Thank you all for the comments. I did miss one SMALL thing, in just about every Free For All skirmish game play whomever goes first will 99% of the time win.
I found if you put the maps underneath the plastic it allows you to keep the cards in the slots and actually nudges the cover up slightly on one side to make it a lot easier to open
I recently buying this board game again, after losing it at a hotel. I found that the Tyrell pieces were greener than before, and the Stark piece were white when before they were grey.
The lower amount of army tokens may be to stop people from building up for too long like in the normal Risk. In the Skirmish Edition Rules, it's mentioned that if you have more reinforcements than spare pieces you cannot field any more, so this seems intentional (weirdly enough this is NOT mentioned in the Deluxe Edition). In the Skirmish Edition the Valar Morghulis card looks like the other cards on one side like it should, unlike in Deluxe. You're right about the special unit tokens, should be a limit of two per territory, otherwise you can really exploit them. The rulebook doesn't mention whether or how they can move during maneuver either, though we can assume they have to move with an army the same way they do after an attack.
the only main thing that pisses me off is the lack of army pieces. i played as lanisters with my family i took all the lanister starting area,the crownlands and the vale with a descent size army. using as many three pieces and trying not to have too many troops in one area i was pretty much down to maybe 6 or 7 army pieces before conquering even half of westeros. how do you dominte both maps or even one map when you run out of pieces ectremely quick? not even to just attack im talking not even enough to have one unit in each area if you were to be successful.
I only have the skirmish edition of the game, as the full version was almost impossible to buy in the UK when I purchased it. Unfortunately, I find it extremely lacklustre as it essentially boils down to whoever rolls the highest to go first wins. I thought a lot about how to make it an enjoyable and more balanced game and came up with the following house rules without having to add or change any components in the skirmish edition: 1. Limit of 5 actions (invade, reinforce, manoeuvre) a player can take on their turn - less time waiting for your turn and less likelihood of the first player gaining a significant advantage. - Invade: same as the normal rules - Reinforce is a specific action and allows the player to place 1 army from their reinforcements on any territory they control. This is not affected by the number of territories and castles a player holds, but the regional bonuses still apply when placing armies in a region that is fully controlled by the active player (e.g. if a player has control of the Iron Islands, they may place 2 armies on either Pyke or Harlaw (or 1 on each) when using a reinforce action). Each player can only use 1 reinforce action on each of their turns. - Manoeuvre: spend 1 action to move any number of armies from one territory to an adjacent one. Armies may travel through another player's territory at the cost of an additional action point per territory travelled through and the active player must give a card at random from their hand as tribute to each player that controls a territory that is being travelled through. However, the other players can choose to refuse the tribute and block a player's path, in which case the active player may declare an invasion on the blocked territory at no additional cost to their action points. (If they choose not to invade they still lose an action point for declaring the manoeuvre through the blocked territory). A player may be able to cross multiple player's territories so long as they have enough action points and pay tribute for each territory they travel through. A player cannot end a manoeuvre in another player's territory unless they have declared an invasion. If a player announces a retreat during an invasion or their maoeuvre has been blocked by another player and the active player does not have enough action points to manoeuvre their armies back to one of their own territories, those armies are immediately destroyed. Travelling from one port to another of the same colour costs an additional action point. A player can end his armies' movement at sea, but he must roll a die the next time he moves them and on the roll of a 1 those armies are lost. 3. You may discard territory cards to gain an advantage based on their specific icon (e.g. catapults allow the attacking player to re-roll 1 die and gives the attacker advantage in a tie, knights allow the attacking player to move armies from territories that are 2 spaces away during an invasion, castles give the defender +1 (to a maximum of 6) to their dice rolls) - this gives the players more agency as they can decide when to play these cards. 4. Each player chooses a territory at the beginning of the game and places their castle counter on it (remove the associated territory card from the deck before dealing the remaining territories). This is each player's home territory. If another player has control of this territory at the end of the game, they gain an additional 5 VPs. 5. Instead of forming a territory deck at the beginning of the game, each player starts with a hand of cards made up of their starting territories, which they can use as described above. Whenever a player successfully invades a territory, they may claim that territory card from their opponent or the discard pile. Sets of territory cards can still be discarded for additional reinforcements during a reinforce action but discarded cards can only be claimed during a successful invasion. 6. As there is no territory deck, the Valar Morghulis card is not used, but instead the game is played over a number of rounds or until a specific victory condition is met (see scenarios below). 7. Faction abilities (optional, but makes for more of an interesting game): Stark: 'The King in the North' - if the Stark player holds all territories in the North at the end of the game they automatically win the game; 'There must always be a Stark in Winterfell' - if the Stark player does not control Winterfell, they cannot generate reinforcements; 'Winter is coming' - the Stark player can take 1 additional action each turn. Lannister: 'Hear Me Roar ' - whenever the Lannister player attacks a territory with only 1 army in it at the start of the turn, they automatically take that territory and replace the defending army with an army from the Lannister player's reinforcements; 'A Lannister always pays his debts' - after the Lannister player has yielded a territory, they may place a token on it to gain +1 to all attacks against that territory. Baratheon : 'Ours is the fury' - if the Baratheon player takes a territory during an invasion, they may re-roll 1 die in each subsequent invasion this turn and gain an action. Tryell: 'Growing strong' - whenever the Tryell player uses a reinforce action, they may place an additional army in each territory that is being reinforced. Martell: 'Unbowed, Unbent, Unbroken' - the Martell player can re-roll all dice (they cannot re-roll a re-roll) and gets +1 to all rolls when defending/invading a territory in the Dornish Marches. Scenarios: Capture the Flag - the game ends when one player completes a successful invasion of another player's home territory and keeps control of it until the end of the round. Elimination - the game ends at the end of the round in which a player is eliminated from the game Survival - play continues for a set number of rounds (a round consisting of 1 turn for each player)
they must have changed the game since you made this vid, my copy doesn't have a lot of these mechanics. and the valar morghulis card has a black back like the others.
Gotta agree with this guy on some points, he seems very picky but is right. There are barely enough troops to play with, my friends and I don't play with the end game card but it should not be double-sided. Disagree on the castles, that seems like too much work. I am surprised they put the sigil troops in the game. I love the game of thrones risk. Don't play with the objective cards or end game card for a long and very stressful night.
@@GalicianFromLemberg what do you mean by mercenaries? I'm looking to buy them game but wondering if its worth it. Is the army pieces situation really so bad? Like that I shouldn't buy it kind of bad?
I recently bought this game again, after losing it at a hotel. The fortification mistake is corrected in the rulebook. Also, the Tyrell pieces are greener and Stark pieces whiter.
May I ask you which edition of the game is? I mean, if you can tell... and is it Hasbro or USApoly? Cause I just bought one from Amazon (in Italy) and: 1. Fortification mistake is still on 2. Tyrell and Stark pieces still too close in color 3. The "End Game Card" in Skirmish mode had been made different: in mine, there are two cards, identical, with that face (saying that the game ends when picked up) and a back similar to the other territories cards... but they made two Westeros' backs: I would have preferred a Westeros' and an Essos' back, but...
DripdripKing mmm... understood. Seems like mine is in the middle between the first edition (with all that issues the video talks about) and yours... btw, no big deals, even if Stark’s and Tyrell’s colors are killing me (I’m a bit “color blind”, even if color blond is not precise as description...)
Dude we love your video, it's amazing, you are so passionate, we find it hilarious. The irony in the title is the best, keep the attitude up!! We agree with you in large part.
Just played this last night where I used Margaery Tyrell's abilities repeatedly to force my opponent to reroll their 5s and 6s to win the battle. For 100gold I think that ability is worth it. Like the video, will use it to make mods of our own for a more balance gameplay though.
With your point about SeaPorts, you said that you have to load up every single territory you own because there's seaports everywhere. Maybe you misspoke or the rule in my version is slightly different. But areas with ports can only attack other areas with ports (on the same coastline), so you only need to stack troops in your areas with ports, not every region thats on the coast.
You didn’t understand him at all. His point was because of how many ports there are you need to load up so many territories that it becomes overbearing.
I don't get all the dislikes, after all, it's just your opinion. I think you've raised valid points, some of which I might adapt to my future games. And to be fair, although the game is pretty awesome, it has numerous small flaws (Skrimish, anyone) that should be addressed. 100 bucks should be worth a game with a little better of a finishing touch. Thanks!
I dont know why the fuck this guy got 98 votes down. He clearly has a point, this game makes no sense what so ever it's poorly made. The idea is beautiful and trust me, i would have made this game even better. I am going to do one myself.
I disagree with almost everything you said, except for the OP sea ports and that objectives shouldn't end the game. For example, Margaery's ability is situational but can turn the tide of the game if used at the right moment. It can easily make the difference between defeating two armies or losing two armies. Say you rolled 5 and 4 and the defender rolled the same, you lose two armies. Use Margaery's ability on the 5, and if your opponent rolls 3 or lower, you defeat both his armies. If that means you just barely managed to conquer the last needed territory in a region/kingdom, that can turn the tide of a game. Very situational, but very powerful in that situation. And the box fits everything perfectly.
To fix the ports issue you could introduce warships. Essentially armies you would recruit, place and move in between ports and which would need to be destroyed by other warships before the area could be attacked from the sea by regular battalions. Of course they wouldn't contribute to defending from a land attack and couldn't capture land themselves, and could be lost or even captured. If you could find some miniatures to cosplay as GoT ships I think that would add a nice dynamic to the game.
Got the game about 4 years ago, love the game, but the practical issues still drives me nuts to this day.. Oh and the Daenerys household cards let's the attacker replace all 3 of the 6-side dice with 8-side dice, the only problem is that there is only provides two 8-side dice with the game.. x)
Apparently you never mentioned about how uneven the two player game is for this game. Putting one of the best player cards against one of the worst, and the better one goes first. You might as roll the dice to choose the player in the beginning and that player wins. It is very disproportionate and uneven.
The box layout i found to be perfect, the diagonal slots where you have your tokens fit all the card piles during gameplay while the area you had your cards held the tokens. fixing it to put them away was as simple as 3 mini ziplock bags. Since the game is so big, using the box as a spaced organizer i could keep on my lap was immensely helpful. The lack of pieces even in a 3 player game was disturbing :/ im currently looking for a way to have... more, as i have no clue to how you could possibly conquer a map like that, unless the supply is intentional to keep you looking to expand, and moving out once full? either way, i want more pieces as well :/ or at least a 5 count marker
In a 3 player game you could just assign another houses colors to yours so you have enough pieces.. in a 7 player.. you could assign another houses armies that you have conquered off the game to your own armies. this will increase the size of your armies.
I'm looking forward to your video that goes over the rules. I've only played twice and there was some confusion and contradiction. I disagree with your negative comments about the box. That's some nice packaging. Thanks for making these videos.
There should be an alliance team mode of play. I feel like the main two houses are the Lannister’s and the Targarians when it comes down to who rules the Red Keep and all of Westeros. Other players can be the other houses and can pledge loyalty to either house Lannister or Targarian. Tributes in maybe territory cards or coin can be made to bolster these alliances. Or perhaps Lannister and or Targarian are neutral armies on the map and the players are other houses who try to support and align themselves with one of the houses. Certain event cards move along the story of the battle for Westeros and certain player alliances and actions can tip the scales and outcomes of the canon battles as they happen in the show. Perhaps a raven message system can be in the game. A way to secretly request actions from other players, form alliances, tell them to attack or defend certain territories or players.
I thought it was stupid they didn’t give pieces for three of the houses on the Westeros board. I would have happily bought it without the essos board and pieces. And also they did need for army pieces.
