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.