Plot Cards Article

By Bomb, in General Discussion

Dat Clash of Kings art.

In 1st edition, did key words on Plot cards much of an impact? Obviously those on characters, locations, etc will, but I'm wondering how cards played from your draw deck would interact with key words on Plot cards.

Edited by goboking

Those aren't keywords. They're traits. There is a big difference between the two.

As for how much impact traits on plot cards had in 1st Ed., I'd point you in the direction of City and River plots. Like any trait, how much impact they have, no matter what card they are on, depends on the other cards you have available to interact with the trait.

My guess is that the traits on plots will actually help a lot of card synergy. It's worth noting that two of the ones we can see in the article, War and Noble , have the same name as 1st Ed. crests, which have a lot of impact - when planned for and utilized - in 1st Ed. It may be that plot traits are a way of keeping the flavor of "crest mechanics" in the game while eliminating the confusion of the (minimal) difference between traits and crests.

So apparently we will not see Valar Morghulis this time.

Think about it: if "The Winds of Winter" and "Wildfire Assault" are the numbers 25 and 26 respectively, then there would be no space to Valar.

But then again, they're changing the names of too many plots...

Don't forget Military Battle/Intrigue Gambit/Power Struggle.

Don't forget Military Battle/Intrigue Gambit/Power Struggle.

Also Others, Raven, and Castle. But the post was asking for plot traits that had an impact. City and River were the plot traits that have had a real impact. The others -- not so much (although the jury is still out on Castle).

I'm hoping that if Valar Morghulis does make a return, that it will have greater stats than its 1E counterpart, an effect that reduces these when played, and additional text along the lines of "For the rest of the game, ignore the game text of plot cards named 'Valar Morghulis.'" Melee games just get too weird otherwise.

Edited by MarthWMaster

This would really severely screw anybody that had valor in their deck

A 2 gold 0 claim 0 initiative plot with no effect? If you're including valor its probably a pretty important part of your plan to deal with opponents' overwhelming you. So now you have to play it 'first' even if the effect doesn't really help you that much otherwise you could get screwed by it.

I get that it can be annoying in melee, but this change would basically make the plot incredibly unbalanced in joust, imo, so I doubt they would ever do that.

I originally had in mind that it would have normal gold, initiative, and claim values (4, 4, 1, let's say), but that its actual text would reduce these to something more balanced. I forgot to mention this in my post.

Edited by MarthWMaster

https://images-cdn.fantasyflightgames.com/filer_public/0d/56/0d5685f0-b7e5-4332-8568-7ebdc4277a43/a-clash-of-kings.png

Does this mean you get an additional power to your faction after you win by power?

Yes, after you claim 1 power for winning the Power challenge, you'd then get another one from the plot card. It's basically a claim raising effect, except it's one that would be excluded from claim-reducing or claim-replacing effects.

https://images-cdn.fantasyflightgames.com/filer_public/0d/56/0d5685f0-b7e5-4332-8568-7ebdc4277a43/a-clash-of-kings.png

Does this mean you get an additional power to your faction after you win by power?

Yes, after you claim 1 power for winning the Power challenge, you'd then get another one from the plot card. It's basically a claim raising effect, except it's one that would be excluded from claim-reducing or claim-replacing effects.

And, assuming it is the triggered effect it looks like, can be canceled, prevented, etc. by things that counter triggered effects.

Also Clash of Kings should be working when defending a power challenge too. This makes it quite different from "raise claim in power challenges by 1".