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Fantasy Flight Games

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

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A Game of Thrones: The Board Game (Second Edition) is an epic strategy game of diplomacy, secret orders and warfare for 3–6 players, playable in roughly 120–240 minutes. This medium-heavy title is recommended for ages 14+ and features area control, simultaneous order selection and tense negotiation.

Players
3–6 players
Play time
Up to 4 hr
Age
Teens
Complexity
Hard
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About the Game

King Robert Baratheon is dead, and the Great Houses of Westeros are marching to war. In A Game of Thrones: The Board Game (Second Edition), you'll scheme, negotiate and betray your way toward the Iron Throne, secretly assigning orders to your armies before revealing them in a tense Action Phase where no alliance is ever truly safe.

Designed for 3–6 players with a typical play time of 120–240 minutes, this is a medium-heavy game recommended for ages 14+. Notable mechanics include area control, simultaneous action selection, hidden orders, negotiation and card-driven combat.

Based on George R.R. Martin's bestselling novels, the original game was designed by Christian T. Petersen and published by Fantasy Flight Games in 2003. This second edition updates the graphics and clarifies the rules while incorporating ports, garrisons, Wildling cards and Siege Engines from the A Clash of Kings and A Storm of Swords expansions, plus new player screens and optional Tides of Battle cards that add unpredictable twists to combat.

History

Based on George R.R. Martin's A Song of Ice and Fire novels, A Game of Thrones: The Board Game was created by Christian T. Petersen and first published by Fantasy Flight Games in 2003, followed by the A Clash of Kings and A Storm of Swords expansions. This second edition features updated graphics, a clarified ruleset, and incorporates elements from both expansions while adding innovations like player screens and optional Tides of Battle cards.

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Watch: How to play

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

  • Setup: Each player picks a Great House, takes its screen, house cards, order tokens and units, then places starting forces and garrisons as shown in the rules. Set the influence tracks, Wildling threat and supply markers, and shuffle the Westeros decks.
  • Goal: Win immediately by controlling seven areas containing castles or strongholds, or hold the most at the end of round 10 (tie-breakers apply).
  • Westeros Phase (rounds 2–10): Reveal and resolve Westeros cards, which trigger mustering, supply checks, power collection, influence-track bids and Wildling advances.
  • Planning Phase: All players secretly place one order face-down in each area they occupy (March, Defend, Support, Raid or Consolidate Power). This is the time to talk, bargain and bluff — deals are never binding.
  • Action Phase: Reveal all orders, then resolve Raids first, then Marches and Consolidate Power, in Iron Throne track order.
  • Combat: When units enter an enemy area, total unit strength plus support, then each side secretly adds a house card. Swords inflict casualties, fortifications block them; ties favour the higher Fiefdoms position.
  • Power tokens: Earn them through Consolidate Power orders and ports, then spend them bidding for influence tracks and resisting Wildling attacks.
  • Wildlings: When the threat track reaches 12, everyone bids power; the lowest bidder is punished and the highest rewarded.

Strategy

  • Keep your supply in mind — you can never field more units of a type than your barrels allow, so expand supply before mustering heavily.
  • Defend home territory: garrisons, Defend orders and supporting ships make your castles expensive to crack while you push outward.
  • Use Support orders from adjacent land and sea areas — they add strength to fights without risking your units, and ships can also carry armies across the map.
  • Hold some power tokens in reserve for influence bids and Wildling attacks; going broke early leaves you defenceless at the worst moment.
  • The influence tracks matter: the throne sets turn order, the sword grants a combat edge, and the court unlocks star orders and the raven's order swap.
  • Track which house cards opponents have spent — their hand only refreshes after every card is used, so a rival who's burned their best cards is vulnerable.
  • Negotiate constantly but plan as if every deal might collapse; never leave your rear open on the strength of a promise.
  • Watch the castle count, not the map: a player quietly sitting on five or six strongholds is the real threat, and the table should slow them down.