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Genejack

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  1. The main advantage of mustering first is the potential to muster in empty sea areas, before the others can take those seas.
  2. On Ships: Fleets are in my opinion indeed overpowered using only the base game. Ports do much to fix this problem, as landlocked houses can muster fleets in ports and use them to raid support. (While building up forces to attack if need be.) They should support vulnerable territories from land of course. I recommend always using ports. Always. Download the rules and use tokens if you don't own the expansion. Buy the expansion for the other stuff (the sixth player also gives a lot of extra balance). Ships are still vital, however. Focus too much on building ships, however, and you might lose out on controling territory on land, allowing other mustering points, supply and power. 1 and 2) All house have one (or two) territories where they are strongest. As you have correctly surmised, Ironman's bay is Greyjoys. All houses have such strong areas, however.Put some units and a support there, and the surrounding terrain is yours. Howver, this strategy is not enough to conquer the required number of castles. When will you gamble on marching instead of supporting? 3) In a four player game, Lannisters have it great. Instead of having to weasle and backstab their way to victory, they can go for full scale conquest. After a few games, my gaming group realised this and dogpiled Lannister. It's what has to be done in order to keep Lannister from an early win. Poor Lannister, just a few easy games and then right back to weasling and backstabbing. There is a 4-player map floating around on boardgamegeek I think, that fixes some of these issues. Pyke is gone, and Seagard and Riverrun have been reduces to cities (instead of strongholds). I haven't played it, but it solves the mustering speed of Lannister in a 4-player game a bit. 4+5) The Houses that start with two ships are indeed stronger at sea. This is balanced by the strong points of other Houses. Tyrell and Lannister have supply, Stark can gain power easily. In my games, victory usually goes to the player with the best diplomacy skills. But our games are very vocal....
  3. With six players, that would most likely be ' A Clash of Kings' . It has, however, a lot of rules in it that are optional, and adding or not can change the game and associated strategies quite a lot. (There is also a fanmade 6player map of ' A Storm of Swords' for internet plays, so if you're playing online there's a small chance they might surprise you with that one. Did the setup include ships? There are no ships in ASOS.)
  4. Yes, they can. FAQ page 6. Q: Can a fleet that is defeated in a sea area retreat to a friendly Port touching that area? A: Yes.
  5. If two House card abilities resolve at the same time, they are resolved in fiefdoms order. The player higher on the fiefdoms track resolves his effect first. So, if Tyrell is higher on the track, the footman dies. If Martell is higher, the footman lives (by upgrading to a knight before getting killed).
  6. This is from the extended FAQ-excel sheet, make by Umbrates, which answers a lot of minor rule-related problems. "During a battle, House Cards are revealed simultaneously and any appropriate text abilities resolved. There are instances however, when the order of text resolution can be important. Here is the House Card resolution sequence for resolving all such conflicts: 1) House Cards are simultaneously revealed. 2) Any “Ignore” or “Cancel” special text abilities are first resolved in the player order of the “Fiefdoms” influence track. Once an ability that “ignores” or “cancels” takes effect, it remains in effect for the entire battle. 3) Other appropriate text abilities are then resolved in the player order of the “Fiefdoms” influence track. The special text of the first card is completely resolved and implemented before the second card. 4) After the outcome of the battle is determined, any “If you win this battle…” or “If you lose this battle…” special card abilities are resolved in the player order of the “Fiefdoms” influence track. The special text of the first card is completely resolved and implemented before the second card." So Ignore and Cancel abilities are resolved at the same time in fiefdoms order (They are basically the same type of ability).
  7. True, but there is: an 'a Game of Thrones: the boardgame' and an 'a Game of Thrones, the living cardgame'. It will become even more confusing when 'a game of thrones: the adventure game' comes out. At least you're not interested in a lord of the rings-themed game, right ?
