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#285734 For Brad, Eric, Nate, others

Posted by dnapolitano on 09 September 2016 - 02:18 PM

I don't know if FFG will keep these forums up, so I thought this a good time as any to offer this thank you.

Thank you Brad Andres, Eric Lang, and Nate French, plus others that were involved in the designing and testing of this game. Conquest is the best f*cking game I have ever played. I hope your work on this game brings you future success.
  • NecRus888, DavFlamerock, sammann11 and 45 others like this


#286626 Brad Andres on Warhammer 40,000: Conquest

Posted by Pipes on 12 September 2016 - 10:05 PM

Hello Warhammer 40,000: Conquest community-

 

Many of you know Brad Andres, the lead designer of Warhammer 40,000: Conquest. In the wake of the recent news regarding FFG and GW, he wanted to take the time to write a brief note to the community. Without further ado, here's Brad.

 

"Shortly after I joined the LCG® team in 2012, I had the pleasure of assisting Eric Lang and Nate French on a project that was being started at the time: a new Living Card Game based on a popular science fiction setting with ambitious design goals and a brutal aesthetic. Of course you all know this game as Warhammer 40,000: Conquest

 

At the time I had no idea how much working on this game would mean to me, and how much I would learn from the experience. And now, as the stars in the Traxis Sector begin to fade, I’d like to take the opportunity to express my gratitude for the experiences and opportunities working on this game has given to me.

 

To Eric Lang, I’d like to say how wonderful the opportunity to work with you was. Your focus on always putting fun and the player experience first was inspirational to me as a designer and is a lesson I’ll never forget. I learned so many things while working with you that I don’t have room to list them all here, but in short—thank you… for everything.

 

The second person I’d like to thank is Nate French. As the game has evolved, Nate has been there every step of the way to provide advice, guidance, and help me tackle the occasional rules question. His influence has taught me to think critically about projects as a whole and to build structure and make sure those projects fulfill their initial vision before worrying about the details, or as he has put it: “Make sure you put the bones before the dinosaur.” I look forward to working with you for many more years to come.

 

The last thank you I’d like to make is to everyone out there reading this. The community that surrounds this game is absolutely incredible and I am thankful for each and every one of you for your enthusiasm. From playtesting to podcasting to competing at events, the community has been integral to every aspect of Warhammer 40,000: Conquest. You have all provided a constant reminder of why I love making games—to spread joy, friendship and competition to the world. Thank you for allowing me be a part of your lives in this small way. I will cherish the memories I have shared with each of you.

 

Brad Andres


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#56568 Community FAQ & Resources: Podcasts, Game Video & Much More

Posted by scantrell24 on 28 August 2013 - 02:30 PM

Welcome to the comprehensive FAQ & guide to community resources. 

 

In the Game of Thrones LCG players use customized decks to assume leadership of one of the great houses of Westeros vying for control of King's Landing and the Iron Throne. To achieve their goals, players launch military attacks against their opponents, undermine their opponents’ plans with intrigues of their own, and make brazen power plays to win the support of the realm. Players choose to represent one of eight factions vying for control of or influence over the Iron Throne: TargaryenLannisterBaratheonStarkMartellGreyjoyTyrell, and the Night's Watch.  You can start exploring them with this Faction-by-faction primer, which explains key play-styles and strategies. 

 

The Game of Thrones card game launched as a CCG (collectible card game) in 2002. It was designed by Eric Lang at Fantasy Flight Games and based on the novels written by George R.R. Martin. In 2008 the game rebooted to accommodate a switch to LCG (living card game) format. In August 2015, the game rebooted again, still with the LCG distribution model but with streamlined rules, sleek new designs, and additional factions. Previous cards are not compatible across editions. However, the new edition does maintain the essential game elements (plot deck, three challenge types, victory condition) of the first edition. For Fantasy Flight's reasons behind the reboot, please read lead designer Nate French's letter to the community

 

The Thrones LCG can by played head-to-head (called "joust" -- the usual format for competitive tournaments) or with 3-6 players (called "melee" - more like a board game). The 2nd edition Core set hit shelves in October 2015, with small expansions following monthly. For reviews of the Core set, check out Ars TechnicaShut up and Sit Down, Paste Magazine, and Drive Thru Review.

 

Second Edition Resources

Short Preview Video

Full Tutorial Video

First Preview Article

Official Product Page

 

The LCG (Living Card Game) Model

The Core box for 2nd Edition contains 211 distinct cards. You get single copies of most cards, but a few neutral ones are duplicated to reach a total of 234 cards in the box. Casual gamers may find one Core sufficient, but tournament players need three Cores to obtain a full play-set of every card. 

If you've already enjoyed playing with a single Core set, consider enhancing and customizing your decks with cards from additional Core sets, Chapter packs or Deluxe boxes. Under the LCG model, additional cards are released in monthly chapter packs (approx. $15 MSRP) and bi-annual deluxe expansions (approx. $25-30). Both product types contain a fixed distribution of cards, and each card comes 3x so you have a full play-set immediately. You know exactly what you're getting when you buy a pack -- no chasing rares, and no shelling out big bucks just to play on equal footing in tournaments. 

Chapter packs contain 2 different cards per each of the 8 factions factions, plus 4 different neutral cards, all at 3x each for a total of 60 cards. As of November 2017, there are 18 chapter packs available, beginning with Taking the Black

Each deluxe expansion features one faction prominently, but includes some cards from all 8 factions. Tyrell, Stark, Lannister, and Night's Watch boxes are currently available, beginning with Wolves of the North.

To ease the burden of entry for new players and keep the tournament scene fresh, chapter packs rotate out of the tournament-legal card pool after about 4 years (so starting in 2019). The Core set and deluxe expansions will not rotate but rather remain "evergreen". The LCG model makes Thrones a relatively cheap investment compared to collectible card games like Magic, Yugioh and Pokemon. Furthermore, players can easily share a collection with a friend or two by divvying up the 8 factions.

 

Deckbuilding & Tools

In 2nd edition, a player forms his decks by choosing a Faction card (such as House Baratheon), which allows him to use all loyal AND non-loyal cards from that faction. Additionally, players can optionally use an "Agenda" card. Agendas generally provide an extra benefit at some cost. A "Banner" Agenda (such as Banner of the Kraken) allows him to add non-loyal cards from his Banner faction. The Banner agendas are currently the only method to include out-of-faction cards. Alternatively, you can choose a non-Banner agenda, such as Fealty or Lord of the Crossing. Finally, neutral cards without a faction crest can be added to any deck. 

 

Discussion Groups & Forums

The Worldwide Facebook Group

Reddit

Discord Chat Group

Boardgamegeek

FFG Forums

 

Deckbuilders & Tournament Results

Thronesdb Deckbuilder

Cardgamedb Deckbuilder

The Annals of Castle Black (worldwide tournament data)

The Jousting Pavilion (individual tournament results)

 

Active Podcasts, Videos, Article Series, & Blogs

The White Book: Podcasts, Website, Facebook

Banter Behind the Throne: PodcastsFacebook

The Southron Bannermen: Facebook

Decklist & Chill: Facebook

The Second Sons: FacebookYoutube

The Things I Do For Love: Facebook

Great Beards of Westeros: Facebook

Insight and Renown: Website

No Funny Stuff: Youtube

In Search of Jank: Website

The Jank Tank: Youtube

Wall Talk: Website

Brotherhood Without Manners (NSFW): Website, Facebook

 

Inactive Podcasts, Videos & Blogs

Beyond the Wall: PodcastsFacebook

Asha Anonymous: Website

Wardens of the Midwest: Website

A Meager Contribution: Youtube

Summer Is Coming: Youtube

Dobbler Talk: Youtube

The Copper Link: Youtube

Jack's Tournament Reports: Website

 

Essential Articles, Discussions, & Videos for New Players

Comprehensive Overview - Terminology, Strategy, Economy, & Resets

General Tips

Choosing An Agenda

Optimizing Your Setups

Deck Archetypes

The Relative Importance of Challenges

Building Your Main Deck

Building Your Plot Deck

How Many Copies of Each Card?

Thrones from a Magic: the Gathering Perspective

Stark & Tempo

Tyrell & Archetypes

Night's Watch & Plots

Baratheon Strategies

 

Watch Games on YouTube

Knight of the Blackwater

Rob St. John

The Gaming Hall

The White Walkers

scantrell24

A Meager Contribution

Green Dreamers

Beyond the White Book

Knight of the Blackwater

Agotnordic's Youtube & Twitch

Joe from Cincinnati

The Bristol, UK Meta

Westside Thrones

Throne Runner

cooleo1c

 

Upcoming Cards

Four the Watch Spoiler Tracker

Google Docs Spoiler Tracker

 

Official Tournaments

Store championships are the bottom of the organized play pyramid, and the season runs from November to February. Prestigious Regional tournaments run from April to July. The U.S. National Championship is held at Gen Con in August, the European Championship is held at Castle Stahleck in late November, and the World Championship is held at FFG headquarters in Minnesota in early November. The winners the European Championship and World Championship events each earn the right to design their own card, which is included in a future chapter pack! Additionally, major unofficial tournaments are held throughout the year, and local stores can host tournaments with game night kits including prizes like alternate art promos, deck boxes, and playmats. In addition to player-run online tournaments through OCTGN, you can follow tournaments "live" through the Jousting Pavilion site.  

 

Play Online

There are two options for online play. TheIronThrone is web-based and the more popular of the two, and OCTGN is a downloadable client. Both are free to play, but not affiliated with FFG. 

A subscription is not necessary to play on OCTGN, but subscribing supports the developers and unlocks some additional features. Card text is usually censored to avoid conflicts with FFG.. You can host a game for another player to join, or find an open game to join in the lobby. OCTGN currently only works with PCs, not Macs, unless you use a workaround. 

 

Rules Questions

When you're stumped, first check the RRG (Rules Reference Guide) that came with your Core set. It's also available on FFG's website under "Support", along with the official FAQ. Next search for the specific card on Thronesdb.com and scroll down to "Reviews" (here's Catelyn for example) or try the Rules Forum FAQ. Then, if you still don't have an answer, feel free to ask in the Rules subforum here! There's also an entire column series devoted to rules intricacies and explanations called Quill & Tankard Regulars.

 

Thrones Timing Rules

If you're joining us from Magic, it's important to note that Thrones doesn't use a "stack". Each time an action or reaction window opens, players alternate turns to play a card or use an ability, and the window closes when all players pass consecutively. Details can be found on pages 24-25 of the Rules Reference Guide.

 

Helpful Acronyms

It's important to resolve game and card effects in the proper order.

At the end of a challenge follow D.U.C.K.

1. Determine winner - this is where you'd trigger reactions to winning/losing, like Tears of Lys, Lannisport, and Ghaston Grey

2. Unopposed bonus - this is where you'd trigger reactions to claiming the unopposed bonus, like Rise of the Kraken

3. Claim - this is where you'd trigger reactions to claim, for example if a Lord or Lady is killed for military claim, Joffrey can trigger here

4. Keywords - finally, keywords and their reactions happen last, for example, when Robert gains a power for renown, you can trigger Lightbringer

 

At the end of a phase follow W.U.A.

1. "When the phase ends" effects take place, such as The Wall

2. "Until the end of the phase" effects expire, such as Nightmares

3. "At the end of the phase" effects happen, such as Flea Bottom

 

Vocabulary

Player types include Ned, Jaime and Shagga

Deck archetypes include Combo, Aggro, Rush, Tempo, Toolbox, Soft Control and Hard Control

Game terms includes Burn, Mill, Choke, Resets, Voltron and Metagame

 

Swag & Prizes

2015 Gencon Kingslayer (Game of Thrones card, Jaime playmat) 

2015 World Championship (Eddard Stark card, Eddard Stark playmat)

2015 Winter GNK (Fortified Position card, Tumblestone Knight card, Old Bear playmat)

2016 Store Championships (The Eyrie card, Pulling the String playmat)

2016 Spring GNK (Noble Cause card, Tyrion Lannister card)

2016 Summer GNK (Trading with the Pentoshi card, Daenerys Targaryen card)

2016 Regionals (Varys card, Wolves playmat)

2016 Nationals (Forgotten Plans card, Iron Throne playmat)

2016 Gen Con (Forgotten Plans card, Jon Snow card, Forgotten Plans playmat)

2016 Continental (Night's Watch card)

2016 Worlds (Winds of Winter, card Tywin playmat for Joust, Naval Superiority playmat for Melee)

2016 Battle of the Trident (Summons card, Red Keep playmat)

2016/17 Store Championships (Syrio Forel card, Ser Robar Royce playmat)

2016 Limited Edition Books (Daenarys Targaryen card)

2017 Spring Kit (Stannis Baratheon card, Marching Orders card, Bara tokens)

2017 Summer Kit (Summoned to Court card, Brienne of Tarth card, Tyrell tokens)

2017 Regionals (Arbor card, Lanni faction card, Martell tokens, Greyjoy playmat)

2017 Nationals (Jaime Lannister card, White Tree playmat)

2017 European Championship (Red Wedding card, Challenge coins, deckboxes)

2017 Fall Kit (Rise of the Kraken, Aeron Damphair, Greyjoy tokens)

 

Fan-made Power tokens: Broken Egg GamesDraculas TokensTeam Covenant

Fan-made Gold Coins: Broken Egg GamesDraculas Tokens, Shire Post Mint

Fan-made House Cards: Frigg Foundry
Fan-made Deckboxes: Timewalker Deck Boxes

And more: Dice & Coin Bags

 

Draft Packs

In November 2013, FFG introduced 1st edition draft packs, which allowed players to hold draft tournaments. Previously, the LCG fixed distribution model made drafting difficult, but now each player just needs a reusable starter pack ($5) and a randomized draft pack ($15). FFG introduced the 2nd edition Valyrian draft set at Gen Con 2016, and draft is scheduled as a side event for Worlds 2016. Check out the Valyrian card pool and a video overview

For player-organizer draft formats, check out this excellent "rotisserie" style setup and it's corresponding draft board, or try this cool simulator, both available on the White Book podcast's website. 

 

Major North American Tournament Champions

2015 Worlds - Sam Braatz from Wisconsin - Martell Banner of the Rose

2016 US Nationals - Nathan Tarentelli from Ohio - Stark Fealty

2016 NA Continentals - Chris Schoenthal from San Diego - Lannister Dragon

2016 Words - Joe Mirando from New York - Lanni Wolf

2017 US Nationals - Seth Low from New York - Stark Watch

2017 NA Continentals - Alex Black from Seattle - Martell Stag

2017 Worlds - Reinhard Schefcik from Austria - Targ Crossing

 

Major European Tournament Champions

2015 Stahleck - Martell de Poitiers from France - Baratheon Fealty

2016 Batalla por el Muro - Albert Lorenzo Polo from Spain - Targaryen Fealty

2016 Stahleck - Florian Maas from Germany - Stark Fealty

2017 Batalla por el Muro - Daniel Correas from Spain - Tyrell Crossing 

2017 European Continentals - Reinhard Schefcik from Austria-Hungary - Targ Crossing

 

International Resources

Roca Casterly (Spanish)

El único juego que importa (Spanish)

Le Trone de Fer (French forum)

The Conclave (Italian Facebook group)

The Conclave (Italian Youtube channel)

Little Birds (Polish Podcast)

 

Tournament Etiquette

FFG's Tournament Rules (under "Support" and then "Tournament Resources")

Cheating is defined as any behavior outside the rules of the game performed with the intent to create an unfair advantage for one or more players. Categorical methods of cheating include (but are not limited to): sleight of hand tricks, component manipulation, collusion, misrepresentation, and unsportsmanlike conduct.

All players in a game have a responsibility to maintain the proper board state. If your opponent counts 1 less gold than he should have, you should tell him. If your opponent misses a Forced Reaction card ability that would be detrimental to you, you should tell him.
It is not rude to ask for a "takeback". Nor is it rude to decline such a request.
 

Where Can I Play?

To find a tournament, check the event calendar on whitebookpodcast's page.

To find individual players or groups, check the following spreadsheet and pin-able map or introduce yourself in the worldwide Facebook group.

 

The Spreadsheet.

Anyone who has the link can edit it. I've created a tab for each country (more countries can be easily added as necessary). There are columns that ask for state/province within the country, name of your local gaming store, the store's address, a link to your meta's website, forum or facebook group, contact info for someone in the meta, and what time your group regularly meets (if any). Holding Ctl + f will let you search within a sheet to find your state.

 

The Pin-able Map.

Anyone can add a pin for either a store or a player. To add a pin, go to "Additions" in the top right and click "Add Marker - Detailed". To add a PLAYER, make sure the marker color is RED. For the "Entry Name" put your real name, forum handle, or both. For address, you can get as detailed as your exact address if you want, or just put the street name without your house number, or you can just put your city or area code. Then on the "Details" tab you can add an email address or other contact info. To add a STORE, make sure the marker color is GREEN. For the "Entry Name" put the name of the store. Add the exact street address. Then under the "Details" tab you can add contact info for the store. I also recommend adding contact info for your meta in the Description box, such as a Facebook group or forum url. If you make a mistake with your pins, send me a message and I'll correct it.

 

Conclusion

Thanks for reading this guide! Feel free to bookmark it, as I make frequent updates with newly relevant links, and share it with other new players. Below you'll find some information from the previous edition of the Thrones LCG, which is not compatible with second edition, and is no longer supported by FFG.

 

First Edition Resources

FFG's Support Page
Video Tutorial
Basic Rules

FAQ 5.5 and Tournament Rules (updated July 15 2015) 

Tournament History

 

Rules Questions & Answers
Quills & Tankards Articles

Valar Morghulis
Timing Structure

 

Helpful Sites & Articles
Deckbuilding 101
Card Advantage
Deck Archetypes

Playing With a Limited Card Pool
Setup Analyzer

 

OCTGN for playing online

Download the files

OCTGN Installation Walkthrough

 

FFG's Timing:
FAQs were released 3 to 4 times each year to update the resitricted/banned list and to address unclear rules interactions. Previous FAQs were released on 16th July 2015, 12th February 2015, 15th October 2014, 21st July 2014, 15th April 2014, 14th October 2013, 23rd July 2013, 27th February 2013, 11th October 2012, 3rd August 2012, 20th March 2012, 19th January 2012, 22nd September 2011
.


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#213713 US Nationals video shows winning Eldorath player repeatedly drew 3 cards in t...

Posted by Koz on 09 October 2015 - 09:13 PM

This is from him.


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#213567 US Nationals video shows winning Eldorath player repeatedly drew 3 cards in t...

Posted by Pipes on 09 October 2015 - 06:43 PM

Hello Warhammer 40,000: Conquest community-

 

We at Fantasy Flight Games have been made aware of the issue, and we are conducting a thorough review. 

 

We take matters regarding tournament integrity very seriously.

 

Thank you for your patience.


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#245823 Regarding the Current Controversy and Inclusiveness in Our Community

Posted by PulseGlazer on 25 February 2016 - 11:32 PM

Hi, I’m Aaron Glazer. You probably know me from the fact that I do not shut up anywhere, and on this one occasion, I feel this trait is serving a considerably less vapid purpose than arguing with people about cards. On the contrary, the fact that many of you know my voice, whether you like it or not, is something that compels me to speak.
 
I am really, genuinely bothered by the Brotherhood without Banners podcast and the stirrings its caused in our community. I, or friends of mine (Roy, Craven, so on), have spoken to all the involved parties: CardGameDB, the mods on the Facebook group, Keith, and gay community members.  If you are unsure of anything I am saying, please, feel free to ask for clarification.  You can call me a White Knight (or whatever term you like, really) but I’m writing this because this issue is something that matters to me and, I think, the community. If it doesn’t matter to you, it should.
 
I consider everyone who plays Thrones either a friend or a potential friend.  There are people I’m close with, others who are mere acquaintances, and still others who are total strangers. Even so, I’ve played against or talked to an awful lot of the community, had drinks, sang, and enjoyed myself on two continents and in three countries.  This was obviously easier in 1.0 with a smaller group, but the amazing people I’ve met so far in 2.0 have not changed my outlook in the slightest. Even those I haven’t met aren’t total strangers to me; we eventually meet, we play games, we go out for drinks. At the very least, we occupy same virtual space discussing our hobby.  We are friends and potential friends.  The controversy at its core, without discussing the intersection of various identity politics, is that certain friends are being made uncomfortable and unwelcome by this language.
 
Several of those people who play the game are, as noted earlier, gay.  Using derogatory language towards them, towards anyone’s identity, really, is sending the message that they are less -- that their natural way of being, by birth and biology, is weird and a somehow deviant to anyone “normal.”  In short, it sends the message that they are not welcome.
 
Now, I (and others) accept that Keith and his crew NEVER intended their words to have this effect. If you enjoy their podcast, listen to it. If you don’t, then don’t. 
 
But let me be clear: for me, associating an entire identity with patently offensive and demeaning language is categorically wrong and I won’t stand for it.
 
Before anyone brings up the issue of free speech, let me preempt the argument by saying that this statement is not an issue of free speech. No one's First Amendment Rights are being infringed upon by me saying that using terms like those used in the first Brotherhood podcast and other such slurs is ignorant and completely unmeasured. Furthermore, there is nothing inherent to anyone's First Amendment Right to expression that entitles him or her to hide behind a facade of "artistic expression," free from criticism, when someone else says they are offended. It is equally vapid and damaging to repudiate the idea of "political correctness" simply because it prevents you from dropping bigoted quips into whatever mode of expression you are using. 
 
It’s easy to say that it’s just words and people shouldn’t be offended. Everyone is not the same; some people are insulted, even hurt, by these words. And to assume that you, whatever your identity, should be able to say literally whatever you want, despite intentions and despite others’ feelings, makes you more than just entitled – it makes you wrong. Because as a result of this mentality, we may be losing members of our community, a community that has built a reputation as mature, accepting, generally good-natured people. By alienating certain people with insulting, coarse, uninformed language, you make them not want to sit across from and engage in a fun game with someone.
 
This post is not a joke. I’m someone who cares about this community and its members -- both current and future. This game is about community and friendship, not exclusion and competition, regardless of the source material.  Please, keep that in mind.
 
So, from me, you should know that, whatever your socioeconomic status, gender identity, sexual orientation, religious affiliation, level of physical ability, you are always welcome.
 

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#172628 Evasive Maneuvers Release Update

Posted by Pipes on 15 May 2015 - 08:35 PM

Hello Star Wars LCG forum community!

 

In case you don't know who I am, my name is Evan Johnson, and I'm the Fantasy Flight employee currently administrating CardGameDB. I've been working to foster some better communication between FFG and the members of CGDB, and to that end, I'm bringing you all an update on the state of the Evasive Maneuvers Force Pack.

 

Evasive Maneuvers did suffer an unfortunate, unforeseen delay, but this has now been fully resolved. This Force Pack should be available in retailers at the very end of May. 

 

We apologize for the slight delay, and we look forward to the unhindered release of the rest of the Rogue Squadron cycle.

 

Thanks, and keep playing!

 

Evan


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#223144 War of the Five Kings Runner-up Tournament Report

Posted by PatrickHaynes on 12 November 2015 - 04:18 AM

Hey everybody! The following is my tournament report for the War of the Five Kings. I tried to be as detailed as possible without making things boring but if you would like any more details on games, cards, etc. please feel free to comment here or PM if you have some sneaky tech you’re working on. For more details tune in to Beyond the Wall Ep. 41 where I walk about some of this stuff in more detail and give my thoughts on various Greyjoy things.

 

 

The Deck:

 

If you’re a frequent reader of these boards it should come as no surprise to you that the deck I choose to pilot for the 2015 War of the Five Kings tournament was a Greyjoy Fealty build. I think that at the moment Greyjoy is one of the most versatile and powerful houses and that the economic boost of fealty can provide a consistency that is very hard to beat in the current pool.

 

When I first got my core sets in October, the first deck I built was Bara Fealty. I had played it in play testing and I knew that it was a strong deck. I decided to try it out and it worked (as I’m sure everyone on here knows) quite well. It was, however, a very oppressive and NPE deck and I figured I should make something a little less imposing to play against new players with. With that in mind, I built a Greyjoy Tyrell deck. I figured with all of the renown and strength pumps, the deck should be pretty solid and overall, it was. I played a few games with it and it performed as I expected. It was able to gain power at a pretty staggering rate and could really crush if it got a good start.

 

Unfortunately though as I started to play with my former 1st edition meta mates with good decks, the build had some trouble. Its primary issues were control style builds like Bara shutting down the best character on the table, and Aggro style decks like Stark flooding the table to the point where no one but Balon could push through unopposed challenges. At this point I thought to myself “You know, it would be a lot easier to push through all of these challenges if everyone on the table was dead,” and thus Greyjoy Fealty was born.

 

The biggest advantage of the deck, in my opinion, is its versatility. Despite its appearance, the deck doesn’t have to be an all out military blitz (although it can if it needs to). In fact the deck can use its overwhelming force, and double sneak attack, to push through either military challenges to thin/clear the board or, as can be seen in my top eight game, power challenges. I don’t think a lot of people fully appreciate the sheer rushing potential of this deck until they see it in action. With two cards (Balon and Great Kraken) the deck can quite easily get 5 power on a sneak attack turn.

 

Going into worlds, the biggest flaw with the deck was its lack of comeback potential. If a Lannister or Tyrell player caught a Sneak Attack with a Game of Thrones, or if a Stark deck pulled off a three claim military challenge, the deck had a very tough time recovering. On the night before the tournament, I played a few games with the incredibly awesome Rob St. John who proceeded to catch my sneak attack with game of thrones twice in two games and crushed my face. He suggested that I add Counting Coppers instead of Heads on Spikes and an Iron throne to ensure my ability to win dominance. I had considered the Iron Throne before, its potential with Aeron is fantastic but I didn’t feel like I really needed it. Seeing it on the table across from me however, completely changed my mind. Not having any ability to win dominance was incredibly disruptive for the deck and playing an Iron Throne seemed like a good way to avoid that. The card I ended up cutting was one copy of the Roseroad. The deck was running 9 limited cards and I decided that if I had to cut a neutral, it would have to be one of them. I decided on the Roseroad over the kingroad because of the deck’s need to rush. Without burst economy, the deck could very easily fall flat if I hit a bad set-up (a kingsroad or two would have been awesome in the final game).

 

Counting Coppers was an absolutely crucial add for the deck. It provided a way for me to draw cards and potentially dig for what I need to come back if things got rocky. Also, I have seven two cost characters in my deck, so even with only two gold there is a solid chance that I’ll be able to get a body on the board.

 

MVPs:

·      Balon, No surprises here. This guy is absolutely amazing and will single handedly win games. Once great kraken hits the table you can basically pick and choose which challenges you want your opponent to be able to defend, not to mention the fact that his five strength is the perfect amount for a Put to the Sword.

·      Lordsport Shipwright, this little chud with give your opponent endless headaches. In most matchups his purpose will be keeping kingsroads knelt to stop opponents from putting out characters while you punish their board, but in others he will stop key pieces of their deck (Red Keep, Ghaston Grey, etc.) from functioning. Looking back on things, my biggest mistake past the cut was letting the lordsport shipwright die in my game against Kidd.

·      Aeron Damphair + Iron Throne, These two cards together are truly amazing, giving you on demand recursion both for your chuds and for your hard hitters. This combo is the key to winning aggro vs aggro. If you get this rolling it doesn’t matter how hard you get smashed, you can just keeping putting characters on the board. It is worth noting that because of the value of these two cards, Aeron will often be the first target for milk, tears, and “Dracarys!”. I found that it is often worth putting a little bird on him to protect him from the tears, even if it means that someone like Theon will be more vulnerable. Also, like Mel and Tyrion NEVER put him in a challenge against Targ if “Dracarys!” is a possibility.

 

The Tournament:

 

Game 1: Lannister No Agenda, Matthew Gehman

 

I met Matthew earlier in the week during the first edition draft event in which he thoroughly stomped me. I was a little concerned going in to the match due to the presence of ambush in Lannister. Without seeing Balon the game can be tough to close if Lannister can send enough guys to block challenges. Luckily for me Matthew’s deck was not cooperating, he didn’t see enough economy to play Tywin and without any income he couldn’t keep up with the pressure of my deck. He held me off for a long time with excessive amount of ambush, but eventually I was able to close, bringing my record to 1-0

 

Game 2: Baratheon Fealty, (I’m really sorry but I completely forgot this person’s name, if you remember playing me in round two let me know and I’ll correct this)

 

I was very confident in this matchup. I had practiced a lot against Bara fealty and knew that if I played things right I had a solid chance of winning. After a solid set-up from both of us, Mel and the Red Keep both hit that table by the end of turn one which was slightly distressing. I had, I believe, Asha on the board (it might have been Theon) and I was able to push through a power challenge to deny him his draw. The game dragged on for quite a while, him kneeling out my strong characters and me defending his challenges to prevent power gain. I Wildfired on turn three or four and knocked out a solid portion of his board, I followed it up with Balon and a duped Seal of the Hand. He managed to play out Robert, but by this point I had Great Kraken and was able to close with Balon. 2-0

 

Game 3: Targaryen Banner of the Rose, Andreas Aldrin

 

Having just watched Andreas come incredibly close to winning the 1st edition melee the night before, I was a little worried about this game. Targ is arguably the worst matchup for Greyjoy, as a well timed “Dracarys!” can shut everything down. Andreas got the Danaerys train rolling pretty early and scared me out of some challenges by saving a gold. We traded blows pretty solidly throughout, although he gained a bit more power than me early on. As we got to the late game I managed to get out Balon with Seal of the Hand, I tempted fate blocked a power challenge sent with Viserys and was hit by the “Dracarys!”, a pump from Margaery gave him the challenge and let him burn Balon to cinders with plaza of punishment (a play which I later realized shouldn’t have worked, as Plaza of Punishment specifies a character with no attachments, however neither Andreas nor I actually noticed this so the game continued). After the loss of Balon the game turned against me pretty quick, I managed to get to 11 power but he finished the game with Dany, bringing my record to 2-1

 

Game 4: Targaryen banner of the Lion, Darren Johnson

 

Ah the classic meta-mate match-up. Darren and I had built his deck together the night before which made me acutely aware of the murder potential it contained. I started things off aggressively, opening with Sneak Attack to his Winds of Winter. Winning the two claim military challenge and stopping his virtually decided the game from turn one. He put up a great fight and had some very good plays but in the end I managed to push through the victory, taking me up to 3-1.

 

Game 5: Baratheon Fealty, Chris Schoenthal (sorry if I misspelled that)

 

Yes, another match-up with the infamous Bara Fealty. I was not surprised to see the deck again and was still feeling fairly prepared, however I had come back from the lunch break and was probably not quite as focused as I could have been. Luckily I had the game under control from the start. His setup consisted of the Chamber of the Painted Table, a Roseroad, and Stannis the Mantis himself. However, a turn one marched made short order of the would be king of Westeros and my ability to get Euron out early put me in a great position. He got Mel out and I made a few small mistakes which allowed him to keep her alive longer than I would have liked. However a well timed milk and a couple big challenges with Euron and Balon brought the game to a close. 4-1

 

Game 6: Targaryen Fealty, Chris Thompson

 

Let me start by saying that Chris is an awesome player and guy. I met him earlier this year at the Iowa regional where I played him in the last round of swiss, and even though he won that game I really enjoyed it, so I was looking forward to playing him again. So far I was 1-1 against Targ on the day and I was a little worried. Luckily for me he mulliganed into a pretty sub-par set-up and I hit him hard out of the gate. I threw Theon face first into a waiting Dracarys to ensure that Balon would be safe, and then hit his board with high claim and (I think?) Put to the Sword. I’m not 100% but I think I may have put Dany to the Sword. Regardless, the game was over a lot faster than it would have been if Chris had had a decent set-up. With my second victory over Targ my record went up to 5-1.

 

Game 7: Targaryen Fealty, Ryan Ritter

 

As soon as Ryan flipped his house card I groaned audibly. I know Targ was popular at the event but really, four of them? I mentally prepared myself for another long game of back and forth between Dracarys and Put to the Sword. As soon as I looked at my post-mulligan hand however, I knew the game would be far shorter. As I flipped my Littlefinger and Lordsport Shipwright against his Drogo, Viserion, and Illyrios Estate, I had sinking feeling that would probably translate best as “Ah ****”. Turn one he dropped the Arakh on Drogo and my only play option was a few chuds. He won a military challenge by five, put Littlefinger to the sword and cleared by board. I think I scoped within two turns (I was guaranteed to be in the cut and there was no reason to suffer through the rest of that game).

 

The Cut:

 

Top 16: Stark Banner Greyjoy

 

I talked with my opponent briefly before the start of the game and we mentioned our houses and agendas and both knew that this game would be short. Despite the fact that it was basically over within 15 minutes this was one of my favorite games of the day. With both had solid starts, lots of military icons and a good board state. We both flipped sneak attack turn one and a coin flip gave him the initiative. I decided that rather than taking the hit and responding in kind I would just defend his military challenge and ensure that he could not use his PttS on my strongest character (Balon I believe). I used Milk of the Poppy on his Asha on turn one and we proceeded to go back and forth not doing much to each other. Eventually though, I drew my own PttS and ensured a challenge win with Balon and Theon to put Robb to the sword, essentially securing my victory. It was a hard fought battle of military and death but in the end, Balon was king.

 

Top 8: Targaryen Fealty, Ryan Ritter

 

Going into this match I was very nervous. Ryan had beaten my once already and I knew his deck was strong. I believe the game was filmed by Rob St. John so whenever he posts the game I will put the link in the comments. I had a slightly stronger set-up this time, but once again Drogo and his Arakh hit the table by the end of turn one. I was a little dismayed but decided to fight it out and play defensively. I hung back and gathered a bit of power on my house and on Balon, waiting until I hit that magic nine power spot where I could win the game with a single challenge. After a few very, very close calls with Put to the Sword, I reached 9 power, flipped sneak attack, and knew from Ryan’s face that unless he drew a Dracarys the game was over. During my challenge he knelt his faction card and played fire and blood just to give me a heart attack but didn’t have any way to stop the challenge, sending me into the top 4.

