So, what the hell, I decided to go ahead and get the second edition of AGoT. (Still considering maybe getting 2nd edition of Flash Duel, but probably not.)
Reading through the rulebook I see I actually missed some additional changes. (Again, I'm only counting changes to existing stuff, not new features like garrisons or what have you. Holy hell did they make this game even more complicated. Maybe this was a mistake. :P Also, only changes to rules, not to cards or similar things. Though the house cards are pretty much completely different, it's worth noting. And now instead of 0-0-1-1-2-2-3, they go 0-1-1-2-2-3-4. And instead of having a simple pattern as to which ones get combat icons and which ones get special abilities, it's now just all over the map. I wonder if this is at all similar to the alternate set of house cards from the expansion? Dunno. Never played it.)
1. The Wildling strength now starts at 2, rather than 0.
2. You can issue consolidate power orders at sea, it just doesn't do anything.
3. The rulebook doesn't say siege engines can't be chosen as casualties (due to dying automatically); I assume this is a mistake. I'll look for an FAQ.
4. The Game of Thrones card is no longer self-explanatory, as it only says you get power tokens from crowns you control, but actually it also gives you power tokens for "trade with the free cities". (Meaning, a power token for each port you have a ship in with no enemy ships in the adjacent sea area.)
5. In 4-player games, you leave out [Martell and] Tyrell rather than [Martell and] Greyjoy.
6. You can now both start a battle and march into an area with neutral forces with one march.
Edit a few minutes later after checking the FAQ:
Yes, the thing about siege engines is a mistake. But also:
7. Killing their last unit with Mace Tyrell (he has the ability that was Loras's in 1st edition) no longer wins you the combat automatically!
Also, it's now explicitly confirmed that you cannot be eliminated. I assume a lot of people will house-rule that one.
And the way "A King Beyond the Wall" appears to work seems really weird. Maybe they should really all move to the bottom simultaneously and Iron Throne breaks ties?
(I'm very tempted to just play with the old rules for results of wildling attacks, actually. At least that way everyone knows what they're actually bidding on. As I mentioned earlier, I totally intend to play the old rule for when you actually get the Iron Throne.)
Edit Aug 28:
8. Also, now when you use up all your house cards, you don't get your last one back, only the others.
Uh... I think that's all I missed. Also, I'm not sure I realized that in first edition other houses were allowed to support you against neutral forces. (This is still true in second edition.)
By the way this rulebook is a damned jumble. This is what happens when you take an already complicated game and add to it but don't rewrite the rulebook from scratch, I guess. Well, no, they probably did rewrite it from scratch, just not in a way I like...
(Also, garrisons and neutral forces would be a bit easier to explain if, y'know, they followed the same rules.)
-Harry
Reading through the rulebook I see I actually missed some additional changes. (Again, I'm only counting changes to existing stuff, not new features like garrisons or what have you. Holy hell did they make this game even more complicated. Maybe this was a mistake. :P Also, only changes to rules, not to cards or similar things. Though the house cards are pretty much completely different, it's worth noting. And now instead of 0-0-1-1-2-2-3, they go 0-1-1-2-2-3-4. And instead of having a simple pattern as to which ones get combat icons and which ones get special abilities, it's now just all over the map. I wonder if this is at all similar to the alternate set of house cards from the expansion? Dunno. Never played it.)
1. The Wildling strength now starts at 2, rather than 0.
2. You can issue consolidate power orders at sea, it just doesn't do anything.
3. The rulebook doesn't say siege engines can't be chosen as casualties (due to dying automatically); I assume this is a mistake. I'll look for an FAQ.
4. The Game of Thrones card is no longer self-explanatory, as it only says you get power tokens from crowns you control, but actually it also gives you power tokens for "trade with the free cities". (Meaning, a power token for each port you have a ship in with no enemy ships in the adjacent sea area.)
5. In 4-player games, you leave out [Martell and] Tyrell rather than [Martell and] Greyjoy.
6. You can now both start a battle and march into an area with neutral forces with one march.
Edit a few minutes later after checking the FAQ:
Yes, the thing about siege engines is a mistake. But also:
7. Killing their last unit with Mace Tyrell (he has the ability that was Loras's in 1st edition) no longer wins you the combat automatically!
Also, it's now explicitly confirmed that you cannot be eliminated. I assume a lot of people will house-rule that one.
And the way "A King Beyond the Wall" appears to work seems really weird. Maybe they should really all move to the bottom simultaneously and Iron Throne breaks ties?
(I'm very tempted to just play with the old rules for results of wildling attacks, actually. At least that way everyone knows what they're actually bidding on. As I mentioned earlier, I totally intend to play the old rule for when you actually get the Iron Throne.)
Edit Aug 28:
8. Also, now when you use up all your house cards, you don't get your last one back, only the others.
Uh... I think that's all I missed. Also, I'm not sure I realized that in first edition other houses were allowed to support you against neutral forces. (This is still true in second edition.)
By the way this rulebook is a damned jumble. This is what happens when you take an already complicated game and add to it but don't rewrite the rulebook from scratch, I guess. Well, no, they probably did rewrite it from scratch, just not in a way I like...
(Also, garrisons and neutral forces would be a bit easier to explain if, y'know, they followed the same rules.)
-Harry