War for Westeros Campaign
How the War for Westeros campaign works: a sandbox conquest across territory-divided Westeros, alliances and betrayals, and a throne you decide.

Quick answer
The singleplayer campaign is a sandbox-style, player-led conquest, not a retelling of the series. You choose one of the four launch factions, then fight across Westeros on a strategic map divided into territories. When armies meet, you drop into real-time battles at locations from the world. Alliances and betrayals sit on that map layer, and the campaign resolves with the faction you led winning the war and the hero you backed sitting on the Iron Throne.
Campaign structure at a glance
| Layer | What PlaySide confirms | What it changes for you |
|---|---|---|
| Faction choice | One of four playable factions | Sets your roster, economy identity and how you win fights |
| Strategic map | Westeros divided into territories | Turns the campaign into a route and priority decision, not a level list |
| Battles | Real-time battles based on locations | What you can see and defend comes from where you fight |
| Diplomacy | Alliances and betrayals are part of the design | You are meant to weigh who to trust, not just who to attack |
| Ending | You decide which hero ends up on the Iron Throne | The campaign outcome is systemic rather than scripted |
| Replayability | Built to be systemic and replayable | Different factions should produce different wars |
How to plan a campaign run
- Pick the faction for its identity, not its art. PlaySide describes deep asymmetry. Lannister can run on debt and traded Influence, while Stark, Targaryen and the White Walkers are built around their own ideas. Read the factions guide before you commit.
- Read the map before the army. Territories are the unit of progress. Ask which regions feed your army, which ones open routes, and which ones you can safely leave alone.
- Decide who you can afford to trust. Alliances and betrayals are explicit design pillars, so treat diplomacy as a resource you spend rather than a scripted beat.
- Back a hero with a plan. The campaign ends with a hero on the throne, so the heroes you invest in are part of the win condition. The announced names are on the heroes page.
- Expect to replay it. The studio says the campaign is systemic rather than a fixed story, which usually means the second run is where you test a different opening.
What is confirmed about victory
PlaySide has confirmed the shape of the campaign: conquest across Westeros, territory control, and a player-decided ending. It has not confirmed the win conditions of an individual battle beyond capturing and holding ground. There is no published mission list, no chapter structure, no difficulty settings and no time limit. The game modes guide covers the skirmish formats that sit outside the campaign.
FAQ
Is the campaign linear?
No official material describes a linear chapter list. PlaySide calls it sandbox-style and player-led, and says the studio chose that over simply retelling the series.
Can I lose the campaign?
No official source has defined a fail state, so treat that as unknown rather than confirmed either way.
Do all four factions get a campaign?
The four launch factions are playable in the conquest framing, and PlaySide says players decide “which faction wins the war”. A faction-by-faction campaign structure has not been broken down publicly.
Does the campaign replace multiplayer?
No. Skirmish supports 1v1, 2v2 and four-player free-for-all against players or bots alongside the campaign.
Sources
- Official gamescom recap — campaign structure, territory map and ending
- Official Game Site
- PlaySide: gamescom Opening Night Live gameplay reveal
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