Risk: Game of Thrones Board Game
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- SEVEN ARMIES DESTINED FOR BATTLE: Claim your right to the Iron Throne with one of seven Noble House armies. Each army is composed of 45 finely crafted game pieces (315 game pieces total) represented by two different sculpted designs (1 unit army and 3 unit army) and one sculpted Seat of Power (castle).
- TWO CUSTOM DESIGNED GAME BOARDS DISPLAYING THE KNOWN WORLD: Partake in the War of Five Kings in the lands of Westeros with the 3-5-player game featuring Houses Martell, Stark, Baratheon, Lannister, and Tyrell; contest the rule of the Ghiscari slavers in the realms of Essos in a 2-player game featuring Houses Targaryen and Ghiscari; or combine the two maps to fight the war to end all wars in a 7-player game featuring all seven Houses.
- SEVEN EXCLUSIVE PLAYER BOARDS FIT FOR THE FINEST COMMANDERS: Track your progress on one of seven personalized Player Boards customized for each House and never before included in a game of Risk
- TWENTY-EIGHT SPECIALIZED CHARACTER CARDS FEATURING EXTRAORDINARY ABILITIES: Utilize the skills of four of the most powerful members of your House (28 Character Cards total; four per House) to dominate battles and defend against attacks.
- STUNNING GAME PACKAGING & COMPONENTS: Proudly display the customized game box featuring silver-foil stamps of the House sigils and then organize your armies in specialized army storage containers within the game box.
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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From the manufacturer
RISK: Game of Thrones Edition Game escalates Risk, the classic game of strategic conquest, to an epic level of chaos and war in a battle for the Iron Throne. Featuring striking game packaging, two custom-designed game boards, three ways to play, seven finely sculpted armies, and more than 650 total pieces, this game of strategic conquest will test the wits and bravery of both Risk and Game of Thrones fans. So, ready your swords for battle as you vie for domination of the Seven Kingdoms and beyond, because in RISK: Game of Thrones Edition Game only one victor can sit on the Iron Throne.
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The biggest change to classic risk is the introduction of gold as a resource. At the beginning of a players turn, the player will gain additional armies and gold, based on the number of territories occupied. Additionally, some territories contain castles and/or ports, which give bonus armies and gold, respectively. Gold can be spent at the beginning of your turn to buy Objective cards or Maester cards. Objective cards are just what they sound like - accomplish the mission described by the card, and you are awarded points toward winning the game. Maester cards give you access to a random one-use ability which requires additional gold to use. Some are during your own turn but others can be used during your opponents. The cards have a wide variety of offensive and defensive uses, and can dramatically alter the course of you or your opponents turn. These are a great addition as new strategic options are presented, and the game becomes very dynamic. Power will shift between players quickly with a well timed card. Fans of the show will love how thematic the cards are, as their abilities make some great references that are very much in the spirit of GoT. One player might plan an invasion only to have it derailed by a wedding between the players houses, or a defection of traitorous armies to the opposing player. There were multiple instances during our games where several players were cackling with delight at thwarting an enemies best-laid plans with the perfect card.
On top of these one-time use Maester cards, each player controls a House modeled after those in the source material. Each house has 4 character cards which provide abilities that may be used once per turn by spending gold. The abilities are themed to match their characters. For example, Davos Seaworth is a character for House Baratheon whose naval skill gives a bonus in battles involving a sea port. It's a nice touch that gives each army a slightly different flavor. These differences aren't so drastic as to upset game balance, but rather just add a bit of variety to offer differing playstyles.
Long time Risk players will notice that armies are much smaller in this version than in classic Risk, and this is an undeniably good thing. Gone are the days of 45 unit armies squaring off for ten minutes of dice rolling attrition. The smaller armies can be upgraded to pack a stronger punch by way of tokens which allow to to add +1 to your die roll or exchange a 6-sided die for an 8-sided one, for example. Having more concentrated armies helps speed the game up without sacrificing the satisfaction of fielding or facing a powerful army. Additionally having smaller armies makes it much more difficult to "hole up" in a corner of the map and play too defensively. This is made even more true by the addition of Ports to some territories. Ports of matching colors can invade one another as if they were adjacent, meaning players separated geographically can still fight if they are connected by the sea.
From a manufacturing standpoint, all game pieces are of a very high quality. The two boards, Westeros and Essos, are beautiful, accurate maps. The game pieces themselves are very nicely detailed (particularly the Baratheon Stags, although I fear some may lost some antlers in the future). All of the cards have a high quality print, with high definition character photos.
I have one minor quibble with the game, and that is the invention of "House Ghiscari" as one of the playable factions. Other houses are Targaryen, Stark, Lannister, Baratheon, Tyrell, and Martell. Ghiscari was created using several (very) minor characters to give an oppositional force to the Targaryens on the continent of Essos for 2-person games, or for 6-7 player games which involve using both boards at once (!). Simply put, as a book or show fan this "House" is pretty lame. The combined screen time of all four of your characters is less than most individual major characters. I understand why they made the decision to create them, but they are definitely the least exciting faction to control from a thematic standpoint.
As I mentioned before, I have only played this with 2-3 players. The 3 person games took about 3 hours to complete. Game length is certain to increase with the number of players, especially if several are unfamiliar with the rules. Being familiar with the basic Risk rules will expedite learning, but there is some adjusting to be done with the new rule additions. I suggest playing with the Objective cards that give Victory points rather than playing until all but one player is eliminated, so that you don't end up with a bunch of friends sitting around for an hour while two players duke it out to the finish. One thoughtful rule change was to provide small bonuses to players whose turn comes 3rd or later (such as some starting gold) so that they aren't helpless, watching all of the other players smash them to pieces before they even get their first turn. I thought this was a very clever way of leveling the playing field.
Overall, I would highly recommend this game for Risk fans. You don't have to be an avid GoT fan to enjoy it, but being familiar with it will absolutely enhance your experience as you understand all of the references.
Edit: Upon further playing some two player matches, you can run out of single army pieces to use with no spot for additional three pieces on the board. You only have 30 singles and there are a lot of territory spaces. Had to use different colored pieces during gameplay. The gameplay itself still holds up. The biggest trick is finding the balance between how much gold is generated per turn and how many objective points to obtain to declare a win depending on the number of folks playing.
Here is my video of my complete unboxing of the game so you can easily see what you get inside.