Produktdetails
“Your choice is simple. Crown me, for peace and victory. Or crown my nuncle, for more war and defeat.”
–Asha Greyjoy, A Feast for Crows
Ruling over the unforgiving Iron Islands off the western coast of Westeros, House Greyjoy is known for its strength and ruthlessness. Even their House words, “We Do Not Sow,” speaks to their tradition of raiding and reaving along the coast, taking what they desire and what they need to survive. In A Game of Thrones: The Card Game, the bloodthirsty raiders and religious zealots of this House make them a force to be reckoned with, and now, you have a chance to explore the true depths of this steely power like never before.
Fantasy Flight Games is proud to announce Kings of the Isles, the sixth deluxe expansion for A Game of Thrones: The Card Game—now available for pre-order at your local retailer or online through our website!
While they may oft be forgotten by the stuffy courtiers of King’s Landing, Kings of the Isles brings House Greyjoy to center stage with three copies each of 52 new cards, including new versions of the key members of the House, such as Balon, Euron, and Asha! Here, you'll find every tool you need to take control of the Iron Fleet and continue raiding the mainland, including plenty of new cards centered on the Raider and Drowned God traits. While this deluxe expansion is the perfect place for new or veteran players to raise the banner of the Kraken, every other faction is also represented with new non-loyal cards and neutral cards that can bring the power and strength of the ironborn to any deck.
Kings of Salt and Rock
Unlike the bloodlines of the mainland, up until the time of Aegon the Conqueror the ironborn were ruled by High Kings chosen from their own ranks. Every island was ruled by a Rock King, and a Salt King was chosen in the Kingsmoot where any captain could put forth their name; for on their own ship, every captain is a king. But for the past 300 years, the Greyjoys have ruled as the Lord Reapers of Pyke, commanding the Iron Islands with a ferocity unmatched by the chivalrous lords of the mainland. But as the years stretched on, the Old Ways began to die, and rulers once feared grew small in the eyes of their people.
Now, with King Robert dead and the Seven Kingdoms thrown into chaos, the time of the Krakens has come again. The War of the Five Kings has diminished the strengths of their rival Houses, and no one looks to the sea to find a threat gathering on the waves. But the question now becomes, who shall lead the ironborn? Balon Greyjoy (Kings of the Isles, 1) could not raise a successful rebellion, nor even keep his son from being taken by the Starks. But now, Balon may take his revenge by pillaging your opponent's discard pile and stealing one of their cards, bending it to your will for a single phase. While the card you steal is returned to its owner’s deck at the end of the phase, a little careful calculation can serve you well. You may bring in a character simply to die in a military challenge, or to restrict your opponent's options for using Flea Bottom (Oberyn's Revenge, 98).
Alternatively, you may swear your sword to Balon’s chosen successor, Asha Greyjoy (Kings of the Isles, 3). She has salt in her veins, but if Asha wishes to lead the Ironborn to a new age of glory, she must prove that she has something to offer that no other candidate can. In this case, that "something" is stealth. Her years of captaining Black Wind (Journey to Oldtown, 32) have taught Asha well, as she leads your entire force to slip past enemy lines.
What Is Dead May Never Die
As far back as the earliest recorded history of Westeros, the people of the Iron Islands never bowed to the Old Gods of the North. Instead, the fierce seafaring people worshipped the Drowned God, a tradition unique to the Iron Islands that carries on to this day. Those who are loyal to this vengeful being and bear the Drowned God trait take strength from their religion, now more than ever as the wars of Westeros turn people to their faith for comfort. APriest of Old Wyk (Kings of the Isles, 12) may help the Greyjoys tie religion to their natural right of rule, contributing its STR in the dominance phase even while kneeling.
This shepherd’s ability can also be used in potent combination with the new event, What Is Dead May Never Die (Kings of the Isles, 23), which rewards you for earning dominance by returning one of your deceased characters to the battlefield. If you can manage to trigger this while at the sacred cliffs of Great Wyk (Kings of the Isles, 17), you force your opponent to bear witness to the Drowned God’s power and reduce their own options by choosing and discarding a card from their hand.
Kings of the Isles takes this theme of death and resurrection one step further, beyond character cards to locations. The new loyal Greyjoy plot We Take Westeros! (Kings of the Isles, 46) brings you the full raiding power of the Iron Fleet, allowing you to take control of any discarded location, whether it's yours or your enemy’s. All of Westeros will fall beneath the unstoppable onslaught of the krakens of Pyke!
The Iron Price
But the Greyjoys are not the only ones who embrace the cutthroat practices of war. Every House in A Game of Thrones: The Card Game is represented in this deluxe expansion, gaining new non-loyal cards with a variety of neutral cards that any player can turn to their advantage. Strange visions abound, offering you a powerful response to losing a military challenge with When I Woke... (Kings of the Isles, 44). For the low cost of two gold, you can put the most powerful attacking character on top of its owner's deck, forcing them to pay twice if they want to marshal this card again.
Placing a character on top of your opponent's deck is a powerful setback, undoubtedly. But in the Iron Islands, there are far more dangerous tactics that you can employ. Here, strength in combat triumphs over all else, as seen in the new agenda, Sea of Blood (Kings of the Isles, 45). This Prophecy shows you a vision of a world awash in death and misery, and although its art instantly brings House Greyjoy to mind, any faction can use this agenda. While playing with this agenda, you can no longer play events during intrigue and power challenges, in exchange for increased power during your military engagements. The more blood you spill, the cheaper your events become and easier it is to find deadly, military-focused events like Put to the Sword (Core Set, 41), exactly when you need them.
Produkteigenschaften
Sprache: English