Sunday, February 27, 2011

A New Chapter - The Battle of Ruby Ford

The Battle of Ruby Ford is the kind of expansion that you buy 3 mainly because there is one or two particular cards that you really really wanted.

Distribution of the cards is as follows -

5 Attachments - 2 Baratheon, 1 Lannister, 1 Martell and 1 Targaryen.
8 Characters with Stark getting three of them, 2 Neutrals, 2 Targaryen, the last goes to Lannister.
4 Events
3 Locations - 1 each for Baratheon, Martell and Targaryen.

Most of the attachments deal with opposed challenge, either by increasing STR or reducing the opponent's, a noteworthy mention must goes to Martial Law for Baratheon, which attaches to an opponent's location, kneel it, and allows you to kneel the Law to claim 2 Power if you win a Power challenge by 4 or more - pretty handy for speedy Power claims where Stannis is involved. The Targaryen Harp is an interesting item, which though looks good, is probably not very deck-space efficient. (but perhaps there is a way to involve it)

The characters are interesting in this pack. I must immediately mention that the Stark's Old Nan has only 1 copy in this pack, which is a pity, as she is pretty useful in Winter or Summer decks where you will be involving Ravens - and she can talk anyone into a bird. Her ability is also useful in many situations where you need a Trait, no matter the cost - as in the previous example, a Lord is necessary to handle a visit from Stannis, and with Old Nan, you can either get yourself ready for it, or help an ally to fend off the winning challenge initiated by the despicable Baratheon. Plus she has the amazingly rare green icon for the Starks. And, eh, by the way, Lannisters need to get a pack of these for the 3 Castellan of the Rock, and that is that.

The Overzealous Scout also only comes with 1 copy, and he is an interesting option for any deck (probably in the future) that may need a boost in Initiative. Giving you an incredible +4 to initiative just for being there (and he's not unique), this 3 for 3 character also has Military and Intrigue icons, making him a relatively good addition to any deck that has the space to fit in - winning Initiative is hardly a bad thing to have. (+4 gives you a very good chance to win at least 50% of the times if you play average or even below average Initiative score Plots, unless faced with a Greyjoy Initiative denial build)

The Starks get great characters, besides Old Nan, he also has the Midnight Sentry, which gives all Stalwart characters +1 STR - not bad if you intend to build a Stalwart deck. The Berserkers probably also works with Stalwart in mind, since Stark can recover from killing off one of his Stalwart fella a lot better than the other Houses can deal with its special ability.

The other characters are really nothing to write home about. But they do have 3 copies each.

The Events are alright, but only the Battle of Ruby Ford is worth mentioning - and again it only comes with 1 copy in the pack. It is probably the most generic Epic Battle card in the game, useable by all Houses, and has a Claim of 2, for any challenge type - definitely a good add to any deck with Epic Battles as its central theme.

The Locations are hardly needed, the only one that has significance is the Targaryen's one, which deals with Army, and may have implications in the future when there is a feasible Targaryen Army build. (or any Targaryen build for that matter) However, the Scorched Earth only has 1 copy in this pack.

So as you can see, there are some great stuff in this pack - Old Nan, Battle of Ruby Ford, Overzealous Scout etc. But all the good stuff only has one single copy in it, making this an expensive buy - if you want to work with 3 copies of these cards (which is not always necessary - Old Nan for example, hardly requires 3 copies in any deck, though she is good to hire in different decks if you do run multiples - seasonal decks especially), then there is no choice but to get 3. Besides that, getting just one is probably still worth it - if nothing else, there is Rhaegar Targaryen (and his harp) in the pack - how cool is that? (and why? Coz he's the only reasonable King for Targaryen, (of course, silly as it is, "King" Viserys is a lot more powerful and strategic as a card) and as far as I know, the only guy with 2 printed crests! - And yes, there is only 1 copy of him in the pack.)

(o.o)

A New Chapter - Epic Battles

Here we have the third chapter pack for the black border Clash of Arms Expansion cycle, and this one is almost definite a must get for serious AGOT deck builders, as it introduced the Epic Battles Event cards as well as the first three of the Kingdom cards, which are very useful for the Neutral factions and the (not so useable) Clansman.

