Background
“Where the Eyrie’s eagles soar, no enemy may tread unchallenged.”
As the War of the Five Kings rages across Westeros, the Vale’s ancient passes have never been more vulnerable. Rumors spread that a hostile host—bolstered by mercenaries and outlanders—seeks to exploit the chaos and carve a path through the Boneway into the heart of the Vale. Lord Robin Arryn, though young, commands the loyalty of seasoned knights and stalwart bannermen sworn to protect the Eyrie’s lofty realm. From the redoubts atop the high crags to the narrow ridges overlooking the Gift, Arryn’s forces marshal to hold every choke point and forbid their domain’s descent into enemy hands.
For five brutal rounds, the knights of the Vale steel themselves against relentless assaults. Each commander—be it a gallant knight of House Royce or a grim veteran from House Grafton—carries the weight of their banners into mortal combat. Order tokens flutter as cavalry charges thunder across windswept ridges, while archers on craggy outcrops rain down arrows upon any footman daring to advance. At the heart of the Vale’s defense stands the Great Gate of Gulltown Road, where the tide of battle will bend upon the skill of Arryn’s leaders and the endurance of their stalwart ranks.
Victory hinges on the complete undoing of the invaders. For every enemy unit driven from the field—be it a ragtag company of sellswords or a hardened cavalry troop—pride swells in the ranks of the Vale. Yet should a commander fall, banners droop and hearts waver; slaying an enemy knight or lord not only breaks their will but yields a prized boon of three points toward the Vale’s triumph. As the sun sets on the fifth turn, if the Arryn host stands unwavering and the enemy host lies shattered, the Vale remains secure. But should its defenders falter, the road to the Eyrie’s gates lies open, and with it, the promise of conquest for those who dared to threaten the mountain throne.
https://boardgamegeek.com/blog/5281/blogpost/50218/arryn-battleplans

5
4
5
4
Arryn

Lannister
Victory
details
- 5 rounds
- 4 Commander tokens
- 5 Order tokens
- 4 Leadership cards
- "11" moral segment for both armies
Objective : Destroy the ennemy army
- 1VP per ennemy unit destroyed
- 3Vp per ennemy Commander unit destroyed