128 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: psilofyr
  • Rating:
  • Rating Score: 6.33 out of 10 [18 ratings]
  • Difficulty: Intermediate
  • Created Date: 12th Sep 2013
  • Release Date: 21st Mar 2014
  • Games Played: 1318

Design Information
Territories 180
Continents 77
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Fortify Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,7,10,13,16,19,4
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Wolf
Lion
Dragon
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 House Stark 0 Default
2 House Lannister 0 Default
3 House Targaryen 0 Default
4 House Arryn 0 Default
5 House Baratheon 0 Default
6 House Greyjoy 0 Default
7 House Tyrell 0 Default
8 House Tully 0 Default
9 House Martell 0 Default
10 The Magisters 0 Default
11 The Wildlings 0 Default
12 The Night's Watch 0 Default
13 The Ibbenese 0 Default
14 The Volantine 0 Default
15 The Lhazarene 0 Default
16 The Norvosi 0 Default

Board Description

A colossal crusade for control of the lands between the ice and the shadow. Winter is coming and the lands of Westeros and Essos must stand united against the white walkers, or the realms of man will surely perish. In this scenario, all borders and continents are identical to the default scenario. However, each player starts with only the capital city of the color they've chosen. Which House will prevail?

Cities and naval territories can hold a maximum of 20 units, while capitals may hold 25. Holding all cities in a continent (including border cities and excluding capitals confers a bonus equal to the number of cities held less 1.

Naval territories may only be attacked from a port city (any city bordering a naval territory), or at a significant penalty from island territories. Allocation of units is disabled for naval territories.

Fortification is permitted between cities connected by roads (red dashed lines).

Capitals house massive defensive fortifications and an active spy network, and thus defend at +2 and are able to view the capitals of neighboring continents. To gain the bonus for a continent, you must capture all of its territories AND the capital. Control of non-capital cities is not required.

Attacking into rough terrain (mountains, forests, or swamp) carries a -1 penalty, unless attacking from a city (the secret ways are known to the locals) or from the same terrain type.

Rivers form impassable boundaries, except where bridged by a road. So too does the Wall. In this scenario the Wall is treated as a continent, home to the Night's Watch, and includes two new territories formerly part of the Northlands.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,7,10,13,16,19,22,25,4,7,4
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn1
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units15
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionSeats
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Player0
Decrease unit count per player5
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countHigh
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsSeats

Design Information
Territories 180
Continents 142
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Fortify Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,7,10,13,16,19,4
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Wolf
Lion
Dragon
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 House Stark 10 Default
2 House Lannister 4 Default
3 House Targaryen 5 Default
4 House Arryn 3 Default
5 House Baratheon 3 Default
6 House Tyrell 7 Default
7 House Martell 8 Default
8 House Tully 4 Default
9 The Norvosi 3 Default
10 The Magisters 6 Default
11 The Night's Watch 2 Default
12 The Wildlings 5 Default
13 House Greyjoy 2 Default
14 The Lhazarene 2 Default
15 The Ibbenese 1 Default
16 The Volantene 1 Default

Board Description

This scenario follows "winds of winter" rules for continents and territory bonuses, with capital allocation and colors from "home is where the house is".

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed10
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,7,10,13,16,19,22,25,4,7,4
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus12
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionSeats
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player5
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countHigh
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsSeats

Design Information
Territories 178
Continents 142
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Fortify Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,7,10,13,16,19,4
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Wolf
Lion
Dragon
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 House Lannister Default Default
2 House Mormont Default Default
3 House Arryn Default Default
4 The Night's Watch Default Default
5 House Clegane Default Default
6 House Baratheon Default Default
7 House Stark Default Default
8 The Unsullied Default Default
9 House Tyrell Default Default
10 The Magisters Default Default
11 House Martell Default Default
12 House Tully Default Default
13 House Targaryen Default Default
14 The Brave Companions Default Default
15 House Greyjoy Default Default
16 The Wildlings Default Default

Board Description

A colossal crusade for control of the lands between the ice and the shadow. Winter is coming and the lands of Westeros and Essos must stand united against the white walkers, or the realms of man will surely perish. In the Winds of Winter Scenario, winter has COME. The seas are wracked by storms, the wildlands are starving, and survival can only come when local, grassroots communities hold together against the cold and the dark.

Cities and naval territories can hold a maximum of 20 units, while castles may hold 25. A city bonus equal to the number of bordering territories is awarded if the city and its bordering territories are held. Cities with no bordering land territories are worth +1 on their own. The cities making up the Wall in the north form a special continent worth +2 in addition to their territory-based continents.

Naval territories may only be attacked from a port city (any city bordering a naval territory), or at a significant penalty from island territories. Allocation of units is disabled for naval territories. The harsh winter storms will wreak their havoc on any fleets attempting to hold naval territories, with a -1 penalty each turn to sheltered bays and inlets, and a -2 penalty for open ocean territories. Port cities form an additional continent with their bordering naval territories, granting a bonus to the port city equal to the number of naval territories bordered, which can help mitigate naval losses.

Fortification is permitted between cities and castles connected by roads (red dashed lines).

Castles house massive defensive fortifications and an active spy network, and thus defend at +1 and are able to view the castles of neighboring continents. To gain the bonus for a continent, you must capture all of its territories AND its castle.

Attacking into rough terrain (mountains, forests, or swamp) carries a -1 penalty, unless attacking from a city (the secret ways are known to the locals) or from the same terrain type. These harsh territories can support no more than 15 units.

Rivers form impassable boundaries, except where bridged by a road.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed10
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,7,10,13,16,19,22,25,4,7,4
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus12
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 178
Continents 140
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Fortify Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,7,10,13,16,19,4
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Wolf
Lion
Dragon
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 House Lannister Default Default
2 House Mormont Default Default
3 House Arryn Default Default
4 The Night's Watch Default Default
5 House Clegane Default Default
6 House Baratheon Default Default
7 House Stark Default Default
8 The Unsullied Default Default
9 House Tyrell Default Default
10 The Magisters Default Default
11 House Martell Default Default
12 House Tully Default Default
13 House Targaryen Default Default
14 The Brave Companions Default Default
15 House Greyjoy Default Default
16 The Wildlings Default Default

Board Description

A colossal crusade for control of the lands between the ice and the shadow. Winter is coming and the lands of Westeros and Essos must stand united against the white walkers, or the realms of man will surely perish. In the Winds of Winter Scenario, winter has COME. The seas are wracked by storms, the wildlands are starving, and survival can only come when local, grassroots communities hold together against the cold and the dark.

Cities and naval territories can hold a maximum of 20 units, while castles may hold 25. A city bonus equal to the number of bordering territories is awarded if the city and its bordering territories are held. Cities with no bordering land territories are worth +1 on their own. The cities making up the Wall in the north form a special continent worth +2 in addition to their territory-based continents.

Naval territories may only be attacked from a port city (any city bordering a naval territory), or at a significant penalty from island territories. Allocation of units is disabled for naval territories. The harsh winter storms will wreak their havoc on any fleets attempting to hold naval territories, with a -1 penalty each turn to sheltered bays and inlets, and a -2 penalty for open ocean territories. Port cities form an additional continent with their bordering naval territories, granting a bonus to the port city equal to the number of naval territories bordered, which can help mitigate naval losses.

Fortification is permitted between cities and castles connected by roads (red dashed lines).

Castles house massive defensive fortifications and an active spy network, and thus defend at +1 and are able to view the castles of neighboring continents. To gain the bonus for a continent, you must capture all of its territories AND its castle.

Attacking into rough terrain (mountains, forests, or swamp) carries a -1 penalty, unless attacking from a city (the secret ways are known to the locals) or from the same terrain type. These harsh territories can support no more than 15 units.

Rivers form impassable boundaries, except where bridged by a road.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed10
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,7,10,13,16,19,22,25,4,7,4
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus12
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone