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Volbound1700

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  1. Rules for 3-5 players

    3 Players:

    One person takes House Stark
    One person controls both House Lannister and Greyjoy
    One person controls House Targaryen and their two allies: Tyrell and Martell
    Turn order remains the same (it should play like Axis and Allies when players control multiple nations)

    4 Players:

    One person takes House Stark

    One person takes Lannisters and Greyjoy

    One person takes Targaryen and Martell

    One person takes Tyrell

    5 Players:

    One person takes Stark

    One person takes Lannisters

    One person takes Greyjoy

    One person takes Targaryen and Martell

    One person takes Tyrell

     

    Victory conditions stay the same for each faction, however when playing multiple factions, the Targaryen and Lannister victory conditions apply only (i.e. Martell condition is not played for 5 players, they support Targaryen in earning their victory condition.  Same is true for Greyjoys when controlled by Lannisters and Tyrel when controlled by Targaryen)


  2. The Dragon or Dragon(s) Unit cannot be build and only one exists.
     
    The Unit has a 4 attack and 2 defense.  It can move and attack on both water and land but is only allowed to move once per turn similar to other units.
     
    The Dragon Unit does not count towards the supply track.  
     
    The Dragon Unit cannot be used to gain influence in a region unless a ground force is present.  However it can gather influence through a raid.
     
    Since it does not count towards the supply track, the Dragon Unit can only be killed in battle.
     
    Piece will need to be created or substituted to represent this unit.  I used a piece from SmallWorld

  3. Instructions:
    Starting on the second turn, the player is required to draw a card from the Wildling cards.  

    Reaction to Cards

    If Wilding Victory says Nothing, take no action and move the Wilding Marker Up

    If Wilding Victory states any action, the player reviews the Wilding Marker and attacks any adjacent areas at a 1+Wilding Marker rate.  

    An example, on the second turn, if the Wilding Attack is drawn and has an action, Castle Black is attacked at 1+the Wilding Marker.  Let's assume there is no unit in Castle Black, it is taken.  On the following turn, let's assume Wilding Attack is rolled again, this time combat is issued against both Karhold and Winterfell.  Each area is attacked at a 1+the Wildings Marker.
     
    If Wilding Track reaches 10, it resets.  
     
    Factions can use Hero cards and bonuses to match the White Walker attacks.  Influence points can also be spent by any Faction to give a +1 defense to any region under attack.
     
     
    Defeating the White Walkers
    Players are allowed to attack lands conquered by the White Walkers.  The White Walkers defend at a 1+the Wilding Marker.  
    If anytime after the sixth turn, the White Walkers possess no lands, a player may launch an attack north of the wall.  The battle will be handled similar to attack any White Walker land as mentioned on the row above.  Should the player win the battle, the White Walkers are defeated and no more Wilding Cards need to be drawned.
     
     
    Piece will need to be created to identify lands conquered by White Walkers.  I used a piece from Small World (a coin could work)

  4. Faction Major Victory Minor Victory Allies
    Targaryen All Factions Submit, Lannisters are wiped out, White Army is defeated All Factions Submit House Martell (Submitted)
    House Tyrell (Submitted)
           
    Lannister All Factions Submit, Targaryen Faction is wiped out, Tyrell Faction is wiped out, White Army is defeated   All Factions Submit House Greyjoy (Allied)
           
    Stark White Army is defeated and the Starks have not submitted to any player Stark faction survives and White Army is defeated None
           
    Greyjoy Targaryen Faction is wiped out, Stark Faction is wiped out, and Greyjoy have not submitted to any player Targayen Faction is wiped out and Lannisters force everyone to submit  House Lannister (Allied)
           
    Tyrell Lannister Faction is wiped out, Tyrell forces all factions to submit  Lannister Faction is wiped out and Targaryen force everyone to submit  House Targaryen (Vassal)
     House Martell (Allied)
           
    Martell Lannister Faction is wiped out, Tyrell Faction is wiped out Lannister Faction is wiped out and Targaryen force everyone to submit  House Targaryen (Vassal)
     House Tyrell (Allied)
           
           
    To explain further the diplomatic state, House Tyrell and House Martell start out submitted (bent the knee) to Daenerys and the Targaryen Faction.
           
