Game of Thrones

Stern Pinball, 2015 — shot-by-shot rules and strategy guide.

Open Game of Thrones in the Pinball Genie app →

Game of Thrones asks you a question before the ball is in the shooter lane, and most players answer it badly. Your house choice is not flavour — it is a permanent perk plus a button power you will press dozens of times. Everything after that is the same seven shots in different arrangements.

Choose your house first, and choose on purpose

Whichever house you pick is immediately qualified to battle, so you can start scoring straight away. The persistent perk matters more than the button in most cases.

Seven shots, seven houses

Each house owns a shot, and three hits on that shot qualifies it. Left drop bank is Baratheon, left loop is Greyjoy, the Dragon lane — or Castle Black on Premium and LE — is Targaryen, the left ramp is Lannister, the right ramp is Stark, the right loop is Martell, and the right 2-bank is Tyrell. The left ramp is the busiest shot in the game: it locks balls, starts every battle, and starts both wizard modes.

Battles and stacking

With two or more houses qualified you can stack a pair into one battle, which is the main way of getting through seven houses inside three balls. You can also pass and bank the qualification, though you cannot pass when only one house remains. A battle that times out does not need requalifying — just shoot the ramp again — and Lannister, Greyjoy, Tyrell and Targaryen remember the progress you already made. Read the objective early: Martell only needs three orbits inside a rolling ten-second window, while Greyjoy lights everything and gives you fifteen seconds that refresh on each shot.

The multiballs

The battering ram is the scoring engine

Almost all of this machine's big numbers route through the ram. Three hits qualify the playfield multiplier and a fourth starts it, with each further 1x costing four more hits up to 5x. The catch is the blue arrow in front of it — advance while it flashes or the progress lapses and a three-hit ladder quietly costs you six. Wildfire lit at the ram drops each level from four hits to three. Swords, collected on the right ramp after every completed battle, raise the multiplier ceiling from 3x toward 5x. When the ball is heading down, press the action button to cash your multipliers rather than watching them expire.

Winter is coming, and then it comes

Every shot you use to qualify a house ices over. Freeze three of them and a hurry-up starts on the last one you froze. Four collected hurry-ups drop you into Winter Has Come, a four-ball multiball alternating between a Horde phase with a hidden ticking timer and a Lieutenant phase that freezes your left flipper if you let a shot expire. One trap worth memorising: starting a hurry-up on the mode-start ramp with your third Blackwater lock lit launches multiball with no chance to stack a house into it.

A workable plan

How Game of Thrones plays

Swear to one of seven houses, then win its battles across the realm while stacking Blackwater and Wall multiballs. Conquer four houses for Hand of the King and all seven to seize the Iron Throne.

The loop

  1. Open by pledging to a house; that pick hands you a lasting perk and a lockdown-bar power in your own colors.
  2. Pound a house's own shot three times to ready it, then take the left ramp when start is lit to open the battle.
  3. Feed the battering ram to grow your playfield multiplier, and lock at the left ramp off the right target pair for Blackwater.
  4. Each house you finish arms a Sword and inches you up the wizard ladder; four opens Hand of the King, seven crowns the Iron Throne.