This is how I felt as well, though the game was exceptional, I wouldn't mind paying twice as much for an improvement on every aspect of the game. For instance, Tyrell pieces are such a light green, they are too similar to Stark and can be hard to distinguish. I felt the ports were ok, because you need to be able to attack Starks, but Dorne seemed arbitrarily easy to defend, with two pretty obvious choke points. They may have balanced this with making the Dornish cards weak as heck, especially the female character who can pay to use her maneuver during combat, which I've not recognized as being useful in many situations, especially compared to a Jon Snow ability which gives you an additional maneuver. Some hacks I'm going to employ, paint helmets on Tyrells gold and sleeve the cards to prevent damage. IMO, it is inexcusable that the objective cards virtually make the game super competitive, perhaps on the level of magic the gatehering. I advise introducing the objective cards, 1 per turn for everyone, on turn 3-5 with no way to draw extra. This is because they are simply too powerful and will end the game too quick. Another idea is to reveal top 4-5 objective cards and let all players play off of them, rotating them with draw phases? Hope they come up with some enhancements, because this game has potential to be great.
House Martel has such bad character cards and they almost always go last. Their region only gives one bonus point and they are located in such a cramped area of the map. They will almost always lose. Also, in the world at war game mode house Ghiscari can usually grow unchecked because while all the houses in westeros are fighting it out, house Ghiscari only has to worry about house targaryan who also has to fortify its many ports. House Ghiscari always gets a najor advantage and it can lead to them winning alot.
Just played it, first time ever playing any Risk game and we played the "End Game" card as if you had to play it not "reveal" it. So the guy on the last turn just went bugnuts and took over half the map in one turn, had one guy on every territory he owned and would have been curb-stomped the next round if there was one. I went from winning the map to coming last because I neighboured all of his territories. Our only two solutions were either play the cards from the bottom of the deck(so no-one can see if the Endgame is about to happen until it happens) or end the game on the reveal(with a caveat that if the game hasn't got to round ten or something we reshuffle, or more likely we'll only put that card into the deck after round ten and then shuffle). They honestly should have made it a single sided card like the others. Also ports work better if you can only travel to the "next port along" during the attack phase but can go to any port on your coast during maneuvers. So you can travel either north or south ONE port from yours to attack the next port OR you can travel to the next one along if you already control the next port North or South(so assume a naval blockade is in effect stopping you traveling past unfriendly ports and controlling the port connects your ports together, doesn't involve any armies just an imaginary blockade) now this is interesting because you can agree to not blockade someone if they want to attack a port further south/north past the other persons existing 'blockade'. So you can make some diplomatic alliances on non-aggression related to sea travel. This makes holding ports important on a few levels and stops someone filling one port with tons of men and then attacking the furthest point away to storm the map, also allows for more regional controls.
Yeah the Valar Morgulis card should end the game when revealed, otherwise the last turn gets too big of an advantage by just going all out attack and not worrying about defenses. My family just noticed this when we did a test play. We ended up using the other armies for pieces.
The rules say that game ends when Valar Morgulis gets revealed (picked up). It's important that when someone attacks and wins 1 land he immediately draws a card...
My favourite is the original as map is a good size, the cards are nice and not to flimsy and the game is not too complicated. If you want to play another version I would recommend the lord of the rings version.
... we ALWAYS want to have a cavalry in that game!!! You might not played enought to realize It? Siege machine is the weak/unusefull one! nice concept to block attack of fortification unless you have a siege machine... can be fun, we might try this like that... @+
Can someone help me with some rules. Do special units abilities stack with character cards? So can someone effectively roll a 10 with a Knight and a character card that adds 1 and a trebuchet which allows the eight sided dice. My sister someone feels that the wording 'this card ALLOWS' you to do something doesn't mean you have to, so she says if you have the knights with your army, you don't have to use them, or the eight sided dice if you don't want to. So if you have special units do you have to use them? My sister hates the eight sided dice, she says she can pick and choose when to use that ability. I'm like... Why the hell would you place it with your army if you didn't want to use it. I think the rulebook leaves too much to interpretation.
Abilities can stack according to how I see it. As for the "ALLOWS" part, I guess you can decide, but it won't be in your benefit to role a 6 sided dice with the possibility of using an 8 sided dice.
They put in d8s that could've been d6s with the Leader rules of Risk copied on but cut on production value elsewhere. Smh. I guess the cost of a d8 isn't so high but still.
If you have another version of risk, I used the same colored armies from that game to fill out my armies in the GOT one. It’s annoying that there aren’t enough.
You are completely wrong about the end card... The card needs to stay FACE DOWN so nobody can see it. You pick up the card and then reveal it if you got it... it isn't revealed by itself... It is crucial that as soon as the player playing wins 1 country, he takes his card immediately... therefore he can't use the "free be round"... You are playing it wrong
Just ordered this, cannot wait for it to arrive. I think with a three player game you could have each player take control of two factions so there's loads of units. you could have like Tyrell and baratheon, lannister and martell, and stark and targaryen (just examples), which ought try with my friends so we can conquer westeros (or maybe essos too if there's enough troops).
That's often what I do for most games ^_^ If there are few enough people then at the begining of the game we choose a secondary house which we use as backup pieces if we run out. And although this can make it a tad busy on the board its the best you can do with the limited pieces ¯\_(ツ)_/¯
I wish there was a rule on how many forts, engines, and knights you could have on a square. My friend had literally 8 on a square and was impossible to stop
It's not explicitly stated, but I believe they intended a limit of 2 special units per territory. If I recall correctly, some of the special units have such a limit naturally from what they do, so it would make sense to apply that limit to all of them. We play with a limit of 2. Anything higher would just be incredibly overpowered, and far to easy to get as well.
So to shed some light on it, if you want the dominion and questing with all the strategy and tactics get the real game of thrones board game guys, this is Risk , Risk is Risk it's been close to the same mechanics for decades and they added in some thrones flavor as a kicker. Just a kicker... It's Risk people....c'mon. Go play the real GOT board game if you want more it's amazing. =) Hopefully they fixed the issues in newer versions. I don't own it since I really like super tactical deep strategy games but considering it on sale.
Yes, yes , yes & yes. But ya man the map is a huge part of course & its really bad in a lot of ways. I mean, the map could of looked really nice. I was going to get it until I saw this video. Thanks for the video brother
I haven't got to play my copy of the skirmish edition yet, but a couple of observations stand out on looking at the map. First, there seem to be very few defensible areas (due to both ports and how borders are arranged) and second, the kingdoms give very poor rewards for holding all of their territories. The border territories:bonus troops ratio is appalling for all of them - even doubled, they often give pretty poor returns compared with the original game. Would it be fair to assume that holding complete kingdoms is not such a big deal in this game and you just have to wear the opponents down with a greater territory income and liberally used Risk cards?
