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

Subject: AGoT PBF #410 - Dragons plant no trees. [9 Player Variant] rss

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Alias Saila
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INTRODUCTION
Remember to subscribe to this thread!

This will be a 9 player game using this variant created by Vitezslav. I will consult the PBF waitlist although feel free to request a spot in this game by replying to this thread: spaces will be allocated on a first-come first-served basis.

I am willing to moderate this game as Lord Mod unless someone else wishes to do so

ATTRIBUTION
• Banners by
Pavel Kornilov
Russia
Syktyvkar
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• Browser map by
Dave Dave
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• Main structure/content of rules by
Brendan
United States
Somerville
Massachusetts
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Stephen Breen
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Alex WolfandDragon
Germany
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• Map from PBF 323
• Variant by
Victor Kostin
Russia
Moscow
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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
Information about the variant

Map
• We will use this excellent browser map
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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Somerville
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I. Game Overview

1. We will use the 2nd edition rules and board with the exceptions mentioned in Section IV: Rule Clarifications. If a question is not answered in the rule-book, 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 and wildling cards are already randomly determined. (Yes, this means I know all of them)
5. Houses are randomly determined. Feel free to exchange if 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 the mod 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. 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 the 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:

Arryn: 1343717

Baratheon: 1152902

Greyjoy: 1152903

Lannister: 1152904

Martell: 1152905

Stark: 1152906

Targaryen: 1164758

Tully: 1158721

Tyrell: 1152907


The moderator will use a special banner:

Moderator: 1152928


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

1. Submitting Orders, Bids, and House Cards: Geekmail the moderaor 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:
[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 + ?


1b. Since we are using the browser map, you can preview your orders on the map. 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 the mod 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.
(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 the mod his chosen house card and informs everyone by posting that he has already sent his house card to the moderator.
(d) The defender Geekmails the mod 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 the mod 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 the moderator 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

1. 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.
2. 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 turned into “Defense +0” orders – ie “nothing”
(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.
3. 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.
4. 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 role-playing. 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.

CARD REFERENCE

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 the printed combat strength of your opponent's played House card.
[2] Nestor Royce: 2 Fortification icons
[2] Lyn Corbray: 1 Sword icon
[1] Lothor Brune: 1 Sword icon, 1 Fortification icon
[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.


[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 participating of your Footmen (or supporting Baratheon Footmen) to a Knight).
[2] Ser Davos Seaworth: If your "Stannis Baratheon" card is in your discard pile, this card gains +1 combat strength and a sword icon.
[2] Brienne of Tarth: 1 Sword icon, 1 Fortification icon
[1] Salladhor Saan: If you are being supported in this combat, the combat strength of all non-Baratheon Ships is reduced to 0.
[1] Melisandre: 1 Sword icon
[0] Patchface: After this combat, you may look at your opponent's hand and discard one card of your choice.


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


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


[4] The Red Viper: 2 Sword icons, 1 Fortification icon
[3] Areo Hotah: 1 Fortification icon
[2] Dark Star: 1 Sword icon
[2] Obara Sand: 1 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.
[1] Nymeria Sands: If you are defending, this card gains a fortification icon. If you are attacking, this card gains a sword icon.
[0] Doran Martell: Immediately move your opponent to the bottom of one influence track of your choice.


[4] Eddard Stark: 2 Sword icons
[3] Robb Stark: If you win this combat, you may chose the area to which your opponent retreats. You must chose 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 icon
[1] Ser Rodrick Cassel: 2 Fortification icons
[1] Maester Luwin: 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] Daenerys Targaryen: 1 Sword icon, 1 Skull icon
[3] Ser Barristan Selmy: If there is a defend order in the embattled area, this card gains +2 combat strength. If you win this combat, you may convert one participating enemy unit to Targaryen after your opponent takes any casualties, paying 2 Power tokens to convert a Footman or a Ship unit or 3 Power tokens to convert a Knight. You cannot exceed your supply limit.
[2] Ser Jorah Mormont: 1 Fortification icon
[2] Grey Worm: All of your participating Footmen (including supporting Targaryen Footmen) add +2 combat strength instead of +1 during this combat. This card gains 1 sword icon for every two participating Targaryen Footmen in this combat.
[1] Rakharo: If you are attacking and win this combat, place one non-special raid order in the embattled area and resolve it immediately.
[1] Daario Naharis: 2 Sword icons
[0] Lord Varys: You may immediately move one Targaryen Order token on the board to any area where you have no Order token placed, or you may place a non-special defend, consolidate power or raid Order token in an area where you have no Order token placed.


[4] Edmure Tully: If you lose this combat, you may retreat to any adjacent area by land or through your Ship units. Your forces are not routed.
[3] Jason Mallister: If you are defending in an area that contains either a Castle or a Stronghold, the combat strength of all opposing Ships is 0.
[2] Titos Blackwood: 1 Sword icon, 1 Fortification icon
[2] The Blackfish: During this combat, all positive modifiers from enemy Order tokens are nullified and all positive modifiers from your Order tokens are doubled.
[1] Lord Piper: 2 Fortification icons
[1] Karyl Vance: If the embattled area has an adjacent river, gain one sword icon and two fortification icons.
[0] Walder Frey: Ignore the text abilities of your opponent's House card. You may choose to play the text abilities of your opponent's House card as if they were your own, or copy all enemy sword icons.


[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 into the conquered area (instead of discarding it). The March Order may be resolved again later this round.
[2] Randyll Tarly: 1 Sword icon
[2] Ser Garlan Tyrell: 2 Sword icons
[1] Margaery Tyrell: 1 Fortification icon
[1] Alester Florent: 1 Fortification icon
[0] Queen of Thorns: Immediately remove one of your opponent's Order tokens in any one area adjacent to the embattled area. You may not remove the March Order token used to start this combat.

Westeros Cards

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

Wildling Cards

• 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.
 
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David Chapuis
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I got an invite. I'm in.
 
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L F
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As my 9player-game is soon ending (after 14 months or so...) I would love to give it another try. :-)
 
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Alias Saila
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Dkchapuis wrote:
I got an invite. I'm in.

MasterOfCoin wrote:
As my 9player-game is soon ending (after 14 months or so...) I would love to give it another try. :-)

You are both accepted
 
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razvan nicu groza
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i'll take a spot if it's available
 
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Alias Saila
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madkat2525 wrote:
i'll take a spot if it's available
Yes there is, and you are accepted
 
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RedSnowCastle wrote:
Dkchapuis wrote:
I got an invite. I'm in.

MasterOfCoin wrote:
As my 9player-game is soon ending (after 14 months or so...) I would love to give it another try. :-)

You are both accepted


Thanks a lot!

As there are several maps available, I suggest to have a little discussion on which map we use. See discussion in 9player maps.

Further, Lannister usually gets deleted (at least in my two games). We may have some discussion on a possible balancing in the West?!
 
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Thanks for the invite - I happily accept.
 
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MasterOfCoin wrote:
RedSnowCastle wrote:
Dkchapuis wrote:
I got an invite. I'm in.

MasterOfCoin wrote:
As my 9player-game is soon ending (after 14 months or so...) I would love to give it another try. :-)

You are both accepted


Thanks a lot!

As there are several maps available, I suggest to have a little discussion on which map we use. See discussion in 9player maps.

Further, Lannister usually gets deleted (at least in my two games). We may have some discussion on a possible balancing in the West?!


The current map is the main map from Vitezslav's variant (the one you've linked to): I think that it should suffice and I'm against removing House Lannister from the game, but I'll leave this decision to the players once we get all 9 on board!

 
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Aipha wrote:
Thanks for the invite - I happily accept.
You're in
 
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brad sheehan
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ill accept my invite..been a long time since i played. I was one of the original participants around these parts. 9 player variant looks like fun.
 
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bsheehan34 wrote:
ill accept my invite..been a long time since i played. I was one of the original participants around these parts. 9 player variant looks like fun.
Okay, you're in
 
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Vinicius Prettorio
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can i join?
 
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MasterOfCoin wrote:
RedSnowCastle wrote:
Dkchapuis wrote:
I got an invite. I'm in.

MasterOfCoin wrote:
As my 9player-game is soon ending (after 14 months or so...) I would love to give it another try. :-)

You are both accepted


Thanks a lot!

As there are several maps available, I suggest to have a little discussion on which map we use. See discussion in 9player maps.

Further, Lannister usually gets deleted (at least in my two games). We may have some discussion on a possible balancing in the West?!


on game 406, on this map, lannister just nearly captured pyke on round 3, i guess its just a gamble on the cards.
 
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Lewis Brophy
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If you are still looking for players, I'd be happy to play...
 
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hellkoala wrote:
can i join?

Yes you can
 
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williambpearson wrote:
If you are still looking for players, I'd be happy to play...
Yes, you're in We require two more players.
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RedSnowCastle wrote:


I'm against removing House Lannister from the game, but I'll leave this decision to the players once we get all 9 on board!



Wow, you got me wrong! :-D

In #350 Lannister became extincted without any possibility to fight (by me as Tully).

In #323 Lannister still holds 1 territory, but only due to unconditional support from Tyrell (who was me^^).

Once Greyjoy and Tully ally against Lannister (and there is no rational reason to do not so), Lannister become extinct. No other house might save them.

Well in #406 Greyjoy lost the Ironmen's Bay...this is basically not possible (without extreme bad luck, which was not the case in this game)...I would say this is rather no "standard" Greyjoy set-up.

I stick to my warning: Lannister will die and Greyjoy or Tully will win.
 
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K2K df
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I would love to join in!
 
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MasterOfCoin wrote:
RedSnowCastle wrote:


I'm against removing House Lannister from the game, but I'll leave this decision to the players once we get all 9 on board!



Wow, you got me wrong! :-D

In #350 Lannister became extincted without any possibility to fight (by me as Tully).

In #323 Lannister still holds 1 territory, but only due to unconditional support from Tyrell (who was me^^).

Once Greyjoy and Tully ally against Lannister (and there is no rational reason to do not so), Lannister become extinct. No other house might save them.

Well in #406 Greyjoy lost the Ironmen's Bay...this is basically not possible (without extreme bad luck, which was not the case in this game)...I would say this is rather no "standard" Greyjoy set-up.

I stick to my warning: Lannister will die and Greyjoy or Tully will win.

Sorry about that Yes I can see Ironman's Bay becoming a problem. Do you know of any alternatives which might fix this?

CHINCB wrote:
I would love to join in!

You're in one space left!
 
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RedSnowCastle wrote:

Sorry about that Yes I can see Ironman's Bay becoming a problem. Do you know of any alternatives which might fix this?


Again, I don't see any problem in Ironmen's Bay, it is Lannister who has a problem. However, I would suggest to NOT add additional Lannister ships If ever, I would argue that Lannister shall have more initial land troups in order to defend Lannisport and against Tully.

Anyway, I would of course also play the initial set-up. And hope that diplomacy might keep Lannister alive.^^

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MasterOfCoin wrote:
RedSnowCastle wrote:

Sorry about that Yes I can see Ironman's Bay becoming a problem. Do you know of any alternatives which might fix this?


Again, I don't see any problem in Ironmen's Bay, it is Lannister who has a problem. However, I would suggest to NOT add additional Lannister ships If ever, I would argue that Lannister shall have more initial land troups in order to defend Lannisport and against Tully.

Anyway, I would of course also play the initial set-up. And hope that diplomacy might keep Lannister alive.^^


I could alter the startup map if everyone agrees (giving Lannister an additional Footman or Knight in Lannisport maybe)?
 
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RedSnowCastle wrote:

You're in one space left!


Can I play, can I play?? :-)
 
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diecie wrote:
RedSnowCastle wrote:

You're in one space left!


Can I play, can I play?? :-)
Yes, that's it - we're good to go
 
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Remember to subscribe to this thread!

I shall be allocating Houses now: you are permitted to swap Houses with another player so long as they consent to this.

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