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Mother of Dragons, Pray for Us
A
Review of the Third Edition Game of Thrones
Season
Finale and Essos, the New Land I played the first and second edition game with
five factions back in 2004 and 2012. The first game, therefore, was
played before the HBO mini-series. In fact, the first edition game was
designed and released before the series. I should say, however, that my
passion and interest in this game died down a bit after all these years,
though not necessarily the same with the stories about Westeros
themselves. It is mainly because the game is more about strategic
operations in one map, while the actions in the TV series are much more
tactical. The bond between the two is not as much as you would have
thought. Of course, the strategic locations of the respective houses in
the beginning still give you a strong sense of being there and the
amount of research efforts to take
the book to a game authentically is still amazing as a start. The
map is expanded in terms of the playable area with the "Essos" board
when compared to the previous editions as the new houses come onboard.
The units of the houses not picked by any player are still deployed as
Vassal units on the map. Basically, they are controlled by the player(s)
highest on the Iron Throne track and so control can change hand from
turn to turn and so one more tactics to get involved. As Stark in this
game of five, for example, I got to look after when the unplayed Arryn
and Baratheon in this game change control as the forces of both are just
positioned in front of the door of Winterfell. If they are not in
control of your own hands, better watch your opponents moving them to
foil your next game plan.
On Come the
Targaryen and the Dragons As in the first and second editions, the strength
of A Game of Thrones lies in its solid basic design of the game engine,
which leads to no gamey strategy or tactics. Different houses have their
own agendas and ambitions in different stages of the war as their
positions or spheres of control shifting and changing on the map.
Victory point tokens are tracked to see who is winning and who is behind
in terms of the number of areas controlled on the map. A player wins the
game once he controls the 7th piece of land which contain either a
stronghold or a castle, or, if he is the one highest on the Victory
Track at the end of turn 10. Essentially, A Game of Thrones is about the
control dominance of the seven kingdoms, though you don't necessarily
have to control the lands of your opponents. There are many and enough
"neutrals" in Westeros to gain control with. House Targaryen is a bit
different. The house aims to build up its rapport in claiming the Iron
Throne. They look for "hidden" supporters in the area when a card pn the
Westeros IV deck is "resolved" by placing a Loyalty token on the
designated area, which doesn't have to be an area containing a
stronghold or castle. Again, Targaryen wins the game when they control 7
areas with such Loyalty tokens, representing a general uprising in
Westeros against the Administration of King's Landing. Unlike other
houses, the Loyalty tokens once claimed, they would not be lost even
though Targaryen lost its control over the land later on (except for
Targaryen's own home area, Loyalty token of which can be gained or
lost). So the Loyalty tokens represent the hearts and minds of the
people rather than the power conferred by the land grabs. The Targaryen
have three dragons as military units. But first they have to be "grown"
over time as their strength begins as 0 and increases on every even turn
by one, to a maximum of 5. The dragons can fly to any land (yes, any)
but they resolve combat like other land units normally. In our game,
Anthony used Targaryen to win the game, which is not a surprise as
nobody wins a game early enough with 7 land grabs. You can imagine the
longer the game (hence the nearer to turn 10), the more powerful
Targaryen you can expect.
The Iron Throne,
Yours to Claim I particularly like the initial planning
operations for each area with a force where an operation token has to be
placed. The operation tokens are revealed simultaneously once everyone
has made their decisions, you therefore never know what your opponents
are up to. Your plan to attack may, for example, be foiled by a Support
order taken by the defender with naval “bombardment” support from
neighbouring sea fleets. Other orders include Raid (to negate all other
orders except for March), March (to move your units in one area to the
adjacent area(s) and possibly fight the enemy already there), and
Consolidate Power (to collect power tokens on the map together with the
token itself). However, a caveat in combat is that you can only fight a
house one at a time, meaning that you can't split your force in two and
attack two different houses with the same March order token. Another
point to note for the March order is that you can always move your units
in an area being assigned with such order. Therefore, you can combine
different forces into one single larger force as long by moving units to
the adjacent area being assigned with a March order. Power token is
established in an area once a House took control over it. Power token in
an area prevents enemy units from retreating into it and can be used in
bidding during Wildling Attack. Very tense game throughout with this
innovative hidden order system, with a touch of fog of war, which still
shines today more than 16 years after its original release.
Winter is Coming,
the Wildling While Wildling Attack is mentioned, the mechanism of bidding the Power Token should be explained here a little bit more. Some cards in the Westeros decks have a Wildling icon, indicating the number of threats (1 to 3) being added to the Wildling track. When the threat token on the track reaches 12, or as an event on the card, a Wildling Attack occurs. Each player bids for a number of Power tokens secretly as contributions to the strength of the Night Watch for defending the realm. The realm wins when the strength of the Night Watch is equal to or exceed that of the Wildling, whose strength is determined by the position of the token on the Threat track. The token is then reset to 0 on the track and the player who contributed the most earns "Night’s Watch Victory”. Otherwise, the victorious Wildling resets the threat two spaces back on the track (i.e. to 10) and thus the Wildling are coming back pretty soon. The player who bid the least amount of Power suffers a severe penalty while the other players suffer a lesser penalty as described on the Wildling card. The Wildling Attack mechanism is one of the sweetest chrome to simulate what would happen in the story of A Game of Thrones.
And so the Maester
says Overall, a marvellous design and a very good game
with colourful maps and components, and a lot of possible strategic
options throughout the entire 10 years (turns) of the game. It doesn't
get a perfect score of 10 just because of the slow game pace. The game
takes time to develop for a full out attack. Being the house of Stark in
this session, I found the relative quietness out in the north, as it is
quite rightly an isolated part in Westeros. But it was mainly because no
one in our game chose to pick up a house, the House of Arryn and
Baratheon adjacent to the Stark (well they are generally friendly with
the Starks, aren't they?) I made it to the island of the Targaryen for
an ambush but that became a distraction to me unfortunately, as Anthony
took the opportunity to grab the last Loyalty token in the North needed
to win the game. Otherwise, it depicted very well the "true" picture and
general "history" of the novel and the land of Westeros.
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