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Risk: Game of Thrones

Risk: Game of Thrones Rulebook

Table of Contents

Table of Contents

  • Overview of Components
    • Game Boards & Army Pieces
    • Dice
    • Cards
    • Coins
    • Special Unit Tokens
    • Player Boards
  • Game Mode: Skirmish
    • Play This First!
    • Object of the Game
    • Skirmish Set-Up
    • Game Play Overview / On Your Turn
  • Skirmish Reinforce
    • 1. Count Up the Territories and Castles You Control and Divide That Number by 3, Rounding Down
    • 2. Determine if You Have Any Region Bonuses
    • 3. Trade in Sets of Three Territory Cards for Bonus Armies
    • 4. Deploy Armies
  • Skirmish Invasions and Battles
    • How to Invade an Opposing Territory:
  • Skirmish Invasions and Battles (Continued)
    • Territories with a Port
  • Skrimish Maneuver
  • Draw a Territory Card
  • Winning
  • Game Mode: Dominion
    • Object of the Game
    • Dominion Set-Up
    • Dominion Set-Up (Continued)
    • Game Play Overview / On Your Turn
  • Dominion Reinforce
    • 1. Count Up the Number of Territories and Castles You Control, and Divide That Number by 3, Rounding Down. Collect That Many Armies and That Amount in Hundreds of Gold.
    • 2. Determine if You Have Any Region Bonuses.
    • 3. Collect Gold for Ports You Control.
    • 4. Trade in Sets of Three Territory Cards for Bonus Armies, and Collect Bonus Armies for Cards of Territories You Control.
    • 5. Trade in a Card for a Special Unit.
    • 6. Deploy Armies.
  • Buying and Using Cards
    • Maester Cards
  • Dominion Buying and Using Cards (Continued)
    • Objective Cards
    • Character Cards
  • Invasions and Battles
    • Special Units
  • Dominion Maneuver
  • Objectives
  • Draw a Territory Card
  • Elimination
  • Winning
  • World at War (6 or 7 Player Game)
    • World at War Set-Up
    • Invasions Across the Narrow Sea
    • Winning

Overview of Components

Contents: 2 Game Boards, 315 Army Pieces, 7 Seats of Power, 7 Player Boards, 187 Cards, 68 Special Unit tokens, 75 Gold Dragon Coins, 20 Player Board Score Trackers, 9 Dice, and 1 Rule Book.

Game Boards & Army Pieces

RISK: Game of Thrones includes two game board maps and seven House armies.

WESTEROS (3-5 player game)

This map is divided into 48 territories grouped into nine regions. Play this map with Stark, Baratheon, Lannister, Tyrell, and Martell armies.

Each player will control the armies of one noble House. Each House is represented by two different pieces, representing either 1 or 3 armies. Use the 3-army pieces to save space by representing three of your armies.

Houses: Stark, Baratheon, Lannister, Tyrell, Martell.

Army pieces: 1 Army, 3 Armies (equals 3), Seat of Power (Dominion mode only).

ESSOS (2 player game)

This map is divided into 34 territories grouped into six regions. Play this map with Ghiscari and Targaryen armies.

Houses: Ghiscari, Targaryen.

Dice

Dice are used when attacking and defending territories to resolve battles.

6-SIDED DICE (three Attack and two Defense)

8-SIDED DICE (two Attack and two Defense) (Dominion mode only)

Cards

There are five different decks of cards, as indicated by their backs. Decks should be separated by type before playing.

TERRITORY CARDS (Two Decks; Westeros & Essos) — Each deck has a card for each territory on that map. Territory Cards are used for initial set-up in Skirmish and will be collected to gain extra reinforcement armies (or special units in Dominion) to bolster your forces.

END GAME CARD — The End Game card is randomly placed into the bottom half of the Territory Card deck to end the game in Skirmish mode.

CHARACTER CARDS — These feature four prominent members of your House. By paying an associated cost, your characters will grant special abilities for your House. (Dominion mode only)

MAESTER CARDS — These are purchased and used to grant tactical advantages to your House during deployment and battles. (Dominion mode only)

OBJECTIVE CARDS — These create goals and strategies for earning Victory Points. (Dominion mode only)

Coins

Gold Dragon coins can be collected and spent in Dominion mode to activate Character powers, buy and use Maester Cards, and plot new Objectives. There are two denominations (100 and 500) of coins. Any coins not spent during a turn may be saved and used in a future turn (Reinforce p. 12, Buying and Using Cards p. 12-13). (Dominion mode only)

Special Unit Tokens

There are three types of special unit pieces for use in Dominion mode, which can be gained by redeeming Territory or Maester Cards. These pieces will be deployed with your armies to give you tactical advantages in battle. (Dominion mode only)

Player Boards

Each House has a player board to help you keep track of your Characters and treasury of Gold Dragons as well as Victory Points, Territories, Castles and Ports you control. Keep track of these with army pieces, and use the +10/+20 tokens as needed to track totals. (Dominion mode only)

Game Mode: Skirmish

Play This First!

Skirmish mode is designed as an introductory version of RISK: Game of Thrones game play. It is easier to learn, plays more quickly, and is recommended for getting comfortable with the basic rules and mechanics of RISK. Once you have perfected your strategies, feel free to move on to more advanced game play with Dominion. (p. 10)

Object of the Game

The player with the most points when a special End Game card is revealed from the Territory Deck wins the game. Players are awarded points for controlling territories, Castles, and Ports. You do not have to control all the territories to win.

Skirmish Set-Up

#Action2 Player Game3-5 Player Game
1Gather game components for Skirmish mode.Essos Map, Essos Territory Deck, Army Pieces — Ghiscari, Targaryen, and Neutral Armies.Westeros Map, Westeros Territory Deck, Army Pieces — Stark, Baratheon, Lannister, Tyrell (4 player), Martell (5 player).
2Set aside all other components.Unused cards and pieces are not needed in Skirmish mode.Unused cards and pieces are not needed in Skirmish mode.
3Roll a die to see who goes first, starting with high roller for turn order.
4In turn order, players choose a House and collect their set of army pieces.
5Territory CardsShuffle and deal 12 Essos Territory Cards to each player. The remaining 10 territories will start out controlled by neutral armies.Shuffle and deal all Westeros Territory Cards equally. In a 5-player game, the 3rd, 4th, and 5th players get an extra card.
6Place ArmiesLook at your Territory Cards and place two single-army pieces on each of those territories on the map. Place two single-army pieces for a neutral third faction (use an unused set of pieces from the Westeros Houses) on the 10 remaining territories.Look at your Territory Cards and place two single-army pieces on each of those territories on the map.
7End Game CardAfter initial set-up, collect and shuffle the Territory Cards. Then, insert the End Game card randomly into the bottom half of the deck. Place the deck near the game board.
8Start the GameStart with high roller, and play proceeds clockwise.

Game Play Overview / On Your Turn

On your turn, you will take the following four actions:

  1. REINFORCE by deploying additional armies to bolster your House (p. 6).
  2. INVADE opposing and/or neutral territories (p. 7-8).
  3. MANEUVER your armies (p. 9).
  4. DRAW a Territory Card, if eligible (p. 9).

Skirmish Reinforce

At the start of your turn, you will deploy additional armies from your reserves to reinforce your territories. The number of reinforcement armies you can deploy is determined by the following steps:

1. Count Up the Territories and Castles You Control and Divide That Number by 3, Rounding Down

For example, the Lannisters control 10 territories and 3 castles. Divide 13 (territories plus castles) by 3 to get 4 armies to deploy.

Note: You ALWAYS gain at least 3 armies each turn, so if this number is less than 3, round up to 3 armies.

Army Reinforcement Reference Chart

Territories + CastlesArmies You Will Gain
1-113
12-144
15-175
18-206
21-237
24-268
27-299
30-3210
33-3511
36-3812
39-4113

2. Determine if You Have Any Region Bonuses

If you control every territory in a region, you earn the region bonus indicated on the map as additional armies.

For example, the Lannisters control all 5 territories that comprise the Westerlands region, earning 2 bonus armies.

3. Trade in Sets of Three Territory Cards for Bonus Armies

Each Territory Card has an icon on the bottom. During the game, you will collect Territory Cards, and can turn in a set of three for bonus armies. Refer to the chart here (and on the board) for redemption value.

For example, if you trade in 3 cards with a Knight icon, you get 4 bonus armies.

Additionally, when you turn in a set of cards, if you control the territories shown on any of the cards in the set redeemed, you get an extra 2 bonus armies to deploy to those territories only.

Note: You can never have more than 5 Territory Cards in hand! If you have 5 cards at the start of your turn, you must redeem a set.

Territory Card Redemption — Reinforcement Chart

Set redeemedBonus armies
Three Knight cards4
Three Sword cards5
Three Castle cards6
One Knight, one Sword, one Castle card7

4. Deploy Armies

After totaling up reinforcement armies to deploy for your turn, you will place ALL of them into territories you control. You can choose to deploy all armies into one territory or spread them out across multiple territories.

Skirmish Invasions and Battles

This is the main part of your turn, where you decide who and where to attack, in order to gain control of more territories and consolidate power to win the game.

You may invade territories controlled by opponents that are adjacent to territories you control. You may declare multiple invasions during your turn, but each invasion can only come from one of your territories at a time. You may invade territories with a Port from any other territory with the same color Port (p. 9). Declaring an invasion is always optional, so you can choose if and when to attack each turn.

How to Invade an Opposing Territory:

  1. To declare an invasion, choose a territory you control from which to attack and an opposing territory you seek to conquer. The two territories involved must be connected to each other by shared border, sea-line connection, or Port (Territories with a Port, p. 9). The attacking territory must have at least 2 armies in it. You can never leave a territory unoccupied, so 1 army must remain behind in the attacking territory to "stand guard", retaining control of it. All other armies may be used in the invasion.

  2. Each invasion consists of a series of battles. Choose how many armies from your attacking territory to commit to the battle. For each battle, 1, 2, or 3 armies may attack, and you will roll a die for each attacking army in the battle.

  3. The defending player then chooses how many armies to commit in defense. The defender may choose to battle either 1 or 2 armies, even if there are more in the defending territory.

  4. Players roll a die for each army in the battle. This means the attacker rolls 1, 2 or 3 dice and the defender rolls 1 or 2 dice.

  5. Pair up the attack and defense dice in order from highest to lowest. Then, compare the pairs of attack and defense dice.

    • If the attack die is higher than the defense die, remove one defending army from the battle and return it to the reserves.
    • If the defense die is equal or higher than the attack die, remove one attacking army from the battle and return it to the reserves (defender wins ties).
  6. Continue by comparing second highest die on each side of the battle, again with the loser removing 1 army. If there is no die to pair up with and compare, meaning you rolled more dice than your opponent, simply ignore those extra dice (with the lowest numbers).

SCENARIO: The Stark forces (7 armies) in Harrenhal declare an invasion on the Lannisters in King's Landing. The Starks commit 3 armies to the first battle, while the Lannisters only have 2 armies to defend the territory.

The Stark player rolls 3 dice (one for each attacking army) rolling 6, 4 and 1. Lannister rolls 2 dice to defend, rolling 5 and 4. Comparing highest die rolls for each side, the Stark's 6 beats the Lannister's 5, so the Lannisters remove 1 army. Then, comparing second highest rolls, both sides rolled a 4. The Lannister defender wins ties, and the Starks remove 1 army. The third Stark die is not used, since there is no defending die to compare.

Skirmish Invasions and Battles (Continued)

If the defender still has armies in the territory being invaded, the attacker may continue the current invasion from the same territory by committing more armies to that battle, but can always choose to end an invasion after the first battle and declare another invasion elsewhere.

When the last defending army is defeated in an invasion, the territory has been conquered. Move the remaining attacking armies committed to the final battle into the defending territory. You may also move in additional armies from the attacking territory. Even though you can only attack with 3 armies at a time, you may move more than that into the defending territory. Remember that you must always leave 1 army behind in the territory that attacked, as no territory may ever be left unoccupied.

CONQUERING A TERRITORY: The Stark player continues the attack with 3 more armies, and defeats the last Lannister army in King's Landing. All 3 attacking armies must move from Harrenhal to King's Landing. The Starks decide to move 2 more armies to King's Landing to join the 3 attackers, leaving 1 army behind to hold Harrenhal.

