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A Game of Thrones: The Board Game (Second Edition) vs Dune: Which Should You Buy?

If you're shopping for one of these, I'd bet you're shopping for both. They're the two big names in the same very specific hobby corner: negotiation-heavy conquest games where the map matters less than the promises made across it. Both are rated 3.7/5 here, both are Medium-Heavy, both are built on beloved books, both sing at a full table of six, and both will absolutely end with someone getting stabbed by their best friend. On paper they're nearly twins.

The difference is where the drama comes from. Thrones is Christian Petersen's polished 2011 machine, where hidden order tokens turn every turn into a table-wide argument. Dune is a 1979 classic reprinted almost untouched in 2019, wilder and meaner, with factions so asymmetric that every game tells a different story. One is the tidier production, the other is the bigger personality. That's really the whole choice.

Negotiation Wargame2011
A Game of Thrones: The Board Game (Second Edition) board game box art

A Game of Thrones: The Board Game (Second Edition)

2011 · Christian T. Petersen

3.73.7 out of 5

A brutal, talky war game that lives or dies on the table around it. Get six sharp friends with an evening to spare and it's one of the best betrayal machines ever made.

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Negotiation / Area Control2019
Dune board game box art

Dune

2019 · Bill Eberle, Jack Kittredge, and Peter Olotka

3.73.7 out of 5

If you have five other people who like making deals and breaking them, this is one of the most thematic, talkative experiences in the hobby. Just don't expect it to play nice.

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Read full review
Head to head
A Game of Thrones: The Board Game (Second Edition)
Dune
Rating
3.7/5
3.7/5
Players
3-6
2-6
Play time
120-240 min
120-180 min
Complexity
Medium-Heavy
Medium-Heavy
Category
Negotiation Wargame
Negotiation / Area Control
Best for
Groups who want polished, structured scheming
Groups who want maximum chaos and story
Strengths and trade-offs

A Game of Thrones: The Board Game (Second Edition)

  • Hidden order tokens create real tension, bluffing, and table-wide arguments
  • Theme bleeds through everything, from the House cards to the map
  • Diplomacy and combat both matter, so talkers and conquerors both have a seat
  • Runs three to four hours, and longer with new players
  • Some houses are stronger than others, and player elimination stings

Dune

  • Wildly asymmetric factions that play like their book counterparts, so every game tells a different story
  • Negotiation and backstabbing so central people compare it to Diplomacy
  • The Bene Gesserit secret prediction is one of the great mechanics in gaming
  • Components and rules wording are dated and fiddly, which spawns table arguments
  • Brutal swings can leave a player with little to do for a stretch

A Game of Thrones: The Board Game (Second Edition) and Dune both sit in our Wargame list. See the full Wargame ranking to find where each one lands and what else is worth a spot on your shelf.

How they actually play

In Thrones, you pick a great house, grab a fistful of order tokens, and place them face down on the map all at once. Then everyone flips, and the lies surface. That simultaneous reveal is the whole engine, and it's brilliant. The fighting is almost secondary to the talking, and the real game happens between turns in whispered deals nobody plans to keep. Players consistently say it breathes Westeros too, from the asymmetric houses to the gorgeous board, so talkers and conquerors both get a seat.

Dune runs on asymmetry instead of hidden orders. Two to six players take wildly different factions on Arrakis: the Atreides see the future, the Harkonnen hoard treachery cards, the Fremen own the desert. You bid in secret battles, hoard spice, and cut deals constantly. People compare the negotiation to Diplomacy, and they're not exaggerating. And the Bene Gesserit secretly predicting the winner? That's one of the great mechanics in gaming, full stop. When a traitor reveal detonates someone's careful plan, the table erupts in a way Thrones only occasionally matches.

Complexity and learning curve

Both sit at Medium-Heavy and both are 14+, but they're hard in different ways. Thrones has a lot of rules, and your first session with the rulebook open can swallow an entire evening. Once it clicks, though, the structure holds you up. The wrinkle comes later: combat leans on small House card decks, so savvy players start counting what's left, which thins out the bluffing over time.

Dune's problem isn't the concepts, it's the wording. The rules are from 1979 and it shows. Players report real arguments over how alliances, bribes, and Karama cards actually work, and the combat math around spice support is fiddly. If someone at your table enjoys being the rules person and settling disputes cheerfully, Dune is fine. If your group gets cranky when the rulebook is vague, Thrones is the safer teach by a comfortable margin.

Replayability and table presence

Player count is the honest tiebreaker here. Thrones is magnificent at six, all alliances and knives, but at three or four it gets swingy and cramped, with houses jammed together early. Dune officially goes down to two, but don't be fooled: it sags below four and is clearly best at five or six. Neither of these is your flexible weeknight game. They're event games you plan around, two to four hours for Thrones, two to three for Dune.

For long-term variety, I'd give Dune the edge. Those factions play so differently that every session tells a new story, where Thrones' replay hook is more about the shifting politics than the setup. Both have a mean streak, though. In Thrones, some houses just punch harder, and getting boxed in early can mean watching other people have fun. In Dune, one brutal battle can wipe your board and leave you twiddling your thumbs while everyone else schemes. Neither game plays nice, and honestly, that's why their fans love them.

The verdict

Get Thrones if your group wants the more polished, structured version of a betrayal night: cleaner rules, a gorgeous Westeros board, and hidden orders that make every reveal a small heart attack. Get Dune if you want the bigger stories and don't mind dated, fiddly rules, because the faction asymmetry and that Bene Gesserit prediction produce drama almost nothing else matches. If you can only reliably gather four or five players, lean Thrones, since Dune really needs a full table. And if your friends prefer tidy two-hour euros or hate being lied to, be kind and buy neither. Both reward the same rare thing: six people who love a deal, a grudge, and a long evening together.

Thrones is the sharper machine, Dune is the wilder story. Buy for the table you actually have.