UPDATE August 12 2012: Turns out I missed a few.
So apparently there's now a 2nd edition of the A Game of Thrones board game, which incorporates a bunch of stuff from the expansions, as well as some entirely new stuff. (No, there's no way I'm going to buy it. The only board game I'm even considering getting right now is the new edition of Flash Duel and I'm leaning against it.)
What's worth noting is that there are a bunch of small rules changes even to the things from the original base game. I'm going to write these down here for reference. (Also, "cities" are now called "castles".) I assume there are also changes to the various cards and possibly the board but FFG doesn't put those online.
0. 6 players is now considered the default; everything is now shaped around this. Arguably this doesn't count as it was ACoK that allowed for 6 players...
1. If the wildlings ever reach a strength of 12, they now attack immediately, before any of the actual text on any of the Westeros cards are resolved.
2. If they win, their strength only goes back 2 spots, not all the way to 0.
3. Effects of a successful/unsuccessful wildling attack are now entirely different, due to wildling cards, but I won't get into that (and how this affects the messenger raven) since this is a new component.
4. Pillaging now means not only you gain one power token, but also the person you pillaged loses one.
5. Big change -- the starred raid and consolidate orders have gotten serious upgrades. (I suppose they must have felt there wasn't enough raiding.) The starred raid no longer lets you raid twice; instead, it adds the possibility of raiding a defense order. And instead of doing nothing special, or even giving you an additional power token as many people had house-ruled, the starred consolidate order now lets you perform a muster in that spot. Wow. Edit Aug 28: You can only muster or get the power tokens, though, not both.
6. This is a weird one -- apparently now when you win the Iron Throne in bidding, you get it immediately, i.e. you can use it on the subsequent king's court bidding. Not sure why they thought that was a good idea.
7. Ha, they changed the tiebreaker rules! That could cause some arguments -- who's going to think to recheck that? Instead of cities + strongolds -> supply -> power -> it's just a damn tie, it now goes cities + strongholds -> strongholds -> supply -> power -> Iron Throne track.
8. Did the rules state before that you have to decide whether you're establishing control before you resolve combat? Well, now that's clarified. I don't feel like checking this one. How the hell control of home areas work is also clarified (enemies *can* establish control there with a token, but it's yours if they don't).
9. Now the rule is that you *must* issue orders if you have enough, and if you can't, people place in turn order so that those after you can react to the knowledge that certain areas definitely aren't doing anything.
Also, not a new rule, but I totally didn't realize this was a rule before: Apparently routed units aren't allowed to move? I had never noticed that before.
EDIT: Actually, it occurs to me now -- powering up the special consolidate order again gives people more reason to raid. It really looks like they're trying to encourage raiding.
Also there's now an optional variant with randomized combat (and special cards for such). Now that I wouldn't have expected.
-Harry
So apparently there's now a 2nd edition of the A Game of Thrones board game, which incorporates a bunch of stuff from the expansions, as well as some entirely new stuff. (No, there's no way I'm going to buy it. The only board game I'm even considering getting right now is the new edition of Flash Duel and I'm leaning against it.)
What's worth noting is that there are a bunch of small rules changes even to the things from the original base game. I'm going to write these down here for reference. (Also, "cities" are now called "castles".) I assume there are also changes to the various cards and possibly the board but FFG doesn't put those online.
0. 6 players is now considered the default; everything is now shaped around this. Arguably this doesn't count as it was ACoK that allowed for 6 players...
1. If the wildlings ever reach a strength of 12, they now attack immediately, before any of the actual text on any of the Westeros cards are resolved.
2. If they win, their strength only goes back 2 spots, not all the way to 0.
3. Effects of a successful/unsuccessful wildling attack are now entirely different, due to wildling cards, but I won't get into that (and how this affects the messenger raven) since this is a new component.
4. Pillaging now means not only you gain one power token, but also the person you pillaged loses one.
5. Big change -- the starred raid and consolidate orders have gotten serious upgrades. (I suppose they must have felt there wasn't enough raiding.) The starred raid no longer lets you raid twice; instead, it adds the possibility of raiding a defense order. And instead of doing nothing special, or even giving you an additional power token as many people had house-ruled, the starred consolidate order now lets you perform a muster in that spot. Wow. Edit Aug 28: You can only muster or get the power tokens, though, not both.
6. This is a weird one -- apparently now when you win the Iron Throne in bidding, you get it immediately, i.e. you can use it on the subsequent king's court bidding. Not sure why they thought that was a good idea.
7. Ha, they changed the tiebreaker rules! That could cause some arguments -- who's going to think to recheck that? Instead of cities + strongolds -> supply -> power -> it's just a damn tie, it now goes cities + strongholds -> strongholds -> supply -> power -> Iron Throne track.
8. Did the rules state before that you have to decide whether you're establishing control before you resolve combat? Well, now that's clarified. I don't feel like checking this one. How the hell control of home areas work is also clarified (enemies *can* establish control there with a token, but it's yours if they don't).
9. Now the rule is that you *must* issue orders if you have enough, and if you can't, people place in turn order so that those after you can react to the knowledge that certain areas definitely aren't doing anything.
Also, not a new rule, but I totally didn't realize this was a rule before: Apparently routed units aren't allowed to move? I had never noticed that before.
EDIT: Actually, it occurs to me now -- powering up the special consolidate order again gives people more reason to raid. It really looks like they're trying to encourage raiding.
Also there's now an optional variant with randomized combat (and special cards for such). Now that I wouldn't have expected.
-Harry
no subject
Date: 2011-12-01 12:38 am (UTC)no subject
Date: 2011-12-01 12:57 am (UTC)