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Star Wars Armada: MC30c Frigate
One of the most powerful mid-level ships in the Galactic Civil War, the MC30c frigate was of Mon Calamari design and presented a lethal combination of speed, high-powered armament, and advanced deflector shields. The trade-off, however, was that the ship was relatively light on hull plating. This trade-off becomes evident, as well, in the MC30c Frigate Expansion Pack, which offers this ship to the Rebel Alliance as a fast, nimble, small-size vessel that can fire as many as five attack dice from its left and right hull zones. However, to do so, it must get within close range of enemy ships where its shields won't long protect it from taking damage against its four hull points.In addition to its pre-painted MC30c frigate miniature, this expansion pack contains two command dials and ten upgrade cards, along with all the tokens you need to bring this Rebel ship to battle. Of course, as with other Armada expansion packs, the MC30c Frigate Expansion Pack also comes with two ship cards that let you field your MC30c as either the MC30c Scout Frigate or MC30c Torpedo Frigate. Though they share many of the same design elements, the different costs and battery armaments of these two different configurations ensure a wide range of tactical flexibility for your MC30c.
In A Game of Thrones: The Card Game, the warring factions of Westeros
await your command, inviting you to engage in a life-or-death struggle.
In every game, you select devious plots and challenge your opponents on
the field of battle, through back alley intrigue, and in the political
arena. Whether you play a against a single opponent, in a game known as
a joust, or engage in a battle of three or more players, called a
melee, winning challenges against your opponents is the way to victory.
Your ultimate goal in A Game of Thrones: The Card Game is to gain
influence over the greatest seat of power in Westeros: the Iron Throne!
To achieve this goal, you must call upon iconic characters, such as
Tywin Lannister, Robb Stark, Stannis Baratheon, Daenerys Targaryen,
Euron Crow's Eye, The Red Viper, and dozens of others. You must
maneuver the members of your House and your allies in a constant battle
to gain power. The first player to claim fifteen power wins!
In the game, each player has two decks: a draw deck and a plot deck.
Your draw deck contains the tactical elements of your struggle,
including the characters, locations, attachments, and events that you
call upon in your struggle to claim the Iron Throne. You can command
characters from throughout A Song of Ice and Fire, and you can march
forth from the icy walls of Winterfell or muster your armies around
Casterly Rock. You may even equip your characters with storied weapons,
such as the Valyrian steel blades Ice or Widow's Wail. The draw deck
holds these powerful characters, locations, attachments, and events.
This deck is randomly shuffled and players draw their hands from this
deck.
At the start of each round, each player simultaneously chooses and
reveals one of the plot cards from their individual seven-card plot
decks. Your plot for a round determines how much gold you can spend on
cards, which player starts with initiative, and how powerful your
challenges are. Your plot also bears a reserve value, which determines
how many cards you can keep in your hand past the end of the round.
Plots may also offer powerful effects that can trigger when the plots
are revealed or persist to shape the entire game round. You may scorch
the earth with a deadly wildfire assault, or call upon all players to
support the faith of the Seven.
A Game of Thrones: The Card Game (Second Edition) differs from the
first edition of the game due to elements being cut, elements being
revised or updated, and elements being added. Influence was a holdover
from the game's origin as a CCG and is now unnecessary, while crests
offered nothing to distinguish them from traits and made the game more
difficult for new players to learn. Existing keywords have been pruned,
and some new keywords have been added to showcase the most interesting
and essential interactions.
The timing rules — such as the details of moribund, passive effects
with triggers, and save/cancel responses — will be replaced with a more
straightforward timing system that takes advantage of the Interrupt,
Reaction, and Forced triggers that have been successfully employed in
some of FFG's newer LCGs.
The second edition also includes two new factions beyond the six Houses
in the first edition. New deck-building rules empower players with more
options in combining factions, alongside a means of building more
focused and specialized plot decks.
Cosmic Encounter: Cosmic Conflict Expansion
This is the second expansion set for the Fantasy Flight Games version of Cosmic Encounter.From FFG web site:In Cosmic Conflict, 20 new alien races explode onto the galaxy! Players will now shudder at the insidious kindness of the Empath, blink in confusion at the antics of the Lunatic, and howl in outrage as their planets are stolen away by the Claw!Cosmic Conflict also makes the Cosmos even bigger, adding another player (and attractive black components) to the game. Cosmic Quakes will shake things up, ensuring that no player’s hand is truly safe. And as if that wasn’t enough, Cosmic Conflict introduces a new variant to the game – the hazard deck, which confronts the players with dangerous and amusing events that can crop up at any time.Hazards are special game-altering conditions that bring exciting effects to your Cosmic Encounter experience. Special destiny cards, drawn during the destiny phase, display a “hazard warning” in the upper left corner; this indicates that a hazard card should be drawn.Consisting of two types (temporary and permanent), these cards have a variety of wild effects. The Energy Fields hazard card, for example, lets each main player draw two free cards... but they must show them to the group first. And the optional “Extremely Hazardous Variant” will take you on a wild ride; it brings a new hazard card into play every turn!
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