Remember, you can declare as many invasions as you like on your turn, provided you have the armies available. Also, you can fight as many battles as you like during each invasion, or can stop after just one battle. The choice is up to you: play it safe, or risk it all in the name of domination!

If you manage to remove all of another player's armies from the map, that player is eliminated from the game. You collect that player's Territory Cards, and if that puts you over 5 cards, you may immediately turn in a set and deploy bonus armies, even though it is not your Reinforcement phase. If you manage to eliminate ALL opposing armies from the map, you immediately win the game!

When playing on the Essos map, some of the territories are controlled by neutral forces. Your opponent rolls the defense dice when you attack neutral armies, always rolling the maximum number of defense dice possible. The neutral forces hold the territories they are placed in, and will never attack, but will always defend when attacked by either player.

Territories with a Port

Ports are important strategic positions on the coastlines. Any territory with a Port is considered connected to all other territories with a Port on the same coastline (they will all have the same color Port icon). As such, these territories can attack one another as if they had a shared border, and will allow you to attack territories you might otherwise not be able to invade.

SCENARIO: The Baratheon player wants to attack the Martell forces in Sunspear. Because he controls Dragonstone, which has a Port and is on the same coastline as Sunspear, which also has a Port, he can send his armies from Dragonstone to declare an invasion on Sunspear.

Ports of Westeros and Ports of Essos are each color-coded by coastline.

Skrimish Maneuver

Once you have decided that you are done attacking, you may make one maneuver to reinforce a key strategic position. To make a maneuver, take as many armies as you like from one territory you control and move them to one other connected territory.

Remember, you must leave at least 1 army in the first territory. Territories are connected if you control all the territories in between the two. You cannot maneuver through enemy or neutral territories. Maneuvering is not considered an attack, just a way to reinforce a strategic or vulnerable position.

SCENARIO: At the end of his turn, the Stark player wants to move more armies into King's Landing. He can take 2 armies from Riverrun, and maneuver them through Harrenhal and into King's Landing since he controls all those territories and they are connected.

Draw a Territory Card

If you successfully conquered at least one opposing territory, you may draw the top card from the Territory Card deck. You can only draw one card, regardless of how many territories you conquered. Sets of cards can be redeemed for bonus armies (p. 6).

Winning

When the End Game card is drawn from the Territory Card deck, cease play immediately! Now, players tally up points to see who is victorious. Each player gets one point for each territory he controls, plus one point for each Castle and each Port. The player with the most points wins!

If a player can conquer all the territories on the map, that player wins immediately!

Game Mode: Dominion

Once you feel comfortable with Skirmish mode, you can move on to more in-depth strategies and options by incorporating the Dominion rules. By including Character and Maester Cards, as well as Special Units and Objectives, you can create a richer, deeper, and more strategic RISK: Game of Thrones experience.

You can always choose to include some of the Dominion rules, and set others aside. For example, you could add in Gold, Characters, and Special Units, but not Objectives or Maester Cards, and play with the Skirmish victory conditions. Review all the rules presented for Dominion mode, and feel free to customize what to include to your liking.

Object of the Game

Instead of simply trying to control the most territories, castles, and ports you are now trying to achieve specific Objectives to earn Victory Points, furthering your efforts to consolidate power and establish dominion over the rival Houses. Objectives are worth from 1 to 4 Victory Points, based on the difficulty to achieve them. The first player to earn 10 Victory Points while also controlling his Seat of Power wins the game.

Dominion Set-Up

#Action2 Player Game3-5 Player Game
1Choose one of the two maps on which to wage battle and gather all map-specific game components.Essos Map, Essos Territory Deck, Army Pieces — Ghiscari, Targaryen.Westeros Map, Westeros Territory Deck, Army Pieces — Stark, Baratheon, Lannister, Tyrell (4 player), Martell (5 player).
2Players roll a die. Starting with the high roller, players choose one of the listed Houses. Note: Houses are listed in turn order. Choice of House also determines turn order, with play proceeding clockwise.Targaryen, Ghiscari (in turn order).3 Player: Stark, Baratheon, Lannister. 4 Player: Stark, Baratheon, Lannister, Tyrell. 5 Player: Stark, Baratheon, Lannister, Tyrell, Martell.
3ArmiesCollect the set of army pieces matching your chosen House.
4Select the Player Board matching your chosen House.Player boards help keep track of territories, castles, ports, victory points (use army pieces to track), treasury, and character cards.

