TURN 4 - Orders Phase - Raid Step
Castles/cities :
Stark : 3Greyjoy : 1Lannister : 4Baratheon : 5Tyrell : 4Martell : 3
Azegoroth of House Stark
Power in hands : 3
Unplayed OTO : Recruit, Forced March
Stars : 0
Leaders :
The Twins : Robb Stark Str 1 Raid activation (Str 1, sword)
The Twins : Eddard Stark Str 1 Consolidate Power activation (Str 2, power)
Holding cell :
House cards :
Unplayed :
Smalljon Umber Str 3 Sowrd - Fort 1 Ability -
Maege Mormont Str 1 Sword - Fort - Ability If you win this battle, you may choose the area to which your opponent retreats. You must
choose a legal area where your opponent loses the fewest Units due to Supply Limits.
Played:
Robb Stark Str 4 Sword 2 Fort - Ability -
Jory Cassel Str 2 Sword 1 Fort - Ability -
Eddard Stark Str 2 Sword - Fort - Ability You do not take any casualities in this battle regardless of Sword Icons. Ignore any House
Card abilities that would cause you to lose casualities.
Catelyn Stark Str 1 Sword - Fort - Ability If you are being supported in this battle, gain +2 combat strength and one Fortification Icon.
Bran Stark Str 0 Sword - Fort - Ability You may retrieve one House Card from your discard pile at the end of the battle.
Valkun of House Greyjoy
Power in hands : 2
Unplayed OTO : Recruit, Supply, Forced March
Stars : 1
Leaders :
Seagard : Asha Greyjoy Str 1 Raid activation (Str 1, sword)
Greywater Watch : Balon Greyjoy Str 1 Raid activation (Str 2, power)
Holding cell :
House cards :
Unplayed :
Balon Greyjoy Str 4 Sword - Fort - Ability If you win this battle, gain Power tokens equal to the difference in total strength in the battle.
Dagmar Cleftjaw Str 3 Sword 1 Fort 1 Ability -
Asha Greyjoy Str 2 Sword - Fort - Ability If you being supported in this battle, gain two Sword Icons.
Theon Greyjoy Str 2 Sword - Fort 1 Ability -
Victarion Greyjoy Str 1 sword - Fort - Ability If this battle is adjacent to a sea area, gain +1 combat strength and a Fortification Icon.
Aeron Damphair Str 0 Sword - Fort - Ability After revealing, you may spend two Power tokens and discard this card to choose a differnt House Card from your Hand (if able) to use in this battle at -1 combat strength.
Played :
Andrik the Unsmiling Str 1 Sword 2 Fort - Abiltiy -
Hermenegilde of House Lannister
Power in hands : 6
Unplayed OTO : Supply, Forced March
Stars : 3
Leaders :
Blackwater : Jaime Lannister Str 1 Raid activation (Str 2, Sword)
Pyke : Tywin Lannister Str 1 Consolidate power activation (Str1, Power)
Holding cell :
House cards :
Unplayed :
Joffrey Lannister Str 2 Sword 1 Fort - Abiltiy -
Cersei Lannister Str 1 Sword - Fort - Ability Your opponent must lose two Power tokens at the end of the battle.
Played :
Ser Jaime Lannister Str 4 Sword 1 Fort 1 Ability -
Ser Gregor Clegane Str 3 Sword - Fort - Ability Gain a number of Sword Icons equal to three minus the strength of your opponent's House Card.
Tywin Lannister Str 2 Sword - Fort 2 Ability -
Sir Ilyn Payne Str 1 Sword - Fort - Ability If you win this battle, your opponent must lose one casualty, regardless of the number of Fortification Icons he has.
Tyrion Lannister Str 0 Sword - Fort - Ability You may return your opponent's House Card to his hand and force him to choose a different one. If he does not have any other House Cards, then he may not use a House Card in this battle.
Orange Soda of House Baratheon
Power in hands : 10
Unplayed OTO : Supply, Forced March
Stars : 3
Leaders :
Kings landing : Melisandre Str 1 Raid activation (Str 1, sword)
Mountains of the Moon: Stannis Str 1 March activation (Str 2, power)
Holding cell :
House cards :
Unplayed :
Stannis Baratheon Str 4 Sword - Fort - Ability
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.
Renly Baratheon Str 3 Sword 2 Fort - Abiity -
Ser Axell Florent [/COLOR]Str 2 Sword - Fort 2 Ability -
Devan Seaworth Str 1 Sword 1 Fort 1 Ability -
Ser Davos Seaworth Str 0 Sword - Fort - Ability
If you lose this battle, your Units are not routed and you may spend two Power tokens to
gain a Fortification Icon.
Played :
Melisandre of Asshai Str 2 Sword - Fort - Ability Immediately gain Power tokens equal to the strength of your opponent's House Card.
Salladhar Saan Str 1 Sword - Fort - Ability
If you win this battle, you gain two Power tokens and your opponent loses two Power
tokens.
Osvik of House Tyrell
Power in hands : 5
Unplayed OTO : Recruit, Supply, Forced March
Stars : 0
Leaders :
Dornish Marshes : Mace Tyrell Str 0 Consolidate Power activation (Str 2, power)
Highgarden : Loras Tyrell Str 1 Raid activation (Str 2, sword)
Holding cell :
House cards :
Unplayed :
Ser Loras Tyrell Str 4 Sword 1 Fort - Ability -
Ser Randyll Tarly Str 3 Sword 2 Fort - Ability -
Mace Tyrell Str 2 Sword - Fort - Ability
If you win this battle, you may immediately place a Support or Defense order in this area
(may not be a special order), removing any orders that were previously in this area.
Ser Garlan Tyrell Str 2 Sword - Fort 1 Ability -
Willas Tyrell Str 1 Sword - Fort - Ability If you are defending in this battle, this House Card has a strength of 3.
Played :
Margaery Tyrell Str 1 Sword - Fort 2 Ability -
Queen of Thorns Str 0 Sword - Fort - Ability Immediately remove one of your opponent's order in this or an adjacent area.
Cleonicus of House Martell
Power in hands : 8
Unplayed OTO : Recruit, Supply, Forced March
Stars : 2
Leaders :
The Boneway : The Red Viper Str 1 March Activation (Str 2, sword)
Princes Pass : Doran Martell Str 1 Consolidate power activation (Str 1, power)
Holding cell :
House cards :
Unplayed :
Darkstar Str 3 Sword 1 Fort - Ability -
Doran Martell Str 2 Sword - Fort - Ability
Immediately move your opponent to the bottom of the Fiefdoms Track. Then move players
up and reassign the Valyrian Steel Blade as necessary.
Nymeria Sand Str 2 Sword - Fort - Ability
If you are defending in this battle, gain a Fortification Icon. If you are attacking, gain a Sword
Icon.
Areo Hotah Str 1 Sword - Fort 1 Ability -
Arianne Martell Str 1 Sword - Fort - Ability
If you lose this battle by 2 or less strength, both of you and your opponent must retreat at the
end of battle.
Master Caleotte Str 0 Sword - Fort 3 Ability -
Played :
The Red Viper Str 4 Sword 2 Fort - Ability -
Posts
PBEM RULES
Westeros phase
- I will use Invisible Castle to generate a random card, using the list of cards posted above.
Planning phase :
- OTO declaration to be color coded, use a nice, visible color that isn't red or orange
- I will send my orders in a locked .pdf to another (volunteer) player and post that I have done so. Then everyone will PM me their orders.
- Illegal orders will simply not be placed
Action phase :
- Actions to be posted, in turn order, in a nice, visible color
- Out of turn acting will be accepted where it does not matter to accelerate gameplay, but NO TAKE-BACKS
Battles :
- Every player with a usable support order or the Support Allies tactics card MUST declare opr decline their support.
- PM of house cards to a player uninvolved in the battle (preferably someone who is around a lot). And post once you have done so.
Bids :
- Locked .pdf dodge again.
Rules questions -
NICE BRIGHT ORANGE PLEASE
Mistakes - aka HOLD THE GAME
RED RED RED Should I miss something or should someone make a mistake.
Rulebooks
Clash of kings expansion from which we use, one-time orders, house Martell, ports, fortifications and siege engines
Storm of Swords expansion from which we use : Leaders and holding cells, tactics cards, ASOS Westeros decks, ASOS house cards, Wildling cards
The board
Iron throne track : Determines order of play, first place owns the Iron throne (allows to break ties outside of battle)
Fiefdoms track : Determines tie-breaks in battle (best place on the track wins), first place owns the Valyrian blade (allows the owner to add +1 to his battle strength once per turn)
Court track : Determines the number of special (star) orders a player may place during the planning phase, as depicted next to a house's position, first place owns the Raven (allows the owner to switch one order on the board for an unused order after orders have been revealed)
Tells which turn it is
Current wildlings strength
Current supply for each house
Limits the number of armies (3-2-2 means you may have an army of 3 units and 2 armies of 2 units)
Note : 1 unit is not considered an army
Position gets updated when the Supply Westeros card comes out.
It is also used as a tie-breaker at the end of the game
The map
This is where the game happens :P, ie the play area
The house trays
Shows available power and unused power, shows available, unused units, shows current special tokens (throne, blade and raven), shows current tactics card, shows captured leaders
Order tray
Shows available orders
Normal orders can be used every turn
One-time orders can be used once per game
(support -1 is a special order and cannot be placed)
Shows available Fortification Icons (9 available for the whole map)
Also shows a list of possible Tactics cards
Westeros deck
Shows current Westeros cards
(not used on turn 1)
Turn order :
Westeros Phase
Deck 1
Mustering X4 : In turn order, Stronghold and cities produce new units : 2 muster points for strongholds, 1 for cities. Units may be placed in the actual city area, in a port in the area or in an adjacent seazone. A footman may be upgraded to a knight or siege engine for a cost of 1 muster point
A throne of blades X2 (wildling token) : Owner of the Iron Throne chooses Supply, Mustering or Nothing
A clash of kings X3 : Opens bidding for the area of influences, secret bids to be made using power tokens in the following order : Iron throne, Fiefdoms, King's Court
Last Days of summerX1 (wildling token : Nothing happens
Dark Wings, Dark Words X2 (Wildling token): Owner of the Raven chooses Game of Thrones, Clash of Kings or Nothing
Wildling strength then resets to 0
Swing the sword X3 (Wildling token): Each player may execute 1 hostage, the *March+1 order may not be played in the current turn
Storm of Swords X2 (Wildling token): Defense orders may not be placed this turn
Punish the guilty X2 (Wildling Token): Owner of the Valyrian blade chooses Swing the Sword, Storm of Swords or Nothing
Some cards have a wildling symbol, they increase the Wildling strength by one step
Planning phase
Step 2 - Each player secretly places orders on each location where they have units, their one-time order (if they so chose) and also secretly chooses a Tactics card
Step 3 - Orders, OTO, and Tactics cards are revealed
Step 4 - In turn order, Tactics cards "immediate" abilities are resolved.
Step 5 - The Raven may be used
The action phase
Step 2 - Resolve march orders : in turn order, each player must resolve march orders, one at a time, resolving battles immediately.
Special : Establishing control : If you move all of your units out of a land area, you may place one of your power tokens into the area in order to establish control. (note that home areas are always under their respective house's control unless occupied by enemy troops). Controlled provinces allow to profit from any symbols on them (barrels, crowns, cities, strongholds) also, ennemies may not retreat in conttrolled area.
Step 3 - Resolve consolidate power orders : in turn order each player must resolve consolidate power orders, one at a time.
Special - you may "resolve" an order by removing it from the board and doing nothing.
The orders in detail
Special rules for moves:
-Any area which can be reached by ships (or a chain of ships) is considered adjacent
-Units need not all move to the same area, or at all.
-Only ONE battle may be initiated with each move order
-Supply limits must be respected.
Defense (a helm) : (+1, +1, *+2) : Adds its bonus to your strength when defending the area.
Consolidate power (a crown): (-,-,*) Allows the player to collect 1 power, plus 1 power for each crown Icon in the area.
Special rules :
- May not be placed in sea areas (but may be placed in port)
- The * order does not do anything special. It only gives access to a 3rd Consolidate power order.
- May be resolved to place a Fortification Token in the area INSTEAD of gaining power.
Raid (a torch) : (-,-,*+1) Allows a player to remove a support order, raid order or consolidate power order in an adjacent area.
Special rules :
- Land area may not raid sea areas
- If a consolidate power is successfully raided, the raider gains 1 power.
- The *+1 order allows to remove 2 adjacent Support, raid or Consolidate power orders
Support (a glove) : (0, 0, *+1) : may be spent to support either side of a battle in an adjacent area, adding the strength of the units in the supporting area (and +1 if the * order is used)
Special : Ships may support land battles in adjacent land areas. Land units may NOT support naval battles.
One-time orders :
Recruit (tent) X2 : During the consolidate power phase, allows the owner to muster units in the area (2 for stronhold, 1 for city, 0 elsewhere) containing the token
Supply (wagon) X1: During the consolidate power phase, allows the owner to inflate his supply by one spot for each barrel in the area.
Special : once the Supply Westeros card is drawn, the house's supply returns to its proper place.
Forced March (a horse) X1 : During the resolve march orders phase, allows the owner to move units INTO the area with this order.
special : May NOT be used in conjunction with the Manage Troops Tactics card
Special rules about one-time orders
- One-time orders are placed in ADDITION to a regular in the area.
- One-time orders are susceptibles to raids and are raided along with any raided regular order token.
- One-time orders are activated just like normal orders, one at a time following turn order.
- If a one-time is left alone without any units it is discarded and lost forever.
BATTLE
Step 1 - Call for support : Any support order in an area adjacent to the battle may be spent to add the supporting area's power to either side of the battle.
Step 2 - Announce total strength for both sides
Step 3- Attacker and defender simultaneously play a house card, adding its power to their total and executing special ability if any
Step 4 - Valyrian blade may be used to add 1
Step 5 - Resolve battle :
Highest strength wins, in case of a tie, best position on the fiefdoms tracks wins.
Casualties are removed : amy losing siege engine is lost, then loser must remove 1 point of mustering worth of units for each sword icon used by the winner, minus 1 for each fortification (tower) icon used by the loser. (these icons are found on house cards, some cards abilities add icons, some leaders add a sword icon to battles)
Retreat : Surviving losing units are routed and must retreat.
- All retreating units must move to the same area
- Units may retreat into any adjacent, owned or uncontrolled area (retreats, just like marches, may be done via ships)
- Supply limt must be respected
- retreating defenders may not move into the area the attackers came from.
- Destroy any units which have no place to retreat to
Routed units :
- Have a strength of 0
- May not be taken as casualties
- Are automatically destroyed if they lose another battle
- May not march
- are unrouted at the end of the consolidate power step
Conquest :
- Any order belonging to another house is immediately removed
- Any power token belonging to another house is returned to its owner unowned power tray.
LEADERS (woe and behold)
They do not count towards supply
Their strength is written in the top left corner.
LEADERS MAY BE ACTIVATED
Each leader has a symbol on it. If an order matching the symbol is placed on the leader during the planning phase, it is considered a TRIGGER order. In the proper phase, a trigger order may be used as normal OR may be spent to trigger the leader, flipping him to the activated side.
ACTIVATED LEADER
- An activated leader immediately executes a move order.
- The activated leader must move into any battle provoked by his move.
- The leader uses his new strength, printed on its activated side.
- There is a symbol printed on the activated side of leaders. A sword adds a sword to any battle provoked by its move, a power symbole provides its owner with 1 poer
- At the end of the move action, the leader is flipped back to its unactivated side
NOTE that leaders may only be activated by orders specifically placed ON them during the planning phase.
Tactics cards
- Each Tactics card remains valid until the next planning phase
- Players may select the same tactics card each turn if they so choose.
- "Immediate" abilities are used in turn order, as soon as Tactics cards are revealed
- "Ongoing" abilities are effective until the next planning phase
Tactics cards :
Careful Planning
Immediate: You may choose to either gain 2 Power or to spend 2 Power to choose another Tactics Card. You use the new Tactics Card in addition to Careful Planning.
Ongoing: You may use one additional special order (marked with a star) this turn.
Control Westeros
Ongoing: You gain an additional 2 strength to March orders against Cities or Strongholds.
Ongoing: You gain +1 to all of your bids during the next Westeros phase (the bids triggered by Clash of Kings, Claim Westeros, or Wildling Attack).
Hold Territory
Ongoing: You gain one Fortification Icon in battles where you have a Defense order present.
Ongoing: You gain 1 additional strength when defending in battle or 2 additional strength when defending a City or Stronghold.
Manage Troops
Immediate: You may move one or more units and Leaders from one area you control into an adjacent area you also control. If this leaves an area without any units, any orders assigned there are discarded. You may use Ship transport and movement arrows in conjunction with this ability.
