Vous êtes sur la page 1sur 32

TM

Rules Reference
The Only Game Glossary
That Matters The following is an alphabetical list of entries for game
rules, terms, and situations that may occur during play.
Too many strange faces, Tyrion thought, too many
new players. The game changed while I lay rotting in Abilities
my bed, and no one will tell me the rules. An ability is the special game text that a card contributes
to the game. Card abilities fall into one of the following
—George R.R. Martin, A Song of Ice and Fire
types: actions, constant abilities, interrupts, keywords,
reactions, or when revealed abilities.
xxThe initiation of action, interrupt, and reaction
abilities is optional. The word “may” also incorporates
Halt! a player option into the resolution of an ability. The
player who controls the card on which an optional
ability exists determines whether or not he or she
wishes to use that ability at the appropriate time.
xxThe application or initiation of the following types
of abilities is mandatory: constant abilities, when
revealed abilities, forced interrupt abilities, and
forced reaction abilities.

This document is intended as the definitive source for xxThe initiation of any keyword which uses the word
rules information, but does not teach players how to “may” in its keyword description is optional. The
play the game. Players should first read the Learn to application of all other keywords is mandatory.
Play book in its entirety and use this Rules Reference xxCard abilities only interact with, and can only
as needed while playing the game. target, cards that are in play, unless the ability
The majority of this guide consists of the glossary, text specifically refers to an out of play area or
which provides an alphabetical listing of terms and element. Card abilities on characters, locations, and
situations a player might encounter during a game. attachments can only be initiated or affect the game
This section should be the first destination for players from an in play area unless they specifically refer
who have a rules question. to being used from an out of play area, or require
that the card be out of play for the ability to resolve.
The latter part of this guide contains two appendices.
Event cards and agenda cards implicitly interact with
The first appendix provides detailed timing diagrams
the game from an out of play area, as established by
that illustrate the structure of an entire game round, as
the rules of their cardtypes.
well as a detailed explanation on how to handle each
game step presented in those diagrams. The second xxA card ability can only be initiated if its effect
provides a detailed anatomy of each cardtype. has the potential to change the game state. This
potential is assessed without taking into account
The Golden Rules the consequences of the cost payment or any other
ability interactions.
If the text of this Rules Reference directly contradicts
the text of the Learn to Play book, the text of the xxA card ability can only be initiated if its cost (after
Rules Reference takes precedence. modifiers) has the potential to be paid in full.
If the text of a card directly contradicts the text of Related: Actions, Effects, Constant Abilities, Costs,
either the Rules Reference or the Learn to Play book, Delayed Effects, Forced Interrupts/Forced Reactions,
the text of the card takes precedence. In Play and Out of Play, Interrupts, Keywords, Lasting
Effects, Reactions, Triggered Abilities, When Revealed

[ Rules Reference ]
2
Actions Ambush (X)
An action is a triggered ability that contains the Ambush is a keyword ability. A player may, as a player
boldface “Action:” precursor. These abilities can only action during the challenges phase, pay gold equal to
be initiated by a player during an action window. For the (X) value of a card with ambush to put that card
details on when action windows occur during each into play from his or her hand. A card that enters play
round, see the timing charts in Appendix I. using ambush is not considered to have been marshaled.
Some Action abilities have a phase name as a qualifier xxIf a card has multiple instances of ambush, each with
to the word “Action.” Such abilities are still considered a different (X) value, the player controlling the card
Action abilities, with the restriction that they can only be may choose which instance of ambush is used to put
initiated during an action window in the specified phase. the card into play.
An action must be resolved completely before the next Related: Keywords, Put into Play
action can be initiated.
Attachment Cards
Related: In Play and Out of Play
Attachment cards represent weapons, armor, items,
Active Player skills, conditions, and titles. These cards enter play
In some phases, the game creates an active player, who standing and attached to another card or game element,
is granted permission to perform a specified task. and remain in play unless removed by an ability, or
unless the attached card leaves play. An attachment
xxDuring the marshaling phase, the active player cannot enter play if there is no eligible card or game
collects income and is also permitted to marshal element to which it can attach.
character, location, attachment, and duplicate cards
from his or her hand. xxAn attachment can only attach to a character, unless
otherwise specified by the attachment's text.
xxDuring the challenges phase, the active player is
permitted to initiate challenges. xxThere is no limit on the number of attachments that
may be attached to a card or game element.
Related: Marshaling Phase, Challenges Phase
xxIf a card to which an attachment is attached leaves
Against play, return the attachment to its owner’s hand.
During a challenge, the attacking player and the This occurs simultaneously with the attached card
defending player are considered to be taking part in the leaving play.
challenge “against” each other.
xxIf a situation arises in which an attachment is not
Agenda Cards legally attached, discard the attachment.
Agenda cards are placed alongside a player’s faction xxAn attachment a player controls remains under his
card, and provide specialized abilities and limitations or her control even if the card or game element to
for his or her deck. A player may use a single agenda which it is attached is under an opponent’s control.
card in conjunction with his or her faction card when
assembling a deck. The agenda card starts the game xxAn attachment card stands and kneels independently
next to a player’s faction card and is revealed along with of the card to which it is attached.
the faction card during setup.
For attachment card anatomy, see Appendix II
xxAgenda cards are not considered “in play.” Their text
Related: Ownership and Control
affects the game state from the out of play area while
they are active beside a player’s faction card. Attacker, Attacking Character,
xxCards with the printed agenda cardtype cannot be Attacking Player
removed from the game by other card abilities. The term “attacking character” refers to a character that
is participating in a challenge on the side of the player
For agenda card anatomy, see Appendix II who initiated the challenge. The term “attacker” is also
Related: In Play and Out of Play, Deckbuilding used as shorthand for “attacking character.”

[ Rules Reference ]
3
The term “attacking player” refers to the player that xxIf an ability causes a card to change its cardtype
initiated the challenge that is currently resolving. (such as an event card that changes into an
attachment), it loses all other cardtypes it might
Related: Challenges Phase, Defender, Participating
possess and functions as would any card of the
Base Value new cardtype.
The value of a quantity before any modifiers are applied.
For most quantities, it is also the printed value.
Challenge Icons
These icons appear on most character cards and indicate
Related: Printed, Modifiers which challenge types the character may be declared for
Blank as an attacker or defender. The challenge icons are:
If a card’s printed text box is considered “blank” by an Challenge Graphic Icon In Text
ability, that text box is treated as if it did not have any
of its printed content. Text and/or icons gained from Military 󲀈
another source are not blanked.
Intrigue 󲀊
xxA card’s text box includes: traits, keywords, card
text and abilities, and non-challenge icons (such as Power 󲀉
gold, initiative, and reserve modifiers).
Related: Printed Challenges Phase
See Appendix I, “4. Challenges phase” on page 27.
Cancel
Some card abilities (usually interrupt abilities) can Character Cards
“cancel” other card or game effects. Cancel abilities Character cards represent the lords, ladies, knights,
interrupt the initiation of an effect, and prevent the armies, mercenaries, creatures, and other personalities
effect from initiating. Because of this, cancel abilities and groups one might encounter in the A Song of Ice
have timing priority over all other interrupts to the and Fire setting. These cards enter play in the front
effect that is attempting to initiate. row of a player’s play area and remain in play unless
removed by an ability or game effect.
xxWhen an effect is canceled, that effect is no
longer imminent, and further interrupts For character card anatomy, see Appendix II
(including cancels) cannot be initiated in reference
Choose
to the canceled effect.
The word “choose” indicates that one or more targets
xxWhen the effects of an ability are canceled, the must be chosen in order to resolve an ability.
ability is still considered to have been used, and any
Related: Target
costs have still been paid.
Claim or Claim Value
xxIf the effects of an event card are canceled, the card
is still considered to have been played, and it is still Claim represents the consequences a player must face
placed in its owner’s discard pile. upon losing a challenge as the defending player.
The claim value on a player’s revealed plot card (which
Related: Costs, Initiating Abilities, Interrupts, Limits
incorporates all relevant claim modifiers) determines
and Maxima, Triggering Condition
the potency of each challenge that player initiates if he
Cannot or she wins the challenge.
The word “cannot” is absolute, and cannot be Claim value determines: how many different
countermanded by other abilities. characters the losing opponent must kill (for a 󲀈
challenge), how many cards are discarded from the
Cardtypes losing opponent’s hand (for an 󲀊 challenge), or how
The game’s cardtypes are presented in Appendix II, much power is taken from the losing opponent’s
with detailed card anatomies, on page 30. faction card (for a 󲀉 challenge).

[ Rules Reference ]
4
Related: Intrigue Claim, Military Claim, xxAn ability cannot initiate (and therefore its costs
Power Claim cannot be paid) if the resolution of its effect will not
change the game state.
Constant Abilities
A constant ability is any non-keyword ability whose text Related: In Play and Out of Play, Ownership
contains no boldface precursor defining its ability type. and Control
A constant ability becomes active as soon as its card
Dead Pile
enters play and remains active while that card is in play.
The dead pile is an out of play area. It is distinct from
xxSome constant abilities continuously seek a specific the discard pile.
condition (denoted by words such as “during,” “if,”
or “while”). The effects of such abilities are active xxAny time a character in play is “killed,” that
any time the specified condition is met. character is placed faceup on top of its owner’s
dead pile.
xxIf multiple instances of the same constant ability are
in play, each instance affects the game state. xxA player cannot marshal, play, put into play, or take
control of a copy of any unique (󲀋) card that is in
Related: In Play and Out of Play his or her dead pile.
Control xxA single instance of a unique card in a player’s dead
See “Ownership and Control” on page 14. pile does not prevent an effect that would cause the
card to enter play directly from the dead pile. This is
Copy (of a card) because such an effect removes the only instance of
A copy of a card is defined by title: any other card that the card from the dead pile.
shares the same title is considered a copy, regardless of
cardtype, text, artwork, or any other characteristic of xxEach player’s dead pile is open information, and may
the card(s). be looked at by any player at any time.

Related: Deckbuilding, Ownership and Control, xxThe order of the cards in a dead pile may not be
Unique Cards, Self-Referential Text altered unless a player is instructed to do so by a
card ability.
Costs
A card’s gold cost is the numerical value that must be xxIf multiple characters are killed simultaneously, the
paid to marshal or play the card. owner of the cards may physically place them into
his or her dead pile one at a time, in any order.
Some card abilities are presented in a “do X to do
Y” construct. In such a construct, the “do X” aspect Related: Discard Pile, Leaves Play, Unique Cards
(preceding the word “to”) is a cost, and the “do Y” aspect
Deck, Draw Deck
(following the word “to”) is an effect.
When the word “deck” appears by itself in rules or in
xxAn opponent’s game elements may not be used to card text, it refers to the deck that contains a player’s
pay a cost. attachment, character, event, and location cards. This is
also known as the “draw deck.”
xxIf a cost requires a game element that is not in
play, the player paying the cost may only use game Any rule or ability that refers to a plot deck uses the
elements that are in his or her out of play areas and/ term “plot deck.”
or gold pool to pay the cost. Related: Plot Deck
xxIf multiple costs for a single card or ability require
Deckbuilding
payment, those costs must be paid simultaneously.
To build a custom deck for sanctioned tournament play:
xxIf any part of a cost payment is prevented, once xxA player must choose exactly 1 faction card.
all costs that can be paid are paid, the process of
initiating the ability or marshaling/playing the card xxA player may choose 1 agenda card, or may choose
immediately ends without further resolution. (The to not use an agenda.
card remains unplayed in its owner's hand.)
[ Rules Reference ]
5
xxA player’s plot deck must contain exactly 7 xxDelayed effects resolve automatically and
cards. Up to one of the chosen plot cards may be immediately after their timing point/future
duplicated once (by title) within the plot deck. No condition occurs, before reactions to that moment
more than 1 copy of each of the other plot cards may be used.
may be in the plot deck.
xxWhen a delayed effect resolves, it is not treated as a
xxA player’s draw deck must contain a minimum of new triggered ability, even if the delayed effect was
60 cards. originally created by a triggered ability.
xxThere is no upper limit on a player’s draw deck size. xxRelated: Abilities, Effects, Triggered Abilities
xxA player’s draw deck can only contain up to 3 Discard Pile
copies (by title) of any given card. The discard pile is an out of play area. It is distinct
xxUnless instructed otherwise by a card ability, from the dead pile.
each card in a player’s deck and plot deck must be xxAny time a card is “discarded” (from play or from
neutral or its affiliation must match the affiliation an out of play area such as a hand or deck), it is
of that player’s faction card. placed faceup on top of its owner’s discard pile.
Related: Copy, Deck, Deck Limits, Faction, Plot Deck xxEach player’s discard pile is open information, and
may be looked at by any player at any time.
Deck Limits, Deck Limit: X
Up to 3 copies of most cards (by title) may be included xxThe order of the cards in a discard pile may not be
in a player’s deck. If a card has the text “Deck Limit: altered unless a player is instructed to do so by a
X” no more than X copies of that card may be included card ability.
in a player’s deck.
xxIf multiple cards are discarded simultaneously, the
xxIf X is 2 or lower, this phrase acts as a owner of the cards may physically place them into
deckbuilding restriction. his or her discard pile one at a time, in any order.
xxIf X is 4 or higher, this phrase acts as a permission Related: Dead Pile, Leaves Play, Sacrifice
that enables a player to include more than the
standard 3 copies. Dominance Phase
See Appendix I, “5. Dominance phase” on page 29.
Related: Plot Deck Limit: X
Drawing Cards
Defender, Defending Character, When a player is instructed to draw one or more
Defending Player cards, those cards are drawn from the top of his or her
The term “defending character” refers to a character draw deck.
that is participating in a challenge on the side of the
defending player. The term “defender” may also be
xxWhen a player draws 2 or more cards as the result
of a single ability or game step, those cards are all
used as shorthand for “defending character.”
drawn simultaneously.
The term “defending player” refers to the opponent of
the attacking player against whom (from the attacking xxDrawn cards are added to a player’s hand.
player's perspective) the challenge is resolving. xxThere is no limit to the number of cards a player
Related: Attacker, Challenges Phase, Participating may draw each round.