  8. I've just realised you might have been talking about the Living Card Game (LCG) a Game of Thrones, instead of this boardgame. Your questions about 'many editions' and 'containing 6 houses' seem to suggest this. That game is playable for 2 players, while these boardgames are not. Best look under 'Living Card Games' and then 'a Game of Thrones LCG' in the forums and ask your question there. As far as I know, You need at least a Core Set (containing 4 Houses) to play the game, but I'm far from an expert. By the way, A storm of swords is a 3-4 player expansion. (I forgot to mention this above).
  9. Welcome to the boardgaming community . You can never have too much boardgamers. There are no editions per se. It's a base game and two expansions. A game of Thrones is the base game. You need this one to play the other boxes. It's a 3-5 game (5 works best). A clash of Kings expands on the base game. It allows six players (through a board overlay) and has several extra options to make the game more challenging/complicated. A Storm of Swords reformats the game. Although you still need the base game (for armies and such), and the basic idea of the game is still the same, it's a very different experience. I'd recommend you check out the manuals, which FFG made available at the support section here. This should help you get an idea of the sort of game this is. Regarding help with boardgame choosing, I really can't help you there. Everybody likes different kinds of boardgames. I really like coop boardgames and 'light' wargames, but I have friends who enjoy eurostyle much more. You'll just have to find out for yourself what you like. Just browse the FFG forums for info. You might also want to have a look at www.boardgamegeek.com. If a boardgame has been published anywhere at all, they have a review of it (and extended FAQs, and pics, and fanbased expansions ). Also nice geeklists categorizing different sorts of games.
  10. This is from the extended FAQ-excel sheet, make by Umbrates, which answers a lot of minor rule-related problems. "During a battle, House Cards are revealed simultaneously and any appropriate text abilities resolved. There are instances however, when the order of text resolution can be important. Here is the House Card resolution sequence for resolving all such conflicts: 1) House Cards are simultaneously revealed. 2) Any “Ignore” or “Cancel” special text abilities are first resolved in the player order of the “Fiefdoms” influence track. Once an ability that “ignores” or “cancels” takes effect, it remains in effect for the entire battle. 3) Other appropriate text abilities are then resolved in the player order of the “Fiefdoms” influence track. The special text of the first card is completely resolved and implemented before the second card. 4) After the outcome of the battle is determined, any “If you win this battle…” or “If you lose this battle…” special card abilities are resolved in the player order of the “Fiefdoms” influence track. The special text of the first card is completely resolved and implemented before the second card." Also, the FAQ states on page 4 (under the Tyrell vs Baratheon heading) that once an ignore ability is activated is stays in effect the entire battle. So Willias Tyrells ignore ability activates first (because it's an 'ignore' or 'Cancel' ability), nullifying Tyrion or Tywin's ability. Then it copies Tyrion's or Tywin's ability to use as you please. Umbrates' extended FAQ can be found here at BBG. It's a bit heavy on the data, but will pretty much answer any questions you might have.
  11. You mean the manuals? At the support page of the game of thrones info site (under catalog). Right here: http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=46&esem=4.
  12. 1. No you can never upgrade allied armies, nor remuster them once they've been killed. The only way to gain new allied forces is for the army ally card to switch from one player to another (through the relevant Plot ally card). 2. Yes. The other player then gains the new troops as indicated on the card (even if part or all of your ally army has been killed). By the way, you keep the ally army card, even if all your allied troops have been killed.
  13. What you have is what you get. So once you're out, tough. That's the beauty of GoT in my opinion. It's nigh impossible to dominate Westeros all by yourself, due to the fact you haven't got enough troups. You must make deals with others. And you have to accept that claiming territory (by dropping power tokens) with the fact this will leave you with a smaller maximum power pool for clashes etc. It's all about balancing those restrictions. This is no riskesk army stockpiling game .
  14. You should contact support. I have heard multiple times of FFG replacing missing or lost game pieces. From what I've heard, they've got an excellent reputation regarding this sort of thing.
  15. O yes, I overlooked the first monster surge. I knew I should have known better than to try to correct one of the hardcore players .
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