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Tips & Strategies (19)
Tips & Strategies (19)
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Spread out! Give your armies room to grow, especially early in the game. Be ready for when a muster card appears. Don’t be caught huddled around your cities and strongholds. In each of the first and second rounds of the game, try to take a city/stronghold territory AND a territory with a barrel. Supply and mustering go hand in hand. Don’t ignore the barrels in favor of cities/strongholds for mustering. You’ll regret it later…
Last night we had 2 people falling out so ended up playing the game with only 4 players. I remembered reading Sergiones’s tip about swapping house Greyjoy with house Tyrell and suggested it to the group. We looked at the map and the general concensus was that it would not make that big a difference so why not go with house Martell instead.
Big mistake.
We randomised houses between us and I ended up being Martell. Due to the Lannister and Baratheon not expanding south aggressively enough I ended up having 6 cities by turn 4 and could have taken my 7th, winning the game without any battle at all. I didn’t because I felt it was too early to end the game without having really played it, but this kinda killed the fun for the other players.
So next time we may try with Tyrell, but at the moment I have the feeling that the game designers probably knew what they were doing and the game should be left as is.
When laying out orders remember you can put two march orders next to each other to move units twice as long as you have a valid army size. This is especially helpful when backstabbing because when issuing orders your stance does not look as aggressive but with a few movements you can strike with three or more units. Keep in mind that the more powerful of the marches should be the last movement into the attack for maximum power.
A player is always able to inquire as to how many house cards an opponent has. The best time to strike is when their hand is at 3, any lower and you are allowing them to “reset” and get their best cards whereas earlier they have too many options.
On the flip side, talk with your allies. If you have a free march order open having a battle can be incredibly helpful to clear out the dregs of your hand and get to that all important reset faster!
The Lannisters have it rough. They start the game surrounded by enemies. They also control lands that make enticing targets that their neighbors will find hard to resist. In addition, almost every fan of the show or the books just seems to enjoy beating on them.
For these reasons, we have a house rule that forbids a new player from controlling House Lannister. Guiding the rulers of Casterly Rock to victory requires subtle diplomacy and advanced knowledge of the mechanics of the game. This proves to be too discouraging for a new player. On the other hand, it provides the perfect challenge and handicap for our most experienced participant.
Strategy is certainly required, but personal relationships and political intrigue are major components of this beautiful game. A critcal tactic involved in this game is to make allies throughout the game. It’s unlikely that anyone will be able to to build up an army that cannot be stopped. To have a chance at winning you must have at least one good alliance and hope that ally doesn’t betray you. Betrayal at an important juncture could spell disaster.
If have reached the meta-game level and know the strength value and abilities of each House Card then it is time for the Tides of Battle Cards. These optional rules add an element of randomness to the combat and make sure that the battles do not always go according to plan.
Using Tides of Battle was a breath of fresh air for this great game.
My gaming group have had a little problem with the 4 player game mode… the House Lannister and House Greyjoy begin the match too close to each other, House Stark begins isolated in the north, witch leaves House Baratheons with planty of time to take allmost the entire suthern part os westeros by storm… The two ways to deal with this problem was: the 3 other players gang up on the Baratheons as soon as the game begins, but this may seem a little ruff on the Baratheon player, or switch the House Greyjoy with House Tyrel… then all houses have a little bit more room to expand in the early part of the game, the beggining position in the King´s Court is not altered and the souther part of the map is protected… for me the 2nd option is a win win situation!!
To help with balance issues in a less than six player game, remove Greyjoy and add Tyrell. Also, close off Pyke by placing the 3 player game token on Pyke.
We also found it very effective to remove the castle from Seaguard. It is still an active area but it does not count as a castle.
Without question, the King’s Court track is the most important influence track. Although the Raven’s ability is not all powerful the option of playing 3 Star Orders each turn is invaluable. On each Clash of Kings, bid high on the Raven, you will not be disappointed.
You should always consider consolidating power on a location that can’t be reached in one turn by enemy units. This way you wont waste the order if you get attacked and you only need a footman to defend the area. This tip is especially pertinent to Stark because they have unreachable power icons to the north of Winterfell.
When you play this game with 4 players only, the house Baratheon conquers the south territories easily. To balance the game, use Martell and Tyrrell armies ( according with the houses’s setup, defined in the game rules ) plus neutral tokens that already exist in normal game setup. This alternative setup will make the house Baratheon task ( conquer the south territories) more difficult and give, to others houses, the chance of reach these territories before the game end!!
If you are looking for another way to play try a team battle. This mode of play allows for the same level of strategy but now you have an ally that cannot betray you! It works best if the teams do not start out next to each other.
As Stark protect your shores, because we had a game where Greyjoy moved a ship to the western shore and constantly harassed Stark by plundering because Stark couldn’t consolidate any power this way.
It might not be what is in the series but Starks need their ships fast.
With six good players this game takes at least four hours of fun, strategy and conspiracies. This is the game I played that involve more interaction with other players. If you keep quiet in the game you will soon be defeated, if you conspire with other players a lot, you will soon defeated too.
Early on you need to decide on what are you going to pay attention, land or sea. You can’t have both and be successful, unless your opponents are making utter fools of themselves.
Armies is core of this game, but keeping sufficient amount of troops home and decent navy to protect your shores. Troops you can spread out more and they can be dormant in home until invasion on your shores, with support they can defend your home while you continue your invasion.
You will need 2-3 larger armies and one good alliance to keep your neighbors check and to expand. If you are attacked on rear, don’t turn your tail, but push further and hope your homefront will be able to slow down enemy enough for you to gain the ultimate goal. So don’t get attached to your domain, you’re bound to lose some land to gain some.
What comes to alliances make one and be sure to betray your companion before he/she does that to you, especially if it is in your benefit. At early stages of alliance its good to divide the land and agree on it, you can spot easier when the imminent betrayal is upon you. Same time you can also see how far you can trust your ally, which might be ’til the end, rarely, but it has happened.
When our group has a new player to this game, it really helps out a lot to have them watch the tutorial that is on FFG’s website. We’ve found that teaching new players goes much more smoothly if they do. You can find it at the link below under the Tutorial menu.
https://www.fantasyflightgames.com/en/products/a-game-of-thrones-the-board-game-second-edition/
Lannnister’s goal has to be preventing King’s Landing from falling to Baratheon.
When you conquer a territory with supply symbol, update supply track in same moment. Your forces will grow up quickly, making combat unavoid in few turns.