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Subject: A Game of Thrones rss

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John So-And-So
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TURN 3: Planning Phase
-Place ORDER TOKENS





WILDLING THREAT: 2

WESTEROS DECKS (top card visible - these will activate on Turn 4 Westeros Phase)
1: Winter Is Coming (Shuffle this deck)
2: Clash of Kings (Bid on the three Areas of Influence)
3: Winter Is Coming (Consolidate Power orders may not be played)
*An asterisk denotes "Wildling Threat Increased"

BARATHEON (drmabuse00)
HOLDS THE IRON THRONE
House Cards: 7
Available Power: 8
Strongholds: 2
Cities: 1


LANNISTER (ExcitingJeff)
HOLDS THE MESSENGER RAVEN
House Cards: 7
Available Power: 8
Strongholds: 2
Cities: 1


STARK (crappyjacks)
House Cards: 7
Available Power: 6
Strongholds: 1
Cities: 2


MARTELL (-Johnny-)
House Cards: 7
Available Power: 5
Strongholds: 1
Cities: 3


GREYJOY (quozl)
HOLDS THE VALYRIAN STEEL BLADE
House Cards: 7
Available Power: 7
Strongholds: 2
Cities: 1

TYRELL (rjphelan)
House Cards: 7
Available Power: 10
Strongholds: 2
Cities: 1


----------------------------------------------------
TURN 2 WESTEROS PHASE RECAP:

Card 1 - SUPPLY
*Baratheon: +0
*Lannister: +3
*Stark: +0
*Martell: +0
*Greyjoy: +1
*Tyrell: +1

Card 2 - A GAME OF THRONES
*Baratheon: +4
*Lannister: +3
*Stark: +3
*Martell: +2
*Greyjoy: +2
*Tyrell: +2

Card 3 - A STORM OF SWORDS
NO DEFENSE ORDERS MAY BE PLAYED DURING THIS PLANNING PHASE






----------------------------------------------------
TURN 2 ACTION PHASE RECAP:

RESOLVED RAID ORDERS:
*Baratheon: Kingswood double-raids The Boneway and Storm's End
*Tyrell: West Summer Sea chooses not to raid
*Greyjoy: Greywater Watch raid Moat Cailin

RESOLVED MARCH ORDERS:
*Baratheon: Kings Landing -> Crackclaw Point (1 Footman, 1 Knight)
*Lannister: Harrenhal -> Blackwater (1 Knight)
*Stark: Karhold -> Winterfell (1 Footman)
*Martell: Yronwood -> Starfall (1 Footman) !GAINS CITY!
*Greyjoy: Sunset Sea -> Bay of Ice (1 Ship)
*Tyrell: Three Towers -> Dornish Marshes (1 Knight)
*Stark: The Twins -> Narrow Sea -> Window's Watch (1 Footman)
*Greyjoy: Seagard -> The Twins (1 Knight)
*Tyrell: Dornish Marches -> The Reach (1 Knight) !GAINS CITY!
-Tyrell: Dornish Marches -> Oldtown (1 Footman) !GAINS STRONGHOLD!

RESOLVED CONSOLIDATE POWER ORDERS:
*Lannister: Riverrun (1+1)
*Tyrell: The Arbor (1+1)

----------------------------------------------------
 
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Steven Canning
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I would love to participate.
 
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Anthony
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I've never played AGOT by PBEM but I'd give it a go.
 
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Johnny
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I will play.
 
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Philip Mairs
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Would be glad to join in.
 
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Jeff
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I could probably only do a move or two a day, but if that's OK, I'd like to play.
 
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True Blue Jon
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Me too!
 
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Johnny
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That sounds like 6!
 
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Johnny
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As for expansion rules, here are my preferences:

CoK rules I'd like:
-6th house (hopefully)
-New House cards
-Ports
-Variant Westeros Phase

Indifferent:
-Fortifications
-Siege Engines

Wouldn't like:
-One time orders
-Battle Variant



SoS rules I'd like:
-New House cards
-Wildling deck

Wouldn't like:
-Tactics
-New Westeros Deck
-Leaders
 
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John So-And-So
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Everyone but Rurik has responded, so I think we can go ahead and proceed. If he shows up (or if someone reading this thread wants to take his place), we'll go ahead and add in House Martell, if not, we'll just play with 5.