Dominion Set-Up (Continued)

#Action2 Player Game3-5 Player Game
5Character CardsCollect the set of 4 Character Cards matching your chosen House, and place them on your player board face up.
6Objective CardsEach player is dealt three cards, and chooses to keep two. Discard the third, and shuffle it back into the deck. Then place deck near game board.
7Territory and Maester Cards, Gold, and Special Unit TokensPlace near game board.
8Collect Starting Armies. The rest will make up your reserves for Reinforcement.213 Players: 28. 4 Players: 24. 5 Players: 20.
9Claim your Seat of Power. Place the Seat of Power piece and a 3-army piece (p.3) in your House's Seat of Power territory. This is in addition to starting armies.House: Targaryen — Seat of Power: The Flatlands. House: Ghiscari — Seat of Power: Astapor.House: Stark — Seat of Power: Winterfell. House: Baratheon — Seat of Power: Dragonstone. House: Lannister — Seat of Power: Casterly Rock. House: Tyrell — Seat of Power: Highgarden. House: Martell — Seat of Power: Sunspear.
10Deploy Armies1. Draw 10 territory cards, and place two neutral single-army pieces in each of those territories. (Redraw for Seat of Power territories.)
2. Taking turns in turn order (see #2), deploy one army at a time on unclaimed territories until all territories are claimed.*
3. When all territories are claimed, take turns reinforcing claimed territories with remaining starting armies, until all starting armies have been placed.
1. Taking turns in turn order (see #2), deploy one army at a time on unclaimed territories until all territories are claimed.*
2. When all territories are claimed, take turns reinforcing claimed territories with remaining starting armies, until all starting armies have been placed.
This is instead of dealing out Territory Cards for initial army placement in Skirmish mode.
11Collect your Turn Order Start Bonus. See #2 for House turn order.2nd Player (Ghiscari): 300 Gold.3rd Player (Lannister): 300 Gold. 4th & 5th Player (Tyrell & Martell): 500 Gold and 1 Territory Card.
12Start the GamePlay proceeds clockwise.

Game Play Overview / On Your Turn

On your turn, you will take the following actions in this order:

  1. REINFORCE with additional armies, Gold, and Special Units to bolster your House (p. 6 & 12).
  2. PURCHASE Maester and Objective Cards (p. 13).
  3. REFRESH Character Cards (p. 13).
  4. INVADE opposing and/or neutral territories (p. 7 & 13).
  5. MANEUVER your armies (p. 9).
  6. COMPLETE AN OBJECTIVE and check for victory (Objectives p. 14).
  7. DRAW a Territory Card, if eligible (p. 14).

Dominion Reinforce

Reinforcement for Dominion works like it does in Skirmish (p. 6), with the addition of also collecting Gold Dragon coins to spend:

1. Count Up the Number of Territories and Castles You Control, and Divide That Number by 3, Rounding Down. Collect That Many Armies and That Amount in Hundreds of Gold.

For example, if you control 10 territories and 3 castles (totaling 13), you get 4 armies and 400 Gold. (See chart p. 6)

13 = 4 armies + 400 Gold

2. Determine if You Have Any Region Bonuses.

If you control every territory in a region, you earn the region bonus indicated on the map as additional armies and that number in hundreds of Gold.

For example, if you control all 5 territories that comprise the Westerlands region, you get 2 bonus armies and 200 Gold.

Westerlands region bonus = 2 armies + 200 Gold

3. Collect Gold for Ports You Control.

You also collect Gold for the number of Ports you control (in hundreds). For example, if you control 3 Ports, you get 300 Gold.

3 Ports = 300 Gold

4. Trade in Sets of Three Territory Cards for Bonus Armies, and Collect Bonus Armies for Cards of Territories You Control.

As in Skirmish mode, you can turn in a set of three cards for bonus armies. (p. 7)

Note: You do not get Gold for redeeming Territory Cards.

5. Trade in a Card for a Special Unit.

You may also turn in a single Territory Card to collect a Special Unit piece matching the icon on the card (Knight, Siege Engine, or Fortification), to deploy with armies. You can redeem both a set (for armies) and a single card (for a Special Unit) on the same turn, but the single card cannot be part of the set.

You do NOT get bonus armies when redeeming a single card for a Special Unit (Special Units, p. 13).

6. Deploy Armies.

After collecting reinforcement armies (from reserves) and Gold for your turn, you will deploy ALL reinforcement armies into territories you control. You can choose to deploy all armies into one territory or spread them out across multiple territories.

If you collected a Special Unit, you can deploy it into any territory you control, independent of where you deploy armies. Gold is added to your treasury, to be spent on cards and abilities. You may save Gold in your treasury, and do not have to spend it all each turn.

Buying and Using Cards

After deploying armies and collecting Gold, you may buy Maester Cards and Objective Cards.

Maester Cards

Maester Cards will give you one-time special abilities, and can be purchased for 200 Gold each. Simply turn in the coins and draw the top card from the Maester Card deck, adding it to your hand. You may buy as many as you like each turn. Keep your cards hidden, as they will allow you to surprise your opponents with special abilities granting you tactical advantages.

Maester Cards denote when they may be used, as well as how much Gold it costs to use them. Cards may be used on the same turn they are purchased, unless otherwise noted. After using a card, discard it to a stack beside the deck.

Dominion Buying and Using Cards (Continued)

Objective Cards

Objective Cards give you specific missions to achieve, each earning you an indicated number (1-4) of Victory Points. The first player to earn 10 Victory Points wins the game. You start the game with two Objective Cards, and will gain more as you achieve Objectives. Keep Objectives hidden, so opponents won't know what you are trying to achieve. At the end of your turn, check to see if you achieved any Objectives. If you have, reveal and discard the card, and advance your Victory Point total (p.14). You may only achieve one Objective per turn.

To diversify strategies, you may spend 200 Gold and draw two cards from the Objective Card deck. If you do, choose one to keep, adding it to your hidden Objectives, and discard the other.

Character Cards

Each House has a set of four Character Cards with unique special abilities. These abilities can be activated once per round by paying the associated cost in Gold. Some abilities grant attack or defense bonuses, while others work outside of battle.

To activate an ability, turn in the indicated amount of Gold, resolve the ability, and flip that character over. This denotes that the ability has been used for the round. After deploying reinforcements and buying cards, flip all face-down characters face up again, ready to be used in the current round.

Invasions and Battles

Invasions in Dominion work exactly like they do in Skirmish (p. 8). Some Character and Maester Cards, as well as Special Units, allow you to modify die rolls, re-roll battle dice, and even roll 8-sided dice. Pay close attention to these abilities and when they can be used. They can make all the difference between defeat and victory. If a card or ability contradicts the basic rules, follow the rules for the card or ability.

Special Units

There are three types of Special Units, which can be deployed by redeeming a Territory Card (p.6). Special units grant combat bonuses for the armies they accompany when engaged in battle, but do not count as armies on their own. You never lose Special Units while attacking, but if used in an attack where you conquer a territory, they must move in to the conquered territory with the attacking armies. Special Units are removed from the board along with defending armies when the territory they are in is conquered.

Knight — Each Knight in a territory allows you to add 1 to your highest die roll when armies in that territory are engaged in battle. This means you can effectively "roll" higher than the highest value on a die (6 or 8). If you have two Knights in a territory, you add 2 to your highest die roll.

Siege Engine — Each Siege Engine in a territory allows you to replace a 6-sided die with an 8-sided die when the armies in the territory are engaged in battle. If you have two Siege Engines in a territory, you may roll two 8-sided dice (assuming you have two armies in the battle).

Fortification — A Fortification in a territory allows you to replace ALL 6-sided dice with 8-sided dice, but ONLY when armies in that territory are defending. In addition, a Fortification CANNOT be moved. It must remain in the territory it is placed, and can only be used defensively.

