The game peripheral:
For the money we were surprised by the large scale, the details and the quality of playing cards, the chips and the game board. Very good is also that in every house directly, the starting positions are, but just in case that 6 players participate in fewer you have to look into the rulebook. But what has to be said the same thing I do not understand to this day why, although the instructions and texts on playing cards completely in German, but the lands and some names are partially in English. (Among other things, why a star deduction)
(Example: on the board there is "The Opening" and "King's Landing" or Greyjoy, instead Grey Freud)
The Rules:
In short, very extensive, should advance, if not read much of the group, all participants at least once. We had to realize again and again that we had things misunderstood or applied.
Good is also that less players the card is limited and so can not be left out of the way.
Bad I find, however, that goes with 3 players lost one facet of the game: It's every man for himself rather then, although you negotiate so, should intrigue etc.
Duration:
2h 4h is not spacious enough for beginners, but also depends on the number of players. With 6-coordinated people can take longer loose, depending on whether after each round is a need for discussion.
The strengths of the game:
1. The Westeros seldom same game behaviors arise +++
2. epic battles (many different factors, including through the tide of battle maps,
which can influence the battle in addition to the rules EXTREME) +++
3. Many different elements of games combined (El Grande, diplomacy, risk) +++
The weaknesses of the game (perhaps at a high level):
1. German / English mishmash (although it is the 2.Edition) -
2. Some political groups are only from a certain number of players playable -
3. Always same articulations of factions (few alternatives in certain
Constellations of players) (only a disadvantage if you play very often)
4. extensive training until everyone can really play (I was not that
disturbed, for some it can become a problem)
5. The support rules (a support can be made valid in a round indefinitely, as long as the
is concerned area adjacent. (Who knows the game Diplomacy, white there one can support only
grant once in a round))
6. The rules of the transport unit on ships (It does not matter what the ship for
executes a command when translating units) (As better example again Diplomacy:
There the ship can only translate a command and not to participate actively in the fight or so)
(4th and 5.Punkt we will adjust in the future after consultation, so criticism at a high level)
7. As with all games intrigue you should play only with people who also abkönnen such games
(Otherwise might end friendships, family ties ,.)
CONCLUSION:
We had tested so far with every possible number of players and are very satisfied with the game, mainly because of the price / performance ratio, it will spend more evenings / nights so.
My advice: 1. If possible laminating immediately after unpacking all the cards
2. With so many people playing as it gets
3. Playing with tide of battle cards
Although I have listed more weaknesses as strengths, weaknesses should be seen more as subtleties with which to live or to override.
I have long wondered if I play 5 star or 4 admit, but I decided because of the incomprehensible partial translation, the logical errors in certain rules (support and unit transport) and small weaknesses for long time playing the almost-perfect game only 4 stars to give.
Despite strong buy recommendation, does not wait for the (hopefully coming) 3.Edition