|Winter Is Coming (Again)
Reprinting the A Time of Ravens Cycle for A Game of Thrones
|A Game of Thrones LCG | Published 07 June 2012||Rating||15 votes|
“White ravens fly only from the Citadel […] They are larger than other ravens, and more clever, bred to carry only the most important messages. This one came to tell us that the Conclave has met, considered the reports and measurements made by maesters all over the realm, and declared this great summer done at last. Ten years, two turns, and sixteen days it lasted, the longest summer in living memory.”
–Maester Cressen, A Clash of Kings
Across the Seven Kingdoms of Westeros, ravens carry tidings of the change of seasons. Summer is ending. Winter is coming.
Fantasy Flight Games is proud to announce the upcoming reprint of the A Time of Ravens cycle for A Game of Thrones: The Card Game! Featuring Ravens, Summer and Winter agendas, Refugees, Reinforcements, and several armies’ worth of powerful and visionary characters, the A Time of Ravens cycle has long had a far-reaching impact on A Game of Thrones, and this reprint allows new players the chance to pick up these classic cards. Veterans can also seize the opportunity to fill out their collections; each of these classic Chapter Packs is being reprinted in a 60-card format, arriving with three copies of each different card.
A Change of Seasons
Seasons have powerful impact on the world of A Game of Thrones: The Card Game. Dozens of characters and attachments gain strength during Summer’s bounty, and dozens more find themselves better suited to Winter. A Time of Ravens introduces two Raven attachments that determine the season, the Black Raven (A Song of Summer, 2) and White Raven (The Winds of Winter, 24), only one of which can be in play at a time.
Each of the Houses, too, reacts differently to the seasons. The northern Houses, Stark and Greyjoy, thrive in the harsh winds of Winter, while others like Targaryen and Martell reap the rewards of a long Summer. These thematic developments determine whether cards stand or kneel, whether cards gain or lose strength, and whether players enjoy the extra gold from Summer or endure the long, barren Winter nights with thin reserves.
The War Takes Its Toll
The ravages of war have swept across the Seven Kingdoms, and A Time of Ravens introduces cards to reflect armies and common folk who have endured their share of suffering. Refugee characters willingly flock to any House that can offer them food and protection. Each House gains one of these zero-cost characters, but they won’t stay with a House that can’t keep them happy. Unless you win Dominance or give them gold, these Refugees will desert you. Still, their low initial cost has made them common inclusions in tournament decks everywhere.
The cycle also grants players interesting options with its Reinforcement events. Reinforcements allow players to lose challenges and lure their opponents into clever traps. Each neutral Reinforcement event allows a player to bring in a character of three or four strength and a couple keywords for just one gold.
Of course, the Reinforcements aren’t the only ones standing for their Houses in the A Time of Ravens cycle. You’ll find Queens, men of the Night’s Watch, and Traitors, as well as renowned characters such as Alannys Greyjoy, Cat o’ the Canals, Mance Rayder, Samwell Tarly, and many more.
The Ravens Have Flown the Rookery
The reprint of A Time of Ravens is on its way. Look for these classic Chapter Packs to arrive to your local retailer within several weeks. Until then, keep checking our website for more information about A Game of Thrones: The Card Game.
Based on George R.R. Martin's bestselling fantasy epic A Song of Ice and Fire, A Game of Thrones: The Card Game, playable by 2-4 players, brings the beloved heroes, villains, locations, and events of the world of Westeros to life through innovative game mechanics and the highly strategic game play. The Living Card Game format allows players to customize their gaming experience with monthly Chapter Pack expansions to the core game.