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Everything posted by Sinderlin

  1. I never tried because I don't think ships and the extra marching speed leaders and "manage troops" bring into the game work together.
  2. You're in the wrong forum. This one is about AGOT - The Boardgame and I guess you wanted to ask this about the living card game. Go to: http://www.fantasyflightgames.com/edge_foros_temas.asp?efid=10&efcid=4 You should get an answer there.
  3. To be honest: I don't like that it's random and so shortly lived. Imagine a scenario in which you prepared a great attack on one of the other houses and next round, when you could finally put your grand scheme into action, a random alliance keeps you from attacking. What would be the consequences? First: You're mildly annoyed. Second: You realize that your new brothers-in-law now have one round to reposition their troops to fend of your attack. Third: You' are now seriously pissed. What you'd get is no alliance but a truce during which both houses get in even better positions to attack each other because they can know use their brother-in-laws' ships. I realize that the weather track in Storm of Swords does something similar but it is not as random due to the two steps it takes to change weather and doesn't necessarily keep you from attacking altogether.
  4. neocheo said: Jajajaja... I´ll root for you. 'How to identify a Spanish speaking person on the internet' for dummies: Post something funny. ^^
  5. When it comes to Tyrion vs Clegane there's an answer on page seven of the official FAQs "Q: When is the effect of the “Tyrion” House card resolved? A: This card is resolved immediately after “cancel” abilities, but before other effects. " Since Clegane has no "cancel" ability Tyrions effect has to be resolved first. When it comes to Clegane vs Damphair I see no alternative to sticking to the fiefdom order as you did. Neither Clegane nor Damphair have a "cancel" ability so none of them gets priority.
  6. It's not only about the one double crossing but the one double crossed. If people take it personally when you grab away one of their euqally unimportant and unsecured territories and start a vendetta against you that lasts the whole game it seriously weakens the games balance and takes a lot of fun out of the game. People need to forgive and forget in this game. Okay, not really forget. If you trust that sneaky bastard after that and he betrays you again you deserved it. Be faster, generously offer him an alliance when it seems to be of his advantage and then start an all out surprise attack on his borderlands! If he falls for it, he should realize that he reaped what he sowed and not start complaining. That's how A Game of Thrones works. There are no friends in this game but also no lifetime enemies or nemeses. Everybody can be useful or a threat to you. This game is about finding out who is what of those two at the given moment and not about personal feelings.
  7. When it comes to comparably short playing time cosmic encounter might indeed be your best bet. I've tried to come up with a game that comes close enough to what you're looking for and has a playing time of less than 2 hours but everything I looked up had a playing time of at least 2 to 3 hours. The only weak recommendation I could come up with: Small World 1. Kind of. You need to divert aggression from yourself to others. Scores are secret so during most of the game everybody tries to convince the others they are not in the lead. 2. Kind of. Small World is small. There's no room to play nice or maneuver but when you get beaten you can simply abandon your current race and begin a new life somewhere else. The feeling is very different to other games that feature military conflict. In Small World your rise and fall and then simply start again. 3. Absolutely yes. Small World is a very easy game to teach. It's easy to memorize the racial and special powers and then the fun starts. 4. Absolutely no. You're bound for destruction. 5. Not really. The one with more troops wins unless there's a power meddling with the numbers but that's open information. 6. Absolutely yes. 1 1/2 hours is a long game in Small World
  8. 1. Absolutely yes. You can say fragile alliances and betrayal are the bread and butter of this game. 2. Yes. There are cases of "If you do that it's war!" but mostly your former allies or indifferent neighbours will send their troops to get the message across, which should qualify as backstabbing. 3. See the thread "Learning Curve?" 4. Yes. There is only one winning condition: control six fortresses. But to gain control of these you can't rely solely on military might. The three influence tracks are very important and you need power tokens to compete for those, which you earn by giving some of your units orders to "Consolidate Power" preferably in special regions. 5. Yes. The House Cards make for a nice little bluffing game during battles and you don't win a battle by killing every enemy unit. Usually only 0 to 2 of the losers units are killed and the rest retreats. A fighting retreat can be a viable strategy in this game. 6. Absolutely no. Average playing time is somewhere between three and four hours.
  9. No, there is no deckbuilding in AGoT: The Boardgame. Everything the OP and Old Dwarf said about deckbuilding was a refrence to AGoT: The Living Card Game, which has deckbuilding but is a completely different game. If you want to introduce this game to your gaming group you have to keep in mind the playing time. This game can take up to 5 hours for your first plays. You should know best if you and your gaming buddies are okay with investing so much time to try out a new game. If your gaming buddies (or at least one of them) belong to the rare species that read manuals in advance when you ask them too, the first plays might be easier and more enjoyable. Once everybody memorized what those six types of order tokens and the star variant of each can do, the rest will come to you naturally. People will figure out what to do and know what cards are in the Westeros Deck soon if there's not too much time between your first two or three plays. Reference sheets for the order tokens and house cards are highly recommended. It can get a little bit tiresome to explain the raid order for the 10th time. To round it up: To get really started with this game you have to memorize some things which might confuse you at the very beginning but once you get past that, the process of which everybody can speed up for themselves by reading the manual in advance, there's not much more to do than simply play the game and see what works.
