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AGoT2 Strategy Guide

The document provides a strategic guide for the board game A Game of Thrones: The Board Game (2nd Ed.). It discusses the importance of controlling territories on the board rather than just castles. It analyzes the initial setup of the game and how it inevitably creates conflict between houses due to imbalances in mustering points and strongholds.

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Claudiu Purdel
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0% found this document useful (0 votes)
162 views64 pages

AGoT2 Strategy Guide

The document provides a strategic guide for the board game A Game of Thrones: The Board Game (2nd Ed.). It discusses the importance of controlling territories on the board rather than just castles. It analyzes the initial setup of the game and how it inevitably creates conflict between houses due to imbalances in mustering points and strongholds.

Uploaded by

Claudiu Purdel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Game of Thrones: The Board Game (2nd Ed.

A Strategy Guide

By J.H. TwizP (perrytom @ BGG)

Hey there. How are things? So, I thought I'd write down some of my thoughts about Game of

Thrones: The Boardgame 2nd Edition under the pretentious title 'A Strategic Guide' because I've

been slightly obsessed about in the past year or two. As my enthusiasm for the game is receding,

and I turn to other games - I thought I'd sit down and write some of my thoughts about how to

think about your moves in the game. Or at least - how I think you should think about your moves

in the game.

My only caveat (or perhaps, my first one) is that I am not at all sure that this will help you play

better, or win. Though I like to win like the next game addict, the games I enjoy most are not

necessarily the games I win. The games I enjoy most are those where I (and others) had

interesting decisions to make: strategic maneuvering of opponents, correct guessing of other

people's motives/plans, fun gambles that did or didn't work and so forth. As a fan of game

theory, and decision theory more generally, I believe that results is not really a good way to

evaluate a decision - you may take a good gamble and lose. Still, if the odds were in your favor,

you should have taken the gamble. Perhaps I'll get to discuss different strategies of risk taking

below. For now, let's get to it.

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Oh, and before that - another caveat (I knew there would be more). This guide assumes you not

only know the rules of the game, but have also played a couple of games, preferably with

different houses. You don't have to be an expert or an all-time winner (I'm not), but you need to

be familiar with some of the common opening moves of each houses, the frequency of Westeros

cards and so forth. I don't review these things and take them for granted. If I make any mistakes,

I appreciate correcting me.

Part I: The Geography (or: the board)

Control

The first thing to think about, and note, about the game, is the board. GoT is a very territorial

game. Many players tend to ignore this aspect of this game and focus on castles. True, castles are

the way you win the game. But the game doesn't typically end in turn 3. And the way to get the

situation where you can control 7 castles, you need to have control of sufficient areas that

support them and/or allow you to move into them. Given the importance of support, and even

more of unraidable support, to control a specific castle it is not enough to control the territory

itself - one needs adjacent territories to support it, other territories to raid potential raiders and so

forth. It is therefore very important to control areas of the board, and even more important

to control central areas. For some reason, this idea seems to escape most people. Blackwater,

for example, is one of the most important territories on the board – it touches no less than four

castles (one of which is a stronghold) and three other territories, one of them a crucial support

area (more on this later). For some reason, it is not the territory most players run to as soon as the

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game begins. Most often, my first moves are aimed at establishing control of the important areas

around my territories, not necessarily grabbing castles.

For whatever reason, sea territories do get more of the respect they deserve – players tend to note

the importance of those. I therefore won’t belabor the point and discuss the importance of the

Narrow Sea or Sunset Sea but I will mention Greywater Watch, The Twins, Mountains of the

Moon, the Reach, Prince’s Pass and Searoad Marches as other territories whose control seems

underappreciated to me. Note, when I say control I don’t just mean establishing control with a

PT (as many players do with Searoad Marches and then leave) but actual physical presence of

units that allow you to act from that territory. When looking at an opponent, one needs not only

look at what he or she holds but more importantly – where are his or her troops. Where can they

move? What can they raid? What can they support?

The Setup

GoT’s initial setup is carefully crafted. The game is designed to create friction – and already on

the board one may find features that incite trouble. In addition, there are incentives to attack

(most notably the existence of Siege Engines, which might have been added in the 2nd edition

because players turtled defensively for entire games, but that’s just a hunch). It is important to

understand and note these sources of friction and realize that they are unavoidable. That is, they

are only avoidable at a great cost. Because this game is very diplomatic (in fact, much of the

mechanics is based on the eternal game Diplomacy, anything really is possible (and I’ll discuss

diplomacy later) as long as players accept it. Nonetheless, with fairly strategic, sufficiently

motivated, moderately self-centered and modestly responsive to notions of fairness players -

these few features of the board are likely to create the inevitable conflict.

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Here’s what I have in mind about the setup. Each house has a number of territories, and

particularly castles/strongholds, that are in ‘his’ (or ‘her’) natural area of influence. In my

experience, players (beginners and veterans alike) tend to be cautious. Most people don’t want to

start out by fighting even if it’s just because they like the people they are playing with and don’t

want to make them mad (a very common, yet never admitted, motivation). Moreover, first

movers are often dubbed as aggressors and are collectively punished. I use here fairness based

terms because I think they play a role in many people’s motivation. But if you prefer to see it as

thinly veiled opportunism, that’s fine with me.

More experienced and dedicated, not to say fanatic, gamers understand that there is an incentive

to attack and are happy to engage in offense. Yet even they understand that there’s a price for

being the first aggressor. First, each player has at least two fronts and using your troops/card for

attacking one, you are necessarily exposing yourself to the other. If they are fresh, that’s always

a problem. Unless you have a very trusting diplomatic relationship, you will be wary about it.

Second, even if you have enough troops to attack on one front and defend the other, it is a well-

known fact of Diplomacy style Dudes-on-a-Map games that if someone gets too strong too early,

there’s a strong urge to gang up on that someone. Leader-bashing is one of the game’s internal

balancing mechanisms and experienced players are well aware of it. While leader-bashing is

limited in GoT (since usually only your neighbors can attack you once you destroyed the other),

an early leader attracts the wrath of the tie-breaking holder of the Iron Throne and my find

himself without stars or at the wrong end of a wildings attack.

In a world of cautious and defensive players, nobody wants to attack and use his strong cards,

thus exposing himself from the other front. Therefore, people tend to go and grab the territories

that are unequivocally theirs, without bothering the neighbors or making any trouble. The irony

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is that the thought ‘I am weak now, so I have to grow strong before I do anything’ is indeed a

very poor strategy to have when others have exactly the same one – it ignores one’s position in

relation to other players. Sometimes, when you are weak is when you need to attack – for others

are also weak and you are relatively strong. However, I digress.

In any case, often people try to take over ‘their’ territory and not bother other players. I have

played games where not battles were fought in the first 3 or 5 turns. Dividing the board ‘equally’

doesn’t only speak to people’s conception of fairness (which makes it easier to agree on such

truce) but they also make sense (though, as I’ve said, I think there’s a flaw in this kind of

reasoning). They make sense because players are biding their time, waiting for an opportunity to

strike and gaining resources. If there is such a tense waiting period, where players are watching

each other and looking for missteps, it can only last if players feel that it doesn’t serve the

interests of their opponents. That is, players would live through a truce only if they think that

they think they are gaining just as much as their opponents from the truce. I actually don’t think

that such a state really exist, but players often feel that if they have as many mustering points,

supply tokens and such – they are not losing much by losing time.

The board works actively against this. So let’s think about this. Each player has 5 mustering

points within ‘his’ natural area of influence that he or she can usually take without challenge.

Stark has Winterfell, White Harbor, Moat Cailin and The Eyrie; Greyjoy has Pyke, Seagard and

Flint’s Finger; Lannister has Lannisport, Riverrun and Harrenhal; Tyrell has Highgarden,

Oldtown and The Reach; Martell has Sunspear, Yronwood, Starfall and Storm’s End; Baratheon

has Dragonstone, King’s Landing and Crackclaw Point. Already we have instability, since Stark

and Martell need four castles/strongholds to get their mustering points. That means that if no one

fights, Stark or Martell will win by default just because they have more castles. However, Stark

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and Martell have 3 castles and only one stronghold – which means that if Lannister, Greyjoy or

Baratheon grabs one more castle, they take over the lead with a stronghold tiebreaker. So there

can be no peace as the status quo is always biased in favor of someone. Nonetheless, this

division of castles/strongholds tend to manifest itself in the early stages of the game.

More importantly, between each two houses there is one castle/stronghold that they can both

reach relatively easily. Therefore, even in the most boring and steady game, there’s always

tension because Tyrell can always take Starfall, Baratheon can take Storm’s End, Stark can take

Crackcalw Point or Flint’s Finger, and Greyjoy can take Riverrun. You can already see why

Lannister and Martell are typically in a tough spot and how Stark and Tyrell enjoy a geographic

advantage (especially Stark). The only one of Stark’s castles that is under threat when players

stick to their respective areas is Moat Calin – which is hard to conquer and even harder to hold.

This is, of course, very thematic, but compare it to poor Lannister – who doesn’t only lose 2

mustering points if he loses Riverrun, but also a supply and a power (though it’s one he could

never use for power generation anyway). Greyjoy and Baratheon can only position themselves to

threaten Stark by taking one of his seas (either the Bay of Ice or the Narrow Sea) but that is

usually considered a declaration of total war, as it threatens either Winterfell or three other Stark

Castles. In contrast, if Stark wants to steal a win with Flint’s Finger or Crackclaw Point, Tyrell

marches surprisingly into Starfall with Loras or Greyjoy backstabs and takes Riverrun – all these

moves could be planned and executed under conditions of total and stable peace (at least as

stable as it gets).

Let’s look at Supply. Most players have 3 supply within their ‘natural’ area of influence.

Lannister has 2 in Lannisport and 1 in Riverrun; Greyjoy has 1 in Pyke, Seagard and Greywater

Watch; Tyrell has 2 in Highgarden and 1 in Three Towers; Martell has 1 in Sunspear, Salt Shores

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and Starfall. This is one of the reasons that Tyrell and Martell often agree to leave Prince’s Pass

empty – it breaks the balance of power in the South. However, PP is a very important territory –

adjacent to 5 territories (2 of which are Castles) and has both supply and power. But it has this

indivisible supply that breaks the equality in the South (in a similar manner, Lannister and Tyrell

often agree to keep Searoad Marches empty).

Baratheon has a problem of supply. He starts with only 2 in Dragonstone and Kingswood, and

has no obvious alternative for a 3rd supply. One option is to go to the Mountain of the Moon; this

makes a lot of sense to me, but it’s such an encroachment into the geography of the North that

many people see it as a dangerous move that is likely to upset Stark. Thus, Baratheon needs

Blackwater. In my opinion, Baratheon cannot survive without Blackwater – it is adjacent to two

of his ‘natural’ castles, threatens to raid his power generating advantage in KL and has the

supply he needs so bad to keep up with the others. However, by taking Blackwater Baratheon

breaks the balance of supply and jumps to 4. Moreover, he is moving away into the heart of the

board and starts spreading his troops (though notice that we are often victims of an illusion –

blackwater takes up more space on the board than other territories, but it’s only one territory).

Stark has a more complicated situation with supply – he starts lowest but actually has the most

number of supplies in his natural area of influence. Only the mountain of the moon is directly

threatened when players stay in and around their areas; though Stark has to spend troops,

movements and power tokens to take these supplies.

Last thing to note about the setup is that it is highly asymmetrical. I have already mentioned

some ways in which things aren’t equally distributed, and will mention more. But beyond just

resources, the positions of the players on the board are such that most players will only interact

with their neighbors. This is an issue with GoT which also plagues other games, including most

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notably GoT’s inspiration and predecessor, Diplomacy. In GoT this problem is addressed in a

way with the bidding and the influence tracks, where all players directly engage each other.

However, in terms of troops on the board, it is very unlikely for Greyjoy to meet Baratheon and

it’s virtually impossible for Stark to meet Tyrell. Thus, Stark, Greyjoy and Martell have the best

positions because they only need to worry about two neighbors each (Martell’s position is

weaker for other reasons). When Greyjoy occupies the Sunset Sea he can expect some friction

from Tyrell and on rare occasions a visit from Doran Martell, but other than that he can focus on

Lannister and Stark. Stark’s position is very secluded, which is thematically appropriate. Only

very late in the game will he have to worry about Lannister, and that’s typically because

Lannister took over Greyjoy.

In contrast, Lannister has 3 neighbors and Barathoen has 4. This obviously impact the amount

and kind of diplomacy that each of them has to do, but even without it – it increase the

complexity considerably. The permutation of options rises with each player that has another set

of march orders, a different hand of cards and different incentive structure. Lannister and

Baratheon are much harder to play for that reason.