Dominion Maneuver

Just as in Skirmish, once you are done attacking, you may make one maneuver, to reinforce a key strategic position (p. 10). Some abilities may grant you an extra maneuver or the ability to maneuver through an opponent's territories.

Objectives

After your maneuver phase, check your Objective Cards (p. 15) to see if you have completed any. Objectives are worth between 1 and 4 Victory Points, based on difficulty. You may only complete one Objective each turn regardless of whether you have achieved the requirements for multiple objectives, so choose wisely.

To score the points, reveal an Objective you have achieved, and advance the Victory Point tracker on your player board. After completing an objective and scoring the points, discard the card. Then, draw two new cards from the Objective Card deck. Choose one to keep and discard the other, to continue your campaign and march to victory.

Objective: Control 5 Castles

The Lannisters achieve their objective and earn 1 Victory Point by controlling 5 Castles at the end of the turn.

Draw a Territory Card

If you successfully conquered at least one opposing territory, you may draw a card from the Territory deck. You can only draw one card, regardless of how many territories you conquered.

Elimination

If you manage to remove all of another player's armies from the map, that player is eliminated from the game. You collect that player's Territory Cards, and if that puts you over 5 cards, you must immediately turn in a set and deploy bonus armies, even though it is not your deployment phase. You also collect all Gold in that player's treasury.

If you manage to eliminate ALL opposing armies from the map, you immediately win the game, regardless of Objectives and Victory Points!

Winning

At the end of your turn, if you have accumulated 10 or more Victory Points AND have control of your Seat of Power, you win! Keep an eye on opponent's Victory Point tallies. You may be able to prevent victory by capturing an opposing Seat of Power.

World at War (6 or 7 Player Game)

You can use both Westeros and Essos maps together for massive World at War Skirmish or Dominion game play with six or seven players! Follow the rules and victory conditions previously described for Skirmish or Dominion. Use the following set-up and turn order chart for a 6 or 7 player Dominion game.

World at War Set-Up

#Action6-7 Player Game
1Play on both maps for an even more massive World at War campaign.1. Westeros & Essos Maps (Westeros on left, Essos on right.)
2. Westeros & Essos Territory Card Decks
Shuffle both Territory Card decks together to form a single deck to deal out for Skirmish play, and draw from when collecting Territory Cards.
2Players roll a die. Starting with the high roller, choose to play as one of the listed Houses. Note: Houses are listed in turn order, with play proceeding clockwise.6 Player: Stark, Targaryen, Baratheon, Lannister, Ghiscari, Tyrell. 7 Player: Stark, Targaryen, Baratheon, Lannister, Ghiscari, Tyrell, Martell.
3Collect your Turn Order Start Bonus. See #2 for House turn order. See p. 11 for 3rd, 4th & 5th player bonuses.6th Player (Tyrell): 500 Gold and 1 Territory Card. 7th Player (Martell): 500 Gold, 1 Territory Card, and 1 Maester Card.
4Starting Armies6 Players: 26. 7 Players: 22.
5Claiming your Seat of PowerPlace Seat of Power piece and a 3-army Piece in your House's Seat of Power territory (p. 11).
6Deploy Armies1. In turn order (see #2), deploy one army at a time on unclaimed territories until all territories are claimed.
2. When all territories are claimed, reinforce claimed territories with your remaining armies, one at a time, until all starting armies have been placed.

Invasions Across the Narrow Sea

All Ports on the eastern coastline of Westeros may attack all Ports on the western coastline of Essos, and vice versa, creating connections between the two continents. You may also maneuver using these Port connections.

SCENARIO: The Baratheon player wants to attack the Targaryen forces in Myr. Because he controls Dragonstone, which has a Port of the same color the Port in Myr, he can send his armies from Dragonstone to declare an invasion on the Targaryen armies holding Myr.

Winning

All other rules for either Skirmish or Dominion game play apply. For Skirmish victory, count up points for Territories, Castles, and Ports when the End Game Card is revealed from the Territory Card deck (inserted in the bottom half). For World at War, the first player to earn 10 Victory Points wins.