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The Boneway



  • Type: Location
  • Faction: Martell (Loyal)
  • Cost: 2
  • Dorne.
  • Reaction: After you lose a challenge, place 1 vengeance token on The Boneway.
    Dominance Action: Kneel The Boneway and discard 6 vengeance tokens from it to gain 3 power for your faction.
  • Quantity:
  • Number: 56
  • Illustrator: Tomasz Jedruszek
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20 Comments

After playing couple of games with it, I'm not sure it deserves a spot in Martell Fealty... If you have a decent initiative on your plots, I think I would go with Sunspear. Even on setup, I managed to collect 9, 10 tokens for the rest of the game, so one trigger. Can someone who tested it more share his/her impressions?

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JoeFromCincinnati
Apr 04 2016 04:38 PM

You lost a total of 9 challenges in the entire game? That was a win, right?

 

I play it in a Martell Banner of the Watch deck, and it worked great with the Wall. I haven't tested it in a fealty deck, but when your opponent is trying to get the Wall down, I was able to get 6 tokens on it within 2 turns with regularity. I have had several games where, if I get it out by turn 1 or 2, I get 2 triggers in an average length game (4 to 6 rounds). That's an average of a little over 1 power per round.

 

As for Fealty, I am not sure. It'll dissuade your opponent from doing non power challenges, which protects your hand and your board. That alone may make it worth the include. It's not like it requires any kind of cost once you play it. It passively accumulates tokens until it triggers. Not a bad deal, in my opinion.

Ditto--I like it. I haven't played a ton of Martell but I've been playing around recently with some icon-removal, tricky kind of decks and this is a nice compliment there as you can prioritize your targets and you get a little benefit when you can't defend everywhere. 

 

Plus, I like the cost for Setup. 

You lost a total of 9 challenges in the entire game? That was a win, right?

 

I play it in a Martell Banner of the Watch deck, and it worked great with the Wall. I haven't tested it in a fealty deck, but when your opponent is trying to get the Wall down, I was able to get 6 tokens on it within 2 turns with regularity. I have had several games where, if I get it out by turn 1 or 2, I get 2 triggers in an average length game (4 to 6 rounds). That's an average of a little over 1 power per round.

 

As for Fealty, I am not sure. It'll dissuade your opponent from doing non power challenges, which protects your hand and your board. That alone may make it worth the include. It's not like it requires any kind of cost once you play it. It passively accumulates tokens until it triggers. Not a bad deal, in my opinion.

One game was win, other was loss against Lannister crossing rushing to victory with renown and +power from third challenge.

I assume Boneway is better with Wall for forcing unopposed and Martell Crossing since you want to attack all three challenges. In Fealty it's usually up to two, and you will win some of those. :)

When you are not first player, your opponent (FP) can play Nightmares and prevent Boneway for you to gain 3 power right?

In the dominance phase action window? Yes.
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theamazingmrg
Feb 22 2017 09:04 PM

When you are not first player, your opponent (FP) can play Nightmares and prevent Boneway for you to gain 3 power right?


For one turn, yes.

Forget Nightmares, it's the Sea ***** you gotta worry about now. That one card fairly effectively shuts down a lot of Martell's strength,

    • Cloud likes this

Actually, Sea ***** cannot do much harm to Martell locations, at worst make you not attack for that round.

I dunno, taking a 6 token Boneway and then triggering it seems pretty nasty to me. I can't see a Martell player putting extra tokens on it if Sea ***** is on the table.

I've been on the receiving end of a Sea ***** / Ghaston Grey (I thought it was a Dom Action, DOH!!!!) and that hurt but it's recoverable.

Saying that - I'd push through a Ghaston regardless if they took it. I can handle a character going back to my hand, I can't handle the Boneway giving away power to my opposition.

@Von Vibble - I'd put it on 5 - and then wait until I can get a Nightmares or get rid with a Ghaston.

Until we get our own location control (some kneeling effects would be lovely!), Greyjoy are a nightmare at the moment with how powerful their own locations/location discard is and how little most others have (PttT and Pyro, both not easy to trigger but Pyro's once did shut down a GJ deck for me).

 

It's not all doom and gloom, I'm sure it will come eventually.

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theamazingmrg
Feb 23 2017 03:44 PM
Nightmares is also great for dealing with Sea *****.

Regarding Sea B*tch:

1. Greyjoy has to be the 1st player otherwise Martell goes first and as a Dominance Action can trigger it before Sea "Asha" can be triggered.

2. Martell can control whether the Boneway reaction triggers, so in case Martell see that there are 5 vengeance tokens and Greyjoy has Sea B*tch ready and Grey is also the 1st player, then Martell will just not trigger the Boneway in case he loses the challenge.

 

Regarding the Boneway itself, bear in mind that you can also loose challenges as an attacking player. So in theory 6 vengeance tokens can be gathered within 1 turn. I think Boneway is more "nice to have" than "must have" location for Martell. It's biggest advantage is that it messes with opponents challenges because opponent would need to consider this "Damocles sword" of potential 3 points gain. And including it to other Martell tricks (like Doran's game or The Scorpion's Sting) which could get Martell quite a lot of points quickly.

    • theamazingmrg likes this

Until we get our own location control (some kneeling effects would be lovely!)


Kneeling won't help vs Sea *****, though I grant its otherwise good.

@VonWibble - Oh yes my bad, I thought it was a kneel/sacrifice effect. In that case I believe some Nightmares need to go in my deck ;)

Nightmares should go in pretty much any deck - at least as a x3 until you see something better to replace it with and need to cut down your deck.

You aren't often disappointed to top-deck it mid game.

@VonWibble - Oh yes my bad, I thought it was a kneel/sacrifice effect. In that case I believe some Nightmares need to go in my deck ;)

 

If you're worried about Greyjoy player I would recommend rather 3x Hand's Judgement as his "We just steal food" event is more threat than SeaB*tch. As I pointed above SeaB*tch is manageable.

I already pack Hand's Judgement. Saved me a ton of times. Found it hard to try and fit Nightmares and HJs alongside the Martell events (although experimenting with just Viper Eyes atm...). Maybe worth 2xHJ, 2xNightmare, 3xViper Eyes??? Hmm...

what happens to the tokens if this location is blanked, do the tokens fall off?

what happens to the tokens if this location is blanked, do the tokens fall off?

No, tokens stay on the card.