As usual, the distribution of the card types -

6 Characters - 1 for each House except Greyjoy, who gets none, and Targaryen gets 2.
6 Epic Battle Events - 1 for each House.
3 Kingdom cards,
5 Locations, with the Stark not getting a piece of this action.

The characters are all over the place, some works with discard pile, some has weird STR bonuses, and a few interacts (or functions with them in mind) with Epic Battle events. But they are all not something that is totally essential, the Targaryen Storm Crows is a reasonably good addition if you want some recursion ability for your deck, but Arstan Whitebeard is pretty much a character that you'll only use in a deck which utilises Epic Battles. (Not that it is not a good thing). Four of the characters only comes in one copy in a pack, but the Storm Crows comes with three, so it is pretty alright.

The 3 Kingdom cards are no brainers, and almost an auto-include in their respective factions or sub-factions. They are in many ways free unique location-like cards which kneel to reduce the cost of the relevant characters you play next by 1, and gives you card draw if you play Epic Battles. There are a lot less Kingdom manipulation cards than location and attachments so I guess their lifespan is usually longer. Plus they're free. All of them comes with 3 copies, so you'll never have a lack of them.

The 5 Location cards are mostly unique 2-cost cards that has good effects and is enhanced if used during Epic Battles. The Baratheon's Claw Isles, for example, kneel to move 1 power from the losing opponent's House card when you win a challenge, and allows you to draw a card if this is done during Epic Phase, while the Greyjoy's (only) non-unique Besieged Shipyard discards 1 Power from opponent's House cards when you win a challenge, also giving you card draw if activated during Epic phase. These are very good locations to consider in a variety of deck-building alternatives, and they all come with 3 copies in the pack.

Now the key of this pack, the Epic Battles Events.

These cards, unique to each House, creates a new Epic Phase after the Dominance phase, allowing each player to initiate a single challenge, of a type that is linked to the motto, or style of the House it is attached to. The event has to be played at Plot phase, so there is no surprise here, and players can all get ready for it. The challenge at the Epic Phase, assuming you have no other cards that sponge off the phase (like the above-mentioned characters or locations), also allow the winner to activate another effect in addition to the normal claim. Needless to say, this is at its best when a player can capitalize it with multiple attacks in the challenge phase and still get to do all the necessary thing (and win) in the Epic phase.

At the very basic, it allows for another challenge to be initiated, which could mean another Power claim (for the Baratheon's Battle of the Wall, for example), or more killing involving the Wolves. When coupled with careful planning, such as High Claim Plots, non-kneeling attackers, unopposed challenges, dead/discard pile manipulators, Shadows/Ambush, the Epic can become quite a surprise element in the game.

The problem, of course, is it only comes in singles in this pack, and that means that you'll need 3 packs (usually) in order to make a Epic-based deck.

Nevertheless, the Epic events in this deck is, IMHO, absolutely necessary for your collection, as it has a lot of implications, and a lot of possibilities. You'd be losing out if you did not take Epics into consideration during your deck constructions.

Ouch time for the wallet.

(o.o)

Saturday, February 26, 2011

Battle Hymn - 26-02-2011

26th of February, in the year of our King 0001, Games Garage.

This will be my first battle report for an AGOT game, and since most of the characters and cards are still far away images that I think I vaguely know, this will probably be a little hazy. I'm sure as time goes by and I get killed more often by the more common and popular personalities in Westeros, I'll most probably tend to remember them a lot better.

Nevertheless, here goes my rite of passage with my very first constructed Greyjoy Deep Fear deck.

It was about 8 when I manage to get into a game at GG, my opponents were Bann, G1, and (apologies) Fad's sister (I'll nick her FS for the moment). In the first game, my Greyjoys went up against Bann's Targaryen Dothraki, G1's Martell Red Viper, and FS's Lannister Kneel.

My deck started off with a very sad series of mistakes. A Herald of the Sea brought me the Euron Crow's Eye that I need, put it on the top of my deck, and then I made s silly deal with Bann for him not to attack me and promise him the Summoning Season, which of course means the search was pointless. After that, FS promptly Intrigued me to drop that same Euron into the discard pile. Saddest day for Euron.

The game was obviously in the pace of the Martell. G1 controlled the game with The Red Viper and other random warm bodies to absorb the attacks that we sent his way. I think the Martell tech at the moment is head and shoulders above the rest, with too many events that can remove attack claims and remove threats, even with all 3 of us attacking him, a good draw of events decimated us rather than him.

The Dothrakis did their best, but could not do enough damage to him. My Greyjoys soon come with a good number of Ironborns and finally have Euron on the table, giving me the Stealth to go through G1 occasionally. Wex was discarded by G1's Martell character, and FS contributed nicely to thwart my effort to go after G1 by kneeling my Sea Raiders.

Eventually The Red Viper grabbed enough Power to win G1 the game.

The second game was a 3 player game after FS left, with my Greyjoy vs G1's Baratheon Brothers vs Bann's Dothraki.

Again G1 controlled the pace of the game. Setup Renly, Summoning Robert, came out with Royal Entourage and triple stack Renly and a Refugee.

That's pretty much it for the game. Though I Fishnet Renly early, G1 could just bully Bann straight with Stannis since Bann doesn't have a Lord character. I tried my best to go after G1, attacking him quite persistently, but even my high Intimidate Euron's Enforcers didn't do enough damage fast enough for G1 to claim a lot of Power for his House.

The last turn ended in a flurry of attacks, with Bann and me going full force into the attempt to thwart G1 from claiming the game. We did got rid of a lot of his characters, but wasn't able to eliminate the 3 brothers. Needless to say, G1 did the standard bullying and claimed victory again.

Till next time, G1, till next time!

(o.o)

Monday, February 21, 2011

A New Chapter - Sacred Bond

The 3rd of the Clash of Arms black bordered chapter pack, and this one is really good.

First, the breakdown of the cards in the pack.

13 Characters - 3 double House characters, 2 Baratheon, 2 Greyjoy, 1 Lannister, 1 Martell, 2 Stark, 1 Targaryen and 1 banned Jaqn H'gar.
7 Events.

And that's it, nothing else.

But let's look at these characters. Ok, Jaqn is banned, but he's only 1 card in the pack, so he shouldn't be too much of a deterrent in terms of value.

The others, however, contain some of the best fellas to throw into every deck, specifically the Heralds. Every House gets 3 of the 2 for 2 single icon Herald characters that allows you to search your deck for a character and put into hand. I don't think there is a need to elaborate on the strategic value of deck-searching. And even if you're not too worried about the ability of these Heralds, their 2 for 2 with single icon is shabby but not too bad anyway, and could find a place in a deck to buck up the staff strength.

If the Heralds are not enough to motivate you to buy this, there are 3 double House characters for you to play with. They are reasonably cost effective, and all comes with 2 abilities (usually cross-House abilities, giving you a very interesting option to use in a House that otherwise has almost no way of getting them cheap) - Ambush Intimidate anyone?

The Direwolves deck will need 3 of this pack in order to get 3 copies of the deadly Feral Pack, which is an incredible addition to Direwolf decks since it gives Deadly to all Direwolves and remove Deadly from everybody else.

The 6 "To Be" events (of course, each Great House will get one) are events that rely on Plot traits, specifically the Military Battle, Intrigue Gambit and Power Struggle. The effects are varied but are all pretty good to have and most are pretty easy to use. Definitely a good to have if you intend to play lots of Plot Traits-oriented decks. Unfortunately, the pack comes with only 1 of each of these events, forcing you to go get 3 packs if you need them a lot.

All in all this is a very good pack to get. But minus the Direwolf decks and those who intend to play with Plot Traits, there is little need to buy more than 1 copy, since the Heralds - which IMHO, are the best reason to buy this pack, all comes with 3 in the pack. On the other hand, if you have multiple decks, you may want to have a couple of these trios of Heralds, and the other events and stuff are a great bonus.

Too bad Jaqn is banned, or else this pack will be an auto "buy 3" click.

(o.o)

A New Chapter - Ancient Enemies

Now I look at the second chapter of the Clash of Arms expansion. This is still a black border chapter pack.

