“Listen! Listen to the waves! Listen to the god! He is speaking to us, and he says, We shall have no king but from the kingsmoot!”

–Aeron Damphair, A Feast for Crows

A kingsmoot has not been called in hundreds of years. But in the Iron Islands, the tide is changing with the mysterious death of Balon Greyjoy and the sudden return of Euron Crow’s Eye. The Drowned God roils in his watery halls, the ironborn return to the old way, and the first kingsmoot in centuries has been called. Fantasy Flight Games is proud to announce Kingsmoot, the third Chapter Pack in the Flight of Crows cycle for A Game of Thrones: The Card Game, now available for pre-order at your local retailer or online through our website!

In the tradition of the other Chapter Packs of the Flight of Crows cycle, Kingsmoot contains sixty cards (three copies each of twenty distinct cards), offering brand-new cards for the eight factions of A Game of Thrones: The Card Game. As the story of the cycle continues to follow the events of A Feast for Crows, you’ll see characters such as Ramsay Snow, Raff the Sweetling, Jhiqui, and Darkstar entering the game, alongside two new neutral Brotherhood characters. As the bestow keyword gains strength, other cards reward you for forging alliances between factions—but no matter who you fight for, you’ll find the cards you need at the Kingsmoot!

The Old Way

As distant as the Iron Islands are from Westeros, so House Greyjoy is to the other Great Houses. The ironborn worship a different god. Their culture is built on raiding and reaving, rather than politics or mercantile success. They are a hard people, with little interest in the intrigues of courts… but that does not make them uninterested in the game of thrones. In fact, House Greyjoy’s ambitions reach to the Iron Throne and beyond.

Since the Core Set, House Greyjoy has built its success on a few themes—their abundance of ways to save or resurrect characters, the power of their Warships, and effects that capitalize on unopposed challenges. Still, the Iron Islands are a bleak and barren place, and one thing the Greyjoys have not historically had is a surplus of cards. Even with cards like Great Kraken (Core Set, 78) and The Reader (The Road to Winterfell, 31), House Greyjoy has had no ability to ensure they find the exact cards they need in the middle of the game. That’s about to change with the new version of Asha Greyjoy.

Asha Greyjoy (Core Set, 67) has been a staple in Greyjoy decks since the Core Set. With stealth and the powerful ability to participate in multiple challenges, she can pressure your opponent in a way that few other cards can equal. Still, the new version offers something new: the ability to find the exact card you need for any round.

This new version of Asha Greyjoy (Kingsmoot, 51) takes her place among the game’s most powerful and expensive characters with a cost of seven gold, five STR, and all three icons. With only eight Greyjoy characters currently released bearing an intrigue icon—less than any other faction—that icon alone makes Asha Greyjoy worth considering. Like her Core Set version, she also has the stealth keyword, but in this instance, her pillage keyword is almost more interesting. That’s because Asha Greyjoy’s ability reads: “Reaction: After Asha Greyjoy discards a card using pillage, search the top X cards of your deck for a card and add it to your hand. Shuffle your deck. X is the number of cards in the losing opponent’s discard pile.”

At its least effective, this ability always lets you draw the top card of your deck. But as your opponent’s discard pile grows, so too does Asha’s power. Perhaps it looks like your opponent is about to reset the board with Valar Morghulis (There Is My Claim, 80). You could search your deck for a copy of Risen from the Sea (Core Set, 81). Or maybe you want to make your next challenge more impactful by searching for Put to the Sword (Core Set, 41) or We Do Not Sow (Core Set, 83). Perhaps you simply need more characters or more Warships to build your armada. No matter what you need, Asha Greyjoy can help you find it.

House Greyjoy can move fast, acquiring massive power quickly due to their habit of winning unopposed challenges and cards like Rise of the Kraken (Taking the Black, 12). They’re even faster if you can find the exact cards you need with Asha Greyjoy. Still, there’s always the risk that you’ll come up just short of your goal—and your opponent will control your board or kill your characters, and you won’t be able to close out the game. You need to return to the old ways. You need to hold a Kingsmoot (Kingsmoot, 52).

Kingsmoot is a two-gold event that gives you just that extra burst of power that you need to win the game. After you win dominance (already granting you one power), you simply play Kingsmoot and choose one of your unique Greyjoy characters. Then, that character gains one power for each unique Greyjoy character you control! Though it may not be worth playing for just one or two power, it’s not uncommon for a Kingsmoot to grant you three or even four power—which could be more than enough to close out the game and grant you victory. And of course, Victarion Greyjoy (Lions of Casterly Rock, 27) is a natural target, since he can use that extra power to save himself if you can’t win the game immediately.

Listen to the Waves!

The power of House Greyjoy is rising with the tides, and your longships are already prowling Ironman’s Bay.