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MackaSvemirska
Asha Blacktyde 7 hours ago

No.

maygalar 8 hours ago

can a game last until 10 castles instead of usual 7 castles win condition?

ItamarShec 10 hours ago

2/3

ItamarShec 10 hours ago

2q3

ItamarShec 10 hours ago

1/3

ItamarShec 10 hours ago

3p classic game

Rockilles 10 hours ago

2/3

fedda 11 hours ago

game is up

fedda 13 hours ago

3p game is upp

snufkin_1301 29 hours ago

+1 3pl live

snufkin_1301 29 hours ago

+1 3pl live

BDLT56 29 hours ago

finger111 lobby is full waiting on you

omriex7 29 hours ago

1 more for 6p live everyone!

omriex7 29 hours ago

6p live 5/6

Soda-can 30 hours ago

Still 2 more then Sateny plus soft ?

omriex7 30 hours ago

6p live 4/6

finger111 30 hours ago

3/6p live game

sydneygas 35 hours ago

still here folks

sydneygas 36 hours ago

3p live is up

Fox101 52 hours ago

anyone LIve game ?

Don't try me, I'm just a box.



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bloodandbloom
Warden Of The North

Posts: 49
Games: 319
Rank Points: 1,895
Member since: 2019-May-28

Topic: Arryn opening move
Posted: 2021-Oct-10 13:06
(Are we allowed to discuss the new blue house? Please take this down and reprimand me if so)

There is NO OTHER opening move for Ayrrn except 0 march in port, -1 march in The Eyrie, and consoliate in the Vale. It’s not just the best move- it’s the only realistic move all things considered.

Am I missing sonething perhaps? Wish to hear your views all
Strongest_Gallic
King's Councillor

Posts: 590
Games: 405
Rank Points: 3,209
Member since: 2015-Jun-01

Topic: Arryn opening move
Posted: 2021-Oct-10 17:11
You could also consolidate in Eyrie, or both in Eyrie and the Vale...
In the end, looking at their house cards, their strength is money, so money is what you need. It's an extremely vulnerable starting position, so diplomacy and excellent strategy will be the key.
It's all very much in favor of the south houses, if you ask me.
Very curious to see the first Arryn and Stark wins in these 7p's, but maybe with a good alliance between the 2...


Necrarch
Knight of Ni

Posts: 2,185
Games: 141
Rank Points: 1,043
Member since: 2019-Feb-01

Topic: Arryn opening move
Posted: 2021-Oct-11 00:59
Even Bara will have a harder time. I think Grey and Martell are the big winners here, Tyrell already had shitty stats.


zwc0098
Master Blacksmith

Posts: 19
Games: 59
Rank Points: 303
Member since: 2017-Jul-23

Topic: Arryn opening move
Posted: 2021-Oct-13 15:35
You could also consolidate in Eyrie, or both in Eyrie and the Vale...
In the end, looking at their house cards, their strength is money, so money is what you need. It's an extremely vulnerable starting position, so diplomacy and excellent strategy will be the key.
It's all very much in favor of the south houses, if you ask me.
Very curious to see the first Arryn and Stark wins in these 7p's, but maybe with a good alliance between the 2...
It's very unrealistic for Stark to win without capturing the vale anyway.. 3 seas that cannot support each other(1 of which even not able to hold) with Capital easy to be attacked. I can't see how can Stark win in another way.
PMeisterGeneral
One Of The Kingsguard

Posts: 124
Games: 180
Rank Points: 959
Member since: 2019-Apr-27

Topic: Arryn opening move
Posted: 2021-Oct-18 14:43
I'd go one step further and suggest that the addition of house arryn is the single biggest nerf to stark that thronemaster.net has ever seen. Time will tell but I wouldn't be surprised if it now makes more sense for greyjoy to attack lannister immediately as there is no longer such a burning need to prevent a CLA win for Stark on 4~5 castles.


Necrarch
Knight of Ni

Posts: 2,185
Games: 141
Rank Points: 1,043
Member since: 2019-Feb-01

Topic: Arryn opening move
Posted: 2021-Oct-18 14:55
Honestly, I feel that this 7p version a more "fun" and party play oriented game, more than a competitive and balanced game, a bit like 4p or 5p (or probably even 8p MoD).

It's probably better to see this that way than to think it like 3p and 6p are, i.e. really balanced.


bloodandbloom
Warden Of The North

Posts: 49
Games: 319
Rank Points: 1,895
Member since: 2019-May-28

Topic: Arryn opening move
Posted: 2021-Oct-20 07:14
I agree with PMGeneral. The CLA 6p heavily favours Stark, such that GJ has no choice but to sail north in most cases. Addition of Arryn seems to balance this out quite a bit
RedWombat
Battle Commander

Posts: 139
Games: 144
Rank Points: 1,135
Member since: 2019-Oct-06

Topic: Arryn opening move
Posted: 2021-Dec-14 22:23
I got my first Arryn victory, by going aggressively after Stark.
Opening: Port M+0, Eyrie M-1, Vale CP.
This way Arryn can take the Narrow Sea from Stark with certainty, if Stark plays the standard opening (which Stark, until now, always does).

