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  1. Hello all. I have made a form to gather statistics on player interest in another official board game tournament to succeed the tournament held at Days of Ice and Fire 2013. I am not affiliated with FFG, but I will be sending the results to FFG in hopes of demonstrating sufficient interest for a similar tournament moving forward. Survey link: https://goo.gl/forms/NsxeiaGoi1v2lt6p2 Thank you.
  2. I don't see what the problem is. Just follow what the text on the cards say, there is no need to imply extra powers or rules for the Tyrion card.
  3. Amin

    Problems with alliances

    Make them play as one faction together, if they insist on playing that way. In general you can use a timer to speed up play if players are taking too long but the playing 2 houses at the same time is what is really slowing them down here.
  4. What are you talking about? Yes, you wouldn't normally choose to return Melisandre itself. But otherwise you can get back an important card, particularly your 4 card (but perhaps some other card needed for the sword/fort icons or text ability), which is powerful as you bypass the need to cycle all your cards first. 4 card is a steep price for Stannis but it can be worth paying it, Mance is the best to return as you get him back for free but he can be quite powerful in combat due to the text ability.
  5. Yes, certainly. I had similar ideas a few years back, but we never managed to get the variant created. http://www.boardgamegeek.com/thread/974833/4-player-variant-battle-north-ongoing-project-spoi http://cassiusgren.tumblr.com/image/50026903185
  6. Controlling the adjacent land area is how you control the port, doesn't matter if you have ships in port or not. http://www.boardgamegeek.com/thread/1187839/mercantile-ventures-objective
  7. It is option 1, in that in writing the rules they were a bit looser than they should have for people who like to nitpick needlessly at word definitions. But for any rule interpretation there is both the technical reading and the intention of the rules. And I guarantee that the intention of the rules was to to be the same as ACOK on this point, because 1) they lead to absurd gameplay and balance situations otherwise and 2) We played it the proper way at the Days of Ice and Fire 2013 event at which Jason and other FFG members overlooked the gameplay.
  8. Amin

    Bigger Map?

    You can get some hand held magnifying glasses/reading screens from a dollar store for very cheap (it is a big square glass usually used for reading small text on paper). Then they can hold it over the map areas when trying to read/look at somewhere in detail.
  9. The old raid * ability is superior to the present raid * in most situations and had more strategic uses. You are right that it still wouldn't be played that often, simply because people cannot often spare the extra *s.
  10. This was answered here: http://www.boardgamegeek.com/thread/871440/adjacent-connected In short it helps to read the port rules from ACOK if you are confused: https://images-cdn.fantasyflightgames.com/ffg_content/a_game_of_thrones_the_board_game/media/clashofkingsrules.pdf Answers below
  11. I would try out the raid* from first edition rules: it can raid two adjacent territories. I find that ability more useful in most situations.
  12. I think you are being too finicky with the term "position". It is meant to be the strength listed there, which makes more sense than Mance varying from 1 to 7. But if you want to focus on the word position, we have to look at how it is used in the rule book. "Advance Wildlings Track: Count the number of Wildling icons on the three revealed Westeros cards (if any) and move the Wildling Threat token forward that many spaces on the Wildlings track. If, during this step, the Wildling Threat token reaches position “12”, a Wildling Attack is immediately resolved (ignore any surplus Wildling icons). Read how to resolve wildling attacks on page 22." So "position 12" => final combat strength of 12, as would the rest for the strength values, there is no position 7 and Mance would never create a final strength of 7.
  13. Mance rayder (or Marg) are not affected by the tides of battle modifiers. Final combat strength is final. Valyrian blade +1 would be ignored as well, and that decision is made after tides of battle cards are drawn (and revealed if the holder decides not to use it) [see faq on blade and tides of battle - https://images-cdn.fantasyflightgames.com/ffg_content/agot-bg-2nd-ed/support/faq/VA65_AGoT2_FAQ_v1_4.pdf] So final combat strength for the relevant player is set by Mance (or Marge) in battles involving those cards - if both are involved, it goes by iron throne order. However, you would still resolve the icons from the tides of battle (sword, fort, or skull)
  14. AFFC Variant is the best for an actual tournament. It is faster to play and made for tournament play. If it is just a general event to introduce players to the game, then base game should be fine. But I would look into getting a few copies of the variant for repeat events. You don't necessarily need to be that experienced to play AFFC either. It is a bit more rules to learn, but supply is actually easier to understand, and the objective cards give players something to aim to do each turn. Of course, new players will not play a balanced game, but they won't play a balanced base game either, so it is fun either way.
  15. i have this same problem and was wondering and noticed that nobody addressed this issue. could someone please clarify this for me? The ship is destroyed as control is lost over the territory - having a ship in port is not sufficient to control an adjacent territory by itself and any power token (if there at all) would have been removed during the course of the battle (your troops were already there, they just had to 'retreat' due to Arianne)