Small kingdoms such as Dorne and the Iron Islands can be worth taking, and the western regions of Essos aren't too difficult to hold either, but there is just absolutely never any point in even thinking about conquering the North. They might as well not have stated a bonus for holding the North, because it's going to be impossible to achieve anyway.
is harlow and pyke connected plus harrenhall and mountains of the moon , could i rearrange my pieces within them. some islands don't look like they are connected ?
Harrenhall and mountains of the moon are connected as they have the black border connecting them and are not completely seperated by the sea and hence you can move troops between and through them. However harlaw and pyke are seperated by ocean and by the logic that they have to be connected by the black borders or sea bridge things (forgot the name of them XD) and as harlaw and pyke meet neither requirement then you could not move troops between them.
I just played the two player dominian and balance of the game is awful! ! 90% Taygarian win the game! rules are not clear at all not explained enough! !
You were literally wrong in the first 5 seconds of the video. The cards go where they are originally laid in the box (laying down in the deeper slots) and the coins go in the smaller slots hence the 5 slots to keep them separated. So the design isn’t “retarded” something else is in this case.
But there isn't any clean way to organise each token type into it's own slot because there are 6 types of tokens, 5 slots, and they overflow into each other's slots, then they fly around everywhere in the box if it's tipped. You can fit them in, it's just unnecessarily messy and an impractical use of space.
Aidan Allen putting the different amounts of gold together is a non issue and there is plenty of room. Not to mention your complaint was that board doesn’t fit properly because you are trying to fit the cards in the coin slots. If you put everything in the correct spot the boards fit in snug and you can flip it over and everything stays in place. Guess I don’t make a habit of shaking board games like a tambourine so I’ve never run into this issue.
I do not agree , even though it may have some balance problems between 2 and 3 players, play with 4 or more is another story, no game in itself is perfect, defects of this risk are oversized . shame, shame , shame jajajajaja, thanks for "how to play this game" video
Dude we love your video, it's amazing, you are so passionate, we find it hilarious. The irony in the title is the best, keep the attitude up!! We agree with you in large part.
Thank you all for the comments. I did miss one SMALL thing, in just about every Free For All skirmish game play whomever goes first will 99% of the time win.
And attack with 2 calvaries and only 1 die, its too much powerfull cheat.
That would be House Stark
Would of liked to see more on balancing the game, and less about the physical aspects of the set.
there is never enough armys in any version!
Legacy has enough In my opinion
Risk Europe seems to have enough too.
Normal risk (with the world , Asia , Africa , S/N America , Europe , and Australia)
There's a lot of troops
Maybe from ebay found more army parts?
LOTR trilogy edition has plenty
I found if you put the maps underneath the plastic it allows you to keep the cards in the slots and actually nudges the cover up slightly on one side to make it a lot easier to open
Which game is better: Game of thrones 2nd edition or Game of thrones Risk?
That moment when you're reluctant to buy it ONLY because the Bolton house is not available..
I will make Game of Thrones board game soon. And you may play as boltons :)
Eryk Jackowski I just want house Tully, and house arryn
boltons arent a big enough house to warrant them having a set.
the Tyrell pieces are not green! they are too close in color to the Stark color, hard to see
I recently buying this board game again, after losing it at a hotel. I found that the Tyrell pieces were greener than before, and the Stark piece were white when before they were grey.
The lower amount of army tokens may be to stop people from building up for too long like in the normal Risk. In the Skirmish Edition Rules, it's mentioned that if you have more reinforcements than spare pieces you cannot field any more, so this seems intentional (weirdly enough this is NOT mentioned in the Deluxe Edition). In the Skirmish Edition the Valar Morghulis card looks like the other cards on one side like it should, unlike in Deluxe. You're right about the special unit tokens, should be a limit of two per territory, otherwise you can really exploit them. The rulebook doesn't mention whether or how they can move during maneuver either, though we can assume they have to move with an army the same way they do after an attack.
The fact that no one has done this game with an axis and allies engine is a crime. I would buy that in a second.
I missed this comments. now you got us thinking. ;)
Triple A is a Axis and Allies free to play game for PC/Mac and someone made a really good A Song of Ice and Fire Axis and Allies for it
the only main thing that pisses me off is the lack of army pieces. i played as lanisters with my family i took all the lanister starting area,the crownlands and the vale with a descent size army. using as many three pieces and trying not to have too many troops in one area i was pretty much down to maybe 6 or 7 army pieces before conquering even half of westeros. how do you dominte both maps or even one map when you run out of pieces ectremely quick? not even to just attack im talking not even enough to have one unit in each area if you were to be successful.
Welcome to the real life! where you are always short of manpower n shit
I only have the skirmish edition of the game, as the full version was almost impossible to buy in the UK when I purchased it. Unfortunately, I find it extremely lacklustre as it essentially boils down to whoever rolls the highest to go first wins. I thought a lot about how to make it an enjoyable and more balanced game and came up with the following house rules without having to add or change any components in the skirmish edition:
1. Limit of 5 actions (invade, reinforce, manoeuvre) a player can take on their turn - less time waiting for your turn and less likelihood of the first player gaining a significant advantage.
- Invade: same as the normal rules
- Reinforce is a specific action and allows the player to place 1 army from their reinforcements on any territory they control. This is not affected by the number of territories and castles a player holds, but the regional bonuses still apply when placing armies in a region that is fully controlled by the active player (e.g. if a player has control of the Iron Islands, they may place 2 armies on either Pyke or Harlaw (or 1 on each) when using a reinforce action). Each player can only use 1 reinforce action on each of their turns.
- Manoeuvre: spend 1 action to move any number of armies from one territory to an adjacent one. Armies may travel through another player's territory at the cost of an additional action point per territory travelled through and the active player must give a card at random from their hand as tribute to each player that controls a territory that is being travelled through. However, the other players can choose to refuse the tribute and block a player's path, in which case the active player may declare an invasion on the blocked territory at no additional cost to their action points. (If they choose not to invade they still lose an action point for declaring the manoeuvre through the blocked territory). A player may be able to cross multiple player's territories so long as they have enough action points and pay tribute for each territory they travel through. A player cannot end a manoeuvre in another player's territory unless they have declared an invasion. If a player announces a retreat during an invasion or their maoeuvre has been blocked by another player and the active player does not have enough action points to manoeuvre their armies back to one of their own territories, those armies are immediately destroyed. Travelling from one port to another of the same colour costs an additional action point. A player can end his armies' movement at sea, but he must roll a die the next time he moves them and on the roll of a 1 those armies are lost.
3. You may discard territory cards to gain an advantage based on their specific icon (e.g. catapults allow the attacking player to re-roll 1 die and gives the attacker advantage in a tie, knights allow the attacking player to move armies from territories that are 2 spaces away during an invasion, castles give the defender +1 (to a maximum of 6) to their dice rolls) - this gives the players more agency as they can decide when to play these cards.
4. Each player chooses a territory at the beginning of the game and places their castle counter on it (remove the associated territory card from the deck before dealing the remaining territories). This is each player's home territory. If another player has control of this territory at the end of the game, they gain an additional 5 VPs.
5. Instead of forming a territory deck at the beginning of the game, each player starts with a hand of cards made up of their starting territories, which they can use as described above. Whenever a player successfully invades a territory, they may claim that territory card from their opponent or the discard pile. Sets of territory cards can still be discarded for additional reinforcements during a reinforce action but discarded cards can only be claimed during a successful invasion.
6. As there is no territory deck, the Valar Morghulis card is not used, but instead the game is played over a number of rounds or until a specific victory condition is met (see scenarios below).
7. Faction abilities (optional, but makes for more of an interesting game):
Stark: 'The King in the North' - if the Stark player holds all territories in the North at the end of the game they automatically win the game; 'There must always be a Stark in Winterfell' - if the Stark player does not control Winterfell, they cannot generate reinforcements; 'Winter is coming' - the Stark player can take 1 additional action each turn.
Lannister: 'Hear Me Roar ' - whenever the Lannister player attacks a territory with only 1 army in it at the start of the turn, they automatically take that territory and replace the defending army with an army from the Lannister player's reinforcements; 'A Lannister always pays his debts' - after the Lannister player has yielded a territory, they may place a token on it to gain +1 to all attacks against that territory.
Baratheon : 'Ours is the fury' - if the Baratheon player takes a territory during an invasion, they may re-roll 1 die in each subsequent invasion this turn and gain an action.
Tryell: 'Growing strong' - whenever the Tryell player uses a reinforce action, they may place an additional army in each territory that is being reinforced.
Martell: 'Unbowed, Unbent, Unbroken' - the Martell player can re-roll all dice (they cannot re-roll a re-roll) and gets +1 to all rolls when defending/invading a territory in the Dornish Marches.
Scenarios:
Capture the Flag - the game ends when one player completes a successful invasion of another player's home territory and keeps control of it until the end of the round.
Elimination - the game ends at the end of the round in which a player is eliminated from the game
Survival - play continues for a set number of rounds (a round consisting of 1 turn for each player)
they must have changed the game since you made this vid, my copy doesn't have a lot of these mechanics. and the valar morghulis card has a black back like the others.
Fyi the reason Westeros isnt enlarged is because its to scale with Esos for play with both maps
Well, it isn't to scale already, Westeros is already enlarged compared to Essos on the boards.
Gotta agree with this guy on some points, he seems very picky but is right. There are barely enough troops to play with, my friends and I don't play with the end game card but it should not be double-sided. Disagree on the castles, that seems like too much work. I am surprised they put the sigil troops in the game. I love the game of thrones risk. Don't play with the objective cards or end game card for a long and very stressful night.
For not enough army pieces, you should use any unused houses and pretend that they have joined your side.
This is a way to fix the problem but it shouldn’t exist in the first place!
or mercenaries.... i know 5 years later
@@GalicianFromLemberg what do you mean by mercenaries? I'm looking to buy them game but wondering if its worth it. Is the army pieces situation really so bad? Like that I shouldn't buy it kind of bad?
@@sonoftheking1977 no personally i dont have army pieces problem i guess it depends
I like the limit as it means people will be more aggressive if needed.
Some houses being totally absent except for their territories is a bit strange too, even though I get they can't all be player controlled.
interesting point. peace through power brother!
Hate to break it to you, but that's the map of the UK
Hold your comments, it's just a joke.
Jon Kiesel lol it does look like they just combined did Ireland and the UK,
Westerns is actually just the UK. It's because it was based on the history of the UK.
You could use it to just play risk UK xD
I recently bought this game again, after losing it at a hotel. The fortification mistake is corrected in the rulebook.
Also, the Tyrell pieces are greener and Stark pieces whiter.
May I ask you which edition of the game is? I mean, if you can tell... and is it Hasbro or USApoly? Cause I just bought one from Amazon (in Italy) and:
1. Fortification mistake is still on
2. Tyrell and Stark pieces still too close in color
3. The "End Game Card" in Skirmish mode had been made different: in mine, there are two cards, identical, with that face (saying that the game ends when picked up) and a back similar to the other territories cards... but they made two Westeros' backs: I would have preferred a Westeros' and an Essos' back, but...
@@robertopolidoro9181 It has both the names of Hasbro and USApoly on the box.
DripdripKing mmm... understood. Seems like mine is in the middle between the first edition (with all that issues the video talks about) and yours... btw, no big deals, even if Stark’s and Tyrell’s colors are killing me (I’m a bit “color blind”, even if color blond is not precise as description...)
I disagree with the entire first section of the video before the rules mistakes and the card that makes them reroll is my favorite
Dude we love your video, it's amazing, you are so passionate, we find it hilarious. The irony in the title is the best, keep the attitude up!! We agree with you in large part.
Just played this last night where I used Margaery Tyrell's abilities repeatedly to force my opponent to reroll their 5s and 6s to win the battle. For 100gold I think that ability is worth it.
