Game of thrones Epic boardgame On steroids
Wednesday, August 9, 2017
Immerse yourself in the Drama of Westeros
This is a vastly expanded version of the fantasy flight board game the Game of Thrones, not only does it give you militarily abilities to conquer other lands but I have added extensive diplomatic, intrigue, hatching plots against other player houses with all the treachery and scheming that made the Song of Fire and Ice an instant classic. Each house has certain strengths and weaknesses, each house starts with the bitter enemy and a close ally and everybody in between, the initial positions in the kingdom are randomly drawn prior to the game based on your initial position you will have different objectives to gain additional victory points, with one objective always being crushed your mortal enemy and try to remain an ally with the closest ally while putting yourself on the throne And doing whatever is necessary with everyone in between.
Steps to sign up for a game is as follows:
- Read through this blog make sure you can meet the requirements then choose a house you would like to play and a few alternate houses In order of importance if that one is not available.
- E-mail me Header "Game of Thrones player" yosefnbender@gmail.com that you would like to be A player of one of the nine great houses of Westeros each game can have up to seven players the eighth player being myself and the 9th house being a non-player house.
- Note whether Saturdays or Sundays are better for you to play this quite lengthy game.
- As soon as I get enough participants I will e-mail you a calendar that you can respond yes I will attend or no I can't make that date. I plan on having several games so if you miss one window there should be another you can join in on .
Noble House overview
The advantages of the mountainous vale make the lands of this noble house exceedingly defendable and the ancestral castle of house Aryan is almost an impregnable fortress, siege engines cannot be used due to the narrow ascent up the mountainous slope. And with a defensive value of six . There are three entrances into the veil one at gull town the infamous bloody gate which many have tried to enter this narrow pass with cliffs hundreds of feet above that cannot be accessed for miles makes the vale easily defendable. Through the fingers there is a places ship can land and a pass call the northern pass next to the twins. The mountains of the moons still have wild tribes that in great times of need can be coaxed into battle with your house.
House Aryan and can muster up to 3 elite unit of Eagles, these Eagles have a combat value of 3, and are not hindered by any terrain, they can pass through um-passable boundaries like rivers and mountains and move two spaces per turn. They can attack the land or the sea.
Armies within the veil have a special ambush ability to allow an avalanche of rocks cleverly hidden in the mountains to fall on an attacking army Army prior to battle roll d4 1 nothing happens 2 3 remove one unit 4 remove two units from attacking army.
House Stark
Holding the vast lands of the North full of game and forging , whenever House Stark armies are in the North they can field one additional unit, per Army without going over the supply limit as soon as they cross their borders that unit must be immediately removed if there is not enough supply. The North is protected by the neck a swamp infested land full of traps the only safe travel is on the main road the leads to mote Cailin. Mountains and forest slow any advancing enemy the North is never really been conquered as a result.
The wildling threat is always a very real and tangible threat to House Stark as they will feel the effects of the wildly raids more than any other house. As a result of House Stark has a hidden reserve of influence tokens specifically saved for Wilding threats. For any threat one influence token is granted from the reserves, for every four threat levels and additional influence token is granted to House Stark, House Stark must always use regular influence tokens in the bidding process to gain these additional bidding token bonuses from their house reserves.
House stark can muster up to 3 units of dire wolves packs, these units do not need to be supplied as they hunt for themselves, they have the combat value of 3, although they suffer a -1 penalty in the region of the Dorn as the heat makes it difficult for them. As they don't need supply they do not count in the maximum Army limits. If one or two units of dire wolfs form an elite strike force, without any other units they may travel 2 spaces when attacking or retreating.
House Tyrell
The Reach is the bread basket of Westros, both in agricultural farming and sheep herding, as result whenever House Tyrell if in their own borders they can have one additional unit in every Army within their border. In addition house Tyrell as long its ports are not under siege to get two gold per port that control. House Tyrell is the only house they can trade supply barrels as part of their negotiation. Swhenever a supply event takes place house Tyrell gets two additional barrels they can use the barrels for trade or for their own uses.
This is how a extra supply barrel Works. Whenever there is a muster event the player holding any extra barrels declares they are going to use their barrel this turn this allows them a larger muster for that turn. The barrel Is placed on the turn marker at the end of the complete turn the barrel is returned to the supply and what ever Army had the additional units must be withdrawn as soon as this apply barrel is gone.
House Tyrell is known throughout Westeros as having the greatest Knights who have been trained in endurance and disciplined to know no defeat. These knights fight at a +3 combat if retreating in a battle they immediately rally when they retreat the unit always stays upright in less destroyed and can immediately fight in the second battle.
The shield islands
Is named by most of Westeros for their protection against the always storming sea in the open waters. But within the small chambers of high garden the secret of the shield islands is known. Although the islands are not habitable house Tyrell has discovered many caves that can hide an entire ship thus there are three cards in the Tyrell house deck that allow you to hide one ship per card in the shield islands. Any other house entering their ships into the shield islands Tyrell if holding these cards can choose to surprise attack those ships granting a +1 attack plus however many hidden ship cards they have. They can also let the ship pass through the shield islands unmolested to be deployed from some later strategy. Note ships do not count in supply token reduction the ships may not leave the shield islands only place ship models on the board it a battle is about to take place all other times house Terrel keeps the secret of the shield islands to themselves.
House Lannister
House Lannister gold mines continue to bring them great wealth and influence in addition to consolidating the minor houses for income there are three gold mines that when Lannister controls receives 3 gold per turn per mine must control the mine with a Garrison. Lannister starts with one gold mine in addition to a minor house card. There are two additional gold mine cards in the Lannister house deck .
House Lannister focus on mining gold has drawn the greatest engineers of Westeros to work for them, as a result they excel in the building of siege engines, house Lannister elite siege engines have a +6 against strongholds and castles and count as a +1 in any other battle
from their ancestral gift The Lannister’s know how to manipulate the situation thus there deck is full of more intrigue cards and diplomacy cards and fewer military cardsNoble House Overview
Noble House Overview
House Baratheon
Baratheon house comes from the storm lands, their ships have learned to navigate the most severe weather in Westeros,
Thus all storms at sea Baratheon ships get a +3 on a roll.
Every ship entering the storm lands, or the storms beyond the shield islands must roll on the storm table found in the back of the rulebook per house Baratheon also has two additional storm cards that can be played anywhere on the board in their house deck. Other ships cannot support troops due to the stormy seas, they can sail through the waters cannot remain.
House Baratheon is known for its elite forces of Hoblars fast-moving light horsemen that can strike the flanks of the enemy with such speed and surprise. These units have a +3 combat and can move one additional space when attacking or retreating
Baratheon military genius is reflected by their leadership and the higher number of military cards in their house deck
The desert lands of the southern regions of Dorn with their intense heat an baking sun has withered many a Army attacking House Martell. They have never been defeated on their own land . Any other houses fighting in the region of the dorn loses a -1 combat strength, and house stark because of the extreme temperature change fight at a -2 combat strength. Sadly your Army also suffers a -2 penalty in the North.
House Martell knows where all the hidden caches of water and escape routes amongst the caves, and rocks of the desert, any time the house needs to retreat and it's in an area with rocks they retreat safely and cannot be pursued. In addition they may remain in the same section and be considered hidden. With the exception of the open desert dragons and flying creatures cannot harm Martell's forces if they are in the rocks See rules on hidden
House Martell breeds and raises gigantic creatures called elephants these creatures fight with 3 combat, and can serve as a ramming siege engine adding an additional +2 when Laying siege to a stronghold. They do suffer a -1 penalty when fighting north of the river due to the extreme temperature drop.
House Greyjoy
The iron born, are the Masters of sea , especially in black market trading for every ship in your fleet Not Engage in battle can Collect one gold for their black market trading.
House Greyjoy has an elite fleet of raider ships, the ships have painted the color of the sea and disguised in such a way that they can pass through any area that is occupied by enemy ships the ships due to their speed they can travel 2 spaces. These are exclusively raidrt ships, they can raid on any land with a shore line and up to one space from that shore line. On land they are always considered to be raiding put the ship half on the shore and a half on the water to indicate they are in their raiding mode. On the sea if raiding must use order tokens they may engage in a battle and have a combat value of 1 but can retreat up to two spaces. This house the tests the iron throne and gains many victory points from rebelling against the iron throne and becoming a separate kingdom.
House Tully (River Lords)
all trading in traffic has to cross the great River, and so this house continues to profit from this traficc e, the toll to cross an Army is usually ½ of the units rounded up in gold in addition for merchant traders they get one gold per turn for tolls in bridge crossing.
The River Lords have elite units that are called River Rats , River rats, travel in elite small strike squads . River rats are allowed to be used from 1 to 3 units and forgo the Army restriction of 2 units they have a secret way of moving up and down the river with uncanny speed. River rats can move to any space as long as it's bordering the great River, as they seemingly pop out of the water they fight with a +3 due to their enemies surprise. As long as River rats are on the River they do not need supplies and do not count in the Army total limitations.
River rats are not restricted from traveling in regular armies but they do lose the above abilities and flight at a +2 and count as the regular supply.
Targaryen
Dragon Stone Island the last of the great Andel peoples is the ancestral home of the Targaryens their large black walls engulf the entire city, a few houses across the shore on Westeros are still loyal to the Dragon Lord.
House Targaryen, mystical bloodline allows them to command dragons, dragons fight at a +3 combat, can fight on land or sea, are not restricted by mountains or rivers and can cross over any non-passable land boundaries. Dragons have the ability to move two spaces when attacking or retreating. dragons when attacking castles reduce the defensive value by 2. Dragons breath weapon allows them to remove uints before battle begins .roll tides of battle dice and remove that many units before battle begin.
Requirements to play
Requirements to Play
- Must be a mega-gamer that loves to play large epic games that last all day
- Must be familiar with the story whether through the books or TV series. Essential for your house to stay in character and understand the different strategies employed.
- hopefully have played the fantasy flight board game Game of thrones or watched a YouTube review of how the games to be played as compontes of that game are used.
- Must have watched the instructional video: https://www.youtube.com/watch?v=RKC36XKKIbM
- Sign up on what weekend you would like to play in what house would like to secure,, be sure you can make the event with a fixed commitment.
- Must have downloaded and read the house player rule book for the particular house you were playing such as strategy tips and an overview of your house strengths and weaknesses,
- Must've downloaded the main rulebook and skimmed through it to familiarize yourself with all the different aspects of the game like ship movement through the various sea regions,
- Have the driving ambition to take the iron throne !
The game will be played on a Saturday or Sunday depending on the availability of players. The game will be played at 390 Goddard Kyle Texas 78640 Or at a game store nearest to the majority of players. We will start at 10 AM in the morning play 3 turns then break for lunch, If hosting at my house I will provide a lunch please let me know if you have any dietary restrictions So I can provide a palatable meal, Different discussions and negotiations could take place during the meal between players, there will be an additional game of thrones maps provided in two locations throughout the house, For private discussions amongst houses
. The game lasts 10 turns Each turn is about 45 min. when played by people that know mechanics of the game, thus it is important to be well aware of the rule's and game procedures prior to playing. At the end of the turns points will be added up and the winner will be awarded an iron throne trophy, My hope is to play eight games the following year and on the ninth game bring in each of the winners of the eight games together for a grand championship. Although not required a donation for the meal, trophy and countless hours of work to prepare this game be appreciated to help defer The enormous costs associated with putting this together.
. The game lasts 10 turns Each turn is about 45 min. when played by people that know mechanics of the game, thus it is important to be well aware of the rule's and game procedures prior to playing. At the end of the turns points will be added up and the winner will be awarded an iron throne trophy, My hope is to play eight games the following year and on the ninth game bring in each of the winners of the eight games together for a grand championship. Although not required a donation for the meal, trophy and countless hours of work to prepare this game be appreciated to help defer The enormous costs associated with putting this together.
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