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A Game of Thrones: The Card Game - A Hidden Agenda, Fantasy Flight Games, 2013 (image provided by the publisher)
Spanish edition cover
French edition cover
English box back
Geheime Pläne

A Game of Thrones: The Card Game – A Hidden Agenda (2014)

Players
2–4
Playing time
60–60 min
Age
14+
7.33
Average rating
29
Ratings
0.00/5
Weight
Alternate names:Der Eiserne Thron: Das Kartenspiel – Geheime Pläne +2 more
Designer:Christian T. Petersen, Eric M. Lang, Nate French
Publisher:Fantasy Flight Games +2 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 5, Interaction 9, Complexity 0, Theme 7
Strategy5.0
Luck5.0
Interaction9.0
Complexity0.0
Theme7.0

This game's strategy, luck, interaction, complexity and theme.

Card GameFantasyNegotiationMedievalExpansion for Base-gameFightingNovel-basedSimultaneous Action SelectionHand ManagementOpen DraftingVariable Phase Order

Overview

Marywn smiled a ghastly smile, the juice of the sourleaf running red between his teeth. “Who do you think killed all the dragons the last time around? Gallant dragonslayers armed with swords?” –George R.R. Martin, A Feast for Crows

A Hidden Agenda is the sixth and final Chapter Pack in the Kingsroad cycle for A Game of Thrones: The Card Game. Schemes, secrets, and mysteries pervade its sixty new cards (three copies each of twenty individual cards), drawing the Kingsroad cycle to its climactic conclusion. As it grants players new means to make their final bids for the Iron Throne in a Westeros forever scarred by the War of the Five Kings, A Hidden Agenda asks the question, “Who is truly pulling the strings?”

Are the Lords of the Great Houses the powers to watch? Should the Lords be less concerned with each other and more concerned with Daenerys Targaryen and her three growing dragons? Or are the kingdoms’ advisors the ones who are secretly pulling the strings? All the previous Chapter Packs in the Kingsroad cycle have introduced new cards and tactics to blend into formerly established mechanics. Appropriately, A Hidden Agenda concludes with a wide sampling of these mechanics: the Bannerman trait, Shadows, cards at your command, decks without agendas, and the Maester trait. Each offers a different path to power, but only one House can sit the Iron Throne!

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