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A Game of Thrones: The Board Game (Second Edition)» Forums » News

Subject: Rules at FFG site rss

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Guilherme xD
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The official rules for second edition are now online:

http://www.fantasyflightgames.com/ffg_content/agot-bg-2nd-ed...
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Kevin Walsh
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The Raid+ and Consolidate Power+ orders look to be different. And there seem to be some minor changes to Ports, though I don't have Clash of Kings so I could be wrong.
 
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Moshe Sulamy
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A Game of Thrones: The Board Game (Second Edition) » Forums » News
Re: Rules at FFG site
Here are the changes:
- Unit counts - each house has 5 knights and 2 siege engines, instead of 4 knights and 3 siege engines.
- Setup changed to include various neutral forces tokens.
- Wildling Attack cards added.
- Grarrison token of 2 for each house's starting position.
- Play to 7 castles regardless of player count.
- Wildling threat of 12 triggers an attack.
- Messenger raven allows you to look at the top card in the Wildling Attack deck (OR replace an order).
- Raiding a Consolidate Power order makes the target lose a power token (in addition to the raiding house gaining a token).
- When playing your 7th house card, you get the other 6 cards back, but not that last one played.
- Special raid order can remove a defense order, but NOT 2 orders.
- Special consolidate power order can muster units OR gain power tokens as usual.
- 4 player game is played without Tyrell (instead of without Greyjoy).
- Tides of battle cards.
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Clyde W
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So does this help Lannister at all? (Haven't ever played the game, just heard that House was weaker.)
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Christian T. Petersen
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Moshe,

In both of these:

Starkiller wrote:
Here are the changes:
- Messenger raven allows you to look at the top card in the Wildling Attack deck (instead of replacing an order).
- Special consolidate power order can muster units instead of gaining power tokens.


Your "instead" should instead be "or" (in both cases, both things are possible, to the exclusion of the other).

cP
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Adam McLean
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Looks really good ... will probably replace my well-worn / oft-played 1st edition with the new edition.

Really like the updates to the Raid tokens, both for raiding Consolidate Power and the choice you get with the special Raid to remove a Defense order.

Also like the change of playing your 7th card ... makes for some interesting choices when playing them if you don't get your 7th card back right away.

The new neutral forces are very nice and I like with less players that some areas will now be off limits.


Finally ... I do like the idea of the Tides of Battle cards, although one of the strengths of this game is the lack of randomness. So I'm not sure if I like the drawing of 1 card and playing it, to me, it takes away from one's choice, particularly their strategic choice. I think this will need to be house-ruled by my game group, although haven't yet played it we'll probably give it a chance as written.

I think if there were a mechanic that allowed a player to draw X number of cards and got to choose one to play may be more to our liking. Maybe 1 card per unit directly involved, or 1 card per number of castles/strongholds a player has. We'll see .... either way, looking forward to this.
 
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Lee Shelton

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oatesatm wrote:
Finally ... I do like the idea of the Tides of Battle cards, although one of the strengths of this game is the lack of randomness. So I'm not sure if I like the drawing of 1 card and playing it, to me, it takes away from one's choice, particularly their strategic choice. I think this will need to be house-ruled by my game group, although haven't yet played it we'll probably give it a chance as written.

I think if there were a mechanic that allowed a player to draw X number of cards and got to choose one to play may be more to our liking. Maybe 1 card per unit directly involved, or 1 card per number of castles/strongholds a player has. We'll see .... either way, looking forward to this.


You can do this as an alternate ability of the Valyrian Steel Blade, right? If you don't like your card you activate it for a new one. (This is instead of the +1 combat strength bonus)
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Spence
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In addition to the changes stated I would add that since the board has more territories, the less players that are available to play, the more neutral force tokens are added with varying strengths. And in a three person game, some areas on the map cannot be entered.
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Kevin Walsh
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clydeiii wrote:
So does this help Lannister at all? (Haven't ever played the game, just heard that House was weaker.)

It's the map I'd be looking at to answer that question, rather than the rules.
 
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Samuel Linde
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Looking back the last 18 months, AGoT is probably the game that we've played the most in our group, and I'm super excited about this new edition. Just skimmed through the rulebook and read the changes in this thread.

The changes to balance 3-4 player games by adding neutral forces and making some areas insurmountable looks like a great solution to help fix one of the very few flaws in this game. In 3-4 player games, Baratheon usually wins about 75% of the times. Hopefully, this will even things out a bit more. Love that Greyjoy is the fourth house as well.

We probably won't be adding the new Tide of Battle cards since the lack of randomness is one of the biggest appeals to this game, though we will definitely try it out a few times before passing judgment.

Changing the special orders for Raid and Consolidate power is brilliant. Being able to muster with the special Consolidate power order makes the King's court track even more important.

In short, from a huge fan of the 1st edition, I'm definitely "upgrading" to the 2nd.
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Travis Hall
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Amaranth wrote:
clydeiii wrote:
So does this help Lannister at all? (Haven't ever played the game, just heard that House was weaker.)

It's the map I'd be looking at to answer that question, rather than the rules.

The rulebook does have a decent picture of the map, though. I can't make out names, but the topology around the Golden Sound looks unchanged.

The garrisons may make enough of a difference to allow Lannister a decent chance. Needs analysis.
 
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Moshe Sulamy
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Flightmaster wrote:

Your "instead" should instead be "or" (in both cases, both things are possible, to the exclusion of the other).


You're right, bad wording on my part.

The changes sound great, I really hope it will work with the entire range of player numbers (though I'm preparing an overlay for the original map, out of nostalgic reasons )

I'm only worried about the special consolidate power, gives a lot of power to an already powerful track... (think about Stark gaining 3 mustering points on turn 1!)
gotta play it and see how it goes.
 
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Seli L
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Starkiller wrote:

I'm only worried about the special consolidate power, gives a lot of power to an already powerful track... (think about Stark gaining 3 mustering points on turn 1!)


There is still (I assume) only one starred consolidate power order, so that is not possible. Moreover using the order means the units cannot do anything on that turn, which would often make such mustering on one's home location in turn 1 a questionable decision.

I like most of the changes as well, but what I do not like is siege engines no longer being optional. IMO they are so powerful that they reduce the importance of the diplomacy element (why bother setting up a joint attack with an ally when the siege engine brings enough power to the attack on its own, right?), but maybe the changes to the game alleviate this.
 
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Moshe Sulamy
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You're right!
Well, 2 mustering point is still quite a bit, and with Stark having 2 castles he can do that on turn 1 (it's probably a good idea, anyway, to fend off Greyjoy).

As for siege engines, who says they're not optional?
I have the same opinion as you.. you can always just remove them from the game.
 
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Spence
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Plus there are only 2 siege engines per player now, so hopefully they wont be AS prevalent. And each player now has one extra knight (5 knights each!) to help defend those key areas, or as an extra man out on the table to help spread out and try and destroy the siege engines before they attack when they are 0 strength.
 
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John Enoch
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Sounds like a great game...though I'm worried about the rules for four players (which is how large our group normally is). Is it possible, via variants or house rules to allow use of Tyrell or Martell, and not use Stark for example? I would hate to eliminate two of the six houses straight away whenever we play...especially as a HUGE fan of the books.
 
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Evgeny Reznikov
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Starkiller wrote:
You're right!
Well, 2 mustering point is still quite a bit, and with Stark having 2 castles he can do that on turn 1 (it's probably a good idea, anyway, to fend off Greyjoy).

He can only get this from Winterfell, where most of his force starts anyway (a knight and a footman). Sacrificing a turn's worth of action with those units is a dubious choice.
 
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Moshe Sulamy
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azuredarkness wrote:
Starkiller wrote:
You're right!
Well, 2 mustering point is still quite a bit, and with Stark having 2 castles he can do that on turn 1 (it's probably a good idea, anyway, to fend off Greyjoy).

He can only get this from Winterfell, where most of his force starts anyway (a knight and a footman). Sacrificing a turn's worth of action with those units is a dubious choice.


Getting 2 mustering points AND a 3rd castle sounds to me like an awesome opening move, and pretty much secures his vulnerable seas.
However, he can just as well muster in White Harbor for a small benefit the others can't allow themselves too much.
 
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W S
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We already played with the new muster rule. The danger is if you use it and normal mustering comes up next, you often hit your supply limit.
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Alex Banks
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Everyone's skirting the real issue here. Why is Renly (and Brienne for that matter) still a House card for Baratheon?!
*Minor spoilers* In the novel they're clearly allied with the Tyrell's. Did they just not have enough Baratheon House cards or something..?

In all seriousness, as a fan of the novel it really doesn't make much sense. Am also not impressed with Jaime Lannister's low score as a House card, is that just a balancing thing with Gregor being such a beast?
Please don't hate on me, am loving the look and rules of the game! Can't wait. Just a few geeky nit-picks so far..
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Adam McLean
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nlshelton wrote:
You can do this as an alternate ability of the Valyrian Steel Blade, right? If you don't like your card you activate it for a new one. (This is instead of the +1 combat strength bonus)



I did notice this use of the blade to choose a second Tides card, without having seen any of the cards yet, it appears to give the holder of said blade a slight advantage.

I'm just not sold on the idea yet and adding a portion of random to an otherwise strategic game, although I do really like the premise ... that's why I'll probably come up with some sort of house-rule for using the Tides of Battle cards.

When I see them all and can put them into perspective, we'll see what I come up with. Whether that's X number that get drawn before each battle or if a few get dealt out to each player before the game begins and allow him to choose his spots when to use it as it will become a limited resource ... don't know yet, but I'm looking forward to finding out.
 
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Moshe Sulamy
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Alexthebanks wrote:
Everyone's skirting the real issue here. Why is Renly (and Brienne for that matter) still a House card for Baratheon?!
*Minor spoilers* In the novel they're clearly allied with the Tyrell's. Did they just not have enough Baratheon House cards or something..?


Spoiler (click to reveal)
Though allied, they are still part of house Baratheon's claim for the throne. On that same notion, you could ask what is Eddard doing in house Stark?


The game doesn't reflect any specific time/event from the novels, but more of a general "what if" that almost happened.
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Andy Day

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Alexthebanks wrote:
Everyone's skirting the real issue here. Why is Renly (and Brienne for that matter) still a House card for Baratheon?!
*Minor spoilers* In the novel they're clearly allied with the Tyrell's. Did they just not have enough Baratheon House cards or something..?

In all seriousness, as a fan of the novel it really doesn't make much sense. Am also not impressed with Jaime Lannister's low score as a House card, is that just a balancing thing with Gregor being such a beast?
Please don't hate on me, am loving the look and rules of the game! Can't wait. Just a few geeky nit-picks so far..

I wonder if they still list Joffrey as “Lannister” rather than “Baratheon.” Haha.

If you really wanted to stick to the books, there would be no Tyrell team… since they bent the knee to Renley, not the other way around. There’d be 2x team Stag. You also wouldn’t get Eddard… which might be nice since his card blowz.

”Starkiller” wrote:

I'm only worried about the special consolidate power, gives a lot of power to an already powerful track... (think about Stark gaining 3 mustering points on turn 1!)
gotta play it and see how it goes.

I too am worried. There’s a lot of talk about the first turn potential (or lack thereof). I’m more worried about long game, especially for the guy at the bottom of the track where he gets no stars (unless he now does). Overall, the bleak sadness of a game without mustering is also part of the game’s charm… we played a game with only 1 mustering in the entire thing. That’s HUGE. But not when you can do muster on-the-cheap.

Quote:
I like most of the changes as well, but what I do not like is siege engines no longer being optional. IMO they are so powerful that they reduce the importance of the diplomacy element (why bother setting up a joint attack with an ally when the siege engine brings enough power to the attack on its own, right?), but maybe the changes to the game alleviate this.

I hate siege engines. I sure hope that they aren’t required for “balance.”
 
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