213 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: psilofyr
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 2nd Oct 2015
  • Release Date: n/a
  • Games Played: 7
  • #1:
  • #2:
  • #3:

Design Information
Territories 272
Continents 218
Advanced Features Fortify Only Borders
View Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Attack Only Borders
Factories
Capitals
 
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 4,6,8,10,12,14,4
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Lion
Wolf
Dragon
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Lannister Default Default
2 Yitish Default Default
3 Arryn Default Default
4 Night's Watch Default Default
5 Targaryen Default Default
6 Baratheon Default Default
7 Stark Default Default
8 Dothraki Default Default
9 Tyrell Default Default
10 Masters Default Default
11 Martell Default Default
12 Braavosi Default Default
13 Red Priesthood Default Default
14 Jhogos Nai Default Default
15 Tully Default Default
16 Shrykes Default Default
17 Mantari 0 Default
18 Qartheen 0 Default

Board Description

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.
  • 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 TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values4,6,8,10,12,14,16,18,20,22,4
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn5
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    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
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOff
    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