This entry is for the Living Card Game (LCG) that was developed from the Collectible Card Game (CCG). For the CCG, go to A Game of Thrones CCG
This is no longer a CCG, having transitioned to Fantasy Flight Games' new Living Card Game (LCG) format. Excerpts from FFG's "LCG: A Player's Guide":
"A Living Card Game (LCG) is a game that breaks away from the traditional Collectible Card Game (CCG) model by offering a new fixed card distribution method that still offers the same dynamic customizable, expanding, and constantly evolving game play that makes CCG’s so much fun, but without the blind buy purchase model that has burned out so many players. The end result is an innovative mix that gives you the best of both worlds!
....
The first phase is the release of a LCG Core Set. Every LCG will have an amazing, high quality and widely available entry point packed with content, including high-quality game pieces and immersive game aides to enhance the game. Core Sets are completely self-contained, with multiple decks included, providing a great game experience right out of the box.
The Core Sets are followed by monthly installments of expansion packs, each a set of forty fixed cards, providing an ongoing and regular addition to the available card pool. These expansion packs add customization, variety, and an ongoing “story” to everyone’s experience with the Core Game."
Starting with the Brotherhood Without Banners cycle, expansion packs come in sets of 60 fixed cards - 3 copies of 20 unique cards.
Starting in November 2011 Fantasy Flight is going to reprint the King's Landing and Defenders of the North Packs to the new 60 card format.
Resources for New Players:
Publisher's Video Tutorial
Re-implements:
A Game of Thrones CCG
Re-implemented by:
Game of Thrones (HBO Edition)
List of all cards:
Card spoilers on CardGameDB.com
Der Deckbauer (German)
Chapter Pack Expansions:
A Clash of Arms
- The War of the Five Kings
- Ancient Enemies
- Sacred Bonds
- Epic Battles
- Battle of Ruby Ford
- Calling the Banners
A Time of Ravens
- A Song of Summer
- The Winds of Winter
- A Change of Seasons
- The Raven's Song
- Refugees of War
- Scattered Armies
King's Landing
- City of Secrets
- A Time of Trials
- The Tower of the Hand
- Tales from the Red Keep
- Secrets and Spies
- The Battle of Blackwater Bay
Defenders of the North
- Wolves of the North
- Beyond the Wall
- A Sword in the Darkness
- The Wildling Horde
- A King in the North
- Return of the Others
Brotherhood without Banners
- Illyrio's Gift
- Rituals of R'hllor
- Mountains of the Moon
- A Song of Silence
- Of Snakes and Sand
- Dreadfort Betrayal
Secrets of Oldtown
- Gates of the Citadel
- Forging the Chain
- Called by the Conclave
- The Isle of Ravens
- Mask of the Archmaester
- Here to Serve
A Tale of Champions
- Tourney for the Hand
- The Grand Melee
- On Dangerous Grounds
- Where Loyalty Lies
- Trial by Combat
- A Poisoned Spear
Beyond the Narrow Sea
- Valar Morghulis
- Valar Dohaeris
- Chasing Dragons
- A Harsh Mistress
- The House of Black and White
- A Roll of the Dice
A Song of the Sea
- Reach of the Kraken
- The Great Fleet
- The Pirates of Lys
- A Turn of the Tide
- The Captain's Command
- A Journey's End
Kingsroad
- The Banners Gather
- Fire and Ice
- The Kingsguard
- The Horn That Wakes
- Forgotten Fellowship
- A Hidden Agenda
Conquest and Defiance
- Spoils of War
- The Champion's Purse
- Fire Made Flesh
- Ancestral Home
- The Prize of the North
- A Dire Message
Wardens
- Secrets and Schemes
- A Deadly Game
- The Valemen
- A Time for Wolves
- House of Talons
- The Blue is Calling
Big Expansions:
Kings of the Sea
Princes of the Sun
Lords of Winter
Kings of the Storm
Queen of Dragons
Lions of the Rock
- Tyrell economy and site control via Trade Routes, Great Hall, Rose Garden enable rapid, large power growth
- Renly and King interactions create strong board-wide buffs and pressure
- Mace, Harmon Euler, and the Shadow City / Scheming Septon synergy enable potent challenge control and draw optimization
- Martell sand snakes variant can be slower or more grindy; draw and tempo can lag behind Tyrell's acceleration
- Reliance on specific plots (e.g., Time of Plenty) can give the Tyrell player leverage if drawn timely
- Valar morghulis-style resets can punish Martell if not able to reestablish board quickly
- political intrigue, house loyalty, shifting alliances
- Westeros during the War of the Five Kings
- lore-driven, board-state aggression tempered by intrigue and renown
Mechanics (from transcript analysis)
- Ambush — A mechanic to bring ambush-ready characters into challenges, enabling surprise defenses or attacks
- Card draw and economy — Drawing cards from various sources (e.g., Doran, Arbor, Great Hall) to expand options and fund plays
- Challenge types (military, intrigue, power) — Each type of challenge interacts with the defender and plot reactions to determine a winner and power gain
- Locations and attachments — Locations provide ongoing effects and resource generation; attachments modify character or location abilities
- Plot cards — Hidden resource and action management that shape the flow of rounds and provide powerful one-time effects
- Renown — A mechanic that grants extra power for characters with renown when they win challenges
Video topics + discussion points
Quotes (from this video)
- I think it's very clever and like a good choice to go with
- the long game here the Martell deck isn't usually too aggressive
- draw is alright especially with Doran Doran is like the key
- we've got King in the north which basically says fu to Martell
- domination goes to the Tyrells obviously
- I can't wait too long because before you know it they'll be able to rack up so much renown