Game of Thrones Risk

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Risk: Game of Thrones is a Game of Thrones-themed version of the classic Risk board game published by USAopoly. Players control noble houses from the series (Stark, Lannister, Targaryen, etc.) with unique starting positions and abilities. The game features two custom game boards (Westeros and Essos), three game modes (Skirmish, Dominion, World at War), and over 650 pieces including finely sculpted armies. Players conquer territories, earn Victory Points, and compete for the Iron Throne. The first player to earn 10 Victory Points while controlling their Seat of Power wins.

Components

Setup

  1. Choose game mode:
    • Skirmish (2 players): Use Essos board
    • Dominion (3-5 players): Use Westeros board
    • World at War (6-7 players): Use both boards
  2. Each player selects a noble house and takes their army set and character card.
  3. Place starting armies on territories as indicated by the chosen house setup.
  4. Shuffle territory cards, Maester cards, and Victory Point objectives.
  5. Place the Valar Morghulis card in the lower portion of the territory deck.
  6. Distribute starting Gold Dragons.

Turn Structure

Each player’s turn consists of:

1. Reinforce

Place new armies on territories you control. Reinforcements are determined by:

2. Attack (optional)

Attack adjacent territories controlled by other players:

3. Fortify (optional)

Move armies from one of your territories to another connected friendly territory. One move only per turn.

4. Draw Card

If you conquered at least one territory this turn, draw a territory card.

Actions

Card Set Turn-Ins

Collect sets of territory cards (matching symbols or one of each type) and turn them in during reinforcement for bonus armies. Bonus escalates with each turn-in.

Maester Cards

Special ability cards that provide one-time combat bonuses, extra reinforcements, or other tactical advantages.

Ports

Ports connect non-adjacent coastal territories and count as territories for reinforcement purposes. Controlling ports provides strategic movement options.

Castles

Castles provide additional reinforcement bonuses and serve as defensible positions.

Seat of Power

Each house has a designated Seat of Power territory. Controlling your Seat of Power is required to win.

Scoring / Victory Conditions

Primary Victory: Earn 10 Victory Points while controlling your Seat of Power.

Victory Points earned from:

Valar Morghulis (Game Timer): When this card is drawn from the territory deck, the game ends immediately. Each player counts: 1 point per territory controlled + 1 additional point per castle and port. Highest total wins.

Domination Victory: If a player eliminates all other players before the Valar Morghulis card is drawn, they win automatically.

Special Rules & Edge Cases

Three Game Modes

House Abilities

Each noble house has a unique Character card with a special ability that modifies standard rules (e.g., combat bonuses, reinforcement bonuses, movement advantages).

Gold Dragons

Currency earned through territory control and events. Spent on Maester cards and special actions.

Multi-Board Movement

In World at War mode, ports allow armies to move between the two boards, adding a strategic layer of inter-continental warfare.

Player Reference

Turn: Reinforce -> Attack (optional) -> Fortify (optional) -> Draw card (if conquered)

Reinforcements: Territories/3 + region bonuses + port/castle bonuses + card sets

Combat: Attacker rolls up to 3 dice; defender rolls up to 2. Compare highest pairs. Defender wins ties.

Victory: 10 VP + control Seat of Power (or Valar Morghulis / domination)

Key Numbers: | Item | Value | |——|——-| | VP to win | 10 | | Max attack dice | 3 | | Max defense dice | 2 | | Min reinforcements | 3 | | Game modes | 3 (Skirmish, Dominion, World at War) | | Player counts | 2 (Skirmish), 3-5 (Dominion), 6-7 (World at War) |