Reading the lights

  • House Battle Shots (mode) — lit: Every house claims one shot -- the left drops, the left loop, the Dragon, both ramps, the right loop and the right target pair -- and three hits on that shot readies its battle. · flashing: A readied house flashes the left ramp for mode start; bank a pair of them and you can open both battles stacked together. · then: Start at the left ramp, clear that house's particular job inside its timer, and a Sword lights at the right ramp. Time out and you simply re-shoot the ramp to try again -- several houses even keep the progress you already made.
  • Blackwater Locks (status) — lit: Finishing the green pair on the right lights a lock at the left ramp, and until you cash that lit lock the next one stays dark; each lock also drops a fistful of Wildfire in your pocket. · then: Sink three locks to erupt Blackwater, then sweep the five major shots and pound the ram for an uncapped Super while the window holds. Every one of those ram hits feeds your playfield multiplier at the same time.
  • Battering Ram Multiplier (multiplier) — lit: A blue arrow flares in front of the ram after your first hit, and only a ram strike taken while it flares steps the playfield multiplier up; let the arrow go dark and the rung lapses, so a three-hit climb can quietly cost you six. · flashing: While the arrow flares, your next strike on the ram bumps the multiplier a rung; with Wildfire burning there, each rung costs a hit less. · then: Drive the multiplier from doubled scoring up toward its ceiling, and collect Swords off finished battles to lift that ceiling higher. Bank the whole stack into points with your house power before a drain or the timer swallows it.
  • Combo Multiplier Inlanes (lanes) — lit: One return lane glows for the combo multiplier at a time; rolling the lit one lifts the multiplier waiting on your other shots, and pledging to Tyrell simply keeps one lit the whole game. · flashing: Both returns strobe during Hand of the King, when one roll hauls all of your shots to the top level you have reached so far. · then: Steer the lit return under the ball, roll it, and watch the shot multipliers climb toward their cap; a clean lap of the playfield compounds because each made shot seeds the next. During Hand of the King that same roll snaps everything up to your top level at once. · control: Either flipper button: a tap of a flipper button jumps the lit return over to the opposite side, so you can drop it onto whichever rail the ball is truly coming down and never waste the roll (as the ball heads back toward the return lanes)
  • Winter Is Coming Frozen Shots (status) — lit: Any shot you used to ready a house freezes over behind you; ice three of them and a white hurry-up ignites on the last one you froze. · flashing: The flashing white shot is always that last frozen one -- almost nothing else banks progress while its hurry-up ticks. · then: Cash the white shot for its hurry-up, and stow four of these across the game to drop straight into Winter Has Come, a four-ball storm whose Super repays every hurry-up you banked. Bank any hurry-up parked on the start ramp before a third lock lights there, or the multiball fires off with no house to stack in.
  • Bonus Multiplier Top Lanes (multiplier) — lit: The back lanes drive your end-of-ball bonus multiplier; finish the pair and it climbs, all the way to a ceiling that adds up to real money once a ball runs long. · then: Complete the lanes to step the bonus up, and pocket the free ones the reel bumpers and the Mystery menu toss out, sometimes several at once. On a Pro every completion also counts as one of your advances toward the Wall multiball, so a trip up top is never wasted.
  • Gold and Mystery (status) — lit: The gold standups are both your treasury and the way to arm Mystery; you clip them all game by accident, which is what makes Lannister's boosted gold quietly strong. · then: Finish the gold to light Mystery at the Dragon -- the right loop instead on Premium and LE -- then spend at a fixed-price shop that runs from a cheap million up to a lit extra ball. Treat gold as a currency to hoard for the dear end of the menu, not a stat to watch tick by.

Lane change: the flipper buttons move the lit lane. Tap either flipper button to jump the lit combo-multiplier insert to the opposite return lane, so you can steer it onto the rail the ball is coming down. Roll the lit return to raise the multiplier waiting on your other shots (Tyrell keeps one lit permanently), and during Hand of the King a single roll lifts all of your shots to the top level you have earned at once.

Start scoring

  • Ball one — Pick the house whose style fits how you shoot, since that choice colors the entire game, and clear the left drop bank early to bank Lord of Light as one-shot outlane insurance. Learn the left ramp cold -- it starts every battle and both wizard modes. — Choose Your House, Lit Lane Skill Shot, Lord Of Light
  • Building — Grow the score with multiball and multipliers. Lock three for Blackwater, grind the Wall multiball, ladder the ram up to a fat playfield multiplier, and stow Winter is Coming hurry-ups for later. — Blackwater Multiball, Battle At The Wall, Playfield Multiplier, Winter Is Coming
  • The big one — Finish four houses out of battle to open Hand of the King, and bank four hurry-ups for the Winter Has Come storm. Conquer all seven houses for the Iron Throne, the crown of the game -- a siege that refuses to end, carrying on ball after ball until the last castle falls. — Iron Throne, Hand Of The King, Winter Has Come

The Action Button on Game of Thrones

Center of the lockdown bar.

This button is the whole reason your opening house choice matters. Each house hands you a permanent perk plus one power that fires from the lockdown bar, and the button glows solid in your house colour when that power is charged. For most houses it recharges once per ball, so treat every press as a decision rather than a reflex.

Goals in Game of Thrones

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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