Sorry for not posting this sooner but Valar Tymptir has transitioned from the WordPress site onto it’s own domain. You can visit us at http://www.Valartymptir.com for all of your Game of Thrones LCG Reviews Deck lists and more!
Hello loyal readers!
Fantasy Flight Games has just updated it’s Game of Thrones splash page from “At the Printers” to “On the Boat”. With only two days left in the month of August we can expect delivery sometime in September.
The core sets are still not available to order but many websites are offering preorders at this time.
The core game will retail for $39.99.
Counting Coppers: The Economy of Westeros
“Littlefinger’s gold is made from thin air, with a snap from his fingers”
The dreaded resource system, the backbone of any card game and usually the most maligned and criticized part of it. Many card games have been banished forever to the dead game table at Gen Con due to an “unfun” or overly punishing resource mechanic.
Designing a resource system is a slippery slope, make it too punishing and people will lose games to “Mana Screw” or “Mana Flood” drawing too much or too little of the resource causing you to fall behind on board presence. On the other hand, making your resource system too lenient removes a large portion of the strategic thinking behind the game and boils down to who can drop their giant characters first.
The resource system is the very first thing I look at when I’m introduced to a new card game because it is usually my main indicator on how enjoyable the game will be. So when I was shown Game of Thrones Plot/Gold economy system I was very intrigued. A game that allows you to effectively choose how much gold you get at the beginning of your turn combined with separate cards that add to the main pool was very unique to me and balancing this against your deck adds an entire new layer to the deckbuilding process. In a game filled with rich lore, exciting characters, Valyrian Steel swords and Dire Wolves who wants to focus on such a boring part of the game like economy? But, this is hands down the most important part of the game in my opinion.
Plotting your plots
Some battles are won with swords and spears, others with quills and ravens.
When I played other card games and I was building a deck andcame to a tough decision between including one copy or another as the last slots I would instead include a blank card instead of either. During my play testing sessions with my friends, whenever I would draw that blank card I would then choose one of the two cards I was considering and substitute it for the blank card making a note on a pad of paper during my games. At the end of the evening I would consult those notes and see how many times I chose one card over the other helping me make the final choice.
This can be a valuable tool to help you smooth your curve in Game of Thrones, after you build your main deck forget about your plots and play some test games with your friend. Every turn take a look at every plot in the game and choose one and record it. After a few of these games you will start to see a pattern of what plots you choose and this will allow you properly design a plot deck to compliment your strategy. If you find yourself struggling to play cards from your hand using the entirety of the games plots as your disposal you may want to slim down on some of the higher costed cards in your deck or look into adding some more gold generating cards.
Now Plots are not just blank gold generators, they do a wealth of other things including affecting your hand size, which player goes first as well as tons of unique and interesting effects that can help you win your joust. Sometimes you will want to play a Plot for other reasons than gold but playing a plot with a fantastic effect but little gold value can backfire if you don’t have the right board presence down to keep up the pace with your opponent. Luckily, Game of Thrones solves this issue with other sources of income in the form of locations and gold generating characters.
Location! Location! Location!
Ah, and what a castle it is. Cavernous halls and ruined towers, ghosts and draughts, ruinous to heat, impossible to garrison … and there’s that small matter of a curse.
A main source of income that most people will play come in the form of locations such as the The Kingsroad and The Roseroad. The Roseroad gives you minimal downsides for plus one to your gold pool every turn for the low price of free! The Kingsroad allows you to sacrifice the card to gain a massive three gold discount on the next character you play that turn for one gold. The only restriction is that they contain the Limited Keyword, meaning only one of them can be played per turn, this seems reasonable enough to me. Now with this first set and its limited card pool I can’t see both of these cards not being played in every deck. So the question remains how many locations should I play?
Of course this varies depending on the deck you are trying to make but I recommend 10-15 locations per deck as an average. You want to have them in the early game to establish your economy but you don’t want to continuously draw them later when you require characters and events to finish the game. Each faction with the exception of The Night’s Watch have access to a zero cost location that kneels itself to reduce the cost of the next card of that faction you play this turn. Including them with locations such as The Rosewood and a properly played plot can allow you to play your hand with ease all the while wreaking havoc on your opponent with plot abilities.
The final piece of this economic equation comes in the form of characters that either produce gold or reduce the cost of other characters. These may be the most valuable of economic generators but they are also the most vulnerable.
Small folk big value
“The common people pray for rain, healthy children, and a summer that never ends. It is no matter to them if the high lords play their game of thrones, so long as they are left in peace. They never are.”
Look at the common people, they only have one measly Strength, one Icon and no cool abilities or keywords. These little guys don’t seem like much but just like Smallfolk they represent, like the series, the backbone that allows the lords and ladies to engage in their schemes and plots. Each one of these characters allows you to reduce the cost of your next faction character by one and these characters are not limited. By the use of their abilities you can play everyone you have in your hand by kneeling the one you just played! These characters are paramount to your end game and getting them out as soon as possible can be the difference between winning and losing. These characters have the added bonus of being able to attack in Power challenges and they can also be killed off by Military claim saving your more important characters to fight again another day. Being characters they are more vulnerable to removal then locations so make sure you have some Military icons available to protect them or you will find yourself without the support of the farmers, cobblers and merchants you relied on to live your life of luxury.
Lastly we have events and characters that blatantly generate gold for your faction. While these cards are rare and generally limited to certain factions, you should consider playing them if you have access.
Lannisters and the Tyrells excel in gold generation so if you are building with the Lion or the Rose you may want to consider some of these economists in your deck. Not only is Tywin Lannister a huge bodied lord he helps your economy by giving you plus two gold a turn that also makes him bigger for every coin you have; what synergy! Tyrion Lannister is a little sneakier with his economy gains; He gives you two gold every time an intrigue challenge is initiated. This may not seem useful since you cannot normally marshal characters during the challenge phase but this effect allows you to play events that may route your opponent in combat. He also works wonderfully with the main Lannister mechanic Ambush, allowing you play characters during the challenge phase with disastrous effects. On the Tyrell side you have Paxter Redwyne who both gives you +1 gold on your turn as well as a discount to your first event you play this turn. Lady Olenna Tyrell the “Queen of Thorns” bypasses the economy all together and just places Tyrell characters in play when she wins an intrigue challenge.
Last but not least we have Littlefinger, the only neutral character with an economic advantage giving you +1 gold every turn as well as drawing you two cards when you marshal him. Littlefinger’s effect along with continued economic effects makes him one of the most powerful cards in the game and deserving a slot in most decks we will see.
To most players the economy is an afterthought or an annoyance, something they have to endure to play their favorite characters and do battle on the field of Westeros but to the player that takes on the role of Littlefinger and can rub two golden dragons together to breed a third will find himself in a position of power more often than an opponent with a hand of giant lords and no gold to play them with. Because in the Game of Thrones it’s not normally the strongest person who wins it’s the one who plans in advance for everything.
I hope you enjoyed this article and of course please comment below with any thoughts or suggestions and as always please subscribe to get updates on all the latest Game of Thrones LCG news and information.
“We are ironborn. We’re not subjects, We’re not slaves. We do not plow the field or toil in the mine. We take what is ours.” -Balon Greyjoy
There is a certain purity going into a new card game blind, especially after playing games like Magic: The Gathering for years. Not knowing all the nuances, meta calls and archetypes free you to make your own decisions without a nagging voice in your head saying “No, this is wrong!”. So when I was shown the second edition of the Fantasy Flight Games Game of Thrones LCG my mind raced as to what decks I could craft in these uncharted waters.
So how does one design a deck for a game with no established archetypes, tournaments, decks and isn’t even released yet? Easy, just pick your favorite card and go from there. What could be more fun than that? So I present to you my man Euron “Crow’s Eye” Greyjoy the Third of His Name since the Grey King.
Look at him! He’s huge and he has three icons and a whole lot of text, surely he has to be spectacular right? He discards cards off the top of your opponent’s deck, gains power and steals locations from their discard pile; Now that is something I can work with. First, Euron Crow’s Eye is loyal to Greyjoy which means I’m committed to that faction so let’s take a look at some of the cards I have access too.
It looks like a lot of Greyjoy cards really get benefits from being unopposed so we should play cards that help them achieve that strategy. Luckily, they seem to give us a lot of options to accomplish this like Asha Greyjoy with her stealth, Balon Greyjoy with his ability and the event card The Kraken’s grasp.
However, The Kraken’s grasp seemed a little weak to me so I decided to make Baratheon the house I bannered to. I chose Baratheon due to a wealth of cards that kneel your opponent’s defenders making your stealth cards even more powerful and helping you win unopposed. Let’s take a look at some of the All-Stars from House Baratheon.
Melisandre is perfect for a deck wanting to go unopposed as much as possible so she is an obvious include along with her Fiery Followers for maximum triggers. Having Baratheon as your banner also gives you some other goodies like Maester Cressen who is instrumental in removing that pesky Milk of the Poppy that might find themselves on your Euron or Balon.
Greyjoy has a lore appropriate theme of location removal/control, fitting with pillaging Vikings like Euron and Balon, so let’s use that as a focus of our deck. The more times we can remove and steal our opponent’s locations the harder it will be for them to stage a comeback. Let’s take a look at some of the ways we can get our opponent’s locations into their discard pile in our Greyjoy/Baratheon deck.
We already saw “We do not Sow” but we will need a little more disruption to keep the pillaging going.
First up we have Seen in Flames. In every card game I’ve ever played targeted discard has always been a very strong effect and I assume it will be here as well. The downside of having a R’hllor character in play is minimal since we will be playing enough copies and the effect is very important in disrupting your opponents curve, tricks and economy. Snagging a Kingsroad from their hand then stealing it with Euron to boost your economy next turn while limiting theirs is a pretty big swing.
The second card is actually a plot but it’s effect is so powerful in combination with other discard that I’m going to include them as part of the decks overall strategy. Heads on Spikes is a win/win cards in this deck because if they discard a character you gain two power and possibly prevent them from playing a unique character later on in the game, if they discard a location you can steal it with Euron and if they discard an event then you can get unopposed attacks easier knowing they are less likely to have combat tricks. With this in mind Heads on Spikes will be my duplicate plot card.
Now that I know what I want the deck to do and the cards I want to do it with this is my current list. I went with around thirty characters since I will most likely be the aggressor in most challenges and I want to always be able to dominate the field.
So there you have it, a solid curve along with a good economy. Dragonstone Faithful and Fishmongers allow you to accelerate out larger threats like Euron and Balon and also soak up military claims saving your other characters. I included a lot of one copy uniques because they can serve a purpose but I didn’t want to have cards clogging my hand if they somehow were sent to the dead pile. I play six Rh’llor cards giving me ample chances to kneel characters and have the ability to play the event Seen in Flames. From the Neutral category I obviously chose Littlefinger for his draw and economy and Put to the Torch to facilitate Eurons ability.
The plot deck is self explanatory. You will want to setup A Noble Cause to power out a large threat like Euron. Heads on Spikes will be your go to midgame plot to disrupt your opponent’s hand and cards like Filthy Accusations and Confiscation allow you to gain board presence and unopposed attacks. Wildfire Assault can be a game winner due to your stealth characters. If you play it then attack with a stealth Balon preventing their largest guy from defending you are surely going to kill off a valuable character.
The basic strategy of this deck is to setup one or more unopposed attacks early using stealth and kneeling effects then use that opportunity to wreak havoc on your opponents locations using events like We Do Not Sow and Put to the Torch. Once you get Euron up and running each successful challenge should further your economy by bringing back your opponents locations. Cards like Risen from the Sea help protect your main characters from harm and Aeron Damphair can recur even unique characters from the dead pile if you win dominance.
Cards like Great Kraken combined with Balon can win games outright if they cannot put up a defence against your unopposed attacks and even low drops like Lordsport Shipwright can prevent your opponent from gaining too much of an advantage with their locations.
A good overall mix of icons allows you to defend and attack in many different challenges and a superb suite of disruption can throw even the most careful control deck off its game. Little Bird is included to protect Balon from Tears of Lys and The Hand’s Judgement is a late game catch all to stop a devastating event from resolving. Milk of the Poppy and Throwing Axe are included to neuter your opponent’s large threats and to deter defence from axe wielding ironborn.
Overall, I think this deck is powerful and sure is fun to play considering Greyjoy lore. Who knows what’s in store for us later this month when Game of Thrones LCG second edition launches. I’m sure veterans from the original game will have a leg up in the beginning months but as the game grows and changes even new players like myself will have a better understanding of the game and its many nuances. Trial and error is the cornerstone of deckbuilding in any game but the more you fail the more you learn so don’t be afraid to try new things because you never know when you may develop a new strategy. And of course I welcome any and all input, maybe you saw something I didn’t? Let me know in the comments below.
Until next time and remember; “We do not Sow”.
As reported earlier the special edition Game of Thrones LCG Gen Con 2015 demo play mats have been added to the Fantasy Flight Games store but have been listed as OUT OF STOCK… until now!
As of this writing both playmats are currently in stock and able to be ordered. Jump on them quick as no one knows how long they will last. They are $19.95 each plus shipping, check out the links above the images to go directly to the Fantasy Flight Games site.
Two of the Game of Thrones LCG playmats shown at Gen Con 2015 have been added to the Fantasy Flight Games online store. They are currently OUT OF STOCK listed at $19.95 each. The choices are “Knights of the Realm” and “Stormborn”. I suspect the others will be added soon as they were sold at Gen Con.
The two playmats feature artwork from Jacob Murray.