Game of Thrones

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Introduction

A Song of Ice and Fire is a fantasy series written by George R.R. Martin. The series is often referred to as Game of Thrones in reference to the first book, entitled A Game of Thrones, or the television series of the same name. I will not go into detail about the series here, but suggest instead you read the novels and watch the television series, as both are quite excellent.

This Diplomacy variant is based on the houses, people, places, and happenings of the series. Each player plays as one of the 7 Great Houses that are featured most prominently in the novels.

Variant Rules

  1. The regular rules of Diplomacy apply, except where amended below.
  2. The game begins in Turning 298 AL (Aegon's Landing). The terms Spring, Summer, Fall, Autumn, and Winter will continue to be used to avoid confusion despite the fact that in this universe seasons are actually longer than years. And so the player of House Stark can frequently remind everyone that Winter Is Coming.
  3. There are 31 supply centers, so the victory criterion is 16 supply centers at the end of any Autumn retreat season.

The 7 Great Houses

House Baratheon (Stag/Yellow)

House Baratheon starts with a fleet in Storm's End and armies in the Kingswood and the Stormlands.

House Greyjoy (Kraken/Black)

House Greyjoy starts with an army in Cape Kraken and fleets in the Iron Islands and the Shield Islands.

House Lannister (Lion/Red)

House Lannister starts with a fleet in Lannisport and armies in the Crownlands and Casterly Rock.

House Martell (Sun/Orange)

House Martell begins with a fleet in Sunspear and armies in Godsgrace and Yronwood.

House Stark (Direwolf/White)

House Stark begins with a fleet in White Harbor and armies in Karhold and Winterfell.

House Targaryen (Dragon/Maroon)

House Targaryen begins with a fleet on Dragonstone and an army in Pentos.

House Tyrell (Flower/Green)

House Tyrell begins with a fleet in The Arbor and armies in Highgarden and Oldtown.

Map Notes

Clarifications

  • All game territories are marked by their three-letter abbreviation in black text on a grey background. Any territory or island that is not marked with an abbreviation (such as Tarth and Skagos) is not a playable territory in the game.
  • All coastal territories have one coast except Beyond the Wall, Castle Black, and Braavosi Coastlands, which each have a west coast and an east coast.
  • Major roads, which are the white lines on the map, have no effect on gameplay and are included only for aesthetic purposes, although a couple territories are named for major roads that run through them.

Rivers

  • Rivers act as the border / part of the border between territories if the appropriate section of the river traverses the entire span between two drawn borders (tan lines) or ends into a drawn border.
  • The exception to the above is if the grey abbreviation is placed across a river - this indicates that both sides of the river are part of the same territory.
  • Rivers may always be crossed by armies as if they were normal land borders, with the one exception of the fork of The Trident. The fork of The Trident is impassable, meaning that the Riverlands do not border Harrenhal and Riverrun does not border the Kingsroad.
  • The Mander, while not its own territory, is navigable up to Highgarden, but no further. Therefore, fleets may move from Horn Hill to Highgarden (and vice versa) and from the Searoad to Highgarden (and vice versa). House Tyrell may build fleets in Highgarden provided other build rules are followed.

Island Supply Centers

  • There are 4 island supply centers: Dragonstone, Iron Islands, Shield Islands, and Tyrosh.
  • Island supply centers may be occupied by armies or fleets. An army or a fleet may be built in a home island supply center, provided other build rules are followed.
  • Armies occupying island supply centers may only move via convoy, even if the island supply center borders a land territory.
  • Fleets occupying island supply centers may convoy an army through them, but the army may not land in the island supply center.

King's Landing

  • As the seat of the Iron Throne and capital of the Seven Kingdoms, King's Landing is more important than a normal supply center. Therefore, it can supply two units, and is counted as two supply centers when determining if the victory criterion has been fulfilled.
  • At the beginning of the game, the power in King's Landing is split, and it supplies the Baratheon army in the Kingswood and the Lannister army in the Crownlands.
  • No House may build in King's Landing. House Baratheon may instead build in the Kingswood and House Lannister may instead build in the Crownlands, in both cases provided other build rules are followed.
  • The supplies of King's Landing must be assimilated one at a time. Therefore, if a House that has no ownership of King's Landing occupies it at the end of an Autumn, it assimilates only one supply center. If the House wants to assimilate the other, it must ensure that it has a unit in King's Landing at the end of the following Autumn.
  • Any order that has the potential to have the unit occupy King's Landing at the end of an Autumn when King's Landing has split supply MUST specify in the order which House's supply the unit will assimilate. A move or retreat order without this specification is void. A hold order without this specification will result in no assimilation of supply. An order to not assimilate is also allowed.
    • Example 1: House Targaryen wants to attempt to move from Blackwater Bay to King's Landing in Fall 298 and assimilate House Lannister's supply. The proper order is F BwB - Kin (ass. L). If this specification is not included, the GM will change the order to F BwB H.
    • Example 2: House Tyrell successfully moves into a previously empty King's Landing in Spring 299. In the fall, House Tyrell wishes to hold in King's Landing and, come the beginning of Winter 299, assimilate House Baratheon's supply. The correct order is A Kin H (ass. B). If this specification is not included, House Tyrell will assimilate no supply and King's Landing will continue to supply one Baratheon unit and one Lannister unit. House Tyrell could do such a non-assimilation intentionally by ordering A Kin H (ass. N).
    • Please note the non-assimilation option is only available in King's Landing, only when its supply is split between two Houses, and only when it is occupied by a House different from either of the two it is supplying.

List of Territories

  • Land Supply Centers
    • Braavos: Bra
    • Cape Kraken: Kra
    • Casterly Rock: Cas
    • Castle Black: Bla
    • Godsgrace: God
    • Highgarden: Hig
    • Harrenhal: Har
    • King's Landing: Kin
    • Lannisport: Lan
    • Moat Cailin: Cai
    • Myr: Myr
    • Oldtown: Old
    • Pentos: Pen
    • Riverrun: Run
    • Sandstone: San
    • Starfall: Sta
    • Storm's End: End
    • Stormlands: Str
    • Sunspear: Sun
    • The Arbor: Arb
    • The Eyrie: Eyr
    • The Twins: Twi
    • White Harbor: Whi
    • Winterfell: Win
    • Yronwood: Yro
  • Island Supply Centers
    • Dragonstone: Dra
    • Iron Islands: Iro
    • Shield Islands: Shi
    • Tyrosh: Tyr
  • Other Land Territories
    • Barrowlands: Bar
    • Beyond the Wall: BtW
    • Blackmont: Bmt
    • Braavosi Coastlands: Coa
    • Crownlands: Cro
    • Deepwood Motte: Mot
    • Dornish Marches: Mar
    • Horn Hill: Hor
    • Karhold: Kar
    • Kingsroad: Krd
    • Kingswood: Kwd
    • Mountains of the Moon: Moo
    • Prince's Pass: Pas
    • Riverlands: Riv
    • Salt Shore: Sal
    • Searoad: Srd
    • Stoney Sept: Sep
    • Stony Shore: Sto
    • The Dreadfort: Dre
    • The Fingers: Fin
    • The Neck: Nec
    • The Reach: Rea
    • Westerlands: Wes
  • Other Sea Territories
    • Blackwater Bay: BwB
    • Blazewater Bay: BlB
    • Bay of Crabs: BoC
    • Bay of Ice: BoI
    • Bay of Seals: BoS
    • East Summer Sea: ESS
    • Ironman's Bay: IrB
    • North Narrow Sea: NNS
    • North Sunset Sea: NSS
    • Redwyne Straits
    • Sea of Dorne: SoD
    • Sea of Myrth: SoM
    • Shipbreaker Bay: ShB
    • South Narrow Sea: SNS
    • South Sunset Sea: SSS
    • The Bite: Bit
    • The Golden Sound: TGS
    • The Narrow Sea: TNS
    • The Shivering Sea: TSS
    • The Stepstones: Ste
    • West Summer Sea: WSS