Here's the breakdown of the chapter pack -
7 Characters - 1 Baratheon, 2 Greyjoy, 1 Lannister, 1 Martell, 1 Neutral and 1 Targaryen. (Starks got no love in this one)
4 Locations - Greyjoy, Lannister, Martell and Stark each gets one.
1 Attachment for the Targaryen.
2 Events
6 Plots

The characters in this pack is nothing to write home about, most of them are not even very useful though they're not completely crap. The Greyjoy and Targaryen got 2 cheap characters to use, especially the Dragon Thief of the Targaryen, who is a very efficient weenie character.

The locations are much more useful. With the exception of the Greyjoy location, who requires a little more planning to be useful, all the other 3 locations are quite easy to adapt into most decks as they mostly deal with manipulating challenges and killing characters. The Stark and Lannisters both have critical locations that are almost universally useful in their respective decks - Bear Island is a killer location that can be very threatening in a all-Stark deck, and Toll Gate is just plain annoying and almost an absolute necessity in any Lannister decks that can't handle Military attacks very well. (Which is like, everyone of them...)

The Targaryen Attachment is almost a must for a Dragon deck.

The 2 Event cards deal with King & Queen tech, and is useful if you're running any King or Queen star decks.

This is the first chapter pack with extra plot cards for you to work with, and they are great additions to your deck building assets. All 6 Great Houses get one of these "Fury" plot. Every one of them has a 5-7-1 composition, and all possess an ability to manipulate specific opponent Houses' characters after you win a specific kind of challenge. All of them comes with a Trait as well, are either Military Battle, Intrigue Gambit or Power Struggle, therefore you can see that these are good options for you once you accumulate enough cards to explore those plots or events that capitalize on plot Traits. (There are quite a few of those) I must say that these plots are the key reason to purchase this pack.

All in all this is a pack that I think most will eventually get, though I see very little reason to buy 3 of these since only the unique Stark location is worth getting 3 copies of, and even that is questionable. The Plot cards in this pack however, is almost a must to have if you plan to build multiple decks for the Houses, they're all good plots with good stat balance and a reasonably useful ability.

(o.o)

Sunday, February 20, 2011

A New Chapter - War of the Five Kings

So, starting this game seems simple enough, just grab the Core set from the shelves and there are 4 nicely packed starters for 4 of the 6 Great Houses of Westeros, and those decks are more or less useable.

The next step is usually then to buy one of the 4 (coming to 5) deluxe expansions that focus on one particular House that you fancy - Lord of Winter for House Stark, Princes of the Sun for House Martell, King of the Storm for House Baratheon and King of the Sea for House GreyJoy. Now, due to the earlier concept (or should I say, misconcept) of LCG, the King of the Sea doesn't come with 3 of each cards and FFG is planning a reprint. It is therefore prudent to consider one of the other 3, and even the Princes of the Sun only has 2 of each card, forcing you to buy 2 sets (or one and a half if you can find someone to share one of the sets) to maximize card economy in decks, since the deck-building rules for AGOT allows you to put 3 of the same card in a deck.

I have read that the best way to go about investing in the game is immediately buying a second Core set, and it makes a lot of sense, since many of the basic cards in the Core set are strong and you'll require a good number of them to make them efficient (Benjen Stark comes to mind, and so did the deadly Valar Morghulis)

But the crux of the problem comes when you need to consider the Chapter packs. Why so? You see, for most players, I believe, buying a Core set or three is inevitable at some point, so no need to ponder to buy or not, the question only lies in the time to get it, and how to accumulate the resource to get it. The Deluxe Expansions are almost necessary for the House that you want to play, so again, if you like a particular House there is no reason not to get one. The Chapter packs however, is a totally different story.

Early in the release of AGOT, the chapter packs have rarity - meaning, prior to the Brotherhood without Banner expansion series, the 4 expansions, numbering a total of 24 chapter packs, do not come with 3 of every card. In essence, it may mean that you need to buy 3 of the same chapter pack in order to possess 3 of every card, and very often, that decision is made only to enable one to own 3 of a few of those cards in the chapter packs. So which packs are worth it, and which is not? There are resources online for you to check what cards are in what, so one can research properly before committing.

Here are just my thoughts for those packs that I've bought.

I'll of course start with the very first - The War of the Five Kings of the first expansion to AGOT - Clash of Arms.

This is a black border set, and therefore the cards are not the same as those you get in the Core set. But the difference is in the looks only, everything else remains the same, so there's no need to panic when you open up the pack.

