A Game of Thrones: The Board Game

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Overview

A Game of Thrones: The Board Game is an area-control strategy game set in Westeros. Players each control one of six Great Houses (Stark, Lannister, Baratheon, Greyjoy, Martell, Tyrell), mustering armies, conquering territory, and forming alliances. The goal is to control the most areas containing Castles or Strongholds by the end of 10 rounds, or immediately win by controlling 7 such areas.

Components

Setup

Per scenario setup: each House places starting units, tokens, and influence markers per the rulebook. Place Westeros card decks, Wildling deck, and Neutral Force tokens.

Turn Structure

Each game round consists of three phases:

1. Westeros Phase (skipped in Round 1)

Draw 1 card from each of the 3 Westeros decks. Resolve in order:

2. Planning Phase

3. Action Phase

Resolve orders in this sequence:

  1. Raid Orders - Remove enemy Raid, Consolidate Power, or Support orders in adjacent areas.
  2. March Orders - Move units into adjacent areas; resolve combat if entering enemy-occupied areas.
  3. Consolidate Power Orders - Gain Power tokens.

Combat Resolution

  1. Calculate initial combat strength (unit strength + March/Defense order bonus).
  2. Each player selects and reveals 1 House Card (unique character with strength and abilities).
  3. Add Support orders from adjacent friendly areas.
  4. Optionally draw Tides of Battle cards.
  5. Highest total wins. Loser retreats or is destroyed.

Actions

Order Effect
March Move units to adjacent area. Triggers combat if enemy present. +0 or +1 bonus.
March -1 Move with -1 penalty.
Defense +1 or +2 bonus if attacked.
Support Add military strength to an adjacent combat (+1). Does not move units.
Raid Remove adjacent enemy Support, Consolidate Power, or Raid orders.
Consolidate Power Gain 1 Power token (+1 if in area with Crown icon).

Scoring / Victory Conditions

Special Rules & Edge Cases

Three Influence Tracks

| Track | Holder of #1 Position | |——-|———————-| | Iron Throne | Breaks all non-combat ties; decides Wildling tie penalties | | Fiefdoms (Valyrian Steel Blade) | Breaks combat ties; once per round +1 to combat | | King’s Court (Messenger Raven) | May use starred (*) order tokens; may swap 1 order or look at Wildling deck top card |

Supply

Wildlings

Ports and Ships

Neutral Forces

Player Reference

Unit Combat Strength
Footman 1
Knight 2
Siege Engine 4 (only against Castles/Strongholds)
Ship 1 (naval combat)
House Starting Area
Stark North
Lannister Westerlands
Baratheon Dragonstone
Greyjoy Iron Islands
Martell Dorne
Tyrell Highgarden
Victory 7 Castles/Strongholds = Instant Win
Game Length 10 Rounds