Hello, and welcome to the final part of my guide on how to win at the Game of Thrones board game. If you have missed any of the previous parts, they can be found below:
- Part 3- Stark and Greyjoy
- Part 4- Lannister and Baratheon
- Part 5- Tyrell and Martell
- Part 4- Lannister and Baratheon
- Part 5- Tyrell and Martell
7: Taking The Win
“In War.
Prize victory,
Not a protracted campaign.”
Sun Tsu, Waging of War
So, having discussed general strategy
and potential issues for each house I am now going to look at making
the winning move. There are two ways to win; take a 7th
castle, or hold the most castles at the end of the game. Depending on
the house you are playing is as the best option will vary.
Obviously taking 7 castles is a safe
and instantaneous win, but you are unlikely to be able to reliably do
this. Since hitting 6 castles makes you a big target you should try
to hover around 5 castles and then aim to take two in one turn.
Obviously this means splitting your resources more, and requires
careful timing of housecards to give guaranteed or probably
victories. Bear in mind that ties are initially broken by number of
strongholds, followed by supply track position. This has an important
bearing on what each house should attempt. For example, if Greyjoy
are sitting on 5 castles, 3 of which are strongholds, and every other
player is on 5 or fewer castles, they are probably a strong contender
to win the game in turn 10. Conversely, if Martell hold 5 castles
they are unlikely to be holding more than one stronghold, meaning
they should probably push for a 6th or 7th
castle.
The best time to make the push to 7
castles is turns 8 or 9, as other players will not necessarily be
prepared for this when compared to turn 10. Another great time to do
this is if the Westeros cards deal a “no support orders” card, as
this allows territories considered “safe” to be taken (Crackclaw
Point, Storm's End etc). If making the push for 7 castles it is
important to put the rest of your orders down in a defensive strategy
that mitigates risk; unless you can be certain of the victories
required to take your final castles then you need to prepare for the
worst.
The last aspect of endgame to talk
about is turn 10. Turn 10 is different to the rest of the game,
mainly because no one has anything to lose. As such, players will be
much more reckless and will throw units and house cards at any
problem. How you respond to this will depend on your position; if you
have a comfortable lead you should play defensively and aim to
prevent all attacks. If you are slightly behind you should prepare to
march on the loser in any large battles. A particularly good strategy
can be suddenly mobilising units that have existed all game as power
token farmers. A sudden march from the Arbor or Dragonstone can be
unexpected and allow you to easily taken an undefended castle.
I had to get a picture of Stannis in somewhere, and here is as good as anywhere. |
Generally if you are in a strong
position you should be aiming to end the game in turn 9 and avoiding
the unpredictability of turn 10, as it is easy for the rankings of
all players to change in the final turn.
8: Meta-game and Alliances
“Words of peace,
But no treaty,
Are a sign
Of a plot.”
Sun Tsu, On The March
One aspect of the game that is often
linked to it that I have hardly touched on is the table game,
including alliances and deals. Obviously this is not a formal part of
the rules, but is thematically encouraged. Depending on the group you
play with will depend on how often alliances come into play. That
said, once two players make an alliance in a game it is only a matter
of time until other alliances form to counter this (for more
information, see World War 2).
Generally the most effective alliances
are not made between neighbours. Greyjoy and Lannister may make an
alliance in good faith, but having a large military presence on your
doorstep is something that can only be ignored for so long. Rather,
alliances can be mutually beneficial between houses that lack common
territories. This could include:
Baratheon/Tyrell
Stark/Lannister
Stark/Martell
Greyjoy/Baratheon
Lannister/Martell
Greyjoy/Tyrell
All these focus on a “pincer”
attack on a common enemy. Of course, if you find you cannot trust
other players with even this kind of alliance, another option is an
alliance that only lasts for a certain time. For example, an alliance
up until the start of turn 6. This means both players are aware of
when aggression is acceptable whilst not worrying about being the one
to be stabbed in the back.
"I did warn you not to trust me" |
How alliances work will likely develop
between any group of regular players. Another aspect that normally
develops between a group of people who regularly play together is a
local metagame. This means that there are certain strategies or moves
that become the expected move amongst that group. This, in turn,
leads to those moves losing value due to being predictable. For
example, if a group always used my suggested Lannister opening then
the Greyjoy player would likely use a different opening in response
to this. This is something that will inform your strategy when
playing with this group; how this manifests depends entirely on who
you play with.
9: Alternative Set-ups and “House”
Rule Suggestions
The last area I would like to discuss
is some suggestions for alternative ways of playing that either give
the game some variety or help address balancing issues. These are of
course not official set ups but give variety to the game.
Rumble In The South (4 players): Block
off Pyke, Moat Cailin, Greywater Watch, Flint's Finger, and
everything north of them. Houses in play are Lannister, Baratheon,
Martell and Tyrell. This set up lets Tyrell have the Valyrian Steel
Blade and puts Martell second on two influence tracks, making Doran a
more interesting card, as well as giving each house limited space to
work in. This also works for groups who want to use Tyrell and
Martell but don't always have 6 players.
No Salt Or Sand (4 players): Block off
Pyke and Dorne (Prince's Pass, Yronwood, Starfall, Salt Shore,
Sunspear), and have Lannister, Baratheon, Stark and Tyrell in. This
is less claustrophobic than Rumble but does not give any one player
too many resources. It also means Lannister have some breathing room
without having too easy a time of things.
All But The Lion (5 players): Block off
Lannisport and remove Lannister. This 5 player set up keeps the
middle of the board empty, meaning that Baratheon, Tyrell and Greyjoy
expand further than usual and get into blows with each other. Since
Lannister do not have a lot of uncontested territories this does not
substantially change the goals for any house, but does remove the
house that suffers most in a 5 player game.
Custom House Decks: The Dance With
Dragons expansion adds a new set of house cards for each house, and
this can be used to create custom decks. The most balanced ruling is
that each house chooses a 4, a 3, two 2s, two 1s and a 0 from the two
decks, and these are not publicly announced until the cards have been
played. This allows for a lot more strategy and planning for players,
who can tailor their house to their play style. This can create some
ridiculously powerful house decks, which can put a greater focus on
combat. A second alternative to this is to randomise which house gets
which cards (e.g. Baratheon use Lannister cards etc).
Army Building: Each house in the base
game starts with either 5 or 6 mustering points worth of units. This
set up allows players to choose how these are deployed. Each player
in turn must place a land unit on their home territory. They can then
place on any territory they own or any adjacent territory (with boats
required when crossing the sea). Each player places a unit each turn
until they have used their mustering points up. Players cannot place
into a territory that contains any unit belonging to another player.
This allows players to mix up the starting set ups, and thus the
starting moves. There is also strategy in deciding how much land to
take versus having a stronger army.
Pre-Game Influence Bid: Rather than
using the usual influence track positions, each house is given 10
power tokens and a round of bidding occurs before turn 1. This means
each player can decide what they want to prioritise, as well as how
many power tokens they want to hold on to. This gives some variety to
the opening of games, as well as giving each house different opening
options.
Messenger Ravens: One group I play with
came up with the idea of using “messenger ravens” to send
messages in secret to other players. These are written on scraps of
paper and handed directly to the player you wish to message, with all
players seeing who is messaging who but not the content. This creates
a lot more depth to the table game, as alliances and coordinated
moves can be created in secret. One optional rule with this is to
only allow players to use ravens on alternating turns, meaning
private communications are limited.
Summary:
That is about everything I have to say
about the Game of Thrones board game. Due to the size and complexity
of it it is a game that allows for a lot different ways of playing. I
haven't really discussed either of the two official expansions, nor
have I talked about the innumerable fan expansions that seek to add
various houses. I hope this has been useful and provoked thought and
discussion. Thank you for reading, and thank you to all the people
who put up with playing this game with me and helping form this
article.