House Rules: Balancing Castles, Strongholds, and Balon Greyjoy
These rule adjustments aim to improve balance and strategy in A Game of Thrones: The Board Game (2nd Edition) while preserving the original game's core dynamics.
1. Castles & Strongholds Defense
Old:
Starting strongholds: 2 defense
All other castles/strongholds: 0 defense
New:
All strongholds: 4 defense
All castles: 2 defense
Reason:
Improves defense of key locations. Reduces snowballing and quick takeovers of empty strongholds.
Lannister now starts with a stronghold at 4 defense (Lannisport) and can easier hold Riverrun, providing better early-game resilience vs. Greyjoy, who often strikes quickly in round one.
Also changes alliance dynamics: betrayals require more planning, as castles are no longer easy to overrun without preparation.
2. Balon Greyjoy (House Card)
Old: Reduces opponent’s House card strength to 0.
New: Reduces opponent’s House card strength to 1 (regardless of printed value).
Reason:
Makes Balon less oppressive. Opponent cards remain weaker, but not entirely nullified. Adds mind games and strategic uncertainty.
These rule adjustments aim to improve balance and strategy in A Game of Thrones: The Board Game (2nd Edition) while preserving the original game's core dynamics.
1. Castles & Strongholds Defense
Old:
Starting strongholds: 2 defense
All other castles/strongholds: 0 defense
New:
All strongholds: 4 defense
All castles: 2 defense
Reason:
Improves defense of key locations. Reduces snowballing and quick takeovers of empty strongholds.
Lannister now starts with a stronghold at 4 defense (Lannisport) and can easier hold Riverrun, providing better early-game resilience vs. Greyjoy, who often strikes quickly in round one.
Also changes alliance dynamics: betrayals require more planning, as castles are no longer easy to overrun without preparation.
2. Balon Greyjoy (House Card)
Old: Reduces opponent’s House card strength to 0.
New: Reduces opponent’s House card strength to 1 (regardless of printed value).
Reason:
Makes Balon less oppressive. Opponent cards remain weaker, but not entirely nullified. Adds mind games and strategic uncertainty.

