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14

The 4-player game is extremely unbalanced. Greyjoys need to play fast and aggressive with building a navy to stay in the game to begin with, in a 4-player game that need is greatly expanded; if they don't get an army down south, they'll never be able to be a real competitor. (My group is current on hiatus from playing this game as the last game we played I ...


13

From the rulebook: No. "Ship units may move into friendly connected port areas or into adjacent sea areas, but may never move into a land area." (p. 15) So a ship alone cannot attack or conquer land. It can support a land attack, though, although the reverse is not true (p. 18). As indicated above, this cannot happen. You can capture the ships. "If the ...


13

In the board game A Game of Thrones: the Board Game, land units do not board ships, and thus do not occupy the same location. Rather, ship units allow you to treat two coastal locations as adjacent for the purposes of using March orders on land units. From the 2nd edition rulebook, page 23: Any two land areas are considered adjacent for the purposes of ...


11

One of the players in the game in question just sent me this link: http://boardgamegeek.com/thread/98106/supporting-routed-units It seems that the accepted interpretation is that routed units may give battle (with a strength of zero) and may be supported.


10

Absolutely not! Quite apart from the fact that that makes no sense whatsoever, it also explicitly states that you can't on page 23 of the rulebook (bottom right). While land areas connected by ship transport are considered adjacent for purposes of marching and retreating, they are not considered adjacent for any other purpose (including supporting ...


10

The port is never considered "part" of the sea area; control of a port depends on whoever controls the land area, and the sea area is merely adjacent. The ability to use a port despite the adjacent sea area being occupied is probably the most important aspect of ports. From the FAQ: Q: Can a fleet that is defeated in a sea area retreat to a friendly ...


10

Control of the Iron Throne grants you the decision in all (non-battle) ties, not just ties involving you. This can be useful to try and balance other players in respect to your own position (weaken closer players, for example, or the ones with a stronger board position). The ability to resolve ties can be quite important when bidding, which can happen in ...


8

I'm only familiar with the 2nd Edition, but I believe it's similar. (This question doesn't list include support in it's list of differences.) When thinking about support, it doesn't matter where you're attacking from. The battle takes place in the region troops enter to attack, and only units (ships or land units) bordering the defending region can offer ...


8

The following is taken from page 12 of the rules (emphasis mine): If you move one or more of your units into an area containing units from another house, a battle will ensue once you have completed all your movement from that March order. If you move into such an area, you are considered the attacker, and the opponent currently occupying the area you ...


7

It can support again another battle. Supporting units simply provide their strength in combat without participating in any other way. Routing only happens to retreating armies. See manual page 21 ("Retreats and Routing").


6

Yes, routed troops can be supported. A battle against routed troops (who have zero combat strength) still follows all the regular rules of combat (including Calling for Support).


6

The House card discarded by Patchface stays in the discard pile, all other cards are returned to the non-Baratheon players hand. I don't believe that an official answer exists for this situation, as noted here in this BGG thread. I believe that a literal reading of the rules leads to a definitive answer. Important information of note from the rule book ...


6

Yes, you already moved those troops during the March Orders step. The rule book indicates that all troops are moved or not moved during the March Order, before combat begins. If you wanted to leave some troops behind, you need to do so before you begin combat and you cannot add those units to your combat strength. -When a player moves one or more units ...


5

Yes, even routed units immediately control the areas they occupy. According to the FFG rule book, Controlling Areas - A House is said to control a land area when it has at least one Footman, Knight, or Siege Engine in the area, or has previously established control in that area by placing a Power token there (see below).


5

Having played both, the second edition is definitely more streamlined than the first edition. The mechanics and "feel" of the game are pretty much the same (although the new "Wildling" and optional "Tides of Battle" cards do make wildling attacks and battles more interesting), a few balancing tweaks, but the biggest changes are mostly aesthetic. To me, ...


