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Video: How to Play
Start here, then follow the written guide
Step by step
Objective of the Game
In A Guerra dos Tronos: Board Game - Mãe de Dragões, players take control of noble houses vying for dominance in Westeros. The goal is to conquer castles and strongholds while navigating alliances, betrayals, and the looming threat of the Night King. Victory is achieved by being the first player to control 7 castles/strongholds (or 8 when using the Feast for Crows expansion). In alliances, players collectively need 10 points to win.
Preparation (Setup)
1. Place the game board and assign each player a house (Stark, Lannister, etc.), including their starting units, house cards, and tokens.
2. Set up vassal factions for unused houses (if playing with fewer than 6 players).
3. Adjust starting positions per expansion rules (e.g., remove 1 Lannister footman from Riverrun and add 1 to King’s Landing).
4. Prepare the Westeros decks, removing specific cards if using expansions.
5. Place garrison tokens on home areas (King’s Landing’s garrison is permanent).
6. Players start with 3 gold and 5 power tokens (Lannister/Tyrell get 4 gold).
Flow of the Game
The game progresses through rounds, each with the following phases:
- Westeros Phase: Resolve global events (supply, mustering, clashes).
- Diplomacy Phase (from Round 2): Negotiate alliances or declare wars.
- Planning Phase: Place order tokens face-down.
- Action Phase: Resolve orders (march, raid, support, etc.).
- Hostage Phase (optional): Trade or execute captured house cards.
- Cleanup: Update tracks and reset alliances (except committed pacts).
Note: Expansions add steps like Marketplace or Night King events in later rounds.
Actions and How to Play
Diplomatic Statuses
- War: Immediate if backstabbing occurs. No benefits.
- Neutral: Default status; no penalties or rewards.
- Alliance Pact: Lasts 1 turn; both gain 1 power token. Breaking costs 3 power or supply downgrade.
- Committed Alliance: Lasts 2 turns; both gain 3 power tokens. Breaking costs 5 power or supply downgrade.
Special Orders & Units
Each house has unique abilities and units (e.g., Stark’s Direwolves, Targaryen’s Dragons). Consulte o manual para detalhes sobre esta seção.
Gold Mechanics
- Used for bidding, hiring mercenaries, or bribing units.
- Consolidate Power orders can collect gold (1 per turn max).
- Raiding with the Raider star token steals 1 gold from adjacent enemies.
End of Game and Scoring
The game ends when a player controls 7 castles/strongholds (or 8 with Feast for Crows) at the end of a round. In alliances, players collectively need 10 points and must meet additional conditions (e.g., controlling homelands). If tied, the player highest on the Iron Throne track wins. The Night King campaign introduces alternate win/loss conditions (e.g., defeating White Walkers or losing King’s Landing).
Tips for Winning
- Leverage House Abilities: Use unique powers like Tyrell’s double income or Martell’s assassination orders strategically.
- Control King’s Landing: Grants the Iron Throne token and first position on its track, but may provoke wars.
- Manage Alliances Carefully: Committed alliances offer high rewards but are costly to break—plan betrayal timing.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules