Reading this article (very interesting actually, http://www.cardgamedb.com/index.php/index.html/_/articles/quill-tankard-regulars-volume-ii-issue-1-r1345) makes it seem like they’ve adopted the “timing structure” rules that Netrunner has–this looks like the “timing structure of a run” chart:
The final thing we’re going to touch upon in today’s lecture are Challenges, and what they look like in 2.0. Now, Challenges are the heart of AGoT, and haven’t changed all that much, but there’s a little devil hidden in the details.
Here’s what a challenge looks like now, from a rules perspective:
4.2 Challenge is initiated.
4.2.1 Defending player declares defenders.
4.2.2 Compare STR to determine challenge winner.
4.2.3 Gain challenge bonuses.
4.2.4 Apply claim result.
4.2.5 Process challenge resolution keywords.
4.2.6 Challenge ends.
The “action window” seems to be the same as “paid ability window” in Netrunner. From what I’ve read, one of the confusing things about GoT 1.0 was figuring out when you were able to do things, and that this will make it much more elegany. Excited to see how it plays.