Game Development Reference
In-Depth Information
relationships become subsumed under one moniker, the name of the Great
House.
A typical game round in he Board Game follows a pattern. First, the top card
from each of the three Westeros card decks is drawn, which determines game
and round procedures—whether players will muster new units, adjust their
supplies, bid for new positions of power, or face a Wildling attack, among others.
his random initial draw helps to keep the game fresh as the constant reshuling
of power, supplies, and armies requires constant access to information from the
players' mental database.
he second turn of the round is the “planning” turn, in which players
choose which orders they will give to their armies. here are ive types of
orders: Raid, March, Defense, Support, and Consolidate Power. Importantly,
the number of orders played (and, oten, the type) depends on the number
of troops a player has marshaled. he number of armies depends, in turn, on
the amount of supplies that each player has earned. Supplies are earned by
the number of areas controlled, and some areas provide more supplies than
others, as represented by barrels. Areas become controlled through marching,
supporting, and defending, actions dependent on supplies. For instance,
wealthy Lannisport contains two supplies, strategic Riverrun contains just
one supply, and barren Stoney Sept has none (Figure 7.1). To earn additional
Figure 7.1 Supplies in Westeros are earned via representations of barrels. Game board
from A Game of hrones: he Board Game © 2011 Fantasy Flight Publishing, Inc.
 
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