So far, I've had requests that we play with Ports and the Optional Westeros Phase (being able to see Westeros cards ahead of time). I support both these ideas, but I'm just the GM, so I'll let the players decide. Here's what everyone needs to choose:

1-House Cards: 'Thrones', 'Kings' or 'Swords'. Thrones cards have the lowest strength variance, so armies will have the greatest effect on battles. Kings cards have a very great strength variance, and card play will change the outcome of most battles. Swords cards have a medium strength variance and will come in somewhere between the other two.

2-Fortifications: Yes or No. Forts add defense to land areas.

3-Seige Engines: Yes or No. Seige Engines attack Cities, Strongholds and Forts with great power, but are useless in defense.

4-Ports: Yes or No. Ports fix a nearly-broken problem with the original game wherein ships can choke off land areas with no repercussion. I strongly recommend we use them.

5-Special Order Tokens: Yes or No. Each House has a special One-Time Use order token that represents their House's unique advantages.

6-Westeros Phase: Thrones or Kings. In the Thrones rules, Westeros cards are flipped on the turn they come into play. Players must be ready to react to whatever happens. In the Kings rules, players can see the next THREE Westeros cards, allowing them to plan ahead.

7-Leaders: Yes or No. Leaders are extra units that may be taken hostage if defeated. If leaders are used, Holding Cells and Swords Westeros Cards will also be used.

Please geekmail me your preferences!
 
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True Blue Jon
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My votes for this game (I would like to add more if we do more games.)

1. Thrones
2. No.
3. No.
4. Yes
5. No
6. Kings
7. No
 
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Anthony
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quozl wrote:
My votes for this game (I would like to add more if we do more games.)

1. Thrones
2. No.
3. No.
4. Yes
5. No
6. Kings
7. No


Ditto. And thanks John for organizing this.
 
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Jeff
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drmabuse00 wrote:
quozl wrote:
My votes for this game (I would like to add more if we do more games.)

1. Thrones
2. No.
3. No.
4. Yes
5. No
6. Kings
7. No


Ditto. And thanks John for organizing this.


I concur with everything, except my vote for number 6 would be Thrones.
 
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Steven Canning
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My vote:

1. Thrones
2. No
3. No
4. Yes
5. No
6. Thrones
7. No
 
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RJ
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CapAp wrote:
Everyone but Rurik has responded, so I think we can go ahead and proceed. If he shows up (or if someone reading this thread wants to take his place), we'll go ahead and add in House Martell, if not, we'll just play with 5.

So far, I've had requests that we play with Ports and the Optional Westeros Phase (being able to see Westeros cards ahead of time). I support both these ideas, but I'm just the GM, so I'll let the players decide. Here's what everyone needs to choose:

1-House Cards: 'Thrones', 'Kings' or 'Swords'. Thrones cards have the lowest strength variance, so armies will have the greatest effect on battles. Kings cards have a very great strength variance, and card play will change the outcome of most battles. Swords cards have a medium strength variance and will come in somewhere between the other two.

2-Fortifications: Yes or No. Forts add defense to land areas.

3-Seige Engines: Yes or No. Seige Engines attack Cities, Strongholds and Forts with great power, but are useless in defense.

4-Ports: Yes or No. Ports fix a nearly-broken problem with the original game wherein ships can choke off land areas with no repercussion. I strongly recommend we use them.

5-Special Order Tokens: Yes or No. Each House has a special One-Time Use order token that represents their House's unique advantages.

6-Westeros Phase: Thrones or Kings. In the Thrones rules, Westeros cards are flipped on the turn they come into play. Players must be ready to react to whatever happens. In the Kings rules, players can see the next THREE Westeros cards, allowing them to plan ahead.

7-Leaders: Yes or No. Leaders are extra units that may be taken hostage if defeated. If leaders are used, Holding Cells and Swords Westeros Cards will also be used.

Please geekmail me your preferences!


I'm in.

1. Swords. I swear by these cards. Much better imo than either of the two previous sets.

2. Yes. If we're playing with leaders, which I like. They don't get used often, but it's nice to have them as an option. It makes it so that if you want to take trouble of warding yourself off, you can make another opponent look like a juicier target. Lannister can often put these to good use.

3. Yes. Gives you something to upgrade once you've got all 4 knights on the board, also good to offset fortifications. Makes a sneaky attack more viable.

4. OMG YES! Need ports. NEED THEM.

5. Yes, but since I'd prefer leaders, don't use the House-specific ones.

6. Swords. Play with the blue Westeros Phase deck. It gives more importance to being ranked first on the influence tracks, since on several cards the influence leader determines the effect for the round. Regardless of which set you use, I'd prefer the original Thrones format.

7. Yes. In conjuction with the Swords house cards, allows for some neat, but not broken effects for several houses.

****

Hope I'm able to play. How are you planning to process the graphic Cap? Is there a vassal module?
 
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John So-And-So
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DA RULES:

We'll use the original Game of Thrones cards.
No fortifications or seige engines.
A resounding YES to Ports.
No Special Order Tokens or Leaders.

As far as the Westeros Phase, we have three for original rules and three for variant rules. Anyone want to change their vote to break the tie? If not, I will institute a house rule where we see ONE card ahead of time, for a compromise of sorts.

We also have one vote AGAINST using the Storm of Swords ("blue") Westeros deck, and one for FOR. Do the other four of you have a preference?

Last thing: I only had one player send me a list of the Houses they'd prefer to play. Last chance to get a list in if you care; chances look good that you'll get who you want! I'll post House assignments and the opening board position by then end of the day!
 
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True Blue Jon
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Question: does all negotiation need to be on this thread or can we PM each other?
 
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RJ
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I am okay with either way. Usually I limit it to tabletalk when we actually play at a table, but that's mainly as a time saver to make it not feel like diplomacy.

But with a PBEM, since things will be going slowly anyway, it might add another level of intrigue and excitement one wouldn't normally get. For that reason, I'll vote FOR private messaging.

I'll understand if people want to play normal though.
 
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RJ
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Hey Cap, does cyberboard have the supply/banners track available as well?
 
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RJ
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Also, Cap, you need to place the Kings Landing and the Eyrie defense tokens. To remind people that they can't just waltz into those places.
 
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RJ
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One other thing I noticed (sorry) is that there are only two stars for Stark's position on the Messenger Raven track. There should be three for the second place person. The difference between second and first is control of the Messenger Raven token.
 
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Steven Canning
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I'm for the original Westeros deck and allowing PMs.
 
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John So-And-So
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rjphelan wrote:
Hey Cap, does cyberboard have the supply/banners track available as well?

I actually did all this stuff myself with a scanner and photoshop. Cyberboard looked really low-res and cheap. I can make a supply track if you'd prefer.

Quote:
Also, Cap, you need to place the Kings Landing and the Eyrie defense tokens. To remind people that they can't just waltz into those places. One other thing I noticed (sorry) is that there are only two stars for Stark's position on the Messenger Raven track.

Thanks for the heads-up, if you notice anything else that needs work, tell me! I'll get a fix for these right up.

Quote:
I'm for the original Westeros deck and allowing PMs.

We are using the original Westeros deck. And we have two votes for PM's allowed, anyone else care?
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Johnny
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My vote is Against PM's.


The board looks good...
 
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John So-And-So
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NOTE:
This won't come up until order resolution, but it's worth mentioning.

If you move units OUT of a land area and this would leave it unoccupied, you will lose control of it unless you claim ownership by spending a Power marker from your Available supply.

I will ASSUME BY DEFAULT that you intend to claim ownership when leaving an area that contains either a Supply barrel, a Power crown, or a Stronghold.

I will ASSUME BY DEFAULT that you do NOT intend to claim ownership when leaving an area that contains none of these things.

You can always submit orders specifying which option you want to take, but this default system should safeguard against forgetting to spend power on valuable areas.
 
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