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Board DescriptionA 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
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionA 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
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionA 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
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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