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All Things Shagga - Gameplay Variants Pt. 1

Small Council All Things Shagga Kennon

Welcome back once again, intrepid explorers of All Things Shagga. This week we continue our efforts to expand the ground which a Shagga directed column is able to cover. Once again, we’re passing on a decklist for this week and instead are taking a look at a much larger Shagga perspective on the game. What might that be, you ask? Gameplay variants. Being a Shagga player generally means a love of all things awesome, exciting, inventive and unusual- and it’s hard to find something much more inventive and unusual than an entirely different way to play the game that we all know and love.

So what does a game variant do? Generally, the majority of the core mechanics stay the same- players still draw, count gold, play cards, attack and defend, but generally one major variable of the game is altered while the others stay the same. For instance, in the Highlander format, all of the game rules function the same except for one small piece of deck construction- you can only play one copy of each card in your deck.

While there are several variants to choose from, this week we’re going to look at the Hand of the King variant. For those that want to read the full rules document, you can check it out here. For those who want the short and easy breakdown, here are the five easy steps to play Hand of the King:
  • Choose any non-Creature, non-Army unique character. This character starts next to your house card, outside the game.
  • When you count gold in marshalling, put one gold token on your Hand, which cannot be spent. When your Hand has gold on it equal to or greater than its cost, bring it into play.
  • If a Hand would leave play for any reason, instead remove one gold token from it.
  • Each player may declare one challenge per turn against the opposing Hand. The Hand is automatically considered a defender. If the attacking player wins, they move one gold from the losing Hand to their own as well as regular claim effects.
  • In order to win, you must reach your normal win condition as well as have a Hand of the King in play with more gold on it than the opponent’s.
For anyone else that may be familiar with Magic the Gathering, you may notice some passing similarity to the EDH (Elder Dragon Highlander) or Commander format. One particularly important difference is that your choice of Commander in MTG limits your factions for deckbuilding, but since that’s already largely taken care of by the house card in AGOT, players are actually able to use a Hand from any house they would like, regardless of what house it belongs to.

Of course, playing hand of the King does bring another important feature to the table for the Shagga player- inevitability. Much like an agenda, you know that whatever Hand of the King you choose will be available to you without any need to draw or search for it. This creates an easy “build around me” situation that Shaggas love. Conveniently, with many characters it’s actually quite a Nedly format to emphasize this title and the unique characters from the books.

Here are a few of the more interesting Hand of the King options:

Asha Greyjoy (WLL) - As the cheapest non-kneeling character in the game, Asha Greyjoy can help you really close out even a standard joust game. In Hand of the King, she can easily be used with a Lannister Power Behind the Throne deck in order to make multiple intrigue challenges with renown.

Myrcella Lannister (LotR) - An interesting quirk of the Hand of the King rules means that you can discard her as the cost of her ability, but the rules replace her discard pile destination with the removal of a gold token instead. This means you could use her repeatedly to make extra intrigue challenges.

Edric Storm (Core) - Much like Myrcella Lannister, Edric can be used over and over, thanks to the HotK rules.

Daario Naharis (WLL), Ser Jorah Mormont (WLL), and Ser Arys Oakheart (PotS) - I’ve lumped these three together as they function very similarly in this format. Since they trigger off of coming into play and don’t care where they came from, they’ll trigger when they reach the appropriate amount of gold tokens on them. If your opponent challenges your Hand, you choose them for military claim, or find other ways to cause them to bounce out of play, you can keep returning them to play and discarding multiple characters.

Old Nan (BoRF) - Sure, she won’t be doing much that’s exciting all by herself, but being able to guarantee getting her into play second turn is bound to let some decks pull some pretty sick trait manipulation, possibly with Daario, Jorah and Aerys listed above.

Grand Maester Pycelle (TRS) - If you can find the right deck, I think there may be something in re-using Pycelle to recycle plots over and over.

Lucas Blackwood (GotC) - If you can find a way to keep killing Lucas over and over, you can generate extra military challenges at some really odd times. With the Siege of Winterfell agenda, this could lead to some pretty explosive turns.

Myrcella Lannister (ODG), Edric Dayne (IG) - These Martell nobles can be used with Ghaston Grey similarly to the other Myrcella and Edric Storm. Instead of returning to hand, they’ll lose a gold token and leave play, then come back ready to bounce an opponent’s character next turn. Technically, this works with Arianne Martell, The Red Viper and Doran Martell as well but since you’d be waiting until turns 4 and 5 to start the shenanigans, I’m not really sure it’s worth it.

Reek (MotM) - Last but not least, Reek lets us abuse these rules to the utmost as the “leave play” clause that discards a gold token also extends to losing control of that character, so if you can win the intrigue challenge, you can exchange Reek for control of an opponent’s character, then discard a gold token from Reek and have him back gain next turn, ready to thieve again.

Those are just a few of the more interesting Shagga applications of the Hand of the King variant. What interesting applications do you readers have in mind?
  • Reager likes this


30 Comments

good thought!
but you forgot something important.
in the HtK variant you should keep your gold on your HtK,not spend it.
and taga burn is deadly in this variant. if a HtK was burn to death,you can only keep your HtK's cost -1 that much gold.

so enjoy your GOD mode taga burn!
@kyopzq even if you burn a hand of the king that has 2 strength with flame-kissed it would be the same thing of killing him for 1 turn since the attachment would be removed once his gold reaches below his cost (because the HtK leaves play). Although it would be a good way of removing excess of gold tokens on the opponen'ts HtK.

Interesting variant though, I didn't know about it
Maester Kerwin (VM) would be pretty nice, costing only 1 you can have his ability every turn or possibly even more than once per turn
The Laughing Storm (GotC), Magister Illyrio (VM)... the list of good hand of the kings is immense
Strong Belwas (VD) for infinite saves effectively. He will start with 2 gold coins, but each time he reaches 3, he discards one of them to stay in play. Therefore he will always be staying in play when he saves a unique Targ character.


Shyra Errol (ODG) can help you retain power on your characters in play if you decide to go the route of rush.

When Old Bill Bone comes out, he will make a Martell Hand have spendable gold on them. Not that you'd want to spend it necessarily, but it does make that gold unreachable.
I think I remember reading somewhere that your Hand can't have gold tokens placed on them from any source other than by being hand of the king, which is why Strong Belwas (VD) and Joffrey Baratheon (KotS) are out.

I had a lot of fun using Tommen Baratheon (SA) to ensure I have a king out for Pyromancer's Cache (TWot5K), King Joffrey's Guard (TWot5K), and the other 8 cost unique armies.
I don't think gold related characters like Strong Belwas (VD), Tywin Lannister (Core), Joffrey Baratheon (KotS) since rules say : Card effects cannot be used to place or move Gold Tokens
onto or off of a player’s Hand of the King.
Well yes you can use those characters but their abilities would be useless
Yes, sorry, I skimmed over that particular fact in my abbreviated rules accidently, but it is mentioned in the official FFG rules document.

Hands cannot have gold placed on them or spent for any card or game effects other than the Hand of the King rules.

Unfortunately, this means stuff like Strong Belwas won't actually work in Hand of the King.
Whoopsie. I have never played the variant before.
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slothgodfather
Jun 27 2012 03:28 PM
Ghost of High Heart (WLL) is one of my favorite ideas for a Hand. By turn two you are seeing what is in your opponents hand and tossing the best thing they have.
    • OKTarg likes this
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slothgodfather
Jun 27 2012 03:30 PM
You should sometime Bomb, it adds an interesting dynamic to the game. Just don't forget to direct one of your challenges to your opponents Hand of the King so you can steal their gold tokens!
I've actually been quite interested in some type of 2v2 action where you build your decks together as a team to see how that works out. Haha.

