RISK OF THRONES: FIRE AND ICE
After all, a few seasons back a wise man said "there's more to the world than just Westeros".
SCENARIO: Classic Cities
Each city plus any surrounding land or naval territories makes up a continent. Factory bonus on the city equal to the number of territories that border the city. Ruins are still worth nothing.Additional non-factory bonus for control of region/continent PLUS its castle, if there is one. Equal to the number of territories in the continent.
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. If you lose the power site, you lose your powers.
IMPORTANT NOTE: The power sites count as capitals, so taking one of these routes exposes one to SUDDEN DEATH. Just ask Stannis. Each level carries a penalty to "in-hand" units each turn - you can't have blood magic without making a sacrifice, after all.
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
Dragons: Access from Valyria (dragon symbol) - Level I (Airborne Scouts): view any territory near Valyria and Slaver's Bay
- Level II (Dragon Knights): attack any city, castle, or ruins; with their normal defensive advantage reduced by 1.
- Level III (Mother of Dragons): + 3 factory on Dragon Knights, attack any castle, city, or ruin with +1 bonus, max units 7.
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, ruin or castle with +1, max units 10.
Continent
Regions: You need to control an entire region (thick borders) AND its castle to get a continent bonus, which accrues to the castle factory-style. You do not need to control all cities. Bonus is equal to the number of countryside territories present.Islands: For those island regions that don't have a castle territory, you must control each territory AND all cities to get the bonus, which is awarded "in-hand".Cities and castles: Control the city or castle and all surrounding territories for a bonus equal to the number of surrounding territories, awarded factory-style to the city in question.
Power Sites
Marked with a triangular territory and a specific symbol. COUNT AS CAPITALS (IE, expose players to sudden death). Provide access to various power tracks.
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.
Cities
Hold a maximum of 25 units.Are factories for continent consisting of the city and its bordering naval and land territories, value equal to the number of territories bordered.
Castles
Marked with star-like walls. Defend at +2.Count as cities for city bonuses.Hold a maximum of 30 units.
Ruins
Marked with porous walls. Defend at +1. Don't count for city bonuses.Hold a maximum of 20 units.