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Plyer FEST FOR CROWS expnsion for Christin Petersen~s excellent GME OF THRONES bord gme

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A Foreword from the

Designers

We are thrilled to present you with this 9-player

A FEAST FOR CROWS expansion for Christian

Petersen’s excellent A GAME OF THRONES

board game.

We obviously love A GAME OF THRONES, or

we wouldn’t have spent the inordinate amount of

time we did to create this.  You clearly love it as

well - you spent the time to download it - so we

hope this will only make you love the game even

more.

The game was created by four of us over several

sleepless weeks late in October 2005.  

We took all the graphics from the game itself,

and then from Amok’s wonderful artwork

(http://www.amoka.net). We trust we will not be

begrudged that.

Now prepare your hearts to head back to Westeros,

in the company of Arryns, Tullys and Targaryens.  

And, oh, we’ve added in the dragons.  Enjoy!

Until next time - Hear us roar,

Mark Stark

Lugi Lannister

Austin & Dylan Bolton

Designers, A FEAST FOR CROWS

West, Inc. - “Because we are”

Reformation Day 2005

Creating the Game

To play A FEAST FOR CROWS, you will need two copies of the

original A GAME OF THRONES, as well as one copy of the

A CLASH OF KINGS expansion.  (That should make Fantasy Flight

happy!)  One copy of AGOT will stay exactly as it is.  The other will

most certainly not.  

Take 2 knights, 1 footman, and 1 ship from each house in the second

copy and add them to the original units in the first copy.  Set aside one

green ship, one black ship, and one white ship to create the three

Targaryen dragons.  Then divide and paint the remaining units to

create 24 units each for House Tully (blue) andHouse Arryn (sky

blue), and 23 for House Targaryen (violet).  (Targaryen recieves one

less knight, but also three dragons for a final total of 26 units.)  

Take away one siege engine from each of the six colors, and paint

two for each of the three new houses.

Remove 4 power tokens from each house in the second copy, and

add them to the original amount.  Then divide and paint the remaining

tokens to create 24 for each of the three new houses.  

Color 3 sets of “areas of influence” markers, 3 supply markers, and

the backs of 3 sets of orders from the second copy to make order

tokens for the new houses.  (Note: You will also need to paint 4

wooden units orange to add to House Martell, as well as coloring

4 additional power tokens for them)

So you should end up with:

- 12 footmen, 7 ships, and 2 siege engines for each of  nine houses

- 4 knights and 3 dragons (formerly ships) for House Targaryen

- 5 knights for the each of the other eight houses

- 24 power tokens for each house

- The standard 15 order tokens for each house

The following are included in A FEAST FOR CROWS, and need to be

printed out to play:

- New house, start, Westeros & tactic cards on 14 double-sided sheets

 (these are formatted to fit cards from http://www.protoparts.com)

- The new 44” x 33” map (this will fit exactly onto the back of your

 two AGOT maps, or print it on some rollable, durable material)

- 15 new square special order tokens

- 1 Tactics Chart

- These rules (1 folded-in-half glossy double-sided 22” x 11” sheet)

- Bonus: 9 player mats (print onto 8.5” x 11” tan cardstock)

- Bonus: AFFC cover to paste over your second AGOT box.

You should discover that from your 3 boxes, the following items

are no longer needed to play any version of the game:

- 2 footmen units

- 4 power tokens

- 2 sets of orders

- 2 supply markers

- 6 “areas of influence” markers

- 1 each of the large Blade, Raven, and Throne tokens

- 1 each of the three neutral house tokens

- 1 turn marker

- 1 Wildling Attack marker

This game uses only the alternate house cards from the ACOK

expansion.  Note also that the port tokens are no longer needed,

as ports are printed directly on the new map.  The standard 9

fortifications are available in the course of the game.

Okay, now breathe.  Trust us, you spent less time doing all that

than we did.  Now it’s on to the regular kind of fun...

(Note: We designed this variant to use all the optional rules

from the A CLASH OF KINGS expansion.  Except that we

dislike options 7 & 8 , and never play with them.  But that is

no reason they cannot be used in the course of a 9-player game

if you so desire.)

Preparing to play

Place the Westeros card decks (Deck IV is an addition) along

the artwork strip on the board, leaving every other space for a

discard pile.

As Decks I-III are not drawn from until the second turn, Deck

IV cards are not drawn from until the fifth turn.  Turn five on

the turn track has a “IV” printed over it to remind you to begin

drawing from this new deck.  These events are generally more

impactful than the normal Westeros cards, but each event will

only come up once per game.  A detailed explanation of each

event can be found on p.4 of these rules.

