What is a Living Card Game?
A Living Card Game™ (LCG™) breaks away from the traditional Collectible Card Game (CCG) model by offering a fixed card distribution method. It offers the same dynamic customizable, expanding, and constantly evolving game play that makes CCG’s fun, but without the blind buy purchase model that can burn out players. The end result is an innovative mix that gives you the best of both worlds!
“When the day comes that you raise your banners, half of Westeros will be with you,” Whitebeard promised. “Your brother Rhaegar is still remembered, with great love.”
–George R.R. Martin, A Storm of Swords
After two cycles of Chapter Packs that carried A Game of Thrones players far from the shores of Westeros, The Banners Gather and the Kingsroad cycle mark a return to the Seven Kingdoms, its Great Houses, their lords, their banners, and their traditional strengths. This is a return to both the game’s classic fantasy themes and to several of its established mechanics. In the Chapter Pack’s sixty new cards (three copies each of twenty individual cards), the Lannisters flaunt their wealth, the Greyjoys seize control of rival locations, and the Targaryens march forward with their attachments and Dragons. Likewise, the Baratheons, Starks, and Martells gain new Strongholds, Tactics, and tricks.
Of course, no House is strong when cut off from its supporters, and The Banners Gather takes a look at the many Bannerman characters who swear their fealty and service to their liege lords. Players will find several new characters with the Bannerman trait, all of whom bring powerful new abilities to their Houses and enable new synergies with the game’s older Bannerman cards.
An A Game of Thrones: The Card Game core set is required to play. Contains cards 1-20 of the Kingsroad series.
|Case Quantity: 6||ISBN: 978-1-61661-607-6|
“In ancient books of Asshai it is written that there will come a day after a long summer when the stars bleed and the cold breath of darkness falls heavy on the world. In this dread hour a warrior shall draw from the fire a burning sword.”
–Melisandre, A Clash of Kings
The second Chapter Pack in the Kingsroad cycle, Fire and Ice returns players to the Seven Kingdoms of Westeros, their conflicts, and their intrigues. It also marks a return to some of the prominent themes and mechanics that have already been developed in A Game of Thrones: The Card Game.
Seasons in Westeros can last for years, Thus, it’s only natural that they can drastically reshape the lives of those they impact, and the sixty new cards in Fire and Ice (three copies each of twenty different cards) draw new focus to the game's Summer and Winter mechanics. They also add a number of intriguing new twists. Not only will you find new characters and locations to grant your deck and House a powerful boost in one season or the other, you’ll find two new Seasons agendas that will lead to all-new deck types. These agendas reward decks that combine many season-based effects, and they gain support from other cards in Fire and Ice that help players pull those season-based effects to the forefront, ensuring that the clash between Summer and Winter remains as vital within the game as it is within the Seven Kingdoms.
An A Game of Thrones: The Card Game core set is required to play. Contains cards 21-40 of the Kingsroad series.
|Case Quantity: 6||ISBN: 978-1-61661-608-3|
“Bran was going to be a knight himself someday, one of the Kingsguard. Old Nan said they were the finest swords in all the realm. There were only seven of them, and they wore white armor and had no wives or children, but lived only to serve the king.”
–George R.R. Martin, A Game of Thrones
A man’s word can be broken. A knight’s honor can be tarnished. Any man can harbor secret ambitions, even a member of the Kingsguard. The Kingsguard is the third Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game.
The seven Sworn Brothers of the Kingsguard wear white armor and take vows to serve the crown, and only the crown. However, each Sworn Brother is a man at his core, and susceptible to the temptations and ambitions and doubts that plague all men. Each has his secrets, and the sixty new cards (three copies each of twenty different cards) in The Kingsguard lend shape to their ambitions, their deceptions, and their deadly talents.
As a part of the Kingsroad cycle, which focuses on a return to Westeros and the game's classic mechanics, The Kingsguard not only adds new depth to the members of the Kingsguard but to the game’s Shadows mechanic. In total, no fewer than twelve of the Chapter Pack’s twenty different cards feature the Shadows crest.
An A Game of Thrones: The Card Game core set is required to play. Contains cards 41-60 of the Kingsroad series.
|Case Quantity: 6||ISBN: 978-1-61661-609-0|
“I am the fire that burns against the cold, the light that brings the dawn, the horn that wakes the sleepers, the shield that guards the realms of men.”
–George R.R. Martin, A Game of Thrones
In the north, winter is coming. The dead walk, and the fate of all the Seven Kingdoms, perhaps the fate of the whole world, depends upon the vigilance and valor of a few sworn brothers of the Night’s Watch.
The Horn That Wakes is the fourth Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game. Its sixty new cards (three copies each of twenty different cards) revisit the Night’s Watch, the Wildlings, and the intrigues and threats of the North. Eleven of the pack’s twenty new cards (three copies of each) support the Night’s Watch and Wildling themes, as well as a host of other dynamics build around The North agendas. You’ll find new copies of such notable characters as Jon Snow, Janos Slynt, and Coldhands, as well as the LCG’s first version of Ygritte. Additionally, twelve new characters, three new events, and two new plots ensure that each House finds plenty of reason to rejoice, even those furthest removed from the Wall.
An A Game of Thrones: The Card Game core set is required to play. Contains cards 61-80 of the Kingsroad series.
|Case Quantity: 6||ISBN: 978-1-61661-610-6|
“Any knight can make a knight,” said the scarecrow that was Beric Dondarrion, “and every man you see before you has felt a sword upon his shoulder. We are the forgotten fellowship.”
–George R.R. Martin, A Storm of Swords
Forgotten Fellowship is the fifth Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game. The Seven Kingdoms are a volatile land, and the Lords and Ladies of its Great Houses are always biding their time, waiting for the moment that their foes stumble ever so slightly; in that moment, they can dash forward and slit their rivals’ throats. In an instant, the downtrodden can be crushed completely, and the mighty can be brought low.
As a part of the Kingsroad cycle, Forgotten Fellowship marks a return to some of the most memorable characters, locations, and events from A Song of Ice and Fire. It also depicts a Westeros forever changed by the War of the Five Kings. Among the changes you’ll find in this scarred land are Brotherhood characters whose abilities function even if you have power on your House card…so long as you have less power on your House card than your opponent has on his. As we are reminded by the Chapter Pack's sixty new cards (three copies each of twenty different cards), no amount of power is safe until your final victory is secured. This is a Chapter Pack for the downtrodden and the underdogs, and you’ll find such noteworthy characters as Harwin, Lady of the Leaves, and Gendry!
An A Game of Thrones: The Card Game core set is required to play. Contains cards 81-100 of the Kingsroad series.
|Case Quantity: 6||ISBN: 978-1-61661-611-3|
Marywn smiled a ghastly smile, the juice of the sourleaf running red between his teeth. “Who do you think killed all the dragons the last time around? Gallant dragonslayers armed with swords?”
–George R.R. Martin, A Feast for Crows
A Hidden Agenda is the sixth and final Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game. Schemes, secrets, and mysteries pervade its sixty new cards (three copies each of twenty individual cards), drawing the Kingsroad cycle to its climactic conclusion. As it grants players new means to make their final bids for the Iron Throne in a Westeros forever scarred by the War of the Five Kings, A Hidden Agenda asks the question, “Who is truly pulling the strings?”
Are the Lords of the Great Houses the powers to watch? Should the Lords be less concerned with each other and more concerned with Daenerys Targaryen and her three growing dragons? Or are the kingdoms’ advisors the ones who are secretly pulling the strings? All the previous Chapter Packs in the Kingsroad cycle have introduced new cards and tactics to blend into formerly established mechanics. Appropriately, A Hidden Agenda concludes with a wide sampling of these mechanics: the Bannerman trait, Shadows, cards at your command, decks without agendas, and the Maester trait. Each offers a different path to power, but only one House can sit the Iron Throne!
An A Game of Thrones: The Card Game core set is required to play. Contains cards 101-120 of the Kingsroad series.
|Case Quantity: 6||ISBN: 978-1-61661-612-0|
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|14+||2 - 4 ||60-90 min |
The copyrightable portions of A Game of Thrones: The Card Game and its expansions are © 2008 - 2013 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.