6. CP - The Battle of Blackwater Bay

Tak čas Králova přístaviště se nám nachýlil ke konci a my můžeme nahldnou do tajů posledního - šestého chapter packu z této série s názvem The Battle of Blackwater Bay.
Ten jak už bývá zvykem přináší další karty které podporují Shadows mechaniku a další z City plotů, tentokrá dle mého názoru velmi silný. Jinak nám CP přínaší výborné attachementy ro každý rod a nějáké větší stínové armády. V neposlední řadě také zajímavý location control v podobě stínového Pyromancer’s Apprentice.

Northern Steel (x3)
Stark Attachment
Cost 2 Weapon
Northern Steel cannot be discarded from play while being attached to a Stark character.
Any Phase: Kneel Northern Steel to have attached character get +3 STR or Deadly until the end of the phase.

Tyrion’s Chain (x1)
Lannister Attachment. Unique.
Cost 3. Siege.
Attach this card to a Location. Kneel that location. If you lose a Military challenge, discard Tyrion’s chain from play.
Response: After attached Location is knelt, kneel each Location controlled by the attached location’s controller.

Ser Davos Seaworth (x1)
Baratheon Character. Unique.
Cost 3. Lord. Knight, Stealth.
Strength 3 Military Power.
Response: Kneel Ser Davos Seaworth to save an Attachment attached to a character from being discarded from play. Then, attach it to a different character, if able.

King Robert’s Hammer (x3)
Baratheon Location. Unique.
Cost 2. Warship.
If it is Summer or Winter, kneel this card.
Any Phase: Kneel King Robert’s Hammer to stand a Baratheon character.

Mercenary Contract (x3)
Targaryen Attachment.
Cost 1. Item.
Characters with a War Crest only.
While you have least 1 Gold Dragon in your gold pool, attached character doesn’t kneel to attack or defend during Military challenges.

Poisoned Edge (x3)
Martell Attachment.
Cost s0. Weapon.
House Martell only.
After this card comes out of shadows, attach it to a character you control. Then, choose and kill an opponent’s character with a printed STR of 2 or less.
Response: After you lose a challenge, Poisoned Edge comes into Shadows.

Defending Countrymen (x3)
Stark Character.
Cost 2. Ally.
Strength 2. Military Power
Reduce the cost to play Weapon Attachments on Defending Countrymen by 1.
As long as Defending Countrymen have a Weapon Attachment, they get +3 STR and don’t kneel to defend.

Isle Mercenaries (x1)
Greyjoy Character.
Cost s4. Army, Mercenary
Strength 6 Military Power
House Greyjoy only. No Attachments. Renown.
Response: After you win an unopposed challenge in which Isle Mercenaries have participated, they claim 1 power.

Mercenaries of the Free Cities (x1)
Targaryen character.
Cost s4. Army. Mercenary
Strength 6. Military Power.
House Targaryen only. No Attachments. Renown.
Response: After a character with STR 2 or lower is killed, stand Mercenaries of the Free Cities.

Southern Mercenaries (x1)
Martell Character.
Cost s4. Army. Mercenary.
Strength 6. Military. Intrigue.
House Martell only. No Attachments. Renown.
Response: After you win a challenge in which Southern Mercenaries participated, move 1 power from the loser of the challenge’s house card to yours.

Veteran Spearman (x3)
Martell Character.
Cost 2. Ally. Mercenary.
Strength 2. Military.
No Attachments except Weapon.
Challenges: Kneel Veteran Spearman to choose an opponent’s character. Until the end of the phase, that character cannot be chosen for the claim of a Military challenge.

Ser Mandon Moore (x1)
Neutral Character. Unique.
Cost s2. Knight. Kingsguard.
Strength 3. Military.
No Attachments except Weapon.
Challenges: Take this card out of Shadows and put it into play by paying the rest of its gold cost.
Response: After you win a challenge in which Ser Mandon Moore participated as a defender, choose and kill a participating character.

Pyromancer’s Apprentice (x1)
Neutral Character
Cost s1. Ally
Strength 1. Intrigue.
Response: After Piromancer’s Apprentice comes out of Shadows, choose a Location controlled by an opponent. That Location’s controller must give you 1 gold dragon or discard that location from play.

Seat of the Alchemists Guild (x3)
Lannister Location.
Cost s1. King’s Landing.
House Lannister only.
Response: After a card comes out of Shadows, kneel Seat of the Alchemists Guild to choose and kneel a Character or Location without a Shadows Crest.

Blackwater Bay (x1)
Baratheon Location. Unique.
Cost 1. Westeros.
House Baratheon only.
Response: After you win a Power challenge, kneel Blackwater bay to choose a card with a Shadows Crest from your discard pile and put it into Shadows.

Rhaenys’s Hill (x3)
Targaryen Location. Unique.
Cost 4. King’s Landing.
Any Phase: Kneel and discard Rhaenys’s Hill from play to put all characters in a single opponent’s dead pile into play under your control until the end of the phase. At the end of the phase, return those characters to their owner’s dead pile.

To Drink the whole Sea (x3)
Greyjoy Event.
House Greyjoy only.
Response: Cancel an effect that would save a card from being killed or discarded from play. Then, draw a card.

Rumors about War (x3)
Martell Event.
House Martell only.
Any Phase: Choose a character. Until the end of the phase, that character gets a Military Icon, a War Crest and +3 STR.

Battle of the Bay (x1)
Neutral event.
Epic Battle.
Plot: After the dominance phase this round, there is an epic phase during which each player may initiate a single Military challenge. In addition to the normal claim effect, the winner of each challenge chooses and returns a King's Landing location from his or her discard pile to his or her hand, if able. (Place this card next to your plot deck until the end of this epic phase, then discard it.)

City of Soldiers
Plot card
3 0 2
City. When revealed, choose and kill a Character with STR X or lower. X is the number of City plots in your used pile.

Comments

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