. I've simply pointed out some major things and have not regurgitated the rulebook here. Please read the rules when you can.
Add their strength in battle. You only receive new units at cities and strongholds under your control when a Muster event is revealed. Mustering is explained starting on pg. 5 and it's a good read.
10 Footmen - Strength 1
4 Knights - Str 2
6 Ships - Str 1Orders
Each House has 3 each of 5 different orders: March (an axe); Support (a gauntlet); Defense (helmet); Raid (torch); Consolidate Power (crown). During the 'Planning Phase' of each turn you can place orders facedown in each area in which you have a *unit*. One of each order has a star icon on it, and is a "special order."
March - How you move. In an area with a march order, you may move all, some, or none of your units there. The units may move together; separate and move into several adjacent areas; and/or remain in the area. When you move into an area occupied by another House, a battle takes place. You may only start one battle per March order. Adjacent sea areas that contain your ships act as a chain allowing you to move great distances by sea in one move. The value on the march (0, -1, +1*) is added to any battle that takes place.
Support - You may add the strength of units in the area to *any and all* battles in adjacent areas. Sea can support adjacent land battles, but not vice versa. (Special support order adds +1*).
Defense - Does this need to be explained? (+1, +1, +2*)
Raid - Allows you to remove one of the following orders from an adjacent area: Raid, Support, Consolidate Power. If you remove the latter, it is called "pillaging" and you get a free power token for doing it. Sea can raid adjacent land areas, not vice versa. (Special Raid allows you to remove tokens from 2 adjacent areas.*)
Consolidate Power - Gives you a power token for the order and an additional one for every crown symbol on the board in the same area. (Special just gives you an opporutnity to consolidate 3 times in one turn.*)
Each House has 20 power tokens total; and begins the game with 5 available. Power is used for 3 purposes: bidding on the 3 areas of influence (pg. 6); maintaining control of an area when you move all your units out (pg. 11); fighting off Wildling attacks (pg. 8).House cards
Each player has a hand of 7 different cards representing important, influential members of their House. When involved in a battle, one of these cards is secretly selected and it's strength value and special ability is used. After the battle it is discarded. After using your 7th, final card, all 7 come back to your hand.Areas of Influence
Three tracks at the top of the map for this: Iron Throne, Fiefdoms and King's Court.
Iron Throne - Order of tokens is turn order, and the #1 spot decides the winner of all ties, except for in combat. The get the Iron Throne token. House Baratheon begins with this.
Fiefdoms - You win ties against anyone lower on this track than your House. The #1 spot gets the Valyrian Steel Blade token and can use it once per turn for +1 strength. House Greyjoy begins with this.
King's Court - Order determines how many of your special orders you can play during each Planning phase. It's very important to remember that your special orders are limited by this track. #1 & #2 - 3 specials per turn, #3 - 2, #4 - 1, #5 & #6 - none. #1 spot gets the Messenger Raven token which allows them to replace any one of their orders with another they did not place on the board, after all orders are revealed. House Lannister begins with this.
On the right of the map is the Supply track. When, and only when, a Supply event is revealed, you reconcile the track with the areas you control which contain supply icons (barrels). The numbers by the track spaces represent the sizes of the armies/fleets you can have on the board. If an area has a single unit, it is *not* an army or fleet. So, you can have all the areas you want with one unit in them. When Mustering units, if you cannot place a unit without violating your supply, then you cannot muster that unit.
If you ever accidentally exceed your supply when moving/retreating, you must destroy units in excess. (Golden Rule stated on pg. 11 in bold italics)Battles
1) Attacker and defender call for support
2) Combat strength for both sides is announced
3) Both attacker and defender simultaneously play a
4) The Valyrian Steel Blade may be played (once per
game turn only)
5) Battle resolution. Loser is determined, casualties
are removed, and the losing player retreats any surviving
Just giving the outline. Battles are explained on pg. 12.Ports
Ports represent a new special area governed by special rules. These are as follows:
- Port areas may only be occupied by Ship units.
- Ships in a Port area may receive Order tokens as normal (but note that a Defense Order given to a Port is useless, since Ports can never be attacked directly). Under certain conditions, Ships in a Port may receive the Consolidate Power order, see more details below.
- Ports function as special areas between the Land and Sea area. Only the player controlling its land area may use the Port and is considered the Port owner.
- A Port owner's ships may March from the Sea area into the Port, or may March from the Port into the Sea area. Note that enemy ships may never March into a Port
owned by another player.
- A Port may never contain more than three Ship units at one time. Ships in Port are still subject to normal supply rules.
- When a Land area that contains a Port musters new units, the mustering player may place Ship units directly into the adjacent Sea area (using the normal rules of
mustering) or the player may place a newly mustered Ship directly on that area's Port. Important note: Players are allowed to muster new Ship units into a Port,
even if the Sea area is occupied by enemy Ships.
- Ships in Port may Support a battle in the Sea area but may not support a battle in the Land area.
- Ships in Port may Raid the Sea area, but not the Land area.
- Enemy Ships in the Sea area may Raid any Support, Raid, or Consolidate Power orders in the Port as normal.
- If a Port's land area is successfully invaded by another House, the conquering player may immediately replace the Ship units in the Port area with his own unused Ship units. That player must still stay within his supply limits, and if he cannot, he must remove the Ship units, one by one, until he is in compliance with his Supply limit. Such an invading player may choose not to take over the Ships in the Port and destroy them immediately after invading the Land area. If the player does decide to take the Ships, however, he may not choose to destroy them at a later time.
- During the Planning Phase, a player may place a Consolidate Power order on a Port that contains at least one ship. If, during the Resolve Consolidate Power
Orders step of the Action Phase, there are no enemy ships in the Sea area, the player may execute the Consolidate Power order to claim a Power token as normal.
This simulates trade with the free cities and the other exotic locations in the world of A Song of Ice and Fire.
- During the Westeros Phase, when a 'Game of Thrones' Westeros Card is resolved, players receive one Power token for every friendly Port containing at least on Ship unit, as long as the Port's Sea area does not contain enemy Ship units (in which case the player receives nothing). This also represents the wealth of trade, as
mentioned in the point above.
To successfully march into an area containing neutral forces, a player must equal or exceed the neutral strength with the strength of his marching units and any adjacent supporting areas (support from your own areas or from any other willing house).
Note that marching into a neutral area does not make a battle, and thus no cards are played. The March order modifier (-1,0, or +1) however, is added/subtracted
to/from your marching strength.
The borders of Land areas on the game board are identified by a surrounding white border. Some borders, however, are bright blue and represent large rivers. Rivers may not be crossed by marching units unless there is a river crossing (marked on the board with a bridge symbol) between the two areas. The only two river crossings on the board are found by The Twins, and in the area of Crackclaw Point.
You may not March, Support, or Raid across a river (again, unless there's a river crossing.)
Since the map is so large (and needs to be) I'll post one copy here and replace it when/as it updates.