Quantcast
Channel: A Game of Thrones: The Board Game (Second Edition) | BoardGameGeek
Viewing all 19635 articles
Browse latest View live

Alright, here we go again

$
0
0

by B K

So Saturday, I'll be attempting to have another game night. Should be 6 of us plus my 8 year old daughter joining in for a couple games so the game choices should be plentiful, but now I face the daunting task of either trying to teach numerous small/mid size games or one giant game(Eclipse).

I kind of like the idea of doing a few smaller games throughout the night but I'm not sure how well that will hold everyone's attention, last time we did A Game of Thrones: The Board Game (Second Edition) and it took forever for us to play, but everyone stuck with it and was focused on the game and we had a really good time. With smaller games I hope that this promotes more conversation and such, but I worry about everyone expecting a BIG game.

In my head, I am figuring on bringing out:

7 Wonders
King of Tokyo
Tsuro
Zombie Dice
Small World
Toc Toc Woodman and Caveman Curling

Those can support 6 as far as I know really easy and I won't have to worry about asking people to team up for games. But I'd really like to get a few others to the table that only support 4-5, just basically because I know that folks will like those games:

Lords of Waterdeep
Kingdom Builder with Kingdom Builder: Nomads
Takenoko

So, either all that or I focus on learning Battlestar Galactica or Eclipse and going with those. Or heck, we could try A Game of Thrones: The Board Game (Second Edition) with the full six players this time and see what happens.

I'm probably over-thinking everything here and I should just let everyone pick the games as we go and I should maybe be more worried about what I am going to grill for folks and whether or not I actually have to start a fire in the grill to do so(might be able to just sit them in the grill and let the sun cook them this weekend, 102 on Saturday, haha). I just don't want to be the guy that isn't prepared to teach a game so I try to plan ahead as much as possible, read the rule books and try to make sure that I can teach a game and have it be fun.

Boy, I got a lot of reading to do. The How to Play Podcast, don't fail me now. :D

Reply: A Game of Thrones: The Board Game (Second Edition):: Strategy:: Re: Lannister-Greyjoy Ninja Gambit

$
0
0

by colt45usd

bsheehan34 wrote:

Lannister has to cp* in lannisport first turn. Otherwise if I'm greyjoy I am coming after him hard.

I think the best thing for lannister to do is try to convince greyjoy that by not going north he is handing the game to stark. First turn orders for Lannister in my opinion should always be

Lannisport cp*
Golden sound d+2
Stony Sept march

Take riverrun and if greyjoy wants he he will have to fight for it, play the hound and retreat to harrenhal

Muster a ship in port and a fm in lannisport.


Second round if no muster you are safe in golden sound if you play d+2 and
s+1 in port unless greyjoy wants to commit both ships. If he does that ironmans is empty to muster into from riverrun should a muster hit. Get a kn into stony for support every turn, a fm in searoad, and possibly go to harrenhal as well....or if greyjoy took riverrun first turn you just take it back using serkevan. If he wants to take it this turn that means you still have folden sound and you can just take it back next turn.

If greyjoy chooses to attack you from the start just point out how stark is expanding and how he is going to win should greyjoy continue attacking to the south.


So, yea, Brad, you know I agree with all this and saved me the time of writing it

Anyway, this move we are talking about requires on an absolute friendship between Lannister/Greyjoy. As Lannister musters into Ironman's before Greyjoy can. However, if you can build that standing alliance, it could be fun to try out.

PS: Tyrion is an amazing card, as is Aeron. So please, don't say they are crap.

Reply: A Game of Thrones: The Board Game (Second Edition):: General:: Re: A Game of Thrones Scotch Pairing

$
0
0

by brotherjo

I don't know much about beers, but what seemed most important to me about the Greyjoy flavor was the salt. I thought a Greyjoy would always have the taste of salt in his mouth.

Reply: A Game of Thrones: The Board Game (Second Edition):: Strategy:: Re: Lannister-Greyjoy Ninja Gambit

$
0
0

by Grubsnik

If you do the turn 1 moves and a T2 muster comes up, Lannister can and should muster in iron mans bay and from there rip Greyjoy a new one.

