178 Open Daily games
3 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: psilofyr
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 26th Aug 2015
  • Release Date: n/a
  • Games Played: 7
  • #1:
  • #2:
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Design Information
Territories 268
Continents 236
Advanced Features Attack Only Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Artillery Borders
View 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 3,5,7,9,11,13,3
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
Lion
Wolf
Dragon
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Lannister Default Default
2 Yitish Default Default
3 Arryn Default Default
4 Night's Watch Default Default
5 Targaryen Default Default
6 Baratheon Default Default
7 Stark Default Default
8 Dothraki Default Default
9 Tyrell Default Default
10 Masters Default Default
11 Martell Default Default
12 Braavosi Default Default
13 Red Priesthood Default Default
14 Jhogos Nai Default Default
15 Tully Default Default
16 Shrykes Default Default
17 Mantari 0 Default
18 Qartheen 0 Default

Board Description

RISK OF THRONES: FIRE AND ICE

After all, last season a wise man said "there's more to the world than just Westeros".

This map follows the same principles as the earlier Risk of Thrones maps, with a few new additions. What's the point of risk in Westeros if you can't have dragons and white walkers, after all? So, drawing on the mythology of the show and novels, this version introduces a magical "tech tree" with four categories, each with three levels with different advantages. Each power track is accessed from a triangular territory of magical significance, marked with the particular symbol for that power.

SCENARIO: The Merchants of Westeros

  • Cities are allocated to players while the countryside territories start neutral. Terrain territories start with 3 neutral units and open countryside territories start with 0. Starting units allocated to cities will be between 2 and 6, depending on the number of players.
  • "Trade" bonuses for connected cities via roads and oceans. Maritime (ocean) trade continents are formed by controlling an naval (ocean) territory and all CITIES that border it (not including ruins). A land trade continent is formed by controlling any pair of cities directly connected by a road (passing through ruins as if they were not present). Maritime trade continent bonuses equal the NUMBER OF CITIES controlled per naval territory. Land trade bonuses are worth 1 unit per pair of cities.
  • Bonus for control of region/continent PLUS its castle, if there is one: equal to the number of territories in the continent. This bonus is factory-style to the castle territory if there is one. If there is no castle (the various island territories, southern landmasses, and the Bone Mountains), then one must control the territories plus all the cities and ruins, and the bonus is awarded "in-hand".
  • Magical "Tech Trees"

  • Power Sites: Marked with a triangular territory and a specific symbol. Provide access to various power tracks. Hold a maximum of 15 units. DO NOT COUNT AS CAPITALS IN THIS SCENARIO, but DO carry a unit penalty representing the sacrifices required to harness magical powers.
  • The Others (or White Walkers): Access from Heart of Winter (snowflake symbol)
  • - Level I (Wights): +3 factory on Heart of Winter

    - Level II (Winter is Coming): autocapture all territories north of the Wall, artillery attack anywhere in the North (from the Wall to the Neck), additional +2 on Heart of Winter

    - Level III (The Long Night): fortify to any ruins, +1 factory on ruins

  • The Children of the Forest: Access from Isle of Faces (tree symbol)
  • - Level I (Weirwood Faces): view all forests

    - Level II (The Greenseers): fortify to any forest, +1 factory on forests, view other power sites

    - Level III (The Skinchangers): attack any forest, fortify back from forests

    Dragons: Access from Valyria (dragon symbol)

    - Level I (Airborne Scouts): view any territory near Valyria and Slaver's Bay

    - Level II (Dragon Knights): artillery attack any city, castle, or ruins

    - Level III (Mother of Dragons): + 3 factory on Dragon Knights, standard attack on any castle with +1 bonus, max units 10.

  • The Priests of Red Rhllor: Acess from Stygai, City of the Dead (flaming heart symbol)
  • - Level I (Vision in the Flames): view all cities and castles, view other power sites

    - Level II (Resurrection): +1 factory on cities and castles

    - Level III (Shadowspawn): artillery attack on any city or castle with +1, max units 10

    Continents

  • Regions with Castle. Control all the territories in a dark-bordered region PLUS it's castle for a factory bonus to the castle equal to the number of territories in the region.
  • Regions without Castle. Islands, southern landmasses and the Bone Mountains. Control all territories plus all cities and ruins for an "in-hand" bonus equal to the number of territories.
  • Trade. This is a new concept for this map: earn a bonus of 1 for every pair of cities you control that are connected directly by a road. Ruins DO NOT COUNT towards this bonus - treat them like they don't exist.
  • Maritime Trade. A bonus is awarded for control of a naval territory PLUS all of the adjacent cities. This bonus is equal to the number of cities bordering that naval unit. As above, RUINS DO NOT COUNT.
  • Naval Territory

  • Can only be attacked from a port. This can be a ruin, castle, or city.
  • Can attack any bordering territory, port or countryside. Defensive modifiers for castles, ruins, or terrain apply normally.
  • Archipelagos or island chains: Naval territories made up mostly of islands defend at +1, as if they were terrain territories. EG, The Stepstones or The Thousand Isles.
  • Hold a maximum of 30 units.
  • Terrain

  • Mountains, forests and swamps. Defend at +1.
  • Hold a maximum of 20 units.
  • River Borders

  • Attack across a blue river border at -3.
  • Roads

  • Marked with red dotted lines. Allow fortification between cities and ruins, and/or any countryside territory along the way. Connect cities for "trade" bonus.
  • Cities

  • Count for trade continent bonuses.
  • Hold a maximum of 25 units.
  • Castles

  • Marked with star-like walls. Defend at +2. Count for trade continent bonuses.
  • Count as cities for trade bonuses.
  • Hold a maximum of 30 units.
  • Ruins

  • Marked with porous, dashed walls. Defend at +1. Don't count for trade continent bonus.
  • Hold a maximum of 20 units.
  • 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 PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values3,5,7,9,11,13,15,17,19,21,3
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn5
    Elimination bonus10
    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
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Player92
    Decrease unit count per player9
    Initial unit count minimum28
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone