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A Game of Thrones: The Board Game (Second Edition)» Forums » Play By Forum

Subject: AGoT Card Draft PBF # 280 A Dodgy Draft rss

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Jeremiah Richard
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INTRODUCTION

This will be a "Card Draft" variant in which we will draft from the following editions:

1st Edition
1st Edition: Clash of Kings expansion
1st Edition: Storm of Swords expansion
2nd Edition
2nd Edition: A Dance With Dragons expansion
2nd Edition: A Feast for Crows Expansion

The game will not be by invitation in the proper sense. I will invite specific players that are experienced in these variants or experienced overall. If you wish to post in thread your desire to be added as an alternate then please do so. I will want some "evidence" that you are an experienced and active PBFer.

RESOURCES

Game Rules and FAQ
Rulebook PDF from FFG website.
FAQ v1.4 PDF from FFG website.
Official Responses from FFG BGG thread.
Complete FFG Video Tutorial

Map
• We will use the excellent browser map created by:
Dave Dave
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How to use the map BGG thread
• More information in the USING THE MAP section below.


PLAY BY FORUM RULES

Credit for the main structure of these rules goes to:
Alex WolfandDragon
Germany
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The rules were reorganized and reformatted for easier viewing, and House, Westeros, and Wildlings cards were added in text format by:
Brendan
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Ammendments by:

Jeremiah Richard
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will be in bold and in red.

I. Game Overview

1. We will use the 2nd edition rules and board with the exceptions mentioned in Section IV: Rule Clarifications and House Rules. If a question is not answered in the rulebook, we will use official responses from FFG and the FAQ. If this still doesn't answer the question, I will make the call.
2. Tides of Battle Cards will not be used.
3. Ravens to other players (private messages / Geekmails / etc.) are not allowed except between allies/partners, thus forcing all communication to be posted publicly in the thread. Lying is allowed so lie as much as you want!
4. Westeros cards will be drawn randomly using Geekrolls. The Wildlings deck will be created in advance using random.org's list randomizer and managed by the moderator.
5. Houses will be determined using Geekrolls.

II. Playing by Forum: The Basics

I. Game Overview

1. We will use the 2nd edition rules and board with the exceptions mentioned in Section IV: Rule Clarifications and House Rules. If a question is not answered in the rulebook, we will use official responses from FFG and the FAQ. If this still doesn't answer the question, I will make the call.
2. Tides of Battle Cards will not be used.
3. Ravens to other players (private messages / Geekmails / etc.) are not allowed, thus forcing all communication to be posted publicly in the thread. Lying is allowed so lie as much as you want!
4. Westeros cards will be drawn randomly using Geekrolls. The Wildlings deck and Objective card deck will be created in advance using random.org's list randomizer and managed by the moderator.
5. Houses will be determined using Geekrolls. Feel free to exchange houses as long as both players agree.

II. Playing by Forum: The Basics

0. Use common sense. You do not need a moderator to resolve anything that does not involve a hidden feature (e.g. bidding). Do not wait for me to tell you to make your move; just check the turn order and resolve your action when it is your turn. You can also post and correct maps as needed. Of course, I will try to help keep things moving along.
1. Let's all work together and avoid unnecessary delays. Please try to check in at least once a day and do not rely only on notifications/subscriptions. Because we are using the browser map, players are encouraged to update the map on their own. (Speaking from experience, it's also a lot more fun when the game moves quickly!)
2. If you will be away from the computer and unable to participate for 2+ days, please notify the moderator and/or the entire group.
3. Players will be replaced at the moderator's and group's discretion if they have not posted in the thread or responded to Geekmail reminders for some time (~2 days, unless the group decides to wait). This is to keep the game moving at a relatively fast pace, which is more fun for everyone.
3b. It is helpful to forward your Geekmail to an email address you check regularly, so that in the worst-case scenario the moderator can Geekmail you and you will notice the Geekmail. This option is under the Settings link in your Geekmail.
4. Use normal text for regular discussions.
5. Use italics for politics and roleplaying (highly encouraged!).
6. Use bold text for in-game moves and actions.
7. If possible, do not edit game-related stuff (actions, politics). If you must, highlight the text that you edited by leaving the old text striked through (use [ - ] [ / - ] without spaces) to clear up confusion. Someone may read your original post and not notice what has been changed later.
8. To make things easier, we will address each other by our House names (for diplomacy and game actions in particular). You may address me as moderator or just as mod.
9. All players will use banners when posting. Place them at the beginning of every post. To make them appear, type in [ImageID=#######medium] where ####### are the following numbers:

Stark: 1152906

Lannister: 1152904

Baratheon: 1152902

Greyjoy: 1152903

Tyrell: 1152907

Martell: 1152905


The moderator will use a special banner:

Moderator: 1152928


Banners created by:
Pavel Kornilov
Russia
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III. Playing by Forum: Orders, Battles, Bids, Etc.

1. Submitting Orders, Bids, and House Cards: Geekmail me your orders, bids, and House cards. To help keep things clear, all Geekmails should have a subject as prescribed below.
GeekMail Subject Format wrote:
Orders:
AGoT PBF [Game #] - Round [Round #] - [House Name] - Orders
Bid:
AGoT PBF [Game #] - Round [Round #] - [House Name] - [IT/F/KC/W] Bid: [Bid Amount]
House Card:
AGoT PBF [Game #] - Round [Round #] - [House Name] - [Area Name] - [Card Name]

Example GeekMail Subjects wrote:
Examples:
AGoT PBF 280 - Round 1 - Stark - Orders
AGoT PBF 280 - Round 2 - Stark - IT Bid: 5
AGoT PBF 280 - Round 2 - Stark - Moat Cailin - Roose Bolton

