's Judgment (Core Set, 45) messing up your plans, you can easily remove them.

And if those benefits weren’t enough, if you discard a character, you place it in your opponent’s dead pile, preventing your opponent from playing additional copies of that character, even if he draws them. Removing your opponent’s most threatening character in hand is a game-changing prospect, and if you’re allowed to win dominance and trigger Melisandre round after round, there’s little chance your opponent will be able to stand up to your power.

All of that is without even considering Melisandre’s application to other cards in the game. Ruby of R'hllor (Across the Seven Kingdoms, 9) becomes better if you're regularly looking at your opponent’s hand. And timing Heads on Spikes (Core Set, 13) is much easier if you know your odds of hitting a key character.

The only caveat to Melisandre’s ability is that you need to consistently win dominance. Of course, sitting on The Iron Throne (Core Set, 38) will help, but the other Baratheon card in this Chapter Pack is another tool that you can use. Light of the Lord (Guarding the Realm, 28) is a two-gold attachment that can be given to any Baratheon or R’hllor character. Because Light of the Lord stands the attached character at the beginning of the dominance phase, you now have the flexibility to use a character in challenges and still count its STR for dominance. And what will you do with an extra gold in the dominance phase? Perhaps you’ll play Ritual of R'hllor (Ghosts of Harrenhal, 88) to grab the extra power you need to win the game.

Hearts on Fire
The night is dark and full of terrors, but with the light of R’hllor and the power of Melisandre, you may lead House Baratheon to victory. Will you protect Westeros or let it fall to darkness?

• The second Chapter Pack of the Blood and Gold cycle for A Game of Thrones: The Card Game
• The new bestow keyword adds new options and strategic depth
• Added economy and new ways to spend money make your gold more important than ever
• Play as recognizable characters, such as Gilly, Melisandre, and Wex Pyke
• Contains sixty new cards (three copies each of twenty distinct cards)

      heti saatavilla
18.00 9.00 €
alin hinta 30 päivää ennen alennusta 18.00

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