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.