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

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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