A Game Of Thrones: Kutu Oyunu

2011 · Fantastik

A Game Of Thrones: Kutu Oyunu

Oyuncular, Westeros haritası üzerinde diplomasi, aldatma ve askeri güç kullanarak Demir Taht’ın kontrolü için rekabet eden rakip soylu Hanedanların rollerini üstlenir. Her tur; olayların çözülmesi, ordular ve gemiler için gizli emir planlaması ve emirlerin açığa çıktığı, savaşların benzersiz Hanedan kartları ve isteğe bağlı Savaşın Dalgalanması etkileriyle çözüldüğü, ardından bölgelerin güç üretmek için sağlamlaştırıldığı bir eylem aşamasından oluşur. Müzakere, değişen ittifaklar ve ara sıra yapılan sırtından bıçaklamalar; oyuncular birlik hareketi, kuşatmalar ve saraydaki nüfuz arasında denge kurarken, küresel olaylara ve Vahşiler tehdidine karşılık vermeleriyle oyunun gidişatını şekillendirir.

Oyuncular
3–6 en iyi 6
Oyun süresi
120–240 dk
Yaş
14+
Karmaşıklık
3,7 / 5
6,7 Ludoya'da₺2.935,45 başlayan fiyatlarlaSiyasiSavaş OyunuİttifaklarMüzayede / TeklifGelir

Ludoya masalarında

Ludoya'da tüm istatistikler
263
Kaydedilen oyunlar
505
Oyuncular
3h 19m
Ortalama oyun
183
Koleksiyonlarda
13
İstek listelerinde

6,7/10

105 Ludoya incelemesinden

  • Eğlence8,0
  • Etkileşim10,0
  • Tekrar oynanabilirlik8,0
  • Benzersizlik6,0
  • Görünüm8,0
  • Erişilebilirlik6,0
  • 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. ★ Art, Iconography and components functional ☆ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ★ Low or mitigatable luck elements ★☆☆☆☆ Raw enjoyment

  • Mestremuten8,0

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

İncelemeleri okuyun ve puan verin

Kural soruları

Ludoya kural asistanı tarafından kural kitabından yanıtlandı.

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.)

Bu oyunun kural kitabını okuyan Ludoya kural asistanını açar.

Oyun bilgileri (oyuncu sayısı, oyun süresi, yaş, künye) BoardGameGeek kaynaklıdır.