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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.
ParametryVáha: cca 200 g
VydavatelFantasy Flight Games
AutorChristian T. Petersen
Eric M. Lang
Herní Principtahání/výběr karetSoučasné plánování akcíProměnlivá síla hráčůPlánování tahů/akcí
pravidla: Angličtina komponenty: Angličtina
Alternativní názvyGame of Thrones Kartenspiel: Der Eiserne Thron (zweite Ausgabe) – Alle Männer sind Narren, A Game of Thrones: The Card Game (Second Edition) – All Men Are Fools, Gra o Tron: Gra karciana (druga edycja) – Wszyscy mężczyźni to błazny, Juego de tronos: El juego de cartas (Segunda edición) – Todos los hombres son bufones, Il Trono di Spade: Il Gioco di Carte (Seconda edizione) – Uomini e Buffonivíce…
Téma hryKaretní hryFantasyBojovéStředověkNovelovéVyjednávací
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Hra o trůny
Joust or Melee
“Put not your trust in spiders, my lord.” That was scarcely anything Ned needed to be told.
–George R.R. Martin
In addition to this wealth of strategic depth, A Game of Thrones: The Card Game offers a robust and engaging multiplayer system. In games including three or more players, each player chooses a specific role from the king’s Small Council at the start of every round. In addition to conferring special bonuses on their owners, most roles support or oppose other roles, forbidding aggression against players they support, and rewarding aggression against those they oppose. Every alliance in A Game of Thrones: The Card Game is short-term, and multiplayer games are always unpredictable. With the inclusion of cards that potentially help your opponents, the capacity for deal-making and deal-breaking is vast. Be careful who you trust!
A Game of Thrones LCG: All Men are Fools
All Men are Fools je první rozšíření z nové série Blood and Gold pro živou karetní hru A Game of Thrones second edition.
Balení je v angličtině, potřebujete k němu vlastnit základní sadu A Game of Thrones: The Card Game second edition.
Three treasons will you know. Once for blood and once for gold and once for love.
–George R.R. Martin, A Storm of Swords
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 for A Game of Thrones: The Card Game, and it sets off the themes that will play out throughout the cycle. 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.
Make Your Challenges
Ned felt his anger rise. “You knew of this plot, and yet you did nothing.”
–George R.R. Martin
A Game of Thrones: The Card Game offers another unique element: the inclusion of a plot deck for each player. At the start of each round, before the table-wide battle for power, intelligence, and military supremacy ensues, each player selects a plot card from individual plot decks of seven cards. These cards trigger special, thematically driven effects that have repercussions for all players throughout the coming round and beyond. Some plot effects are positive, while others are devastatingly negative… but they all must come to pass, so players should wisely consider the order in which to reveal their plots throughout the game. The ever looming threat of destruction or loss due to a plot, whether generated by your own deck or by an opponent’s, adds another level of strategic depth to the game.
When the time comes for direct action against your opponents, you’ll find a wide range of choices based on your specific agenda. Unlike other card games, which limit you to only one kind of attack, A Game of Thrones: The Card Game gives you three options, each with its own rewards. A military challenge kills your opponent’s characters, an intrigue challenge limits your opponent’s choices by discarding his cards in hand, and a power challenge lets you steal your opponent’s power tokens for yourself. Since different characters (and different Houses) excel at different types of challenges, you’ll find yourself constantly adapting your round-by-round strategy, while you form a larger, long-term plan based on the strengths of your deck.
Choose Your House
“Give me honorable enemies rather than ambitious ones, and I’ll sleep more easily by night.”
–George R.R. Martin
In A Game of Thrones: The Card Game, players take control of one of the major Houses of Westeros, and they zealously compete for power. The first player to earn fifteen power tokens claims the Iron Throne and victory. Each House’s deck has different strengths and weakness based on the themes, characters, and locations of George R.R. Martin’s epic A Song of Ice and Fire series. Indeed, fans of Martin’s writing will find A Game of Thrones: The Card Game strikingly true to the novels, and newcomers to the saga will be drawn in by the strife, intrigue, and backstabbery that so many readers have come to love. House Stark’s strength, for example, is their military capabilities, while House Lannister’s cards concentrate on shocking and devious manipulations of the normal flow of the game. The Core Set even includes House cards for House Greyjoy and House Martell, and with the addition of just a few Chapter Packs, viable decks can be built for both!