L5R: TAINTED LANDS

Become immovable with the Tainted Lands Dynasty Pack for Legend of the Five Rings: The Card Game.Harness the power of the unshakeable earth with three copies of twenty new cards in the second Dynasty Pack of the Elemental Cycle. Tainted Lands introduces new cards for all seven clans focusing on their relationship with the earth. The pack also introduces a powerful, frightening new Shadowlands card.

$25.00
2 in stock

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WARHAMMER AGE OF SIGMAR - CORE RULE BOOK

Key Features The essential book filled with rules and lore for Warhammer Age of Sigmar Supports open, matched, and narrative play, with a revamped Path to Glory campaign system and much more Drives the ever-evolving narrative onwards into the Era of the Beast, a savage struggle between the resurgent forces of Order and Destruction The Age of Sigmar began with the thunderous arrival of the Stormcast Eternals, borne upon the heavenly storm of the God-King Sigmar Heldenhammer. They are great heroes, snatched up at the moment of death and magically reforged – these golden warriors are thrown into battle against all who would corrupt, decay, and destroy the Mortal Realms. While Sigmar and his pantheon of Order strive for prosperity in these dark times, the Great Necromancer Nagash marshals the forces of Death in a bid to claim every last soul for his own. Meanwhile, Kragnos leads the wild forces of Destruction in a savage rampage across the civilised world, all while the Chaos Gods prepare to conquer the last uncorrupted bastions in a world of conflict and upheaval. This is a new epoch, a time of mighty battles and unending war. This is the Age of Sigmar! The Age of Sigmar is an epic setting populated by myriad armies, powerful heroes, and magnificent monsters. It plays host to vast, realm-spanning wars between the forces of Order, Chaos, Death, and Destruction. In the Warhammer Age of Sigmar Core Book, you’ll not only learn the rich history of this war-torn age, but you’ll also find all the rules you need to evoke these epic stories on the tabletop.   The Book This 360-page hardback book is the ultimate companion for both novice and veteran players of Warhammer Age of Sigmar, containing everything you need to know to collect, build, paint, and play with Citadel miniatures in the Mortal Realms. Realms of War The Core Book starts with Realms of War, an overview of the Warhammer hobby with concise how-to guides on collecting, building, and painting your miniatures, as well as the various ways you can use them to play games of Warhammer Age of Sigmar.   War Unending Discover the history of the Mortal Realms in the first lore section of the book, containing a detailed, illustrated story-so-far, from the arrival of mankind's God-King to the savage Era of the Beast. This covers three major ages: - The Age of Myth, Sigmar’s journey through the cosmos, his meeting with the Great Drake Dracothion and his exploration of the eight Mortal Realms. It tells of his awakening of other gods, the building of civilisations, and the fractious alliances that were forged. - The Age of Chaos, brought about by the machinations of the Chaos Gods and their command of the Realm of Chaos, spitting daemon legions forth and destroying the peace that once reigned. - The Age of Sigmar, in which the God-King's champions fight back against his enemies in all their forms. From the vengeful Realmgate Wars that cast Chaos back from many Order strongholds, to the cataclysmic Necroquake brought about by Nagash, God of the Dead, to the dawn of the Era of Beasts as the ancient Earthquake God unleashes hordes of rampaging greenskins into the heartlands of civilisation. Delve into background information on each of the eight Mortal Realms – Azyr, Shyish, Ashqy, Chamon, Ghur, Ghyran, Hysh, and Ulgu – which details their links, descriptions of the native civilisations that have risen and fallen, key events that have taken place and notable geographical features; along with details of the Realm of Chaos, a nightmarish dimension home to the Chaos Gods and legions of terrifying hellspawn.   Clashing Empires Learn about the armies and alliances that fight across the Mortal Realms, each featuring a showcase of beautifully painted Citadel miniatures, split into four sections according to their Grand Alliances. Beginning with the forces of Order, you'll glean insight into each of the factions that comprise the last bastion of civilisation in the eight realms (even if they don't always get along), before moving on to parley with their nemeses in the forces of Chaos. Meanwhile, Nagash's alliance of Death plots to claim every last soul in the land, while Grand Alliance Destruction indulges their baser instincts on a roaring rampage of carnage alongside their newfound deity, Kragnos.   The Rules The first rules section of this book contains the core concepts you need to start fighting battles in the Age of Sigmar, taking you through deployment, the battle rounds, combat, magic, and more. The rules are laid out in a clear and concise format with additional commentary from the designers, making this the easiest rulebook to reference in Warhammer history. 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Earn renown, gain new abilities, and even expand your army's territory while free of limitations on how, when, and where you can play. – Includes rules and guidance on a 5-step process to starting a Path to Glory campaign, including: Choosing Factions and Realms, Starting Sizes and Territories, Orders of Battle, Core Enhancements, and picking Quests to embark upon. – Provides guidance on how to fight battles against opponents both participating and not participating in a Path to Glory Campaign.   Conquest Unbound The final section helps represent the vast array of battlefields and endless war that the overlords of the Mortal Realms fight across, including bespoke rules for the various, more niche type of battlefields you may come to fight, on, across, over, or indeed, under. 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THERE IS MY CLAIM

