It's been a while I am thinking about this: trying to setup all together a 6p version that rebalances the standard 6p game (the one with the latest FAQs, i.e. with Lanni ship and CLA for tiebreakers). For those who do not know me, I am a rather experienced players with some interesting achievements as for the game, and a person who loves theory-crafting on games (any games!).
The idea is to make something that could be first discussed, then if JM Grip agrees with that, chosen as another option on the site on default 6p. In that thinking, it is important to remember that our dear 8th God is über busy: must be something as easy as possible to implement, so with no major change like drawing new cards or changing completely the map.
Warning: this is for 6p and only for 6p, not for 3p (Lanni already strong, nor 4p (the "good" one, with Tyrell and 1st ed map). Discussable for 5p which is unbalanced anyway.
1- Stats and situation
If we look at the current stats for houses under that setup, we are (with an average at 16,67%) at :
Greyjoy 23,1%
Stark 23%
Baratheon 17,1%
Martell 15,1%
Tyrell 10,6%
Lannister 10,5%
Lessons learnt since last patch :
- Greyjoy still strong. No change, no surprise, however the tiebreaker is usully bad for them.
- Stark is strong due to the tiebreakers. They'll lose more to Greyjoy as they are more inclined to go North these days, however, the tiebreaker if it happens is almost every time in their favour.
- Baratheon and Martell are the most balanced. The first is slightly above, the Martell does not win that many times but we can see in every tournamenet that they are almost always medium to good scores with this house due to their defensive position and their deterrent card.
- Tyrell is still in such a weak position on tracks that they are hard to play in early game before a CoK or Muster happens.
- Lannister gains little in percent and are still last, but I still believe they are more playable than before with the additional ship. However, while before they could win at tiebreakers (on barrels), now they can't (on lands), probably losing the benefits of their additional ship.
Therefore, the goal is to see how we can do a bit of nerf on GJ / Stark and a little up on Tyrell / Lanni, while keeping the others similar.
2- Effects of Westeros cards on each house :
Greyjoy : highly depends on mustering. A game with no muster is a game where GJ is in trouble, usually.
Stark : highly depends on CoK. A CoK turn 2 is a catastrophe, but in the long run he can be the best token generator, so from turn 5 will love many CoKs.
Baratheon : possibly the most versatile as for W cards. With CoKs, except if Doraned, they are fine, they just need their seat on the throne as often as possible - as now.
Martell : their not great token generation puts them in a situation where they hate turn 2 CoKs, and in general frequent CoKs are not very good to them if Tyrell is not friendly.
Tyrell : they long for early CoKs to get out of their dreary initial tracks situation.
Lannister : they can usually afford early CoKs, however, they do not have a great generation in the long run. As they usually always have a star at least they do not care too much about musters.
3a- How to nerf GJ:
Suggested is a clssic often described here: swap of Asha and Balon's combat strengh. That is a huge change indeed, but they still have a good deck with Balon still a good card even if countered by Sword, Victarion to reign on seas, Euron is a classical 4, and Asha becomes more interesting.
3b- How to nerf Stark:
Stark is strong due to its numerous lands and easy access to supply - they usually leave MotM easily to Bara because they don't need it. What I suggest is just to remove Widow's Watch from the map (and its barrel too). Getting to 5 barrels is harder for Stark, and winning CLAs too. Why Widow's Watch : hesitated with Fingers, but that is tactically a very un-interesting place (just rounded by White Harbour), and makes the defense of Narrow Sea even more critical.
3c- How to up Lannister:
They need a boost, but not a too big one due to GJ nerf, and especially one not usable at sea - they mustn't be allowed to take IBB too easily.
What I suggest is to slightly modify Kevan's ability by removing the little start of sentence "When attacking". Makes Kevan an excellent defender and a stronger counter to defend against Balon - Lannister may come back as it is in the books with lots of infantry and not that much cavalry.
Makes them more vulnerable to an aggressive GJ, and changes quite a lot tactics - putting an FM in Stoney Sept may be the right way to go in addition to the usual knight. And that can trigger sexy "guess the card" fights between Tywin / Kevan and Euron / Balon.
Does not change their ability to attack, and makes poor Jaime the real "last card wished in hand".
3d- How to up Tyrell:
Their early game where they can lose it all to Martell is really tough. The solution is somewhat easy: an additional ship in Redwyne Straights. Makes them better to defend, even if they will still be defeated turn 2 by 3 ships with M+1, that does require Martell to be taking more risks, use higher cards and leaves Tyrell with one ship in Redwyne even if they lose WSS. Obviously, second ship cannot be elsewhere : in WSS would allow early game attack - they still need to be a slow start -, in port of Oldtown they can't be here at start except creating weird rules (PT at start, neutral ship that does not really help here...).
3e- Oh wait, ships ?...
Now with that setup, 4 houses start with 2 ships (GJ/Bar/Lan/Tyr), 1 KN, 2 FM) while only Martell and Stark have one ship.
And both of them have nightmares where you tell them "turn 2 CoK".
You see me coming: let's try adding a ship in Port of Sunspear and Port of Winterfell.
Does adding a ship in port of WF change radically things ? That allows Stark to CP there, or to move and CP from WH, usually a risky move if Bara is aggressive if you have an only M+1 in Shivering. It helps defend against GJ only, but also condemns Stark to have a ship on his West Coast. And a Stark always wants at least 4 ships in the East Coast... So not a huge boost overall. You could even imagine putting CP* in White Harbour to change starting strategies.
Does adding a ship in port of Sunspear change radically things ? Same as Stark, allows better CP generation, does not allow a game one attack as ESS is empty. You can still atttack Tyrell turn 2 if neither CoK or muster happens, or also a too confident Baratheon - turn 2 WoL could become deadly for the Stag (was already a danger), who tended to love that event before to possibly go Narrow Sea.
And I tend to like the idea of all 6 houses starting with the exact same amount of troops.
3e- TL;DR - Summary of changes :
Map: Remove Widow's Watch.
Initial troops: One Tyrell ship in Redwyne Straights, one Martell ship in port of Sunspear, one Stark ship in port of Winterfell
Cards: Kevan Lannister works in Defense as well, Balon Greyjoy becomes STR1 while Asha Greyjoy becomes STR2.
4- Risks:
Risks I already identify:
- Baratheon:
Bara is the most balanced house as of now and especially Martell gets a small boost - that should be watched carefully for not ruining them. Also may be harder to negociate MotM with Stark.
I already have a change ready in my pocket if the Stag becomes too weak : Melisandre gets Patchface's ability (so fluff to see her removing enemy cards with her shadow!), while Patchface gets a Tower OR Two Towers instead of the useless sword which is on the Red Priestess (fluff: as he has visions, he protects his troops). Far better for the ability to discard a card while less likely losing fight, second tower to save troops (and on a 0 card, tower(s) is far better than sword and can make it an fair / excellent baiting card). Even hesitate to put that rule right now in play as well as the other changes as Bara will only lose from the suggested changes.
Others:
- We will have to study this variant use, especially on tournaments like Loiaf or World Cup / Championship.
- May have missed some über strategies, if anyone sees it.
- JM Grip may never have time to implement these, but I tried to make things as easy to implement as possible. Widow's Watch removal will probably be a bit tricky as it is map change, cards should not be too hard to manually edit considering the small changes in them.
5- But I am not alone:
The very goal of this post is to receive feedback on these ideas, and if many experienced players think it makes sense, well, let's go to ask this to JM !

Thanks for your attention.