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Things I Do For Win – Breaking the Resource Code

Small Council Things I Do For Win clu

Resources are the backbone to many decks. Resources are a dead draw in all decks. Characters do the heavy lifting in winning AGOT. Resources don’t actively win you anything except the ability to play either more or bigger characters. Running the correct number of income providers in your deck is a delicate balance. The only thing I got out of my poetry class in college is “You can’t break the rules until you understand them.”

API and ATI and ACC
Using three numeric tools you can figure out how many income resources you should dedicate to your deck;

Average Plot Income (API) = gold income on all plots/number of plots (always round down)
Average Turn Income (ATI)= API+R (always round down)
R=total resources in play besides plot
Average Card Cost (ACC)= total cost of all characters/number of characters (always round up)

Note: I am only using characters for these numbers. You can just as easily use the same equation for all cards that need a gold cost including locations and attachments. I’m focusing on characters because most decks solely use characters to win the game; ergo they are the most important card in their deck.

In my article here http://www.cardgamed...or-win-ter-r393, I point out the Average Plot Income (API) number at the bottom of Cardgame DB deck builder. API is based solely on the plots that you choose. What happens when you add resources?
The value of your resources adds to the Average Turn Income (ATI) representing the total average income available to spend per turn. A single reusable resource every turn bumps the ATI up by one. Most resources have a value of one but, they span from gold to kneeling a character to play an army for free.
The Average Character Cost is the easiest concept to figure out. Simply add up the total gold cost of your characters and divide by the number of characters.

What Does Double ACC Mean? What Does It All Mean!
In AGOT each player draws two cards per turn. Assuming they are both characters the goal is to get them into the field of play. This is a simple concept for deck building.

The ATI represents how many or how expensive characters you can play on average during your turn. Most decks have an API around three, excluding Knights of the Hollow Hill decks. Most decks average character cost is just below three, meaning one three cost character can be played on average per turn. Most decks have the goal of a 6 ATI. I’m guessing you didn’t think about that did you?

There are two ways you can approach meeting the goal numbers. The first way is to set your ACC . Then choose plots and resources to meet double the ACC.

The reverse theory is also true. Instead of making the ATI the variable goal, manipulate the ACC. Let’s say you have 7 plots and some resources you will not change, meaning the API is going to be stagnant while building your deck. When choosing characters their ACC should be half of the ATI. The question is now how many resource cards should a deck run to meet that goal?

True Story
Back in the day I was talking with a world champion player about his character gold curve and the plots he was choosing to play. He stated that he never runs a character he can't play with his plot gold (good advice). If his plots didn't have a four gold producer his curve stopped at 3 cost characters. Now that's dedication!

Non-Plot Gold, Reducers, Influence Oh My!
Not all resources are created equal, gold is the best available in AGOT. The problem is gold resources won’t count towards an ATI until the turn after they come into play. However, they are the most versatile being able to pay for in- and out-of-house characters, locations, attachments, and some events. The pinnacle of resource cards is the Lannister Treasury; two gold to spend on whatever you want.

Reducers make more sense in an agro deck so you can use them as soon as you draw them. Unfortunately reducers usually target a limited number of cards in a deck and not all of them are repeatable.

Influence is a whole different animal. Few decks even pack cards that necessitate the need for influence. For this article I am going to ignore it (yes there will be an article down the road focusing on influence).

There will be a White Cloak Arsenal for each house to come.


Breaking the Resource Code
Let’s work with these assumptions:
60 card deck
7 card draw
API=3
ACC=3
Goal ATI= 6

The base idea is straight forward. Given I’m drawing 7 cards from a 60 card deck (Jaime up players!), how many resources do I need in my deck to statistically draw one of them during the setup phase to bump my ATI at least +1. One card out of 7 must be a resource.
If you are not running a 60 card deck (shame on you!) here’s how you figure out how many resources you should run to meet the goal of one location during each setup take the size of the deck divided by the number of cards drawn during setup.

Deck Size/Setup Draw

Example:
65 card deck running House of Dreams or 6 card Setup Draw
65/6=10.83 round up to 11 resources needed
Size matters!

60 divided by 7 is 8.57. I’ll round this up to 9 instead of down. That's just over 1 location out of every 7 cards in the deck or 15% of the deck.* Fifteen percent will be the same number for every deck to meet one resource per flop.