As Stark, I would focus on retaking Winterfell, not keeping it. Greyjoy moves after Stark, so those 2 Siege Engines in Winterfell are as good as dead in turn 3, any ships in Winterfell port will be back under Stark banners before they get the opportunity to enter the Bay of Ice.

Reply: A Game of Thrones: The Board Game (Second Edition):: Strategy:: Re: Lannister-Greyjoy Ninja Gambit

$
0
0

by tipbruley

Grubsnik wrote:

If you do the turn 1 moves and a T2 muster comes up, Lannister can and should muster in iron mans bay and from there rip Greyjoy a new one.


Yeah I agree with you on this. Lannister would have to be really loyal to keep it up. But this whole concept depends on an unbreakable alliance between Lannister and Greyjoy

Grubsnik wrote:


As Stark, I would focus on retaking Winterfell, not keeping it. Greyjoy moves after Stark, so those 2 Siege Engines in Winterfell are as good as dead in turn 3, any ships in Winterfell port will be back under Stark banners before they get the opportunity to enter the Bay of Ice.


You are forgetting three main things.

1) Stark is likely going to try and take the Bay of Ice back rather than turtling at turn 2. This means he will likely build ships rather than 3 KN on winterfell.
2) Greyjoy musters after Stark allowing him to judge how many SE to build (My guess would be he only needs 1 in most cases)
3) If a suply or mustering comes up in turn 3, Stark is screwed

Reply: A Game of Thrones: The Board Game (Second Edition):: General:: Re: A Game of Thrones Scotch Pairing

$
0
0

by hoobajoo

brotherjo wrote:

I don't know much about beers, but what seemed most important to me about the Greyjoy flavor was the salt. I thought a Greyjoy would always have the taste of salt in his mouth.


This has inspired another list: cocktails of the Houses! Again, my personal taste disqualified a few cocktails that I never want to be stuck drinking (i.e. Bloody Mary for Lannister).

Stark - Hot Toddy (brandy, hot tea, honey, lemon juice, herbs)
Greyjoy - Salty dog (gin, grapefruit juice, salted rim)
Lannister - Rusty Nail (scotch whisky, Drambuie)
Tyrell - Sex On The Beach (vodka, Midori, Chambord, pineapple and cranberry juice)
Baratheon - Old Fashioned (bourbon, Curacao, bitters, soda water, sugar, lemon twist)
Martell - Tequila Sunrise (tequila, orange juice, grenadine)

Reply: A Game of Thrones: The Board Game (Second Edition):: Rules:: Re: Routed unit query

$
0
0

by Sabzevarian

Radziol wrote:

soda_popinski wrote:

Starkiller wrote:

Routed units are considered as having a strength of 0.

They CAN give support - of 0. It's important when using the Support+1 order, in which you get the +1 bonus (but nothing from the units, as they're worth 0).

The units can't march, as stated in the rules, and when attacked there's a battle - again with them counting as 0 strength.
If they're defeated, the routed units are destroyed in addition to any casualties inflicted by the house cards.



How can routed units ever give support? They are not considered routed anymore after the "clean up" phase. Meaning that you can never give orders to routed units...

OK, but when i think about it.. if your units get attacked and retreat to a friendly area that already has a support order? But then what's the point. If the area has a support order, that means you already have troops in that area!!

One Footman with +1 support. Some units retreat to this area. Later the Footman is destroyed by Mance, but routed units still win.
In this situation you have only routed units with +1 support, which means they can give +1 strength to battle.


Hmm that is a good example of such a situation happening, rare but I was trying of think of when that might happen. Not a big deal as it is a rare hypothetical, but isn't that what this forum is for?:D But isn't the situation negated or at least made fuzzy by the faq, on page 3? ('routed units "can't" give support):

[Q: Can routed units provide support?
A: No. Routed units are ineligible to contribute
to support
, even if they are in an area containing a
Support Order. Non-routed units sharing an area with
routed units may still contribute support as normal.]

What is the point of this entry if not to say that the +1 support cannot be "activated" by routed units.

Or, I suppose the Kevan card may be relevant if you had multiple footmen there? This faq certainly says that they can't benefit from Kevan somehow. But can they "activate" the support order to gain the +1? I don't know.

Then contrasted by this recent (unconfirmed) email answer:
Q: Can routed units provide support with zero strength to interact with Salladhor Saan, Asha Greyjoy or Renly Barateon special abiltites?

A: Yes, routed units can provide their support to adjacent areas. They are, however, counted as 0 strength each.




Thread: A Game of Thrones: The Board Game (Second Edition):: Play By Forum:: nvm.


Thread: A Game of Thrones: The Board Game (Second Edition):: Variants:: New House Cards for 9-Player Game

$
0
0

by ashayatara

Well, a month or so ago, I found the 9-player Feast for Crows expansion, linked here. As great as it was, it had been made pre-second edition. My boyfriend and I decided that this had to be corrected. He came up with balanced and interesting text abilities for all 9 houses, and I made the cards. We've played with all cards but Targaryen, as we haven't managed to have a 9 player game. Anyway, I hope that some people play with these cards. You simply need to print out each sheet of house cards and place them in some sleeves or what have you.

Here is a sample:


Here is the album of cards.

If you have any feedback or questions about mechanics, feel free to ask me. I also have the photoshop files I made, for another soul who feels the urge to tweak the game :]

Reply: A Game of Thrones: The Board Game (Second Edition):: Rules:: Re: Routed unit query

$
0
0

by Perrytom

This last reply seems to be consistent, perhaps an elaboration of, the previous FAQ question. Did it come from FFG? If so, that makes sense to me.

Thread: A Game of Thrones: The Board Game (Second Edition):: Play By Forum:: Up for a challange? Want to jump in on a 9Player game?

Reply: A Game of Thrones: The Board Game (Second Edition):: Strategy:: Re: Lannister-Greyjoy Ninja Gambit

$
0
0

by Grubsnik

While Greyjoy holds the sword, not even 3 Ships out of Winterfell port can defeat a single ship with a +1 defense order, that means regaining the Bay of Ice before the inevitable Lannister backstab is pretty much a lost cause. Investing musterpoints and tying up Stark supply in trying to regain the bay of ice is therefore not a good move. A single ship would make sense since it can raid the Greyjoy fleet, allowing Stark to CP in the lands bordering the Bay of Ice.

All while this is going on, I'm also asking myself, what is Lannisters gain from all this. Unless Greyjoy is giving up Seagard to Lannister, he will be no worse or better off than he normally would be. It's not like he is getting the upper hand vs. Tyrell and Baratheon, just because Greyjoy is otherwise occupied. If Stark messes up and Greyjoy manages to grab Winterfell and White harbor, Riverrun and Moat Catlin will be the only things stopping him from winning. Does anyone expect Greyjoy to just sit on 2 Siege engines when he can use them for an instant victory?

Reply: A Game of Thrones: The Board Game (Second Edition):: Strategy:: Re: Lannister-Greyjoy Ninja Gambit

$
0
0

by gamer42_au

The minimum Greyjoy should demand for committing north should be:
1) Riverrun left open on turn 1
2) Max of 2 Lannister ships (1 in Golden Sound and 1 in Port).

Reply: A Game of Thrones: The Board Game (Second Edition):: Variants:: Re: New House Cards for 9-Player Game

$
0
0

by miesdeldolor9

Very nice! A couple of notes...

Mace Tyrell: Ridiculously hilarious effect. Well played.

Robb Stark & Stannis Baratheon: Perhaps add a secondary effect, with the triggering condition "If Tide of Battle Cards are not being used in this game, ..." Most people I play with hate them, and they're a non-essential, optional variant. This either forces the group to use them (regardless of preference), or handicaps Stark and Baratheon by gimping their top cards. If I missed any other cards with Tide of Battle effects, same goes for them.

Reply: A Game of Thrones: The Board Game (Second Edition):: Variants:: Re: House Rules House Cards

$
0
0

by bsheehan34

Tyrion is AWESOME if you use him correctly. He gets stronger the fewer cards there are in you opponents hand. Also he is a counter to loras. I see no problems with the lannister cards or with the game balance...I've seen every house win and game develop differently.

Reply: A Game of Thrones: The Board Game (Second Edition):: Variants:: Re: Balanced game ideas for 4 or 5 players

$
0
0

by piotkap

I really dislike playing with less than 6 players, but recently it's not easy for us to assemble a full time. During latest 5-player game we introduced a minor change, a variant I could call Unbowed, Unbent, Unbroken, despite Martells being passive (but aren't they, most of the time?).

We simply added 1 strength point to each Martell neutral garrison (each southern one, not King's Landing nor Vale). It made is slightly more difficult for Baratheon and Tyrell, but Baratheon won anyway, with in turn 7, with Sunspear and Yronwood among his castles.

And of course we play with Tides of battle, it makes it slightly risky to attack neutrals unless you use really superior forces.

Reply: A Game of Thrones: The Board Game (Second Edition):: Rules:: Re: Ports explained in FOUR simple rules!

$
0
0

by piotkap

Radziol wrote:

econtra wrote:

Furthermore if you leave land area with no power token your ships in adjacent port are immediatelly destroyed.


Is this official? We had exactly this problem today, and weren't sure what to do (move ship to adjacent sea? remove it from game?) when Tyrell left Oldtown and had no power token to keep it in his possession. We skimmed the rulebook but maybe we missed something...

I would argue that, since the province is not lost, but abandoned, it would be all right to move the ship/s, not loose them, as long as the neighboring sea is empty/has friendly ship/s already.

Reply: A Game of Thrones: The Board Game (Second Edition):: Rules:: Re: Ports explained in FOUR simple rules!

$
0
0

by dypaca

piotkap wrote:

Radziol wrote:

econtra wrote:

Furthermore if you leave land area with no power token your ships in adjacent port are immediatelly destroyed.


Is this official? We had exactly this problem today, and weren't sure what to do (move ship to adjacent sea? remove it from game?) when Tyrell left Oldtown and had no power token to keep it in his possession. We skimmed the rulebook but maybe we missed something...

I would argue that, since the province is not lost, but abandoned, it would be all right to move the ship/s, not loose them, as long as the neighboring sea is empty/has friendly ship/s already.


It is official. From FFG's FAQ:
Q: If a player marches all his land units out of an
area (but not his home area) connected to a Port with
his Ships, and in doing so chooses not to leave behind a
Power token, what happens to his Ships in the Port?
A: Ships left in a Port connected to an
uncontrolled land area are immediately destroyed.
If the land area connected to the Port is an enemy
home area, those Ships instead may immediately be
replaced with Ships of that enemy’s House (as per
the rules under “Taking Control of Enemy Ports” on
page 25).


The timing is not completely clear, but I think it would happen after taking control of undefended areas, and before resolving a battle. (which could be important if he is capturing any ships).

Reply: A Game of Thrones: The Board Game (Second Edition):: Variants:: Re: New House Cards for 9-Player Game

$
0
0

by ashayatara

That's a great idea, I myself always use Tides of Battle (sans 3s), so I didn't consider that people don't. Heh. I will edit those cards accordingly and post the replacements.

Reply: A Game of Thrones: The Board Game (Second Edition):: Rules:: Re: Ports explained in FOUR simple rules!

$
0
0

by gamer42_au

piotkap wrote:

Radziol wrote:

econtra wrote:

Furthermore if you leave land area with no power token your ships in adjacent port are immediatelly destroyed.


Is this official? We had exactly this problem today, and weren't sure what to do (move ship to adjacent sea? remove it from game?) when Tyrell left Oldtown and had no power token to keep it in his possession. We skimmed the rulebook but maybe we missed something...

I would argue that, since the province is not lost, but abandoned, it would be all right to move the ship/s, not loose them, as long as the neighboring sea is empty/has friendly ship/s already.
Quite apart from the FFG FAQ which explicitly addresses this, there is no basis for moving units without a movement order (it is not a combat retreat which is the only time the rules contemplate moving units without orders).
Viewing all 19635 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>