  10. Haha, that's mean. But I guess you won't get so many opportunities after the first round to play this combo exactly like this since it only works when everybody has the same amount of cards in his hands which is only granted in the first round because you draw back up to seven cards after setup, right? I didn't pick up my main house yet. As a matter of fact I'm still waiting for my core set to be delivered. Well, it's not really 'my' core set as I'll share it with some friends and they just choosed me to investigate deeper into the rule's subtleties. edit: Sorry for the f***ed up quotation. I tried to close the huge gap between dormouse's quote and my post but somehow managed to screw up everything. I blame my addiction to edits.
  11. ktom said: Just another technicality here: Bran neither repeats nor anticipates a framework action window. His ability is used in a Player Action window. The resolution of his player action just happens to be the same thing (for one player instead of all) as the resolution of the "choose and reveal plots" framework event in the plot phase. That's what I meant. Next time I'll included something like 'in the broader sense'. I should pick my words more carefully when discussing rules. Sorry for that little misunderstanding. ktom said: Remember that "when revealed" plot effects are technically passive effects activated by revealing the card - even in the plot framework action window (there's a clarification on this in the FAQ). Didn't know that! I'll read that part of the FAQ again. This thread turns out to be more of a help for me than for the OP. Sorry valukr for hijacking your thread and thanks to dormouse and ktom. This forum is one of the most newbie friendly I've ever seen.
  12. ktom said: However, they are talking about using an Plot phase effect like Bran Stark here. Bran reads "Plot: Kneel Bran Stark to choose and reveal a new plot card." You can use this Plot phase effect in either of the two action windows in the Plot phase - before or after the "Choose and Reveal Plots" framework window. If you wait until after, then yes, you must wait until every other player's revealed plot card has been resolved. But if you do it before, you will reveal a plot for Bran's ability before everyone else (and get any "when revealed" effect), then you will reveal another plot at the normal time that all players reveal their plot card for the round (and get any "when revealed" effect on that one as well). For some strange reason I ignored that you can use Bran's before new plots have been revealed in that round. Repeating a framework action (which is what Bran does if you use him during the second action window) made perfect sense to me but somehow my mind refused to acknowledge the possibilty of anticipating one. Thanks for your help! Sometimes I just need some help to kickstart my mind.
  13. dormouse said: Mostly right. The Plot Phase actually has two player action windows, one before plots are revealed, and one after. This actually allows you to use a when revealed plot effect before everyone else gets to reveal a plot card. The LCG FAQ diagram shows two action windows in the plot phase. One before and one after the framework action that reads like this: FRAMEWORK ACTION: 1. Choose and reveal plots 2. Initiative is counted 3. High initiative player appoints"First Player" 4. "when revealed" plot effects resolve (in order determined by First Player) I thought framework actions that are not restricted to the active player would resolve for all players at the same time which means that you wont reach that action window until everybody revealed their plot. Well, I'm new to this game, as I said, and I posted this reply as an opportunity to test my knowledge and correct my errors. Seems like that was a good idea after all.
  14. Hey, I'm new, too, but I will try to answer those of your questions I can with what I've learned from reading the forums, the comments at tzumainn's and the kTome. Chapter packs with black borders: The chapter packs from the clash of arms set were published before AGOT became a living card game so they still show some characteristics from the CCG, especially in terms of layout and design. But since those chapter packs work exactly like the new chapter packs and not like a bosster from a CCG they are considered to be part of the LCG. Drawing cards after setup: Yes, you do. The draw phase is an inherent part of every round. Bran Stark: You can use Bran only during the action window that comes after plots have been chosen and revealed, initiative is counted and "when revealed" plot effects resolved. That means that the plot you choosed and revealed first will be the one that determines your initiative because you wont be able to change your plots befor initiative is counted while the one you brought into play with bran's effect will be the one that matters when you count your income because income is counted at the beginning of the marshalling phase and by then you will have discarded your first plot into the used pile and revealed the new one. "When revealed" effects from both Plots will trigger but you can only keep the passive ability of the second for the rest of the round. This allows for a vast variety of tactics. You could play a card with high initative and/or a neat "when revealed" effect and then reveal one with a higher income and/or claim and a helpful passive ability or response. I'll let the seasoned players give you some advice on which exact plots to use and correct me if I got anything wrong. Sorry for the messy layout of my answers.
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