Delayed Effects Related: Reserve Value


Some abilities contain delayed effects. Such abilities Draw Phase
specify a future timing point, or indicate a future
See Appendix I, “2. Draw phase” on page 27.
condition that may arise, and dictate an effect that is to
happen at that time.

[ Rules Reference ]
6
Duplicates the number of entities that currently exist in the
A player may use additional copies, by title, of any specified game area, the effect engages as many
unique card (indicated by a “󲀋” symbol in its title) he entities as possible.
or she owns and controls in play as duplicates. When xxThe expiration of a lasting effect (or the cessation of
a card enters play as a duplicate, it is placed faceup, a constant ability) is not considered to be generating
overlapped by (i.e. partially visible beneath) the copy of a game state change by a card effect.
the card that was already in play.
Related: Abilities, Costs, Delayed Effects, Lasting
A duplicate grants its controller the following triggered
Effects, May, Initiating Abilities, Play Restrictions and
game ability: “Interrupt: When the overlapping unique
Permissions, Triggering Condition
card would leave play, discard this duplicate to save that
card. (Cannot be canceled.)” Enters Play
xxThere is no cost to marshal a card as a duplicate. The phrase “enters play” refers to any time a card makes
a transition from an out of play area into a play area.
xxDuplicates are not considered attachments. Marshaling a card and putting a card into play by using
Duplicates are not affected by and do not interact a card ability are two means by which a card may
with text that refers to attachments. enter play.
xxDuplicates have no text, titles, characteristics, type, Related: In Play and Out of Play, Marshal, Put Into Play
or traits. A duplicate is only considered a blank
“duplicate card” while it is in play. Event Cards
Event cards represent tactical actions, schemes, twists
xxIt is possible to have more than one duplicate on a of fate, and other unexpected developments that might
single card. occur during the game.
xxA different version of a unique card may be used as xxAn event card’s ability type, triggering condition (if
a duplicate on the card. The version of the card that any), and play permissions/restrictions (if any) define
was first in play remains as the active version once when and how the card can be played.
the duplicate is attached. A player may not switch a
card with its duplicate. xxWhen a player plays an event card, its costs are
paid, its effects are resolved (or canceled), and the
xxMarshaling a duplicate is not considered marshaling card is placed in its owner's discard pile prior to
a card of the duplicate’s printed type. It is only opening the reaction window which follows the
considered “marshaling a duplicate card.” ability's resolution.
Related: Ownership and Control, Save, Unique Cards xxEvent card effects engage the game state at the
time they resolve. If an event card creates a lasting
Effects effect on a set of cards, only cards that are in play at
A card effect is any effect that arises from the resolution the time the event card is played are eligible to be
of ability text printed on, or gained by, affected. Cards that enter play after the resolution of
a card. A framework effect is any effect that arises from the event are not affected by its lasting effect.
the resolution of a framework event.
xxIf the effects of an event card are canceled, the card
xxCard effects might be preceded by costs, triggering
is still considered to have been played, and its costs
conditions, play restrictions, and/or play permissions;
remain paid. Only the effects have been canceled.
such elements are not considered effects.
xxUnless the ability that puts it into play also changes
xxOnce initiated, players must resolve as much of each
its cardtype to a cardtype that is permitted in play,
aspect of the effect as they are able, unless the effect
an event card cannot enter play.
uses the word “may.”
For event card anatomy, see Appendix II
xxWhen a non-targeting effect attempts to engage
a number of entities (such as “draw 3 cards” or Related: Cancel, Costs, Delayed Effects, Lasting
“search the top 10 cards of your deck”) that exceeds Effects, Play Restrictions and Permissions,
Triggering Condition
[ Rules Reference ]
7
Facedown Cards First Player, First Player Token
Some abilities put cards into play facedown. A facedown A first player is chosen at random during setup. A new
card has no inherent attributes other than “facedown first player is chosen each plot phase by the player who
card,” but it may be granted attributes by the card ability wins initiative. The chosen player remains the first
that put it into play. player until a new first player is chosen. The first player
xxA player may look at the identity of any facedown token is used to indicate which player is the first player.
card that is in play and under his or her control. xxThe first player becomes the active player first
during the marshaling and challenges phases.
Faction, Faction Cards
There are 8 factions in the game, shown in the xxDuring all framework event and action/reaction/
chart below. interrupt windows the first player has the first
opportunity to initiate action, interrupt, or reaction
The faction card signals which faction a player has
abilities at each appropriate game moment.
chosen as the primary faction for his or her deck. An
in-faction card bears the loyal or non-loyal faction xxFor any question as to who should perform an act
symbol that matches the affiliation indicated by his or or make a decision first, in the absence of any other
her faction card. direction by card or rules text, the first player does
For faction card anatomy, see Appendix II so first, and other players follow in player order.

Related: Deckbuilding, For Your Faction, Loyal xxIf the first player is eliminated from a game, the
player to his or her left becomes the first player.
Related: Active Player, Setup, Initiative,
Faction Loyal Non-Loyal In Text
Plot Phase, Priority of Simultaneous Resolution
House Forced Interrupts/Forced Reactions
󲀆
Stark
While most triggered abilities are optional, some
interrupt and reaction abilities are preceded by
House the word “Forced.” Such abilities must be resolved
󲀅
Lannister immediately whenever the triggering condition
specified in the ability text occurs.
House xxFor any given triggering condition, forced
󲀁
Baratheon interrupts take priority and initiate before non-
forced interrupts, and forced reactions take priority
House and initiate before non-forced reactions.
󲀇
Greyjoy xxIf two or more forced abilities would initiate at the
same moment, the first player determines the order
House in which the abilities initiate, regardless of who
󲀃
Tyrell controls the cards bearing those abilities.
xxEach forced ability must resolve completely before
House the next forced ability to the same triggering
󲀀
Martell condition may initiate.
Related: Interrupts, Reactions
House
󲀄
Targaryen For Your Faction
The phrase “for your faction” is used to instruct a
The Night’s player to place the power just gained on his or her
󲀂 faction card.
Watch

[ Rules Reference ]
8
Framework Effects and Framework Events immune card (such as attachments, tokens, abilities
A framework event is a mandatory occurrence originating from an immune card, or duplicates) are not
dictated by the structure of the game. A framework themselves immune.
effect is any effect that arises from the resolution of If a card gains immunity to an effect, pre-existing
a framework event. lasting effects that have been applied to the card are
Related: Appendix I: Timing and Gameplay, Effects not removed.
Immunity only protects a card from effects. It does not
Gains
prevent a card from being used to pay costs.
The word “gains” is used in multiple contexts.
Related: Costs, Lasting Effects
xxIf a player gains gold, the player takes the specified
amount of gold from the treasury and adds it to his In Play and Out of Play
or her gold pool. The cards (generally characters, locations, attachments,
xxIf a player gains power for a card under his or her duplicates, and the faction card) that a player controls in
control, the player takes the specified amount of the play area, the title card a player currently bears in a
power from the treasury and adds it to the card. melee game, as well as a player’s revealed plot card, are
considered “in play.”
xxIf a card gains a characteristic (such as an icon, a “Out of play” refers to all other cards and areas involved
Trait, a keyword, or ability text), the card functions
in the game environment, including: cards in a player’s
as if it possesses the gained characteristic. Gained
hand, deck, discard pile, dead pile, plot deck, used pile,
characteristics are not considered to be printed on
agendas, and any cards that have been removed from
the card.
the game.
Related: Gold, Power, Printed xxA card enters play when it transitions from an out of
play origin to a play area.
Gold
Gold is the game’s currency and xxA card leaves play when it transitions from a play
is used to pay for cards and card area to an out of play destination.
abilities. The amount of gold a
xxA player’s faction card cannot leave play.
player has available at any given
time is represented (as open Gold Tokens xxOutside of the process by which a player reveals a
information) by gold tokens new plot his or her previously revealed plot card
in his or her gold pool. enters the used pile, a player's plot card cannot
Gold begins the game in the treasury. When a player leave play.
gains gold, that player takes an equivalent amount of Related: Abilities, Dead Pile, Deck, Discard Pile,
gold from the treasury and adds it to his or her gold Plot Card
pool. When gold is spent it is returned to the treasury
from a player's gold pool. Income
Related: Marshaling Phase, Taxation Phase When a player becomes the active player during the
marshaling phase, that player collects income by
Gold Modifier gaining an amount of gold from the treasury equal
See “Plot Value Modifiers” on page 16. to the gold value on his or her revealed plot card
(which incorporates the total value of all relevant
Immune gold modifiers).
If a card is immune to a specified set of effects (for
Related: Gold, Gold Modifier, Marshaling Phase
example, “immune to event card effects,” or “immune
to 󲀃 card effects”), it cannot be targeted or affected
by effects that belong to that set. Only the card itself
is protected, and peripheral entities associated with an

[ Rules Reference ]
9
Influence Tokens When new plot cards are revealed for the plot phase,
Influence tokens are generic tokens the players compare initiative. The player with the
that can be used to track a variety highest initiative value wins initiative, and chooses
of different game states and statuses. which player is the “first player” until a new first player
Influence Tokens is chosen.
They have no inherent rules.
(double-sided)
xxCard abilities can create and If there is a tie at that time for initiative, the tied
define a number of different token types, such player with the lowest power total wins initiative. If
as “betrayal tokens,” “poison tokens,” and “stand the lowest power total is also tied, a random method
tokens.” When such a token is called for, an should be used to break this tie.
influence token is used to track its presence in Related: First Player
the game.
Initiative Modifier
Initiating Abilities/Marshaling Cards See “Plot Value Modifiers” on page 16.
When a player wishes to marshal or play a card, or
initiate a triggered ability, that player first declares Insight
his or her intent (and shows the card to be used, if Insight is a challenge resolution keyword. After
necessary). The following steps are then observed, a player wins a challenge, for each participating
in order: character with the insight keyword he or she controls,
that player may draw 1 card.
1. Check play restrictions: can the card be marshaled
or played, or the ability initiated, at this time? Related: Challenges Phase, Keywords

2. Determine the cost (or costs, if multiple costs Instead


are required) to marshal/play the card or initiate See “Replacement Effects” on page 18.
the ability. If it is established that the cost (taking
modifiers into account) can be paid, proceed with Interrupts
the remaining steps of this sequence. An interrupt is a triggered ability whose text contains
the boldface “Interrupt:” precursor. An interrupt
3. Apply any modifiers to the cost(s). ability interrupts the resolution of its triggering
condition, sometimes canceling or changing the
4. Pay the cost(s).
resolution of that condition. Always resolve interrupts
5. Choose target(s), if applicable. to a triggering condition before resolving the
consequences of the triggering condition itself.
6. The card is marshaled/played, or the effects of the
ability attempt to initiate. An interrupt ability that Unlike actions, which may be initiated during action
cancels this initiation may be used at this time. windows, each interrupt may be initiated once each
time its specified triggering condition occurs, as
7. The effects of the ability (if not canceled in described in the interrupt’s ability text.
step 6) complete their initiation, and resolve.
When a triggering condition initiates (but before
Interrupts and Reactions may be used throughout it begins resolving), an interrupt window for that
this process as normal, should their triggering triggering condition opens.
conditions occur.
Within the interrupt window, the first player always
Related: Abilities, Cancel, Costs, Play Restrictions has the first opportunity to initiate an eligible interrupt
and Permissions, Target (to this triggering condition), or pass. Opportunities to
initiate an eligible interrupt, or pass, continue in player
Initiative order until all players consecutively pass, at which
A player’s initiative is the initiative value on his or her point the interrupt window closes. Passing does not
revealed plot card (which incorporates the total value prevent a player from initiating an eligible interrupt
of all relevant initiative modifiers). later in that same interrupt window.

[ Rules Reference ]
10
Once an interrupt window closes, further interrupts to Keywords
that specific triggering condition cannot be initiated. A keyword is a card ability which conveys specific rules
The triggering condition now completes its resolution to its card.
(as long as its effects have not been canceled).
xxSometimes a keyword is followed by reminder text,
xxIt is possible for multiple interrupts to be initiated which is presented in italics. Reminder text is a
from the same triggering condition. Each interrupt shorthand explanation of how a keyword works, but
must resolve completely before the next interrupt to it is not rules text and does not replace the rules for
the same triggering condition may initiate. that keyword in this glossary.
xxIf multiple copies of the same interrupt are eligible xxCards are considered to have a keyword or to not
to be initiated, each copy may be initiated once have that keyword. A single card that has and/or is
against that triggering condition. gaining the same keyword from multiple sources
Related: Cancel, First Player, Forced Interrupts/Forced functions as if it has one instance of that keyword.
Reactions, Nested Ability Sequences, Would (Note: Instances of Ambush (X) with different
values for X are considered different keywords.)
Intimidate
xxThe keywords in the game are: ambush (X), insight,
Intimidate is a challenge resolution keyword. After
intimidate, limited, no attachments, pillage, renown,
a player wins a challenge as the attacking player in
stealth, and terminal.
which he or she controls a character with the intimidate
keyword, that player may choose and kneel a character, Related: Ambush (X), Insight, Intimidate, Limited,
controlled by the losing opponent, with equal or lower No Attachments, Pillage, Renown, Stealth, Terminal
STR than the amount of STR by which the challenge
was won. (The chosen character is not required to be Kill, Killed
participating in the challenge.) Characters can be killed by framework effects and by
card abilities. When a character is killed, it leaves play
xxNo more than one instance of intimidate can and is placed faceup on top of its owner’s dead pile.
successfully resolve during each challenge.
Related: Dead Pile, Leaves Play, Save
Related: Challenges Phase, Keywords
Kneel, Kneeling, Knelt
Intrigue Claim Cards often kneel in order to attack, defend, or use
When a player loses an intrigue (󲀊) challenge as the certain card abilities. When a card is knelt, it is
defending player, that player must discard a number of rotated 90 degrees. A card in this latter state is
random cards from his or her hand equal to the claim considered kneeling.
value on the attacking player’s revealed plot card.
xxA kneeling card cannot kneel again until it is
If the player has fewer cards in hand than would standing (typically by a game step or card ability).
satisfy claim, as much of the claim as possible must
be satisfied. Related: Stand, Standing
Related: Challenges Phase Lasting Effects
Some card abilities create effects or conditions that
Joust Game
affect the game state for a specified duration (such as
A joust game is a head-to-head game between “until the end of the challenge” or “until the end of the
two players. phase”). Such effects are known as lasting effects.
xxMelee title cards, and their associated framework xxA lasting effect persists beyond the resolution of the
steps (1.4 and 7.4, see Appendix I), are not used in a ability that created it, for the duration specified by
joust game. the effect. The effect continues to affect the game
Related: Melee Game state for the specified duration regardless of whether
the card that created the lasting effect is or remains
in play.

[ Rules Reference ]
11
xxA lasting effect expires as soon as the timing point “Limit X copies per [card/game element]” is a limit
specified by its duration is reached. This means that that appears on attachment cards, and restricts the
an “until the end of the round” lasting effect expires number of copies of that card (by title) that can be
just before an “at the end of the round” ability attached to each designated card or game element.
may initiate.
“Max X per [period]” is a maximum that appears on
xxAny “until the end of the X” effects that would cards that do not enter or remain in play through the
initiate after the end of X (via the resolution of resolution of their effect. (An event card, for example.)
an interrupt or reaction ability to something that Such a phrase imposes a maximum number of times
occurred at the end of X) would expire immediately that ability can be initiated from all copies (by title) of
without affecting the game state, and therefore fail cards bearing the ability (including itself), during the
to initiate. designated period. Initiating an ability on a card counts
towards the maximum for all copies of that card.
Leaves Play xxAll limits and maxima are player specific.
The phrase “leaves play” refers to any time a card
makes a transition from an in play state to an out of xxIf the effects of a card or ability with a limit or a
play state. maximum are canceled, it is still counted against
the limit/maximum.
If a card leaves play, the following consequences occur
simultaneously with the card leaving play: Related: Deck Limits, Plot Deck Limits
xxAll tokens on the card are returned to the treasury. Location Cards
xxAll duplicates on the card are discarded. Location cards represent the castles, cities, forests,
shops, taverns, brothels, streets, and other places one
xxAll attachments that are on the card are returned might discover in the A Song of Ice and Fire setting.
to their owners’ hands. These cards enter play in the back row of a player’s play
xxAll lasting effects and/or delayed effects affecting area and remain in play unless removed by an ability.
the card while it is in play expire for that card. For location card anatomy, see Appendix II
Related: In Play and Out of Play Look
Limited When a player is instructed to “look” at one or more
cards, that player does not show the cards to his or her
Limited is a keyword ability. No more than 1 card
opponents. A card is not considered to leave its play
in total with the limited keyword can be marshaled
area while it is being looked at. A look instruction ends
(or played, if the card is an event) by each player each
when a card is returned to its prior state of concealment,
round. No more than 1 limited card can be placed by
or reaches a new destination.
each player during setup.
xxLimited cards that are “put into play” via card Loyal, Loyalty
effects ignore and are ignored by this restriction. Loyalty is a deckbuilding
restriction that limits which cards
Related: Keywords, Put into Play
can be used out-of-faction. A House Baratheon,
Limits and Maxima card is loyal to its faction if it has Loyal
“Limit X per [period]” is a limit that appears on a scroll of parchment below its
cards that remain in play through the resolution of shield. A loyal card’s affiliation
an ability’s effect. Each copy of an ability with such must match the affiliation of a
a limit may be used X times during the designated deck’s faction card in order to
House Baratheon,
period. If a card leaves play and re-enters play during be included in the deck. Certain
Non-Loyal
the same period, the card is considered to be bringing card abilities (such as the Banner
a new copy of the ability to the game. agenda cards) permit players to use non-loyal cards
out-of-faction in a deck.
Related: Deckbuilding
[ Rules Reference ]
12
Marshal xxIf a character chosen to be killed for military claim
In the Marshaling phase, the active player can (as is saved, the choice still serves to satisfy the claim.
a player action) marshal a character, location, or Related: Challenges Phase, Save
attachment card (or a duplicate) from his or her hand by
paying that card’s gold cost and placing the card in his Modifiers
or her play area. A player pays a gold cost by returning Some abilities may ask players to modify values.
the indicated amount of gold from his or her gold pool The game state constantly checks and (if necessary)
to the treasury. updates the count of any variable quantity that is being
xxWhen a card is marshaled, it is considered to have modified.
entered play. Any time a new modifier is applied (or removed),
the entire quantity is recalculated from the start,
xxEvent cards are not marshaled, they are played.
considering the unmodified base value and all active
xxCard abilities that put a card directly into play are modifiers.
not considered to be marshaling the card. xxThe calculation of a value should treat all modifiers
Related: Costs, Duplicates, Enters Play, as being applied simultaneously. However, while
Event Cards, Initiating Abilities/Marshaling Cards, performing the calculation, all additive and
Put into Play subtractive modifiers should be calculated before
doubling and/or halving modifiers are calculated.
Marshaling Phase
See Appendix I, “3. Marshaling phase” on page 27. xxFractional values are rounded up after all modifiers
have been applied.
Max X (copies) (per period)
xxWhen a value is “set” to a specific number, the set
See “Limits and Maxima” on page 12.
modifier overrides all non-set modifiers (including
May any new non-set modifiers that are added during the
The word “may” indicates that a specified player has duration of the set value). If multiple set modifiers
the option to do that which follows. If no player is are in conflict, the most recently applied set modifier
specified, the option is granted to the controller of the takes precedence.
card with the ability in question. xxA quantity cannot be reduced so that it functions
Melee Game with a value below zero: a card cannot have
“negative” icons, STR, traits, cost, or keywords.
A melee game is a game with three or more players.
Negative modifiers in excess of a value’s current
xxMelee games use the title cards and the framework quantity can be applied, but, after all active
steps (1.4 and 7.4, see Appendix I) associated modifiers have been applied, any resultant value
with them. below zero is treated as zero.
Related: Joust Game, Title Cards Related: Base Value
Military Claim Move
When a player loses a military (󲀈) challenge as the Some effects allow players to move cards or tokens.
defending player, that player must choose a number
xxWhen an entity moves, it cannot move to its same
of different characters he or she controls equal to the
(current) placement. If there is no valid destination
claim value on the attacking player’s revealed plot card,
for a move, the move attempt cannot be made.
and kill those characters. The chosen characters are all
killed simultaneously. Moving Power
If the player controls fewer characters than would Some effects (such as a power challenge claim) allow
satisfy claim, as much of the claim as possible must players to move power from one card to another. Power
be satisfied. that is moved is not considered “gained.”
xxThe same character cannot be chosen more than
once to satisfy claim for a single 󲀈 challenge.
[ Rules Reference ]
13
xxPower that is moved to a card under a different Neutral
player’s control counts toward that player’s Some cards are not affiliated with any faction; these
victory condition. cards are neutral. Any deck may include neutral cards.
Related: Gains, Power Claim xxNeutral cards are not considered to be in-faction or
out-of-faction.
Mulligan
After a player draws a starting hand during setup (but Related: Deckbuilding, Faction
before placing any cards in setup), that player has a
one-time option to declare a mulligan draw. After
Next Player
doing so, the player reshuffles his or her starting hand See “Player Order” on page 15
into his or her deck and draws a new starting hand of 7 No Attachments
cards. The player must keep this second hand.
No attachments is a keyword ability. A card with this
xxPlayers decide in player order whether or not to keyword cannot have an attachment card attached.
take a mulligan.
xxIf one or more traits precedes the word
Related: Setup “attachments,” the card cannot have an attachment
that possesses one of the specified traits, but it can
Negative Quantities have attachments possessing none of those traits.
See “Modifiers” on page 13.
xxIf the word “attachments” is followed by the word
Nested Ability Sequences “except” and one or more traits, the card can
Each time a triggering condition occurs, the following have attachments that possess one or more of the
sequence is followed: (1) execute any interrupts to specified traits, but it cannot have attachments
that triggering condition, (2) resolve the triggering possessing none of those traits.
condition, and then (3) execute any reactions to that xxIf a card has multiple variants of the “no
triggering condition. attachments” keyword, any variant that would
Within this sequence, if an interrupt or a reaction prevent a card from having a given attachment
to the original triggering condition generates a new prevails.
triggering condition, the game pauses and starts a new Related: Attachment Cards, Keywords, Trait
sequence: (1) execute interrupts to the new triggering
condition, (2) resolve the new triggering condition, Out of Play
and then (3) execute reactions to the new triggering See “In Play and Out of Play” on page 9.
condition. Once this nested sequence is fully
completed, the game returns to where it left Ownership and Control
off, continuing with the original triggering A card’s owner is the player whose deck held the card
condition’s sequence. at the start of the game.
It is possible that a nested sequence generates further xxCards by default enter play under their owner’s
triggering conditions (and hence more nested control. Some abilities may cause cards to change
sequences). There is no limit to the number of nested control during a game.
sequences that may occur, but each nested sequence
xxA player controls the cards located in his or her out
must complete before returning to the sequence that
of play game areas (such as the hand, deck, discard
spawned it. In effect, these sequences are resolved in a
pile, and dead pile).
Last In, First Out (LIFO) manner.
In each interrupt window and each reaction window, xxIf a card would enter an out of play area of a player
nested or not, the first player always has the first who does not own the card, the card is placed in
opportunity to initiate an interrupt or reaction its owner's equivalent out of play area instead. (For
(respectively). all associated card ability and framework effect

Related: Interrupts, Reactions

[ Rules Reference ]
14
purposes, the card is considered to have entered that Play Restrictions and Permissions
opponent's out of play area, and only the physical Many cards or abilities contain specific instructions
placement of the card is adjusted.) pertaining to when or how they may or may not be used,
xxIf a participating character changes control during or to specific conditions that must be true in order to
the resolution of a challenge, it is immediately use them. In order to use such an ability or play/marshal
removed from the challenge. such a card, these play restrictions must be observed.
A permission is an optional play restriction, which
Related: Deck, Leaves Play
allows a player to play/marshal a card or use an ability
Participating outside the timing or specifications provided by the
Any character that has been declared as an attacker or as game rules.
a defender for a challenge is considered participating in Related: Event Cards, Initiating Abilities/
that challenge through the resolution of the challenge. Marshaling Cards
xxA character is either participating or not Player Order
participating in a challenge.
If the players are instructed to perform a sequence in
xxIf an ability explicitly removes a character from a “player order,” the first player performs his or her part
challenge, that character is no longer participating of the sequence first, followed by the other players in
in the challenge. clockwise order. The phrase “the next player” is used in
this context to refer to the next player (clockwise) to act
xxIf a participating character leaves play for any reason, in player order.
it is no longer participating in the challenge.
Related: First Player
xxOnce a character is participating in a challenge,
losing the challenge icon of that type does not remove Plot Card
the character from the challenge. Plot cards represent the round-by-round strategic
decisions and plans a player makes throughout the
Related: Attacker, Challenges Phase, Defender course of a game. A player’s plot deck begins the game
Pass with exactly seven plot cards. Each plot card possesses
a gold, initiative, claim, and reserve value. Many plot
There are numerous points in the game where a player
cards also possess an ability.
has an option between performing an act (such as taking
an action, triggering an ability, or executing a game xxEach plot card exists in one of three states: in the
step) or passing. Passing in such a situation forfeits the plot deck, revealed, or in the used pile.
player’s right to perform that act at that moment.
xxWhen a player reveals a new plot card, it leaves the
xxMany game sequences continue until all players plot deck and enters the revealed state. Place it on
pass consecutively. Should one player perform top of that player's previously revealed plot card. This
the function (i.e., not pass) during his or her removes the previously revealed plot card from play,
opportunity, opportunities to perform or pass and replaces it with the newly revealed plot card. All
continue clockwise in player order until a state of plot cards under a player’s currently revealed plot
consecutive passes by all players is achieved. Passing card are considered that player’s used pile.
an opportunity does not prevent a player from acting
during his or her next opportunity in the same xxA player’s revealed plot card is considered in play
sequence, as long as a state of consecutive passes by and interacts with the game state.
all players does not occur. xxWhen a player reveals the final card of his or her
plot deck, after all just revealed plot cards have
Pillage
entered play and all necessary “When Revealed”
Pillage is a challenge resolution keyword. After a player
abilities have resolved, each plot card in that
wins a challenge, for each participating character with
player's used pile is returned to his or her plot deck.
the pillage keyword he or she controls, that player may
The just revealed plot card is not yet in the used
discard 1 card from the top of the losing opponent’s deck.
pile, and remains revealed.
Related: Challenges Phase, Keywords
[ Rules Reference ]
15
For plot card anatomy, see Appendix II Power
Related: In Play and Out of Play, Plot Deck, The object of the game is for a player
When Revealed to have 15 (or more) power. A player's
power total is equal to the amount of Power
Plot Deck power amassed on cards under his or Counter
Each player uses his or her own plot deck. A player’s her control, and is tracked using
plot deck begins the game with exactly seven cards. power counters.
One of those plot cards may have an additional copy
Related: Winning the Game
(by title) within the plot deck. No more than one copy
of each of the other plot cards may be included in the Power Claim
plot deck.
When a player loses a power (󲀉) challenge as the
Related: Deckbuilding, Plot Card, Plot Deck Limit: X defending player, that player must remove a number of
power from his or her faction card equal to the claim
Plot Deck Limit: X value on the attacking player’s revealed plot card, and
If a plot card bears the phrase, “Plot Deck Limit: X,” move it to the attacking player’s faction card.
no more than X copies (by title) of the plot card may
If the player controls less power than would satisfy
be included in a plot deck.
claim, as much of the claim as possible must be satisfied.
xxIf X is 1, this phrase acts as a deckbuilding
Related: Challenges Phase
restriction. A player cannot include an additional
copy of this plot card in his or her plot deck. Printed
xxIf X is 3 or higher, this phrase acts as a The word “printed” refers to the text, characteristic,
deckbuilding permission. A player may include up icon, or value that is physically printed on the card.
to X copies of this plot card in his or her plot deck, Related: Blank
should this plot card be selected by the player as the
one card for which additional copies are permitted. Priority of Simultaneous Resolution
If a single effect affects multiple players simultaneously,
Plot Phase but the players must individually make choices
See Appendix I, “1. Plot phase” on page 26. to resolve the effect, the first player chooses first,
followed by the other players in player order. Once all
Plot Value Modifiers necessary choices have been made, the effect resolves
The following icons modify the values of various simultaneously upon all affected entities.
statistics on their controller’s revealed plot card. Such xxIf the resolution of two or more when revealed
modifications are mandatory. abilities, delayed effects, or forced abilities would
resolve at the same time, the first player decides the

+1 +1 +1 order in which the abilities resolve, regardless of who


controls the cards bearing the conflicting abilities.

