A Game of Thrones: The Board Game (Second Edition) Review

Release: 2011
Players: 3 - 6
Playing Time: 4 h
Bluffing Fantasy Negotiation Novel-based Political Wargame

Summarized Review

Intro

A Game of Thrones: The Board Game (Second Edition) drops you right into the bloody politics of Westeros, where great Houses scheme and battle for control of the Iron Throne. This isn't your typical conquest game—sure, you'll move armies and fight battles, but the real action happens in those whispered negotiations and broken promises that would make Cersei Lannister proud.

The game handles 3-6 players and runs about four hours, though it can stretch longer when the backstabbing gets particularly intense. With a solid 7.53/10 rating from players, it sits in that sweet spot of being complex enough to reward strategic thinking without drowning you in rules. Think of it as moderately heavy—you'll need to understand several interconnected systems, but nothing that'll make your brain melt.

How It Plays

Each player controls one of the great Houses from George R.R. Martin's novels, complete with unique abilities and starting positions. Your goal is simple: control enough strongholds and castles to claim the throne. Getting there? That's where things get deliciously complicated.

The game flows through three phases each round. First, the Westeros Phase hits everyone with events—maybe the wildlings are getting restless, or it's time to bid for turn order. These events keep you on your toes and often shake up carefully laid plans.

Then comes the Planning Phase, where the real magic happens. You secretly place order tokens on your armies—march orders for movement and attack, defend orders for protection, support orders to help allies (or yourself), and consolidate power orders to gather influence. Everyone places simultaneously, so you're constantly trying to read the table. Will the Starks really support your attack on the Lannisters, or are they setting you up for a fall?

The Action Phase reveals all those secret orders. Armies clash, alliances crumble, and new power dynamics emerge. Combat uses your House cards—each representing important characters with different strengths and special abilities. Once you play Eddard Stark or Tywin Lannister, they're gone until you get them back, so timing matters enormously.

Highlights

The negotiation system absolutely nails the feel of the source material. Promises mean nothing—you can swear eternal friendship one turn and stab your ally in the back the next. The game actively encourages this kind of treachery, creating those jaw-dropping moments when someone reveals their true intentions. I've seen players spend twenty minutes crafting elaborate alliance terms, only to have everything collapse in spectacular betrayal.

Each House feels genuinely different to play. The Starks start strong in the north but struggle to project power south. The Lannisters have the best starting position but face threats from multiple directions. House Baratheon controls the seas, while the Tyrells can rapidly expand from the fertile Reach. These asymmetric powers mean every game plays out differently depending on who's at the table.

The multi-layered strategy keeps everyone engaged even when it's not their turn. You're constantly watching for opportunities, tracking other players' resources, and adjusting your plans. The influence tracks for the Iron Throne, Fiefdoms, and King's Court add another dimension—sometimes it's worth losing a battle to gain a crucial position that'll pay off later.

Combat strikes a perfect balance between strategy and uncertainty. Your House cards provide the strategic element—knowing when to play your strongest leaders versus when to hold them back. The optional Tides of Battle cards add just enough chaos to keep things unpredictable without making skill irrelevant.

Criticisms

The player elimination problem is real and frustrating. Get knocked out early, and you're watching a four-hour game from the sidelines. Even worse, some starting positions are notoriously difficult—House Greyjoy particularly struggles without experienced players who know how to leverage their naval advantages. New players often find themselves eliminated or marginalized while still learning the systems.

The game heavily favors six players, but finding six people willing to commit four-plus hours isn't always realistic. With fewer players, the map feels empty and some of the political maneuvering disappears. The three and four-player variants work mechanically, but they lose much of what makes the game special.

Those lengthy negotiation phases can drag, especially with analysis-paralysis prone groups. Some players love the wheeling and dealing, others just want to get on with their turns. The game provides no structure for these discussions, so they can easily spiral into extended debates that slow everything down.

Conclusion

This game is perfect for groups that love political maneuvering, don't mind getting stabbed in the back, and have the time to really dig into a meaty experience. If you've got a regular group of five or six players who appreciate both strategic depth and social dynamics, A Game of Thrones: The Board Game delivers an unmatched experience of betrayal and triumph.

Skip it if you're looking for something quick, fair, or friendly. This is a game that rewards ruthlessness and punishes trust—exactly what you'd expect from Westeros. When it clicks with the right group, though, it creates those unforgettable gaming moments that you'll be talking about for years.

About this Game

Game description from the publisher:

King Robert Baratheon is dead, and the lands of Westeros brace for battle.

In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!

To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.

Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.

The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!

During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes.

In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.

Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.

Expanded by:

A Game of Thrones: The Board Game (Second Edition) – A Dance with Dragons (2012)
A Game of Thrones: The Board Game (Second Edition) – A Feast for Crows (2013)
A Game of Thrones: The Board Game (Second Edition) – Mother of Dragons (2018)


Reimplements:

A Game of Thrones (2003)
A Game of Thrones: A Clash of Kings Expansion (2004)
A Game of Thrones: A Storm of Swords Expansion (2006)


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A Game of Thrones: The Board Game (Second Edition)

Age 14
Players 3 - 6
Playing Time 4 h
Difficulty 3 / 5