Keep in mind, that this is a ruthless game. You will betray and get betrayed. The game recreates Westeros very faithfully. The map is great and the character art is brilliant. My fears were in vain — all the art is interesting and original — it shows a different interpretation of the characters and I just love them.
Though mostly everything is great this is an FFG game , some things are really weird — like the board. It folds in a non-intuitive zig-zag fashion that makes it super easy to break. Not sure why this is. Tokens are also on the cheap side — they are made of plastic that imitates mother of pearl.
Other than that, components are great. This game is all about interaction. You fight each other, you help each other, you betray each other.
There is an interesting bidding mechanic that could buy you the right to break ties, be better in combat, or switch up one of your orders. How much fun you could have with this game is very dependant on the people you play with. Westeros fans, area control fans, power players — they will love it.
A group of good friends comfortable with the idea of screwing each other bad will love it. However, avoid playing it with whiners and people who hate to lose. It might end ugly for them. Yes, it is that engaging and people are that passionate about it. This should say enough about the quality of the game.
Highly recommended. First thing is first, this is a beautiful and seriously impressive looking game. We have played this twice in our league so far and here is what I have come to realize. All players must be sober to play this one! There are a lot of moving parts and the strategy is deep in it. First time we played it I drew the Starks, who start in the North of the map, they are isolated and left alone for a good portion of the game, I enjoyed but lost to the Baratheons as they took seven castles.
I admit my loss was due to the fact that I was enjoying the game so much and planning my moves without watching the other players. I wizened up for the second game and was dealt the Ironborn, the Grey joys and realized immediately that I had to play differently. I was right beside the Lannisters who were quite powerful and had to make an immediate alliance so I could build my self up.
I was also strong in the Naval department so this changed decisions I made. I lost due to the fact that I got wedged between the Starks, who were trying to spread past me and the Lannisters. The Lannisters took the win by holding everyone in the middle of the map and spreading south to the other castles. They won on the final turn of the game.
I came second. The reason I tell you this brief play through is to show you that I have realized that this game forces different play styles onto the players depending who gets which family.
May not suit everyone, but I find it refreshing to know I am going to play a game that will keep me on my toes from the start. Replay Value: You will want to play again but set up takes a while, 20 minutes on the second night and the game will play for around 3 hours so you will want to dedicate the guts of your game night to it and know that everyone will be exhausted by the end, from strategising and arguing all night.
Components: As per usual Fantasy Flight games have outdone themselves. The art is beautiful for the board and cards. The playing pieces are done up in a beautiful Marble texture. A work of art. Easy to Learn: Hah hah, yeah right. Best way to approach this is to dive in. The best way is play and you will be nearly there by turn 3. It is worth sticking with it though as it is a really great game.
Another thing I like is the way the orders are given, everybody has to play there orders onto the board on tokens, they place face down at the same time. Once everyone is done all tokens are flipped over and the orders are cemented, no changing.
Overall excellent, but not for everybody as some people do not like games that rely too heavily on strategy and will be turned off by the amount of rules, for others there is a lot to love here, particularly if you love a game with depth! Off with yer heads. Game of Thrones: The Board Game was the board game that launched me in world of board gaming.
This game is strategy game players with all that comes with the genre, from troop movement to supply management. Whaddya want? You assume command of one great Westerosi families Starks, Lannister, Baratheon, Tyrell and Martell and one not so great one Greyjoy in hopes to place your dynasty on Iron Throne to rule the 7 kingdoms. Your goal is to capture territory, that is unoccupied or occupied by other player, until you have 7 castles and you win or as it is more likely time runs out after 10th round.
Castles and Strongholds give you more troops, which is what you want and need to win. However its not that simple, you also need supplies to feed your troops and you need influence to get ahead of your peers in court. All this you can find from territories you might have. This game does bring the world of Westeros as we love it from books and the HBO series.
Gameplay is about expanding your domain by military force, but your armies are limited by amount of supply you have available currently and your plans might go down the drain because somebody gets to play their orders before you. Turns start by pulling up three Westeros cards, which determine events of the land, like recruiting more troops or bidding for your position in court I come back to different court standings later or might be Wildlings decide the North is too cold for them and attack the wall.
When Westeros cards have been resolved and limitations brought by them have been acknowledged starts the planning phase. This phase is the core of the game, you place orders for all your armies, troops and navies. Orders follow, marching or attack , support, defend, raid and consolidate power. Consolidate power gives you extra influence you can use to bid on various different situations or control the land without occupying it with troops.
Raiding units can remove adjacent location orders from enemy player not marching or defending order. Orders are placed face down on board where there are troops and turned around all the same time when everybody has placed the orders. Then orders are resolved by doing Raid first and then marching, leaving consolidate power as last. Then counting the results and as I advice adding for both player the fortunes or war-card to make it more interesting.
Try to seize control of the middle area of the board. In my experience, the masters of Pike have to make an alliance with one or the other: Winterfell or Casterly Rock.
Because you go first, you can bottle up their fleet or destroy it outright, leaving them at a disadvantage. The rulers of Casterly Rock are in the worst position of the bunch in this board game. Consider them like you would Austro-Hungary or Italy in Diplomacy Austro-Hungary is more apt , because they are ringed by enemies and are likely to be in mortal conflict soon after the game starts.
House Lannister has the Greyjoys on their doorstep, while they also have potential enemies across central Westeros and to the south. The Lannisters must assert themselves early without spending their strength too soon, which means they must find a way to make allies. Try to avoid outright conflict with the Tyrells if possible, though this is often easier said than done.
The first addition of the game was okay but was flawed in many ways. Their second addition did a much better job of clarifying some of the places where the rules fell apart and in adding pieces that help the players track victory conditions.
This is a wonderfully designed game which in higher player numbers 4,5 6 with the expansion forces the thematic play of the Houses of Westeros. To advance much, you will need to ally with someone. And to get further, you will have to betray them at some point.
An excellent mix of combat, intrigue, and management of limited resources. You must be logged in to add a review. Log in Register. Skip to content. Search for: Games News Stores.
Reviews 4 Game Tips 2 Discussion 1. Publisher Overview Videos. As armies gather and ravens fly, a clash of kings is inevitable. Edit Recommendations. Log in to rate this game! Sometimes you can encourage the Lannisters to stay faithfull by raiding the Tyrells. But it takes a lot of resources and stretches your navy thin with ultimately very little in it for you. And that sneak attack all the way to Highgarden that nobody expects because ship travel is so OP?
Never, ever works. Outcome Slower game, expect a slog-fest with the Starks, a lot of back and forth pushing. Improve this answer. Community Bot 1. Cain Cain 3 3 silver badges 10 10 bronze badges. Excellent answer, thanks. What I suspected. Also, if both the starks and Lannisters hate you, you lose — Cain. They both did last game. They were a couple, so weren't going to go for each other.
I lost very badly : — Coran. Yep, not much to do there. Convince Tyrell and Baratheon that that Alliance is a threat, and try to make it a 3 v 2 I guess is all you can do. That brings a lot of utility to an otherwise offensive deck. You will often use this when an enemy tries to take back theritory or when push comes to shove after you had a terrible early game for one reason or another.
Lots of 1 cards just have 1 sword or 1 fortification icon. Dagmar 1 has both! This is pretty nice, especially when you go deeper into enemy grounds and run out of other cards. If you win by a hair's breadth which you might actually pull off early game as you have the Valyrian Blade , your opponent goes from crippled to completely irrelevant.
If you lose - at least your units don't die, unless you face an overkill. Aeron 0 is simply amazing. To balance his ability, they had to make it cost 2 power tokens. Which is also one of the reasons why lack of power tokens is your greatest weakness especially early game. The general use case is - this and a future battle have big ramifications depending on which cards both of you chose.
Your opponent has to make the guess, while you get to pick the better option after the fact. Also, it's a hard counter to Lanister's Tyrion 1 , which is an otherwise outstanding low level card.
Admittedly, Euron 4 is probably the weakest 4 card in the game. But a 4 is still a 4. It's better to have your very strong card just not be incredibly strong than to have a lower end card that is honestly a garbage filler. You start with the Valyrian Blade This is one of the things that at the same time enables and forces you to be agressive early on. The Lanisters don't have good counters Not entirely true. Tywin 4 can be used in initial defense as well as when pushing back due to the fact that he increases the power token difference.
Counters are your 4 and 3 cards this includes Theon 2 when his effect applies. Balon 2 is a hard counter. Aeron 0 as well, assuming you have the power tokens to pay. That means a total of of your cards Ser Gregor 3 three swords is usually used in the follow up push back. If Lanister manages to pull him early on and wins, you either made a huge gambit or a huge blunder. Both cases - you are heavily screwed. Good news - the same counters as with Tywin 4 apply even more so. The Hound 2 two fortification is often used as the buy time and don't suffer loses in the initial push.
Ideally, you would want to trade this off for one of your 1 cards, but unless you are feeling lucky, it's likely he will trade it off for one of your stronger ones. Jaime 2 one sword is the average run of the mill 2 card. If you can trade it for a 1 , you are in a good shape. Ser Kevan 1 is tricky.
His effect doubles the strength of footmen when attacking. Theon 2 is a hard counter. If it is the case that he attacks with just one footmen or for any other reason the Valyrian Blade advantage is sufficient, trading a 1 for this leaves you in a good spot as well.
Tyrion 1 is an amazing card. However, in Greyjoy - Lanister conflicts, its power is greatly reduced. Firstly because Aeron 0 a hard counter Tyrion 1 's effect is played first , secondly due to the Valyrian Blade, any of your cards is likely to be sufficient.
Cersei 0 is discard garbage. If Lanister somehow manages to use it against you early on, you made a huge blunder. Your capitol is almost untouchable In order for someone to be able to attack Pike, he first needs a ship in Ironman's Bay. That said, lets look at Greyjoy's strategy. The reason you would choose to get Starks as an ally: There is greater distance between you. Therefore 1 backstabbing is harder, 2 it's harder for you to blitzkrieg.
Starks are the only house that have enough space in a 6p game to do their own thing for the first many turns, thus the incentive for backstabbing is lower. We already established that your deck kind of counters Lanister's.
While Stark's doesn't directly counter yours, it has great defensive cards that let him fight on his own ground without loses almost indefinitely, thus nullifying your blitzkrieg capabilities. That said, in the rare event that Starks don't want to place nice, a few things to keep in mind: Your cards, combined with the Valyrian Blade are still insanely powerful.
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