Compare A Game of Thrones: The Board Game - Digital Edition prices across 50+ stores and find the best deal. Developed by Dire Wolf. Published by Asmodee Digital. Released on 10/6/2020. Available on PC. Genres: Strategy.

Westeros politics in digital form: a six-player asymmetric strategy game where alliances crumble faster than promises at a Red Wedding.

A Game of Thrones: The Board Game - Digital Edition is Dire Wolf's port of Fantasy Flight Games' long-running asymmetric territory-control game, translated from tabletop to PC. Six Great Houses - Stark, Lannister, Baratheon, Tyrell, Martell, and Greyjoy - compete across the map of Westeros using a simultaneous order-placement system that punishes predictability and rewards reading your opponents. Every round you secretly assign march, support, consolidate, and raid orders to your armies, then reveal them all at once. The resulting chaos of broken support promises and backstabbed flanks is the entire point. This is not a 4X game with a tech tree. It is a negotiation game wearing a wargame's clothes. For strategy players who want meaningful decisions per hour, the order system is genuinely interesting. Supply chains limit how many armies you can field, Influence tracks on the Iron Throne, Fiefdoms, and King's Court determine tiebreakers and special abilities, and Wildling threat forces everyone to occasionally cooperate or take a collective beating. The asymmetry between houses is moderate rather than extreme - Greyjoy's naval flexibility plays differently from Tyrell's southern land dominance, but no house feels like a different game entirely. That balance keeps the learning curve manageable. The digital edition handles the fiddly bits well enough: automated combat resolution, Wildling card draws, and Supply recalculations are instant rather than a 20-minute table exercise. Online multiplayer works, and that is where the game lives or dies. Against human opponents, the simultaneous-reveal tension is real and the mid-game diplomatic phase produces exactly the kind of scheming the license promises. The problem is finding a full six-player lobby that actually finishes a game. Dropouts are common, async play helps but is slow, and the AI is frankly weak - it telegraphs orders, cannot negotiate, and collapses as a credible threat by mid-game. Solo players will bounce off this hard. The tutorial covers the mechanical basics competently, which matters because the ruleset has enough moving parts to confuse a first-timer. New players who read the in-game rules panel and play a complete game or two against AI before going online will have a reasonable foundation. The real issue for beginners is not complexity - it is that the game only clicks when all six players are engaged, communicating, and invested in finishing. Half a lobby of committed players is a worse experience than the full tabletop version with your actual friends. There is no ranked matchmaking depth to smooth that out, and the community size reflected in those mixed Steam reviews is a real concern for queue times. Mod support and post-launch content updates are minimal, which limits the long-term ceiling. What you get is a faithful, functionally solid port of a well-designed board game that suffers from its dependence on a populated, cooperative player base. If you have four to six friends who own copies and want a digital game night substitute for the physical version, this does exactly that job. If you are a solo strategy player expecting a robust single-player campaign or a deep AI challenge, look elsewhere. Diego, Scout Team

A Game of Thrones: The Board Game - Digital Edition
Strategy

A Game of Thrones: The Board Game - Digital Edition

Oct 6, 2020Dire WolfAsmodee Digital
GamerScout Says

Westeros politics in digital form: a six-player asymmetric strategy game where alliances crumble faster than promises at a Red Wedding.

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About A Game of Thrones: The Board Game - Digital Edition

A Game of Thrones: The Board Game - Digital Edition is Dire Wolf's port of Fantasy Flight Games' long-running asymmetric territory-control game, translated from tabletop to PC. Six Great Houses - Stark, Lannister, Baratheon, Tyrell, Martell, and Greyjoy - compete across the map of Westeros using a simultaneous order-placement system that punishes predictability and rewards reading your opponents. Every round you secretly assign march, support, consolidate, and raid orders to your armies, then reveal them all at once. The resulting chaos of broken support promises and backstabbed flanks is the entire point. This is not a 4X game with a tech tree. It is a negotiation game wearing a wargame's clothes. For strategy players who want meaningful decisions per hour, the order system is genuinely interesting. Supply chains limit how many armies you can field, Influence tracks on the Iron Throne, Fiefdoms, and King's Court determine tiebreakers and special abilities, and Wildling threat forces everyone to occasionally cooperate or take a collective beating. The asymmetry between houses is moderate rather than extreme - Greyjoy's naval flexibility plays differently from Tyrell's southern land dominance, but no house feels like a different game entirely. That balance keeps the learning curve manageable. The digital edition handles the fiddly bits well enough: automated combat resolution, Wildling card draws, and Supply recalculations are instant rather than a 20-minute table exercise. Online multiplayer works, and that is where the game lives or dies. Against human opponents, the simultaneous-reveal tension is real and the mid-game diplomatic phase produces exactly the kind of scheming the license promises. The problem is finding a full six-player lobby that actually finishes a game. Dropouts are common, async play helps but is slow, and the AI is frankly weak - it telegraphs orders, cannot negotiate, and collapses as a credible threat by mid-game. Solo players will bounce off this hard. The tutorial covers the mechanical basics competently, which matters because the ruleset has enough moving parts to confuse a first-timer. New players who read the in-game rules panel and play a complete game or two against AI before going online will have a reasonable foundation. The real issue for beginners is not complexity - it is that the game only clicks when all six players are engaged, communicating, and invested in finishing. Half a lobby of committed players is a worse experience than the full tabletop version with your actual friends. There is no ranked matchmaking depth to smooth that out, and the community size reflected in those mixed Steam reviews is a real concern for queue times. Mod support and post-launch content updates are minimal, which limits the long-term ceiling. What you get is a faithful, functionally solid port of a well-designed board game that suffers from its dependence on a populated, cooperative player base. If you have four to six friends who own copies and want a digital game night substitute for the physical version, this does exactly that job. If you are a solo strategy player expecting a robust single-player campaign or a deep AI challenge, look elsewhere. Diego, Scout Team

Tags

steamAsymmetric StrategySimultaneous OrdersDiplomacyTerritory ControlBoard Game PortMultiplayer DependentPolitical StrategySix-Player

System Requirements

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Reviews & Ratings

Steam
70%(1,929)

Game Info

Developer
Dire Wolf
Publisher
Asmodee Digital
Release Date
Oct 6, 2020

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