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Game of Thrones LCG 2: Someone Always Tells - Chapter Pack Game of Thrones LCG 2: Someone Always Tells - Chapter Pack
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Luokka: Lautapelit
Julkaisupäivä: 14.05.2018
Julkaisija: Fantasy Flight Games
Kieli: Englanti
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The sixth Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game!

As A Feast for Crows draw to a close, countless conspiracies are revealed. Victarion Greyjoy has been dispatched to Essos to fetch back Daenerys Targaryen, but secretly, he plans to win her for himself. Arianne Martell plots to crown Myrcella Baratheon and lead a new rebellion in Dorne. House Lannister, House Tyrell, and the church of the Seven bicker for power in King's Landing, and Ser Jaime Lannister turns his back on his sister's plea for aid. Now, you have the chance to bring these conspiracies to your own intrigues in A Game of Thrones: The Card Game.

Someone Always Tells is the sixth Chapter Pack of the Flight of Crows cycle, and it brings a fitting conclusion to the major themes explored in this cycle. As with the other expansions, you'll find new cards with the bestow keyword, an attachment and a location devoted to the faith of The Seven, and cards that reward players for forging alliances between the factions. You'll also discover plenty of recognizable characters and locations from the saga that you can add to your decks, such as Mace Tyrell, Qyburn, and the Great Sept of Baelor.

A Conspiracy in Dorne House Martell may prefer to wait in the shadows, but Arianne Martell's actions have set new conspiracies in motion. Doran Martell has called his banners, and though they have not yet been ordered into battle, their very presence makes an intimidating sight.

The first Martell card you'll find in this Chapter Pack is Host of the Boneway (Someone Always Tells, 115), one of the Armies that guards a key mountain passage into Dorne. This character has the vital intimidate keyword, helping you to kneel your opponent's forces when you win challenges as the attacker. Of course, the power of the intimidate keyword is directly linked to the STR by which you win the challenge. At only four STR, Host of the Boneway is not very impressive at first. Fortunately, it won't stay that way.

Just as the Martell princes are known for their patience, so your Host of the Boneway will become stronger as the game goes on. In fact, this character's STR is increased by one for each plot in your used pile! Already, players have ways to push the number of used plots with Ricasso (All Men Are Fools, 15), and with the upcoming The Wars to Come (Sands of Dorne, 45) agenda increasing your plot deck to ten cards, Host of the Boneway could become a force to be reckoned with.

Still, House Martell is not commonly known for its power on the battlefield. Instead, they rely on unexpected tricks and twists to surprise their opponents and gain the upper hand. Now, they gain an unprecedented ability—an event that can allow them to cancel plots. This card is the namesake of the Chapter Pack: Someone Always Tells (Someone Always Tells, 116). For two gold, you can play this event to cancel the effects of your opponent's event or a triggered plot ability!

In most circumstances, your plot deck is outside of your opponent's reach. You choose the plots that you reveal, and their effects couldn't be cancelled—until now. It's easy to imagine the control that Someone Always Tells can give you. Perhaps your opponent has run out of cards and needs to play Counting Coppers (Core Set, 10) to refill their hand. Maybe they're trying to reset the board with Valar Morghulis (There Is My Claim, 80), or Valar Dohaeris (The Archmaester's Key, 20), or Wildfire Assault (Core Set, 26). They could even be using Trade Routes (House of Thorns, 51) to gain a massive amount of gold and fuel their economy. With Someone Always Tells, you have the power to take all of that away.

There's just one catch—you'll almost never have two gold in the plot phase, when you would need to play Someone Always Tells to cancel a When Revealed ability. Unless, that is, you have an informant on the inside... If you can correctly deduce what your opponent is about to play, you can lay your own plans ahead of time. And as it so happens, House Martell has a variety of ways to ensure that they have gold in the plot phase. The Long Plan (Taking the Black, 16) lets you keep your gold through the taxation phase. Calling the Banners (Core Set, 7) or Trade Routes give you gold in the plot phase, provided you win initiative and can ensure that your plot triggers first. Even oft-neglected cards like Ranger's Cache (Wolves of the North, 52) or In Doran's Name (The Road to Winterfell, 36) give you the gold you need to stop your opponent's plot before it begins.

Predict Their Next Move
Swords are drawn in the game of thrones, but ultimately, it's a battle of wits—of secret plans and conspiracies and desperate gambles with the highest stakes. A Game of Thrones: The Card Game is no different. It's time to prove you have what it takes to claim the Iron Throne.

Tuotteen lisäyspäivä: 14.05.2018.


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