Why Game of Thrones: The Board Game is Still the Best Way to Lose Your Friends

Why Game of Thrones: The Board Game is Still the Best Way to Lose Your Friends

You’re sitting at a table in a dimly lit room. To your left, your best friend of fifteen years is promising—swearing on their life—that they won’t march their knights into The Reach. They need those troops for the Greyjoys, they say. You believe them. You’ve had three beers and a bowl of pretzels together. Then, the Order tokens are flipped. You see the March +1 on their territory. Your heart drops. Before the Raven can even blink, Highgarden is under siege and your alliance is ash. This is Game of Thrones: The Board Game, a beautiful, miserable masterpiece of social engineering and military strategy that has outlived the HBO show’s reputation by a mile.

It's a game of inches. It’s a game of centimeters. Honestly, it’s mostly a game of people lying to your face while they hand you a glass of wine.

Christian T. Petersen first designed this beast for Fantasy Flight Games back in 2003, long before George R.R. Martin became a household name. The Second Edition, which is what most people play today, refined the mechanics into a tight, six-player pressure cooker. It’s essentially "Diplomacy" with a Westeros skin, but that sells it short. It’s deeper. It’s meaner. It forces you to manage not just armies, but supply lines, political influence, and the ever-looming threat of Wildlings who don't care about your petty squabbles.

The Strategy Most People Get Wrong

New players usually make the same mistake. They look at the map and see a war game. They think if they just build enough Footmen and Siege Engines, they’ll win.

They won’t.

Game of Thrones: The Board Game isn't about the biggest army; it’s about the most efficient logistics. You have a "Supply" track. If you don't have enough barrels, your army literally cannot exist. You can have the bravest soldiers in the Seven Kingdoms, but if they don't have salt beef and grain, they won't march. I’ve seen players win with barely any combat because they sat on the right castles at the right time and let everyone else bleed out.

👉 See also: Mass Effect 2 Classes: Why Your First Choice Might Be a Huge Mistake

The "Order" system is where the real genius—and the real frustration—lives. Everyone places their tokens face down at the same time. You’re committed. There’s no "wait, let me change that." Once those tokens are flipped, the board state is locked. If you placed a "Raid" order hoping to burn a support token and your opponent didn't play any support, you just wasted a turn. It’s psychological poker. You have to get inside their head. You have to know what they’re afraid of.

The Three Tracks: Power is a Shadow

Winning isn't just about the Iron Throne. There are three influence tracks, and ignoring any of them is a death sentence.

  • The Iron Throne: Determines turn order. Being first is great for attacking, but being last is often better for reacting.
  • The Fiefdoms: This is your combat tie-breaker. The player with the Valyrian Steel Blade can literally change the outcome of a battle once per round. It’s terrifying to go up against.
  • The King’s Court: This governs how many "Special Orders" you can use. If you’re at the bottom of this track, you’re playing a different, harder game than everyone else.

If you spend all your Power Tokens to get the Iron Throne, you’ll have nothing left when the Wildlings attack. When the Wildling deck flips and everyone has to bid, the person who spent all their influence on the Throne is the one who loses their highest-value units. It’s a cruel balance. You need power to win, but spending it makes you vulnerable.

Why the Houses Aren't Actually Balanced (And That's Okay)

Let’s be real: playing House Tyrell is a nightmare compared to House Stark or Baratheon. Stark is tucked away in the North, safe behind a wall of cold and distance. Baratheon starts with a massive naval advantage. Tyrell? Tyrell is surrounded.

The game is asymmetrical. That’s the point.

✨ Don't miss: Getting the Chopper GTA 4 Cheat Right: How to Actually Spawn a Buzzard or Annihilator

Fantasy Flight Games has released expansions like Mother of Dragons, which adds House Targaryen and the Iron Bank of Braavos. These additions change the math significantly. The Iron Bank allows you to take loans, which sounds great until the interest starts eating your soul. Much like real life, debt in Westeros is a slow poison.

Some people complain about the "Lannister/Greyjoy" problem. In the standard 2nd Edition setup, Greyjoy and Lannister are basically forced into a brutal war over the Sunset Sea within the first two rounds. If they don't fight, they both stagnate. If they do fight, one of them usually gets knocked out of the running for the win by turn four. It’s a design flaw that creates an incredible narrative. It’s not "fair," but the books weren't fair either.

The Art of the Backstab

You’ve gotta talk. If you play this game in silence, you’re doing it wrong. You need to be whispering in people’s ears. "Hey, if you attack the Baratheon fleet, I’ll support your move into King’s Landing."

You shouldn't mean it.

The best players are the ones who can convince the table that someone else is the "Big Bad." If you have five castles and the win condition is seven, you need to convince everyone that the person with four castles is the real threat. Use the "Messenger Raven" to swap an order token at the last second. Shift from a "Defense" to a "March +1" and take the victory before anyone realizes you were even close.

🔗 Read more: Why Helldivers 2 Flesh Mobs are the Creepiest Part of the Galactic War

Actionable Tips for Your Next Session

If you want to actually win—or at least not get humiliated—keep these tactical realities in mind:

  1. Ships are everything. Land units are slow. Ships allow you to "bridge" territories, moving armies across half the map in a single turn. If you lose the sea, you lose the game.
  2. Conserve your House Cards. Don't burn Tywin Lannister or Eddard Stark on a minor skirmish. Those high-value cards are your nuclear deterrent. If you don't have them in your hand, you're a target.
  3. Watch the Supply track constantly. Before you move, count your barrels. There is nothing more embarrassing than winning a battle and then having to destroy your own units because you don't have the supply to support them.
  4. The "Support" order is the most powerful tool in the box. A unit in an adjacent territory with a Support order can add its strength to multiple battles. Positioning your troops so they can support each other creates a "wall" that is almost impossible to break without a massive investment.

The Reality of the Table

This isn't a game you play on a Tuesday night when you’re tired. It takes four to six hours. It requires a level of mental stamina that most modern board games shy away from. But there is a reason it’s still a staple of the hobby twenty years later. It captures the essence of the source material better than the show ever did. It’s about the tension between what you want to do and what you have to do to survive.

When you finally hit that seventh castle and the game ends, the room usually goes quiet. There’s a mix of respect and genuine saltiness. You’ll probably need to apologize to your spouse or your roommate.

To get started, focus on the base Second Edition set before diving into the expansions. Get exactly six players if you can; the game scales, but the "vassal" system for smaller groups is a bit clunky compared to the pure chaos of a full six-player board. Map out your first three moves before the first token is even placed, and for the love of the Seven, don't trust the Greyjoys.

The next step is simple: pick a Saturday, buy some snacks, and tell your friends you love them now, because you won't by the time the game is over. Reach out to a local gaming group or check online forums for the "ESS" (Essential Shield System) variants if you want to fix some of the early-game balance issues for Lannister. Prepare for a long day, and remember that in this game, you win or you... well, you just lose and have to order the pizza.