3 player version flawed?

By biffer75, in A Game of Thrones: The Board Game

We tend to not have the issues of people ganging up. We know all too well that eventually the allies will turn on each other at the opportune moment, which means we don't trust each other in the first place. However, it seems like it doesn't take much for Lan' and Bar' to simply gain control of the seas to either side of Stark and mostly stimy them.

We're going to try some alternate starting houses and see how it goes.

Bonham,

Please post your findings, as we'receive always interested in Session Reports and findings from other players.

Cheers,

Joe

That's very interesting post.well done

On 4/20/2012 at 5:24 PM, jhagen said:

thanks for the post and the props.

The 3 player game martell is off limits (as well as the south) so my generalization of baratheon was amiss. my apologies.

The issue lies with how tough it is in the game to get over to baratheons units, and to remove him from the seas. with proper mustering, baratheon will find himself at 4-5 victory points by turn 3-4 and in position to win one turn after that.

The key to winning with Baratheon:

turn 1 place:

(+0 march) in Shipbreaker bay.

(*consolidate) in Dragonstone

(-1 march) in Kingswood.

Because Baratheon goes before stark, it is key to manipulate your use of tokens to force Stark's moves.

If Stark played a march (-1) order for shivering sea, move north with one ship before him. Otherwise roll north with both ships. staark will not be able to crack your fleets, play a (4) card and be done with it.

move kingswood to crackclaw or storm's end (your choice) most common is storms end.

Stark can leave the (+1 march) at the sea and hold off to attack Baratheons moved ships if he has placed 3 march orders or plays wisely, so be sure to NOT move north if that happens. Instead spread to blackwater bay and the east summer sea.

Muster with the consolidate 1 ship in in shipbreaker and upgrade the footman to a siege.

turn 2 if muster comes up:

2nd siege in Dragonstone (or second knight i prefer the latter)

upgrade lone footman to knight, or place ship in dorne or blackwater (depending on your position and number of players) instead.

on turn 2 begin marching on the castles with your (+1 march) if needed on the castles in the south taking 3 (sunspear(siege), storms end(knight) and starfall (knight)

that puts you at 5 victory turn 2.

if a muster comes up build last siege at sunspear and win game with (+1 march) and naval supports on kings landing and one other(your choice) from sunspear) and take 2 vp first move turn 3 to hit your 7.

If not remember the key is to have 2 sieges and 1 knight stockpiled at sunspear to make to quick run to 7 victory first chance you get. you will have naval support from the bays and 2 easy targets with kings landing and the eyrie. this can be accomplished by placing a (* consolidate) at sunspear after turn 2.

this is why the game is broken at lower number of players (especially 4 and 5)

and that is why you play on the island instead.

On 4/20/2012 at 5:24 PM, jhagen said:

thanks for the post and the props.

The 3 player game martell is off limits (as well as the south) so my generalization of baratheon was amiss. my apologies.

The issue lies with how tough it is in the game to get over to baratheons units, and to remove him from the seas. with proper mustering, baratheon will find himself at 4-5 victory points by turn 3-4 and in position to win one turn after that.

The key to winning with Baratheon:

turn 1 place:

(+0 march) in Shipbreaker bay.

(*consolidate) in Dragonstone

(-1 march) in Kingswood.

Because Baratheon goes before stark, it is key to manipulate your use of tokens to force Stark's moves.

If Stark played a march (-1) order for shivering sea, move north with one ship before him. Otherwise roll north with both ships. staark will not be able to crack your fleets, play a (4) card and be done with it.

move kingswood to crackclaw or storm's end (your choice) most common is storms end.

Stark can leave the (+1 march) at the sea and hold off to attack Baratheons moved ships if he has placed 3 march orders or plays wisely, so be sure to NOT move north if that happens. Instead spread to blackwater bay and the east summer sea.

Muster with the consolidate 1 ship in in shipbreaker and upgrade the footman to a siege.

turn 2 if muster comes up:

2nd siege in Dragonstone (or second knight i prefer the latter)

upgrade lone footman to knight, or place ship in dorne or blackwater (depending on your position and number of players) instead.

on turn 2 begin marching on the castles with your (+1 march) if needed on the castles in the south taking 3 (sunspear(siege), storms end(knight) and starfall (knight)

that puts you at 5 victory turn 2.

if a muster comes up build last siege at sunspear and win game with (+1 march) and naval supports on kings landing and one other(your choice) from sunspear) and take 2 vp first move turn 3 to hit your 7.

If not remember the key is to have 2 sieges and 1 knight stockpiled at sunspear to make to quick run to 7 victory first chance you get. you will have naval support from the bays and 2 easy targets with kings landing and the eyrie. this can be accomplished by placing a (* consolidate) at sunspear after turn 2.

this is why the game is broken at lower number of players (especially 4 and 5)

and that is why you play on the island instead.

What do you mean "on the island"? Westeros without small islands ? What about the neck if you choose Lannister, Martell, Tyrrell?