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New Scenario - Game of Thrones Season 7

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I have created a scenario that takes place right before the sea battle in Season 7, Episode 2.  Here certain factions are faction cards are changed to represent the climate up to this point.  (i.e. House Baratheon is now House Targaryen).   I had a hard time completing all of the character cards from certain factions so I got some obscure names or in the case of the Greyjoys, even called some of the cards simply "Greyjoy Raider." I cited the removal of any character cards for dead characters.

The game starts out with an interesting diplomatic situation that pits House Targaryen, House Martell, and House Tyrell against House Lannister and House Greyjoy (lead by Euron).  House Stark is neutral.

Several Major rule changes include:

1.  New White Walker rule set that replaces the Wildlings.  White Walkers can attack and take territory.  Several factions have an objective to defeat the White Walkers

2.  Dragon Unit for House Targaryen

3.  Unique Major and Minor Victory rules for each faction.  Rules allow for more than one victors but only one Major victor

4.  Unique board setup


Please checkout the Excel File and let me know your thoughts.  Be sure to read each tab.  


GOT 7 Scenario.xlsx

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One optional rule that I failed to list in it is this one minor rule change:  If you are planning without the Tides of Battle Option is that you could require a player to suffer at least one casualty every time they are defeated.  This would make it easier to eliminate a House from the game as required in the objectives.

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Game of Thrones:  Third Edition          
Season 7 Alternative Setup          
Original Faction/Character Card New Faction/Character Card   Map Setup    
Baratheon Targayaren   Location Forces  
Robert Drogon   Dragonstone 2 Knights, 1 Footman, 1 Fleet, 1 Dragon*  
Stannis Tyrion Lannister   ShipBreaker Bay 1 Fleet  
Renly Daenerys        
Davos Varys        
Salladhor Saan Yara Greyjoy        
Brienne of Tarth Grey Worm        
Melisandre Missandei        
Lannister Lannister (Cersei)   Location Forces  
Tywin Lannister Jaime Lannister   King's Landing* 1 Footman, 1 Gar *For this scenario, King's Landing is the Lannister Faction Capital and not Lannisport
Jaime Lannister Qyburn   Blackwater Bay 1 Fleet  
Gregor Clegane Same   Seaguard 1 Footman  
Sandor Clegane Bronn   Riverrun 1 Footman  
Kevan Lannister Lord Lefford   Lannisport 1 Knight  
Tyrion Lannister Cersei Lannister   Harrenhall 1 Influence Token  
Cersei Lannister Amory Lorch        
Stark Stark (Jon Snoe)   Location Forces  
Eddard Jon Snoe   Winterfell 1 Footman, 1 Gar  
Robb Davos Seaworth   White Harbor 1 Footman  
Wyman Manderly Wyman Manderly   Castle Black 1 Footman  
Roose Bolton Arya   The Stoney Shore 1 Influence Token  
Rodrick Cassel Brienne Tarth        
Greatjon Umber Lyanna Mormont        
Kathryn  Sansa        
Greyjoy Greyjoy (Euron)   Location Forces  
Euron Same   Pyke 1 Footman, 1 Gar  
Victarion Same   Storm's End 1 Footman, 2 Fleets  
Aeron Greyjoy Same        
Balon Rodrik Harlow        
Dagmer Cleftjaw Greyjoy Captain        
Theon Same        
Asha Greyjoy Raider        
Tyrell Tyrell   Location Forces  
Mace Tyrell Willas Tyrell   Highgarden 1 Knight, 1 Gar  
Loras Tyrell Randyll Tarley   The Reach 1 Footman  
Garlan Tyrell Same   Old Town Influence Token   
Randyll Dickon Taryley        
Paxter Redwine Same        
Olenna Olenna        
Margaery Alerie Tyrell        
Martell Martell   Location Forces Note
Oberyn Martell Archibald Yronwood   SunSpear 1 Footman, 1 Gar  
Areo Hotah Gerris Drinkwater   ShipBreaker Bay 2 Footmen* Located in Targaryen Fleet
Arianne Martell Same   Yronwood 1 Footman  
Nymeria Sand Same        
Obara Sand Same        
Tyene Sand Same        
Doran Martell Ellaria Sand        
      Location Forces  
      The Eyrie Neutral Unit per Standard 6 player game  

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Starting Positions          
Track 1 2 3 4 5 6
Iron Throne Lannister Greyjoy Targaryen Tyrell Martell Stark
Fiefdom Targaryen Stark Greyjoy Lannister Tyrell Martell
King's Court Targaryen Lannister Tyrell Martell Stark Greyjoy
Faction Lannister Targaryen Stark Greyjoy Tyrell Martell
Supply 4 3* 2 1 2 1
Note:  Targaryen start at a +2 supply but they will lose it after the first turn if the supply track is required to be adjusted under normal game rules