Sea Areas

Sea areas are especially important to control, because they have two important advantages: first,

they convoy troops around the board; second, they provide support that ground troops cannot

raid (but can raid ground troops). I will discuss Support and Raid areas soon, so let’s focus for a

moment on the first advantage.

As with land territories, there are certain sea territories that players naturally take. Most Stark

player quickly notices that without the Narrow Sea he will have a really hard time getting

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anywhere. It is not a coincidence that a standard opening for Stark involves a M+1 in the

Shivering Sea, with the goal of ensuring that Baratheon doesn’t try to sneak a first turn attack on

the Narrow Sea. The Bay of Ice is not as important but it threatens Winterfell and Stark typically

will not want to provide Greyjoy with the opportunity to make a sneak attacks on his capital.

Here what makes a sea are fall ‘naturally’ under the influence of one player or another is the fact

that it is required for access to that players ‘natural’ castles or because it is an important support

area. Thus, Baratheon needs Shipbreaker Bay to get out of Dragonstone and Greyjoy needs

Ironmen’s Bay if he is to get anywhere other than Pyke. Martell and Tyrell must control West

and East Summer Sea respectively because if they don’t, others will have an easy access to their

castles.

Despite the fact that most sea areas naturally tend to fall within the area of influence of a specific

house, they typically border at least one area outside of that player’s natural influence. Hence the

board is working against your nice little peace – the opportunistic player will always be talking

peace but planning war. Thus Martell needs to worry about Starfall falling to Tyrell and

Baratheon taking his ancestral home seat at Storm’s End. Baratheon, in turn, will be worried

about a Stark sneak attack in Crackcalw Point and will be thinking about raiding that support in

the Narrow Sea that Stark needs to defend Moat Cailin and take The Eyrie. And of course,

Lannister will never have security in the holding of Riverrun as long as there’s a Greyjoy in the

world.

Given the fact that they are essential for mobility and exceptionally costly to lose, sea areas are

really important. In a cautious game where players spend the first few turns building and then

wake up on turn 5 to the reality that the game is almost over and they haven’t engaged in any

battles – I typically secure sea areas as early and robustly as possible. I usually get 6 ships on the

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board before I get 5 Knights out there, and definitely before I get Siege Engines out there

(though, of course, any can change in a particular setting with particular players). The fact that

Lannister can’t really do that speaks volumes to his geographical inferiority.

Support Areas

Each region of Westeros has a few key areas that ‘reign’ over adjacent territories, and is

therefore a good place to situate support orders. A good support area is not only adjacent to many

castles you may control (as Blackwater to Baratheon) but is typically one where it can rarely be

raided, or can be covered by a raid of your own. Let’s go around the board, house by house and

discuss their support areas.

Tyrell has two important support areas, in my opinion. The first is Redwyne Straights, which is

pretty much a consensus. The second is Dornish Marches.

Redwyne Straights is a protected sea area that many Tyrells leave empty. I believe that’s a

mistake; usually, it holds the majority of Tyrell ships for me. WSS is surely the most important

sea area for Tyrell, the losing of which is quite catastrophic. However, the best way to hold WSS

is to have a good fleet that supports it at RS. Furthermore, it provides what is typically

unraidable support for Highgarden, which is a relatively exposed capital – Lannisport and

Highgarden are the only capitals that are one territory away from each other, which makes each

of them relatively vulnerable to a surprised move of the other. Also, if you lose WSS for

whatever reason, Highgarden becomes an easy target. You can never have enough support for

Highgarden that should dissuade any leader from attacking it.

Dornish Marches is a less common choice for people’s support orders, though I believe it is one

of the best choices. The main reason for that is, of course, that it provides support for all three

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‘natural’ Tyrell castles as well as Three Towers, Prince’s Pass and the Boneway. It is most

definitely the heart of the Roseland. It’s pretty much the only way you can defend the Reach,

especially once you’ve moved your Siege Engines up there to get a shot at King’s Landing. The

problem with Dornish Marches is that it can be raided by Martell who typically control the

Boneway. However, it’s important to note that DM doesn’t threaten any Martell castles and it’s

quite a defensive support. If you have even moderately good relations with Martell, and he

doesn’t aim to get the Reach (which he usually doesn’t – it’s really hard to conquer and hold, and

is quite a pitiable prize) – you should be able to persuade him not to raid that support (if he even

has a raid in the boneway). The alternative is, of course, to be ahead of Martell and raid his raid

from either the Reach or Prince’s Pass. Since many Tyrell/Martell alliances are built on the

demilitarization of PP, the latter option will be hard. I’ve seen many a war start over the

occupation of PP.

Another alternative for a support territory is Highgarden itself. Since Searoad Marches often

stays empty, Highgarden is a good spot to place a support that protects the Reach. However,

overall that’s not as a good of an option. First, because it doesn’t support Highgarden itself that

can be threatened unexpectedly. Second, because Highgarden should be free for a special

consolidate order as well as gateway for troops who move from the heartlands to the East and

back. Finally, sometimes Oldtown is used to support Highgarden when Searoad Marches is

breached and Dornish Marches is also under attack. Desperate times need desperate measures but

if you’re supporting from Oldtown, you should know you’re not in the greatest position.

Martell’s natural support area is of course the Sea of Dorne. This is one of the main reasons he

can typically secure Storm’s End without much trouble. The problem is that other than that,

Martell doesn’t have much room to maneuver with support. There is no territory that support

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both Storm’s End and Starfall, Martell’s vulnerable points, but ESS; and ESS will typically be

raided by Tyrell, Baratheon or both. Or Martell will need it to raid Baratheon. Furthermore,

because of the danger of losing ESS, Martell typically turtles most his ships in the Sea of Dorne,

which makes the support from ESS weaker.

Thus, Martell tends to place support orders in Yronwood or the Boneway, or both. Yronwood is

better, but blocks Martell’s ability to muster troops with a special consolidate near any of his

borders. Moreover, to place a support in Yronwood requires keeping Prince’s Pass under control

or at least empty. That’s way Martell will usually go to war over Tyrell’s invasion into PP. But

as we saw, Tyrell really needs to hold PP so that he can ensure his support in Dornish is firm.

Not much peace there.

Baratheon also has only one natural defense areas. There is not much to say about Blackwater

Bay, it’s a no brianer to keep enough ships there to keep the hold over the prized King’s Landing

and the bloodline that is Shipbreaker Bay. Besides, Baratheon is often left without much room to

maneuver. Many Baratheon players use Kingswood for support, especially if they are planning

an attacak on Storm’s End, but that’s a pretty weak position – can and often is raided by The

Reach or Storm’s End itself. Moreover, it only supports KL for defense and The Reach for

offense.

Nonetheless, Baratheon’s position is so good with his hold of Blackwater Bay that many

Baratheons are content to bide their time within this restricted. I think that’s a mistake. I already

made it clear in the discussion of supplies that allows himself to stay with 2 supply when

everyone else has at least 3 will be severely disadvantaged later in the game. For that reason

alone Baratheon needs either Blackwater or the Mountain of the Moon. From the perspective of

Support, Blackwater is so much better. Taking Blackwater typically allows Baratheon to use KL

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as a support area which fortifies his hold over Crackclaw against that Stark sneak attack and also

really helps holding the ever important supplies of the Blackwater. Lannister is often too busy

with Greyjoy to notice, Tyrell often wants Prince’s Pass more than he wants Blackwater and so

as long as Baratheon stays ahead on the IT track (as he does) – Kingswood can raid The Reach

and the support in KL remains secure. I don’t know why Baratheon players don’t go for

Blackwater more often, except to say that having lots of supply early on can raise the suspicion

of other players, and Baratheon has no less than four neighbors to worry about.

Stark has the most support areas of all of them. In fact, Stark has so many support areas he has

more than a few options to place support. The most obvious choice for support is White Harbor –

the only place from which Stark can support both Winterfell and White Harbor. However, if

Stark loses one of his all-important sea areas (The Narrow Sea and the Bay of Ice), his interests

shift. If he loses the Bay of Ice, White Harbor would probably always have a support order as the

war with Greyjoy will mean Moat Cailin will always be threatened. If the Narrow Sea is lost, the

support will typically move to Winterfell.

The Shivering Sea is also a pretty important support are – helps holding the Narrow Sea and adds

to the support of Winterfell, in case Stark doesn’t hold the Bay of Ice. But a Stark that trust

Baratheon not to raid his support, will also support from the Narrow Sea, which is almost the

only way to take the Eyrie early on. A stark engaged in a war of attrition against Greyjoy will

have units in the Twins and will use those to either support Moat Cailin (which can be protected

with a raid in Moat Cailin) or an assault on Seagard (which can’t be protected, but requires

Seagard to not play a defense/march orders). If there is a battle waging over Winterfell, as

Greyjoy tries to pull a Theon, Karhold and the Stoney Shore become critical support areas for the

sieger and besieged.

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Greyjoy’s most critical area of support is Ironmen’s Bay. It is probably the single most important

area on the board – it borders no less than four castles, three of which are strongholds. The

holder of Ironmen’s Bay is often the victor, and for good reason. Three strongholds and a castle

are often sufficient for victory in turn 10.

Greyjoy may not be able to raid first, but the fear of his attack typically keeps Lannister

defending rather than raiding in the Golden Sound. As long as Lannister holds the Raven and is

ahead of Greyjoy, he can always switch the order in the Golden Sound to raid the all-important

support in the bay. This is why I always place a march order on the bay in turn 1 even if I discard

it. Also, that’s why there’s such a great incentive for Greyjoy to invade the Golden Sound. As

Greyjoy, I’m not half as keen on Riverrun as I am on getting the Golden Sound – as soon as you

have it, the support in Ironmen’s Bay is safe and that doesn’t only give you Riverrun, it usually

makes sure you keep holding the Golden Sound as well as raid those pesky special consolidate

orders that Lannister uses to muster more troops.

The other area of support is obviously the Sunset Sea. It is obviously crucial for Greyjoy if he

wants to get anywhere around the board. This is a movement, not a support issue, but it is

nevertheless crucial to the way the board creates intransigent conflicts. If Greyjoy is to go after

Stark, which is what Lannister wants, he must go through the Sunset Sea. But holding the Sunset

Sea creates a great advantage for Greyjoy who can now attack from it and support from

Ironmen’s Bay or vice versa. A support in the Sunset Sea, under conditions of peace with

Lannister, also protect Flint’s Finger against a Stark sneak attack.

Greyjoy really doesn’t have any other support areas, which is a good reason to believe a war

between Greyjoy and Lannister is close to inevitable. Greywater Watch is the only alternative

but it’s terrible – Stark will almost always raid from either the Bay of Ice or Moat Cailin. Only if

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Greyjoy holds Greywater Watch, the Twins and the Bay of ice can he start thinking of other

support orders.

Lastly, though Lannister’s geographic position is pretty squashed, he does have some pretty good

support areas. The best of them is Stoney Sept. The best position a Lannister can find himself is

with a bunch of Knights in Stoney Sept and no foreign armies in either Blackwater or Searoad

Marches. That maintain both Riverrun and Harrenhal and the hold he might have on Blackwater.

Like a KL for Baratheon, the support order maintains its own security. The inevitable struggle

over Blackwater is one of the biggest minefields in the middle of the board. Though Blackwater

is strangely neglected by many players.

If you don’t hold Blackwater, say because Baratheon rushed to it while you were stabilizing the

situation with Greyjoy, the best position is to hold Searoad Marches. When Baratheon is ahead

on the IT track, that may not be enough – he could still raid your support in Stoney Sept if he

wants to take Harrenhal or just to spite you and encourage Greyjoy to go after you. There is

another danger in holding Searoad Marches – Tyrell can use Loras to get to Lannisport with one

turn only if you have troops there. It is therefore always better to let Tyrell take Searoad Marches

on the condition that he leaves it (after establishing control, of course) and go after Blackwater.

Another possible territory is Sunset Sea – holding it strangles Greyjoy and offers the only way to

defend the Golden Sound by either supporting it or just preventing from Greyjoy to attack it.

Few Greyjoys would allow Lannister to hold the sunset sea for long, since it doesn’t allow them

to go anywhere but into Lannister’s lands.

Another important option is Riverrun. Though Riverrun is often under attack, it is a very central

piece of Lannister territory. Even if Lannister loses his seas, he may still be able to push Greyjoy

out of Seagard, especially with some Siege Engines. If he does so, he can use Riverrun as a

15
support area that secures his hold on Seagard as well as Lannisport and Harrenhal. This gives

Lannister a huge incentive to attack Seagard, which is something that most Lannisters are often

reluctant to do, especially if they have peace with Greyjoy. A comment pointed out that if

Lannister loses his seas, it’s unlikely that he will be able to support from Riverrun. That’s true, to

have Riverrun as a full-proof support you will need to hold on to the Golden Sound. However,

the Golden Sounded could be raided from Lanisport-port, and I find that Greyjoy will usually

have a support order in Ironmen’s Bay, especially if he knows it’s unraidable (as he also holds

the Sound). It’s as bit of a gamble then, to support from there when Greyjoy holds the bay, but as

audacious and unexpected as it is, it just might work.

