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R&D Journal

A Clash of Arms

by Nate French

The five kings have summoned their mighty hosts, and their queens are protected by guardian knights. The realm is past the time for treaties; the hope for peace is lost. Now is the time for the champions of Westeros to prove their worth on the field of battle. Now is the time for war.

The Fox's Teeth

So begins the latest chapter of the A Game of Thrones Collectible Card Game, the A Clash of Arms Chapter Pack series, and so begins The War of Five Kings.

The concept of war means many things to the different Houses and people of Westeros, but whether you see it as a source of hardship, strife, and turmoil, a chance for honor and glory, a grim necessity, or an opportunity for rebellion, profit, and political ascension, the breakout of war invariably marks that a time for change has arrived. And with the eruption of the War of Five Kings, the AGoT CCG makes a bold transition into new realms of both distribution and organized play.

As the game moves forward in its new skin, it may at first seem that all of Westeros is in turmoil, and that nothing will be the same. “Nothing,” however, may be a little bit of a stretch, and there is one truth that will remain: the Song of Ice and Fire saga takes place in a dynamic fantasy setting, and the Game of Thrones CCG is a dynamic card game, and the one constant in both is change. Martin’s world and the characters therein will continue to evolve and develop in our (and his!) collective imagination, and we will continue to reflect this fact with cool new cards that challenge the way you think about the game.

The Fox’s Teeth, which can be found in the first A Clash of Arms chapter pack, The War of Five Kings, is an example of such a card. I’m not going to go so far as to say this is the introduction of a new “kneeling matters” theme (although we may follow up on the mechanic at some point), but this is a card that can very easily turn an entire “taken for granted” aspect of the game on its head. Expect more of the not-quite-the-same in the next couple weeks.

Turning the Page…

As an avid book collector, I’m all too familiar with the need to flip through the pages in a book when you first pick it up off the shelf. With that in mind, I’d like to offer a snapshot view of what’s to come in the Clash of Arms expansion for the AGoT CCG.

Ancient Enemies, Chapter 2 of the Clash of Arms cycle, will focus on the deep rivalries that guide the actions of the great Houses of Westeros throughout the war. The game will grow bloodier than ever before when bitter enemies square off, with both sides using deep grudges and senseless hatreds as a source of strength.

Conflict will expose our hatreds and weaknesses, as we saw in Chapter 2, but it will also demonstrate the depths of our friendships and strengths. Chapter 3, Sacred Bonds, explores this side of the war, as the great Houses of the realm turn inward in search of their own unique fortitude, and outward for any ally they can trust. Because in Westeros, you are only as strong as those who watch your back.

Epic Battles is the title of Chapter 4, and with it comes the introduction of the first new phase to the AGoT CCG since our cards learned how to stand. With control over which battle you’ll fight, and where, and when, how can you lose? Careful though! Is it possible to win every battle but lose the war? You know we wouldn’t have it any other way.

Chapter 5, The Battle of Ruby Ford, takes a look at the most epic battle of them all, and the story-arc of the set reaches its climax. By going back to where it all began, we have opened up new and exciting design space, and there are, quite literally, cards unlike anything you have ever seen before in this pack.

In the aftermath of the war, the great Houses of Westeros are forced to regroup and re-asses their position, as broken armies and shattered men have been driven from the conflict. In need of a champion, banners are raised and the calls are sent. Calling the Banners is Chapter 6 of the Clash of Arms expansion to the AGoT CCG, and it sets the stage for the timeless AGoT CCG Core Game.

The release of the Core Game brings with it new rules and components that are fully compatible with your current collection, and enough cards for up to 4 players to experience the A Game of Thrones Collectible Card Game the way it’s meant to be played. If ever there was an ideal product for introducing this game to new players by making a definitive statement about what the game is all about, the AGoT CCG Core Game is it.

And that, my friends, is the real new beginning of our game. Until then, happy shuffling!

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