NOTE: Grab a cup of coffee, before you start reading this.
I posted a wall-o'-text about AGOT, rules and all things related in one of the rules discussions just last week. Now, after reading another large set of Tourney Reports (both here, and on other sites), it started seeming all the more relevant, so I'll post it here on the main forum as well.
Why? Here are some details in those TRs that caught my eye:
- Locations with attachments being bounced with Search and Detain (this one was on CardgameDB and had to do with Burned and Pillaged, I think)
- People only executing part of an effect, and their opponent noticing this and not acting upon it ( "Turn 2 I forgot to search for To Be a Wolf (still got the stand). He noticed but didn’t say anything, which may have cost him because he had to discard for my agenda since it was winter.")
- The different ways of playing/ruling, with regard to how Maester decks interact with timed wins.
- A player not searching for a Maester with At the Gates
- There were also other similar examples… I think I saw at least an indirect mention of a game, where I think someone had used Burned and Pillaged to choke a KotHH player, even though KotHH stops all gold modifiers etc.
I really think, that as a community, we would need to take a firmer stance on trying to play this game ' by the book ', ESPECIALLY since the rules are more than a bit convoluted in AGOT.
To be really irritating (I apologize beforehand): There is no rule stating that a card effect is executed completely (the To Be a Wolf example) only if it suits the player who notices this. Effects need to be executed completely and it's up to both players to maintain this. If something is voluntary ("you may…"), then sure, you don't need to start noting on this to your opponent. But passives need to always happen (if one player doesn't draw from GTM, then the whole game is in an illegal game state) and effects need to be executed as they are written (you play the cards as they are written, not how it suits you). I remember there was a TO somewhere in the States, who used to penalize both players for an illegal game state? In a way, I think he was onto something.
So… that original wall-of-text I mentioned? Here. It's about AGOT, rules and why I'm a bit worried about the overall direction thereof. Was originally posted into the thread here about why Castle Battlements ends up NOT granting any immunity to the card it is attached to:
Wall-o'-text:
NOTE: The following is a sort of preamble to something that I've been thinking about lately, feel free to skip until later if this is all clear or boring to you. ; )
First of all, some background on why the rules exist, and why they should be followed:
- All of the different cases of how cards interact cannot be explicitly written on the cards themselves, not enough room.
- All of the different interactions between cards cannot be written explicitly out by the design team. Even with binary interactions there would be over half a million interactions (6*120 cards for CPs, 60*6 cards for deluxe expansions, around 200 for Core Set… that makes around 1280 cards… square that and you have around 1.6M. Remove double-counting and you're at something like 800k). Not enough manpower, time etc.
- Despite this, players have to be able to interpret all of the interactions during gameplay and preferably in a similar way in different isolated places. Otherwise somebody will come with a deck that contains Free Man, only to discover that the TO says that it's a widling, not a wildling…
Now, for all of this to work out properly, we need two things:
- A formal language that is used in the cards.
- A compatitable rules set for parsing this formal language.
If there is no clean set of rules, then we cannot extrapolate and come up with the same end result in every game played by every player everywhere. Essentially, we'd end up playing the game differently in different places, and it would be useless to talk about a real metagame anymore, since we wouldn't all be talking about the SAME GAME anymore.
This is actually pretty similar to how programming works. The text written on the cards would be the code, the rules would be the coding language and the player/TO doing the interpretation would be the parser/compiler. Now, in an ideal situation, the rules set would be so thoroughly defined that there would be very little room for mistakes, all of the special structures of the language would be included as rules and the overall size of the rules set would be manageable. Of course, ideal rarely happens. However…
Why I decided to pick up on this:
I'm a bit worried on how laxly FFG is treating the overall formal language behind the game. To begin with, the game is pretty hard to parse for most people, evidenced by the 'Oh, we've been playing this wrong' -comments that you very often see from people. So, FFG isn't doing too well with either the clarity (the rules are in a difficult to interpret form) or conciseness (there's just too many rules for players to keep up with) to begin with. One portion of this might be the fact that the rules are spread out into two documents? Or just the way the sheer length of the accumulated rules text? But it starts getting downright worrying, when an argument can be made that even the card designer's aren't fully aware anymore of how the rules function.
Now, the following (and previous for that matter) are purely my personal thoughts, so feel free to disagree. Even vehemently. No, really. Feel free. I'd love to hear peoples thoughts on these:
- I think that instead of using existing well defined structures within the formal language to produce new and interesting effects, AGOT design tends towards constantly creating new structures into their own games language. Now, the funny thing is that Castle Battlements is actually a good COUNTER-example, since it is using an existing rules structure (Immunity) in new and interesting ways. An example in this direction would be the new River Plots. Or the fact that we have exactly two Deathbound cards in the LCG. Maybe the character agendas also, although they're resurrected from CCG.
- For the amount of new types of effects that AGOT gains constantly, very few of them are defined into new terms into the language. An example? Instead of defining 'Claim Replacement (attacking alone):', we write out all of the rules for this on each card that does this. Similarly for character Agendas. Now, this is of course good in it's own way, since players don't need to look elsewhere for the rules. However…
- Clear templates aren't being used in card text, not at least always and consistently. Instead, the card text is written 'free form', which leads to every single card having to be checked for it's exact wording and how that relates to the rules. Hard to come up with a good example of this, I'm personally drawn towards pointing at Kindly Man and dual-house Theon Greyjoy. They both function similarly, but one has you 'name' a cardtype, while the other doesn't. If Kindly Man used the Theon template, it would say: …he or she names either 'kill' or 'pay', then chooses and kills the chosen character or gives you 1 gold from his or her gold pool, if able. Another good example is Dragon Skull vs. Venomous Blade.
- I really think, for this kind of game, either strict usage of templates OR defining terms for everything is very beneficial in keeping the rules 'clean'. For comparison, L5R uses the template -system, while MTG tends towards terms. AGOT sort of swims between the two, without really deciding on either solution. Both solutions have the same effect however. You can think the rules through for the template or mechanic, and can 'inherit' most of the behaviour. One comparison of these two methods is that 'terms' are easier to change later on, while templates tend to be more user friendly, since you don't have to check what the mechanic was… Templates lead to long card text (which can be daunting for new players), terms can lead to loads of 'what does Character Agenda (death): … do?' during first games.
- Rules problems aren't always solved 'cleanly' in AGOT. Case in point: Kings of Summer, framework draw and draw cap… and how this was resolved, i.e. changing the rules suddenly to work differently. Or To Be A Stag, To Be a Dragon and suddenly deciding that for these cards you suddenly needed a card in your discard/dead pile… instead of changing the wording to match the rules.
- The number of QA slip-ups is getting a bit too obvious, and is causing people to 'lose faith' in the cards being correct. This makes it harder for people to accept how a certain card works, and causes them to start arguing 'designer intent' etc. Examples: Wilding. Snakeskin Veil and there not being a single 'Sandsnake' in the cardpool. Onborn.