208 Open Daily games
3 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: RiskyBack
  • Rating:
  • Rating Score: 7.27 out of 10 [22 ratings]
  • Difficulty: Advanced
  • Created Date: 13th Mar 2012
  • Release Date: 31st Mar 2012
  • Games Played: 364

Design Information
Territories 36
Continents 50
Advanced Features Border Modifiers
Board Settings
Gameplay Turn Based
Available Players
3 4 5
Card Sets Worth 3,4,5,3,4,5,3
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Enabled
Open Games 0
House Lannister
House Martell
House Stark
Seat Color Starting Cards Starting Bonus Win Condition
1 Burned Men 5 Default
2 Wildings 5 Default
3 Stone Crows 5 Default
4 Dothroki 5 Default
5 Sons of the Mist 5 Default
6 White Walkers 5 Default
7 Milk Snakes 5 Default
8 Black Ears 5 Default
9 Painted Dogs 5 Default
10 Moon Brothers 5 Default

Board Description

Winter is Coming

The Tribes of Westeros are making their move and the 7 Kingdoms have given up so now the Tribes are fighting it out for total control.

This map is based on the Hordes! bonus style (+1 for controlling all connecting territories) but with a twist, the bonus only spawns in the adjacent (or nearest) Castle or Keep. There are NO per territory bonus and NO minimum bonus except for the 1st turn where everyone gets 5 units to place. These units, as well as any units from Cards, can be placed anywhere. There are 5 wild cards available and you can hold up to 6 cards so there is a chance of double cashing. Players will have to use the Return to Attack from Fortify to get their units to the front lines. Some Hordes! give more than 1 bonus because they are attached to more than 1 Castle/Keep, but you must control the Castle/Keep for the bonus to spawn. Keeps only spawn units and have nothing else special about them. Castles are also Capitals (lose them, lost the game) and they start neutral with no units in them and they defend at +1.

There is a maximum of 25 units in each territory and you are allowed 25 units in reserve if you don't want to place your units from cards or elimination right away. There is a 5 unit elimination bonus and a 33% capture for capturing an opposing player's final Castle.

Move your units to the front

Protect your Hordes!

Guard your Castle

And be Smart because...

When You Play

The Game of Hordes!

You Win or You Die

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff


Card CaptureOn
Maximum number of cards allowed6
Card values3,4,5,3,4,5,3,4,5,3,3
Must capture non-empty territory to earn cardOn
Card deckA:17 B:17 C:17 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories ownedDisabled
Minimum bonus units per turn0
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve units25
Maximum units per territory25
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 %33
Destroy unallocated CapitalsOn
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone