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AGOT - Game 2 - Turn 4 - MARCH PHASE

HermenegildeHermenegilde Registered User regular
edited November 2009 in Critical Failures
Turn 4 - MUSTERING PHASE
PA_turn_5-1.jpg

Castles/cities :
Stark : 3
Greyjoy : 3
Lannister : 3
Baratheon : 3
Tyrell : 3
Martell : 5


stark.jpg
jdarksun of House Stark
Power in hands : 0
Unplayed OTO : recruit, supply, forced march, The Young Wolf
Stars : 1
Leaders :
White arbor : Robb Stark Str 1 Raid activation (Str 1, sword)
Moat Cailin : Eddard Stark Str 1 Consolidate Power activation (Str 2, power)
Holding cell :

House cards :
Unplayed :
Robb Stark Str 4 Sword 2 Fort - Ability -
Smalljon Umber Str 3 Sowrd - Fort 1 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.

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.

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.

Played:

greyjoy.jpg
Orange Soda of House Greyjoy
Power in hands : 0
Unplayed OTO : forced march
Stars : 3
Leaders :
Searoad marshes : Asha Greyjoy Str 1 Raid activation (Str 1, sword)
Pyke : 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.
Asha Greyjoy Str 2 Sword - Fort - Ability If you being supported in this battle, gain two Sword Icons.
Victarion Greyjoy Str 1 sword - Fort - Ability If this battle is adjacent to a sea area, gain +1 combat strength and a Fortification Icon.


Played :

Theon Greyjoy Str 2 Sword - Fort 1 Ability -
Dagmar Cleftjaw Str 3 Sword 1 Fort 1 Ability -
Andrik the Unsmiling Str 1 Sword 2 Fort - Abiltiy -
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.

lannister.jpg
Giantmoth of House Lannister
Power in hands : 0
Unplayed OTO : recruit, supply
Stars : 0
Leaders :
Stoney Sept : Jaime Lannister Str 1 Raid activation (Str 2, Sword)
Lannisport : Tywin Lannister Str 1 Consolidate power activation (Str1, Power)

Holding cell :

House cards :
Unplayed :



Joffrey Lannister Str 2 Sword 1 Fort - Abiltiy -

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.


Played :
Tywin Lannister Str 2 Sword - Fort 2 Ability -
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.
Cersei Lannister Str 1 Sword - Fort - Ability Your opponent must lose two Power tokens at the end of the battle.
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.


baratheon.jpg
Azegoroth of House Baratheon
Power in hands : 0
Unplayed OTO : supply, forced march, The Will of R'hllor
Stars : 2
Leaders :
Cracklaw point : Melisandre Str 1 Raid activation (Str 1, sword)
Holding cell : Mace Tyrell Str 0 Consolidate Power activation (Str 2, power)

House cards :
Unplayed :



Salladhar Saan Str 1 Sword - Fort - Ability
If you win this battle, you gain two Power tokens and your opponent loses two Power
tokens.

Ser Davos Seaworth[/COLOR] 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 :
Renly Baratheon Str 3 Sword 2 Fort - Abiity -
Melisandre of Asshai Str 2 Sword - Fort - Ability Immediately gain Power tokens equal to the strength of your opponent's House Card.
Ser Axell Florent Str 2 Sword - Fort 2 Ability -
Devan Seaworth
Str 1 Sword 1 Fort 1 Ability -

Dead :
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.



tyrell.jpg
dunedainjedi of House Tyrell
Power in hands : 1
Unplayed OTO : recruit, supply, forced march, The Might of Highgarden
Stars : 0
Leaders :
Highgarden : Loras Tyrell Str 1 Raid activation (Str 2, sword)
Holding cell :
House cards :
Unplayed :



Ser Garlan Tyrell Str 2 Sword - Fort 1 Ability -



Played :
Ser Randyll Tarly Str 3 Sword 2 Fort - Ability -
Ser Loras Tyrell Str 4 Sword 1 Fort - Ability -
Margaery Tyrell Str 1 Sword - Fort 2 Ability -
Willas Tyrell Str 1 Sword - Fort - Ability If you are defending in this battle, this House Card has a strength of 3.
Queen of Thorns Str 0 Sword - Fort - Ability Immediately remove one of your opponent's order in this or an adjacent area.
Dead :
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.


martell.jpg
Hermenegilde of House Martell
Power in hands : 0
Unplayed OTO : supply
Stars : 3
Leaders :
Dornish Marshes : The Red Viper Str 1 March Activation (Str 2, sword)
Yronwood : Doran Martell Str 1 Consolidate power activation (Str 1, power)
Holding cell : Stannis Str 1 March activation (Str 2, power)

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.



