Hi all! I've come up with some alternate rules to GoT board game, though I've not been able to find the time to really test it out. Why not implement these rules in your next game and let me know how it pans out!
House Card Units: Being able to choose any house card character to fight in any battle - anywhere - seems a bit silly to me. Therefore, according to this new rule, you will muster your house cards directly onto the field of battle.
You will need tokens; I've found that chess pieces work best, as they depict value rather well and it's easy to differentiate between sets. Whatever your choice, make sure they clearly represent to all players the value of your house cards in play.
One can muster house cards with a strength of 0 or 1 in areas containing a castle or stronghold. Cards with strength 2 and above can only be mustered in an area containing a stronghold. In either case, your mustering points for that area are completely used up. Once mustered, place the corresponding house card face up by the side of the board.
Mustered house cards function similarly to other troops. All order tokens apply, and they are affected by supply. As such, it is entirely possible to have more than one house unit in the same area. House units can be routed should they lose a battle, and once destroyed the token is removed from the board. Players may only gain access to dead house units once all have been destroyed, as per normal rules (with exception to Roose Bolton of course).
By placing house cards on the board, one changes how their abilities affect the game. For example, Salladhor Saan and other naval-based abilities lose affect. In order to prevent this, players may leave units aboard ships for a pre-determined number of turns (see optional rules). As a result, ships and their boarded units must be in accordance with the player's supply limit.
Unlike the standard rule set, whereupon players' house cards are used only once before being discarded, house card units can repeatedly use their abilities in each combat, until their death! If a house card unit happens to support a combat DO NOT count their ability and DO NOT count any forts/swords; only count their strength. House card units are leaders in battle and affect battle only; therefore one cannot use them to capture land. They may pass through, or remain, in an area but one is not to count that area as owned land, nor any boons that area allows.
Optional (hardcore) Rules:
- Players can only muster one house card per turn/muster phase.
- Players can only muster house cards on home stronghold.
- Stealthed units: Marshalled house card units are represented by a grey token. The marshalling player places the corresponding house card behind their screen. Other players can only guess as to which unit the player has mustered. That is, until said player moves his piece into combat OR into an area owned by another player. In this instance, the grey token is removed and replaced with one that better represents the house card unit's strength and/or house. In the event of a battle, the house card must be revealed (in order to confirm ability and strength). Should a stealthed unit pass into owned enemy land, the marching player must replace the grey token with one that represents the house card's strength, but does not reveal the card itself.
- Units may only be left aboard ships for a set number of turns (you decide), before their food supplies run out and they starve! The more units on a ship, the faster the food runs out.
- Ships may only carry 2 units OR 3 (optional number; you decide) mustering points worth of units.
Notes: As I mentioned before, I haven't fully tested this variant. As such, you may encounter problems created by these extra rules. Let me know how you solve these issues to better this rule-set and feel free to ask any questions!