Ongoing: After marching into an area that is not controlled by an opponent or a neutral force, you may immediately march into an adjacent area (or one connected by a movement arrow) that also is not controlled by an opponent or a neutral force. You may use Ship transport and movement arrows in conjunction with this ability. You may establish control of the first area you leave and the area you move through, and/or leave units behind in either area. This card then discarded and may be used again on a future turn.
Secure Hostages
Immediate: You may steal 2 Power for each hostage you hold from those hostages’ owners. (If you hold both of another player’s Leaders hostage, you steal 4 Power from that player.) The victim discards 2 or 4 his available power into the Power Pool (if able), and you take the number he discarded from your Power Pool.
Ongoing: When you attack an opponent and win, you may release one Leader from the loser’s holding cell. If the Leader belongs to you, it is placed in the area of the battle. If the Leader belongs to another player, it is placed in your holding cell.
Ongoing: When you execute a hostage (see “Swing the Sword,” page 12), you may choose to switch places with the hostage’s owner on any one Influence track. If this switch results in you taking the first position on an Influence track, you take the appropriate Influence token (the Iron Throne, the Valyrian Steel Blade, or the Messenger Raven).
Support Allies
Ongoing: When another player calls for support in a battle, you may give him +1 strength as if you were supporting him, regardless of whether you have units adjacent to the battle or not. This strength is added in the same fashion as if the army were being supported, and use of this card counts as a Support order for various other card effects.
Ongoing: Any time a Support order belonging to you is raided, you may spend 2 Power to replace it with a Support -1 order. Your opponent may not use the Raid +1 order to remove both your original Support order and the Support
-1 order that replaces it.
House-Specific Tactics Cards ain't gettin played in this game
The orders in detail
Special rules for moves:
-Any area which can be reached by ships (or a chain of ships) is considered adjacent
-Units need not all move to the same area, or at all.
-Only ONE battle may be initiated with each move order
-Supply limits must be respected.
Defense (a helm) : (+1, +1, *+2) : Adds its bonus to your strength when defending the area.
Consolidate power (a crown): (-,-,*) Allows the player to collect 1 power, plus 1 power for each crown Icon in the area.
Special rules :
- May not be placed in sea areas (but may be placed in port)
- The * order does not do anything special. It only gives access to a 3rd Consolidate power order.
Raid (a torch) : (-,-,*+1) Allows a player to remove a support order, raid order or consolidate power order in an adjacent area.
Special rules :
- The *+1 order allows to remove 2 adjacent Support, raid or Consolidate power orders
- Land area may not raid sea areas
- If a consolidate power is successfully raided, the raider gains 1 power.
Support (a glove) : (0, 0, *+1) : may be spent to support either side of a battle in an adjacent area, adding the strength of the units in the supporting area (and +1 if the * order is used)
Special : Ships may support land battles in adjacent land areas. Land units may NOT support naval battles.
One-time orders :
Recruit (tent) X2 : During the consolidate power phase, allows the owner to muster units in the area (2 for stronhold, 1 for city, 0 elsewhere) containing the token
Supply (wagon) X1: During the consolidate power phase, allows the owner to inflate his supply by one spot for each barrel in the area.
Special : once the Supply Westeros card is drawn, the house's supply returns to its proper place.
Forced March (a horse) X1 : During the resolve march orders phase, allows the owner to move units INTO the area with this order.
special : May NOT be used in conjunction with the Manage Troops Tactics card
Special rules about one-time orders
- One-time orders are placed in ADDITION to a regular in the area.
- One-time orders are susceptibles to raids and are raided along with any raided regular order token.
- One-time orders are activated just like normal orders, one at a time following turn order.
- If a one-time is left alone without any units it is discarded and lost forever.
The units
Footman : Strength 1, Muster 1, Supply 1
Knight : Strength 2, Muster 2, Supply 1
Siege engines : Strength 0, Muster 2, Supply 1 SPECIAL : Strenght 4 when attacking or supporting attacks on cities or strongholds, Immediately destroyed if they must retreat, may not be chosen as casualties.
Leaders : Strength : Written in top corner, Muster N/A, Supply 0, SPECIAL : may be activated, see leader section
Water units, may only be in water areas and in ports
Ships : Strength 1. Muster 1, Supply 1
WINNING THE GAME
The game is won by the first player who owns 7 cities/strongholds
Otherwise, the game ends at the end of the 10th turn, with the House owning the most castles winning.
Further tie-breakers are the supply track, and power.
Do you mean on the actual leader token? And does that count as the order for that region?
I've only ever played with ACOK expansion so im just trying to get my head around the leader concept
On the region where they are. And yes it does count as the order for that region. It transforms the trigger order to a march order. It resolves just like a regular march, but you gain a power or you gain a sword, depending on the activated leader.
Example : You place, on the first turn, a Raid on Highgarden, where both you heroes are. During the resolve raid order step, you may, instead of resolving the raid, discard the raid order to activate Loras Tyrell. Once activated, you may move him, the other leader and the troops just like if you had played a march order.
Now, say you place a march on Highgarden and a consolidate power on Dornish Marshes, even if you move Mace to the Dornish Marshes, you can't use the consolidate power to activate him, because it was not placed on him during the planning phase. It must be resolved as normal.
I can see a few changes to starting forces and an additional castle on there.
Also I beleive I should start on 2 supply not 3.
also about half way through the rules and just got back from dinner. Should be good to go soon.
edit: nvm I understand what you are doing. Good idea.
The town on Arbor is a fix for poor broken Highgarden.
And I think the new starting forces are in one of the expansions. I'll look it up. Basically Greyjoy and Baratheon had their knight demoted to compensate for their 2nd ship.
I have Lannister, Tyrell and Martell orders
If you have any questions, I should be on AIM most of the EST time day.
BTW. Negotiations in and out of the thread are accepted and even encouraged
Sorry for the delay, I'm in europe, So I was sleeping when the first one time order was placed.
When we draw powers from the pile are they random or do we get to pick which one we want?
When we send in orders for our turn, should we send in OTO, Orders, and Tactics choice? Will your pdf always include all your choices already, because I don't want to send you what my orders or tactics are unless you have already decided on yours...etc?
Are the powers we start the game with (the 5 listed), 1 of each of the 5 powers (and if so what strength) or random?
Yeah that's what I figured too. It seems like your choice of Orders and Tactic cards or even whether or not to play a OTO could hinge on whether another player does so or where they place their orders...
Are you gonna wave that opportunity herm?
Martell is orange, Tyrell is green, Stark is White, Baratheon yellow, Greyjoy is black and Lannister is red
My orders include everything
Yes orders must include : All orders for the turn, any OTO and the Tactics card you choose
Power tokens are the little shield like tokens in your tray.
When you gain one, you take one of your unused power tokens. If you have none, you cant gain one. All power tokens are worth one. They are used for bids, hostage negotiations and control (you can leave one in a territory you empty in order to keep controlling it)
A leader must be with another unit at all times or it is lost IIRC.
Oh so powers are different than orders?
How do we get more orders than? Do we start the game with no regular orders or are ALL of them available for use whenever we want to?
The Kings Court influence track shows how many of the orders marked with a star you can place in a turn.
That makes a lot more sense.
1 casualty = 1 horse not 1 casualty = 1 horse downgrades to a foot soldier
Correct
All right. First part of planning phase is everyone declares if they place an OTO, in turn order (which is the Iron Throne influence track, right now Baratheon, Lannister, Strak, Martell, Greyjoy, Tyrell Then everyone simultaneously places orders and chooses a Tactics card.
In subsequent turns, I may wait for OTOs declaration.
Go in turn order on OTO, but just declare where you are putting them. Whenever it gets to you (herm) on the track order, you can then just send the pdf with all your orders to me.
Then everyone who went before you on the track can send you what their OTO picks were and the rest of their orders....
That sound good?
Havent heard from him at all :P.
Valkun has expressed interest in replacing him.
So the game is still rolling. For now.
It seems that Hermenegilde is my Lannister neighbor to the south. I know your orders are already in, but I'd like to offer a truce for the moment since we can both expand in the opposite directions.
I offer the following border for our mutual benefit:
Greyjoy expands east into Seaguard, The Twins, and The Fingers.
Lannister expands east into Riverrun, Harrenhal, and the area by The Eyrie.
In exchange, I will pledge my support in helping you to rout House Baratheon if Orange Soda refuses to allow you control of Crackclaw Point.
Let me just finish these other books before sending in my orders.
Edit: OTO on Pyke.
Orders on Dragonstone (on stanis), Shipwrecker Bay, and Kingswood
Its all allowed.