1b. Since we are using the browser map, you can preview your orders on the map. Please send me your orders exactly as they should be copied and pasted into the browser map (area names spelled correctly, with a colon and the order after; you can just copy directly from the browser map to the Geekmail). I will of course try to correct syntax when it appears to be breaking the display, but it's helpful if we can get it right the first time. And remember: the responsibility for ensuring the correct order has been selected is yours. (More on this in the USING THE MAP section below.)
1c. After sending me your orders/bids/etc. via Geekmail, post in the thread that you have done so. This will help keep the game moving along.
2. Resolving Combat: To resolve combat, we will use the following steps:
(a) The attacker calculates and posts both his and the defender's initial combat strength. This includes the combat strength of both Houses' units in the embattled area, the combat strength modifier from march or defense orders (+2, +1, +0, or -1), and the combat strength of supporting units and orders from each player's own units. If the attacker has miscalculated his initial combat strength it will be considered good gamesmanship to inform him and allow him to change his House Card before the defender posts his own House Card in thread.
(b) Both attacker and defender then ask for support from other houses. Those who wish to support any side should declare it by posting their support action in the thread in bold. If support has been declared, the supporter recomputes and posts both parties' modified combat strength. The attacker can send conditional House Cards based on whether support is granted (e.g., send Theon if Baratheon supports, otherwise send Asha).
(c) The attacker Geekmails me his chosen house card and informs everyone by posting that he has already sent his house card to the moderator.
(d) The defender Geekmails me his chosen house card AND posts it in the thread.
(e) The attacker reveals his house card by posting it in the thread.
(f) The attacker or defender may now decide if he will use his Valyrian Steel Blade token.
(g) Anyone may now recompute and post the final combat strength of both parties. Combat resolution follows.

Notes:
• Steps 2b & 2f are optional and may be skipped.
• In the interest of speeding things up, the attacker may skip Step 2b and proceed with Step 2c. In this case, support from other houses can still be declared as long as the defender has not yet Geekmailed me his house card (Step 2d). All support declared after Step 2d will no longer count.
• In Step 2g, anyone may resolve the combat without waiting for the moderator.
• Below is an example of how to post battle information. You may copy and paste this text and modify it for the current battle.
Battle for Moat Cailin wrote:
Battle for Moat Cailin

[Attacker]
Units: 3 (KN, FM)
Order: -1 (M-1)
Support: 0
Card: Send to moderator
Total: 2 + ?

[Defender]
Units: 1 (FM)
Order: 1 (D+1)
Support: 2 (SH, S+1* order)
Card: ?
Total: 4 + ?

3. Out-of-Turn Actions: Please try to refrain from out-of-turn actions. You may think that it will not affect what other players are doing, but in a game this complex, you never know what your actions might influence! If you will be away from the computer or just want to help keep the game moving, you can Geekmail me your out-of-turn orders. If you do post out-of-turn orders in the thread, you are bound to them.
4. Changes to Orders, Bids, and House Cards: I will accept changes to orders, bids, and House cards until I have a response from each player. If the last player I was waiting for already submitted their order, bid, or House card, then nothing can be changed. If an order, bid, or House card was posted in the thread, it is binding.
4b. At the same time, this is a game, so if you make a genuine mistake and want to take it back, we can allow it if the entire group agrees. But we'll try to avoid this to keep the game moving.
5. Mistakes and Errors: If you see something wrong--from the moderator or another player--let the group know right away! I will do my best to correct any mistakes as fairly as possible.

IV. Rule Clarifications and House Rules

1a. Game of Thrones Westeros II Card: Players collect one Power Token for each Port with at least one of your ships and no enemy Ships in the adjacent sea.
1b. Dark Wings, Dark Words Westeros II Card: If "Collect Power Tokens" is chosen, it will be handled the same way as the "Game of Thrones" Westeros Card.
2. Not Enough Order Tokens: This rule will be ignored completely in order to keep the game moving at a faster pace. However, every attempt should be made to place a valid order in every land and sea area. If areas are unnecessarily left vacant, orders shall be placed therein alphabetically if any of your opponents desire it, area first and order second, i.e., Harrenhal before Lannisport, CP before Defense. Should this situation arise and you notice that the players after you on the Iron Throne track have not yet submitted their orders, it is good gaming style to inform those players which areas did not receive an order.
3. CP* Orders: I will assume by default that you want your CP* order to be resolved as your last CP order, thus mustering later than another player with a lower ranking on the Iron Throne track but with less CP orders. Should you wish to forfeit this advantage, please say so explicitly either in your orders or at any point during the action phase, but before the mustering happens.
4. Faulty Order Placement: If something is wrong with the orders as you submitted them to the moderator, the following ruleset is valid:
(a) if a player has more special orders on the map than allowed, extra orders are downgraded (if possible) according to alphabetical area order.
(b) extra orders left on the map after step (a) are completely removed in alphabetical area order.
(c) if after step (b) or by a player's mistake there are areas without orders, the areas remain without orders. (Note, however, that per the rules all areas must receive orders, so please do not deliberately issue invalid orders or decline to give areas orders to gain an advantage [not including the situation of not having enough order tokens].)
(d) if a player placed a forbidden order (per a Westeros III card), it is removed without replacement.
(e) if the map shows something different than what you intended, the orders as displayed on the map stand (double check your orders are what you want!).
(f) if I did catch a mistake that you've made, I will Geekmail you to notify you of your mistake and you will be able to change your orders up to the point that all the houses have sent their orders. Once all orders are in, your orders are final!
Note: Grace can be shown in cases of mistaken orders if all players agree. This is left to the moderator's and group's discretion.
5. Retreating and Ships in Port: Should you lose a battle and be forced to retreat from land that has a port, you immediately lose control of any ships in port and as such those ships do not count against your supply. Your opponent can later decide to replace or destroy them.
6. Leaving Power Tokens in Areas: Upon leaving an area, the standard and assumed play is that you have not chosen to leave a Power Token to establish control of a vacated area unless you have declared your intentions of doing so. Here is an example:
Leaving a Power Token wrote:
March-1 from Riverrun: FM to Seagard. Leave PT.