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Faction Major Victory Minor Victory Allies
Targaryen All Factions Submit, Lannisters are wiped out, White Army is defeated All Factions Submit House Martell (Submitted)
House Tyrell (Submitted)
Lannister All Factions Submit, Targaryen Faction is wiped out, Tyrell Faction is wiped out, White Army is defeated   All Factions Submit House Greyjoy (Allied)
Stark White Army is defeated and the Starks have not submitted to any player Stark faction survives and White Army is defeated None
Greyjoy Targaryen Faction is wiped out, Stark Faction is wiped out, and Greyjoy have not submitted to any player Targayen Faction is wiped out and Lannisters force everyone to submit  House Lannister (Allied)
Tyrell Lannister Faction is wiped out, Tyrell forces all factions to submit  Lannister Faction is wiped out and Targaryen force everyone to submit  House Targaryen (Vassal)
 House Martell (Allied)
Martell Lannister Faction is wiped out, Tyrell Faction is wiped out Lannister Faction is wiped out and Targaryen force everyone to submit  House Targaryen (Vassal)
 House Tyrell (Allied)
To explain further the diplomatic state, House Tyrell and House Martell start out submitted (bent the knee) to Daenerys and the Targaryen Faction.
Whether you want to play with the 10 turn, 7 caste rule is optional.  Scenario is intended to run until one of the Major objectives is completed by any of the factions (which might trigger minor victories as well).

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Starting on the second turn, the player is required to draw a card from the Wildling cards.  

Reaction to Cards

If Wilding Victory says Nothing, take no action and move the Wilding Marker Up

If Wilding Victory states any action, the player reviews the Wilding Marker and attacks any adjacent areas at a 1+Wilding Marker rate.  

An example, on the second turn, if the Wilding Attack is drawn and has an action, Castle Black is attacked at 1+the Wilding Marker.  Let's assume there is no unit in Castle Black, it is taken.  On the following turn, let's assume Wilding Attack is rolled again, this time combat is issued against both Karhold and Winterfell.  Each area is attacked at a 1+the Wildings Marker.
If Wilding Track reaches 10, it resets.  
Factions can use Hero cards and bonuses to match the White Walker attacks.  Influence points can also be spent by any Faction to give a +1 defense to any region under attack.
Defeating the White Walkers
Players are allowed to attack lands conquered by the White Walkers.  The White Walkers defend at a 1+the Wilding Marker.  
If anytime after the sixth turn, the White Walkers possess no lands, a player may launch an attack north of the wall.  The battle will be handled similar to attack any White Walker land as mentioned on the row above.  Should the player win the battle, the White Walkers are defeated and no more Wilding Cards need to be drawned.
Piece will need to be created to identify lands conquered by White Walkers.  I used a piece from Small World (a coin could work)
Edited by Volbound1700

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The Dragon or Dragon(s) Unit cannot be build and only one exists.
The Unit has a 4 attack and 2 defense.  It can move and attack on both water and land but is only allowed to move once per turn similar to other units.
The Dragon Unit does not count towards the supply track.  
The Dragon Unit cannot be used to gain influence in a region unless a ground force is present.  However it can gather influence through a raid.
Since it does not count towards the supply track, the Dragon Unit can only be killed in battle.
Piece will need to be created or substituted to represent this unit.  I used a piece from SmallWorld

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Rules for 3-5 players

3 Players:

One person takes House Stark
One person controls both House Lannister and Greyjoy
One person controls House Targaryen and their two allies: Tyrell and Martell
Turn order remains the same (it should play like Axis and Allies when players control multiple nations)

4 Players:

One person takes House Stark

One person takes Lannisters and Greyjoy

One person takes Targaryen and Martell

One person takes Tyrell

5 Players:

One person takes Stark

One person takes Lannisters

One person takes Greyjoy

One person takes Targaryen and Martell

One person takes Tyrell


Victory conditions stay the same for each faction, however when playing multiple factions, the Targaryen and Lannister victory conditions apply only (i.e. Martell condition is not played for 5 players, they support Targaryen in earning their victory condition.  Same is true for Greyjoys when controlled by Lannisters and Tyrel when controlled by Targaryen)

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I sort of want the North to be an expanded game which makes the wildlings their own faction, the night's watch is a neutral faction that can be enlisted by other houses, and it focus on the struggle for winterfell after the Red wedding with all the northern vassal houses competing for Winterfell, you got Houses Carstark, Mormont, Glover, Bolton, Umbar, and the Wildlings. The wildling card will be replaced by the White Walkers which attacks both wildlings and the Night's watch. Winterfell as well as many other major keeps will be held by the Ironborn of House Greyjoy as another neutral mechanic just to hold the north until the vassals regain enough strength to take it back. 

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