
I’ve just returned from a superb Holiday in Croatia. Dubrovnik, to be more precise. You may be aware that the Old Town in Dubrovnik was used as the location for many of the sets in the hit series ‘Game of Thrones’. Of course visiting the beautiful City has inspired me to watch ‘Game of Thrones’ for the fourth(?) time – I am currently working my way through the first series.

It also reminded me that back in Lockdown 2022 ( was it really that long ago?) I wrote a brief adaptation for GOT in Bill Hooks. We never actually played the rules through. For a start, I didn’t have the figures and we weren’t able to meet up for gaming. I was also still heavily involved in the final playtesting oof NMTBH’s and I was busy building a decent WOTR army with no time to spend on converting figures to GOT. So all the games were played out in my imagination. Lets by fair, it was more fun than thinking about reality at the time!

But my holiday reminded me that I had written an adaptation and I thought that it would make an interesting blog article and at least make the rules available to anyone that fancied using them or adapting them to play a slightly different game of Bill Hooks.

It is unlikely that I will actually use the rules for GOT. I still have too much on the workbench to start to painting GOT retinues. I guess that I could simply use my WOTR collection but I’d rather have some ‘accurate’ troops and in particular, characters.

But never say never, I’ve always wanted to sit on the Iron Throne…

So here are the draft rules – feel free to use or adapt them as you wish.
Never Mind the Bill Hooks for Game Of Thrones
It’s been well documented that the book series ‘Game of Thrones’ by George R R Martin, has borrowed heavily from the history of the Wars of the Roses. The fictional Seven Kingdoms struggle took many of the characters and incidents from the Wars and used them as the basis for plot lines within the amazingly successful series. Even the map of Westeros is based on the map of the British Isles. Where George Martin has been particularly clever, has been the limited use of both magic and fantasy elements in the plot. Yes, I know there are dragons, and walking dead and much more, but for me, they are not dominant in the story. It is the characters and the relationships, the tales of betrayal and treachery, friendship and heroism that kept me engaged through the series of the seven books and TV series. Oh, excepting the last episode….
Well, before this turns into a fan boys review of the Game of Thrones, I thought that I would think about how the rules for Never Mind the Bill Hooks could be adapted to allow players to re fight their own battles in the Game of Thrones world created by George R R Martin.
There are a number of disclaimers – first no attempt to steal copyright is intended, this is simply one admirers view as to how war gamers may choose to adapt a set of rules to a fictional book and TV series.
Second disclaimer is that none of these rules have been play tested other than in my imagination and in my own garage. I have therefore chosen to modify the existing rules rather than go for heavy re writes.- These are simply some ideas to get you started. If you like them, please feel free to add or modify them with your gaming friends. I suspect that your imagination will probably be as good, if not better than mine.
Thirdly, I have deliberately excluded the use of magic (except in a couple of the Special events cards) and there are no Dragons! If you really want a more fantasy feel, you will either need to introduce your own rules or take a look at Andy Callan’s Billhooks Fantasia (AKA Never Mind The Warlocks) which is available from Wargames Illustrated or www.nevermindthebillhooks.com
Finally, when it comes to figures, you can obviously convert your own but there are licenced miniatures out there if you fancy something to add character to your army.
And so, without further hesitation, here are the rules!
The basic game is played as written in the original rules NMTBillhoks rules or core Billhooks Albion in the NMTBillhooks Deluxe – if there are any doubts in the mechanisms described or disputes in game play, please refer to them for the final word. The modifications are primarily in the make up of the Armies and special characteristics that are given to them. I have not invented new gaming mechanisms!
Leaders
You may have one MAJOR hero in your army. They are still rated as level three leaders with the following additions.
Major heroes are immune to testing when a unit that they are with is hit with any sort of missile fire. Major Heroes can only be wounded or killed in Melee (unless as a result of a special event card….)
Major Heroes cause disarray in leaderless enemy units when charging home.
Major heroes may have a ‘sidekick/friend’ with them to add to their effectiveness.
Friends may be rated up to level two leaders. They may contribute to any melee that they are involved in by rolling one or two extra hit dice, according to their rating. Note that they are an addition to the unit that they are with, not part of it.
Hits on Major leaders may be allocated to the sidekick as the owning player wishes….
Example of Major Heroes:
Jon Snow; Rob Stark; Jamie Lannister; Tyrion Lannister; Tywin Lannister; Stannis Baratheon; Daenerys Targaryen; Euron Greyjoy.
Examples of Friends;
Bron; Dire wolves; Ser Mervyn Trant; Sr Davos Seaworth, The Hound, Grey Worm, Victarion. Some of these could actually be classed as heroes – it’s up to the players to decide who is leading their armies!
There are many characters that you could use as Major heroes and friends – to see a complete list of the hundreds of characters, just refer to the back of any of the George RR Martin books.
Army Composition for Major and Minor Houses
There is no Gun powder in GOT so no Handguns or Artillery! The points value of troops is as for the standard NMTBHs rules.
The troop types are split into:
Standard (Extras), which includes the ‘normal’ troop types such as Billmen, Bowmen, Crossbowmen, Pikemen, light horse and Levy.
Elite, which includes Men At Arms and Mounted men at arms.
Allies, which includes any ‘exotic’ units brought in from other sources.
For every Elite unit in your army, you must have at least one standard unit. This will allow you to be more flexible in building your army and you may have more of the tougher units. There is no restriction on the mix of these units.
Crossbow men may be mustered as units of twelve. They can shoot at 12 inches and hit on 5 or 6. They will cause MAA to go down one armour class. They may only shoot once per turn. They have unlimited shots. They may not shoot as a reaction to a charge. ( they are too busy/paniced to fiddle around with their windlasses!) They may evade as per bowmen or skirmishers.
Mounted men at Arms may be mustered as units of 8. They have all of the same rules in NMTBH’s but now have a superior morale check 2D6.
The major houses may only have one unit of ‘Allies’ per army and only one type of Ally, assuming that the rules allow alliances. I have included this to stop power building of armies but if players want to mix and match, it is up to them!
Special Rules for Houses
I have only included the two main houses here, the Lannisters and Starks. If you wish, you can add to this section!
Lannisters may add two extra Army Morale tokens to their pot!
Any Stark leader may take a Dire wolf as a ‘friend’ or replacement for a friend. Dire wolves have two wounds and two attacks, cause disarray in all units unless the opposing unit is lead by a Major Hero. They may only enter into one combat sequence. Once the combat is resolved the Dire Wolf is removed – it is too busy eating its dinner!
Examples of Major Houses
The Lannisters, The Starks, The Baratheons, The Greyjoys, The Tully’s, The Freys, The Tyrells, The Targaryens, House Martell to name but a few!
Examples of Minor Houses
House Braken; The Vale; The Stone Crows; House High Tower, Dondarrion, House Dayne, House Karsark, House Mormont.
There are many houses to choose from and which one you choose is up to you. Again, there are plenty of references in George RR Martin’s books to choose from. You might also look the House sigil and motto for inspiration regarding any special rules that you use. So for Example, House Baratheons words are ‘Ours is the Fury’. Perhaps that would give their Men At Arms (foot Knights) a Furious charge, re-rolling all hits in the first round of melee.
Special Armies/Allies.
The Wildlings
All Wildling troops are rated as Levy in points value. Otherwise, they are treated in morale tests as normal troops. Regardless of normal troop type, they save on a 5 or 6.
Wildlings are not permitted to field Men at Arms or Cavalry.
Wildlings move at the same rate as skirmishers and movement is not affected by bad going.
They may have a Major hero leading them.
They may field skirmishers.
They may have one giant per army or 100pts (?) of troops.
They may have one Mammoth per army or 100pts of troops.
GIANTS
A Giant has the same stats as a unit of Men at Arms and so he can can take 12 wounds and save on a 3+ vs shooting and in melee. He attacks with the same effect as a unit of men at arms, ie 18 dice if unwounded. You will need to do some book keeping with this unit! As the giant takes hits, so his effectiveness will diminish. He will also check morale in the same way as the men at arms will do so. Even a Giant might decide that enough is enough if he has taken more than 6 hits or lost a melee! If daunted or routed, he will go straight back through any units behind him causing that unit to take 3 automatic casualties ( Unsaveable) as well as causing disarray to the unit. These units will also have to take an instant morale check. Nearby units are not affected.
Mammoths
Mammoths are treated as heavy cavalry. They have 8 wounds and can attack with 16 hits. They can only move 6inches per move and cannot charge or receive a charge bonus. Any riders are considered to be part of the Mammoth for the purposes of attacking. As with the giant, you will need to note the casaulties taken. Mammoths save on a 3+ regardless of whether in melee or from ranged shots by any weapon. They test morale on 1D6 +2. If they are daunted or rout they will go straight back through any units causing that unit to take 3 automatic casualties ( Unsavable) as well as causing disarray to the unit. These units will also have to take an instant morale check. Nearby units are not affected.
Note that although Mammoths and giants are big and can be seen over the top of other units, they may not be targeted unless a leader is with the opposing shooting unit to direct the fire. It is assumed that a leaderless shooting unit will too overawed to shoot straight!
Because of their size, Giants and mammoths cannot move freely through friendly units. If they do so, they inflict 3 unsaveable hits, the same as if they had routed through the unit.
ARMY OF THE DEAD
The Army of the Dead have no allies and are almost unstoppable. I think that they would make for an interesting solo game as the Army of the dead will simply advance relentlessly towards the opposition. You will need a lot of undead figures for this army! I also suggest that you consider arming some opposing units and at least one hero with weapons made from either Dragon Glass or Valyrian steel. Hits from theses weapons on the undead ( including the leaders), are unsaveable).
