Mechanics of Game of Thrones Board Game

Resource management and strategy

Basic Concept


  1. Castles and Strongholds. If a land area has a picture of a castle on it, then you can use that area to muster (raise) an army.
  2. Power. Displayed as a gold crown on a province (land area). Gives you power tokens, which may be spent to hold lands or participate on bids on different rankings which affect different special abilities or powers in the game.
  3. Supply. Displayed as a barrel. The more barrel you have, the higher your supply level. Your supply level determines how many and big armies you may have.

How Resources are Collected

Event cards. Each turn 3 cards are drawn from 3 separate piles cards.

How to Obtain More Land

Raid, power, support, defense and move order tokens
  • Move/attack. Move from one province to another.
  • Defend. Ready your troops for defense of the province.
  • Support. Support the attack or defense of troops in adjacent province.
  • Raid. Cancel the order an opponent’s adjacent province.
  • Power. Instead of waiting for an event that allows you to collect resources, you can place a power token in a province to collect power tokens. One of the power orders allow you to muster soldiers if placed on a castle or stronghold.


A selection of house cards from different houses (players). Each house has 7 unique cards which the players get at the beginning of the game. They spend one card each battle. Spent cards are not returned at the end of the turn but rather when all cards have been spent.

How to Win

Peripheral Parts of the Game

The 3 different influence tracks. You can see the player, playing house Martell (Dorne) is on the top of the Iron throne track and hence starts each turn. House Lannister is on top of the fiefdom track (sword symbol) and hence will have an advantage in battle. House stark tops the King’s court track, and can thus execute 3 special orders.
  1. Iron throne. When players take turn moving units, they do it in the order indicated on the Iron throne track.
  2. Fiefdom. The order on the fiefdom track determines who wins a battle, when the strength of attacker and defender is equal.
  3. Kings court. Determines the number of special orders a player may issue each turn. Each order token has a special version with a star on it, which is more powerful than a normal order token. E.g. a defense token with a star gives +2 in defense. A power order token with a star allows you to muster soldiers rather than collecting power tokens. The catch being that you need to do this on a province with a castle.


Final Remarks



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Erik Engheim

Geek dad, living in Oslo, Norway with passion for UX, Julia programming, science, teaching, reading and writing.