Game of thrones board game supply rules
For example, a House with a supply of "3" may field four armies: one army with a maximum of three units, and three smaller armies each with a maximum of two units. Reminder: An army is defined as two or more friendly units in the same land or sea area. A single unit is not considered an army, and has no supply consideration. In the illustration above, Stark with actual supply of two is able to field up to three armies, being two armies each containing two units, and one army containing up to three units.
Both Lannister and Baratheon have more supply, and therefore can field proportionally more and larger armies.
After a player adjusts supply, he must ensure the actual number and size of his armies on the game board do not exceed his supply limits. If his armies do exceed new supply limits, he must immediately remove units from the game board until his army number and size conforms to that allowed by his position on the Supply track.
Though a Knight or a Siege Engine unit are stronger than Footmen or Ship units, they only count as one unit for the purpose of supply. Though a player may gain or lose Supply icons on the game board throughout one or more Action Phases, his armies are reconciled only when the Supply track is adjusted via a "Supply" Westeros card, or other game effects. The "Mustering" Westeros card represents the efforts of the great Houses in calling their bannermen to action, in training and outfitting warriors, assembling warships, and constructing massive engines of war.
When resolving the "Mustering" Westeros card, each player, in turn order, may recruit new units into each area he controls that contains a Castle or Stronghold. Each Castle or Stronghold provides mustering points which may be spent to recruit new units in its area:.
A mustered unit is taken from its player's unused units, and placed directly into the area of the Castle or Stronghold that provided the mustering point s to muster it. A Footman unit located in a mustering area i. A player may never muster a unit that would create or expand an army beyond his actual supply limit. In other words, if mustering a new unit would cause a player to have more or larger armies than allowed by his position on the Supply track, that unit cannot be mustered.
If an area containing a Castle or Stronghold is unable to muster or upgrade a unit or its owner decides not to muster or upgrade in this area its mustering points are lost i. Each player must resolve all his mustering for all areas containing his Castles and Strongholds before the next player in turn order can start his mustering.
Ship units, like other units, are mustered by an area containing a Castle or Stronghold. Unlike other unit types, however, Ship units may only be placed in a port connected to the mustering area or in an adjacent sea area. Ship units cannot be mustered into sea areas that contain one or more enemy ships. If a Castle or Stronghold area has no port or eligible adjacent sea areas, no Ship units can be mustered there. Remember that two or more Ship units in the same sea area are considered an army, and must conform to a House's supply restrictions like any other army.
While it would be more accurate to call multiple Ship units a fleet, the term army is used for simplicity. Unlike Ship units, Footmen, Knight, and Siege Engine units may never be mustered in ports or sea areas.
From the invasion of the First Men to the reign of the Andal kings; from the fiery conquest of the Targaryens to the rebellion of Robert Baratheon, the continent of Westeros has known constant military upheaval. Yet, the game of thrones is not always played on the battlefield. Intrigue, betrayal, and assassinations have felled many a contender, and so has lack of support from the minor houses of Westeros.
A House that dares set its eyes on the Iron Throne must turn many wheels within wheels to achieve its ends. The "Clash of Kings" Westeros card simulates the intrigue and plotting quietly taking place behind the curtain of war, affecting it in many subtle and some not-so-subtle ways. To resolve "Clash of Kings", first remove all Influence tokens from the three Influence tracks on the game board.
Players then bid available power for position on the three tracks. The bidding is resolved one track at a time, starting with the Iron Throne track, followed by the Fiefdoms track, and ending with the King's Court track. When bidding on each Influence track, players first hide all their available power tokens behind their player screens. Then each player secretly places any number of his available power tokens into his hand, hiding them in a closed fist.
Once all players have made their selections, everyone simultaneously reveals their bid by opening their hands. The player with the highest bid places one of his Influence tokens on the "1" position of the track being bid upon.
The player with the second highest bid places one of his Influence token on the "2" position of the same track, the third highest player on the "3" position, etc. The outcome of all ties in bidding is decided by the player holding the Iron Throne token. This player places the Influence tokens of tied players on the highest i. All power tokens bid by players, regardless of outcome, are discarded to the Power Pool.
After all Influence tokens have been placed on the track undergoing bidding, the player occupying the track's "1" position is awarded its Dominance token Iron Throne, Valyrian Steel Blade, or Messenger Raven token , then players proceed to bid on the next Influence track.
After bidding for the King's Court track is completed and the Messenger Raven awarded, the Clash of Kings Westeros card has been resolved and the game continues.
All remaining Power tokens are returned to the front of each players' screen. The effects of each Influence track and its respective Dominance token are described below. The order of Influence tokens on the Iron Throne Influence track determines the turn order. When resolving anything in turn order, always start with the player whose token is in the "1" position on the track, followed by the player whose token is in the "2" position, etc. The player whose token is in position "1" of the Iron Throne Influence track holds the Iron Throne token.
The player holding the The Iron Throne Token decides the outcome of all ties that occur in the game, with the exception of ties in combat which are resolved by a player's position on the Fiefdoms track and ties in determining the winner of the game.
Note: The Iron Throne token does not change hands until bidding for the Iron Throne track has been resolved and all Influence tokens have been placed on that track. Thus, the player controlling the Iron Throne token still breaks ties when bidding on the Iron Throne track, even though he may lose the Iron Throne token after the bidding is over.
The player with a higher position i. The player whose token is in position "1" of the Fiefdoms Influence track holds the Valyrian Steel Blade token. Remember, all ties outside of combat and determining the winner of the game are decided by the holder of the Iron Throne token, including ties in bidding for the Fiefdoms track.
Whenever a player uses the Valyrian Steel Blade, he flips the token over to its faded side, indicating it has been used this game round. At the end of every Action Phase and thus the end of that round , the holder of the Valyrian Steel Blade flips the token back to its fully colored side, indicating it is available to be used again in the next game round. The higher a House's position i. The player whose token is in position "1" of the King's Court Influence track holds the Messenger Raven token.
The number of special orders provided by the King's Court track is indicated by the number of stars printed by each position on the track some lower positions award no special orders.
In three and four player games, the King's Court overlay token is placed over the King's Court track to alter the number of special orders awarded by each position. The player holding the Messenger Raven token may perform one of the following actions at the end of every Assign Orders step of the Planning phase:. Replace an Order Token: The holder may swap one of his Order tokens on the game board for one of his unused Order tokens.
Look in the Wildling Deck: The holder looks at the top card of the Wildling deck. After looking, he may choose to return the card to the top of the Wildling deck, or place the card at the bottom of the Wildling deck. He may share the information found on the card with other players or even lie , but may not show the card. Whenever a player uses the Messenger Raven, he flips the Messenger Raven token over to its faded side, indicating it has been used.
At the end of every Action Phase, the holder of the Messenger Raven flips the token back to its fully colored side, indicating it is available to be used again during the next game round. During this step, each player must place exactly one Order token facedown i. All players place their orders simultaneously. An area cannot be assigned more than one Order token. The Order tokens depicted above are regular Order tokens. Each player also has five Special Order tokens - stronger variants of each order type, marked by a star.
Special orders are described here. A player may use any of his 10 regular Order tokens during the Planning Phase, but may only use a number of Special Order tokens equal to the number of stars printed next to his position on the King's Court Influence track. After all players have completed placing their orders, proceed to the "Reveal Orders" step. Be sure that every area containing at least one unit has been assigned an Order token before proceeding.
If not, then one or more players have not placed all required Order tokens. In very rare circumstances, a player will have fewer eligible Order tokens than he needs i. In this case, all players must take the Assign Orders step in turn order rather than simultaneously.
The first player places all of his orders facedown as normal on the game board, followed by the next player in turn order, etc. The player s with insufficient number of eligible Order tokens must place all his eligible Order tokens during his turn, but as an exception to the normal rules, is allowed to leave areas of his choice without an order.
A player may never, under any circumstance, place more Special Order tokens than allowed by his position on the King's Court Influence track. All orders assigned to the game board are now simultaneously revealed. Simply flip all orders faceup, revealing their order types. They will later be resolved during the Action Phase. If desired, the holder of the Messenger Raven may choose not use either of these abilities during this step. After resolving this step, the Planning Phase is now over, and play proceeds to the Action Phase.
During the Action Phase, players resolve all orders that were assigned to the game board during the Planning Phase. Recruit new units in controlled castles and fortresses. Each Fortress earns 2 recruitment points, and each Castle earns 1. Recruitment costs are as follows:. Note: Ships must be placed either in a sea area not controlled by the enemy and adjacent to the area that provided the recruitment points, or in a port connected to that area if there is one.
Otherwise, Ships cannot be recruited. Moreover, Ships also count as armies as soon as there are 2 or more Ships in the same sea area. Each track is solved one after the other. Each player secretly places Power tokens or no Power tokens at all in their hand, and then they are revealed simultaneously. The Influence markers of the track being auctioned are readjusted in descending order of bidding. Confronting the attack of the wildlings, which requires collaboration between players to defeat them.
The top card of the Wildlings draw pile is revealed, then the players will bet, fist closed, a number of Power tokens of their choice. After revelation,. If, on the contrary, the total is not sufficient, the wildlings prevail and risk attacking again very soon. During this phase, players simultaneously and secretly choose their orders for each area with units. To receive an order, an area must have at least one unit Infantryman, Knight, Ship….
Each player has two normal orders and one special order of each type. The special order is marked with a star. Special orders have a higher bonus than normal orders or an additional effect. When the orders have been revealed, the player controlling the Raven Messenger tile may, at his option:. Then the orders are resolved according to their type in the following order: Raid, then March, then Consolidation.
For each of these order types, each player resolves one at a time, in turn, following the turn order, which is indicated by the Iron Throne Influence track. Note: Defence and Support Orders are only used in reaction to battles that may be triggered by March Orders. A raid from a sea area can affect an order of a land area, but not the other way around. In the case of a raid of a consolidation order, the player who carried out the raid gains a Power token, and the targeted player loses one.
The special Raid order might be used to remove a Defence counter. The movement rules are as follows:. The special Consolidation order allows, instead of taking Power, to recruit in the area where the token is played, if it contains a Fortress or Castle.
The combat value of the supporting troops will be added to the combat strength of the House being supported. If you decide to support a House other than your own, that House may refuse the support offered. Land troops Knights and Footmans cannot support a battle taking place in a sea area, but Ships can support a land area. Note: Following a support, the Support command token remains in place, thus potentially allowing several supports in the same turn. Once the initial Combat Strength has been determined and announced, the attacking and defending players secretly — and compulsorily — select a House card from their hand, and then reveal it simultaneously.
Their effects are applied immediately or not depending on the nature of the effect, and then each player adds the value of their card to their Combat Strength. In this case, the Blade is flipped over to indicate that it will not be used again this turn.
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