Sieging

Sieging is an action roll that players may use to capture an enemy or neutral stronghold. It utilizes your full turn, like any other attack. The success of the siege is based on the value of the roll and the difficulty of the Stronghold. Most strongholds require a roll of 8, 9 or 0 to succeed. Strongholds of higher difficulty are common, and can very depending on the map. Equally important, you must touch or Surround the stronghold in order for the siege to be legal. Sieging is possible through allied lands, or if permission is given, depending on the map (see:Advanced Rules 5.1).

Special Strongholds
Many strongholds are commonly considered more difficult to take. King's Landing and Braavos traditionally require a 9 or 0 to capture, as well as Riverrun, Dragonstone, Storm's End, and The Twins. Many maps also make Harrenhal a 9 or 0. It is also common to see maps that include Moat Cailin to have it act as a bottleneck to the North, and require a 0 to siege from the South, but only a 6 from the North. Almost all maps have the Eyrie require a 0 to capture, and many maps that include Volantis have it as a 0.

For maps with the Nights Watch, the besieging rules are the same as Moat Caitlin for the forts along the wall (9-0 from the north of the wall and 6+ from the south.).

Main Article: Seasons
Autumn is a commonly used mechanic that has all Stronghold difficulties reduced by 1 for the entirety of the second thread. All strongholds are subject to this, at OPs discretion.

Main Article: Dragons
Many maps that include House Targaryen grant them the ability to use their "Dragons" to instantly capture a stronghold they border. This can occur as much as three times a thread (more commonly once), but it usually refreshes every thread. Some maps or OP events allow several houses to have Dragons.

Redirecting and Defending
In more complicated Sieges, where several players are attempting to siege a single stronghold and several defending it, it is important for the OP to recognize the timeline of events in order to fairly assess what has happened. The House defending the stronghold may push out from said stronghold at any time, and if a Siege roll is mistakenly declared by an enemy house, that roll is used to re-surround the stronghold and the OP must ask the player where spills are to be sent if that was not indicated. It is important that spills are implemented along the proper timeline. If a house rolls high enough, they may push out of several strongholds at once.