Game of Thrones Risk Deluxe.

I enjoyed the Game of Thrones so much that I arranged to receive the board game for xmas. Okay, so it follows the usual Risk format which provides a reasonable ‘beer and pizza’ evening for 5 or 7 student age people if you play it straight. However the beauty of the map and the pieces led me to wonder if I could get more out of it by using it to tell a longer story as a one player game over a number of evenings, rather as one might enjoy reading or writing a novel within defined parameters.

Herewith my rough house rules: -

Setup on the Westeros board only.

Each house occupies all of its own territory, plus use the red pieces for the Iron Islanders.

Use the blue pieces for neutral territories (Vale of Arryn, Riverlands, Stormlands.)

Place the blue citadel on Kings Landing as a second Baratheon citadel.

Each territory generates 1 troop unit, as does each town and each port, citadels generate 3 units.

Each town and port and citadel generates 1 (100) gold.

Ships – I used the galleons out of ‘Civilisation’, you need about 10 ship markers. Each house starts with one, except the Iron Islanders who have 2. They begin and end turns in ports.

At each player turn, 1) adjust forces and income as above. 2) move any troops 1 space within occupied territory. Spend income if desired on fortifications, catapults, knights, reinforcements, or treachery.

Costs, fortifications, catapults, knights, ships, 3 gold each.

Treachery, to subvert an adjoining enemy unit pay 1 gold and throw a 2 or less on a D6, pay 2 gold and throw a 4 or less, or pay 3 gold and throw a 5 or less to change that unit to one of the active players own house. This only works at all if all units on a territory plus knights become subverted, otherwise it all fails, and the gold wasted.

Attack any neighbouring territories from ones you initially own. Ships carrying troops may attack up to 4 ports away, and may sail around the bottom of the map but not the top.

The usual rules of combat apply but with the following modifications, you can employ multiple knights and catapults, so towards the end of the game the 8 sided dice get used more. (you may need an extra 8 sided attack dice)

Citadels offer +2 to defenders on dice but only if the defenders elect to retreat to the citadel for a siege. Attackers can elect not to assault but to lay siege, in which  case they own the territory, towns, and ports associated. If after 3 turns the siege remains in place, the defenders become eliminated.

Naval warfare. If a defender elects to defend an attacked port with ships then each ship can have a fighting crew of up to 3 troops plus up to 3 knights and one catapult if available, it may also carry another 3 troops as transports but not combatants. If a ship losses all three combat troops it becomes sunk, along with transports.

Ships can land troops on any territory to which a white line points even if it doesn’t count as a port, but then the ships must retire to their nearest friendly port.

Undefended ships in ports become automatically captured if attacked by crewed ships.

The single player should play each house in turn, considering the strategic options as they arise. Obviously alliances will become a critical consideration and part of the developing narrative. One simple rule can suffice here; any house breaking the terms of an alliance has to forgo all of its income in its next turn.

Objective- dominate Westeros, or at least form a stable alliance between the surviving houses.

Extra feature, when the last of the blue neutral pieces become eliminated the Undead as blue, begin to invade the The Gift. Roll a D8 to see how many appear each turn. They attempt to move south 1 territory per turn rolling D8s. Destroyed opposing pieces become replaced with undead pieces if they capture territory.