Game of Thrones LCG Second Edition Core Review
Overview -
Game of Thrones the LCG is a card game brought to us by
Fantasy Flight Games. Now in its second
edition, many players are picking it up for the first time with a nice blank
slate of not needing to buy a bucket load of expansions. GoT LCG can be played
2 players in duel mode (called Joust) or multiplayer in a free for all battle
royale (called Melee). Players battle
till they get to 15 power and the first to achieve this is declared the winner.
Components -
Living up-to the usual high standards of fantasy flight, GoT
2nd ed doesn’t disappoint. There are
essentially 3 components to the game, the cards you use to play, the cardboard
tokens to use to mark and keep track of things and the rulebooks. The cards are all very nicely printed,
quality card with excellent graphics on them, the cards use the images
envisioned from the books themselves not the TV series. This means you wont see Sean Bean, Peter
Dinklidge or Emilia Clarke here for example.
Instead are some very well drawn pieces of artwork depicting characters
you will likely not recognise what so ever just by the pictures.
The tokens are from the usual high-grade card that Fantasy
Flight uses for all their games and are very much the same as the tokens you
might see in X-wing, conquest or a multitude of other FF board games. Thankfully as the game isn’t overly
complicated there aren’t too many of these, there are tokens to act as gold,
first player tokens and a few others, all are designed well with excellent
graphics on them.
Finally the rulebook, as with Warhammer Conquest another new
ish game from Fantasy Flight there are 2 rulebooks on offer here. You get a quick start guide to help you with
he basic rules and a full rulebook that reads more like a glossary of
terms/dictionary than a rulebook for those more detailed rule moments. Both of these books have artwork as good as
the box and cards and are printed to a high standard as you would expect. They are very clear in their rules
descriptions to a point where the game is very easy to pick up and play in a
short time.
Gameplay/how it plays -
Firstly I'll cover the deck building aspect of the game, as
it kind of needs its own section. Each player has a pre made set of cards divided
by house in the core set, you have the option if you like to mix your house
with a different house as well. This I
assume to act as a sort of ally for your chosen throne chasers mirroring the
alliances seen in the show/book.
Now the
core set only comes with 1 set of each card and that can make it quite hard to
make a complete deck of the 60 cards the game recommends for play. It's not essential to have more than 1 core,
there are rules in the book for making pre made decks with just 1 core set, but
2 core sets are usually recommended if you want a better gameplay experience. 2 core's by most is meant to be the sweet
spot.
Each army follows a banner, either teaming them with another faction or showing they stand alone
The way it usually goes based on general consensus is this, though it isn't set in
stone (some have reported multiplayer with 1 core can be quite fun if not a bit
limiting) -
Casual games - 1 Core set
Friendly but competitive or multiplayer games - 2 Core sets
Tournament play fully hardcore battles with full option
varied multiplayer - 3 core sets
Core set box in all its glory
Once you have your deck built (and probably sleeved since it
will need shuffling and taking care of!).
You also need to setup a plot deck, this is a mini deck of sorts with a
selection of 7 plot cards from the large pool of plot cards available. Plot cards are sort of mini boost cards for
your army that only work on that turn, they will have a value to say how much
gold you have that round, what your initiative bid is and how many cards you
can end the turn with. On top of that
they usually have some sort of buffing effect like extra gold or kill an enemy
etc.
A Plot card
There is a small pre game phase where each player draws 7
cards and plays cards equal or less than 8 gold in value, the game then
starts. Both players play a plot card in
secret then reveal them, the one with the highest initiative has the option of
first turn. They both then get the gold
listed on their plot card and are able to in turn play cards/heroes into play
until they run out of gold or decide to stop playing cards. After each player has 'marshalled' their
forces the game moves onto the challenges phase.
The challenge phase is I guess the real meat of the game,
its the fight phase and is done with the option of 3 different types of
challenges:
Military challenge: The goal being to kill an opponent’s
characters.
Intrigue challenge: The goal being to discard cards from an
opponent’s hand.
Power challenge: The goal being to steal power from an
opponent’s faction card to yours.
Though the goals are different, the way they work is
essentially identical. Every character
card has a challenge value on their card and a set of symbols that match up to
the 3 challenge symbols. Not every
character will have every symbol but usually each character has at least
1.
Say you have Jaime Lannister who has a
combat value of 5, this applies to him for the Military challenge phase and
also the Intrigue phase, but not the power one as he has no icon for that type
of battle. At the beginning of my turn I
pick one of the 3 challenge types (or one of 2 since I have picked to use
Jamie) and declare a challenge of that type, 'kneeling' Jamie in the process
(which just meants to turn it sideways and it is no longer able to take action in the game until it is put upright again).
Now Jaime has an ability that says when he takes part in a
Military challenge he doesn’t tap to attack so if I used this option he would
still be standing after the challenge, however the Intrigue option would leave
him knelt. The defending player then
picks a character they own that is still standing and has one of the same icons
of the challenge declared then kneels it also, it is now classed as defending.
At this point the strengths of each participant are compared
and the highest is the winner (ties are won by the attacker). The attacking player will now take the glory
and gain the ability for winning the challenge, in this case either killing an
opponent's character or making them discard a card if they had gone with an
Intrigue challenge.
It's worth mentioning that the defender doesn’t have to
defend if they don’t want to, they can just let the attack pass unanswered,
however if they do, the attacking player always gains a free power token as
well as the win effect. Equally the
attacker doesn’t have to attack, they may want to save their character to
defend later on (Jamie is good for both as you can attack with Military and
then defend with Intrigue + Military).
Jon Snow apparently
When the attacker has either passed or declared his 3
Challenges, it moves to the second player to do the same. After all that is over the game moves to the
Dominance phase, all that happens here is the side that has the most power of
standing characters + gold left in their bank wins dominance and 1 power for
their troubles. You then stand every
character and return any unspent gold to the bank and the round starts again.
This is the basic premise of the game, there are also equipment cards to attach to your characters, Location cards that can buff your army and event cards that you can instantly play at any time to buff your army or hurt your
opponent. The Joust and melee versions
are pretty much the same, only difference being the number of players and a
bonus ability card everyone gets know as a title card.
Title cards really just give everyone a
buff for that round. On top of
that its the usual free for all multiplayer political chaos you might see in a
game of magic the gathering EDH with grudges and alliances forming left right
and centre (this isn't a bad thing).
Conclusion -
This is a decent game, its good fun, has nice components and
is enjoyable to play. The gameplay flows
well and doesn’t feel too unbalanced though can be very swingy, an early lead
often results in a win that's hard to get back from. Some houses feel very much counters to
others, giving it a slight scissors paper stone element to it.
The game of course is just core so far with no expansions
and that means there isn’t a huge amount of variety per house, however there
are a whopping 8 houses to play as and combo together to bump that variety
up. Over the next few months we assume
expansions packs will come thick and fast adding even more fun and interesting
combinations to each house.
I've had several games now and not yet got bored with the
game, I get the feeling I could play quite a few more as well, trying all the
different house combinations and deck building options before I do loose my
interest with game of thrones LCG. At
that point an expansion will likely have come out anyway and rekindle that
interest.
In addition to this like most FFG games, they offer prize support to your FLGS to run yearly tournaments and leagues so if you are a bit more hardcore that is an option also.
2015 Winter Tournament pack goodies from FFG
There isn’t anything I really dislike about GoT LCG, the
over powered cards in each deck are balanced against each other, though it can
be a bit of an arms race to be the first one to get your best guy out. Having the different challenges enable you to
form specific strategies, starving your opponent of characters or cards being
the main one.
The power phase feels a bit out of place at first vs the
other 2 which control your opponent but the power phase purely steals power and
doesn’t affect board state. Late game it
can be better as a sort of draining killing blow where personally I found the
other 2 much better early on.
Having never played first edition I cant compare it to that
but I do have to say I'm grateful to FFG for releasing a second edition of this
game to give me the chance to have played it, something I would have never ever
done it wasn’t for 2nd edition being released.
Bet you can guess who this is if you ever watched the show
cool! Some extremely valid points
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