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 ...
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 land ...
The Greyjoys are a challenging house, and require a really aggressive play style. Out of the 6-player games I've played, the Greyjoys have won the least often, but not by a huge discrepancy, so take hope! There seems to be 2 working strategies, both based on the close relationship the Greyjoys have with the Lannisters.
Screw the ...
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
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 ...
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 and ...
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 ...
To the contrary. In the games I've played, Greyjoys win about 1/3 of the time. Though, I admit, it is most probably because their aggressive play style makes them more attractive for the experienced players of the group to enroll (given you didn't select houses at random).
Your strengths are:
Arguably the strongest cards of all houses
You start with the ...
No. You may not use them.
From page 22. on the 2nd Edition rules:
In addition to 10 normal Order tokens, each House also have five Special Order tokens. A player may use any of his 10 normal Order tokens during the Planning Phase, but may use only as many Special Order tokens as he has stars on the King's Court Influence track position.
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.
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 ...
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 ...
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 ...
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").
This is clearly stated on page 20 of the rulebook. (For reference the rulebook and the FAQ.)
On p. 20 it states:
If either the attacker or the defender holds the Valyrian Steel Blade token, that player now has the option of using its ability to provide +1 to his total Combat Strength. If used, flip the token to its faded side, as a reminder that it ...
Where a player sits around the table has little influence on the turn order of the game. Straight out of the rule book, on page 7 (emphasis mine):
Your house position on the Iron Throne influence track abstractly represents the strength of your claim to be king as seen among the minor nobles, knights, and people of Westeros. In the game, the Iron Throne ...
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.
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 (...
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 ...
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)
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.
The token, representing the garrison of the stronghold, is removed once it has been taken by an enemy player.
If the original owner of that territory retakes it, the token is not replaced.
Relevant quote from the rule book, page 26
If a Garrison is defeated in combat (whether defending by itself or
with other friendly units), it is permanently ...
It makes sense that you would put the discard pile back into the deck and re-shuffle - this is what we have always done in our games. This obviously means that you can have the reappearance of cards that have already been drawn once before.
It wouldn't make sense to just shuffle the remaining cards - what would be the difference between that and not ...
There's no movement outside of the board, and no justification in the rules for these areas to be treated differently. The two sea regions you mention aren't adjacent to each other, nor are they the same region, so ships can't move between them.
As for the lore behind this, the Game of Thrones world is big, and not thoroughly explored. It's likely too ...
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.
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).
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, ...
That is correct: The army limit is based on your position on the Supply track, but the Supply track is not automatically adjusted during any of the game phases. You would only adjust the Supply track (and thus your armies) when the a game effect explicitly commands it (i.e. a Supply card is drawn).
From page 8 of the official rules (second edition, but it ...
"Now" means during the step being discussed by that explanation: the Valyrian Steel Blade step.
The Valyrian Steel Blade step is the fourth out of six parts in combat, as listed in the rules.
It occurs after the Choose and Reveal House Cards step, which is third out of six.
The rulebook and the FAQ/errata both imply that the Blade happens after the TOB ...