Like the video, will use it to make mods of our own for a more balance gameplay though.
Duc whenever you use a characters ability you arent supposed to use it again 7ntil it flips back on your next turn.
With your point about SeaPorts, you said that you have to load up every single territory you own because there's seaports everywhere. Maybe you misspoke or the rule in my version is slightly different. But areas with ports can only attack other areas with ports (on the same coastline), so you only need to stack troops in your areas with ports, not every region thats on the coast.
You didn’t understand him at all. His point was because of how many ports there are you need to load up so many territories that it becomes overbearing.
I don't get all the dislikes, after all, it's just your opinion. I think you've raised valid points, some of which I might adapt to my future games. And to be fair, although the game is pretty awesome, it has numerous small flaws (Skrimish, anyone) that should be addressed. 100 bucks should be worth a game with a little better of a finishing touch. Thanks!
They should make a House of the Dragon expansion with the Valerians as a playable team
Velaryon*
Velaryon is the House. Valyria is where they are from originally.
This game has to few pieces... I need more small 1 token armies.
I've just bought the game so i'll be sizing all these up on my first GOT Risk night. Great video BTW. Greatings from Bogotá, Colombia.
hola Nicolas , tambien tengo el risk de Got en Popayan, caulquier cosa aca en contacto
I agree 100% with you! I think it was mostly made for skirmish more than domination. I love GOT and Risk though, so it's still a great idea imo.
I dont know why the fuck this guy got 98 votes down. He clearly has a point, this game makes no sense what so ever it's poorly made. The idea is beautiful and trust me, i would have made this game even better. I am going to do one myself.
Mr.Bane where do I buy it
Arry Not for sale yet. Making a fan based version. Meanwhile, buy a Fantasy Flight Game Game of Thrones secound edition.
I disagree with almost everything you said, except for the OP sea ports and that objectives shouldn't end the game.
For example, Margaery's ability is situational but can turn the tide of the game if used at the right moment. It can easily make the difference between defeating two armies or losing two armies. Say you rolled 5 and 4 and the defender rolled the same, you lose two armies. Use Margaery's ability on the 5, and if your opponent rolls 3 or lower, you defeat both his armies. If that means you just barely managed to conquer the last needed territory in a region/kingdom, that can turn the tide of a game. Very situational, but very powerful in that situation. And the box fits everything perfectly.
I would've preferred a _Game of Thrones_ Axis & Allies game, using either the TripleA map or the CK2 mod's map.
If you play skirmish on the Westeros map, you don’t even have enough army pieces to start like the rules say.
To fix the ports issue you could introduce warships. Essentially armies you would recruit, place and move in between ports and which would need to be destroyed by other warships before the area could be attacked from the sea by regular battalions. Of course they wouldn't contribute to defending from a land attack and couldn't capture land themselves, and could be lost or even captured. If you could find some miniatures to cosplay as GoT ships I think that would add a nice dynamic to the game.
Got the game about 4 years ago, love the game, but the practical issues still drives me nuts to this day.. Oh and the Daenerys household cards let's the attacker replace all 3 of the 6-side dice with 8-side dice, the only problem is that there is only provides two 8-side dice with the game.. x)
The point of the game is not to dominate the whole map tho.
Apparently you never mentioned about how uneven the two player game is for this game. Putting one of the best player cards against one of the worst, and the better one goes first. You might as roll the dice to choose the player in the beginning and that player wins. It is very disproportionate and uneven.
absolutely. I did miss that. Had the game at a Christmas gathering and after a few games it became apparent that the player who goes first wins.
The box layout i found to be perfect, the diagonal slots where you have your tokens fit all the card piles during gameplay while the area you had your cards held the tokens. fixing it to put them away was as simple as 3 mini ziplock bags. Since the game is so big, using the box as a spaced organizer i could keep on my lap was immensely helpful.
The lack of pieces even in a 3 player game was disturbing :/ im currently looking for a way to have... more, as i have no clue to how you could possibly conquer a map like that, unless the supply is intentional to keep you looking to expand, and moving out once full? either way, i want more pieces as well :/ or at least a 5 count marker
In a 3 player game you could just assign another houses colors to yours so you have enough pieces.. in a 7 player.. you could assign another houses armies that you have conquered off the game to your own armies. this will increase the size of your armies.
@@dustinkahler3795 This is a way to fix the problem but it shouldn’t exist in the first place!
I'm looking forward to your video that goes over the rules. I've only played twice and there was some confusion and contradiction. I disagree with your negative comments about the box. That's some nice packaging. Thanks for making these videos.
There should be an alliance team mode of play. I feel like the main two houses are the Lannister’s and the Targarians when it comes down to who rules the Red Keep and all of Westeros. Other players can be the other houses and can pledge loyalty to either house Lannister or Targarian. Tributes in maybe territory cards or coin can be made to bolster these alliances.
Or perhaps Lannister and or Targarian are neutral armies on the map and the players are other houses who try to support and align themselves with one of the houses. Certain event cards move along the story of the battle for Westeros and certain player alliances and actions can tip the scales and outcomes of the canon battles as they happen in the show.
Perhaps a raven message system can be in the game. A way to secretly request actions from other players, form alliances, tell them to attack or defend certain territories or players.
I thought it was stupid they didn’t give pieces for three of the houses on the Westeros board. I would have happily bought it without the essos board and pieces. And also they did need for army pieces.
This is how I felt as well, though the game was exceptional, I wouldn't mind paying twice as much for an improvement on every aspect of the game. For instance, Tyrell pieces are such a light green, they are too similar to Stark and can be hard to distinguish. I felt the ports were ok, because you need to be able to attack Starks, but Dorne seemed arbitrarily easy to defend, with two pretty obvious choke points. They may have balanced this with making the Dornish cards weak as heck, especially the female character who can pay to use her maneuver during combat, which I've not recognized as being useful in many situations, especially compared to a Jon Snow ability which gives you an additional maneuver.
Some hacks I'm going to employ, paint helmets on Tyrells gold and sleeve the cards to prevent damage.
IMO, it is inexcusable that the objective cards virtually make the game super competitive, perhaps on the level of magic the gatehering. I advise introducing the objective cards, 1 per turn for everyone, on turn 3-5 with no way to draw extra. This is because they are simply too powerful and will end the game too quick.
Another idea is to reveal top 4-5 objective cards and let all players play off of them, rotating them with draw phases?
Hope they come up with some enhancements, because this game has potential to be great.
The colors are an issue with the main series of Risk as well
Have you played risk legacy yet? Would like to know your opinion on it.
Not yet. I'm doing a massive series on risk Warhammer next
Which game should i buy: Game of thrones 2nd edition or Game of thrones Risk?
House Martel has such bad character cards and they almost always go last. Their region only gives one bonus point and they are located in such a cramped area of the map. They will almost always lose. Also, in the world at war game mode house Ghiscari can usually grow unchecked because while all the houses in westeros are fighting it out, house Ghiscari only has to worry about house targaryan who also has to fortify its many ports. House Ghiscari always gets a najor advantage and it can lead to them winning alot.
Just played it, first time ever playing any Risk game and we played the "End Game" card as if you had to play it not "reveal" it. So the guy on the last turn just went bugnuts and took over half the map in one turn, had one guy on every territory he owned and would have been curb-stomped the next round if there was one. I went from winning the map to coming last because I neighboured all of his territories.
Our only two solutions were either play the cards from the bottom of the deck(so no-one can see if the Endgame is about to happen until it happens) or end the game on the reveal(with a caveat that if the game hasn't got to round ten or something we reshuffle, or more likely we'll only put that card into the deck after round ten and then shuffle).
They honestly should have made it a single sided card like the others.
Also ports work better if you can only travel to the "next port along" during the attack phase but can go to any port on your coast during maneuvers.
So you can travel either north or south ONE port from yours to attack the next port OR you can travel to the next one along if you already control the next port North or South(so assume a naval blockade is in effect stopping you traveling past unfriendly ports and controlling the port connects your ports together, doesn't involve any armies just an imaginary blockade) now this is interesting because you can agree to not blockade someone if they want to attack a port further south/north past the other persons existing 'blockade'. So you can make some diplomatic alliances on non-aggression related to sea travel. This makes holding ports important on a few levels and stops someone filling one port with tons of men and then attacking the furthest point away to storm the map, also allows for more regional controls.
My major concern is that i need people to play with and its expensive. It’s not worth it unless i can be convinced otherwise.
Yeah the Valar Morgulis card should end the game when revealed, otherwise the last turn gets too big of an advantage by just going all out attack and not worrying about defenses. My family just noticed this when we did a test play. We ended up using the other armies for pieces.
The rules say that game ends when Valar Morgulis gets revealed (picked up). It's important that when someone attacks and wins 1 land he immediately draws a card...
Whats the best way to play this game where its really fun? Also can you make alliances?
My favourite is the original as map is a good size, the cards are nice and not to flimsy and the game is not too complicated. If you want to play another version I would recommend the lord of the rings version.
... we ALWAYS want to have a cavalry in that game!!!
You might not played enought to realize It?
Siege machine is the weak/unusefull one!
nice concept to block attack of fortification unless you have a siege machine... can be fun, we might try this like that...
@+
Can someone help me with some rules.
Do special units abilities stack with character cards? So can someone effectively roll a 10 with a Knight and a character card that adds 1 and a trebuchet which allows the eight sided dice.
My sister someone feels that the wording 'this card ALLOWS' you to do something doesn't mean you have to, so she says if you have the knights with your army, you don't have to use them, or the eight sided dice if you don't want to. So if you have special units do you have to use them?
My sister hates the eight sided dice, she says she can pick and choose when to use that ability. I'm like... Why the hell would you place it with your army if you didn't want to use it. I think the rulebook leaves too much to interpretation.
Abilities can stack according to how I see it. As for the "ALLOWS" part, I guess you can decide, but it won't be in your benefit to role a 6 sided dice with the possibility of using an 8 sided dice.
They put in d8s that could've been d6s with the Leader rules of Risk copied on but cut on production value elsewhere. Smh. I guess the cost of a d8 isn't so high but still.
Thank you for this One!
The word "Skirmish" is a common word in war games and just means a scrappy fight between irregulars or small groups. There's no such word as skrimish.
"Skirmish"- it is a noun and it is also a verb. It IS English.
@@mistyfair5798 He's nitpicking a spelling error...
If you have another version of risk, I used the same colored armies from that game to fill out my armies in the GOT one. It’s annoying that there aren’t enough.
The rules state that the tokens are right, and the rule book is wrong.
No Greyjoys/Boltons wtfudge
You are completely wrong about the end card... The card needs to stay FACE DOWN so nobody can see it. You pick up the card and then reveal it if you got it... it isn't revealed by itself... It is crucial that as soon as the player playing wins 1 country, he takes his card immediately... therefore he can't use the "free be round"... You are playing it wrong
Nice video, thanks! Do you know a website where I can buy extra armies?
Just ordered this, cannot wait for it to arrive. I think with a three player game you could have each player take control of two factions so there's loads of units. you could have like Tyrell and baratheon, lannister and martell, and stark and targaryen (just examples), which ought try with my friends so we can conquer westeros (or maybe essos too if there's enough troops).
That's often what I do for most games ^_^ If there are few enough people then at the begining of the game we choose a secondary house which we use as backup pieces if we run out. And although this can make it a tad busy on the board its the best you can do with the limited pieces ¯\_(ツ)_/¯
You should have ordered Game of Thrones 2nd Edition by Fantasy Flight underrated boardgame. Cheaper than this mainstream random fest that is risk
I wish there was a rule on how many forts, engines, and knights you could have on a square. My friend had literally 8 on a square and was impossible to stop
I'm fairly certain the rule book says 2 max per special unit.
I hope thats the case. I thought I gave the rules a good look but ill check again.
Yeah I didnt see it in the rule book. Its impossible to stop the attacks because his lowest role is your highest.
It's not explicitly stated, but I believe they intended a limit of 2 special units per territory. If I recall correctly, some of the special units have such a limit naturally from what they do, so it would make sense to apply that limit to all of them. We play with a limit of 2. Anything higher would just be incredibly overpowered, and far to easy to get as well.
Hi all, arent Maester cards too cheap? I think they should cost about 500 coins so that it wouldnt be so easy to get them. What do you reckon?
you pay 200 to get one and you have to pay to use them, I don't think they are to cheap
So to shed some light on it, if you want the dominion and questing with all the strategy and tactics get the real game of thrones board game guys, this is Risk , Risk is Risk it's been close to the same mechanics for decades and they added in some thrones flavor as a kicker. Just a kicker... It's Risk people....c'mon. Go play the real GOT board game if you want more it's amazing. =) Hopefully they fixed the issues in newer versions. I don't own it since I really like super tactical deep strategy games but considering it on sale.
I’m assuming u never play this risk game, which I find awesome btw, bc there is “so much wrong with it”...why nitpick the minor details
Thanks ! this is so useful keep up
also can you do Risk Lord of the Rings ?
Yes, yes , yes & yes. But ya man the map is a huge part of course & its really bad in a lot of ways. I mean, the map could of looked really nice. I was going to get it until I saw this video. Thanks for the video brother
you laminate cards or put in card holders if you're a serious collector
I haven't got to play my copy of the skirmish edition yet, but a couple of observations stand out on looking at the map. First, there seem to be very few defensible areas (due to both ports and how borders are arranged) and second, the kingdoms give very poor rewards for holding all of their territories. The border territories:bonus troops ratio is appalling for all of them - even doubled, they often give pretty poor returns compared with the original game.
Would it be fair to assume that holding complete kingdoms is not such a big deal in this game and you just have to wear the opponents down with a greater territory income and liberally used Risk cards?
Small kingdoms such as Dorne and the Iron Islands can be worth taking, and the western regions of Essos aren't too difficult to hold either, but there is just absolutely never any point in even thinking about conquering the North. They might as well not have stated a bonus for holding the North, because it's going to be impossible to achieve anyway.
yeah the bigger regions are not supposed to be held in my opinion
thanks for the video... i haven't played the game but will reconsider buying the game now hahaha
Forcing a reroll is weak? Since when? If they roll a 5 or 6, you force them to reroll for a chance to fail. That's quite strong.
yeah, it's quite useful in practice for only 100 gold, can stop a small invasion force right in its tracks.
Your video about the rules was very helpful but this video is hyper critical 😂😤
is harlow and pyke connected plus harrenhall and mountains of the moon , could i rearrange my pieces within them. some islands don't look like they are connected ?
Harrenhall and mountains of the moon are connected as they have the black border connecting them and are not completely seperated by the sea and hence you can move troops between and through them. However harlaw and pyke are seperated by ocean and by the logic that they have to be connected by the black borders or sea bridge things (forgot the name of them XD) and as harlaw and pyke meet neither requirement then you could not move troops between them.
@@jordanf9257 yes you can because both harlaw and pike have ports
the FFG Game of Thrones board game is SOOOO much better
I just played the two player dominian and balance of the game is awful! ! 90% Taygarian win the game!
rules are not clear at all
not explained enough! !
Slavers bay isnt suposed to be blue
Sounds like the owners of the 'RISK' franchise just wanted to bank off the Game of Thrones name. Another game to add to their repertoire.
If you only use the base rules, whoever goes first will win.
It doesn't seem like he's played it. The character card he claims is weak is cheap and has a huge opportunity to flip a fight
Is this worth the price?
Did you say 'skrimish'?
I agree completely
I am glad I watched this. Was going to buy it. Now I won't be.
Would anyone be able to send me a list of all charater, measter and objective cards?
Do you want them even now ?
Also Great Video!
Thanks. Feed back is always welcome.
No problem. Keep up the great work!
very negative...after 2 min I stopped video!
Good for you
"Everything Wrong with Game of Thrones Risk" Nobody tricked you.
The Angry Boardgame Nerd
I have this game
0:45 hey man thats not very nice
We just played it and it was fun you’re way too picky dude. Yes we ran out of armies but just used the other ones not being used.
Attention to detail is not the same as nitpicking, especially for an $80 game.
Don't care still going to get it
How would i Improve this game? Sell it and buy the Fantasy Flight's Game of Thrones Boardgame 2nd Edition. Cheaper and a much better experience
You were literally wrong in the first 5 seconds of the video. The cards go where they are originally laid in the box (laying down in the deeper slots) and the coins go in the smaller slots hence the 5 slots to keep them separated. So the design isn’t “retarded” something else is in this case.
But there isn't any clean way to organise each token type into it's own slot because there are 6 types of tokens, 5 slots, and they overflow into each other's slots, then they fly around everywhere in the box if it's tipped.
You can fit them in, it's just unnecessarily messy and an impractical use of space.
Aidan Allen putting the different amounts of gold together is a non issue and there is plenty of room. Not to mention your complaint was that board doesn’t fit properly because you are trying to fit the cards in the coin slots. If you put everything in the correct spot the boards fit in snug and you can flip it over and everything stays in place. Guess I don’t make a habit of shaking board games like a tambourine so I’ve never run into this issue.
@@mattlol02 The gold doesn't fit in one slot, you can't put them together. It's just stupid, they easily could've made the slots deeper.
@@mattlol02 also that wasn't my complaint
Great video. Was gonna buy one. Now won't do it. Thanks.
0:58 nicely English
Well I'm not buying it now😩
I do not agree , even though it may have some balance problems between 2 and 3 players, play with 4 or more is another story, no game in itself is perfect, defects of this risk are oversized . shame, shame , shame jajajajaja,
thanks for "how to play this game" video
Have you ever played before🤔🤔🤔.😂😂😂
totally agree
nsomma t'è piaciuto!
Booring analisis, GoT risk is good game, its fun an evil jajaja, this boy dont play a lot this risk i think
You obviously haven't seen his how-to-play GOT Risk video where he has like 20 versions of Risk in the background.
Dude we love your video, it's amazing, you are so passionate, we find it hilarious. The irony in the title is the best, keep the attitude up!! We agree with you in large part.