Grace may be given to players that forgot to leave a PT but had wanted to provided only a march or two have passed, provided no players object. As always, your posted orders are binding unless your opponents have mercy on you and no one objects to a revision. The moderator reserves the right of special consideration regarding this rule.

V. Final Comments

This is a game, and games are meant to be fun. Please remember this as there may be circumstances in which you become frustrated, tense, and even angry. But, this is all part of the charm and appeal of this game. Having said that, make threats and blast your opponents with insults (within reason) while posting in-game roleplaying. Try to keep out of character communication as civil as possible. And remember: Have fun!


USING THE MAP

Map Overview
• On top of the screen is a semi transparent black bar, when you move your mouse cursor over it a menu should slide down.
• There are clickable links to show/hide Power Tokens, units, and/or orders at the top of the drop-down semi-transparent black bar.
• Hovering your mouse over an order token will also cause it to temporarily disappear so you can see the units underneath. (If a unit is on top of a power token, click the "Show/hide units" text to temporarily hide the units.)
• Power Tokens are displayed on the bottom-left of the Wildlings track in the format X/Y, where X = Power Tokens currently possessed by each player and Y = Power Tokens remaining in the pool.

General Notes
• Each area should be on its own line.
• To place units or order tokens, enter the area name followed by a colon and space, then the unit name or order name. Make sure to use the correct text box.
• To remove units or order tokens, you can simply delete the units or order, but leave the area name followed by a colon and space (": "). If there is not a colon and space, it can break the display, but leaving the area names in can save time retyping them. Alternatively, you can just delete the entire line.
• To place a Power Token on the board, simply add the area to the "Powertokens in areas" box on the House Settings page. Make sure to decrease the number of available Power Tokens.
• To specify a port, add " - Port" after the area name. Make sure there is a space before and after the hyphen.
Important: Blank lines, misspellings, and extra spaces can break the display. If something isn't showing up, check for these errors. Note that the case does not matter (FM and fm both work).

Units
Footman: FM, Footman
Knight: KN, Knight
Siege Engine: SE, Siege
Ship: SH, Ship
Routed units: Add routed- before the name given above (e.g., routed-KN)
Multiple units: Separate with commas (even for multiple units of the same type) (e.g., FM, FM, KN)

Orders
Note: There are different options for entering orders (see the thread on using the map for more information if you're curious), but I think the options below are the most clear (every order shows combat strength modifier, and every starred order has a star), so please try to use these. I will try to confirm your orders are correct, but ultimately the responsibility is yours, especially since you can edit the map yourself to preview your orders.
March-1: M-1
March+0: M+0
March+1*: M+1*
Defend+1: D+1 (D is also ok)
Defend+2*: D+2*
Support: S
Support+1*: S+1*
Raid: R
Raid*: R*
Consolidate Power: CP
Consolidate Power*: CP*

House Settings
• Units, Orders, and Power Tokens boxes place units, orders, and Power Tokens on the board. For example:
House Settings in Browser Map wrote:
Units:
Dragonstone: Footman, Knight
King's Landing: KN, SE
Crackclaw Point: FM
Shipbreaker Bay: SH, routed-SH
Blackwater Bay: Ship

Orders:
Dragonstone: M+0
King's Landing: CP*
Crackclaw Point: D+1
Shipbreaker Bay: R
Blackwater Bay: S+1*

Powertokens in areas:
Kingswood
Blackwater

Influence Tracks & Dominance Tokens
• Each House, garrison, and neutral force should be on its own line.
• When a garrison or neutral force is destroyed, delete the line from the garrisons box.
• To adjust the House order on the various tracks, use the appropriate text box(es). (Try to remember to update the victory track after capturing a castle or stronghold!)
• When a dominance token (Valyrian Steel Blade or Messenger Raven) has been used for the round, you can check the appropriate box on this page to overlay a "used" indicator on the main board display.
• The round marker and Wildlings strength can also be adjusted here.

Sharing the Map
• Every time you change anything, a new tinyurl.com link should appear in the black bar at the top of the screen. Post this link in the thread. Sometimes it fails to create a valid link, so please check if you have a valid tinyurl link before submitting your post.
• Occasionally, there is no tinyurl link on the black bar. If this happens, click the Power Token display in the upper-left corner of the board to increase and then decrease the PT count (from 5/15 to 4/16 back to 5/15). This should generate the link without needing to re-enter information.
 
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Jeremiah Richard
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APPENDIX I: CARD REFERENCE

The format, and postings of the 2nd edition, DwD and FfC expansions, should be credited to:

Brendan
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Somerville
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1st Edition House Cards


[3] Eddard Stark: 2 Fortifications
[2] Robb Stark: Attacking Knights in your army add +3 to your combat strength instead of +2.
[2] Greatjon Umber: 1 Sword
[1] Ser Rodrik Cassel: 1 Fortification
[1] House Mormont Lord: 1 Sword
[0] Maester Luwin: If you win this battle, you may return one of your discarded House Cards to your hand.
[0] Catelyn Stark: Your Defense order bonus is doubled this battle.


[3] Tywin Lannister: 2 Swords
[2] Ser Jaime Lannister: If you win this battle, immediately gain two Power tokens.
[2] Tyrion Lannister: 1 Fortification
[1] Ser Kevan Lannister: 1 Sword
[1] House Lannister Captain: 1 Sword
[0] Vargo Hoat: Attacking Footmen in your army add +2 to your combat strength instead of +1.
[0] Cersei Lannister: If you win this battle, remove any one of the losing opponent's Order tokens from the board.


[3] Stannis Baratheon: 1 Sword, 1 Fortification
[2] Renly Baratheon: If you win this battle, you may upgrade one of your Footmen to a Knight. That Footman must have participated in the battle as either attacker or defender.
[2] Ser Davos Seaworth: 1 Fortification
[1] Ser Axell Florent: 1 Sword
[1] House Florent Lord: 1 Sword
[0] Melisandre of Asshai: If you win this battle, you may expend one Power token to choose and discard one House Card from the losing player's hand.
[0] Salladhor Saan: The combat strength of any opposed supporting Ships is reduced to 0.


[3] Euron Crow's Eye: 2 Swords
[2] Theon Greyjoy: 1 Sword
[2] Asha Greyjoy: If you win this battle, you may immediately remove a Support or Consolidate Power order in any Sea or Land area adjacent to the battle.
[1] Aeron Damphair: 1 Fortification
[1] House Blacktyde Captain: 1 Fortification
[0] Balon Greyjoy: The combat strength of your opponent's Leader is 0.
[0] Victarion Greyjoy: Attacking Ships in your army add +2 to your combat strength instead of +1.


[3] Mace Tyrell: 2 Swords
[2] Ser Loras Tyrell: Immediately kill one of your opponent's attacking or defending Footmen units.
[2] Ser Garlan Tyrell: 1 Sword
[1] Margaery Tyrell: 1 Fortification
[1] House Tyrell Captain: 1 Sword
[0] Brienne of Tarth: Immediately discard your opponent's Defense order in the area of the battle.
[0] Queen of Thorns: Cancel the special ability of your opponent's House Card.


[3] The Red Viper: 2 Swords
[3] Areo Hotah: 1 Sword
[2] Obara Sand: When attacking, you gain one Sword Icon.
[1] Ellaria Sand: If defending, you may immediately upgrade one of your defending Footmen to a Knight.
[1] Nymeria Sand: 1 Sword
[0] Arianne Martell: If you lose this battle, you may immediately kill one of your opponent's units that participated in the battle. If that was the last enemy unit, you must still retreat, but your opponent is not considered to have taken the area.
[0] Doran Martell: If you win this battle against your opponent, you may steal any one Influence Token (Iron Throne, Valyrian Steel Blade, or Messenger Raven) held by that opponent, and use its ability until the next "Clash of Kings" resolution.



1st Edition, A Clash of Kings expansion House Cards


[5] Eddard Stark: 2 Fortifications
[4] Robb Stark: If you win this battle as the attacker, you may immediately make a +1 March from this area after the battle is over (using the normal rules for Marching). Only your Knight units may participate in this second March.
[4] The Blackfish: Ignore the text ability of your opponent's House Card.
[2] Jory Cassel: 2 Fortifications
[2] Roose Bolton: 2 Swords
[1] Arya Stark: 1 Sword
[0] Old Nan: Immediately choose a discarded House Card of any opponent. For this battle Old Nan has the text ability of that card.


[5] Ser Jaime Lannister: Your opponent may not use the Valyrian Steel Blade Token during this battle.
[4] Ser Gregor Clegane: 3 Swords
[4] The Hound: 1 Sword
[2] Cersei Lannister: 1 Sword, 1 Fortification
[2] Joffrey Lannister: 1 Sword, 1 Fortification
[1] Tyrion Lannister: Reduce your opponent's Supporting Strength to zero (including any support provided by other players). You may then immediately remove one Support or Defense order from anywhere on the board.
[X] Tywin Lannister: Spend X Power. the Strength of this card is now X.


[4] Stannis Baratheon: If you are currently fighting an opponent that has a higher position on the Iron Throne Influence Track, Stannis gains +2 Strength.
[4] Melisandre of Asshai: Ignore the text ability of your opponent's House Card.
[3] Brienne of Tarth: 2 Swords
[3] Ser Davos Seaworth: 2 Fortifications
[3] Allester Florent: 1 Sword
[1] Selyse Baratheon: 1 Fortification
[0] Patchface: Immediately choose a discarded House Card owned by your opponent in this battle. For this battle, Patchface has the Strength, Icons, and Text ability of that card.


[5] Balon Greyjoy: 1 Sword
[4] Theon Greyjoy: Gain an additional +2 Combat Strength and the Sword Icon if you are defending an area that contains either a City or a Stronghold.
[4] Asha Greyjoy: 2 Swords
[2] Aeron Damphair: If you win this battle, you may immediately Muster units in this area (following the normal rules of Supply and Mustering).
[2] Dagmar Cleftjaw: Gain an additional +1 Combat Strength for each of your Ship units adjacent to the area of battle.
[2] Gorold Goodbrother: Ignore the text ability of your opponent's House Card.
[0] The Reader: Immediately gain a number of Power Tokens equal to the basic Combat Strength of your opponent's units.


[5] Ser Loras Tyrell: 1 Sword
[4] Paxter Redwyne: 1 Fortification
[3] Mace Tyrell: If you win this battle as the attacker, do not remove your current March order. It remains in play, and you may use it to March again (using the normal rules for Marching).
[3] Ser Garlan Tyrell: 2 Swords
[1] Queen of Thorns: Ignore the Strength of your opponent's House Card.
[0] Alerie Tyrell: 2 Fortifications
[0] Willas Tyrell: Ignore the text ability of your opponent's House Card. You may then immediately use your opponent's text ability as if it were printed on Willas Tyrell.


[5] The Red Viper: 2 Swords, 1 Fortification
[5] Areo Hotah: 2 Swords
[3] Obara Sand: 1 Sword
[2] Nymeria Sand: 1 Sword
[1] Ellaria Sand: If defending, ignore the Strength of your opponent's House Card.
[0] Arianne Martell: 1 Fortification
[0] Doran Martell: Immediately choose another Charcater from your hand (if able) and add that Character's Strenght, Text, and Icons to Doran's. After the battle, both cards are discarded.



1st Edition, A Storm of Swords expansion House Cards


[4] Robb Stark: 2 Swords
[3] Smalljon Umber: 1 Fortification
[2] Eddard Stark: You do not take casualties in this battle regardless of Sword Icons. Ignore House Card abilities that cause you to lose casualties.
[2] Jory Cassel: 1 Sword
[1] Catelyn Stark: If you are being supported in this battle, gain +2 combat strength and one Fortification Icon.
[1] Maege Mormont: If you win this battle, you may choose to which area your opponent retreats. It must be an area with the fewest losses due to supply limits.
[0] Bran Stark: You may retrieve one House Card from your discard pile at the end of the battle.


[4] Ser Jaime Lannister: 1 Sword, 1 Fortification
[3] Ser Gregor Clegane: Gain Sword Icons equal to three minus the Strength of your opponent's House Card.
[2] Tywin Lannister: 2 Fortifications
[2] Joffrey Lannister: 1 Sword
[1] Cersei Lannister: Your opponent loses two Power Tokens at the end of the battle.
[1] Ser Ilyn Payen: If you win this battle, your opponent loses one casualty, regardless of the number of Fortification Icons he has.
[0] Tyrion Lannister: You may return your opponent's House Card and force him to choose a new one. If he has no other cards he may not use any.


[4] Stannis Baratheon: If your opponent has the Iron Throne Influence Token, you may steal it until the next "Clash of Kings" resolution and gain a Sword Icon.
[3] Renly Baratheon: 2 Swords
[2] Ser Axell Florent: 2 Fortifications
[2] Melisandre of Asshai: Immediately gain Power Tokens equal to the Strength of your opponent's House Card.
[1] Devon Seaworth: 1 Sword, 1 Fortification
[1] Salladhor Saan: If you win this battle, you gain two Power Tokens and your opponent loses two Power Tokens.
[0] Ser Davos Seaworth: If you lose this battle, your Units are not routed and you may spend two Power Tokens to gain a Fortification Icon.


[4] Balon Greyjoy: If you win this battle, gain Power Tokens equal to the difference of total Combat Strength.
[3] Dagmar Cleftjaw: 1 Sword, 1 Fortification
[2] Asha Greyjoy: If you are being supported in this battle, gain two sword Icons.
[2] Theon Greyjoy: 1 Fortification
[1] Victarion Greyjoy: If this battle is adjacent to a sea area, gain +1 Combat Strength and a Fortification Icon.
[1] Andrik The Unsmiling: 2 Swords
[0] Aeron Damphair: You may spend two Power Tokens to use a House Card from you hand at -1 Combat Strength instead of this card. Both cards are discarded.


[4] Ser Loras Tyrell: 1 Sword
[3] Randyl Tarly: 2 Swords
[2] Ser Garlan Tyrell: 1 Fortification
[2] Mace Tyrell: If you win this battle, you may immediately place a regular Support of Defense order in this area and remove any previous orders.
[1] Margaery Tyrell: 2 Fortifications
[1] Willas Tyrell: If you are defending in this battle, this House Card has the Strength of 3.
[0] Queen of Thorns: Immediately remove one of your opponent's Orders in this or any adjacent area.


[4] The Red Viper: 2 Swords
[3] Darkstar: 1 Sword
[2] Doran Martell: Immediately move your opponent to the bottom of the Fiefdom's Track. Then move players up and reassign the Valyrian Steel Blade.
[2] Nymeria Sand: If you are defending, gain a Fortification Icon. If you are attacking gain a Sword Icon.
[1] Areo Hotah: 1 Fortification
[1] Arianne Martell: If you lose this battle by two or less Strength, both you and your opponent must retreat.
[0] Maester Caleotte: 3 Fortifications



2nd Edition House Cards


[4] Eddard Stark: 2 Swords
[3] Robb Stark: If you win this combat, you may choose the area to which your opponent retreats. You must choose a legal area where your opponent loses the fewest units.
[2] Roose Bolton: If you lose this combat, return your entire House card discard pile into your hand (including this card).
[2] Greatjon Umber: 1 Sword
[1] Ser Rodrik Cassel: 2 Fortifications
[1] The Blackfish: You do not take casualties in this combat from House card abilities, Combat icons, or Tides of Battle cards.
[0] Catelyn Stark: If you have a Defense Order token in the embattled area, its value is doubled.


[4] Tywin Lannister: If you win this combat, gain two Power tokens.
[3] Ser Gregor Clegane: 3 Swords
[2] The Hound: 2 Fortifications
[2] Ser Jaime Lannister: 1 Sword
[1] Tyrion Lannister: You may cancel your opponent's chosen House card and return it to his hand. He must choose a different House card to reveal. If he has no other House cards in his hand, he cannot use a House card this combat.
[1] Ser Kevan Lannister: If you are attacking, all of your participating Footman (including supporting Lannister footmen) add +2 combat strength instead of +1.
[0] Cersei Lannister: If you win this combat, you may remove one of your opponent's Order tokens from anywhere on the board.


[4] Stannis Baratheon: If your opponent has a higher position on the Iron Throne Influence track than you this card gains +1 combat strength.
[3] Renly Baratheon: If you win this combat, you may upgrade one of your participating Footmen (or one supporting Baratheon Footman) to a Knight.
[2] Ser Davos Seaworth: If “Stannis Baratheon” is in your discard pile, this card gains +1 combat strength and a sword icon
[2] Brienne of Tarth: 1 Sword, 1 Fortification
[1] Melisandre: 1 Sword
[1] Salladhor Saan: If you are being supported in this combat, the combat strength of all non-Baratheon Ships is reduced to 0.
[0] Patchface: After combat, you may look at your opponent's hand and discard one card of your choice.


[4] Euron Crow's Eye: 1 Sword
[3] Victarion Greyjoy: If you are attacking, all of your participating Ships (including supporting Greyjoy Ships) add +2 to combat strength instead of +1.
[2] Theon Greyjoy: If you are defending an area that contains either a Stronghold or a Castle, this card gains +1 combat strength and a sword icon.
[2] Balon Greyjoy: The printed combat strength of your opponent's House card is reduced to 0.
[1] Asha Greyjoy: If you are not being supported in this combat, this card gains two Sword icons and one Fortification icon.
[1] Dagmar Cleftjaw: 1 Sword, 1 Fortification
[0] Aeron Damphair: You may immediately discard two Power tokens to discard Aeron Damphair and choose a different House Card from your hand (if able).


[4] Mace Tyrell: Immediately destroy one of your opponent's attacking or defending Footmen units.
[3] Ser Loras Tyrell: If you are attacking and win this combat, move the March Order token used into the conquered area to resolve again later this round.
[2] Ser Garlan Tyrell: 2 Swords
[2] Randyll Tarly: 1 Sword
[1] Alester Florent: 1 Fortification
[1] Margaery Tyrell: 1 Fortification
[0] Queen of Thorns: Immediately remove one of your opponent's Order tokens in any area adjacent to the embattled area other than the March Order token used to start this combat.


[4] The Red Viper: 2 Swords, 1 Fortification
[3] Areo Hotah: 1 Fortification
[2] Obara Sand: 1 Sword
[2] Darkstar: 1 Sword
[1] Nymeria Sand: If you are defending, this card gains a fortification icon. If you are attacking, this card gains a sword icon.
[1] Arianne Martell: If you are defending and lose this combat, your opponent may not move his units into the embattled area. They return to the area from which they marched. Your own units must still retreat.
[0] Doran Martell: Immediately move your opponent to the bottom of one Influence track of your choice.



2nd Edition, A Dance with Dragons expansion House Cards


[4] Roose Bolton: 1 Sword
[3] Ramsay Snow: If your Reek House card is still in your hand, this card gains +1 combat strength and three sword icons.
[2] Black Walder: 1 Sword
[2] Steelshanks Walder: 1 Fortification
[1] Walder Frey: Any player (other than your opponent) who grants support to your opponent must grant that support to you instead.
[1] Damon Dance-for-Me: 1 Sword
[0] Reek: If your Ramsay Bolton House card is in your discard pile, immediately return it to your hand. If you lose this combat, you may also return Reek to your hand.


[4] Ser Jaime Lannister: 1 Sword, 1 Fortification
[3] Ser Kevan Lannister: 1 Fortification
[2] Daven Lannister: 1 Sword
[2] Ser Ilyn Payne: If you win this combat, you may destroy one of your opponent's Footmen in any area. If it is the only unit in the area, remove any Order token.
[1] Cersei Lannister: 1 Fortification
[1] Ser Addam Marbrand: If you are attacking, all of your participating Knights (including supporting Lannister Knights) add +3 combat strength instead of +2.
[0] Qyburn: You may discard two Power Tokens to choose any player's discard House card. Qyburn gains the printed combat strength and Sword / Fortification icons of that card, ignoring its text ability.


[4] Stannis Baratheon: If you are not being supported in this combat, remove all Support orders adjacent to the embattled area, cancelling any supporting strength they provide.
[3] Jon Snow: If you win this combat, you may decrease or increase the Wildling threat by one space (to a minimum of 0 and a maximum of 10).
[2] Melisandre: After combat, you may return any discarded House card to your hand by discarding Power Tokens equal to its printed combat strength.
[2] Bastard of Nightsong: 1 Fortification
[1] Ser Davos Seaworth: 1 Sword, 1 Fortification
[1] Ser Axell Florent: 1 Sword
[0] Mance Raydar: Your final combat strength is equal to the current position of the Wildling Threat token.


[4] Euron Crow's Eye: If your opponent has a higher position on the Fiefdoms track than you, this card gains +1 combat strength.
[3] Victarion Greyjoy: 2 Swords
[2] Asha Greyjoy: 1 Fortification
[2] Rodrik the Reader: If you win this combat, you may search any Westeros deck for a card of your choice. Shuffle the remaining cards and place the chosen card on top of the deck.
[1] Qarl the Maid: If you are attacking and lose this combat, gain three Power tokens.
[1] Ser Harras Harlaw: 1 Sword
[0] Aeron Damphair: You may discard any number of Power tokens to increase the combat strength of this card by the number of Power tokens discarded.


[4] Mace Tyrell: 1 Sword, 1 Fortification
[3] Randyll Tarly: 2 Swords
[2] Willas Tyrell: 1 Fortification
[2] Ser Jon Fossoway: 1 Sword
[1] Paxter Redwyne: If the embattled area is a sea area, all of your participating ships (including supporting Tyrell ships) add +2 combat strength instead of +1.
[1] Queen of Thorns: Ignore all text abilities printed on your opponent’s House card.
[0] Margaery Tyrell: If you are defending your home area or an area that contains one of your Power tokens, your opponent’s final combat strength is 2.


[4] Doran Martell: For each House card in your hand, this card gains a fortification icon and a sword icon, and suffers -1 combat strength (to a minimum of 0).
[3] Areo Hotah: 2 Fortifications
[2] Bastard of Godsgrace: 1 Fortification
[2] Big Man: 1 Sword
[1] Ser Gerris Drinkwater: If you win this combat, you may move one position higher on one Influence track of your choice.
[1] Quentyn Martell: For each House card in your discard pile, this card gains +1 combat strength.
[0] Nymeria Sand: 1 Sword, 1 Fortification



2nd Edition, A Feast For Crows expansion House Cards


[4] Bronze Yohn Royce: If you have more available Power tokens than your opponent, this card gains +1 combat strength.
[3] Littlefinger: If you control The Eyrie after this combat, gain a number of Power tokens equal to twice th eprinted combat strength of your opponent's played House card.
[2] Nestor Royce: 2 Fortifications.
[2] Lyn Corbray: 1 Sword.
[1] Lothor Brune: 1 Sword, 1 Fortification.
[1] Alayne Stone: If you win this combat and control the Eyrie, you may discard 2 of your available Power tokens to force your opponent to discard all of his available Power tokens.
[0] Lysa Arryn: After this combat, if your opponent has more available Power tokens than you, gain 3 Power tokens.[/q]
 
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APPENDIX II: WESTEROS CARDS

This appendix will act as a reference for the game. When the Westeros Rolls are done this reference will be updated to show which cards are still available.

Westeros I Cards

3 × Supply: Adjust supply.
3 × Mustering: Muster units.
2 × Thrones of Blades [W]: Holder of the Iron Throne chooses Mustering, Supply, or no effect.
1 × Last Days of Summer [W]: Nothing happens.
1 × Winter is Coming: Reshuffle Westeros I deck.
[W] = Wildlings increase in power

Westeros II Cards

3 × Clash of Kings: Bid power tokens on influence tracks.
3 × Game of Thrones: Gain power tokens.
2 × Dark Wings, Dark Words [W]: Holder of the Messenger Raven chooses Clash of Kings, Game of Thrones, or no effect.
1 × Last Days of Summer [W]: Nothing happens.
1 × Winter is Coming: Reshuffle Westeros II deck.
[W] = Wildlings increase in power

Westeros III Cards

3 × Wilding Attack: Bid power tokens to fend off Wildling Attack.
1 × Sea of Storms [W]: No Raid orders.
1 × Rains of Autumn [W]: No March+1* orders.
1 × Feast for Crows [W]: No Consolidate Power orders.
1 × Web of Lies [W]: No Support orders.
1 × Storm of Swords [W]: No Defense orders.
2 × Put to the Sword: Holder of the Valyrian Steel Blade chooses Rains of Autumn, Storm of Swords, or no effect.
[W] = Wildlings increase in power
 
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APPENDIX III: WILDLING CARDS

This will act as a reference for the game. When a Wildlings card has been revealed it will be stricken through to indicate it has been played.

• Crow Killers
• The Horde Descends
• A King Beyond the Wall
• Mammoth Riders
• Massing on the Milkwater
• Preemptive Raid
• Rattleshirt's Raiders
• Silence at the Wall
• Skinchanger Scout

Crow Killers
Wildling Victory
- Lowest Bidder: Replaces all of their available Knights with available Footmen. Any Knight unable to be replaced is destroyed.
- Everyone Else: Replaces 2 of their Knights with available Footmen. Any Knight unable to be replaced is destroyed.
Night's Watch Victory
- Highest Bidder: May immediately replace up to 2 Footmen, anywhere, with available Knights.

The Horde Descends
Wildling Victory
- Lowest Bidder: Destroys 2 of his units at one of his Castles or Strongholds. If unable, destroys 2 of his units anywhere.
- Everyone Else: Destroys 1 of their units anywhere.
Night's Watch Victory
- Highest Bidder: May muster forces (following normal mustering rules) in any one Castle or Stronghold area you control.

A King Beyond the Wall
Wildling Victory
- Lowest Bidder: Moves his token to the lowest position on every Influence track.
- Everyone Else: In Iron Throne turn order, each player chooses either the Fiefdoms or the King's Court Influence track, and moves their token to the lowest position on that track.
Night's Watch Victory
- Highest Bidder: Moves their token to the top of the Influence track of their choice, then takes the appropriate Dominance token.

Mammoth Riders
Wildling Victory
- Lowest Bidder: Destroys 3 of their units anywhere.
- Everyone Else: Destroys 2 of their units anywhere.
Night's Watch Victory
- Highest Bidder: May retrieve 1 House card of their choice from their discard pile.

Massing on the Milkwater
Wildling Victory
- Lowest Bidder: If you have more than one House card in your hand, discard all cards with the highest combat strength.
- Everyone Else: If they have more than one House card in their hand, they must choose and discard one of those cards.
Night's Watch Victory
- Highest Bidder: Returns their entire House card discard pile to their hand.

Preemptive Raid
Wildling Victory
- Lowest Bidder: Chooses one of the following: (A) Destroys 2 of their units anywhere; or, (B) Is reduced 2 positions on their highest Influence track.
- Everyone Else: Nothing happens.
Night's Watch Victory
- Highest Bidder: The wildlings immediately attack again with a strength of 6. You do not participate in this attack (no reward nor penalties).

Rattleshirt's Raiders
Wildling Victory
- Lowest Bidder: Is reduced 2 positions on the Supply track (to no lower than 0)
- Everyone Else: Is reduced 1 position on the Supply track (to no lower than 0)
Night's Watch Victory
- Highest Bidder: Is increased 1 position on the Supply track (to no higher than 6)

Silence at the Wall
Wildling Victory
- Lowest Bidder: Nothing happens.
- Everyone Else: Nothing happens.
Night's Watch Victory
- Highest Bidder: Nothing happens.

Skinchanger Scout
Wildling Victory
- Lowest Bidder: Discards all available Power tokens.
- Everyone Else: Discards 2 available Power tokens, or as many as they are able.
Night's Watch Victory
- Highest Bidder: All Power tokens bid on this attack are immediately returned to his available Power.[/size]
 
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INVITATIONS/ROSTER

1. IronyThrown (playing mod)
2. Barrabasse89
3. SeptembreAnge
4. Aipha
5. The Shadow Hound
6. Eatingbark

X-Mod: bagisbjorn (thanks bud!)
 
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Questions

What format will we use for the decks?

I suggest we stick to a standard total of 13 CS, otherwise we could end up with CS totals of 26 or 27 for every house.

My two suggestions are these:

Stick to the standard 13 CS totals in any combination, i.e.:

5, 3, 3 , 1, 1, 0, 0

Still, I want to avoid wacky combinations like:

5, 5, 2, 1, 1, 0, 0, 0

To avoid this we could simply stipulate that gaps of no more than 2 CS may occur between the sequence of house cards by CS and you may have no more than 2 of any printed CS. So, whereas:

5, 3, 2, 2, 1, 0, 0

or

4, 4, 3, 1, 1, 0, 0

would be valid

5, 4, 3, 1, 0, 0, 0

or

4, 4, 2, 1, 1, 1, 0

would not be.

So really, not allowing 3 of any CS seems to fix the problem.

Or, allow for either of these two options, meaning the players can draft for either one of these options:

The standard 4,3,2,2,1,1,0

or replaced by 5, 3, 2, 1, 1, 1, 0

I also like the idea of being able to insure you get a particular CS card, say a 4 or 5 card, but being able to go after a lesser CS card with your first pick, such as Balon, Doran, etc.

It's also possible that having so many good house cards to choose from with so many combinations to draft for that some of the draft orders issues could be lessened. A snake draft is probably still preferential.

I will voice my opinions on the above, but think the group ought to decide. Voting will probably be the way to go, although I might reserve the right to have my vote break ties, a "Speaker of The House Cards", if you will
 
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CLARIFICATIONS

Not sure about this one yet:


[4] Theon Greyjoy: Gain an additional +2 Combat Strength and the Sword Icon if you are defending an area that contains either a City or a Stronghold.

Should the "city" qualifier be ignored or read as "castle"?

For cards like Reek, Ser Davos 2nd edition, Saan 2nd edition, etc., the cards will correspond to your own house and to another of hour own House Cards, to be determined.
 
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Reserved
 
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Reserved
 
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IronyThrown wrote:
INVITATIONS/ROSTER

I've sent out a few invitations. I'd like to play in this game so a volunteer for an x-mod would be very appreciated. An invitation to a future game will be the reward!


For as long as I don't have to make the map with all these cards I can Ex-mod.
 
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bagisbjorn wrote:
IronyThrown wrote:
INVITATIONS/ROSTER

I've sent out a few invitations. I'd like to play in this game so a volunteer for an x-mod would be very appreciated. An invitation to a future game will be the reward!


For as long as I don't have to make the map with all these cards I can Ex-mod.


Cool, thanks. I'm inviting you to another game anyway, sending you a PM shortly.

I don't know if making House Cards will be feasible?
 
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Just a notice, this game will not begin until around the 2nd week of march.

We can fill the roster by then and engage in discussion before we begin the draft.
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IronyThrown wrote:


I don't know if making House Cards will be feasible?



I think I'll just make a very bland template that can be used for cards we don't have an image for.
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Anton Chukhnov
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Thank you, I am in.

Do we allow different Cards with the same name?
(my personal opinion is no).

Eager to play with any type of restrictions.
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Nicklas
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As it doesn't begin until march, I believe I can join in.
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SeptembreAnge wrote:
Thank you, I am in.

Do we allow different Cards with the same name?
(my personal opinion is no).

Eager to play with any type of restrictions.


Your personal opinion agrees with mine

So if 2nd edition Balon is chosen..which he might be

Then 1st edition CoK Balon (or any other Balon card) cannot be
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Chris S.
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Oh, I have been looking to get in a draft PBF game.

I could be an alternate if you somehow can't get 2 more players.





 
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The Shadow Hound wrote:
Oh, I have been looking to get in a draft PBF game.

I could be an alternate if you somehow can't get 2 more players.





Alternate?

You're in!
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The only draft game I've played in we drafted for the houses as well as the Influence Track positions.

I found that drafting for the Houses was a poor decision. As most of us had most of our deck drafted before we knew what house we would be playing we weren't able to draft to counter-act a neighbors house card, because we didn't know who our neighbors would be.

I know I've seen conversations regarding the weakness of House Grejoy's geography. I think their solution was to allow an optimal draft position.

This is where I will rely on those of you (SeptermbreAnge, Barrabasse89) who are more experienced in these games than I am. We still have a while before the game starts, but it's not too early to get some of these issues straitened out.

I'll welcome all ideas, even if they are "new".
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Björn Grafström
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IronyThrown wrote:
I know I've seen conversations regarding the weakness of House Grejoy's geography. I think their solution was to allow an optimal draft position.


The easiest choice would be to not draft houses I'd have to differ on the Greyjoy geography though, but you need a bad ass naval card (Victarion 2ed) or a "probably wins most battles" (Balon 2ed, Aeron DwD) or you could get stuck (or if there's no clash and/or muster you'll lose to Lannister's navy and lose Pyke = most likely game over).
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The Greyjoy - Lannister issue didn't seem different to me in drafts than base games, I've personally never changed starting setup for these two, sometimes Greyjoy got over his neighbor, sometimes t'was Lannister...

I agree with the 2 restrictions you've mentionned, the 13 Combat strenght total and the 2 cards with the same printed CS max, meaning our decks will all be pretty similar regarding their composition and disallowing a [2]Roose with 2 strong [4], a [3] and 3 [0] for example. I'd vote yes on both of them, but hey, I'll agree with anything for a draft game anyway.

I think not drafting the same personnage twice will create pretty balanced decks - actually awesome decks, but balanced in the idea that everybody has an awesome deck - so again I'll agree with this restriction. Don't think anybody will draft House Tyrell's captain guard anyway.
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Rob Holmes
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Jeremiah, all: I'm in if you'll have me.
 
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Eatingbark wrote:
Jeremiah, all: I'm in if you'll have me.


I will, not sure about the rest of em'

Glad to have you!
 
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ROSTER

1. IronyThrown (playing mod)
2. Barrabasse89
3. SeptembreAnge
4. Aipha
5. The Shadow Hound
6. Eatingbark

X-Mod: bagisbjorn
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We have a week plus before we begin. So we can take our time figuring out just how to set the game up. First item up for business:

1. Draft Houses
2. Don't draft houses

Yeas: 0
Nays: 1
 
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