![]() ![]() Your characters might gain power, lose power, or even die. By winning a hostile encounter as the challenger, you earn the right to place a point of influence upon the defender's influece board, but you can just as easily agree to spread influence to each other's influence boards during a truce.īeyond the spread of influence, though, there are other consequences to your challenges. Your primary goal in these encounters is to spread your influence to your opponents. With Olenna Tyrell's aid, the Starks win the hostility with a total of fourteen power to the Lannisters' eleven. The Lannisters also play for hostility, adding a card worth six to Joffrey's five power. ![]() There is talk of a truce, but the Starks suspect the Lannisters of treachery and select a hostility card with a value of eight. ![]() Otherwise, the side with the higher total power value wins the encounter, and the players involved all claim their rewards or suffer their fates. The active players only enter a truce if both players play their Truce cards. These include cards you can use to declare a truce, as well as numerical cards, ranging in value from "1" to "20," that you can play to indicate and support your hostile intentions. Now the combined power value of Arya and Olenna is six, giving them the advantage.Įach player has access to a deck of cards, the House deck, that contains a number of different cards you can play during an encounter. Joffrey's five power gives him the advantage over Arya and her two power, but when the Tyrell player offers Olenna Tyrell's support, Stark accepts. There's one more step-and one more chance to outmaneuver your opponents! If the challenger or defender accepts your support in an encounter, you become more than an idle bystander suddenly, you get to share in the spoils or the disastrous results of failure.Įach character's strength in a challenge is represented by the number of plastic crowns placed upon it, and if either the attacker or defender has accepted another player's support, the supporting character's strength is added to the side it supports. If, however, you choose to accept a player's support, that player chooses a character to participate in the encounter and then rotates it so that its sword faces the defending player (if joining on the challenger's side) or so that its shield faces the challenger (if lending its strength to the defender). You can accept the support of another House, or you can deny that support… along with all the scheming and manipulation the offer was certain to signify. He assigns Joffrey Baratheon, and the Stark player chooses to defend with Arya.Īt this point, anything can happen. The Lannister player reveals the top card of the event deck, which indicates he should make a challenge against the Stark player. The defending player will then select a character and rotate it so that its shield icon faces you. When you are the challenger, you will choose one of these characters to move toward the center of the table, rotating it so that its sword icon is facing the player you're challenging. ![]() You'll take that character's leader sheet and place it before you, and then you'll gain the support of the other four characters, each of whom will be represented by a token. Each of the five Great Houses represented in the game has five characters, although you will choose one of these characters to be your leader. Then you select one of your characters to participate in the challenge. When it is your turn, you reveal the top card of the event deck, and it indicates the player against whom you must initiate an encounter. IRON WARS BOARD GAME FULLAnd though only two players in any encounter will be the "active" players, your friends might offer you their support… or turn around and offer it to someone else.Īlthough the game's challenges resolve quickly, they are full of opportunities for cunning strategy, devious intrigues, and brokered alliances. These encounters can result in hostilities, startling conquests, and the spread of influence, or they can result in the formation of temporary alliances. Each turn centers around the resolution of an encounter between two players. Battles, alliances, and betrayals lie at the heart of The Iron Throne. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |