|Introducing the New FAQ for A Game of Thrones
Find the new FAQ and designer insights into the new changes
|A Game of Thrones LCG | Published 22 September 2011|
With the release of the new FAQ for A Game of Thrones: The Card Game, the design team shares their insights and rationale behind the need for new clarifications, restrictions, and errata.
A word from the designers
Greetings A Game of Thrones players,
With the conclusion of the Secrets of Oldtown cycle upon us, GenCon and the 2011 World Championships in our rearview mirror, and Castle Stahleck, Black Friday, and the release of A Tale of Champions awaiting, we have reached a point where it makes sense to re-evaluate the card pool, formally address some confusing rules issues, and ensure that the metagame is both healthy and fun.
In FAQ 3.0 we’ve done a little housekeeping, codifying rulings that clarify which player first resolves an effect like that on Summoning Season (Core Set, B181)(it’s the player who controls the effect), that also clarify that non-character cards discarded or killed as characters are not brought back by Narrow Escape, and that you can, in fact, play saves in response to a “Then” effect that discards or kills a card you control.
While reviewing the current metagame, we saw a few things that we believe needed to be addressed in order to allow the game to continue to evolve in a healthy manner.
The Viper’s Bannermen (Princes of the Sun, 16) is one of the best methods in the game of circumventing the draw cap since its ability to reveal two cards to add to your hand when it comes into play does not count against the three-card cap, and it repeats this card advantage when it leaves play. This card is becoming more and more of a game defining “auto-play” in top-tier Martell decks, with some decks allowing players to take as many as 4-8 cards into their hands in a single turn. This is before taking into consideration any traditional draw effects. Placing this card on the restricted list was deemed an excellent way of tempering its power and deck presence, which should create more variety in Martell decks.
The Prince’s Plans (The Isle of Ravens, 74) proved to create a strong negative play experience as a result of a recyclable combo with itself and some of Martell’s signature events. In order to break up the endless recursion, we opted to errata The Prince’s Plans by adding the “Deathbound” keyword (which will cause the event to go to its owner’s dead pile when played), still allowing the Martell player to recycle their best cards, but without the ability to bring the first copy of The Prince’s Plans back when you played a second.
Finally, The Maester’s Path agenda (Gates of the Citadel, 19) was a concern in that its dominant use was in the support of decks that used trait manipulation to turn a few specific non-Maester characters into Maesters and then power them up with Chain attachments. These combo decks were extremely reliable in that a player did not need to draw into the various pieces of the combo, and they also grew increasingly frustrating for other decks to compete against as the Oldtown cycle matured. In order to allow the agenda to continue to support more thematic Maester builds, while checking the power level of these dominant combo decks, we have decided to errata The Maester’s Path so that can only be used to attach Chains to characters with the printed Maester trait. Thus, it will still support a thematic Maester build while the crazier combo builds can still be attempted in a manner that is consistent with combo-deck play, in which the combo player needs to draw into and assemble the various pieces of the combo before executing it over the board.
We’d also like to take a moment to thank all those participants of our events at this years Gen Con and all the new players who came by for pick-up games and our learn-to-play events. You create one of the best and friendliest environments in the business. We’re looking forward to a season of exciting tournaments and events, and to seeing what kind of decks you conceive and create with A Tale of Champions.
Fantasy Flight Games
Based on George R.R. Martin's bestselling fantasy epic A Song of Ice and Fire, A Game of Thrones: The Card Game, playable by 2-4 players, brings the beloved heroes, villains, locations, and events of the world of Westeros to life through innovative game mechanics and the highly strategic game play. The Living Card Game format allows players to customize their gaming experience with monthly Chapter Pack expansions to the core game.
Cant wait to see what worlds deck they'll Banned next year.
Don´t get the resriction of The Viper´s bannermen, but in general all the changes are good in my opinion.
Ghaston Grey is the cancer that will destroy the game.
So they added a "The" to the "Princes Plans" erratum, but it's still missing an apostrophe :)
And Martell takes yet ANOTHER hit...
The Vipers Bannerman should have a deck limit of 45. The other 15 cards should be income.
This is a far better update than Netflix's update. ;)
nice update :) also thanks for the explanations of why these changes were made to the FAQ.
No Apprentice collar, no Ghaston Grey and no limit the reducton deck effect of agenda.
The rest good, I always save character from Game of Cyvasse with duplicate XD
The poitn of TVB is you're NOT paying for it. There are many ways to recur the damn thing without actually paying for them - e.g. killing them and then playing Narrow Escape. As Nate and Damon mentioned in their FAQ notes, you can easily get 4-8 cards with them in a round, and you're still makin use of a Strength 7 Stealthy Deadly army.
This totally makes sense, but isn't the seven gold enough to make TVB harder to play? I don't play Martell or against this card really but wouldn't the high gold cost be enough to limit the card draw better?
One of the errata is ineffective, as it is for a card called "Princes Plans", not "The Prince's Plans" ;)
[ADMIN: This typo has been corrected in the version of the FAQ currently on the support page.]