 

Top 4: Targaryen Banner of the Lion, Dan “Kidd” Seefeldt

 

This game was streamed by FFG and I believe there is a link in the “updates from worlds” thread on Cardgamedb as well as on Facebook. This game was very close, and I owe my victory entirely to a swell guy named Balon and his ability to constantly put people to the sword. During this game I saw three, yes all three copies of Put to the Sword, I can’t imagine what I must feel like to have three kill events played on you in one game (oh wait yes I can…). But in all seriousness, Kidd played an amazing game. I think we made one mistake each in the final two turns (me killing off the Shipwright rather than the Fishmonger, him not defending the challenge with Jorah and Widow’s Wail) however both could only be seen as mistakes if one knows what’s in the opponents hand. I wanted the Fishmonger for Euron, he wanted his gold to stand Jaime, we both had incredibly tough calls, and I was lucky enough that my deck allowed me to grab the win.

 

The Final: Martell Banner of the Rose, Sam Braatz

 

This game was also streamed by FFG, links in the same places. The final game, let me say first that I was so, incredibly ecstatic to be sitting at this table. It was a long road to get here, filled with Lannister, Baratheon, and Targ, so much freakin’ Targ. If someone had told me I was going to make it to the final I would probably not have believed them, if someone told me I would be playing Martell in the final I would have straight up laughed. The fact that so many people (myself included) were convinced that Martell main house wasn’t there yet, makes Sam’s championship even more impressive than it already was. It showed all of us that Martell has a few tricks up their sleeve, but more importantly it showed just how excellent of a player Sam Braatz really is. I hadn’t had the privilege of playing against him before, but I am definitely looking forward to our next match-up.

 

As anyone who watched the stream already know, the game was pretty rough for me. Looking at my opening hand I had a three-card set-up, max. I considered for a while about taking a mulligan, but figured that depending on his start, he would probably open with Marched to the Wall, if he did I would chose based on his start which character to keep (I had three of each in the deck). If he had a lot of locations, especially Ghaston, I would keep the shipwright, and if he had a lot of characters or an especially poor set up I would keep Asha. The problem was that he had an amazing set-up which included Ghaston. He opened with Marched as expected and I was faced with probably my hardest decision all day. In the end I decided to keep the lordsport shipwright as I intended to play a very defensive game, but I needed to be able to do challenges when I wanted to without living in fear of Ghaston. My draw back up and my first turn draw, like my set-up contained zero economy cards. I decided to get a few bodies on the board so I could at least try to defend/win some challenges for the first few turns. I forced him to use Margaery to win a military challenge on turn one so that he wouldn’t be able to intrigue and strip my hand, my choice to use Risen from the Sea on the Black Wind’s Crew has been questioned by some but my rationale was that if my plan to bluff the We Do Not Sow and force Sam to use Ghaston on the Salty Navigator worked, I would need at least one additional body for next turn (I planned on playing a big guy). My plan did in fact work and despite Sam’s position I actually managed to stay in things for a little while. I played my Sneak Attack on turn two, not because I wanted to hit Sam’s board or power with the two claim, but simply because I wanted to be able to play a character. The three characters in my hand were Balon, Asha, and the Salty Navigator. Had a played a different plot, I would have only been able to play out the Salty Navigator and would have not been able to make any progress, while my two beefy characters sat in my had awaiting the inevitable intrigue claim. I decided to play Balon over Asha because I felt that if I didn’t start accelerating that turn, I would not be able to keep up with Sam’s deck. I was also hoping that the one gold saved was a bluff or a confinement rather than a Tears of Lys. Unfortunately, all of my hopes and dreams crumbled around me when Sam played his Tears of Lys on Balon. That was probably the end of the game right there if I’m being honest. Drawing some economy off of counting coppers or Sam not having the second and third tears and/or Ghaston might have kept me in it a little bit longer, but really that was all she wrote. In retrospect, had I played Asha that turn and hung on to Balon, and had he not been discarded for claim, and had I been able to play him later, and had the save from the second risen, I probably could have gotten more than 0 power, but Sam had the game either way. It was incredibly well played, and I hope to see him again next year.

 

Brief shout-outs: Rob St. John for testing with me the night before and giving me some very sound advice, Roy Rogers for being a genuinely fantastic dude and for inviting me to join the New York Meta on an honorary level (although he may have been drinking at the time so we’ll see if that was real), All of Team Yurop for being welcoming and friendly and awesome, Brian Cloonan and Jesse Schingen for teaching me a huge amount of what I know about the game, Darren Johnson and Mitch Lattis for testing with me all the time, Sam Bender for my awesome gold tokens (whose clinking was referred to as “snazzy” by the commentators), every single one of my opponents who gave me some of the most intense and fun matches of my Thrones career, and to everyone else I met at Worlds who made it one of the best weeks of my life.

 

Thanks for reading everybody! If you have any other questions please feel free to post them on this thread.


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#285757 Guys! It's not all over - "new" cards are coming

Posted by sammann11 on 09 September 2016 - 02:31 PM

This is a sad day for Conquest. It's a day many of us had a feeling was coming but that doesn't make it suck any less so.

 

But here's the deal. I'm not willing to roll over and let Conquest die because some business deal between two big companies went south. I love this game and I know many of you do to. We still have our cards and it's up to us to keep this thing alive!

 

With that said - I'm happy to announce the upcoming Black Crusade Expansion!

 

I had a bad feeling today's announcement was coming so I wrangled together some Conquest Champions and some former play testers and we've set to work!

 

I believe we will be able to get these cards up on octgn and if so, I will make them legal for future seasons of The Black Crusade League.

 

Speaking of which....I still plan on doing that for as long as there's interest. I remember the days of the 16 and 20 man tournaments. This gme may be canceled but I know many of you will still love it and I think 1 game a week for a handful of weeks, a few times throughout the year, can still be do-able.

 

Our first expansion will consist of roughly 2 or 3 cards per faction, give or take. I'll have more details and spoilers to share in the coming months. Look for The Black Crusade Expansion Pack 1 to hit your digital shelves during Q1 of 2017!!!!!!!


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#203075 Better know a card: Valar Morghulis

Posted by istaril on 20 August 2015 - 08:50 PM

Ok, there have been a number of people speaking up on this topic either directly or indirectly, and I thought I'd take a break from my usual forum persona and rant a bit.

 

Meet Valar Morghulis:

 

First, let's introduce Valar: a 1.0 plot that read "When revealed, kill all characters in play", with 2 gold, 0 initiative and 0 claim.

 

It was a staple of pretty much every control deck, most toolbox decks, a certain brand of aggro (Greyjoy), and many combo decks. It was printed in the 1.0 core, and was a defining element of the game from then on - you could safely assume your opponent was running a copy, and play a meta-game of delaying until your opponent was forced to Valar themselves, or luring out a Valar early in order to exploit the post-valar space. It was an interesting card, and it defined the first edition for a long time. That doesn't mean all good decks ran it (or should), but it's probably fair to say that it was in 80+% of decks (and deserved it's place in about 75%).

 

It made intrigue challenges generally better than military challenges by punishing the person who relied too heavily on characters on the board and couldn't refill the board, card draw even more critical than it already was, saves better in general, decks built around triplicate copies of characters worse... the list could go on, as so many elements were shaped by this. 

 

Rose-coloured glasses:

 

The sentence that has often been repeated, and triggered (initiated?) this rant is that Valar was a "comeback card". Huh? I think you're mis-remembering. 

 

Valar doesn't inherently make the game swing back and forth more, it doesn't make it so the person who is "losing" gets to turn the game around, etc. In GJ or Brotherhood, you were playing Valar aggresively - pushing an advantage (in saves/immunity) you had. In a control deck, you were playing Valar defensively, leveraging your location base/hand size/card draw engine as superior to your opponent's. In combo decks, you might be playing valar to eliminate disruption of your combo. 

 

These are "leverage". In all of these cases, you're saying "My non-character tools are better than your non-character tools, so let's wipe the board and pit those against each other". You are leveraging hand size, card quality, draw engine, location base - and doing so against character board presence. That's not a comeback - within the state of the 1.0 game, it's pretty obvious to a veteran player who is in the lead, and that's a decision that factors in Valar. It just means that "who is in the lead" is not solely defined by bodies on the board. Saying Valar is a comeback card, to me, is akin to saying "I got to 13 power before that Bloodthirst game turned the game around! I almost had it!". Naive.

 

Between equally skilled players, Valar doesn't help you come from behind if you're out-drawn 2 to 1. It doesn't help you come from behind if your opponent has thrice the economy you have. It doesn't help you come from behind... at all. In the vast majority of cases, if you think your "Valar turned the game around", you were probably wrong. And you're probably not remembering all the times you Valard but failed to affect the outcome. Sure, maybe Valar delayed the inevitable - but in the slower core 2.0 environment, do you really want to take 2-3 more turns to lose?

 

Don't get me wrong:

 

Valar was great for first edition. It created tense turns, skillful play, a bluffing game, a powerful sense of impermanence, and made you look at considerably more than board state when evaluating a game. It might even be just as good for second edition (reserve values, bouncing attachments and a limited economy make it very different, if it were to re-appear). I'm just asking that you don't make it into something it wasn't. 

 

We have "leverage" plots; Game of Thrones leverages intrigue icons, Fortified Position leverages raw STR, Jousting Contest, Wildfire and Calling the Banners leverage against swarms. Supporting the Faith leverages against challenge surprises, Naval Superiority leverages your economy, Power Behind the Throne leverages your best character, Filthy Accusation leverages against theirs. Those cards change how you evaluate the GAME state (in this case, often the board state) and find out who is winning. They do so by making certain elements more important than others - which is what Valar did.


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#151116 Response: Letter to FFG

Posted by MasterJediAdam on 07 February 2015 - 03:12 PM

As many of you know, late last year I wrote a letter - with you the SWLCG community - to Fantasy Flight Games about many of the concerns we have regarding our beloved game. As promised, I sent the letter to them, which they reviewed and provided me an opportunity to further pursue the issue via a telephone conversation with a rep from their company. I am pleased to say that my conversation was with the Senior Vice President of Communication, who also heads up the Organized Play department for FFG; needless to say it doesn’t get much better than that for being heard. Our conversation was on the 19th of January, and I postponed this follow-up in part to give them opportunity to release some information of their own.

 

I do also want to give a small disclaimer: everything hereafter is based on my notes taken after our conversation. Also, any of the information is subject to change, but should be pretty solid. Lastly, I don’t work for them, so any spin here is mine.

 

So what did we talk about?

 

We spend the majority of our time engaged in discussion on how a company communicates with their consumer base; whether through the things they formally communicate or the things they informally communicate. The remainder of our time was spent talking about Organized play.

 

Communication

The SVP began with an open admission that they have historically been poor communicators, and through a combination of commission and omission they have upset players across their consumer base. He continued by explaining that there are some overt things they will do to correct this issue, starting with the Upcoming page. He communicated that this page in many ways is their conduit to relay information to players and distributors alike of product; and that if it is not accurate then it is to their detriment. He has set into motion some policy on how it is updated and managed that will hopefully better articulate release timelines.

 

Also in our communication discussion was that of the timeline for spoilers. He agrees that keeping captive a robust play base is difficult if the span of initial spoiler to product release nearly reaches months in the double digits, and he stated that the team is working to stabilize the timetable. In line with the first part of the discussion, he is looking at a 8-12 week span from first spoiler to release. There was nothing affirmative in our conversation about diminishing the total number of planned spoilers, so expect the fairly documented 60% spoil percentage to stay consistent.

 

Some things we talked about that better communication IS NOT included official FFG forum posts. I don’t believe there are many who expected this, so it should not be a surprise. I agree that the forums are a place for us to discuss: if they want to weigh in, they can do something formally. Also on the list of things it is not is releasing contract sensitive information. Some delays are contractually caused, some are just out of their control. Finding the sweet spot of communication that follows good business practice often is precarious, and it is not their place to open everything up to their consumers.

 

Bridging the topic of communication and Organized Play was a pretty lengthy conversation about their premiere annual event - World Tournament Weekend. Some things that came out in our discussion were prize support, announcing and timelines. (Spoiler alert - T-shirts are coming back!) Ideally, in the future they will be releasing three announcements. The first will be a “save the date” style announcement for general planning purposes a few months out. The second will spoil the prize support and update information. The third will be a final announcement and will have all the details down to side events and registration reminders. I admit this is pretty ambitious for them, but we agreed that a similar faux pas this year as last is entirely unacceptable. He understands that communication about (at least) this event needs to be clear and timely.

 

Organized Play

Continuing with the World weekend conversation, organized play is getting a bump this year across the board. He mentioned that unequivocally people were disappointed about the lack of event T-shirts, so those are coming back. Only slightly tangental is that we talked about tiering prize support from the ground up, with Worlds getting a bump as well. Overall, it is my impression he is convinced that this year’s big event week will be much better advertised and rewarded than last year.

 

The tiering of prize support was next on the list. This is a difficult one as there is a constant balance between rewarding the few at the top with big prizes and spreading the wealth among the participants. We did have a brief conversation about non-compensational prizes like the world champion “design-a-card” prize and Hall of Heroes recognition. He will continue to accept ideas about these and I offered a few from my own pocket. Expect those things to continue (and to be a feather in their PR campaign). He took kindly to the discussion about really working to escalate prize support at each OP tier.

 

We agreed that supporting the Brick-and-Mortar stores with an exclusive type of prize support is something that should continue, and they are working out details on how to build a prize support kit for people wanting to host an event (like at a CON) or single occurrence promotion. I was personally very excited about this idea, and really hope this one comes to fruition. On the same page as supporting the BMS and organized play, the number of tiers of play will stay the same, and they hope to continue to work National and Multi-national Championship events outside of the US. They are very aware that continuing their support to the international is a must, especially since their World Event Week will likely not move from their event center.

 

Next on the topic list was that of extra-tiered play organized events, like the Plugged-in tour for Netrunner. He affirmed that it is not only SWLCG that would like to see one of these for their game, and he let me know that their OP division was so strained by Plugged-in that it is not likely to happen at their current manning levels. (It was at this point that I got the distinct impression that it may be the overall size other OP team that limits their OP support; which is something that is not easily remedied). He did not rule them out completely, just in the immediate future, and added that they might take on a slightly different form if they are done. They want to support these type of events as they realize their value, but the strain on their manning has to be considered. There is some news about their comm team; check it out here if interested. The final verdict is that OP is important enough for FFG to have a team that does it, and they attempt to balance support between the top tier of players and their casual ones, especially where prizes are concerned.

 

What Organized play IS NOT is online tourney support. There are some legal things with this, and I get it, but it makes me sad just a little. I will continue to hold/support them, but official support from the company is a no.

 

Other things to get excited about is the tournament software suite. He was genuinely excited about the release of the software, and said that it should be an extremely useful tool to T.O.s. I look forward to seeing it as well. He did not give me a release date, but said it would be coming soon.

 

Some final points; the SVP was very personable. The day he called I was actually playing some SWLCG with someone who has known him for a long time; something that speaks to his longevity in the card game business. I honestly believe he is working to balance the entirety of FFG’s communication and organized play departments; of which I have no envy. He did provide me with some feedback, which I pass on to y’all. 

1) He said that we should continue to contact them with ideas. If there is something you want to see done, then tell them. They are listening. Tournament scoring, prize support, tiered organized play, T-shirts, spoilers, gaming balance comments are all heard. He said many of the ideas received are great, and they at least table-talk them - so keep them coming. Others are investigated even more, to include scaling and pricing. 

2) Continue to support local stores and let FFG know if people are misusing the tournament kits. They understand the import of the BMS, so he really did stress this. I agree whole-heartedly.

 

So that is it. Our conversation was enlightening, at least to me. I found him personable and reasonable in his responses, and willing to admit the limitations they have with both communication and organized play. He seemed willing to listen to concerns as well as work to weaving our suggestions into their overall strategy. For this I am excited because I believe this increases the likelihood that the game will continue for a while.

 

I still believe that the math they employ for communication and organized play is too skewed toward efficiency to affect immediate significant positive change. At the end of the day, their model for game design makes the resale value of their game minimal. This marginalizes their loss as players leave - because new players have the exact access to the card pool as the veterans - and has an overall leveling effect on their sales so long as new players continue to experiment with the game. Point being, they are in no rush to execute any drastic changes because the impact of slow movement is minimal. In the end, I am okay with this: they are a business and it makes good business sense.

 

I will continue to support FFG because I enjoy Star Wars and having a living card game is exciting. Many of the new mechanics spoiled look like they will broaden the game play possibilities. I would encourage all of us to continue communicating with them. Though their responses can seem limited at times, they are listening and (I believe) are trying to make the play experience better. Just realize that it may not move at they pace we would like to see. Don’t let that discourage you; just remember that a Jedi’s patience is the key to his landing of critical blows and thwarting the internal advance of anger, fear and aggression (the dark side are they)!

 

Lastly, a thanks to all y’all for your patience with me. These last weeks have been tumultuous, and I have not been able to provide attention to a timely follow up. Enjoy the game and may the Force be with you always!


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#196197 2nd Edition Now Available on OCTGN

Posted by scantrell24 on 30 July 2015 - 05:12 PM

SETUP

 

If You Already Have OCTGN and the Thrones Feed from 1st Edition, Skip to Step 3

 

1. Download octgn, create an account, and login

 

2. Subscribe to the Game of Thrones LCG feed by going to the “Games Manager” tab and click “Add Game Feed”. Next to “Name” put something like “Game of Thrones LCG” and next to “Feed Url/Path” put the following without spaces:  http:// www. myget. org/F/octgngamedirectory . Then click “Add”.

 

3. Now in the drop down bar, select the Game of Thrones feed. To install 2nd Edition from the feed, scroll to it and click “Install”.

 

4. Now you need to download the card images

 

5. After they download, click “Add Image Packs”, navigate to where you saved the .08c image file on your computer, and select it. After the pack installs, close and restart OCTGN.

 

5. Go to the “Deck Editor” on otcgn, build a deck, and save it to your computer.

 

6. Now you’re ready to Host a game or Join a game. Click on the “Play or Spectate” Tab in OCTGN

 

7. When the game opens, load your deck and the game will automatically move you Faction card and Agenda to the play area, shuffle your deck, and draw 7 cards. Right click on things like your hand or deck to see the available options along with shortcut keys when applicable. Note that several functions are now automated. Here's a list of shortcut keys and a guide to the new automations.

 

CHAPTER PACK UPDATES

 

1. Pack is added to cardgamedb on the Monday before the street date.

 

2. Usually within a week, pack is added to OCTGN and Thronesdb. Decks built on Thronesdb may not export to octgn correctly for a few more days.

 

3. Download the new image pack, and install it in octgn by clicking the "Games Manager" tab and then "Add Image Pack".

 

TOURNAMENTS & LEAGUES

 

Bookmark this website and join this Facebook group for more details. 

 

REPORT AN ERROR

 

If you find an error with the AGoT feed, submit an Issue to Tasslehoff's github account. For example, if a character's text or stats are entered incorrectly, or if the card image (the artwork) is incorrect, submit an issue. Do not use github for help installing octgn or the AGoT feed. 


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#115536 Points of View

Posted by cockbongo on 07 July 2014 - 08:50 AM

Haha, oh it's a moan alright. I allow myself one a year.

In other news, I went for my train to work this morning but it had been cancelled by Harrenhal.
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#75531 A Rant of Epic Proportions

Posted by WWDrakey on 18 December 2013 - 11:58 AM

A Rant of Epic Proportions

I used to love this game. Honestly, I did.

That love for the game managed to pull me through the degenerate 6-Agenda environment where decks were draw-capping with Val to flood the game with 9 STR armies at 1 gold a pop. It helped me through the times when chain-laden Maester Bob ran rampant, when Search and Detain was in every deck, Stark and Greyjoy games began with the obligatory coin flip due to the Fury-mirror, the period when every deck I faced was 85 cards etc.

It carried me through all that, but somehow this last Cycle has finally managed to do the one thing that could never be done before... break my heart. The game I fell in love with, is not the same any more. No amount of make believe will make it so, and the only fool here is me, clinging to my old preconceptions of what the game was supposed to be like.

Melodramatic enough? So, what the hell am I talking about?

Here, let me show you... in my own long-winded fashion.

Rush is Dead

The things I love most in cardgames are:
- Synergetical effects and Combos
- Alternative playstyles and victory paths
- Controlled gambits, with both risk and reward

In AGoT terms, I guess that means I'm mostly a Combo/Rush -type of player. I just like constructive Combos instead of Lockdown ones - feel free to engage in the obligatory ridicule. Now, interesting Combo-based decks in AGoT have always been few and far between (with Queen of Thorns being the card that made me become a Baratheon player in the first place). So, that has naturally meant that I've tended to mostly favor Rush decks, or decks having Rush at least as their secondary element.

For Rush to be a viable competitive archetype, it cannot be too fast. Huh? Yeah, you heard me right. This may sound odd at first, but the gist of it is, that nobody likes 1-2 Turn rocket decks, which reduce the whole game into an internal coin toss. Not even most Rush players. No, the real meat of playing Rush is in the 3-4 Turn games, where you're barely surviving on the daggers edge, protecting your key pieces through shrewd choices, timing your plots correctly... either working your way around an Aggro wall of flesh, or dodging Control effects just enough to squeeze out a win before they can lock you down.

Now, that's the place where Rush belongs, and where it has a sensible spot in the competitive Meta. What I'm rambling towards? That place is no more. Gone. Decimated. All that's left are the ashes. Competitive Rush, is dead. Dead and buried.

Oh, thanks to Noble Cause (and Siege to a lesser extent) we still have some extra-random Glass Cannon style Rush decks. Those may be completely fine for winning single games, but they fall into that aforementioned coin-toss category. And what's worse, the moment they become competitively consistent... is the moment they have to be erratad/restricted to hell. Like I said, those things just ain't good for the game.

So, if Rush is dead, who killed her? And why now? While KotHH may be the guy left at the scene, awkwardly holding a knife, it's not really his fault. He was just one of many, and can't really be held responsible. No amount of punishing on him will ever repair the damage.

The real reason lies with card design and Control effect power-creep. Especially the non-interactive point-n'-click kind. The way the game is currently, a Rush player will need to pay 4-5 gold for a character, and spend at least 1-2 other cards (dupes, attachments etc.) to fuel the power-gain... as well as actually push through those challenges. All a Control player will need to do to get rid of all of that is... to play one Shadow Stalker. Rally Cry. Storm the Gates. Melisandre's Favor. Coldhands. Ser Mandon Moore with anything. House Divided. Hatchling's Feast. City of Soldiers. Incinerate.