    Whether you want to play with the 10 turn, 7 caste rule is optional.  Scenario is intended to run until one of the Major objectives is completed by any of the factions (which might trigger minor victories as well).

  5. Starting Positions          
                 
    Track 1 2 3 4 5 6
    Iron Throne Lannister Greyjoy Targaryen Tyrell Martell Stark
    Fiefdom Targaryen Stark Greyjoy Lannister Tyrell Martell
    King's Court Targaryen Lannister Tyrell Martell Stark Greyjoy
                 
    Faction Lannister Targaryen Stark Greyjoy Tyrell Martell
    Supply 4 3* 2 1 2 1
                 
                 
                 
    Note:  Targaryen start at a +2 supply but they will lose it after the first turn if the supply track is required to be adjusted under normal game rules

  6. Game of Thrones:  Third Edition          
    Season 7 Alternative Setup          
               
    Original Faction/Character Card New Faction/Character Card   Map Setup    
    Baratheon Targayaren   Location Forces  
    Robert Drogon   Dragonstone 2 Knights, 1 Footman, 1 Fleet, 1 Dragon*  
    Stannis Tyrion Lannister   ShipBreaker Bay 1 Fleet  
    Renly Daenerys        
    Davos Varys        
    Salladhor Saan Yara Greyjoy        
    Brienne of Tarth Grey Worm        
    Melisandre Missandei        
               
               
    Lannister Lannister (Cersei)   Location Forces  
    Tywin Lannister Jaime Lannister   King's Landing* 1 Footman, 1 Gar *For this scenario, King's Landing is the Lannister Faction Capital and not Lannisport
    Jaime Lannister Qyburn   Blackwater Bay 1 Fleet  
    Gregor Clegane Same   Seaguard 1 Footman  
    Sandor Clegane Bronn   Riverrun 1 Footman  
    Kevan Lannister Lord Lefford   Lannisport 1 Knight  
    Tyrion Lannister Cersei Lannister   Harrenhall 1 Influence Token  
    Cersei Lannister Amory Lorch        
               
    Stark Stark (Jon Snoe)   Location Forces  
    Eddard Jon Snoe   Winterfell 1 Footman, 1 Gar  
    Robb Davos Seaworth   White Harbor 1 Footman  
    Wyman Manderly Wyman Manderly   Castle Black 1 Footman  
    Roose Bolton Arya   The Stoney Shore 1 Influence Token  
    Rodrick Cassel Brienne Tarth        
    Greatjon Umber Lyanna Mormont        
    Kathryn  Sansa        
               
    Greyjoy Greyjoy (Euron)   Location Forces  
    Euron Same   Pyke 1 Footman, 1 Gar  
    Victarion Same   Storm's End 1 Footman, 2 Fleets  
    Aeron Greyjoy Same        
    Balon Rodrik Harlow        
    Dagmer Cleftjaw Greyjoy Captain        
    Theon Same        
    Asha Greyjoy Raider        
               
               
    Tyrell Tyrell   Location Forces  
    Mace Tyrell Willas Tyrell   Highgarden 1 Knight, 1 Gar  
    Loras Tyrell Randyll Tarley   The Reach 1 Footman  
    Garlan Tyrell Same   Old Town Influence Token   
    Randyll Dickon Taryley        
    Paxter Redwine Same        
    Olenna Olenna        
    Margaery Alerie Tyrell        
               
    Martell Martell   Location Forces Note
    Oberyn Martell Archibald Yronwood   SunSpear 1 Footman, 1 Gar  
    Areo Hotah Gerris Drinkwater   ShipBreaker Bay 2 Footmen* Located in Targaryen Fleet
    Arianne Martell Same   Yronwood 1 Footman  
    Nymeria Sand Same        
    Obara Sand Same        
    Tyene Sand Same        
    Doran Martell Ellaria Sand        
               
          Neutral    
          Location Forces  
          The Eyrie Neutral Unit per Standard 6 player game  

  7. I have created a scenario that takes place right before the sea battle in Season 7, Episode 2.  Here certain factions are faction cards are changed to represent the climate up to this point.  (i.e. House Baratheon is now House Targaryen).   I had a hard time completing all of the character cards from certain factions so I got some obscure names or in the case of the Greyjoys, even called some of the cards simply "Greyjoy Raider." I cited the removal of any character cards for dead characters.

    The game starts out with an interesting diplomatic situation that pits House Targaryen, House Martell, and House Tyrell against House Lannister and House Greyjoy (lead by Euron).  House Stark is neutral.

    Several Major rule changes include:

    1.  New White Walker rule set that replaces the Wildlings.  White Walkers can attack and take territory.  Several factions have an objective to defeat the White Walkers

    2.  Dragon Unit for House Targaryen

    3.  Unique Major and Minor Victory rules for each faction.  Rules allow for more than one victors but only one Major victor

    4.  Unique board setup

     

    Please checkout the Excel File and let me know your thoughts.  Be sure to read each tab.  

     

    GOT 7 Scenario.xlsx


  8. On 3/1/2017 at 3:20 PM, ImmortelCésar said:

    So far, after ten games, here is the list based on the races who won more games.

    Tier 1 

    Embers of Muaat (2/3)
    Yssaril Tribes (1/2)
    Winnus (1/2)
    The Sardakk N’orr (1/2)

    Tier 2
    L1Z1X (2/5)
    Naalu Collective (1/4)
    Federation of Sol (1/4)
    Xxcha Kingdom (1/1)

    Tier 3

    Universities of Jol-Nar (0/2)
    Mentak Coalition (0/2)
    Barony of Letnev (0/4)
    Emirates of Hacan (0/5)

     

    We have yet to play with Saar and Yin. I don't have the Shards of the Throne Expansion

     

    Interesting.  With mine, the Federation of Sol, Emirates of Hacan, and Barony of Letnev have done well.  Federation due to extra CC and starting with XRD.  In fact, anyone that starts with XRD Transporters does well.   Emirates because of their high resource potentially.

    Someone won with the Xxcha as well.  Most of the time, it really depends on how the systems look around your home world and luck.  I think it is balanced enough that you can win with about any of the races.


  9. I luckily got Shards of the Throne at a board game store for retail value.  I forked up over $ 180 for Shattered Empire.  I managed to fit everything in the original box.  All three expansions in good condition.  The only thing that I am not wild about is Political Intrigue because it slows the game down a lot and most of the Political Cards are not really dramatic enough for players to care.


  10. 1. Lizix
    2. Barony of Letnev
    3. Federation of Sol
    4. Emirates of Hacan
    5. Naalu
    6. Arboric
    7. Yssaril Tribes
    8. Embers of Muuat
    9. Nekko Virus
    `10. Universities of Jol-Nar
    11. Mentak Coalition
    12. Yin Brotherhood
    13. Clan of Saar
    14. Sardaak Noor
    15. Xxcha Kingdom
    16. Winnu
    17. Ghosts of Creuss

    Note that I do not have Shattered Empire so I had to guess based on reading their abilities.  I have found that nearly every race is competitive but I like the top 6-7 more.


  11. Greetings,

      I saw this utilize in Sports Forums and I saw another thread with the topic of which is the best race.  I am going to put together a poll for fun.  Please rank all of the races 1-`17 (Lazak not included) with your favorite race at #1.  Scoring will be kept in the initial post and I will update accordingly.  (I will post my vote in a reply).

     

     


  12. 6 hours ago, Fnoffen said:

    No this means that the only way for the Arborec to attain GF is to produce them with their existing GFs (since the Arborec GFs each have a build capacity of 1 [and yes they may also build everything else with their GFs]) or from their special ability that gives them... 1 (or 2?) new GFs every... Status phase I believe.

    Yes they are very special plants...

    So let me make sure this is correct, GF can build items including other GFs?  That is an awesome ability.  Does the same rule of one resource produces two GFs work for them as well or can they only make one other GF?

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