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Game of Thrones Board Game Overview
Aug 13, 2024
Game of Thrones: The Board Game (Second Edition)
Overview
Based on the book series and TV show of the same name
Genre: Area control game
Players represent great houses competing for control of Westeros
Objective: First player to control 7 castles/strongholds wins, or player with most control at the end of 10 rounds wins
Key Components
Players
: Each represents a great house
Map
: Features areas with castles and strongholds
Power Tokens
:
Show control over areas
Can be spent and must be earned back
Gameplay Phases
Westeros Phase
Reveal top card of three decks
Skip this phase in the first round
Planning Phase
Players assign order tokens to areas with their units
Orders are placed facedown and revealed simultaneously
Action Phase
Execute assigned orders in player order
Most gameplay occurs here
Order Types
Raid Orders
:
Cancel adjacent enemy orders
March Orders
:
Move units to adjacent areas
Only initiate one combat per march
Consolidate Power Orders
:
Gain power tokens from the pool
No effect if placed in sea areas
Defense Orders
:
Provide combat bonus during attacks
Support Orders
:
Lend strength to combat in adjacent areas
Influence Tracks
Iron Throne Track
:
Determines turn order
Player in first position gets Iron Throne token, breaking ties
Fiefdom Track
:
Used to break ties in combat
First position gets Valyrian Steel Blade token (+1 combat modifier)
Kings Court Track
:
Determines number of special orders players can use
First position gets Messenger Raven token (can change orders or peek at wildling deck)
Westeros Phase Details
Advance round marker and reveal cards
Wildling icons determine movement on the Wildling track
Events from cards can include adjusting supply track, mustering units, and starting bidding for influence tracks
Bidding for Influence Tracks
All players secretly bid using power tokens
Highest bidders gain positions on tracks, ties resolved by Iron Throne token holder
Bid power is spent and must be earned back later
Wildling Attacks
Occur when Wildling track reaches the final space or specified by cards
Players must collectively bid power to defend against attacks
Successful defense resets Wildling track; failure moves it back
Action Phase Details
Resolve orders in player order
Raid Resolution
: Cancel enemy tokens, target adjacent areas
March Resolution
: Determine combat, calculate strengths, and resolve outcomes
Combat
:
Players choose house cards to add strength
Calculate combat strength and resolve casualties
Retreat rules apply based on outcomes
Combat Mechanics
Total strengths are announced
Winning player destroys units based on swords icons; losing player retreats
Routed units cannot fight or retreat again; siege engines are destroyed if involved in combat
Post-Combat and Cleanup
Clean up remaining tokens
Reset Valyrian Steel Blade and Messenger Raven tokens
Alliances and Information
Alliances are off the board and non-binding
Players cannot trade items or reveal secret information
Public information includes available power tokens and house cards
End of Game
After 10 rounds, if no player has 7 strongholds, the player with the most wins
Ties resolved by: strongholds, supply track, available power tokens, and Iron Throne track
Conclusion
Game involves strategic planning, alliances, and combat
Encourage consulting the rules for clarifications during play
Enjoy the gameplay!
📄
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