There is one banned card in this pack, and it comes with 3 copies. Just so you know that the Pyromancer's Cache in this pack is really too good to be true, and therefore you can immediately commit them as bookmarks for your Song of Ice and Fire books. Effectively you're only going to get 37 cards inside this pack.

Here's the breakdown of the cards that you're going to get in this pack -
14 Characters - 3 Baratheon, 2 GreyJoy, 2 Lannister, 3 Martell, 2 Stark and 2 Targaryen.
2 Locations - 1 GreyJoy, 1 Targaryen.
3 Attachments - 1 Lannister, 1 Martell, 1 Stark.
1 Event

The characters are pretty cool, the highlight being the "Host" of the different Houses. Each Great House gets one of these. All these "Host" are 8 cost unique Army characters with 8 STR that is 4 gold cheaper if you control a King or a Queen character. All of them have a Military and a Power icon and comes with 1 special ability, some of the abilities are just good to have, but some are simply deadly. Take Robb's Host for example, a 8 STR character who does not kneel to attack is a force to be reckoned with, and Robert's Host disallow opponents to initiate Power challenges against you while it is standing. IMHO, the GreyJoy's King Balon's Host is most deadly, as it make all opponent's characters lose all non-immunity keywords while it is standing - imagine, no Stealth, no Deadly, no Renown, no Vengeful, no ANYTHING, and it's OPPONENT ONLY.

There are also some cheap characters that are good to have, the Scouts have special abilities that only trigger during the first challenge in each round, and they're both 3 gold for 3 STR (3 for 3) with 2 challenge icons and are not unique - the Stark and Baratheon each gets one of these.

For the characters the Hosts are really good stuff to get if you're playing a King or Queen star character deck - 4 for 8 with some kick-ass ability is no joke.

The Locations in this pack specializes in killing characters. The GreyJoy Longship kills participating character as a Limited Response if you win a challenge, the Targaryen Flame Pitch Tower gives a -4 STR and may kill the character without attachment if you win a challenge by 4 or more.

This killing spree spills over to the attachment side - the Stark Icy Catapult kills off a character without attachment if the attached character leaves play - kind of an exchange program. The Dornish Chariot of the Martell does it in a more subtle way, when it removes all Stealth, Deadly and Renown when the attached character is participating in a challenge - a deadly character (and Martell has a host of these) on a chariot therefore has an excellent chance of killing off an enemy defender. (or get your challenge claims, which serves just as well.)

The event "Kill for Your King" speaks for itself - it kills off a character without a Military icon after you reveal a Military Battle Plot.

So as you can see, this pack is a deadly pack where it comes to killing off characters. Every character in this pack has a Military icon, and all but 3 has a Power icon too. (And it has a Martell Maester who gives all Maesters a Military icon...)

There is one House Umber character,1 House Dayne character, and 2 House Florent character for use - all of them are reasonable addition to your war efforts.

All in all the pack is worth buying 3 sets of if you want the Hosts Armies, since you only get 1 each of the "Host" cards in the pack, and they're probably the best reason to buy this pack. The GreyJoys can consider getting 3 too, since the Longship "FoamDrinker" also only comes singularly in this pack, and it is a good Location to have, effectively giving you a 100% Deadly if you can win a challenge, giving a lot of bite for GreyJoy decks. Kill for Your King also only have 1 copy, but you may not need a lot of these in any one given deck.

Everything else comes with 3 copies (except the Maester of War), and they're ok addition.

I guess I'll recommend getting 3 copies of this chapter if you intend to run a King or Queen deck, especially for House Martell, GreyJoy, Stark and Baratheon - their Host cards are head and shoulders above the others, and 3 of them is definitely a good addition to your deck. Barring that, there're no any particular card that I think is important enough to warrant not missing this.

(o.o)

Saturday, February 19, 2011

What is A Game of Thrones?

How does this game work?

Here's a little idea of what this game is all about.

First, it's a card game, so it deals with cards. If you're familiar with Magic the Gathering and all the other emulators of its success over the years, from the excellent Vtes to the amusing Gashbell, from the enjoyable Netrunner to the frustrating Spellfire, A Game of Thrones is categorized in this family of very inspiring game genre.