If we assume that every seventh card we draw in our deck is a resource card we’ll need to draw a total of 21 times to meet the goal. Seven of those cards can be knocked out on the setup. Every card dropped face down will count as a draw as well. A safe assumption is four cards during setup. If we don’t have any draw effects in the deck it will be until turn five to draw the third income card.

Setup Draw- 7 1-7 1st resource card ATI +1
Setup Redraw- 4 8-11
Turn One Draw- 2 12-13
Turn Two Draw- 2 14-15 2nd resource card ATI +2
Turn Three Draw- 2 16-17
Turn Four Draw- 2 18-19
Turn Five Draw- 2 20-21 3rd resource card ATI +3
Total Drawn- 21

Every deck running 15 percent resources has the same outcome. A lot games are over by turn five. Take the same spread of one out of seven cards drawn is a resource card except this time let’s say the first and eighth card are resources instead of seventh and 14th.

Setup Draw- 7 1-7 1st resource card ATI +1
Setup Redraw- 4 8-11 2nd resource card ATI +2
Turn One Draw- 2 12-13
Turn Two Draw- 2 14-15 3rd resource card ATI +3
Total Drawn- 15

Both of the above diagrams are extremes let’s hypothesize the middle ground. One out of seven cards are resource cards drawn starting at the fourth card drawn.

Setup Draw- 7 1-4-7 1st resource card ATI +1
Setup Redraw- 4 8-11 2nd resource card ATI +2
Turn One Draw- 2 12-13
Turn Two Draw- 2 14-15
Turn Three Draw- 2 16-17
Turn Four Draw- 2 18-19 3rd resource card ATI +3
Total Drawn- 18

Turn four seems the most likely of scenarios to meet the goal of ATI of 6. At that point every two cards drawn on average can be played. What if that’s not fast enough for me? What if I want to hit the +3 ATI by turn two? Or ATI +3 isn’t enough, I need +5!

Accelerating Into ATI
Looking at number of cards drawn during a game at the end of turn two I will have drawn 15 cards. I want to meet +3 ATI or 3 resource cards, or one out of five cards drawn on average is a resource card. To figure out the percent of cards that needs to be income providing divide 3 by 15. That equals 20 percent of the deck. Now multiple 20 percent (.20) by the size of the deck I’m playing (60) equals 12 resource cards total need to be in the deck.

I will apply the same idea that the resource card falls in the middle of the five card spread and not the beginning or end.

Setup Draw- 7 1-3-7 1st resource card ATI +1
Setup Redraw- 4 8-11 2nd resource card ATI +2
Turn One Draw- 2 12-13 3rd resource card ATI +3
Turn Two Draw- 2 14-15
Total Drawn- 13

Success! Oh, well, kinda. We haven’t taken into account the nine other cards in our deck clogging up our deck. After hitting the goal ATI all other resource cards are dead draws. Well, we’ll deal with that in the next article.

Bara Breaking the Code
There are several houses touting great resource management, however, there are none as infuriating as Baratheon. Seat of Power seems like a sucker play. It is not. Single use income cards are not as useful as the zero cost gold limited locations but can add an additional +3 ATI for one turn. From looking at the ACC in most decks that is a whole character on the turn it’s played.

Bara has always been able to jam characters on the board with very little effect. A splash of out-of-house characters is just the trick. Running a high ATI doesn’t always mean in-house high cost characters. Sometimes a little help from the outside can seal the deal.

Even with five characters out-of-house the ACC comes out to 3.05 (4). With the plots I’ve chosen the API comes out to be 3.42 (3). This is an issue for regular decks, I can’t reliably play on average a character per turn.

By my count there are 18 income cards in the deck, a full 30 percent or one in every four cards I draw (3.33). Only 9 of them are gold producers. That being said 9 is the magic number to bump my ATI by one on the flop, giving me a total of 4.42 on turn one, just above my ACC. The Great Hall, Narrow Seas, and Sallador’s Crew is another six reducers for Bara/Stark characters only. I have 27 Bara characters in the deck, so 45 percent of the deck can be targeted. The one combo I put into the deck is Bound by Blood with Sallador’s Crew. Hopefully I’ll get to replay the crew multiple times.

Setup Draw- 7 1-3-7 1st resource card
Setup Redraw- 4 8-11 2nd resource card
Turn One Draw- 2 12-13 3rd resource card
Total Drawn- 13

By the end of turn two on average the ATI will be 6.42. The ATI can be accelerated with a turn one Time for Raven to net a Black Raven. There is now a very real possibility of and ATI of 7.42, meaning dropping multiple 3 and 4 cost characters a turn is no big deal.

If I hit everything in stride I will have 14 dead cards after turn two. That’s why I’ve added as much draw as possible that works holistically within the deck. Between the Watcher of the Nightfire, Blackfish, and some others I count 11 ways to draw cards. Hopefully that will pull me through the clogged spots.

While I don’t think this deck is a world beater it is an interesting study in how to make resources work for you in an intelligent manner. The next step would be to combine a high ATI and just playing the best characters in the game regardless of house affiliation.

I’m getting cute with the Bound by Blood and it should probably be replaced with Much and More but I do love some tricks just for a rainy day!

View The Deck: Breaking the Resource Code

*Granted, statistics doesn't ensure you will draw them. 15% is still just 15% chance of drawing an income location. But, in a perfect spread of cards you will be bumping your API up by 1 or 2 depending on the income providing location.
  • bigfomlof, emptyrepublic, FioFioFio and 1 other like this


26 Comments

The Blackfish is Stark only.

I do like the ATI discussion and resource count information. Excellent information for me to consider.
Yeah...I address that with the deck. Damon Dance with Me, Gerris Drinkwater, Ser Archibald, or the Red Viper are all good substitutes.
I actually love Bound by Blood if you are using Sally's Crew. It will be even better with the apparent shift towards Baratheon characters having enter/leaving play abilities.
    • clu and Archrono like this
Yeah, this is a thinly disguised future smuggler deck...
I knew it! Btw, you have in both City of Shadows (even though you don't have shadows cards of your own) and No Shadows Robert. Do you think shadows decks aren't that common or that they aren't good? or both?
If you mean Kingdom of Shadows in the companion article I explain why you should consider that location in every deck you put together. It's that good man, accelerating your resource curve because it's not limited. To fight shadows I'm packing Pylos and The King's Law. So, I'd say I'm more than paranoid about shadows (and the 9 initiative for Bay of Ice).
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darkbladecb
Dec 21 2012 09:40 PM
This is one of my favorite articles I've seen on this site. I'm going to need to sit down and rebuild all of my decks with this in mind.
    • clu likes this
This changes everything O.O
Well, sort of not really. Awesome to think about and apply though! And bound by blood is a sweet card. Definitely needs to be revisited. (As a combat trick and a quasi reducer.) It might be even worth the event slot!
It could almost be sort of like a Baratheon ambush deck....
I'm totally doing this. Yup.
It will need a lot of draw. Hmmm..... Since it's challenges, It would be cool to have some added bonus. Like a extra trap to really make a "jumped" in character hurt.

The Tower of Joy (TRS)?
Probably not. Now if I could ambush THAT in. That would be something. ;D
Actually, you could sort of over commit, then pull one of your guys out with
Bound by Blood (KotStorm), and use a str bump to win.
Naw, tower of joy is mostly a intimidation tactic. You'd need so many hidden str buffs, or the other guy would have to be not looking at your board at all. (Unless Baratheon gets a char that drops opponents str, or boosts yours likeSer Emmon Cuy (KotStorm).......
Or against lanni and martell jump in Willas Tyrell (VM)! :D
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accountdeleted
Dec 22 2012 03:03 PM
The article explains a simple topic in the most complicated and redundant way.

To sum up a deck's structure doesn't improve your deck building skills. A good deck builder knows how many income providing cards to splash in by heart, and you don't learn this by doing calculations for every single one of your decks.

The article introduces API, ATI, ACGC, ACC etc.. While it is really helpful to talk about different kinds of economy, working with invented abbreviations complicates the article a lot. This causes newer players (the target audience) to not understand a single word of what you are trying to explain.

Conclusion: The article would've been way better, if put simple.
    • accountdeleted, JonHeaps, salomo and 1 other like this

The article explains a simple topic in the most complicated and redundant way.

To sum up a deck's structure doesn't improve your deck building skills. A good deck builder knows how many income providing cards to splash in by heart, and you don't learn this by doing calculations for every single one of your decks.


I think understanding why you do what you do when deck building is much better then a one size fits all "9+ resource locations per deck".
Yeah it was a little complicated learning a couple new terms, but it got the idea across pretty well.
(I'm not a new player mind you, but that shouldn't have an effect on a simple test in reading and comprehension .)
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accountdeleted
Dec 22 2012 06:36 PM
lol
    • accountdeleted, JonHeaps, salomo and 1 other like this
I have to agree with livingend. This article is not very helpful for new player like me.
    • counter likes this

A good deck builder knows how many income providing cards to splash in by heart, and you don't learn this by doing calculations for every single one of your decks.