GJ also went north, so Stark had no chance and was eliminated.

Stark was targeted, because it was difficult to see a split of the sea areas that would satisfy both Stark and Arryn.
It will be interesting to get some perspectives on how to make a lasting peace with Stark while going after Bara.


Gordalicious
Warden of the Gordon

Posts: 44
Games: 386
Rank Points: 2,349
Member since: 2018-Sep-29

Topic: Arryn opening move
Posted: 2021-Dec-15 23:51
Here's an idea that requires strong diplomacy skills and trust. If Stark is willing to cooperate (and have some more "fun" as Necrarch puts it), it is feasible to take SBB. This opening is dependent on Bara making the mistake of marching both ships to BWB.

Opening (Arryn): Port (M+0), Eyrie (M-1), Vale (CP)
Opening (Stark): At least 2 marches (ideally 3), with Shivering Sea (M+1)

First March: As I noted before, bara must begin by marching both ships to BWB. Stark then marches one land unit. Arryn sails to sea.

Second March: If bara does take this approach, likely he will be done with marches. Stark then marches another land unit. Arryn can then march knights to CCP, and decision of Fingers/MotM.

Third March: Stark (strength of 2) attacks Arryn (S 1) at sea.

Here is where Arryn and Stark need to work out specific cards, but the cards can be of even strength so that Stark wins. To bolster Arryn, I think Robb vs Little finger would work beautifully. Arryn is allotted 6 power tokens, Stark chooses the retreat to SBB, and Bara is left stunned. This also makes the move appear as if Stark is hostile towards Arryn, and causes more confusion for Bara. On the other hand, Arryn's card strength is rapidly depleted and is one patchface away from being down to 2's and below. So it could be advantageous to simply use a 1 v 1.

Granted, this move hinges solely on Bara's mistake of moving both ships but certainly could happen. Furthermore, since you are still beginning in the only logical start for Arryn, while Stark likely begins with 2 marches, you can be flexible and adapt to game script. Stark beginning with 3 marches makes them very susceptible to GJ heading north.

Ideally the next turn will have a clash and Arryn should be able to take throne and either sword or raven..and both if lucky. This scenario may be incredibly rare, but I'm curious if this would enable a stronger alliance between Stark and Arryn. Would love to hear from y'all if it pans out! (I'm in the middle of trying it and was lucky enough to have the clash come up)
Cesiu
Stonemason

Posts: 6
Games: 15
Rank Points: 42
Member since: 2019-Aug-05

Topic: Arryn opening move
Posted: 2023-Jan-14 01:33
You can't play arryn b deck with bara a deck so either littlefinger is not in the game or patchface is not. What kind of custom rules is this?
azstrategos
Pawn

Posts: 1
Games: 1
Rank Points: 0
Member since: 2024-Mar-05

Topic: Arryn opening move
Posted: 2025-Apr-14 15:39
Hi all, yesterday we a played 7 player game on the the table with the King's Landing neutral force token removed from the start. We had two experienced players, with one of them playing Arryn and the other one Lannister. The experienced players and Stark thought the game was more unbalanced with the addition of House Arryn. Removing the King's Landing neutral force token for Baratheon definitely made it possible for them to survive and be in a more competitive position. Do you have any other balancing recommendations for the 7 player game, especially for Stark (if you think it needs it)?
Necrarch
Knight of Ni

Posts: 2,185
Games: 141
Rank Points: 1,043
Member since: 2019-Feb-01

Topic: Arryn opening move
Posted: 2025-Apr-17 11:00
My first feeling is that anything with 7p will eventually break the balance, due to the 6p ending in 3 matches of 2 players quite often - even if it is not that obvious, an uneven number of players will necessarily make things harder, especially with a board originially designed for 6 (so Bara and Stark are MUCH weakened. Lanni and Tyrell were the down houses in original 6p, so Martell and Greyjoy are probably the easiest houses to play at 7, even more tha at 6.


Asha Blacktyde
Blacksmith's Apprentice

Posts: 78
Games: 35
Rank Points: 126
Member since: 2024-Oct-25

Topic: Arryn opening move
Posted: 2025-Apr-18 02:21
My first feeling is that anything with 7p will eventually break the balance, due to the 6p ending in 3 matches of 2 players quite often - even if it is not that obvious, an uneven number of players will necessarily make things harder, especially with a board originially designed for 6 (so Bara and Stark are MUCH weakened. Lanni and Tyrell were the down houses in original 6p, so Martell and Greyjoy are probably the easiest houses to play at 7, even more tha at 6.
I disagree with this assessment. A seventh player is absolutely welcome in the sense that it actually brings the game back to its political foundations along the books. The more than usual 2 vs. 2 scenario up to the beginning of round 10 is thus broken (and with it the usual knowledge of one's own failure from round 5 at the latest). Quite the opposite! I think that the “Player Replacements” section will be subsequently relieved by this. What I don't believe, however, is that this can be achieved to any significant extent with anything other than the Arryn house cards from the MOD expansion.



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