Broken thrones

In last week’s game session, Sheer and I only had time for Game of Thrones, the Card Game, and that unfortunately turned out to be a bit of a blowout.

We were only using the cards from the base deck, with each player having a choice of a two faction deck. Sheer chose very wisely, and then got a terrific initial draw. He had one card that gave him a +8 bonus when it came to the Dominance Phase – The Iron Throne I think. That guaranteed him one Power counter per turn. But he also had another card that entitled him to steal one Power counter per turn from me.

My only remedy was to destroy these cards, but the deck I was using only had limited abilities in that regard. I did manage to destroy one, but by then it was too late.

Sheer was firmly of the view that this was a ‘broken’ combination, wrecking the game unless it was tackled in some way, presumably by a rules fix. A very brief online check showed up one discussion on BoardgameGeek that largely agreed with his thinking. It should be noted, however, that if this combination is in the deck, but not in the initial draw, its impact is substantially reduced. It was the fact he had these from the first turn that was insurmountable.

As I like the game, that development is a bit of a bummer. I am going to have to do some research – including, perhaps, actually bothering to look at the expansion cards, to see what can be done. It is a bit surprising, because many raved about the first edition of the game, and then said the second edition was even better. Hopefully there is an answer out there.

The Game of Thrones is a Real Game


This week’s session saw Sheer and I make our way through a first time play of Game of Thrones: The Card Game (second edition).

Here’s a brief look at what the game is like.


Each player takes on the role of one of the great Houses of Westeros. The aim is to use the available resources – characters, attachments, locations, events, and so on – through a system of challenges, to get 15 Power Tokens.

Each turn, you choose a Plot Card (see later), draw two cards, receive your income, marshall cards (bring new cards into play by paying their cost), resolve challenges, resolve Dominance, and reset your cards. (See ‘kneeling’ below)

Plot Cards

Each player starts with a series of seven Plot Cards. Each round (or turn) each player chooses one of his own so far unplayed Plot Cards. This has multiple effects, including determining how much money you receive, whether you get to be the initiative player (deciding who goes first), and how much damage your successful challenges do. Mostly this last value is a ‘1’ so that, for example, a successful military challenge kills one enemy character.

The Plot Cards also have another effect which varies from card to card. For example, Wildfire Assault forces both players to kill off any characters they have in play in excess of three. Another Plot Card increases the Power gain for Dominance. Each turn, after all the challenges, the side with the highest strength of standing characters plus money, winds Dominance, and normally gets a Power Token. With that Plot Card, you get two.

Plot Cards also limit your hand size. Very efficient, and a very clever set of game mechanics there.


Pay the price indicated, and put the card into play. There is an ambush ability some cards have that allows you, for a reduced amount, to play the card as a reaction to something. For example, the enemy declares a challenge and you have no defenders. But you have one in your hand with the ambush ability. Did you remember to save some money? This game has lots of layers.


There are three types of challenge, each with different consequences for the losing player.

  • Military – characters are killed.
  • Intrigue – cards are discarded.
  • Power – Power Tokens are lost to your opponent.

The characters have icons showing if they can take part (as attackers or defenders) in one or more of the challenge types, as well as a strength, and possibly some extra powers. For example, you might have a character who generates cash each time a particular challenge is declared.

Characters normally stand until they attack or defend in a challenge. Then they kneel (turn 90 degrees to one side) leaving them unable to take part in later challenges that round. Characters may also kneel because that’s how they use their own ability, or as a result of enemy action.

Money – All Gone!

While I remember, one cool aspect of this game is that all remaining money goes back to the bank – Taxation! – at the end of the round. Money management is crucial (and money is in short supply) but you cannot build up a war chest, and that takes a little getting used to.


As Sheer so carefully enunciated, I played the game in a half-assed fashion, focusing on playing the game, and having fun. There are a LOT of possibilities and interactions in every piece of game play. There is much more going on here than Netrunner, for example, and for sure I got a lot wrong.  I was more inclined to play cards to see what happened, rather than try and work things out in my head. I really wanted to get the rules and processes assimilated, and to that extent the session achieved its goal. Sheer was much more careful and methodical in his play, and was rewarded by a decent and deserved win.

Not short

It was just as well we were on our own, as it took us three hours to finish one game. The box suggests a playing time of 1-2 hours, and my suspicion is that – even with more familiarity and experience – games are likely to be at the longer end of that range. This is not a complaint, but it does make an interesting comparison with Netrunner, a much faster game.  However, while the game can handle up to four players (six if I get another core set) I would be hard pressed to want to play this with more than three, maybe four at a pinch. I think it would drag too long with too many players. Maybe my opinion will change with more play and experience, but for now, I will be trying to keep the player numbers down.

There are extra rules that you can add in for games with three or more players. They are not difficult, but add to the depth of the game, and appear to be in keeping with the other polished parts of the package.


I liked it. It is different from Netrunner, plays differently, and so delivers a different gaming experience. Both are intense, and both enjoyable. The card quality, including graphics, is excellent. The rules – two well done, color booklets – are clear and easy and probably comprehensive. We had questions, but nothing that a quick surf of the internet didn’t solve.

I’m wary of being too committed to just one of these games, so will not be dropping everything to focus on Game of Thrones. But I do hope to play it a lot. If initial impressions are any indication, this will be one of my favorites.

Thanks are due to Sheer for joining me in the journey. Great stuff.

A game about the game

In this case, we are in A Game of Thrones territory:


Also newly arrived and out of the wrapper (but as yet unplayed) is the second edition of A Game of Thrones: The Card Game. It’s designed by Eric Lang (multiple design credits) and Nate French (Lord of the Rings LCG designer).

The theme is obvious. It’s a card game (duh!) – using the Living Card Game (LCG) format – designed to accommodate player v player or multiplayer sessions. I bought it partly for that reason, partly because of the good reviews, and partly because I have been impressed by the previous games from these designers.

Incidentally, the LCG format means you know exactly what cards are in the expansions, so you are not engaged in a furious hunt to find (and buy) the rare, powerful cards.  The Netrunner card game is LCG, and that’s another reason for buying this game: with Netrunner, I got in late, and it took me time to track down and acquire the expansions after the fact. Here, I am in at the start, so it should be – ha! – easier.

I’ve only had a chance to skim the rules and components, but so far it looks good. That matters for nothing if the play is crap, but I am optimistic this will be a good one. It goes in to the queue,