Ok, why do you know by heart? And how do/did you learn?

Folks have been building successful decks way before I started tooling around with this idea proving that you don't need this article. However, I wanted to know why I ran certain resource combinations. If I could figure some baseline theory, then I could build decks in a radically different fashion.

I appreciate your comments because it shows at least someone is reading these articles and thinking about them. I will take your suggestions about using less abbreviations seriously for my future articles. I'm hoping to promote thoughtful discussion.

Running 9 income cards only addresses the minimum number of resources to give you a 1 and 7 shot in starting with one on the flop. If adding one to your plots income is your only goal then you're set.
    • Archrono, afireinside13t and Mauler like this
@Clu, was the former champ that you talked to Rings? That sounds like the sort of thing he'd say.

@LivingEND, not all of the articles here are directed toward entry level players. If you're looking for content specifically for that type of player, I'd direct you toward "First Tilt" where the authors are specifically trying to engage that group of players.

Even though I've been playing this game since 2002, I found this to be a productive article. Whether or not I know something "by heart" doesn't mean that I might not learn something beyond that gut feeling, to wit, I may know by heart that gravity means that a bowling ball I drop will fall down, but that doesn't preclude me from being interested in and gleaning something from learning some of the mathematics and physics behind that process, even if I need to learn new and sometimes confusing nomenclature in order to do so.
    • Archrono, darkbladecb and Mauler like this
Yes, that was Rings. That man hates playing locations! He was also the one that talked about A Time for Ravens as an auto-include whether running the seasons or not. I'm paraphrasing here but, it's the most efficient plot in the game, I get a dude, my opponent gets nothing. That was years ago but the idea still holds merit.

Yes, that was Rings. That man hates playing locations! He was also the one that talked about A Time for Ravens as an auto-include whether running the seasons or not. I'm paraphrasing here but, it's the most efficient plot in the game, I get a dude, my opponent gets nothing. That was years ago but the idea still holds merit.


Like At the Gates (GotC)? I guess time of ravens has better stats. (And you can grab your seasons stuff, or maester reducer, or stealth mil, which is pretty awesome.)
Yup, At the Gates hadn't been released at that time. Exact same premise.
People that think this is a stupid article are not getting it. I cannot count how many times I have sat looking at my deck trying to find a way to get one additional card into it and still maintain the statistics that put you at a mathmatical advantage. This idea or type of thought can justify adding that extra card with a change of a plot or subtraction of an income producing land that may not be necessary. This is how you make your decks hum just that much better. This seems small, but if you are going to be a Jaime player that little extra wins you games!
    • Archrono likes this
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ShadowcatX2000
Dec 24 2012 12:59 AM
Honestly, IMO, neither side is "right" in this discussion. Math does not, and can not tell the whole story, but similarly ignoring the math of the game takes away one of the weapons in a deck builder's arsenal.

That said, one shot reducers deserve a better mention than they got here, especially out of Baratheon. While gold can help you next turn, and the turn after that, a reducer helps you right now, and the gain in board position can be worth far more than the potential gains on down the road offered by gold producing locations.
Then perhaps those one-shots should be considered separately. Like have 10-12 reliable producers/every-turn reducers and then consider the one-shot reducers as separate effects that take the place of other locations. Think of them as cards that do something rather than as your income cards. Since what they do is let you play an additional character (that turn only) or whatever.
The problem with one shot reducers (really, the big one is Seat of Power) is that they're inherently card disadvantage, which is tough for quite a few Jaime players to swallow.

That said, one shot reducers deserve a better mention than they got here, especially out of Baratheon. While gold can help you next turn, and the turn after that, a reducer helps you right now, and the gain in board position can be worth far more than the potential gains on down the road offered by gold producing locations.


You are completely correct. I was supposed to have a companion article grading and examining the benefits of gold and reducers in each house. I'm hoping I get something attached with this next week provided the holidays allow me more time.
    • Archrono likes this
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Lannister4tw
Dec 27 2012 08:00 AM
I wish you had used actual percentages instead of saying "every 7 cards should be a resource".

For example you could have given the percentage of pulling at least 1 resource after drawing 13 cards in a 9 resource deck, which is ~91%. Whereas 8 resources would give you ~88%.