
Preparing to play
Place the Westeros card decks (Deck IV is an addition) along
the artwork strip on the board, leaving every other space for a
discard pile.
As Decks I-III are not drawn from until the second turn, Deck
IV cards are not drawn from until the fifth turn. Turn five on
the turn track has a “IV” printed over it to remind you to begin
drawing from this new deck. These events are generally more
impactful than the normal Westeros cards, but each event will
only come up once per game. A detailed explanation of each
event can be found on p.4 of these rules.
Place the turn marker and Wildlings Attack marker as normal.
Note that the Wildlings Attack track now moves by increments
of three rather than two, and the turn chart goes to 14 turns
rather than ten. The game now ends at the conclusion of turn
14, unless a player gains the requisite seven castles to win.
The neutral house markers are not used in A FEAST FOR
CROWS.
Players should now each draw one of the new 9-player setup
house start cards. Each house has a corresponding player mat
for players to place their units and power on during the course
of the game. Each player recieves the normal five power
tokens to start from his 24 available. The Targaryen player
then dances a jig since he will be recieving dragons during the
course of the game. (Optional rule: If the player is unwilling
to perform this jig, cards should be redrawn until someone
willing recieves House Targaryen)
Each player sets up according to his house start card. The only
oddity here is the special fortification in Moat Cailin which is
noted on the Stark start card. At the beginning of the game, an
unoccupied fortification piece is placed on Moat Cailin. This
is the only time in the game a fortification is allowed to be
unoccupied. The first player to enter Moat Cailin in the course
of play recieves the benefits of this fortification immediately,
just as if he had built it himself. House Stark moves before any
other houses adjacent to this space (as per its position on the
Iron Throne track) and should therefore be able to claim this
area first. When the first owner leaves Moat Cailin, the
fortification is removed as per the normal rule.
The Home Regions
On the board are delineated home regions for each of the nine
houses. They are the colored borders surrounding various areas,
including that house's starting shield. During the course of play,
that house will recieve a +1 bonus in all combat that takes place
in an are within this region. There is no bonus to support coming
from one of these regions, so it is never possible to gain this +1
advantage more than once per battle. The bonus only applies if
the actual battle is located within the home region - in other
words, the defender's army must be the one located in the bonus
area. Because of this, the home region bonus never applies to
ships, as fleets cannot be attacked in port, and no sea areas are
part of any house's home region. Additionally, these bonuses are
not transferrable. You cannot offer another player the use of
your regional bonus, and if two players are fighting in a third
player's home region, there would be no effect. (Home regions
example: The Stark player marches into Moat Cailin with a
footman on his first move of the game, as he should. His
defensive strength if attacked in that space is 3: 1 footman
strength +1 fortification bonus + 1 home region bonus. On the
next turn, he cold place a defense +2 order, and the individual
footman would then defend at a strength of 5!)