Place the turn marker and Wildlings Attack marker as normal.  

Note that the Wildlings Attack track now moves by increments

of three rather than two, and the turn chart goes to 14 turns

rather than ten.  The game now ends at the conclusion of turn

14, unless a player gains the requisite seven castles to win.  

The neutral house markers are not used in A FEAST FOR

CROWS.

Players should now each draw one of the new 9-player setup

house start cards.  Each house has a corresponding player mat

for players to place their units and power on during the course

of the game.  Each player recieves the normal five power

tokens to start from his 24 available.  The Targaryen player

then dances a jig since he will be recieving dragons during the

course of the game.  (Optional rule: If the player is unwilling

to perform this jig, cards should be redrawn until someone

willing recieves House Targaryen)

Each player sets up according to his house start card.  The only

oddity here is the special fortification in Moat Cailin which is

noted on the Stark start card.  At the beginning of the game, an

unoccupied fortification piece is placed on Moat Cailin.  This

is the only time in the game a fortification is allowed to be

unoccupied.  The first player to enter Moat Cailin in the course

of play recieves the benefits of this fortification immediately,

just as if he had built it himself.  House Stark moves before any

other houses adjacent to this space (as per its position on the

Iron Throne track) and should therefore be able to claim this

area first.  When the first owner leaves Moat Cailin, the

fortification is removed as per the normal rule.

The Home Regions

On the board are delineated home regions for each of the nine

houses.  They are the colored borders surrounding various areas,

including that house's starting shield.  During the course of play,

that house will recieve a +1 bonus in all combat that takes place

in an are within this region. There is no bonus to support coming

from one of these regions, so it is never possible to gain this +1

advantage more than once per battle.  The bonus only applies if

the actual battle is located within the home region - in other

words, the defender's army must be the one located in the bonus

area.  Because of this, the home region bonus never applies to

ships, as fleets cannot be attacked in port, and no sea areas are

part of any house's home region. Additionally, these bonuses are

not transferrable.  You cannot offer another player the use of

your regional bonus, and if two players are fighting in a third

player's home region, there would be no effect.  (Home regions

example: The Stark player marches into Moat Cailin with a

footman on his first move of the game, as he should.  His

defensive strength if attacked in that space is 3: 1 footman

strength +1 fortification bonus + 1 home region bonus.  On the

next turn, he cold place a defense +2 order, and the individual

footman would then defend at a strength of 5!)

Targaryen Dragons

Dragons are a special unit available only to House Targaryen.  

The Targaryen player should recieve three to muster at the

beginning of the game, represented by the black, green and

white ships placed upright on their sterns.  These three are a

limit - dragons cannot be remustered once removed from the

board.  When a dragon is lost, place it back in the box and out

of play. Dragon units have a base strength of three on attack and

defense, but still only count as one unit against supply. A dragon

may be mustered only by upgrading a knight at the cost of one

mustering point.  You cannot muster a dragon from a footman,

even if you have two mustering points available at a stronghold.  

Dragons can never be created from siege engines.  

Dragons are land units, but they are capable of attacking sea

areas as well as supporting sea battles.  They cannot, however,

occupy a sea area at the end of their move (even if a friendly

fleet is located in that sea area).  Dragons can use sea transport

to attack just as other units.  

If a dragon attacks a sea area and loses the battle, they may

retreat as normal (unless killed by sword icons). For this retreat,

ship transport may be used.  If they win the battle, they must

either return to the space they made the attack from, or redeploy

into an open or friendly land area directly adjacent to the sea

area in which the battle was fought.  For this redeployment, ship

transport may not be used (unless returning to the area of

origination) - the dragon(s) must move into an area physically

adjacent to the sea area. Multiple dragons must all move into the

same area.  They may not move into an area containing enemy

forces, or an enemy power token.  In this manner, a dragon can

defeat an enemy fleet and take an open adjacent area in a single

move.  Dragons may never enter ports.  

Dragons may never switch sides under any circumstances.  

Cards that might allow this do not affect dragon units.

Note that if an army containing dragon(s) is given a support

order, the army's entire strength would be applied while

supporting an adjacent land battle - but only the dragon's

strength would be applied to an adjacent sea battle.

Optional Rules

Division of Power

If players are eliminated from the game, their 24 power tokens

are divided among the remaining players.  This power would

beome that house's, and become available to them as part of

their pool.  This would be resolved in iron throne order, one

token at a time, meaning that if there was a remainder after

dividing the lost house's power tokens, the houses with the

highest iron throne positions would recieve the extras.

Secret House Cards

Play with people's house cards being secret - both their hand

and discard pile.  In this way, card-counters are rewarded, just

as house lords who kept an eye on their enemies would be.  

Additionally, it adds another layer of diplomacy and lies as

others call out what cards a player has available during a battle.

Road Movement

There are three road areas on the map: Kingsroad, Roseroad,

and Goldroad.  These special spaces allow units from different

houses to coexist in the same area without fighting.  Once an

army has moved into a road area, it can only place march and

raid orders.  Special orders may not be placed in a road area.

Players marching into a road area can decide to attack or not

to attack any armies present.   Only one house’s army may be

attacked at once.  Armies in road areas are subject to supply -

each house may have only one army in the area.  You may,

however, attack another army in a road area with an outside

army, even if you already have an army in that road area.  That

army simply may not move in beyond your supply if victorious.

Tactic Cards (or, “Rock, paper, scissors on crack”)

                                 When it comes time for a battle, players

                                 secretly play one of their nine provided

                                 tactic cards in addition to playing a house

                                 card.  On the tactics chart, cross reference

                                 the card the attacker played against the

                                 defender’s card.  A halberd indicates a +1

                                 bonus for the attacker, and a helmet

                                 indicates a +1 for the defender.  This

                                 bonus is applied immediately and

                                 modifies the battle accordingly.  A blank

space on the chart results in no bonus for either side.  The

interactions of each tactic are also printed directly onto the

cards, in two columns:  one if the card is played as an attack

tactic, and the second if the card is played by the defender.  If

a unit icon is located in the upper left of the tactic card, that

card can only be played if your army contains that type of unit.

Note that “arrow volley” can be played if your army has either

footmen or ships.  If there is no unit icon, that tactic can be

played by any fleet or army irrespective of its composition.  If

a player plays a tactic card illegally, his opponent recieves the

+1 bonus automatically.  Tactic cards are never discarded.

The New Westeros Cards

Others Attack

Each player must choose one house card from his

discard pile and remove it from play for the remainder

of the game.   If a player’s cards are all currently in his

hand, the card does not affect him.

Soothsayers Dissent

In Iron Throne order, each player may change one enemy

order on an enemy army or fleet located adjacent to or

within his home region.  Orders must be exchanged with

the enemy’s unused orders.  One army’s order may be

changed multiple times in the same turn in this process.

Night’s Watch Grows

All mammoth symbols that came up in this turn’s draw

are ignored.  However, this is still resolved in event deck

order, so if the wildlings attack card comes up in deck III

on the same draw, any mammoth symbols from decks

I and II would still take effect.

Choppy Seas

Ships do not provide combat strength to an adjacent battle

while supporting this turn.  (Note: a +1 support order

would still provide its bonus as usual)

Drought

All three impassable rivers on the board are now fordable,

and can be crossed as though they were normal area

borders.  Bridges are therefore irrelevant for the turn.

Hurricane

Half of each player’s ships at sea are destroyed.  

Ships in port are not affected, nor do they count for

the calculation.  Fractions should be rounded up.

Death & Taxes

Each player must immediately forfeit back to his pool  

an amount of power equal to his supply level.  If he is

unable to do so, he moves down one space on the

supply track.

Wolves Attack

Half of each player’s knights are reduced to footmen

(fractions are rounded up).  If a player does not have the

footmen in stock to replace his knights, they are lost.  If

a player has no knights, there is no effect for him.

Abundant Harvest

Each player’s supply moves up one space on the supply

track.  This remains so until the supply card comes up

again.

Sea Doldrums

Ship transport may not be used this turn by any player.

Naval battles and support are unaffected, but land forces

(including dragons) cannot move or retreat through ships.

Winter is Coming (variant option)

If you would like the possibility of event deck IV cards

recurring, this may be added to the deck at the start of

the game.

Winter Comes (variant option)

If you would like more uncertainty as to the timing of

game’s end, this may be added to the deck at the start of

the game.  It should introduce more conflict as players are

more interested in consistently maintaining a lead rather

than biding their time preparing for a quick strike.

New Special Orders

Wildfire (Raid) Targaryen Only

Adds one sword icon to all Targaryen leaders played in

combat in or adjacent to the area placed.  Can be placed on

land or sea, and affects both.  In this way land forces could

assist in a sea battle.

The Falcon’s Fury (Raid) Arryn Only

During this turn, no player but Arryn may attack the Eyrie or

Bloody Gate.

The River Rises (Raid) Tully Only

House Tully’s regional bonus is increased from the normal +1

to +2 for the duration of the turn, both on attack and defense.




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