A really important caveat on this discussion of support (which also applies to raids) is that none

of this applies on a turn when the Web of Lies card comes up (arguably the single most

important Westeros card) and Sea of Storms. When WoL comes up, all incentives change –

Martell gets his one shot at kicking Baratheon out of Shipbreaker Bay, Greyjoy gets a shot at

Moat Cailin, Baratheon gets a shot at the Narrow Sea and Tyrell gets a shot at ESS (and if he can

take it with Loras, he can wipe out Martell’s fleet in one sweep). It’s really important to prepare

for WoL with a backup plan and not depend on your support so much. It means having an extra

ship in WSS, ESS or Shipbreaker Bay. It means having a way of retaking KL from Dragonstone

or placing a march order on the Sea of Dorne/the Shivering Sea.

Likewise, Sea of Storms changes support order positioning because if you don’t have to worry

about raids, you can use Blackwater as a support, or Riverrun, or Ironmen’s Bay or the Golden

Sound or any other territory that you can’t usually because you’re concerned you would be

raided. Players sometimes think no march +1 orders or no defense orders is a big deal; in my

book, no support and no raid are the most important ones because they provide once in a game

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opportunity to go after the weaknesses in your opponent’s position. And usually, they know it

too and so you should expect them to be after your weaknesses as well.

Raid Areas

This is getting super long, so I’ll wrap it up with a brief discussion of raids and leave the rest for

another installment. No less important than support are raid orders. In fact, they are often more

important. Many support positions require a raid order to defend them. Which is why I find the

IT track position to be another undervalued element of the game. many players think, ‘there are

advantages in going earlier as there are in going later. I’ll just save my money for the star

orders.’ That’s true, but as many players often bid 0 for the IT, one can often get ahead of one’s

neighbor’s by paying 1 PT. I find that it’s especially important to Tyrell, Baratheon and,

assuming he holds the Sunset Sea, Greyjoy.

In any case, raiding is really an important order that people tend to forget. Players often treat raid

like a default order ‘I’ll use it if I have nothing else to do’. My default order is defense, which I

find the least useful. Raid is often more helpful that defense for a territory that’s under threat. If

you are expecting an attack, chances are there will be a support involved in it somewhere. If

there is, it is by definition of at least one, so the defense +1 is almost useless. Unless there’s no

support involved, there’s no reason to use it. Moreover, if you’ve deployed your troops correctly,

your raid should protect the very support that holds the raiding territory. Thus the raid in The

Reach protects the support in Dornish Marches, the raid in Blackwater protects the support in

King’s Landing and so forth.

These are not random examples. The best territories for raids are the most central ones. The

Reach and Blackwater are natural candidates, as they both raid important areas that can threaten

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their respective support, and both can raid a consolidate power in King’s Landing (which

amounts to a transfer of 5 PTs, a very harmful move). Storm’s End and Storm’s End port are two

good raiding areas, virtually blocking Baratheon’s ability to support an attack on Storm’s End.

Shipbreaker Bay is a good way to prevent Stark from taking the Eyrie and/or threatening

Crackclaw Point or raid Martell’s raid/support in ESS. ESS and WSS are both good support

areas and therefore good raid areas since they can raid each other. The Golden Sound (and

Sunset Sea, if held by anyone other than Greyjoy) is a crucial raiding point. The Narrow Sea is

often raided, so one can use it to raid Crackclaw Point or Shipbreaker bay if Martell hasn’t raided

it yet from Storm’s End’s Port. All these raids can be counter-raids and so Stark can raid

Baratheon’s raid which will in turn allow Martell to raid Tyrell’s support. And that’s about the

only way Stark can directly impact Tyrell’s orders (if you can call that directly). The Twins and

Greywater Watch are both crucial raid points which can also house the special raid that takes

care of defense orders. A Lannister that doesn’t hold Blackwater might find Searoad Marches to

be a good position for raid (though, as mentioned, it opens him up to the danger of Ser Loras).

That’s probably it for raids. This turned to be way longer than I expected it to be, so I’ll end it

here and hopefully write another one (or two?) dealing with some other things like diplomacy,

and the all-important hand management that controls how and where to fight battles.

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Part II – Diplomacy (or: how not to break up with your spouse over

a game of CubeQuest)

So… due to the moderate success of my overly verbose and exceedingly long first part, I have

decided to continue writing down my thoughts about Game of Thrones: The Board Game 2nd

edition. After all, someone said it was Pyuredeadbrilliant, whatever that means exactly. I

was encouraged by the support and decided to continue to part 2 – Diplomacy.

Diplomacy

The single most important aspect of the game is the diplomatic web of relationship between the

players playing the game. It is no coincidence that the game borrowed many of its mechanics

from its predecessor and inspiration, Diplomacy. A common mistake that players make, I find, is

playing the game rather than playing the players. In GoT, more than in many other games (like

Eclipse or even Mage Wars) what’s best for you to do is determined primarily by what other

players believe about the situation. It’s less important, often, what’s really ‘best’ for your

according to some abstract utility function that attempts to abstract away from the other players

(or worse, assume their maximizers of the same function or the worst, assuming they are a

maximizer that doesn’t take into account that you too might be maximizing, but we’ll get to that

later).

Playing the Players

Unlike others, I don’t have strong feelings about how people should play the game. I think

people should be allowed to play it whatever way they want it. In general, I think board games

are unique because rules can be broken as well as followed, it’s easy to undo a move and you can

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easily create house-rules (which is hard on video games, for example). Though I personally love

rules and playing by them, when I bring a game to a group of people I know that some of them

will have more fun if they play in their own way, and having fun is typically my goal. If

someone wants to attack Lannister because he is annoyed by the shiny red units, I don’t have a

problem with that (I might have a problem with that if I’m Lannister – but that would only be an

in-the-game problem, not a real one). As long as things stay within the game and do not become

real grudges between people, I have no problem with the vindictive, petty, irritable, extortionist

or even the devoted communist. Whatever floats your boat, my friend, as long as you’re playing

the game.

Your goal is, as a player, to figure out the diplomatic landscape created by the players on

the table.

Now, that’s not to say that I don’t prefer playing with competitive ruthless bastards who are dead

set on winning or die trying. I like a cold-blooded maniac who fights to the last moment even

when he doesn’t stand a chance simply to avenge those who destroyed him as much as the next

gamer. I just think that it’s a reason to pick the right people for the right game, and the right

game for the right people. GoT is not the best game for every group or for all people. If you’re

playing with people and you’re annoyed with their behavior, don’t blame them for it! it’s not

their fault they’re not playing it as you wanted them to. Either you shouldn’t play this game with

them, or you shouldn’t play this game with them. Not because they are playing it wrong, but

because you’re obviously not having fun playing. Just because you finally bought Cosmic

Encounter and are dying to play it, doesn’t mean Grandpa Alex is the right person to play it with.

After all, last time you broached Memoir 44’, it ended up badly for both your grandpa’s

autobiography writing project and those forest tiles you still have to scrape from the lasagna dish.

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In other words, this guide assumes that your diplomatic goal is to adjust your strategy to the

diplomatic landscape you find yourself in. When you play on the BGG forums, you’ll tend to

find players who belong to the same type: competitive, ambitious, strategically oriented, strict to

anal about the rules and with some training in statistics. In short, you’ll tend to find players like

you. Maybe these are the only people you want to play with: there’s comfort in the feeling that,

after all, you’re not alone. More to the point, knowing the type of players you’re facing

simplifies some of the social aspects of the game but it really doesn’t make it easier to win. The

complexity of calculation is enormous and you can never know what shortcuts and heuristics

you’re opponents are using. You don’t know their idiosyncratic preferences of tactic and their

evaluations of the different resources. You don’t know their attitude towards risk and you don’t

know when and how they might miscalculate, or forget the ability on one of their own cards. The

human element is not missing even when facing the most hardcore experienced GoT gamers.

But in this guide I don’t assume you are only face the kind of players one may find in the BGG

forums (the other parts of the guide hopefully will help you with that). I assume your first task in

the game is to discover what kind of players your opponents are. That means it is sometimes

worth it to spend a turn or a move if it helps reveal to you the nature of your foes (in the DwD

expansion this may not be possible, as the stakes are higher and the game is shorter). Since the

diplomatic landscape is the single most important factor you have to decipher in order to devise a

winning strategy, it is worth spending some resources on it. You need to see it as one of the

game’s objective. If you’re playing Coup with a group of people who hardly bluff (whether

because they don’t feel like or because they’re all grad students who are incapable of lying

without suffering some physical pain) – it becomes really worthwhile to bluff and really

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dangerous to challenge. Playing a statistically optimal strategy in this situation won’t be terrible,

but you can really bluff much more than it would allow you and still get away with it.

So, the Golden Rule of Diplomacy is this: figure out what the other players intend to do so

that you can prepare for it. In the words of an experienced military expert, Robert Strange

McNamara:

“We must try to put ourselves inside their skin and look at us through their eyes, just

to understand the thoughts that lie behind their decisions and their actions.”

Sounds trivial, and it is, but as simple as it is it’s much better than what many gamers tend to do

(search your soul to see if you’re one of them): ‘figure out what is the best move for the other

players, prepare for that and then get mad at them when they don’t do what you expected them.’

Granted, the last part is optional and only appears among the worst kind of gamers, but the

principle remains. You are not playing against a copy of yourself or a computer program. On a

related note, many players prepare themselves for the worst (or what they perceive as the worst)

instead of what’s most likely. In game theory terms, preparing for the worst possible scenario is

called MiniMax. It means you consider the worst case scenario and play the strategy that is best

for that; often, it is the move that guarantees a win or is otherwise a ‘safe bet.’ For example,

Stark attacks with Eddard (his 4 card) because in his mind he is preparing for the possibility that

Baratheon defends with Stannis (his 4 card), which can only be defeated by Eddard. Stark thus

guarantees a win. A defender, expecting the attack to be as overwhelming as possible, will throw

away his low card in response. Baratheon will then throw Brienne under the bus, hoping to block

one of the swords. This, of course, is not the only possible scenario. But it is quite common and

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therefore merits out attention; look for that pattern next time a player can guarantee a win with

his high card.

Needless to say, MiniMax isn’t, technically speaking, a winning strategy. To invoke game

theory again, the situation just described isn’t stable (or, if you will, is not an equilibrium). If

Stark knew that Baratheon intends to play Brienne, he wouldn’t play Eddard; but if Baratheon

knew that Stark wouldn’t play Eddard, he won’t play Brienne. Nonetheless, in an environment of

cautious, risk-averse players, playing MiniMax isn’t uncommon. The key here is to know your

environment and adjust to it – if you believe your opponent will play a low card as a ‘throw-

away’, you shouldn’t play it safe with your high card, you should win with your lower card. But

you have to know it with a high degree of certainty, or else it is no longer clear that playing a low

card is the right response. That kind of certainty is hard to come by, but it is what you are

looking for. And if you’re to have any, you have to spend some times and actions getting it –

testing the waters, trying out things and trying to figure out your opponents. Don’t listen to me,

take it from a proven fighter, the legendary Duncan Idaho of Dune:

“Use the first moments in study. You may miss many an opportunity for quick victory

this way, but the moments of study are insurance of success. Take your time and be

sure.” (Frank Herbert, Dune, p. 786)

You have to gather some data about your opponents’ intentions, and actions are better than

words. How does Lannister react to an attack or Riverrun? Does he send the Hound to protect his

precious men or does he send Ser Gregor, expecting you to fake it with Dagmar? There’s only

one way to find out. How does Stark/Martell respond to a march order in Shipbreaker Bay?

There isn’t much time for such experiments, but they are important. Those early battles, when

both hands are full and (typically) neither can guarantee a victory are particularly appropriate for

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those kinds of experimentations. However, I intend to dedicate a separate section to House cards

and their management, so I’ll leave it there (as an aside, I’ll conjecture that defenders who play

the high card even though they’re expecting to lose might be playing what some people call

‘MiniMax regret’; some think this is an even worse strategy than plan old MaxiMin. I note that

because I think there’s a difference between peoples’ behavior as attackers and their behavior as

defenders, or to be more precise – when they are fighting to gain something they don’t perceive

as theirs [for example, another player’s ‘natural’ castle or even a capital] versus when they

fighting for what is rightly ‘theirs’. This may have something to do with the different way people

appreciate gains and losses, but this isn’t about making baseless claims about people’s behavior

while playing GoT, this is a strategy guide).

Hide Your Identity

Since we’ve established that one of your major goals in the game is to figure out what kind of

players you are facing, it seems fair to assume that at least some of the other players would be

studying you. You know now that I would. It follows, then, that you should make an effort to

hinder their efforts and avoid being pinned down. That includes avoiding being pinned down as a

player which spends his first few turns studying the other players. Given that I think about those

things in the way that I do and wanting to get to know my opponents in the early stages, I rarely

go for an early surprise attack which sometimes gets you an early win or at least a very early

decimation of an opponent. But if you know that about me (as you do now), you can take

advantage of that. I should try to mix things up every now and then. More generally, if you tend

to some kind of behavior – try to avoid it. Mix it up, surprise yourself.

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Those of you who are interested in Game Theory, and believe in its mystical power to solve

problems, would be interested to know that the ‘solution’ it proposes for the aforementioned

situation between Stark and Baratheon (where Stark can guarantee a win with Eddard but would

prefer to play Greatjon if he knew for sure that Baratheon won’t play Stannis, who beats the

Greatjon), is to play a mixed strategy; that means you should play a high card some of the times,

and a low card some of times. How often? That depends on the relative worth of the different

outcomes, so it depends how much worse is it to lose with Stannis compared to winning with it,

and how much better is it to win with Greatjon compared to winning with Eddard. If, for

example, Stark values winning with Greatjon twice as much as winning as winning Eddard and

Baratheon values losing with losing with Brienne at a quarter of a victory with Stannis (assume

with me that you can compare these things mathematically; not because you can, but because

Game Theory solutions requires it) – then Stark should play Eddard 2/3 of the times and

Baratheon should play Stannis 1/3 of the times. Here’s the way this game would be represented

in Game Theoretic terms:

BARATHEON Stannis (high) Brienne (low)


STARK

Eddard (high) 1,0 ½, ¼

Greatjon (low) 0,1 1,0

(boy, these GoT colors are really hard to work with… Why didn’t I pick Lannister and Tyrell?!)

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If this isn’t your thing, you’re welcome to just ignore it. The point of this was to say – try to

change things around. Create an uncertainty about your intentions and your plans. Most people

think that the best way to do that is to lie. Indeed, lying is useful. But there are lots of other ways

you can do it – especially with suspicious experienced players who won’t believe anything you

say anyway. What you can do, I think is clear and is not specific to game of thrones. Since I’m

not particularly good at lying and creating false impressions, I will not try to offer any more

advice on that. Instead, I will turn to a make a caveat or two which pertain the issue of lying.

A Caveat

I guess this is a good opportunity to provide here the bigger caveat of the diplomacy section of

this guide. When you’re doing all these things I just recommended – trying to figure out what

people’s intentions are in order to screw them over while hiding you’re real plan by engaging in

misleading behavior and lying – you are manipulating them. Or at least, you are trying to. I raise

this issue because in case you’re not very social, it’s possible you didn’t notice that manipulating

is generally frowned upon in contemporary society. In fact, it’s considered quite rude. It is

therefore important to note that it’s quite alright if you have a general aversion to behaving in

such a way. it merely say that something about the way you were brought up was right. The

tingling sensation in your stomach that says what you’re doing is wrong is merely a sign that you

are a relatively normal and healthy human being. Sometimes it’s not a good idea to repress

that tingling feeling just so you could win a game. In other words, sometimes it is preferable

give up a game and save an important relationship. This advice is not, strictly speaking, part of

the strategy guide. But then again, maybe it is. There is a reason they say about Diplomacy,

GoT’s predecessor and inspiration, that it’s been ruining friendships since 1959. Because it has.

GoT was designed, in the spirit of the novels, to do the same thing. I have personally seen

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Diplomacy does this to people, and was therefore older, wiser and balder when I got to GoT.

That’s how I was able to avoid taking it personally. For the most part. I love playing on the

Forums partly because the partial anonymity allows me to be nastier without remorse, and people

on the forums take it with good humor as intended. For the most part. And if they don’t, then

I’m sorry.

Some people say (over and over and over and over and over again). That their spouse is still

laughing about that Cosmic Encounter betrayal all these years ago – but we never get her

perspective, and for all we know that public display of appreciation hides a deep dark secret of

bitter and bottomless resent. In any case, always remember to check in and see that you and your

friend are on the same page about what the game is about. Never test a relationship beyond its

limits. You may want to learn something about yourself, your spouse, your friends or your

friendships. But for the love of god, this game isn’t a healthy setting to do that. And if you find

yourself doing it, you’re not playing the game – the game is playing you.

Second Caveat – Quinns’s Criticism

Quintin Smith, a game reviewer I appreciate, has recently raised a concern while discussing

GoT. He says that he heard the complaint from a Richard Garfield, the guy who designed Magic.

But I’m too intimated to be arguing with Garfield so I call it Quintin’s criticism.

The criticism is that ‘you’re playing the same game in all of these games’ – when these games

refer to GoT, Diplomacy, Risk and so forth. So, if you’ve mastered one, you’ve mastered all of

them. And that puts GoT off for Quinns, because he knows he’s going to make an alliance on

turn 2, that’s going to fall apart on turn 4, then he’ll make a last minute alliance on game 5 and

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then the game will end on turn 6. That’s the way these games always work for him. He mentions

Rex, which used to be Dune (which, as you may have noticed, is one I like) because in Dune

there are institutionalized alliances. So, Dune is more interesting because you can form an

alliance of 2 or 3 players and then you can win the game together.

Now I love Dune, and will get back to the different alliances mechanisms in a moment. But first,

let’s take this criticism head on – are all negotiation games the same? Are all games that rely

heavily on diplomacy require the same skill set, those that once you’ve mastered them you will

dominate all of these games?

In short, my answer is no. But before I reject this position, let’s give it some air. Garfield and

Smith are smart people and they don’t just say things. Moreover, when you say their names

together like this it sounds like more like a law firm and that has got to carry some weight. If you

look at the diplomacy part of this strategy guide, you’ll see that most of what is in it is quite

general – it’ll work with most diplomacy based games, notably Diplomacy. So there is definitely

something to the claim that you will use the same skills in all of these games. But I think that this

argument is somewhat unfair, because on some level there are obviously general skills that are

used in all games. On a ridiculous level, there are skills like reading that are required in most

modern English-based board games and in all others, unless you have someone to explain the

rules. But that surely doesn’t mean that all games are the same just because we read some words

off the cards. And I don’t mean that these arguments are the same – I present the ridiculous one

as comparison, so that we can learn from it. How are negotiation skills different from reading?

Let’s think of another skill set, which I presume Dr. Garfield has more sympathy for (since his

games require more of it) – basic math. Almost all games require some basic arithmetic or at

least the ability to count. In GoT, the most you come to is addition and subtraction of sizes that

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do not exceed 20 which I believe is typically covered in pre-school. So not much, but other

games require pretty complicated mathematical calculations or at least simple ones but so many

of them that your head kinda hurts if you’re not the mathy type. Power Grid is a good example, I

think, of a game that has quite a bit of math. But examples are not lacking in the EuroGaming

sphere, where some games are actually about buying stocks and managing your holdings in

company. Even a simple game like CoinAge has me counting over and over all the score of all

the different possible end situations a move may lead to. It’s really basic arithmetic but it can be

really tiring.

With basic arithmetic, there’s a little bit of probability theory in every game. Even GoT has a bit

of that, with the Westeros cards or, if you’re attributing some complexity to your opponents, in

battles. Some games have eons more complexity than that, of course. Mage Wars is a game

where I often find myself trying to compute the chances that 6 dice would deal 4 damage to a

creature that has 2 armor (not bad, if you’re interested). So there are other sets of skills that are

general enough and are used in every game, to different extents. How are those skills different

than diplomacy?

I bring up the comparison to math because that’s a complaint some people level against

EuroGames. In those games, it is said, you are merely solving a puzzle, not playing a game. A

puzzle! Very derogatory in the gaming world, so use with care. Of course, people who like to

solve puzzles would say that though similar skills are used when you’re solving another puzzle,

the feeling is different: now you’re solving a different puzzle, and that’s the fun of it. For me the

experience with negotiating games is very similar – every game, every group of people presents

a diplomatic puzzle. Sure, you’ll be using the same kinds of skills when you solve that puzzle –

in the same way you’ll be using your math skills every time you deal with the current situation in

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Puerto Rico or Power Grid – but the puzzle will be different. And I think that using your

diplomatic skills – figuring out people, forming and destroying relationships and so forth – these

are the most interesting skills to learn and improve through board games. Quinns may be

frustrated by the meta-gaming of his group – he has a reputation of a backstabbing bastard, and

he can’t seem to shake it. But that presents him with an even greater challenge – how does he

persuade his gaming groups he is trustworthy? Maybe he should start being the most loyal

bastard in the neighborhood for a while. Given that he plays with the same group of people often,

and that he plays many games that provide opportunities to backstabbing – it can certainly work.

This takes discipline and may hurt some of the fun he’ll be having in some of these games, but

I’m sure that pretty quickly his friends will notice and this’ll blow their minds. What has

happened to the Quinns we know? Has he gone completely mad? Why is he always telling us the

truth? I’ve played some games of Coup with a certain person, who isn’t at all adverse to bluffing,

who decided after a few rounds not to bluff for a round or two. It sounds boring – just playing

the cards as you get them. But to see the faces of the people who challenge you and lose! If they

had just waited patiently and played their cards, they could have won. I obviously lost miserably

to the truth telling opponent, and had to look at her sly confident smile as she said – I told you I

wasn’t going to bluff this game. ergh. There’s great joy in the greatest deceit of all – not to lie in

a lying game. Of course, a round or two of Coup aren’t going to cut it for Quinns, but he’s dug

himself pretty deep there, it seems.

But there’s a more substantial answer to the Smith-Garfield challenge than the one I just offered,

one that is rooted in game mechanics. The point here is that the diplomatic puzzle is shaped by

the ludological landscape of the game. In other words, the rules of the game shape much of the

diplomatic puzzle in the same that they shape the strategic puzzle you play against the board.

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Negotiation in different games is different because what you need from other people is different,

and what they can give you is different. Figuring out what they think they need is half of the fun,

and that really changes from game to game.

Take Dune, for example, that Quinns mentions. The differences between GoT and Dune are

pretty small in this regard, and both game entertain a reputation of encouraging ruthless

backstabbing and skullduggery. But there are slight differences that make huge changes. One is

what Quinns mention – that Dune allows, on certain phases that may or may not come up, to

form and break alliances. Once you’re allied, you can’t break the alliance until the next Nexus

phase. Being in alliance is beneficial – you get the special powers of your ally. But it’s also

restrictive – you can’t attack them or move to the areas they control. And if they lose a

stronghold you could have protected, you’re screwed. The institutionalization of alliances is not

so unique – most negotiating games have it in one form or another. It’s actually GoT that’s quite

distinct in this way: since they wanted to remain loyal to theme of the books and the reputation

of ruthlessness, they made the game exceptionally prone to backstabbing. They also added the

weird disregard to order of players on victory track (to accommodate that quote from Cersei

Lannister, which covers every inch of the box and rulebook). This creates a very competitive

environment, even though most players do care about the ordering on the victory track on the

end of the game. Most other games have some form of institutionalized collaboration (though

even in GoT, you can support each other’s attacks). Diplomacy, the granddaddy of GoT

institutionalized alliances with a different twist: you didn’t form formal alliances during the

game, but you can always agree to end the game in an alliance. Not to mention that you can

support somebody else’s attack, but you have to explicitly note it in your orders or it doesn’t

work. That means negotiation around support orders need to be explicit and if you fail to deliver

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once, it’s pretty clear what you’re doing. Eclipse offers a beneficial exchange of ambassadors

and punishment to traitors. But in Eclipse, only the most recent traitor is punished. In Warrior

Knights you need the approval of other players when you are going through their territories or if

you want to attack a third player when they are around. In Cosmic Encounter alliances are

institutionalized per attack and are reformed every phase, but the important part is that the game

allows for a multi-player win (as many as everybody except one player). Risk doesn’t have any

of that but, as we know, it’s not a very good game. Each of this games have a different landscape

for negotiating and solving the diplomatic puzzle requires understanding not just the other people

– but what you can get from them, what they’ll be willing to give and what is it that they really

want.

The second slight difference between Dune and GoT is that in Dune, the rulebook says that

agreements that are made public are binding. When I explained the rules to a friend and fellow

GoT player, he was baffled. You have to comply with the deal? He asked, and what if you don’t?

Well, I said, then you’re not playing by the rules. What keeps you from taking spice from spice

bank when nobody else is looking? Or even when they are? The concept blew his mind. That

simple rule changes the entire way people negotiate deals by the mere possibility that some deals

may be enforced. One of the moves in the negotiation becomes whether to make this deal public

and therefore binding. Both have advantages but also disadvantages. You typically have good

reasons to want to keep the deal secret, but that raises justified suspicion. How can you say that

negotiation games are the same in this setting? In the same way that a small battle rule, like

whether ties go to defender (like Eclipse, Cosmic Encounter, Kemet), the attacker (Dune,

DarkStar) or result in stalemate (Diplomacy, Warrior Knights), these rules about the ways

players interact with each change the way people tend to behave. In Dune players tend to make

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more alliances and follow through with their promises even if these are not formal. In fact, they

sometimes make an informal alliance that cuts across their existing formal alliances – which is

very interesting. They know that a Nexus phase can come out, which means they will have a

chance to reform their alliance. Or it may not – and they are limited in their ability to help each

other because of the formal restrictions of their alliances. That NEVER happens in GoT.

Have I done anything to counter Quinns’s criticism? After all, he makes it about GoT while

mentioning Dune (or the unfortunate Rex reprint) as a game he is now interested over GoT.

Well, I think that the criticism was made in general terms, dismissing negotiation games as such.

So I think it’s helpful to see that GoT is a particularly extreme version of the backstabbing

encouraging genre, exceeding even Diplomacy in its adversial environment. Moreover, even in

that environment I see no reason why Quinn should work harder to salvage his meta-gaming

reputation in his gaming group. He simply has become too predictable. He says that he will

always form an alliance on turn 2 and then break it on turn 4 – well, that hasn’t been my

experience. I’ve played a Greyjoy and stayed loyal to my Lannister until the end of the game,

despite various thoughts and tempting opportunities. I’ve played a Lannister and kept my word

until turn 8, when I successfully backstabbed. I also played a game where the Greyjoy-Lannister

alliance broke up before we even began, in the Quintin Smith fashion. And all these games were

with pretty astute and ruthless gamers, so I see no reason why it has to be this way.

Different negotiation games have different rules that raise or lower the stakes, and change the

way people tend to make deals and live up to them. New game designs have started tweaking

with rule to produce all sorts of semi-cooperative games, where players work together and also

against each other. I’m particularly interested in Dead of Winter but it’s not the first or only

game that has interactions of that kind. In any case, the rest of this already too long piece about

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diplomacy will discuss some of the tactics that are particularly relevant in GoT because of its

rules.

Specific Tactics

The two most important mechanics that influence the diplomatic landscape of GoT are the

simultaneous blind order placing and the absolute lack of institutionalized alliances. Blind order

placing, like in Diplomacy, is fertile ground to treachery. However, unlike Diplomacy, the orders

are executed sequentially in turn order. That changes much of the game, as you can place the

orders you’ve promised and then fail to support an attack. I think that Diplomacy’s rules allow

for much more collaboration because of that, while in GoT everything is always tentative – but

that’s an issue to be discussed later. In any case, some order placements will be unequivocally

aggressive while others can be ambiguous. Blind placing means you don’t know what other

players are doing, but the interesting negotiating often starts after the orders have been placed.

Let’s look at some specific tactics.

Deterrence

Since GoT produces a low trust environment, and no player can fight a war on two fronts,

players tend to be very cautious with their moves. The implication of that is the best way to play

a card is often not to play it. House Cards like Doran Martell and Patchface are awesome partly

because they discourage others from attacking you. It’s often better to hold on those cards even if

you’ve threatened to use them. Martell can just sit there with 6 castles and nobody wants to

attack him because they will be punished severely by Doran. Now, in that case, as Martell – you

want to keep Doran in your hand at almost all costs. Say you threaten Tyrell you’ll Doran him if

he attacks. Then he does – most people feel the need to follow through with their threat, either to

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prove the reliability of their threat or just to punish the aggressor that made them mad. I’ve seen

this dynamics between Stark and Baratheon countless times – Baratheon says, if you attack me

I’ll Patchface your Roose. Stark is either deterred or he attacks and Baratheon Patchfaces. Now,

think about it – if you are Baratheon, you might want to save Patchface. Once you’ve used him,

your threat loses its power. Sure, if you don’t play Doran/Patchface, the other player may think

you made empty threats. But typically after losing all your stars to Doran, you’re pretty

committed to fighting Martell. If you still have your stars and Martell still has Doran, how likely

are you attack again?

The same applies to march orders. Often the best defense is to have an attack order in place to

retake the position that is being threatened. SE are particularly useful for that, especially if you

have stars and are behind on the IT track. Most likely, you will never be attacked and your SE

will never need to relocate to the ever-so-dangerous Riverrun. This may seem like a waste of

March order, but I think it’s often very useful. You can avoid being attacked for multiple turns

with the right kind of deterrence in place.

Backstabbing

Much has been said about backstabbing and how important it is in games like GoT, so I won’t

spend much time on it. I do think there are two things critical with regard to backstabbing that

don’t get sufficient attention and those are TnT: trust and timing.

Trust? Yes trust. If you are to backstab someone, you have to first gain their trust. If nobody

trusts anyone, you lied to them about forming an alliance and they lied to you and neither of you

believed it – it’s not backstabbing, it’s merely failed cooperation. Backstabbing can only occur

when you’ve established some trust and then broke it. It’s awfully hard among suspicious

players, but without it don’t delude yourself that you’re backstabbing; in the best case, you’re

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merely stabbing. Real backstabbing requires creating real trust, or at least creating an expectation

of collaboration (for example by convincing the other players that it’s in your best interest to

follow through), and then breaking it. It’s actually pretty hard to do and it’s very nasty when it’s

successful. I’ve already give the caveat about relationships so I feel I can say that. It’s no

surprise that most people prefer to never have trust since they know backstabbing is an option. It

really feels terrible when someone backstabs you.

Timing is more often discussed as important for backstabbing, yet I find that most players tend to

be impatient with it. It’s no surprise to me that Quinns forms an alliance on turn 2 and then

breaks it on turn 4. But if you really want to backstab, you have to wait until turn 8! You have to

brew on it, you have to really invest and build that sense of security. Let them entangle

themselves in other adventures while you’re growing stronger playing defensively. And then,

when the fates of Westeros are right – then you stab. It’s really hard to do and it doesn’t happen

often. Usually players become impatient and are just driven to backstabbing by the theme and the

temptations. But if you didn’t really build trust and awaited the right opportunity, you’ll just be

slightly hurting your unsurprised neighbor instead of taking over. No good.

Alliances

As I said before, GoT doesn’t see many stable alliances. Even Diplomacy sees more, since the

need to submit all your orders at the same time doesn’t allow you to change your mind. So does

Warrior Knights, since there are lots of court favors to exchange and good ol’ money. When you

can bribe someone, you can rely on them. Sometimes.

In GoT there’s really very little you can do for someone, except not attack them. Most agreement

that I’ve seen made are of non-aggression for a limited time. Tyrell and Martell often agree on a

three turn moratorium on violence. That typically allows both these houses to grow slowly while

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the others start killing each other. I always thought this agreement is bad for Tyrell – who starts

with no stars and a Fiefdom advantage is not using. Martell can build himself with some CP*

orders and get ahead on the muster. But in any case, that’s a pretty typical agreement and it stems

from the fear that whoever stars fighting a war on one front first, will lose it on the other.

There are some rare occasions where people offer elaborate collaborations. These are really nice

in theory but I have rarely seen them work. Though many of the conditions play against it, in real

life I have seen people cooperate quite effectively. People’s desire to work together can

sometimes override the theme and mechanics, especially if these are not super competitive

gamers. That goes back to knowing your opponents – people who collaborate in the face of

uncertainty and incentives to backstab are not stupid, they are just playing differently. It’s you

who needs to adjust, not them. or you can try to persuade them to adjust, but that’s a different

story.

In any case, I will just say here that despite all the hindrances, the game offers strategic potential

of collaboration. Any pair of a player’s neighbors can usually collaborate against him. They

often don’t as both are afraid the other will get more out of it. But I’m not sure this fear is

justified – when playing with experienced players, the game often ends in a tie-breaker rather

than a seven castle win. I guess what I’m saying is – the challenge of collaborating in this game

is out there, and we have not yet lived up to it. If Greyjoy can take Winterfell on turn 2, that

would be awesome. But he can’t do it on his own and most Lannister wouldn’t want their

neighbor to get so strong so early. Yet I have seen a Greyjoy obliterate a Stark (me) beyond

belief and still lose the game as the North proved too tough to conquer. Then why wouldn’t

Lannister be happy to send Greyjoy up north searching for fortunes? Risky, but not entirely

stupid. There’s room for collaboration here, but you have to be really creative about it.

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Leader Bashing

Like other games, most notably Diplomacy (but many others, like Condottiere and even Settlers

of Catan), GoT relies on Leader Bashing for balance. That means that the game designers

assume that players will collaborate to stop an early leader from winning, restoring the balance to

the game. It is crucial for the game, because without it, a lucky player who got good fortunes on

Westeros cards or get a run of bidding on the influence tracks can roll over the board. I’ve seen

cases where a single player held all three tokens or even just two of them do quite a bit of

damage. And it is the case that players regularly collaborate to stop such a player from winning.

GoT provides a good setup for leader bashing, as it is capped with the turn limit – so leader

bashing doesn’t lead to endless battles and a neverending game (like in Risk or Diplomacy) but

rather to more tie-breaker results. I think that makes the game less exciting but at least it doesn’t

last forever. Thematically, the turn cap makes sense as we all know Winter is Coming, it’s pretty

fun that there is a point where Winter finally came. From a game design perspective it makes

sense since the game is sufficiently long as it is (in real life I have played an 11 hour game and

rarely got to finish a game in less than 4 hours). Strategically, that means that with experienced

players who could be counted to do some effective leader bashing, I typically play the long game

and aim for a victory with a tie-breaker. I agree, that’s less than exciting, but I see no other

option.

Last turn tie-breaker don’t only make a less exciting victory, but they also make for an anti-

climatic last turn. Most players end up discarding their marches, as they can’t do anything to

alter the game and typically there’s quite a bit of kingmaking (which is really important, and I’ll

be talking about it separately soon). That means that you need to prepare for that last turn,

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diplomatically, by, for example, making sure you’ve done your part in leader bashing early on or

you might be punished near the end.

But there are two issues that make leader bashing quite difficult. First, it is that unlike Diplomacy

– most players can’t really do much about a runaway leader. Aside from Lannister and

Baratheon, who rarely get an early advantage, only Tyrell has more than 2 neighbors. That

means that aside from the player who just got run over, only one other player can effectively

threaten the backside of the attacker. Compare that to Diplomacy, where each player has at least

three neighbors to deal with before any player is eliminated – which typically makes for very

effective leader bashing. There’s obviously the impact through bidding and wildlings attacks, but

for the most part, leader bashing requires pretty quick response by specific players or it doesn’t

work. These players are required to make sacrifices that often hurt their own prospects quite

severely, but that’s just how the game goes.

The second impediment to leader bashing is that there’s an obvious collective action problem

there. Often there’s a leader which can be hurt by any number of players, none of which want to

make the sacrifice of hurting it. This happened to me when playing against a Martell who

effectively held on to his Doran as a deterrent. He ran over Tyrell and was on his way to victory

– Baratheon, Lannister and even Greyjoy could have hurt him, but neither wanted to lose their

prized position on the tracks. He kept Doran as he last card, and won though he had a terrible

position on all 3 tracks. Martell’s gameplay was brilliant, using his position effectively and

focusing on the elimination of just one player, but his victory, in the end, is an ode to the

inability of the other player to collaborate against him when the first mover would suffer some

significant personal lost. Keeping Doran at hand and using it last (very atypical behavior)

sustained the deterrent and successfully countered players’ attempt to do some leader bashing.

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Kingmaking

The last thing I’ll mention is kingmaking. Though I think it’s likely very few have survived all

the way down here, I think kingmaking is actually quite an important diplomatic feature of the

game. It is sometimes used in a derogatory manner around game design and it’s certainly not my

favorite feature of games, but it is a reality in GoT and I think you have to prepare for it. GoT

deals with the problem of player elimination in a peculiar way, which I’m not sure is the best. On

the one hand, it has similar dynamics to Diplomacy – players can get wiped out completely,

when they lose all their units. And like Diplomacy, it is quite common to lose all but one or two

units, effectively losing any influence on the game but dragging on and one while no one wants

to spare the resources and actions to wipe you out. On the other end, the official rules don’t allow

for complete player elimination as they require a player whose units were eliminate to still

participate in bidding and wildlings attacks, and even allow for an unlikely comeback if the

conqueror leaves their conquered capital without leaving a PT (which can happen if, for

example, a wildlings attack kills the troops in that capital). Regardless of what I think of this

mechanic in terms of game design, it typically means that by the end of a 10 turn game there

quite a few angry players still sitting around the table, with a desire for revenge.

Many times, these players can still have game deciding powers. I’ve seen a player with close to

nothing on the board snatch the throne with some PTs he kept from days of old and deciding

some crucial ties that really hurt his detractor.

What are the implications of kingmaking? There are many possible ones, but the summary of

them is that you need to be aware of who you anger during the game. Sure, you cannot win

without running over at least one neighbor, but there are others to think about. What that means

will obviously change in different settings and groups, but that’s something to keep in mind.

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I personally am of the opinion that it’s up to the players to decide what to do with their

kingmaking powers, and even to decide when is it that they believe they’ve lost all chances to

win the game. Some people think gaming etiquette requires players to keep trying to get more

castles, not matter what. I wouldn’t assume that all players around the table share this etiquette,

especially in a game that states that only the first player wins and all the others lose. I would also

expect my neighbor, who I effectively backstabbed, to haunt me to the end of his days with a

vengeance, even if that means he’ll finish with one castle instead of two. After all, I’ve done the

same. Some people justify this as metagaming, which I think is fine, but I also accept it as

fulfilling the desire for pure revenge. Achieving revenge can be very satisfying, as we all know,

and I see no reason why board games shouldn’t be a good way to produce such satisfaction.

Bidding

So I lied when I said that kingmaking will be the last issue I’ll discuss here, because I simply

have to mention bidding. That’s a pretty big subject that probably deserves a part of its own –

and maybe I’ll write it – but one crucial components of bidding, is knowing what players around

the table value. In many of the games I played in the forums, IT track is undervalued (many

players think that other than getting the throne, the order doesn’t matter much since they can use

later positions for their own advantage and getting the throne is hard if you’re not the tie breaker)

and the King’s Court is overvalued (people love their star orders). Using this knowledge

correctly can be very beneficial – for example, with just 3 PTs (and while two other players had

2), Baratheon was able to get the three tokens. I’ve often when for the throne on the forums,

knowing that it’ll be easier to get if only Baratheon bids for it. There are other things to think

about when bidding, of course, but the diplomatic aspect is really one of the most important

ones, and like all the other dimensions – it’s often beneficial to ‘sit out’ of a bidding (by bidding

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0s and saving your PTs) and observe how the other players bid, especially if it’s an early game

bid which can be reversed quickly. That’s a risky move, but hey – this game is not for the faint of

heart.

Part III – BATTLE! (Or: the all-important hand

management)

Though I’m running out of steam with this unbelievably long strategy guide, and its second part

did not get as much attention and love as its first part, I am going to make an effort to finish it up

and round up my thoughts on the strategic situation that Game of Thrones 2nd Edition presents to

you before I move on to focus on other games, for I have spent way too much time playing it and

gathered too much otherwise useless information. This third part wraps things up by talking

about managing battles in GoT, which is probably the hardest and most important strategic

component of the game.

The Battle System

GoT’s battle system includes a combination of the troops on the ground and battle cards. You

count the troops on the ground, add the number of your leader card and the total sum is your

strength for this battle. Now, this is a familiar system – it is virtually the same as that of Dune,

which came out years earlier, which is also somewhat similar to that of Cosmic Encounter (a

game by the same designers). More recently, two brilliant games that I love have employed

similar mechanisms: Kemet and City of Remnants (Kemet’s much more similar, not surprisingly

it was inspired by Dune, but as the discussion below will reveal, CoR falls in the same category
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in my book). The upcoming game Impulse employs a battle mechanism that bears some

similarity to the one I discuss, and I’m sure there are a lot more games that use a variant of this

idea. The cards are different in each game – in Kemet every player has the same cards but you

can ‘buy’ some cards to change your hands a bit; in Dune and GoT the cards correspond to

characters from the book and their strength and abilities vary by faction; in Cosmic Encounter

you draw random cards and have to make wise use of them because you won’t be able to draw

new cards until you run out of all your encounter cards. The idea is basically similar, and it’s one

of my favorite mechanisms ever in boardgaming so I want to say something general about the

way you handle it.

Boardgamegeek doesn’t have one category for this battle system. On BGG, Kemet is listed under

the ‘Campaign/Battle Card Driven’ mechanic (which seems like a mistake), Dune, Cosmic

Encounter and City of Remnants under ‘Hand Management’ and finally, Game of Thrones under

‘Simultaneous Action Selection.’ Curiously, none of these games are listed under the Rock-

Paper-Scissors (RPS) mechanic, though the logic of the mechanism has great affinity to it. A

glimpse at that page on BGG shows that the RPS’s defining feature is its ‘non-transitive’ or, in

people’s language, circular hierarchy, which can be done without simultaneous action selection

as is clear by the games in this category, like Balance of Power and the Ares Project.

So what do we have in GoT? What’s the defining feature of the battle mechanics? Let us start by

ruling out some of the categories mentioned above. First, it seems to me that the association with

battle card driven is confusion. People who talk about Battle Card Driven games think about

games like Twilight Struggle and Hannibal: Rome vs. Carthage. Though Twilight Struggle has a

headline event card played simultaneously, which has some relevant elements to it, the bulk of

the game that people refer to when they talk about this mechanic is the need to employ cards

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strategically either for their historical event or for their value in operation points. I find it

uninteresting to argue whether or not this is a ‘subcategory’ of hand management or not, it seems

to me that it is has its own distinct flavor and that hand-management is a pretty wide category to

begin with. In any case, Kemet is not a member of that species – the cards in Kemet have no

historical events or operation values, and you can’t use them for multiple purposes. Instead they

are only used in battle, exactly like in GoT, and the way to manage your hand is to make sure

you have the right cards at hand for the right battle.

What about hand management? Isn’t that really the mechanism that we are talking about?

Certainly Cosmic Encounter has an element of hand management as you don’t get to draw a new

hand until you’ve exhausted your hand. But that’s not how the battles are resolved, isn’t it? The

battles are resolved by separate choice of battle cards that are the revealed simultaneously,

adding to the power of the troops that are participating in that specific battle. Sounds familiar? In

any case, hand management to me sounds like an unhelpful category. It includes so many

different kinds of hand management, that it really says very little about the game. Descent is

listed in BGG under hand management – and though there is definitely an element of that in the

Overlord’s role, the game has really very little with the kind of games we are talking about here.

Certainly the battles are resolved differently.

Now, we turn to simultaneous action selection. That’s most definitely a really important

component of the battle system in GoT, which it inherited from its predecessor and inspiration,

Diplomacy. But here it is important to notice that Diplomacy doesn’t have any hand management

aspect to it; in fact, there are no hands at all as there aren’t any cards. Orders are written on

pieces of paper (old school!) and are submitted to be revealed and resolved simultaneously. In

fact, it’s striking that in GoT the orders are not resolved simultaneously, as in Diplomacy – they

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are chosen and revealed simultaneously, but are then resolved in turn order. The main reason is

probably that simultaneously resolution creates too many complications and possible paradoxes

that drove diplomacy players to write technical guides of this sort. Christian Peterson probably

didn’t want people writing computer programs just so they would be able to play the game.

Nonetheless, it’s important that simultaneity is not such a defining feature of GoT as it is in

Diplomacy.

Next we have Rock-Paper-Scissors (RPS). None of these games are categorized under this

heading, and as I said, the games that are categorized under it do not have to have the same

features (thus, in Balance of Power, the units have different shapes on the board and there is no

secret selection of cards). However, I think Klaude Thomas was right to categorize his game

DarkStar, under the heading of RPS. DarkStar also employs the same battle mechanic (and is

explicitly inspired by Dune) – you have a hand of cards that you have to manage carefully, and

in battle you and your opponent will secretly select one to be revealed simultaneously; the cards

have numeric values on them that add to the number of troops you have participating in the

battle.

However, DarkStar is labeled RPS not because of the values on the cards and how they relate,

but because the cards themselves are divided into three categories that operate in circular

hierarchy: lightning cancels darkness, which cancels entropy, which cancels lightning.

Nonetheless, I think the battle mechanics – the numerical values on cards chosen simultaneously

added to troop numbers – have a RPS feature to it as well. In GoT, ties are broken by the

Fiefdom track. That means that two powers facing each other with equal strength and with a full

house set at hand, basically face a RPS type of choice. I have simplified this before and

discussed it as the low card/high card game, where you can choose whether to play a low or a

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high card. A high card can guarantee victory, but your opponent knows it. A low card would

defeat his low card, but if he were to expect you would play a low card – he’ll play his high card.

Notice that in this case that hierarchy is not entirely circular: if the first player plays a high card,

there is nothing that would defeat him. But always playing the high card and guarantying a

victory is not a great strategy, as I discussed before. Game theory, with its assumption that both

players are robotic calculators, would recommend a mixed strategy according to which you

would randomize, playing the high card 2 out of every 3 times (assuming the utilities I assigned

in the table are correct – if you’re not into game theory, don’t worry about that). It’s important to

note that in GoT, specifically, non-circularity is typical but not necessary. Some of the cards’

special ability change the strength of the initial forces or battle cards (Balon, Catelyn, Mace, Ser

Kevan, etc.) and create a situation of circular hierarchy, a genuine Rock-Paper-Scissors. Thus, in

the perennial attack of Greyjoy on the Bay of Ice when it has the special defense order, Catelyn

loses to anybody but defeats Balon – while Balon defeats everybody but loses to Catelyn.

In any case, this element of non-circularity, where (usually) one player can guarantee a win have

caused some people to dub the battle system in GoT as ‘deterministic,’ even sadly by the

designer himself, merely because it doesn’t use dice for resolution of battles. This is common

parlor, so I shouldn’t really complain – but I think it’s a very weird notion that chucks anything

that has no dice into the category of ‘deterministic.’ Even the calculating robots of game theory

would not play ‘deterministically’ in a situation that they can guarantee a win, let alone if there is

circular hierarchy. Just because we’re not rolling dice on the table, it doesn’t mean that there is

no chance involved. In this case, the die is simply rolled in people’s heads.

To sum up this discussion, the battle system of GoT is a combination of hand management,

simultaneous action selection and RPS dynamics. You might call it ‘Simultaneous-Card-

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Selection’ or something. The important point is that the resolution of the battle combines

thinking of these three elements. First, you have to manage your hand. I will discuss this at

greater length shortly but the gist is obvious – the order in which you play your cards and what

you have in hand is really important, and often you’ll attack simply to get a new hand. Second,

you will have to pick your battle card without knowing what your opponent picks. I discussed

this in the previous part, but the essence there is that you need to be prepared to what they

actually choose to do, not what you think they should do. Third, though you don’t know what

card your opponent chooses, you know what his options are. This RPS element is the one I

mention often throughout, and that’s where game theoretic analysis can be really helpful if

you’re into that kind of a thing (with the caveat that you have to be prepared to opponents that

aren’t). I will touch on this issue when I talk about hand management, but the idea here is simple

– you want to use your low cards whenever possible and make your opponent use his high cards

when he doesn’t need to. With that introduction in place, let’s get into the details.

Hand Management

As I said before, hand management is probably the most important strategic factor of the game.

Though often people describe the game as primarily an area control one, because all paths to

victory go through the control of the board, the real heart of the game is in hand management.

Quintin Smith, that guy from Shut Up and Sit Down, is fond of saying that GoT forces you into

making alliances because you can’t fight a war on two fronts (he actually likes saying both when

he’s praising the game and when he’s dissing it). But the main reason you can’t fight a war on

two fronts is not, as in Diplomacy, that you don’t have enough troops for it (because you can) but

rather it’s because you don’t have enough house cards at hand to run over one of your neighbors

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and then still survive the attack of another who has a fresh hand. You can’t overstate the

importance of hand management.

At the center of the hand management puzzle is the fact that you have only a limited set of cards

and you only get them back once you’ve spent all of them. This means you have to be very

careful about when you use which of them. This does NOT mean ‘playing carefully’ so that you

keep your cards at hand for the longest time often. In fact, it’s a major reason to use your cards

often so that you’ll be able to refresh them and hold on to as many of them as possible. It also

encouraging attack, since using your cards while you’re attacking allows you to use them on

your terms. When you don’t have a card in your hand, you’re not only vulnerable because you

can’t play it – you’re also not enjoying the deterrent effect that comes with it. That’s particularly

true about vicious card like Doran Martell, but it’s true in general about all cards – when you

have fewer options, you have less space for maneuvering and you’re more predictable.