Secondly, though it is playable as a one-on-one game known as "Joust", A Game of Thrones is best played as a multi-player game, and best with 4 players. Any less, and some game mechanics' beauty cannot be fully materialized, any more and you'll probably go home with a headache due to stress and brain overheating. (This did not take into account the variant in the King of the Sea deluxe expansion for 5-6 players, though I doubt it is going to make much of a difference)

Thirdly, this game is deep in strategy, and demanding on skill. It requires a good table-reading skill, negotiations, planning ahead, and a good grasp of general resource management, perhaps even more so than the already demanding Vtes. Why so? Because even in Vtes, you primarily deal offensively against one player, defensively against another, and all others are natural allies (most of the time, and no, Danz, you're not one of them, regardless of where you sit~ heehee); whereas in AGOT, you're forced to deal with all your opponents at the same time. There may be one that you need not deal with in every particular round in terms of defense because he supports your Title, but that's about it. The game then forces you to strategically attack the player who's leading (and therefore usually the most threatening), and to defend (almost always) against everybody who can when you're near victory. This requires a lot of careful planning - look too comfortable and you'll be pounded to pieces as you attract all the ballistic missiles the world can offer, misread the table and go after the wrong player and you'll give some other guy the victory. Not an easy game if you ask me.

Lastly, the game is long, when compared to many of the other more fast paced two player games, like Magic for example. This is of course common amongst multi-player game - even Risk would take an hour or two to play out when you have 4 guys rolling a lot of d6s. A typical AGOT game with 4 players should take about 2 hours or so when the players generally know what they're doing. This leads to intense and very enjoyable hours of game play if you like intrigue and challenge and a whole lot of excitement. If you don't really like to trouble your brains, perhaps it's prudent to stay away from AGOT that night. That doesn't mean that there are no simple decks to play, but unlike Vtes, where sneak bleeds are generally just "played like that", AGOT, no matter how simple your deck can be, the larger number of concurrent opponents does make it harder, even for simplistic and straightforward decks.

Now let me come to what this game is about and how it works.

In AGOT, you play the leader of a Great House in the world created by George Martin in a Song of Ice and Fire, somehow the title of the first book - A Game of Thrones kinda stick better than even the series' title. It is a fantasy world with a political situation more volatile than the War of the Roses or the Hundred Years War. You have Great Houses vying to become the one true king of the continent of Westeros after the previous king died, and each had declared themselves the rightful fella to own the place. Of course, as with every era, the true claim usually goes to the ones with the biggest guns and the largest army - no difference here - though spies and covert operations, and in the case of AGOT, powerful creatures, allies and magic all do play a part in this rush to become the next boss.

The objective of the game is to accumulate 15 Power, either on your House card (which is the card you put on the table to indicate the faction that you're working with, think of it as the Stronghold of the Legend of the Five Rings CCG, or the Terran Headquarters if you're playing Terran in Starcraft), or on your characters, or a combination of both. Just think of these "Power Tokens" as victory points.

There are several ways to get those victory points, most of the time your characters go get it for you, and these Power Tokens of yours can also be stolen by your opponents, reducing your chance of winning and increasing theirs.

But I'm getting ahead of myself.

To begin an AGOT game you need 2 decks. One is called a PLOT DECK, consisting of EXACTLY 7 PLOT cards. This deck is not random, you select the exact plot card to use during every PLOT phase - which is the beginning of each round. The Plot cards, gives you your basic Gold Income for that round, indicate your Initiative to fight for strategic advantage, the Claim value which is the damage that your guys will do in that round, and usually comes with an effect that affects the game, not necessarily in a good way.

The Plot phase is a very interesting aspect of the game, since you have 7 cards to choose from, and cannot use them repeatedly until all have been used at least once, the decision to choose when to use which, and to predict what may be coming out from your enemies (once one is familiar with the opponents' Plots, that is) becomes a sort of planning that is integral to the game. In the simplest sense, the decision to sacrifice income for initiative could be the driving factor for a particular round, and the need to cause maximum damage at the expense of going last might follow. All these is then complicated by the fact that most plot cards have varying impacts on the game, ranging from allowing you to search for a character in your deck, to the famous Valar Morghulis which wipes out every character in play that don't have any ability to save themselves (that's a lot of them)

Once the Plots are revealed, the player with the highest Initiative on the plot card, adjusted by all the Initiative enhancing cards in play will then have the right to decide who will be the first player. Again this is a very interesting aspect of the game - giving the Initiative winner the right to choose (in a way), how he thinks he wants the game round to proceed - to become the first player for the early bird access to Titles, or to be the last player and grab the strategic advantage of knowing what's going on?

