A Game of Thrones: The Board Game (Second Edition)

2011 · Forhandling

A Game of Thrones: The Board Game (Second Edition)

Players take on the roles of rival noble Houses vying for control of the Iron Throne through diplomacy, deception, and military action across a map of Westeros. Each round runs through event resolution, secret planning of orders for armies and ships, and an action phase where orders are revealed, battles are resolved using unique House cards and optional Tides of Battle modifiers, and areas are consolidated to generate power. Negotiation, shifting alliances, and occasional backstabbing shape play as players balance troop movement, sieges, and influence in the court while responding to global events and Wildling threats.

Spillere
3–6 best 6
Spilletid
120–240 min
Alder
14+
Kompleksitet
3,7 / 5
6,7 på Ludoyafra 565,85 krBasert på en romanBløffingHendelserOmrådeflertall / innflytelseVarierende spillerkrefter

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6,7/10

fra 105 anmeldelser på Ludoya

  • Moro8,0
  • Interaksjon10,0
  • Gjenspillbarhet8,0
  • Originalitet6,0
  • Utseende8,0
  • Tilgjengelighet6,0
  • Iván Sanin8,5

    Juego que funciona bien a 6 jugadores. Tengo la expansión Madre de Dragones que en principio corrige esto para poder jugar a menos jugadores y que la partida esté balanceada. En cuanto lo pruebe haré algún comentario. Respecto al juego, poco que decir, el sueño húmedo de cualquier amante del Risk. Control de áreas, conquista y, lo más importante de todo, con un azar reducido a su mínima expresión. Cuesta sacar a mesa por su duración, pero es muy satisfactorio hacerlo, aunque sea pocas veces.

  • Evan2,5

    The second edition brings with it lots of subtle re-balancing, which helps the game immensely. It's a tight 'dudes on a map' game where your opponents are at your borders looking for signs of weakness. Expand too far, and your home becomes vulnerable, but don't expand at all, and risk not making any progress. It's a game where you absolutely need to ally with one neighbor and fight the other, but keep your eyes open always for signs of treachery. For the second edition they removed these castle pieces that protected strongholds from horses, but they kept in catapults that are special units used to attack only strongholds. I thought that was a strange choice. I'm also never sure how I feel about Tides of War cards which add a random element to an otherwise calculated combat system. A lot of new, more compelling 'dudes on the map' games have come out in the last few years. Although thinking about this game makes me sentimental, ultimately this game always winds up a turtling contest until the last turn when everyone makes their move. Sure, there's usually a little jockeying back and forth for a spot here or there, but the map creates natural defensible borders, and if players start conflicts too early, they always see their neighbor on the other side move in. I suppose that's thematic, but the game is too long an experience for something that really boils down to 2 important turns right at the end. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: Raw enjoyment

  • Mestremuten8,0

    Rating: 4/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1

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Besvart fra regelboka av Ludoyas regelassistent.

Do I have to give all of an area's combat strength when I support, or can I split it among battles?

A supporting player must contribute the area's full supporting Combat Strength or none at all, and support is declared (or refused) in turn order for each adjacent combat (only from areas containing a Support Order). (See rulebook pages 17–18.)

Can my supporting units be taken as casualties or forced to retreat?

No — supporting units can never be chosen as casualties and do not retreat; only units in the embattled area take casualties and perform retreats. (See rulebook pages 18 and 21.)

If I lose a battle, where can my defending units retreat to?

Defending units must retreat to one empty adjacent area or a single friendly adjacent area (all retreat to the same area) and may never retreat to the area the attackers marched from; if there is no legal retreat area, the units are destroyed. Routed units cannot retreat and sieges engines cannot retreat. (See rulebook page 21.)

Does a single unit count as an army for supply limits?

No — an army is defined as two or more friendly units in the same area; a single unit is not considered an army and is not subject to supply reconciliation, though routed units and all units still count toward supply when armies are reconciled. (See rulebook page 8.)

Can I muster ships into my port even if the connected sea area has enemy ships?

Yes — you may muster Ship units directly into a Port you own even if the connected sea area contains enemy ships; however, you may not muster ships into a sea area that contains enemy ships. (See rulebook pages 25 and 9.)

When do we choose and reveal House cards in combat, and when do their text abilities take effect?

After calling for support and calculating Initial Combat Strength, both attacker and defender secretly choose and then simultaneously reveal a House card; resolve the cards' text abilities immediately unless the card specifies a later timing (e.g., "at the end of the combat"), and resolve timing conflicts by Iron Throne track order. (See rulebook pages 17 and 19.)

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