Played :
The Red Viper Str 4 Sword 2 Fort - Ability -
Areo Hotah Str 1 Sword - Fort 1 Ability -
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.

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 -

Hermenegilde on
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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    wmpty_AGOT.jpg


    PBEM RULES

    All talk regarding the game, alliance making, advice, threats and whatnot shall be done IN THIS THREAD

    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.

    Hermenegilde on
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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Rules for the game

    Rulebooks
    Original rulebook
    Clash of kings expansion from which we use, one-time orders (including the unique ones, 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
    Influence tracks
    Location : at the top of the map
    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)
    Turn track
    Location : top right
    Tells which turn it is
    Wildling track
    Location : below the turn track
    Current wildlings strength
    Supply track
    Location : below the wildling track
    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
    Location in the middle
    This is where the game happens :P, ie the play area

    The house trays
    Location, all around the map
    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
    Location : On the left
    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
    Location : At the Bottom
    Shows current Westeros cards
    (not used on turn 1)


    Turn order :
    Westeros Phase
    The 3 top cards of the Westeros decks are flipped and resolved
    Deck 1
    Supply X4 : Everyone Adjusts their place on the supply track in concordance with the number of barrels they control
    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
    Deck 2
    A game of thrones X4 : Everyone collects 1 power for each crown symbol they control, also collect 1 power for each occupied port, provided that the adjoining sea area is not controlled by an ennemy
    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
    Deck 3
    Wildling Attack X3: The wildlings attacks, each player secretly uses power to counter them, if power is equal or higher to Wildling strength, highest bidder reclaims one of his used house cards. If it is lower, each player must remove 2 mustering points worth of units from the map, in addition, the lowest bidder must remove another 2 mustering points worth of units (total of 4).
    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 1 - In turn order, each player declares if they will put a one-time order on the board, and where (but not which).
    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 1 - Resolve raid orders : in turn order each player must resolve raid orders, one at a time
    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
    Move (an axe): (-1, 0 , *+1) : Allows troops in the area to move to other, adjacent area(s). the number is added to the total strength of any battle provoked by the move.
    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
    Unique one-time orders : refer to the rules for A clash of kings.
    UNIQUE OTOS :
    The Iron Fleet (Raid) Greyjoy Only
    Immediately remove any two adjacent orders (except for other One-Time
    orders).
    The Young Wolf (Raid) Stark Only
    Immediately use this order as if it were a March Order. No battles may be started
    as a result of this order (thus you cannot move into an area containing
    enemy units).
    The Might of Highgarden (Consolidate Power) Tyrell Only
    Discard a House Card from your hand to immediately steal its Combat Strength
    in Power tokens from any combination of adjacent players.
    The Lion’s Cunning (Raid) Lannister Only
    Name an adjacent House. That House may not March, Support, or Raid
    against (but may still support in defense of) an area controlled by House
    Lannister for the rest of the turn.
    The Scorpion’s Sting (Raid) Martell Only
    Choose and Discard one House Card from every player with units adjacent
    to this area. “Melisandre” (Baratheon) or a player’s last House Card cannot
    be chosen.
    The Will of R’hllor (Raid) Baratheon Only
    Discard the “Melisandre” House Card from your hand to do one of the following:
    a) remove a Defense Orders anywhere on the board, or b) remove a
    Support orders anywhere on the board


    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
    Whenever units are marched into an area containing units of anither house a battle ensues
    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)
    Leaders are ground units
    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 player secretly chooses one tactics card along with its orders.
    - 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
    Move (an axe): (-1, 0 , *+1) : Allows troops in the area to move to other, adjacent area(s). the number is added to the total strength of any battle provoked by the move.
    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