Another problem of the very common cautious and defensive play style that many people like is

that tends to underestimate the importance of refreshing your hand. I’ve seen some people play a

whole game without refreshing their hand once or playing the last card in their hand at the last

turn of the game. As a general matter, I don’t think that’s a good idea. Here’s my thought about

refreshing your hand: you want to play the last card in your hand on your terms. That means,

you want to be able to use it beneficially and not just to through it away so you could you’re your

hand back. When you have just one card in your hand, you’re basically a sitting target. The one

case of the game where battle actually is deterministic occurs when you have one card in your

hand (which is why in Kemet they eliminated that problem by making you discard a card every

time you play one). The attitude to adopt in face of such determinism is not ‘oh well, there’s

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nothing I can do about it and it’ll happen anyway,’ but rather ‘how do I make this last card play

to my benefit’.

This is a challenge. Partly it’s a challenge because other players will take advantage of your last

card and attack you on their terms. But more importantly, it’s a challenge because there’s a real

trade-off between keeping a strong card at hand for a victory in that deterministic battle, and not

having that card in your hand for six battles. There’s no good solution to this problem, which is

really the genius of the design of this game. Keep your Doran, Gregor or Balon at hand and

you’ll be in a good position to impose a victory and get your hand back. However, you’ll have to

kiss them goodbye for a little while.

The flip side of the dilemma is that one of your major goals is to manipulate your opponents so

that they won’t be able to use their cards optimally. That’s a reason I think Tyrion is

underappreciated and should most often be played against the penultimate card instead of against

the last card – it lets you control what card your opponent (say Greyjoy) won’t have in hand for

six battles now (say Balon). If he is holding on to his dear card to use for his penultimate battle

(a pretty solid strategy), I’ll be attacking him somewhere he doesn’t want to use this high card,

forcing him to choose between his plan to use the card somewhere else and keeping it at hand for

the next cycle. I will also sometimes wait until my opponent has his last card, or only two cards,

and then refrain from attacking them. They often expect you to take advantage of their situation

but I find that many times that’s actually a good time to go for the other front, or just sit and CP

while your opponent is uninclined to attack other than to lose and recycle his hand.

There’s more than can be said but I think the point is clear – be prepared to shuffle your hand on

your own terms and make sure your opponent never uses his cards optimally. As I will discuss

soon, the real strength of the Houses is the special abilities of their leaders. Mace Tyrell kills a

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footman? Make sure you force Tyrell to use him when you have no Footmen involved. Victorian

Greyjoy doubles the strength of ships on the attack? Force Greyjoy to use a 3 card on the

defense. Using Victorian as a 3 takes the edge off of Greyjoy’s comparative advantage, and even

if he uses it and wins a battle, he has lost a major asset and that puts him at a disadvantage.

Having discussed the overall governing thought of your hand management, it’s type to delve into

some specific details about what’s important to play when.

Swords and Forts

The one generic feature that appears on cards are battle icons, also known as swords and forts.

These symbols are the boring ‘regular’ ones that all factions have on some of their cards. I’ll talk

a little bit about the collections of house cards in a moment and the way to use the special

abilities of specific cards, but for now I want to dedicate a little bit of time to discuss the generic

battle icons.

Perhaps it’s because everybody has them and they are not as exciting, but battle icons do not

receive the respect they deserve. But they are really one of the most important aspect of the

game, and using your battle icons correctly is crucial to success in Westeros. Unlike other war

games or ‘Dudes-on-a-Map’ style game, in GoT there’s a dearth of troops. First, supply

limitation severely limit the amount of troops you can recruit and deploy. Supply is a constant

pain in the neck and unless you’re very lucky with Westeros cards or have planned meticulously

for any event, you will encounter times when a muster comes up and you cannot deploy any

troops. Second, mustering is hard to come by with and often the tides of Westeros will create a

draught in mustering for several turns. Or, alternatively, musters will pile up consecutively

without supply adjustments and you won’t be able to use them. Lastly, the number of troops you

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can have is limited by the pieces in the box – only 5 nights, only 6 ships and only 2 siege

engines. That means that often you won’t be able to upgrade your footmen because you have no

more knights. If you’re Stark and you want to hold to seas in the East and the West, you’re in

trouble. Every time you make a successful sea invasion anywhere you leave your back side

exposed simply because there aren’t enough ships in the game to hold both. To sum, there’s a

real shortage of troops in Westeros.

There are two implications to this fact. First, the special consolidate power order that allows you

to muster is incredible powerful, perhaps even overpowered. I believe it was added to the second

edition as a response to the shortage of troops in the first edition, but it makes the difference

between no stars and on star into heaven and hell. Whenever at all possible, you need to muster

troops and get ahead in the (somewhat pathetic) arms race. One major problem Lannister has is

that he often cannot afford to muster in Lannisport because he needs the troops there to mobilize.

In contrast, though Greyjoy typically doesn’t have much space he can typically muster in Pyke

with peace without worrying about raids.

But the second, and more important (because less commonly understood) implication of the

shortage in troops on Westeros is that one major goal of participating in battle is to kill your

opponent’s troops. In the earlier stages of the game, your goal is not yet to control as many

castles as possible (though obviously that’s never bad) but rather to decimate your opponent and

put him at a disadvantage. That means you want to be able use your swords wisely and force him

to misuse his forts. One of the reasons I like attacking Lannister as Greyjoy on the first turn is

because it typically forces him to place The Hound. Note that this is Lannister’s only fort card –

after he’s played, he has no way of blocking swords for six battles. Now Greyjoy doesn’t have

many swords – sadly he has only 1 sword cards (Euron and Dagmar) and then Asha’s terrible

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ability can let him, sometimes, rarely, if ever – win without support to wield two swords. But

having few swords is not a reason not to think about killing troops, it’s a reason to think more

carefully about how to use your swords.

Stark’s house cards are pretty boring, over all – the strongest special ability (Bolton) is pretty

straightforward in terms of its usage and only Robb Stark offers interesting strategic possibilities.

But Stark has two offensive cards with swords and two defensive cards with forts (I consider the

Blackfish there). It makes it very hard to kill Stark’s troops while making sure that almost always

Stark will kill some of yours. That’s the reason Stark is really a difficult match up for Greyjoy,

whose cards are obviously more geared towards dealing with Lannister. Greyjoy will really have

a hard time killing any of Stark’s troops with Dagmar or Euron, and is likely to suffer at least one

defeat to Eddard’s two swords, one of which is invincible from Greyjoy’s perspective.

Baratheon’s deck is probably weaker in terms of Swords/Forts, which is why I find it one of the

hardest houses to play (also, Baratheon has very little space to maneuver and is situated in an

awkward place on the board). That’s partly because their offensive swords, Brienne, is also their

only fort which gives them very little flexibility. She is sadly most often used for her fort and

rarely gets to slaughter anybody. Melisandre is hard to win with (and is surprisingly weak

considering her character in the books, as some people say) and you’re left with good Ser Davos

who you can’t always play since you haven’t played your Stannis yet. Martell probably has the

best swords collection but his neighbor, Tyrell, is typically well prepared for that and can block

them pretty often, and counter with a pretty vicious sword collection of his own that Martell is

much less well prepared for, having only strong cards with forts (except for Nymeria’s defensive

fort). And Lannister has the card with most Swords on it, Ser Gregor, which can guarantee a kill

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(or two against anyone but Stark) but is only one cards and unless you work really hard to

manipulate your opponents, they will be prepared for Gregor.

In short, a major part of playing cards at the right time is playing swords when you believe

you’ll win the battle and your opponents is unlikely to play any forts. Sounds simple, but it

complicated the high/low card game we talked about earlier considerably, and makes a bunch of

non-circular hierarchies into circular ones. While you can guarantee a win with your high card,

that will put you a disadvantage since you’ve just wasted your swords on your opponent’s forts.

Playing that Euron against Lannister’s Hound is not a good victory. It means his troops will

retreat and will come back to bite, with Gregor at hand.

The Noble Houses of Westeros

GoT is a strongly thematic game, and much of the love people have for this game come from

their dedication to the superb book series that has inspired the game. I too have gotten interested

in this game originally because of how much I enjoyed the world of Ice and Fire. Partly, the

theme is implemented in the overall atmosphere of the game – the politicking, scheming, tension

about betrayals and so forth. But the bulk of the theme is the work done in the characters, giving

life to the different houses as well as the love and hate to the characters in the book.

I think the choice to use characters as leaders in battle is a brilliant one for such a deeply

thematic game. Like Dune, another game whose appeal is partly due to the way it brings to life a

well-loved novel, GoT relies greatly on the different powers that the different houses have.

Therefore, using the special powers of your house and its comparative advantage is crucial

for victory in this game. Perhaps it’s not as important as it is in Dune, where the powers are so

strong that each faction’s paths to victory are almost completely dictated by its special powers,

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but you cannot win if you don’t exploit the special powers of your house, which are primarily to

be found in your house cards.

Some have already written quite a bit on the different house cards and their strategic uses,

whether ranking all house cards for the efficiency or discussing the sets of specific houses. I

won’t go over each and every card, but instead talk a little bit about each house set and the way it

works, peppered by some of the house card match-ups.

Stark. Stark’s house card set is, as I said before, the most straightforward one to use. It has

Eddard, which is a 4 with two swords. You would want to use it when you win and use it often

so that you can kill as many troops as you can. Luckily you can play Eddard often since he

comes with Roose Bolton, possibly the strongest card in the game, which allows you to take back

all your cards after you lose a battle. The typical dance with House Stark is playing Eddard for

the kill, losing strategically with Bolton and repeating ad-nauseam. If you face a sword or two in

the middle, you just play Ser Rodrick or the Blackfish and find an opportunity to lose with

Bolton when your opponent doesn’t have any swords. Since you’ll be facing Greyjoy or

Baratheon, it shouldn’t be too difficult. Baratheon is a particularly convenient opponent for Stark

in that regard since he almost has no shields. However, he has that pesky Patchface that he will

typically use to discard Bolton, which means Stark would just sit there and not attack Baratheon

for a while until Bara spends it vindictively on Martell and the road for an Eastern conquest is

open (unless, by then, you’re already knee deep in the quagmire of defending Winterfell against

an angry and aggressive Greyjoy).

The best way to play against Stark is therefore to let him win when he plays Bolton. Though this

sounds strange, I’ve seen in throw off a Stark many times. He’s spent his Eddard and Robb

earlier and thought he could guarantee his hand by attacking Crackclaw Point. Well, you just let

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him have the damn castle and win with his Bolton that has no swords. Next thing you know his

only card above 1 is Greatjon and he’s in deep trouble. The other thing to note is that since Stark

will want to use Bolton to get his hand back, he effectively only has one 2 card in his hand,

which means he has less options when it comes to attack. He has to win with Greatjon, Eddard or

Robb and keep his Bolton for that strategic loss. I sometimes find that if you can discard Eddard

rather than Bolton with Patchface, you can push Stark into a corner where he will be forced to

play Bolton, where you let him win and leave him weak for 3 or 4 battles. If you’re playing

against an experienced Baratheon, that’s what you should worry about.

The other interesting card that Stark has is Robb. It is extremely hard to use effectively and often

is just thrown around for its 3 battle strength. But if you can set up an attack such that you will

push his troops back where you can run them over with a second attack – you can rack up major

casualties in one turn. Since you only have 2 or 3 marches in one turn, this will require very

careful planning, and even if you pull it off it might be a costly endeavor, as it will restrict your

ability to respond to whatever your opponent is doing. Still, when you have Robb Stark at hand

you should be thinking about routed troops and where you can send them.

Match-ups: Catelyn, a pretty weak card, is there to counter Balon; can be pretty useful in the Bay

of Ice with a special defense order. Patchface was probably added to counter Bolton. The

Blackfish is only card that can block Gregor but despite the thematic animosity, Stark and

Lannister rarely ever meet and if they do, it’s pretty late in the game and causalities don’t matter

as much.

Greyjoy. Greyjoy’s house cards are really strong, as is often noted, which makes Greyjoy more

inclined to fight and fight often. This is obviously an appropriate thematic choice which ties in

well with Victarian’s ability which encourages Greyjoy to attack as well as rely on ships.

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Greyjoy has Balon, which in my opinion is the strongest card in the game. It allows Greyjoy to

win any battle where he can bring to the table as many troops as his opponent (as long as he is a

head on the Fiefdom track, which he is in the beginning of the game). Balon is not just a

tremendously strong card but also a superb deterrent. If Greyjoy takes over the Bay of Ice, say

with Victarian, he can probably be safe in assuming that Stark will not attack it as long as he still

has Balon in his hand. It’s therefore a good idea for Greyjoy to think carefully about when and

how to play Balon, and hope to keep him at hand for the longest period possible. As soon as you

played Balon, you really want to do whatever it takes to refresh your hand. Aeron can help with

that, if you have the money to support it, since his ability lets you refresh your hand sooner than

usual. But, careful! If you plan to keep Balon until the penultimate battle, you might find

yourself facing Tyrion, which you really don’t want.