War wracks the Seven Kingdoms. Baratheon, Tyrell, Lannister, and Stark armies march into battle against each other, while Greyjoy raiders prey upon the coast and strike at undefended strongholds. Five kings have been crowned, and each will pursue his claim as long as he draws breath. Death is everywhere, in the gory aftermath of battles and the carnage wrought by pillaging soldiers. In the midst of all this tumult and destruction, one young girl receives a worn metal coin and first hears the fateful words: “Valar morghulis. ”There Is My Claim is the fourth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game, and it continues your journey through A Clash of Kings, the second book in George R.R. Martin’s epic saga. Here, you can evoke the turmoil of the War of the Five Kings with plenty of new cards that interact with Kings, even as the winter winds rise and the Summer and Winter plot traits become more important to your strategy. Finally, you also gain access to powerful new unique characters, including Jojen Reed, Pyat Pree, Jaqen H’ghar, and new versions of Stannis Baratheon and Aeron Damphair. 
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Daggers in the Dark is the sixth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game. Featuring three copies each of twenty distinct cards, this pack draws you into the pages of A Song of Ice and Fire, where the key characters in the story find themselves surrounded by enemies as the shadows encroach. At the Wall, Jon Snow struggles with his duties as Lord Commander of the Night's Watch as his brothers whisper dissension. In King's Landing, Cersei Lannister attempts to keep the loyalty of the smallfolk as the Faith Militant stirs rebellion. And in Meereen, Daenerys Targaryen makes difficult sacrifices to win the hearts of the Meereenese as assassins plot her demise. With the return of the shadows mechanic from A Game of Thrones: The Card Game First Edition, your games become further steeped in mystery and intrigue as the paranoia threatens to tear you apart. With dangers at every turn, you must embrace the darkness or fall before those who do. How much of yourself are you willing to lose in order to win the Iron Throne?
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Great changes are coming to Westeros, played out through countless smaller stories. Jaime Lannister has been freed from the prisons of Riverrun and makes his way towards King’s Landing as a captive of Brienne of Tarth. Jon Snow has turned his cloak and fallen in with wildlings, while struggling to keep his true loyalties secret. Robb Stark fights to reclaim the loyalty of his bannermen, Daenerys Targaryen lays her plans to acquire an army of eunuchs, and Davos Seaworth returns to Dragonstone with a dream of assassinating the red priestess, Melisandre. Though the violence of the War of the Five Kings has paused, the intrigues and plots behind the scenes have never been stronger—or more dangerous. Return to Westeros with Guarding the Realm, a new Chapter Pack of the Blood and Gold cycle! As with the other expansions of this cycle, you’ll be drawn into the events of A Storm of Swords. Gold has always been important in A Game of Thrones: The Card Game, and the ways you earn and spend it will soon become more plentiful than ever before, as you contend with the new bestow keyword and new economic options for every faction. And of course, you’ll have the chance to add iconic characters to your deck, including Gilly, a new version of Melisandre, and a bastard son of House Botley, Wex Pyke.
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Enter a new era of Rokugan with Shoju’s Duty, the final dynasty pack in the Inheritance cycle for Legend of the Five Rings: The Card Game! Shoju’s Duty introduces a new version of the Scorpion Clan Champion, as well as new tools for every Great Clan to find their place in the new order of Rokugan.
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Harness the power of the Air with the Breath of the Kami Dynasty Pack for Legend of the Five Rings: The Card Game! Enter the Elemental Cycle with three copies of twenty-new cards focusing on the most ephemeral element. Explore new Shugenja and Spells revolving around the Air element, a new stronghold, and the first Mantis character to enter the game with Breath of the Kami.
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