There are no morale tests for units in the Army of the Dead! They cannot be daunted, they cannot rout! There is one exception. They can be disarrayed by terrain or obstacles. All troops are rated as Levy in points value. Regardless of normal troop type, they save only on a 6.
They are not permitted to field Cavalry, Men at Arms, pike men or any missile troops or skirmishers. They can still form blocks of two units.
They move at 6 inches, as other units do and are affected by bad going and obstacles.
They may have a Major hero leading them – White walkers only.
They may have one giant per army or 100pts (?) of troops.
They may have one Mammoth per army or 100pts of troops.
There are no Army Morale tokens. To stop the army of the dead you must wipe them out or kill the leader.
In the manoeuvre phase, units may only move directly forward towards the nearest living unit.
The army of the Dead can’t stand still. If their units do not receive an order they will move 6 inches towards the nearest living unit regardless of whether a leader is with them or not.
At the end of each turn, another standard unit of dead will appear at the table edge and move towards the nearest live unit.
The Nights Watch
The Nights Watch should be treated in the same way as the major houses of Westeros. Except that they cannot field Mounted Men at arms or pike blocks. They are able to have units of Foot Knights.
They may field skirmishers.
They may have a Major hero leading them.
The Nights watch may also be lead by a Stark Major hero and dire wolf.
The Dothraki
The Dothraki may only field armies composed of units of Light horse in units of 12. These units may roll 2 D6 for morale but otherwise act the same as other light horse units, fighting in two ranks. One full unit will therefore throw 18 dice in attack, save on a 4+ in melee, and a 5+ against missile fire. The Dothraki can also field units of 8 light horse to be activated on the skirmisher card.
In addition, you may take half your units of Dothraki screamers armed with bows. They can shoot once per turn with a range of 12 inches. They will hit on a 6. They have an unlimited arrow supply.
Dothraki are extremely mobile and may move two units during the manoeuvre phase.
They may have a Major hero leading them.
The Unsullied.
The Unsullied may only take either pike blocks or Swordsmen. Swordsmen are rated the same as Men at Arms but save on a 4+. They are not permitted any cavalry or missile troops or skirmishers.
As highly disciplined troops, the Unsullied will not be disarrayed by any formation change in either direction or facing. They will always turn and face cavalry or flank attacks regardless of how many moves the enemy are away from them.
Unsullied pike blocks always share hits equally between their component units They will not become disarrayed after second round of combat but continue to fight as a block regardless.
The Unsullied will not become daunted as a result of a failed morale test but they will still break on a morale roll total of 4 or less. They will ignore any troops, even of their own army routing alongside or near to them.
They may have a Major hero leading them.
Special Events, Bonus and play deck Cards
The play deck will essentially be the same for any other NMTBH’s game. If a side is not allowed skirmishers, simply remove this card from the deck.
The bonus deck is played as standard.
Special event deck. I suggest that you use a maximum of 10 special events cards including these listed below.
Remove the Local Truce card and replace with ‘Faceless man’. Playing this card will kill your opponents major hero. Remove him and his card from the game. His friend may fight on as a level 2 commander in his place. This card does not win the battle unless your opponent has run out of commanders! Your opponent is free to fight on should he wish to do so. However, if played on the leader of the Army of the Dead, all the dead will instantly drop, it is game over.
If you are playing with the Army of the dead, add in ‘All rise’. Playing this card will allow you to ‘revive’ all undead casualties. All of the Army of the dead units are made back up to full strength. A very powerful card that if drawn by the undead player could be a game changer, to say the least! Of course if the non Undead player pulls it, they can be reassured that nothing that they ‘kill’ is getting back up!
Dragon Strike! Play at any time by targeting a unit and rolling 12 dice. 3+ is an instant kill with no saves. The unit is also disarayed for a morale check. All units within 12 inches become disarrayed. If they are already disarrayed, then they become daunted.
Dondorian rises! You may bring back any commander or major hero who has been slain. They will either regain their original status, if a major hero, or will be ‘promoted to a hero! The unit that they are leading can remove any disarray or daunted tokens.
In conclusion
I have only scratched the surface when it comes to the fantastic world created by George RR Martin. I haven’t mentioned (until now!) the Kingdom of Dorn, Bravos, The Summer Isles and other lands beyond the Narrow Sea. That leaves plenty of scope for players to use their imagination and create the armies and games that they would like to play. My final word of advice is to try to stick to the basic core rules of NMTBH’s. The rules provide a great framework for a fun and playable game where the cards and dice throws provide all the narrative you will need for a superb battle that you will need for a superb battle!
Happy Bill Hooking!