That brings me to the Titles - which is the last part of the Plot phase. There are 6 unique Titles in the game, and during Plot phase, starting from the first player, and then proceeding clockwise, players get to choose one each. Every Title confers an advantage and a love-hate relationship with some others. For example, the Master of Coins will give you +2 Income that round, opposes the Hand of the King and supports the Master of Law. This choice is not a simple asset management decision, as it also has impact on victory, since a supporting Title cannot attack you - giving you a temporary lull in defense against a particular player, and an opposing Title awards extra Power Tokens when you beat him up. All these, of course, are considerations when one is selecting a Title.

Still with me?

Now we come to the other deck that we need for the game - the House deck. This is like the Destiny deck of L5R, the playing deck of Vtes and so on. This is where the assets are, the stuff you buy and use and pretty much wins you the game. The minimum size of this deck is 60, which appears to be the norm, and no more than 3 of a single card of the same name can be included in the deck.

You draw a hand of seven at the beginning of the game. There is no hand size limit.

There are several kinds of cards.

Characters are probably the most important of them all - like the creatures in Magic, the vampires in Vtes and Agents in Spycraft - these are the guys whom are primarily responsible for winning you the game. All these characters have a House affiliation, and out-of-house characters cost you more gold to play (something like the penalty of out-of-clan characters in L5R). Characters have a Strength rating, indicating how powerful they are, the higher the better; a Gold cost, which is how much you need to spend to recruit them into play. They also have up to 3 challenge icon - Red for Military, Green for Intrigue and Blue for Power. These icons indicate their ability to participate in attacking or defending in the relevant challenges, which is the primary method of harassing your opponents. Many characters have exciting abilities to make the life of your opponents difficult.

Locations and Attachments (and Kingdom) are similar to characters, with a Gold cost and a House affiliation. These give extra gold, extra Influence and special powers and so on.

Events are instant cards that gives one-shot benefits, like Giant Strength kinda thing.

These cards make up your House deck. Generally we look at a standard composition of 50% Characters, 25% Income Location, and 25% Events and other special stuff. (That's what I read, will test it out a lot more before committing, but it sounds like a good start)

Every player gets to draw 2 cards after the Plot phase, and then proceed to the Marshalling phase to recruit and buy their assets. Gold are awarded at the beginning of the phase, which is a sum total of all your existing Income generating cards plus your plot's gold income stat. These are then spent to put characters and other stuff into play from your hand.

After every player is done with this, the meat of the game, defined as the Challenge phase, begins. Each player takes turn to declare up to 3 kinds of attack against ANY eligible opponent, in any order. Military challenges kills off the opponent's characters, Intrigue drop their cards in hand and Power steals their Power Tokens. A mix of the three usually happens with every player. Characters then "kneel" to attack and/or defend, so one must think of minion management during this phase.

The Dominance phase follows, which allows the player with the highest strength, calculated by adding up all the standing (untapped) characters' strength, plus any unused gold, to win Dominance for that round, and claim 1 Power Token.

When any player gets 15 Power Token, the game ends immediately.

The round restarts after everybody returns all unused gold, Titles that they're holding, and stand (untap) all their cards that could.

As you can see, this is no easy game to play. But though the strategic implication may be deep, the game is surprisingly intuitive and easy to catch in terms of rules. It is easier to teach someone to play AGOT than Vtes (somehow), and easier to get them interested, especially if they've read the novels. The game is very well themed to the setting.

The game has many other options to make it even more interesting - for example, Agenda cards allow the great Houses to play with tweaks - for example, the Knights of the Realm accelerates card draws if you control more Knight characters than everyone else, and punishes you when you don't and so on. There are enough cards, and the Houses are well balanced enough for deck building to be varied and interesting. Definitely going to keep you busy for a good long time - not to mention you're going to get a new chapter pack of 20 new cards pretty much every month.

All in all this is a great game. Financially viable to maintain, varied enough to keep you challenged, and deep enough to keep you interested. Pick it up, you will not regret it.

(o.o)



Friday, February 18, 2011

And thus begins the music of Ice and Fire

After pondering for a while, I think that A Game of Thrones LCG (AGOT) deserves a dedicated blog by itself instead of sharing it with my Singing Vtes blog at the moment. So I guess my thoughts and ramblings of AGOT will come to rest here instead of pestering the vampires in torpor.

Well, my commitment to this game started about 3 weeks ago, when the little box of Agricola gamers' deck motivated me to top up my purchase at PI to S$200. Unable to find anything better to buy (at that time), I bought the AGOT core set plus a couple of chapter packs and deluxe expansions that were still lying around at PI.

Prior to the purchase I've heard much of the game, mostly from YY and G1, whom I derived much of the reviews of games from; and they have had many good things to say about the game. Added to that, I admit that I had been losing interest to play Vtes at an alarming rate, (despite my early promises to myself that I will be true to my unlife, afterall, being an undead without official support is tough) and was on the lookout for an alternative entertainment to park my disposable income.

I must say that the game is a delight. The trial session we had that night with Bann, Eugene and Darren was entertaining, and all of us could immediately see the potential of this game in replacing our void in losing our Vtes nights.

Why it is so? What is so good and unique about AGOT that it can actually challenge the (near-perfect) position that Vtes, a game with over a decade of fine-tuning and development, was giving me?

Let's just say that the game served much of my needs and preferences.

First, it is a multi-player game. Meaning, it involves a lot much player interaction than the vast majority of those one-on-one slug it out games. (Yes, Magic is one of those) I've always enjoyed multi-player games more than those "I beat you up and then you beat me up" games, simply because multi-player games generally retain my interest a lot longer, as it usually involves more diplomacy, negotiations, much more meta-gaming, and a lot less predictable than a two-player game.

Of course, not all multi-player games are good. Try Arcana and I'm sure you'll agree with me that bad multi-player games can waste a lot of time. AGOT, however, is one of those good ones. It has several unique killer points that makes it IMHO, one of the best multi-player games available in the market. To start with, I think the game is quite well-balanced out - there are no distinct "sure win" decks with deck power way above the others. This is apparent in the top decks of the world tournament scenes, since almost every house is represented there, rather than a particular deck type, or house dominating the environment.

The multi-player aspect is enhanced with some very interesting mechanic. The Titles selection, for example, is a good emulation of the predator-prey relationship in Vtes, and makes every round different, also creating interesting strategic decisions for players, going beyond decisions that only deals with asset enhancement - for example, being the Master of Coins may yield you 2 extra Gold Dragon this turn, but it may put you in a bad position if one is expecting the Hand of the King to be rather aggressive this round, which will then prompt one to perhaps consider the favor of the Master of Whispers. The Initiative aspect of the game is also rather unique, allowing the winner to choose the first player who will have impact on the order of plots resolution. All these decisions imply planning ahead and a clear idea of what one wants to achieve that turn.

The winning condition of the game and the way challenges are structured makes the game full of deals and counter-deals, and forced players to be always fighting against multiple enemies (especially when he's ahead), and never have long-term allies. I think the game has captured the theme of the novel series very well.

The other plus point of the game deals with the format it has - the Living Card Game format. I think that, for AGOT's game rules, FFG has captured the LCG format pretty well. By releasing chapter packs with 3 of every card, financing this game becomes rather easy for most players. Having only 1 chapter pack a month requires no more than S$20 per month in terms of maintainence, and I think that is really affordable.

The speed that my local community picks up the game is another plus factor for me. YY, G1, Bann, Fad and John have all committed to the game, and these are the people that I've gamed with for a while, are people I respect and like, and I know we're going to work together to make sure the game extends its popularity in the area. FFG, unlike White Wolf, also seems to be a better company in supporting their games - which is a very important aspect for the future of the game.

I'll be blogging about the game mechanics in detail some other time, but in summary, this game has captured the theme of the books very well, has a workable and balanced game system that is not commonly seen in the market, and has good support from the community and the owning company.

That is enough reason for me to commit to the game.

(o.o)