    UNIQUE OTOS :
    The Iron Fleet (Raid) Greyjoy Only
    Immediately remove any two adjacent orders (except for other One-Time
    orders).
    The Young Wolf (Raid) Stark Only
    Immediately use this order as if it were a March Order. No battles may be started
    as a result of this order (thus you cannot move into an area containing
    enemy units).
    The Might of Highgarden (Consolidate Power) Tyrell Only
    Discard a House Card from your hand to immediately steal its Combat Strength
    in Power tokens from any combination of adjacent players.
    The Lion’s Cunning (Raid) Lannister Only
    Name an adjacent House. That House may not March, Support, or Raid
    against (but may still support in defense of) an area controlled by House
    Lannister for the rest of the turn.
    The Scorpion’s Sting (Raid) Martell Only
    Choose and Discard one House Card from every player with units adjacent
    to this area. “Melisandre” (Baratheon) or a player’s last House Card cannot
    be chosen.
    The Will of R’hllor (Raid) Baratheon Only
    Discard the “Melisandre” House Card from your hand to do one of the following:
    a) remove a Defense Orders anywhere on the board, or b) remove a
    Support orders anywhere on the board


    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
    Archers
    Land unit, costs 1 point of mustering, 1 power
    Special :
    - Vantage : An archer defending a city/stronghold/fortification gains +1 power
    - Combined arms : An archer and a footman "teamed" get a +1 power bonus (cumulative with above bonus if applicable)
    - Vulnerable : an archer in the open is vulnerable to flanking, if your opponent has more knights than you do (including supporting units) then the archers strength is 0 (this also negates the +1 bonus from combined arms)
    - Slow-assed : Each retreating archer unit must be covered by a retreating knight (one for each) or else they DIE ! (note that this happens AFTER taking casualties)
    Land units, may only be in land areas
    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

    Hermenegilde on
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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    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.

    Hermenegilde on
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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    My orders have been sent.

    Questions ?

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    AzegorothAzegoroth Registered User regular
    edited August 2009
    Will we use leaders or not? The OP seems to imply this, but the map does not.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Ah crap. Yes we are. Need to import leaders into this map...

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    Where are archers from btw? They sound awesome

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    Giant MothGiant Moth Registered User regular
    edited August 2009
    I'm curious regarding the new symbols on the map. The bloodcut, the small fire, and the BIG fire. Also, there are a collection of multicoloured... things, right under the order markers.

    I also want to clear out how leaders work. Say someone puts a march +1 order on Stannis, and then activates him. His card shows a march symbol and a 2, does this mean Stannis is now strength 2, or does his order become a march +2?

    Giant Moth on
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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Giant Moth wrote: »
    I'm curious regarding the new symbols on the map. The bloodcut, the small fire, and the BIG fire. Also, there are a collection of multicoloured... things, right under the order markers.

    I also want to clear out how leaders work. Say someone puts a march +1 order on Stannis, and then activates him. His card shows a march symbol and a 2, does this mean Stannis is now strength 2, or does his order become a march +2?

    Regarding the symbols... no idea.

    Regarding the leaders : Activating Stannis with a march order (any march order) means that you thrash the order to so. When you activate him, Stannis makes a march order (0) and his strength becomes 2 until the end of said march. He also gives you one power token.

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    Giant MothGiant Moth Registered User regular
    edited August 2009
    I was checking through the Unique OTO's, and noticed Stark's. It seems a little wierd, what with leaders and everything. His is a raid order that lets you move units like you do with leaders.

    However on further thought, you can put this anywhere where you dont have a leader, including fleets. Which makes him quite unpredictable!

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Where are archers from btw? They sound awesome

    It's a mod.
    Not sure who made them.

    But I wanted to counterbalance the damn siege engines somewhat. If that doesn't work I'll think about removing them both.

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    I'll have my orders in when i get back from class at around 2 pm EST or so. I need to leave nowish.

    Move in has been rough and I found a hole in my floor last night V_V

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Was there treasure in it ?

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    Giant MothGiant Moth Registered User regular
    edited August 2009
    The siege engines are good, however they are very vurnerable. I agree they are kind of silly sometimes, making defense of open plains easier than that of cities. The thing about them is that it's hard to hold places you have captured with them.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Yep. That's right. OS has mine in a locked pdf which I trust him not to crack...

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    Can you add all the Special OTO to the OP somewhere as well?

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Can you add all the Special OTO to the OP somewhere as well?

    Done. They be with the other orders.

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    Orders Sent

    Orange Soda on
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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Well. Only dunedainjedi left to send his orders.

    Haven't heard from him at all.

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    dunedainjedidunedainjedi Registered User regular
    edited August 2009
    Sorry School. I'll figure out what I want to do and send them in.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    PA_turn_1-1.jpg

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Lannister to use Raven

    and then :

    Baratheon, Lannister, Greyjoy and Stark to use the Immediate ability of their Tactics Card

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Well, at least Giant Moth is familiar to THIS opening from Greyjoy :)

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    Gain 2 power

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    Giant MothGiant Moth Registered User regular
    edited August 2009
    Changing Support +1 on Golden Sound to Defense +1.

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    AzegorothAzegoroth Registered User regular
    edited August 2009
    Gain +2 power from careful planning.

    Azegoroth on
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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Giant Moth wrote: »
    Changing Support +1 on Golden Sound to Defense +1.

    interesting choice...

    the +2 was just too good ?

    Lannister to Manage troops
    Stark to plan carefully

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    Giant Moth wrote: »
    Changing Support +1 on Golden Sound to Defense +1.

    Bwhahahahha

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Just don't let Stark trample you :)

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    Yeah I hear that is an issue with Greyjoy, but hopefully me and stark can be friends!

    Right stark? I won't attack you and I'll go after Lannisters and you can feel free to expand down into the Eyrie.

    Make sure to drop some ships in the Shivering Sea to hold off Bartheon (from experience - don't ever let them have enough ships to get into your Narrow Sea.

    I'll leave Bay of Ice as a De-militarized zone if you honor it. :P

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Stark, you can't win if you peace it up with Greyjoy. Where the hell would you get 7 castles... or even 5 ?

    This is an extremely bad deal for you.
    But very good for Greyjoy.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Greyjoy is the black player. And pretty much the only one close to you.

    And leaving the bay of ice empty... extremely bad idea.

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    I'll just eliminate Lannister and then help him kill bartheon.

    He can take Winterfall, White Harbor, Moat Calin, The Eyrie, Crackclaw Point, Harrenhal,

    I'll Take Flint's Finger, Seaguard, Pyke, Riverrun, Lannisport, The Reach

    That is 6 castles Each with no contesting. Then whoever is in a position to do so first can take King's Landing.

    Both of us only have to fight on one front.... and have a de-militarized zone to ensure it is much harder to backstab each other.

    I could see it working out.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    But you're asking him to give up the bay of Ice, while you still remain poised to attack him from Seaguard and Greywater watch, plus you gain the ability to put a ship in the bay of ice from Flint's finger and invade Winterfell. There's really no other reason for you to want the bay of ice to be empty. What's he gonna do from there ? attack Flint's finger ? Not really a crushing move.

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    Giant MothGiant Moth Registered User regular
    edited August 2009
    Well I meant the defense +2, though I was tired. But that might be too late now.

    Managing a footman from Lannisport to Stoney Sept.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Heres the thing
    This turn : He gets Flints Finger, Pyke, Seaguard (Muster 5)
    You : White arbor, Moat Cailin Winterfell (Muster 4)

    Next turn (providing that Lannister is a pushover, which he'd better not be)
    He gets : Lannisport, Riverrun (muster 4)
    You get : The Eyre (muster 1)

    Then hes poised to invade the southern lands (or you, cause you let your backdoor wide open) while you have to fight with Baratheon over Cracklaw point, a battle which Baratheon will probably win.
    Unless you find a way to remove Baratheon's fleet, you won't be making much headway to the South.


    Really it's the Bay of Ice which sounds fishiest in my opinion, theres almost nothing you can do to him from there, while he could litterally destroy you by putting a ship in there. The main difficulty with Stark is always to hold the seas on both sides. Propose that he leaves Seaguard and Greywater Watch empty in return :P

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Giant Moth wrote: »
    Well I meant the defense +2, though I was tired. But that might be too late now.

    Managing a footman from Lannisport to Stoney Sept.

    It's fine with me. I thought that was what you meant.

    Update incoming.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Greyjoy to Raid

    PA_turn_1-2copie.jpg

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    Orange SodaOrange Soda Registered User regular
    edited August 2009
    Heading to class. I'll raid when i get back.

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    HermenegildeHermenegilde Registered User regular
    edited August 2009
    Heading to class. I'll raid when i get back.

    Which sounds funny as hell out of context

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