Each turn, during the aptly named Draw Phase, each player draws two cards from his or her deck. The second mechanic I'll discuss is the draw cap. In fact, choosing plots in a tight game is a great expression of David Sirlin's "yomi" concept, and adds yet another fateful decision to a game that's full of them. Choosing plot cards during the game is also crucial, as timing is everything. Obviously, selecting your plot cards is a crucial part of deckbuilding because they need to provide enough income to play your cards, as well as have the effects that you need to further your strategy (or interfere with the opponent's). Once a plot card is used, you cannot use it again until you have cycled through all seven of your plots (if the game lasts that long, which it often doesn't). Your plot card determines your income, initiative, and claim value (which determines how much damage you inflict during challenges, to be discussed later) for that turn, in addition to having some other game effect. The plot deck is a separate deck that contains seven cards each turn, each player chooses one of his plot cards and reveals it. Instead, I'm going to highlight three of the mechanics that I think make the game kick ass. I'm not going to break down the entire rulebook here as with all FFG products, it's available on their site, along with the official FAQ. The last cycle (and all others going forward) has 3 of each card for a total of 60 cards per pack. For the first four cycles, the packs were 40 cards each, with some cards being 1 per pack and others being 3 per pack. For example, the Time of Ravens cycle focuses on a "seasons" mechanic, where players can make it "winter" or "summer," which is both thematic and game-changing. The chapter packs are arranged into "cycles" of six packs each, with each cycle having some sort of unifying thematic and mechanical concept. The other two - Kings of the Storm and Lords of the North - expand on existing factions (Baratheon and Stark, respectively). Two of them - Kings of the Sea and Princes of the Sun - each add another faction to the game (Greyjoy and Martell, for you Martin fans). Like Warhammer: Invasion, you can just buy the Core Set and be done with it unlike Warhammer, the precon decks are a little boring and you'll quickly find yourself wanting at least a few more cards to round out the game.Įach of the four boxed expansions is a little different. It's $40 and has four preconstructed decks of 45 cards each, the rulebook, and a cute little board and miniatures that are used when playing with more than 2 people. The basis of the game is FFG's favorite new term, the Core Set. Total cost (MSRP) for one of every product is $490, though you certainly don't need one of everything and you might want more than one of some others. To date, there are five series of chapter packs with six packs each, four "deluxe" boxed expansions, and the core set. In the LCG format, each card pack has a fixed set of cards instead of a random one, and chapter packs (as boosters are called) are released on a more-or-less monthly basis. After Matt Drake's Warhammer: Invasion review and Dragonstout's Magic primer, I figured I should pimp my favorite card game: A Game of Thrones, FFG's flagship Living Card Game (or LCG).Ī Game of Thrones (or AGoT) was originally a conventional CCG like Magic, but later became FFG's first foray into an LCG.
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