192 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 1.0
  • Designer: psilofyr
  • Rating:
  • Rating Score: 6.67 out of 10 [33 ratings]
  • Difficulty: Intermediate
  • Created Date: 14th Oct 2013
  • Release Date: 21st Mar 2014
  • Games Played: 0

Design Information
Territories 178
Continents 142
Advanced Features View Only Borders
One-way 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 Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 5 [View]
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


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