5

Well, according to this post at BGG, the rules changes are Unit counts - each house has 5 knights and 2 siege engines, instead of 4 knights and 3 siege engines. Setup changed to include various neutral forces tokens. Wildling Attack cards added. Garrison token of 2 for each house's starting position. Play to 7 castles regardless of player count. Wildling ...


5

The FAQ indicates the cards should be reshuffled each combat, as you have been doing: Reshuffling the Tides of Battle deck: Immediately before the "Choose and Reveal House Cards" step of every combat, all Tides of Battle cards are reshuffled together to form a new deck.


5

No. Nowhere do the rules mention being able to voluntarily remove units from the board. You can do a text search to verify this yourself (destroy, remove, sacrifice, voluntary, etc. do not show any meaningful results). The default for board game rules is, anything not permitted is forbidden (since it is quite impossible to do the converse)


4

No, from the rule book, on page 11: The Golden Rule: You may never move (or retreat) a unit so that it violates your current Army Supply limits (as indicated on the Supply Track). Should you do so by accident, you must immediately destroy enough units to make your armies in Supply again.


4

Baratheon strength 2 is Final if the Throne ranking so determines : which house executes first and next house executes after. So slightly counter-intuitively the lower Throne ranking would receive the benefit in this case. http://community.fantasyflightgames.com/index.php?/topic/73198-house-card-questions/ ...


4

To quote the rulebook: Yes, combat ensues normally: "Whenever a player marches one or more of his units into an area containing units from another House, combat ensues." on p17 They are still units. And there is no rule telling you otherwise. But they provide 0 combat strength: "Routed units provide no Combat Strength, but still count towards a ...


3

Yes, this is allowed. From page 13 in the rulebook: If marching units enter an area containing one or more enemy units, a combat ensues (only one combat, however, may be initiated for each March Order). So there's only a problem if you try to initiate two battles with the same marching order (which you're not permitted to do. But as described on page ...


2

Ships may support land combat, land units may not support sea combat (my friends always say "imagine the men and horses swimming out into the sea" as opposed to ships raiding the shores). The battle takes place in the area which you are trying to conquer, so only units adjacent to it may support it. References: From the rules p. 17: Ship units may ...


2

This is a "well known problem". I'd suggest to check out the variants mentioned in this post and BGG. We prefer the "Rumble in the South" alternative: In this variant, Stark and Greyjoy are unplayable and their lands are impassable. The impassable regions thus include: Bay of Ice, Flint's Finger, Ironman's Bay, Seagard, The Mountains of the Moon and The ...


1

The power token is not counted as an opposing force, so yes it is allowed. For clarity of game flow, move the non-contesting pieces first, and the attacking units last. Also be careful that unit population caps are correct.


1

Take away a single unstarred order token from your set. Which one depends on how much handicap you think is needed. A huge handicap would be to remove a march token. A big handicap is to remove a support token or a defense token. A significant handicap would be to remove a consolidate power or raid token. If you find those handicaps too hard on you, you can ...


1

Pypok made objective cards to play 6 player feast of crows style game of thrones: http://enter-there.com/expansions/dance-with-dragons/


1

In simplest tournament form In each round winners advance to next round, losers do not. If an alliance wins, they advance together for that round only. 2nd place matters not... For a longer format Everyone gets to play up to X games of Y game opportunities. Winners (individual or alliance) get 3 points each, losers get 1. After the Y th opportunity has ...


1

From what I can recall there are some completely out of bound territories in a 4-player game - I'm not sure you can make it right to the bottom of the map. Yes, I suppose it is easier for them to get a good start but really it is down to the other players pushing from the North and the West. The pace of the 4 player game is considerably faster so you can't ...


1

another important aspect of going first that is often overlooked is how it effects siege engine (i play the game in a foreign language, so if that is not what it's called, i assume you know what i'm referring to all the same). since its only value is when it attacks, if you have it adjacent to an opponent, going first could be the difference of having a ...



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