I will see if my friends would be interested in Hand of the King sometime.
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n4m3l3ss0n3
Jun 27 2012 07:26 PM
Bomb:2v2 action where two ppl build their decks together is boring. You can build unbeatable combos. 2v2 is usually played ad random - then it is a lot of fun.
Question on the HotK rules. It says that you automatically count the STR of the Hand when he/she is attacked, but does that mean they are participating in the challenge,

War Scorpion (BoRF) would be handy if that it he case.
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slothgodfather
Jun 27 2012 08:00 PM
Yes. For one of your challenges, you declare them directly to your opponent's HotK character. They are automatically participating, regardless of icon or standing/kneeling. The other player can declare any additional defenders as normal. If you win, you get to move 1 gold from their HotK character to your own and your challenge still has regular claim.
Hodor (Core)
anyone?
@alexbrew I don't see the utility for him being HtK unless you are playing a defensive deck
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slothgodfather
Jun 27 2012 08:22 PM
Wouldn't be a bad choice in a Tully deck I suppose, to help win defensively for Riverrun.
well I was under the impression cheapness would be a bonus, cause you'd get him into play alot faster,
also the 4 str as defending hand seems a great thing to have (i'm not keen on the rules but i thought he'd defend with 4 intrigue too)
so he'd make for an awesome hand!!
Ofcourse keeping in mind that making your opponent kneel multiple characters to have to attack your 1 cost hand is a good thing.
How would Varamyr Sixskins (AKitN) work with this mechanic? Would the fact that he returned to your house card rather than your hand count as the effect being cancelled?
I'm not sure the Grand Maester Pycelle (TRS) trick actually works. I don't think your Hand can ever be considered "killed", even though someone may try to "kill" him. He certainly never ends up going to the dead pile. The rules say "Any effect that would cause the Hand of the King to leave play or change control instead removes one gold token from it." I would read that as the effect that would kill GMP would instead remove a gold token.
@abaircain still counts as been killed, like it has been discussed in the quill and tankard article for the character agendas. Replacement effects don't change the fact that he has been killed.

@ Jcwamma not sure about varamyr but I think the effect is not cancelled since the rules say that when the htk leaves play you must remove a gold token from him, doesn't matter where he goes. If it's done while he has 2gold on him he would be considered to be returning to your hand and thus leaving play, the fact that he doesn't go to your hand doesn't matter.
@JCwamma & @Reager Indeed, I can't believe that I overlooked Varamyr in my breakdown of interesting Hands, considering that I'd designed an entire deck around him for a different All Things Shagga article. Great choice find!
I won a tournament with Val as the Hand. Ran it out of Bara with See Who's Stronger. There are just so many amazing hands with different twists. Core Eddard is shockingly good, Lem brings deadly every time when you attack the opposing hand, and Jeyne keeps filling your hand with Robb, Mance, or Red Forks!
I imagine Ser Arthur Dayne (TWoW) with Dawn (TRS) attached could be a brutal Hand.

Aeron Damphair (KotS) will allow you to build board position and he remains in play.

High Septon (LotR) will grab you two power each time he is "killed".

Archmaester Marwyn (MotA) if you or your opponent have some annoying "when revealed" effects.

Bronn (LotR), I imagine, would be a nightmare to face considering he'd be participating in every challenge against the Hand specifically.

Willas Tyrell (VM) would be annoying if you are Martell or Lannister.

Old Bear's Crow (TGM) could be an interesting Hand that boosts Night's Watch characters you control.

Tyrion Lannister (LotR) as the Hand gets lots of support from Clansman.

I imagine Joffrey Baratheon (Core) would survive for quite awhile and would claim a lot of power through out the game. He'd claim power for himself being killed and if you time a Valar right, there's 3 more power right there for him.
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jasonconlon
Jan 04 2014 12:08 AM
The rules aren't clear on this point, but can you make a challenge type against the Hand of the King even if they don't have that icon? And if so, does their Hand of the King count its strength even in challenge types that it wouldn't otherwise be able to support?

If attacking your opponent's Hand of the King, can you stealth it to have it not count its strength, or is it's strength counted regardless?
If I remember correctly, it was ruled that the Hand counts its strength as a defender in any challenge declared against it, but is never itself 'declared,' thus avoiding the need to have the correct icon as well as meaning that it can't be stealthed past.
    • jasonconlon likes this