The biggest challenge when playing Greyjoy is making use of the few swords the game provides

you. You have Euron, which has only one sword. Against Stark it is rarely effective since he has

not one but two cards that block Euron’s lonely sword. Lannister has only one of these cards, but

if he is smart he can often prevent Euron’s kill with the Hound. Other than that, Greyjoy only has

good old Dagmar, which is also his only fort; and Asha, who only gets swords when she is

attacking without support, which is virtually impossible in Greyjoy’s board position except when

you’re attacking the Golden Sound (and even then, it’s often hard to win with a 1 card). So

Greyjoy needs to be thinking about forcing retreats when there is nowhere to retreat and using

his forts/swords carefully so that he can squeeze a kill every now and then avoid the

Eddard/Gregor slaughters.

Match-ups: Balon needs to be careful about facing Ser Kevan, Catelyn, Mace Tyrell and any

card that changes the battle strength regardless of cards.

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Lannister. Lannister’s set of house cards is probably the most difficult one to use effectively.

Much has been said about the match-up between Lannister and Greyjoy, but I guess the most

general comment is that with Lannister you need to be much more thoughtful about what cards

you throw away in battles you lose. If you throw away Tyrion or Kevan, you’re losing the edge

you have over Greyjoy. If you throw away The Hound, you lose your only fort. For Lannister it

is much more important to guess correctly what his opponent is playing and make sure he

responds correctly. Lannister is probably the only house that can afford to play defensively,

drawing hands as much as he can to face Greyjoy when he has more certainty about what

Greyjoy is holding. Needless to say, Aeron is a real big challenge since it lets Greyjoy reacts to

Lannister’s chosen card. As Greyjoy, I would often attack early with Aeron and if I don’t face

The Hound (say because I met Cersei), I will change and have Asha/Dagmar do some damage

for me. It’s very hard to use Lannister’s cards without wasting The Hound or Kevan or Tyrion.

Cersei is probably a card that’s worth mentioning. In competition with Asha and Catelyn for the

notorious title of ‘worst card in the game,’ it is actually a card you might want to work hard to

exploit. I have rarely used it but since the ability is so powerful, it’s a real game changer.

Removing your opponent’s march while taking over a castle he now cannot retake is seriously

superb. Cersei becomes more of an option later in the game, when you have lots of troops on the

board and hopefully some of your Siege Engines have already destroyed the garrison in Pyke.

You’re now struggling to keep the empire you’ve built and you may be able to squeeze a victory

over an unimportant territory just to remove that march from the siege engines. Cersei raises the

stakes and often creates one of these circular RPS situations where you could guarantee a win

with any card but Cersei, but if you used her she would really crash your enemy. I was in that

situation once, and have faltered to my opponent’s bluff, almost costing me the victory. Playing

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Cersei is risky and when you can guarantee a win, you rarely want to risk losing it (especially if

you have siege engines). But you should always remember that your opponent knows it and will

typically not be expecting to see Cersei leading the fleet.

All of Lannister’s cards have special abilities that are only triggered under special conditions. To

enjoy the benefits of Gregor and Tywin you need to win, to use Ser Kevan effectively you have

to employ more Footmen and have the supply to support them, to use Tyrion’s ability you need

to use it when your opponents have few choices at hand. More than with any house, playing

Lannister requires managing your hand as well as your discard very carefully.

Match-ups: Ser Kevan can be used to effectively counter Balon but not while Geryjoy still has

Aeron in hand. Gregor can only be stopped by the Blackfish, which Stark sometimes relies on

when he takes Seagard. Tyrion, though useful in many other occasions, is a good response to

Loras when he tries to sneak in through Searoad Marches.

Tyrell. The Roses of the Reach are actually quite powerful in this game, I was always quite

surprised as to how poorly they do on the forums. Tyrell’s board position is quite unfortunate as

they almost always have 4 land neighbors and a Greyjoy at sea next to them, which means it is

very hard for Tyrell to predict what relevant orders will be on the board. But I have talked

enough about geography elsewhere. At least on paper, Tyrell has one of the strongest sets of

cards: Loras Tyrell, another one of these cards contending for the strongest in the game, Queen

of Thorns (QoT) which offers a plethora of strategic possibilities, a really strong 4 card and an

array of swords and forts in between.

Because of that, Tyrell’s hand is probably the most flexible one. You really don’t have to plan as

much because QoT and Loras can be used in so many different combinations. As Tyrell, the

effort is really one to deploy these two cards as best you can: Loras for the win on the attack,

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QoT for clearing the way. A classic way to combo these cards is to use QoT in The Boneway to

dismiss the support in Sea of Dorne and then march with Loras to ESS to wipe the entire Martell

fleet in one turn. But QoT is also useful to discard a march that would otherwise be an effective

counter attack, to rob a special consolidate power in Yronwood or Sunspear (when you attack

ESS) or even to remove that pesky defense order in Starfall. QoT is also very useful if you

happen to face Baratheon or Lannister. You can remove Baratheon’s support in Blackwater Bay

to open the road for Martell’s attack on Shipbreaker Bay. The next turn Baratheon would be

making an attempt to retake the seas and you’ll be celebrating the fall of the red god in King’s

Landing. An attack on Searoad Marches lets you discard the support in Stoney Sept and attack

Blackwater, if Lannister is lucky enough to have it. Of course, the attack on Searoad Marches

can be doubly useful as it’s a great place to win with Loras and continue to celebrate in

Lannisport. Which is why Lannister should never occupy Searoad Marches: better to let Tyrell

come and deal with him when he does. There various other ways to use QoT, the opportunities

are simply endless.

Loras too has many uses, other than through Martell’s seas. I’ve already mentioned Searoad

Marches; there’s also the obvious attack on Starfall which leads to Yronwood. That’s the famous

Tyrell four castles march in one turn, which any Tyrell would try to pull out on turn 10. I will not

cover more of them, except to say you want to be thinking about the QoT-Loras combo at all

times. Using one without the other is obviously helpful, but both of them have reach beyond the

territories you can attack from the position you are and therefore provide a unique synergy.

Holding on to both of them until the right moment can be a good deterrent, as Tyrell often

struggles to cycle his hand when he needs to and as long as he has Loras in hand, all of his

neighbors need fear him.

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Match-ups: Arienne Martell is there to counter Loras and Tyrion can also do it well. Avoiding

those match-ups is not an easy fit, but you will often want to fake an attack on Starfall to draw

out Arienne.

Martell. The snakes of Dorne did not receive enough love in this game, in my humble opinion.

Though they have really good cards, they are not built well to handle their neighbors and actually

have pretty little room to expand. Martell rarely wins because like Italy in Diplomacy, he often

has nowhere to go. That’s not to say I have not seen Martell win and take over Dragonstone or

Highgarden, it’s just not a small task.

Martell has some pretty great cards, like the Red Viper and Doran, but they almost always put

him in an awkward position, forced to make hard choices. The Red Viper is best used like

Eddard, to destroy enemies with crushing victories; yet he is one of Martell’s two forts. That

added fort on the Red Viper technically makes him better than Eddard, but in fact – it makes him

worse because you’ll be giving up your fort to use him. Areo is also a very awkward card – a 3

with one fort, which is a fort you really need to use as a fort since you’re only other natural one

is the Red Viper, which will almost never use as a fort. Then you have Nymeria Sand, that can

give you one fort on defence – not a bad trait, but only useful part of the time. The truth is that

Martell has a really hard time preventing causalities, especially when faced with Tyrell. Playing

Martell means making lots of difficult decisions, trading off the benefits and costs of playing

your cards.

Doran is one of the strongest 0 cards in the game and is very feared, rightly so. But I’ve seen it

used wrongly more often than not, which makes it harder for Martell to win. First, Doran should

be used as a deterrent, not as a punishment: you should threat using it when someone looks like

they will attack you, not after they have attacked you. True, if you only threat and not use him

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ever, people will stop believing you. But typically if you are attacked early on, it’s better to let

your credibility be hurt (as if you had any anyway) and save Doran for future deterrence. People

get so mad when they are attacked that they use Doran. Or they think: I will attack him next turn

anyway, so I might as well take away all his starred orders. I don’t think it’s a good idea. Second,

Doran is best played after the Clash of Kings and not before it. Actually, to be more precise,

Doran is best played when the next CoK is least likely. In the beginning of the game, CoK has

roughly 30% of coming out every turn (ignoring Winter is Coming and the slim chances that the

holder of the Raven will ever call for CoK). Later in the game, as CoK cards come out these

chances will be raised or lowered. With Doran in hand, you want to be thinking about these

chances since it’s quite a waste of Doran to kick someone to the bottom of a track just to have

them bid for it anew immediately afterwards.

Lastly, and not least importantly, Doran can be used aggressively during the fight to change the

dynamics of the battle. I have not seen it done often as people typically think it’s best to use

Doran to drop your opponent on the King’s Court track or on whatever track which will advance

them most. But dropping your opponent on the Iron Throne track can sometimes force him to

skip a turn or alternatively, force him to use his last march before yours (if he has already

marched this round). It can also drop your opponent on the Fiefdom track and change the tie-

breaking conditions of a draw later in this round. The reason this is a powerful move is that

players typically make plans according to their position on those tracks, and don’t expect them to

change halfway through the turn. Instead of keeping Doran at hand as punishment, you can use

him aggressively to drop your opponent’s to the bottom of the IT and take away their extra

march advantage.

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Match-ups: I’ve already mentioned Arienne’s ability is a response to Loras. Doran and the Red

Viper should be careful of an angry Patchface, as they are typically his targets in the South.

Baratheon. Sad and lonely at last, Stannis Baratheon has the most miserable crew in Westeros. I

don’t know if that was intentional or supposed to be thematic, but it’s quite telling that other than

Patchface, his crew is a bunch of clowns (PUN!). Though there’s something to it, it’s quite

disappointing (from a thematic point of view) that Melisandre is not more badass and that

Stannis doesn’t have a few more pigeons down his trousers, or at least some rabbits on his bald

head.

There are actually only very few things you can do with the Baratheon set. First, you’re at great

disadvantage being surrounded by swords – Eddard, Gregor and the Red Viper are always at

hand and Baratheon only has 1(!@#!@#) fort, which is also his most offensive sword icon.

Davos is the only decent card in Baratheon’s hand, which actually is not very difficult to employ

strategically – you just make sure you play it after you’ve played Stannis, and you have an extra

3 card at hand which also has a sword. Renly’s ability is hard to capitalize on, since it requires

winning with a footman. If you think about it seriously, that should make Baratheon much more

aggressive early on, especially with land battles. If Baratheon has been reading my geography

guide he knows that he really must take Blackwater, which typically means he’ll be engaged in

some land battles and sooner rather than later.

But it is at sea that Baratheon is most vulnerable. True, he has the protection of the supporting

ships in Blackwater Bay, but that is something you can’t always rely on. Sooner or later the Web

of Lies card will come out or Tyrell will remove your support with an attack on King’s Landing.

Sallador Saan’s has a great ability, except it’s only a 1 card and it doesn’t work if your support

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has been removed. I find that Sallador is typically more helpful for assaulting Storm’s End,

which you will have to do if Martell has a ship in that port.

Stannis’s ability is probably the only one leading to truly difficult decisions, since it makes you

want to go last on the Iron Throne track and gain that 5 card (though it has no swords, and it’s a

perfect match for a retreat Bolton). But as Baratheon starts on the Iron Throne, he can keep it

more cheaply than anyone else by just winning the tie for the highest bidder on that track. That’s

a real dilemma – holding the throne is a real benefit, but so is having a 5 strength Stannis.

Lastly, Patchface is a very strong card but unlike Doran, it does not allow for any battle time

benefits. While it’s a pretty good deterrent, if you don’t use him early, he’ll have less benefit

later. After Martell played both his Viper and Doran, he won’t care as much about facing

Patchface – quite the contrary, Patchy can help recycle his hand more quickly. Though Patchface

is often used against Bolton/Doran, I find that it’s often better to discard Eddard/Red Viper, and

beat Bolton by having him win when he wants to lose. Doran will often struggle with how to

punish you, and if he kicks you off of the throne – he’s solved the dilemma for you.

Match-ups: Patchface and all his match ups have been mentioned; I suspect he was inserted to

handle Bolton, though I like to use him differently. Stannis is a really convenient 4/5 card for

Stark who can afford to lose with Bolton as well as for Martell who can afford to lose with

Arienne, not fearing any swords.

Last Thoughts

So far, I’ve ended these guides with no punch line. They were so long anyway, that I thought no

one will bother to read them through anyway, and if they did – I probably should be more frugal

with your time then to indulge in some generic comments that only I will find helpful. But this is

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the last part of the guide, and I am truly done with it – after writing some 20,000 words here. I

can’t just stop in the middle of a sentence and leave it there.

I mean, I can. But I won’t. Not this time, at least. Or maybe I will.

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