A Game of Thrones: The Board Game

Game of thrones header

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


A Game of Thrones: The Board Game is an epic game of diplomacy and area control. Players battle and negotiate regions in the kingdom of Westeros to gain dominance over the other players. The game after 10 rounds. The player with the most region with a castle or stronghold is the winner. If at anytime a player controls 7 regions containing castle or stronghold, they immediately win the game.

Set Up

Board set up

  • Prepare Wildling deck, place wildling tracker on 2
  • Prepare the Westeros Deck, separating by card back
  • Place neutral forces tokens where needed
  • Place round marker on 1

Player set up

  • Take all material for chosen House
  • Place influence, victory and supply token on game board as per player screen
  • Place units on game board according to player screen
  • Place Garrison token on Home area
  • Take 5 power tokens


The game is played over a maximum of 10 rounds. Each round consists of 3 phases. The Westeros phase is skipped for the first round. The phases are

  1. Westeros Phase
  2. Planning Phase
  3. Action Phase

Westeros Phase

The Westeros phase consists of the following steps

  1. Advance round marker
  2. Draw the top card of each Westeros deck
  3. Advance wildling track and resolve wildlings
  4. Resolve Westeros cards from I to III


When a “Wildling Attack” is drawn or the wildling tracker reaches 12, the wildlings attack. Resolve the attack in this order

  1. Determine wildling Strength
  2. Bid power
  3. Calculate Night watch strength
  4. If Night watch strength is equal to or greater than Wildling strength, wildling is defeated
  5. Reveal wildling card

If victorious, move wildling tracker to 0, resolve wildling card according to night watch victory. If wildlings win, suffer penalty indicated. Ties are broken by player with Iron Throne. It is possible for wildlings to attack twice, reaching 12 and drawing “wildling attack” in the same phase.

Westeros Cards


Each house adjust supply. In turn order, count the number of supply icons listed in areas the house controls and adjust the supply track to match that number. Each supply shows a number of flags indicating the maximum amount of Armys and size of each army. Follow these rules regarding supply

  • If the player exceeds the maximum armys after adjusting supply
  • Knights and Seige engines only count as 1 unit for supply
  • Armys are only reconciled when the supply Westeros card is drawn
  • Player cannot take actions that would exceed supply limit


Each player recruits new units to each area containing Stronghold or Castle in turn order. Strongholds provide 2 points of mustering, while Castles provide 1. The cost of mustering each unit is shown here

Unit Cost
Footman 1
Knight 2 (1 to upgrade)
Ship 1
Siege Engine 2 (1 to upgrade)

Units are mustered directly into the regions containing the stronghold or castle. Footman can be upgraded to Knight or Siege engine with 1 mustering point. Ships can only be placed on a port or an adjacent sea region.

Clash of Kings

  1. Remove all tokens from influence tracks
  2. Bid secretly for each track beginning with Iron Throne
  3. Place influence track according to bid power, highest towards the left
  4. The left most player receives the Dominance token

The influence tracks

Planning Phase

Players simultaneously assign an order token to each region in their control. Each region must have an order token. Players may use special order token as allowed for their position on the King’s Court track. See Combat for additional information on some of these orders. The order tokens are

  • Raid
  • March
  • Defense
  • Support
  • Consolidate Power

The special order tokens are

  • Special Raid
  • Special March
  • Special Defense
  • Special Support
  • Special Consolidate Power

All the orders are revealed simultaneously once all regions containing an unit has an order (including ports). Holder of the Messenger raven may now use its ability to replace an order or look at the top wildling card, replacing it or placing it at the bottom of the deck.

After all the players have placed tokens in all their regions, reveal them and begin Action Phase.

Action Phase

The action phase consists of in 4 steps. Each step is performed in turn order, with each player resolving one of the order tokens of the type currently being resolved. If the current player does not have any order tokens of that type, their turn is skipped until the next step. Adjacent means the regions are separated by a white line. Land regions separated by river are not considered adjacent unless bridge is present. The steps are

  1. Resolve Raid order
  2. Resolve March order/ Combat
  3. Resolve Consolidate Power orders
  4. Clean up

Resolve Raid order

Remove an opponent’s Raid, support, or Consolidate Power order in an adjacent region. Remove the raid order when used. If a raid order is used to remove Consolidate Power, it is called Pillaging. Rules for resolving raid orders

  • Raid order on land cannot raid adjacent sea area. Raid orders on sea can raid both.
  • If there are no eligible enemy tokens, the raid order has no effect and is removed
  • Player may decide not to use order even if there are eligible enemy tokens

Resolve March order

Use the following rules when resolving march orders

  • Player may move all, some, or none of their units into any number of adjacent areas
  • Land units cannot move into sea areas or ports
  • Units can only move into adjacent areas unless with Ship Transport
  • Ships can only move into sea areas and ports, cannot use sea transport
  • One march order can only start one combat
  • All movement for the march order to be completed before resolving combat
  • If a player vacates a region, they lose control unless they Establish control


When a player marches into region containing enemy units, combat begins. Combat is resolved in the following steps

Resolve Consolidate Power orders

In turn order, each player resolve one consolidate power token. Gain one power token, plus one for each power icon in region.

Clean up

  • All remaining support and defense tokens removed
  • Routed units stood upright
  • Messenger raven and Valyrian steel flipped back if used
  • Begin new round
  • If this is round 10, the game ends

End Game

The game ends at the conclusion of the 10th round or immediately when a player controls 7th area containing castle or stronghold. Player with control of the most regions with castle or stronghold wins. Ties broken in this order

  1. Most stronghold
  2. Higher on supply track
  3. Most available power
  4. Higher on Iron Throne