~ Ohh... the skill required from the Control player! So. Awesome. Almost makes my knees tremble! That paying of 0-4 resources and choosing the target, now that takes true talent!

See, hard removal used to be difficult in AGoT, and for good reason. You usually either had to combine several effects with different restrictions (Burn), or win challenges with a specifically limited set of characters (Stark, Die By the Sword). Now, both of those were interesting and also had a nice amount of interaction. You knew you can play an attachment on a character to stop King's Landing Assassin, Hatchling's Feast and Flame-kissed. Rally Cry has none of that. Neither does Incinerate. You could always make the Stark player have to work for those challenge-victories and protect your characters with saves and other forms of protection. Shadow Stalker just cuts through that. So does new Robb. Easy cancel (The Iron Throne) and Ser Mandon Moore just makes the whole thought of protecting anything quite ludicrous. Currently, you can point n' click anything from characters to locations and even Agendas at your leisure. No pesky restrictions of attachments protecting from anything anymore either.

So, like I said, Rush is dead. Positive attachments too, after all the trouble we went through to finally get Tin Link restricted. More fool us, eh?

Characters and Hexproof

The average character in AGoT used to live for something between 2-4 Turns. That’s enough for it to have an impact for a few rounds, but also with enough risk for character-based decks. The current meta seems to average at something like… 1-2 rounds. Now, this impacts a load of things, so let’s look at a few of ‘em.

Comes into play effects. Leaves play effects. Various bouncing characters. Cheap efficiency. Running 1x of ‘all of the good efficient 3-for-3 uniques’. Those are the AGoT hallmarks of these kinds of Metas. With one addition, but let’s get back to that later.

Remember that mention of liking card synergy/Combos? For those to be even remotely possible, we need to have enough of a window for gathering the different pieces into play. 1-2 turn lifespan with point n’ click removal tends to make the possibility of gathering the pieces for a character-based combo almost ridiculously small… so the only way for stuff like trait-synergy to work anymore is by either pushing it with power-creep or by having the first part of the synergy-providing card automatically available and providing a large high-quality cardbase for the second part. Dothraki would be an example of the first, while Wildlings with their Agendas the second. Forget about Sand Snakes, House Tully, Asshai, House Bolton, Smuggler and all that other Jazz. Binder fodder. Well, Dragon’s might have an outside chance, since most of their synergy is built from easily-setuppable and redundant 1g locations.

Anyway. I was looking at the results from Worlds, Stahleck and France… and something struck my eye. See, I was following MTG when point n’ click removal started getting off the charts there, and the next step that happened were… hexproof characters. In MTG hexproof was a keyword that prevented your opponent from ever targeting your character with any effects. Since character lifespan was otherwise so short, they had to start printing those cards to give character-based decks a chance.

See, one of the Stahleck Top 4 decks was a Beric-deck, one that was called the ‘Beric Tower’, because it thrived on getting Snakeskin Veil onto Beric via OOH Rhaegar’s Harp… and packing cancels to stop Targ’s attachment removal attempts. Hexproof! A brief mention of what won in France? A ‘Joffrey Tower’. Yep, KL Joffrey is one of the few almost purely ‘hexproof’ characters in AGoT. In AGoT our immunities aren’t at the ‘hexproof’ level quite yet, which is probably good. Most commonly this just means having power-characters packing various immunities or cannot be killed/discarded effects. And from looking at the spoilers for the new Dragons, new Asha, and the amount of immunities suddenly appearing on cards… you can see that this is a pre-meditated move from the design team. They’re not ‘accidentally’ pushing removal and control effects, they’re doing it on purpose and adding those immunity-characters to combat this.

Hexproof wasn’t a good direction for MTG, and it sure as hell won’t be one for AGoT. Just like forgetting the inherent double-weakness (to both attachment and character/location removal) of positive attachments in the first place wasn’t a good thing in MTG, but we took that road anyway, and haven’t bothered to add those pesky “without attachments” clauses into cards ever since. They never served a purpose anyway... right? Meanwhile, of course, other games (like L5R) have tried to actually learn from the classic MTG design-mistakes instead of repeating them…

Soft-Control

There’s another loser to over-efficient hard control being pushed. Dedicated soft-control decks. In AGoT there are three classic types… Baratheon Shadow Control, Martell Icon Removal and Lannister Kneel.

Surprisingly, my favorite of these has always been Martell Icon Removal, since it’s kinda the Soft Control version of Burn - requiring combinations of effects to work properly and usually being very cost-intensive. So, I guess it figures that it’s the one getting hosed the worst. How The Scourge was left on the list, when Aegon’s Hill and Pentoshi Manor were allowed to come out… I’ll never know. Well, probably as a knee-jerk reaction to GenCon results.

Baratheon Shadow Control is oddly doing quite well, since it’s pretty much based off locations, has received an efficient draw engine in Jaime and a new nice home in that Hollow Hill place, where the Knights apparently throw the best of parties. Of course, it’s just playing side-fiddle to the new hard-removal cards Bara has obtained - Storm the Gates and Shadow Stalker, but hey, at least it’s seeing the open air outside the binder’s for once!

Then there’s Lanni kneel. Which, as everybody is well aware, is purely T1 goodness. Well, how could it not be? Like Baratheon it’s not having to choose between Soft and Hard Control, it can easily do both at the same time, without having to dilute their deck from anything except T1-level effects! If it weren’t for those pesky Favorable Ground -running KotHH decks, Lanni’s Throne would be secure. And with reprints of two CCG era monster cards (Wheels within Wheels and Counterplots) on the way to allow them complete Valar-dominance? Yeah, let’s leave it at that, you get the picture.

The Long Voyage and Knights of the Hollow Hill

Now, there’s been some discussion lately of Knights of the Hollow Hill, which I think cannot really be discussed without bringing The Long Voyage into it. See, the two Agendas do pretty much the same thing. Give you a completely un-interruptible and consistent source for your deck. Whereas Aggro needs that steady stream of cards to fuel it’s endless hammering at you with hordes of characters, Control needs the constant stream of resources to pay for all of it’s repeatable effects, high-impact events and bouncing back from the constant resets.

I’ll go back a bit further, as far away as the release of the Targaryen Deluxe Expansion. See, there was also an Agenda designed, which in a very similar way fuelled Rush decks. Heir to the Iron Throne. What TLV does to Aggro and KotHH does to Control, Heir would have done for the then classic Rush decks (since they tend to naturally be high on M/P icon characters). Now, there aren’t very many actual ‘Rush’ players around anymore, but back then… there still used to be. For a long while, Rush had been languishing as ‘not quite competitive but close’, and two new cards had been spoiled that would clearly drive it to the fore of the competitive metagame. One was The Laughing Storm, the second was Heir to the Iron Throne.

I guess everyone knows what happened? Yep, Heir to the Iron Throne got an errata and The Laughing Storm got restricted… before either of the cards had even hit the shop. And people nowadays claim that FFG over-reacts to the constant whining which is the AGoT online community... Now, this was also just before the Regionals Season, and let me tell you… there were a lot of Tourneys with zero Baratheon participants. What’s worse, we lost most of the good older Rush-players… whole Metas completely disappeared within a few months! The writing was clear on the wall, FFG and the player-base at large did not want Rush to become truly competitive, so it never would. Why bother playing competitively, when you could not play with your own playstyle?

Everybody who goes with that c*** of good players tending to gravitate towards Control should maybe consider, that the truth is more like only good players with a preference towards Control stay in the game for long. Now, that’s not completely true… but neither is it completely untrue. Along the way, we’ve lost most of the best and most experienced Rush-style players, and that’s all there is to it.

Right now, I’m thinking that I was probably too young and optimistic to see what they saw… and now, now I think I see it.

So, we have this trifecta of Agendas. All un-interruptible. Each with a ‘drawback’ that the particular playstyle can easily work around. One got errata’d to a House where it did not have enough support, as did the second one… and the third one has been winning Tourneys for 3 years now. Yeah, completely fair. See, the important part here is that uninterruptible -thing there. Uninterruptable access to something you would otherwise spend valuable deckspace on - effectively raising the average quality of your deck greatly. Every good competitively-oriented Aggro player has been having to spend ~6-9 cards and 2-3 plots mostly as anti-KotHH tech for several years now, and the choices of effective Aggro builds have been really limited because of it... not sure if that’s a good thing. Control players sure didn’t like it when the same situation was at hand with The Long Voyage in play.

Rush is dead, so I’ll let her lie in peace. And I don’t want to start a cycle revenge either, so KotHH is fine to be unrestricted/restricted without being errata’d to hell, if you ask me. But only if we also give Aggro back it’s equivalent. So, it’s a matter of choice… either we tone both down or let both run amok, hoping for some kind of balance of terror. It’s all the same to me, because the critical mass of removal has been reached and the amount of restrictions/errata needed to bring Rush back to being viable is too long to even consider.
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#229818 An Update on the 2015 Warhammer 40,000: Conquest Nationals

Posted by Pipes on 11 December 2015 - 11:03 PM

Hello Warhammer 40,000: Conquest community-

 

Thank you for your patience as we decided on a course of action regarding Pierson Payne's cheating at the Warhammer 40,000: Conquest National Championships. We will be making a statement with a full resolution of the issue very soon.

 

We apologize for the delay, and thank you once more for your patience.

 

Evan Johnson

Marketing Coordinator

Fantasy Flight Games


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#84543 Ancestral Home

Posted by JCWamma on 03 February 2014 - 09:44 PM

is it me or are all warden attachments not so impressive?


"choose and kneel a character. Discard all power on that character."

"choose and kneel a character. Discard all power on that character."

"choose and kneel a character. Discard all power on that character."
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#252272 More Wolves of the North spoilers via Hand's Judgment Podcast (DC Dennis)

Posted by agktmte on 23 March 2016 - 07:10 PM

You guys realize that first snow is limit 1 per plot deck right? I'm pretty sure that in first edition we still played characters even though Valar Morghulis existed.


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#183087 An Update on the Deckbuilder for A Game of Thrones LCG 2e

Posted by Pipes on 15 June 2015 - 07:27 PM

Hello A Game of Thrones forum community!

 

If you haven't encountered me on these forums before, my name is Evan Johnson and I'm the FFG employee administrating CardGameDB.

 

I just wanted to write a quick note to update everybody on the state of the CGDB deckbuilder for A Game of Thrones: The Card Game Second Edition. As of now, we have begun work on this deckbuilder, and it is on track to be completed and fully usable before the initial release of AGoT 2.0 at Gen Con Indy 2015. 

 

We look forward to seeing the A Game of Thrones community growing and evolving with the introduction of the second edition!

 

Thanks,

 

Evan


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#252326 No Middle Ground - seismic meta shift?

Posted by chriswhite on 23 March 2016 - 09:54 PM

It doesnt, Condemned will never see play in any decks.  Its not nearly as good as Attainted, and you dont have room for tons of these cards.

 

In my opinion, this is the mistake––You are comparing it to Attainted.   I imagine that many people will do this.  Or they will figure that since Noble Lineage < Little Bird, then Condemned < Attainted. And since Attainted isn't exactly amazing in its own right, this card must be mediocre at best.  After all, Attainted can open up Tywin to being poisoned, and there is no parallel for Condemned, right?

 

I would take a second look. I think Attainted is decent card, but Condemned is significantly better. Attainted is dead card against non-Intrigue decks (Greyjoy, Stark, Targaryen death, Tyrell knights). Attainted basically loses all value when an opponent has no hand left––something that Lannister can often achieve by turn 2. And while there are certain ways of taking advantage of Intrigue (well... mostly just Tears) opponents can often ignore Intrigue entirely––maybe not seeing a friendly Intrigue icon all game––and still pull through and win.  There are popular decks that do this and win tournaments.  But I have yet to see any deck that can win without Power icons.

 

Intrigue claim might often fizzle late-game, but Condemned can shape the game right up until the point where someone declares victory.  And whereas Attainted is situationally powerful based on the time and circumstances that you draw it, Condemned strikes me as a card that can always be useful: When you are on the defensive and your board presence is weak, you can thwart an opponent's attempt to win quickly. When you are on the offensive, you can circumvent would-be defenders to close the game out.  Even drawing them at the the worst possible time––say, you run 3 Condemned and they're all in your opening hand––you can still put them to use to delay opposing power-gain and prolong the game until you can establish an economy and draw solutions. Condemned is a cheap, recurrent, spammable card without trigger requirements, and one that––in categorical contrast to Attainted––directly undermines the game's most popular route to victory: using Characters to win Power challenges. This basically makes it the epitome of a non-situational card. And considering how much we get razzle-dazzled by cheap and splashable cards that––while powerful––are highly situational (Mare In Heat, Treachery, Seen In Flames, etc), I suspect this one might make a modest bang. 

 

I would stake my entire gaming reputation on it not being as game changing as Nymeria was.  :)

 

 

Hmm... well, gosh. I certainly wouldn't stake my entire gaming reputation on it, so I guess I should interpret your conviction as sage wisdom, eh?

But... aren't you the gentleman who rated Winterfell Kennel Master a "1 of 5" ?  (Apparently on par with Brandon's Gift?)  That same Kennel Master card that seems to have found its way into every winning Stark deck since the day it was released

I'll admit, I'm inclined to be wary of strong convictions about the future... They can bite back, unexpectedly, not unlike a direwolf who suddenly shows up in an Intrigue challenge.  But, indeed, who knows what tomorrow may hold...?


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#100759 The Unofficial New Player Buying Guide

Posted by scantrell24 on 23 April 2014 - 03:03 AM

This buying guide is an addition to the New Player Guide. Vets, let me know if you think anythings needs adjusting. Thanks.

General Notes

A Game of Thrones is an LCG (Living Card Game). To start playing and building cohesive decks, you’ll need at least one Core Set plus the Deluxe Expansions for whichever Houses you find interesting. From there, you can purchase additional Chapter Packs, which contain a fixed distribution of cards. If we both purchase the same Chapter Pack, we’ll find the same 60 cards inside (3 copies each of 20 different cards). It's fairly easy to share a collection with a friend or two, which can help defray the cost significantly. For more information, see the Comprehensive New Player Thread.

Each Cycle of Chapter Packs has a theme, so if you buy an entire cycle you’ll have cards that work well together. An example is the King’s Landing cycle which features shadow cards and City plots. However, sometimes you will want to cherry-pick chapter packs for specific cards if you don’t intend to fully explore the theme from a certain cycle. For example, every pack in the Brotherhood cycle isn’t necessary unless you want to make a Brotherhood deck. Also, as a general rule newer chapter packs tend to pack more punch due to slight power creep.
To view which cards come in which packs, see the Spoilers page.

Seasons

In the Game of Thrones card game, some decks run cards like the Black Raven, which says “It is Summer”, or the White Raven, which says “It is Winter”. These decks also include cards which have effects contingent on the corresponding season. For example, Wintertime Marauders reads “If it is Summer and you reveal a plot card, kneel Wintertime Marauders. Response: If it is Winter and you win a challenge in which Wintertime Marauders is participating, choose and discard a non-unique card from play.”

To run a season themed deck, you’ll want the following packs:
A Song of Summer for Carrion Bird, Black Raven, Kings of Summer and A Song of Summer
The Winds of Winter for Carrion Bird, White Raven, Kings of Winter and The Winds of Winter
A Change of Seasons for A Time for Ravens
The Raven’s Song for Samwell Tarly
Fire and Ice for The Kingsroad

The "Best" Chapter Packs

Below you will find Chapter Pack rankings compiled with input from several veteran players. If you want to quickly build competitive decks and you have a limited budget, then these ranking are for you.

Top Overall

 

01. Ancestral Home (Daenerys, Tyrion, Westerlands, Great Wyk, Harrenhal, Dark Wings Dark Words, Warden of the West, Prince of Dorne, King of the Isles, Khal, Horselord)

02. The Kingsguard (Preston, Jaime, Arys, Mandon, Tywin, Arianne, Shadow Killer, Jorah)

03. A Dire Message (Iron Throne, They Lay With Lions, Wheels Within Wheels, Orkwood Captain, Mad King Aerys)
04. Where Loyalty Lies (Ghost of High Heart, Jorah, Daario, Asha, Finger Dance, Davos, Rickard, House Divided)
05. On Dangerous Grounds (Tourney Grounds, Harrenhal, Scourge, Fiery Kiss, Alannys, First Snow)
06. Reach of the Kraken (Black Sails, Naval Reinforcement, Fleets, Mel's Scheme, Missandei, Victarion)
07. The Horn That Wakes (Coldhands, Ygritte, Jon Snow, Yoren, Janos, Secret Orders, Mel's Favor, Gormond, Hammerhorn Raiders, Dayne Spearman)
08. Spoils of War (Catelyn, Theon, Bitterbridge, Right of Conquest, Aegon, Enraged Crewman, Doran, Murdered Her Children, Tycho, Mummer's Ford, Conquest, Defiance)
09. A Hidden Agenda (Alleras, Summoned, Sansa, Cressen, Gran, Maiden's Bane, Bloodthirst)
10. Forgotten Fellowship (Robb Stark, Harry the Riverlands, Man-at-Arms, Noble Cause, Asha Greyjoy, Storming the Shore, Old Way, Obara Sand)
11. Journey's End (Smith, Maiden, Three-Eyed Crow, Fury, Qarl the Maid, Choosing the Spear, Cape Wrath)
12. Champion's Purse (Vargo, Edmure, Robert Strong, Counterplot, A Taste of Glory, Rhoyne Poleman, Viserys, Wex Pyke, Blood Orange Grove, Desert Raider)
13. Captain's Command (Father, Desperate Measures, Arbor Guardsman, Khorane Sathmantes, Blood Magic Ritual, Iron Fleet Scout, Ser Cletus Yronwood)
14. A Turn of the Tide (KL Coup, Clegane Brigands, Margaery, Dale Seaworth, Braided Screamers, Greenblood Vessel)

15. Time of Trials (City of Sin, Condemned by the Council, Catelyn Stark, Cersei Lannister, Street Waif, Flea Bottom Scavenger, Lost Oasis)
16. Tales from the Red Keep (Syrio, Red Keep, Sansa, Joffrey, Queen of Thorns, Margaery, Black Cells, Dragonpit, Boatswain, Viper's Rage)
17. Poisoned Spear (Twist of Fate, Kyle Condon, Sorrowful Man, The Sparr, Red Viper, Poisoned Spear)
18. Gates of the Citadel (At the Gates, The Maester's Path, Lucas, Widow's Watch, Laughing Storm, Daenerys, Gylbert Farwynd)
19. Refugees of War (Highgarden Refugee, Mountain Refugee, Island Refugee, Refugee of the Citadel, Refugee of the Plains, Bolton Refugee, Cat o' the Canals, Alannys Greyjoy, Gilly, War of Five Kings, Arena Knight)

20. Banners Gather (Rally Cry, Northland Keep, Brightwater Keep, Storm the Gate, Southron Stronghold)

 

Best of House Stark

Forging the Chain (Luwin, Riders of the Red Fork)
Refugees of War (Bolton Refugee, Cat o’ the Canals)
Tourney for the Hand (Meera Reed)
Trial by Combat (No Quarter, Knight of Harrenhal)

Honorable Mention:

The Champion's Purse (Edmure Tully, Needle)

Ancient Enemies (Fury of the Wolf, Bear Island)
Scattered Armies (Northern Cavalry Flank)
Sacred Bonds (To Be A Wolf)
On Dangerous Grounds (Harrenhal)

Prize of the North (Riverlands Hunter, Hand of the King)

 

Others to Consider:

City of Secrets (Arya Stark, Hungry Mob)
Valar Dohaeris (Damon, Bran)
A Hidden Agenda (Sansa)
Winds of Winter (Vyman, Ranger of Winter)

A Harsh Mistress (Maege Mormont)

A Dire Message (Blackwood Elite)

Best of House Lannister

War of the Five Kings (Pyromancer's Cache, Joffrey's Guard, Jhalabar Xho)
Battle of Ruby Ford (Castellan, Devious Intentions)
City of Secrets (Tyrion, Tunnels)
Pirates of Lys (Cersei's Scheme, Lancel, Bear and Maiden Fair)
A Turn of the Tide (Brigands, Margaery)
Kingsguard (Tywin, Hound)

Ancestral Home (Tyrion, Westerlands, Warden of the West)
A Dire Message (Wheels Within Wheels, Ser Balon Swann)

Honorable Mention:

Refugees of War (Mountain Refugee)
Scattered Armies (Tommen Baratheon)
Secrets and Spies (Qyburn, Littlefinger)
Battle of Blackwater Bay (Alchemist's Guild Hall)
Horn That Wakes (Janos Slynt, Secret Orders)
Forgotten Fellowship (Gregor's Dog, Ashemark Knight, Harry the Riverlands)

Others to Consider:

Where Loyalty Lies (Gregor Clegane, A House Divided)
A Harsh Mistress (Pentoshi Manor, Volantis Inn)
Reach of the Kraken (Little Bird, Fleet from Arbor)

Fire Made Flesh (Podrick Payne, The Mander, There Are No Men Like Me)

Prize of the North (Ashemark Councilor, Marbrand Outrider)

Best of House Baratheon

Tales from the Red Keep (Margaery, Black Cells, Queen of Thorns)
Valar Morghulis (Stannis, Bastard of Nightsong, Willas Tyrell)
Wolves of the North (Seat of Power)
Return of the Others (Melisandre)

Honorable Mention:


Refugees of War (Highgarden Refugee)
Tower of the Hand (Eddard, Robert, Royal Entourage)
Secrets and Spies (Knight of Flowers)
Battle of Blackwater Bay (King Robert's Hammer, Davos Seaworth, Blackwater Bay)
Gates of the Citadel (Laughing Storm)
On Dangerous Grounds (Fiery Kiss)
Reach of the Kraken (Melisandre's Scheme, Fleet from Lysene)
The Great Fleet (River Runner, Davos Seaworth, Black Betha)
Turn of the Tide (Dale Seaworth, Margaery Tyrell)
A Hidden Agenda (Maester Cressen, Mace Tyrell, Riches of the Reach)
Banner's Gather (Brightwater Keep, Into the Breach, Storm the Gate)
The Kingsguard (Shadow Killer, Melisandre)
Forgotten Fellowship (Man-at-Arms, Noble Cause, Forced March)

 

Others to Consider:

War of the Five Kings (King Robert's Host, Florent Scouts)
Epic Battles (Battle at the Wall)
Pirates of Lys (Salladhor, Oakenshield Port, Ours is the Fury)
Captain's Command (Lyseni Pirate, Khorane Sathmantes)
Spoils of War (Bitterbridge, Seasoned Smuggler, Right of Conquest)

Fire Made Flesh (Knight of the North, Heartsbane)

Ancestral Home (Renly Baratheon, Lyseni Captain, Warden of the South)

Prize of the North (The Wall, Defenders of the Wall, Deserted Castle)

A Dire Message (Robert Baratheon, Flame and Shadow)

Best of House Targaryen

Where Loyalty Lies (Ser Jorah Mormont, Daario)
Trial by Combat (Dragon Knight, Meraxes)
Valar Morghulis (Magister Illyrio, Incinerate)

Ancestral Home (Daenarys, Horselord, Khal)

A Dire Message (Mad King Aerys, By Sword or by Guile)

Honorable Mention:


Ancient Enemies (Dragon Thief, Fury of the Dragon)
Sacred Bonds (To Be A Dragon)
Refugees of War (Refugee of the Plains)
Tower of the Hand (Aegon's Hill)
Of Snakes and Sand (Jhogo)
On Dangerous Grounds (Meereen Tourney Grounds)
A Turn of the Tide (Braided Screamers, Dothraki Outrider)
A Harsh Mistress (Great Pyramid of Meereen)

Others to Consider:

Time of Trials (Street Waif)
Tales from the Red Keep (Dragonpit)
Secrets and Spies (King's Landing Assassin)
Battle of Blackwater Bay (Rhaenys's Hill)
A Sword in the Darkness (Hatchling's Feast)
Illyrio's Gift (Rhakaro, Drogo's Horde, Bitter Crone)
Dreadfort Betrayal (Black Hatchling, Dothraki Handmaiden)
Forging the Chain (Shadow Seer, Pyrophobia)
Mask of the Archmaester (Bloodrider)
A Poisoned Spear (Sorrowful Man)
Valar Dohaeris (Young Griff, Strong Belwas, Recruitment)
Chasing Dragons (Archmaester Marwyn, Griff)
House of Black and White (Company of the Cat, Long Lances)
A Roll of the Dice (Brazen Beasts, Meereenese Fighting Pit)
Fire and Ice (Dothraki Vanguard, Khal Drogo, Slaver's Bay)
Kingsguard (Harpy's Scourge, Jorah Mormont)
A Hidden Agenda (Viserion, Drogon, Rhaegal)
Spoils of War (Aegon Targaryen)
Champion's Purse (Viserys Targaryen, Rhoyne Poleman)

Best of House Greyjoy

Forgotten Fellowship (Asha Greyjoy, Storming the Shore, The Old Way)
Reach of the Kraken (Victarion, Fleet from Pyke)
Fire and Ice (Balon Greyjoy, Damphair's Drowned)
A Hidden Agenda (Gran Goodbrother, Longship Maiden's Bane)
Valar Morghulis (Aeron Damphair, Maester Kerwin)

Ancestral Home (Great Wyk, King of the Isles, Set Sail)

A Dire Message (Orkwood Captain, Raider from Orkwood)

Honorable Mention:


Ancient Enemies (Fury of the Kraken)
Sacred Bonds (To Be A Kraken)
A Change of Seasons (Wintertime Marauders, Theon Greyjoy)
Refugees of War (Island Refugee, Alannys Greyjoy)
A Sword in the Darkness (Naval Escort)
Where Loyalty Lies (Asha Greyjoy, Theon, Finger Dance)
The Horn That Wakes (Gormond Goodbrother, Hammerhorn Raiders)
Spoils of War (Enraged Crewman, Theon Greyjoy, The Reaver's Song)
Forging the Chain (Kingsmoot Hopeful, Burned and Pillaged)

Fire Made Flesh (Orkmont Reaver, Iron Island Marines, Longship Iron Victory)

Others to Consider:

Tales from the Red Keep (Distinguished Boatswain)
Rituals of R'hllor (River Blockade, Ambitious Oarsman)
Of Snakes and Sand (Bloodthirsty Crew, Refurbished Hulk)
Called by the Conclave (Master Murenmure, Longship Blackwind)
Isle of Ravens (Baelor Blacktyde)
Here to Serve (Iron Cliffs)
Tourney for the Hand (Newly Made Lord)
On Dangerous Grounds (Alannys)
A Poisoned Spear (The Sparr)
Valar Dohaeris (Victarion, Moqorro)
Chasing Dragons (Iron Fleet Captain, Victarion's Reavers, Longship Grief)
A Harsh Mistress (Captured Cog)
Pirates of Lys (Andrik the Unsmiling, Victarion's Schemes)
At Journey's End (Qarl the Maid, Ten Towers Longship)

Best of House Martell

Time of Trials (Flea Bottom Scavenger, Lost Oasis)
Battle of Blackwater Bay (Southron Mercenaries, Venomous Blade)
On Dangerous Grounds (Sunspear Tourney Grounds, Scourge, Maiden of Poisons)

Honorable Mention:


Refugees of War (Refugee of the Citadel)
Tower of the Hand (Dornish Paramour)
Forging the Chain (Ghaston Grey)
A Poisoned Spear (The Red Viper, Poisoned Spear)
Valar Doheaeris (Quentyn Martell)
Chasing Dragons (Ser Archibald Yronwood, Ser Gerris Drinkwater)
The Champion's Purse (Desert Raider, Blood Orange Grove)
A Hidden Agenda (Bloodthirst, Southron Heiress)
Spoils of War (Doran Martell, You Murdered Her Children, Spy from Starfall)

Others to Consider:

War of the Five Kings (Maester of War, Queen Myrcella's Guard)
Epic Battles (Bastard of Godsgrace)
A Song of Summer (Maester of the Sun, Open Market)
A Change of Seasons (A Game of Cyvasse)
Return of the Others (Burning on the Sand)
Mountains of the Moon (Lost Spearman)
The Isle of Ravens (Prince's Plans)
Mask of the Archmaester (Starfall Cavalry, Oberyn's Guile)
Trial by Combat (Dagos Manwoody, the Brimstone)
A Roll of the Dice (Greenblood Merchant, Deceit)
At Journey's End (Choosing the Spear, Starfall Skirmisher, Cape Wrath)
Fire and Ice (Ellaria Sand, Oberyn's Shield Bearer)
The Kingsguard (Arianne Martell)

Ancestral Home (Dorne Loyalist, Prince of Dorne)

A Dire Message (Locked in a Cell, The Boneway)

The Deluxe Boxes
Finally, note that while Deluxe Expansions focus on only a single house, each one also comes with some neutral or dual-affiliation cards, especially plot cards, that you'll eventually want.

Lions of the Rock (Lannister) includes Frey Hospitality, Breaking and Entering, Art of Seduction, Game of Thrones, Shadows and Spiders, Street of Silk, The Only Game That Matters, and Terminal Schemes.
Lords of Winter (Stark) includes Marched to the Wall, Fortified Position, Take Them By Surprise, Nightmares, and Die by the Sword.
Queen of Dragons (Targaryen) includes Burning Bridges, Loyalty Money Can Buy, Muster the Realm, Threat from the East, Kingsroad Fiefdom, River Row, Dissension, Favorable Ground, Paper Shield and Sun Stroke.
Kings of the Storm (Baratheon) includes The King's Law, Forgotten Plans, The Power of Faith, Regroup, Lineage and Legacy, Hedge Knight, Roseroad, Searoad, Superior Claim, Narrow Escape, and Knights of the Realm.
Kings of the Sea (Greyjoy) includes Robb Stark, Myrcella Lannister, Robert Baratheon, Siege of Riverrun, Silent Sisters, Randyl Tarly, Price of War, Confession, Kingdom of Shadows, and Bay of Ice.
Princes of the Sun (Martell) includes Battle of Oxcross, Threat from the North, Red Wedding, Attack from the Sea, Parting Blow, Make and Example, Rusted Sword, Ser Arys Oakheart, Brienne of Tarth, and Ser Jorah Mormont.


The Chapter Pack Cycles
Here I’m going to briefly summarize each cycle (a set of six chapter packs) and provide a score based on the tournament-worthiness of the cards.

A Clash of Arms includes a few potent cards, such as Armies which are cheaper when you have a King or Queen in play; epic battle events that create an additional challenge phase; and events that are only active if you have a Military Battle, Intrigue Gambit, or Power Struggle plot in your used pile. This cycle also includes some duds, such as the characters that can become (mediocre) attachments in certain situations. Overall score: 3/5

A Time of Ravens introduces Summer and Winter. Stark and Greyjoy thrive in the cold; Targaryen and Martell are-pro Summer; Lannister and Baratheon feel indifferent. Overall score: 4/5 if you’re building a Season deck, 2/5 otherwise

King’s Landing introduces the Shadows mechanic, and every House except Greyjoy joins the party. Shadows are great for bluffing, for keeping cards safe until you’re reading to bring them into play, and for purchasing expensive cards in two easy payments. Overall score: 4/5

Defenders of the North introduces the conflict between the Wildlings and the Night’s Watch. Sadly, many of these cards are mediocre in tournament play, but there are a few hidden gems that redeem an underwhelming cycle. Overall score: 3/5

Brotherhood Without Banners introduces Beric Dondarrion and his band of loyal outlaws. Additionally, the Stark House Bolton, Lannister Clansman, Baratheon Asshai, Targaryen Dothraki, Greyjoy Raider and Martell Sand Snake themes are fleshed out. This is definitely a cycle for Nedly players. Overall score: 2/5

Secrets of Oldtown brings Maesters out from behind their dusty old books and into the spotlight. The agenda creates a “toolbox” that players must carefully manage by choosing the right chain attachment at the right time. Additionally, Stark gets some tutor (search) effects, Targ gets more burn and Dragon support, and Greyjoy receives plenty of generally efficient cards. Overall score: 5/5 if you’re building Maesters, 3/5 otherwise

A Tale of Champions introduces the Joust and Melee keywords, and focuses on the Knights, Lords, and Ladies of Westeros. Themes such as Martell icon control and Greyjoy chock are expanded, and almost all of the cards in this cycle are least average. Overall score: 4/5

Beyond the Narrow Sea ventures into the Free Cities and features many characters from the later novels. For example, Targ gets characters from the Mercenary companies and Greyjoy gets more Captains and Warships. This cycle introduces River plots and expands upon the City plots from the King’s Landing cycle. It also introduces the character-agenda mechanic whereby some dead characters can become your agenda if you do not have one already. Overall score: 3/5

A Song of the Sea introduces the naval enhancement mechanic and focuses on maritime battles. Each House gets new a plot card, several of which are quite powerful. This cycle is especially kind to Greyjoy, Baratheon, and Lannister, which makes sense thematically. Targ gets more attachment love while Martell and Stark gain a few useful cards but nothing cohesive. Finally, a series of interesting Prayer events evoke the seven gods. Overall score: 4/5

The Kingsroad returns us to Westeros after two cycles abroad to revisit old themes like Bannermen, Seasons, Kingsguard, Wildlings, Nights Watch, and Brotherhood. There are new agendas for Baratheon, Martell, and Greyjoy, and some support for agenda-less decks. Overall score: 5/5

The current cycle, Conquest and Defiance, handles power creep by introducing the prized keyword, which allows player to employ powerful cards that come with the drawback of handing your opponent free power. Thematically this cycle evokes the huge swings in power that result from winning and losing battles, allies, captives, and treasures. Overall score: 4/5


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