Gold Initiative Reserve xxIf two or more constant abilities and/or lasting
Modifier Modifier Modifier effects cannot be applied simultaneously, the first
player determines the order in which the constant
xxAll active plot value modifiers under a player’s abilities are applied.
control are cumulative in their effect upon that
player’s revealed plot card. Related: First Player
xxIf a card’s printed text box is considered blank, any Put into Play
modifiers printed in that text box are not active. Some card abilities may cause a card to be “put into
play.” Such abilities place the card directly into play
from an out of play state.

[ Rules Reference ]
16
xxThe gold cost of the card being “put into play” is xxIf multiple copies of the same reaction are eligible to
not paid. be initiated, each copy may be initiated once against
that triggering condition. Each eligible reaction may
xxUnless otherwise instructed by the “put into play” be used once per trigger. (If multiple copies of the
effect, cards that enter play in this manner must do same reaction are eligible, each copy may be used
so in a play area or attachment state that satisfies the once.)
rules of marshaling the card.
Related: Interrupts, Nested Ability Sequences
xxA card that has been put into play is not considered
to have been “marshaled.” Redirect (Melee game only)
The Crown Regent title card can be used to redirect a
xxIf an additional copy of a unique card a player
single challenge each round. This ability is used after
already owns and controls is put into play under his
a challenge is initiated, before any reactions to that
or her control, it enters play as a duplicate.
challenge’s initiation can be triggered.
Related: Dead pile, Duplicates, In Play and Out of
If a challenge is redirected, the player who is initiating
Play, Marshal, Unique Cards
the challenge must immediately choose a new opponent
Qualifiers to resolve the challenge against. The attacking player
If card text includes a qualifier followed by multiple may also choose new stealth targets (controlled by
terms, the qualifier applies to each item in the list, if it the new defending player) if he or she desires. Any
is applicable. For example, in the phrase “each unique originally declared stealth targets are not considered to
character and location,” the word “unique” applies both have been bypassed by stealth; any new targets are.
to “character” and to “location.” The challenge is still considered to have been initiated
against the original opponent, but it resolves against the
Reactions new opponent.
A reaction is a triggered ability whose text contains
the boldface “Reaction:” precursor. Always resolve a A redirected challenge may not be resolved against the
triggering condition before initiating any reactions to same opponent it was originally initiated against.
that triggering condition. Any effect that would prevent a challenge from being
Unlike actions, which are resolved during action initiated against a player does not prevent a redirected
windows, each reaction may be initiated once each time challenge from resolving against that player. (This
its specified triggering condition occurs, as described in means that a redirected challenge may resolve against
the reaction’s ability text. an opponent the attacking player supports.)

After a triggering condition resolves, a reaction window The player initiating the challenge cannot change which
for that triggering condition opens. characters he or she has declared, or the challenge type
that has been announced, when a challenge has been
Within the reaction window, the first player always has redirected.
the first opportunity to initiate an eligible reaction (to
this triggering condition), or pass. Opportunities to Related: Melee Game
initiate an eligible reaction, or pass, continue in player
Removed from Game
order until all players consecutively pass, at which point
A card that has been removed from the game is set aside
the reaction window closes. Passing does not prevent a
and has no further interaction with the game in any
player from initiating an eligible reaction later in that
manner for the duration of its removal.
same reaction window.
If there is no specified duration, a card that has been
Once a reaction window closes, further reactions to that
removed from the game is considered removed until the
specific triggering condition cannot be initiated.
end of the game.
xxIt is possible for multiple reactions to be initiated
Related: In Play and Out of Play
from the same triggering condition. Each reaction
must resolve completely before the next reaction to
the same triggering condition may initiate.

[ Rules Reference ]
17
Renown Reveal
Renown is a challenge resolution keyword. After a When a player is instructed to reveal cards, that player
player wins a challenge, each participating character is obliged to show those cards to his or her opponents.
with the renown keyword he or she controls may gain If there is no specified duration for the reveal, the
1 power. revealed cards remain revealed until they reach a new
destination (as specified by the ability), or through the
Related: Challenges Phase, Keywords
completion of the ability's resolution.
Replacement Effects xxWhile it is revealed, a revealed card is still
A replacement effect is an effect (usually an interrupt) considered to be located in the game area (such as a
that replaces the resolution of a triggering condition player's hand or deck) from which it is revealed.
with a different means of resolving that same
triggering condition, but in such a manner that the Revealed Plot
triggering condition is still considered to occur. The See “Plot Card” on page 15.
word “instead” is frequently indicative of a such an
effect. After all interrupts to the triggering condition Rivals (Melee game only)
have resolved and it is time to resolve the triggering If a player’s title card lists another title as a “rival,”
condition itself, the replacement effect resolves instead. that player gains 1 power for his or her faction after
winning a challenge against an opponent who bears
If multiple replacement effects are initiated against
that rival title. This occurs during framework step
the same triggering condition, the most recent
4.2.3 (see Appendix I) and is known as a rivals bonus.
replacement effect is the one that is used for the
resolution of the triggering condition. xxA player can gain a maximum of 1 rivals bonus per
rival opponent by winning a challenge against that
For example, Benjen Stark has the following replacement
opponent each round.
effect, “Interrupt: When Benjen Stark is killed, gain
2 power for your faction. Then, shuffle him back into Related: Melee Game, Title Cards
your deck instead of placing him in your dead pile.” The
triggering condition (i.e. the killing of Benjen Stark) Sacrifice
will still occur, but the triggering condition will resolve When a player is instructed to sacrifice a card, that
differently from normal because the card will be shuffled player must choose a card in play that he or she
back into its owner's deck rather than being placed in its controls and that matches the requirements of the
owner’s dead pile. sacrifice, and place it in his or her discard pile.
Related: Interrupts xxIf the chosen card does not leave play, the sacrifice
is not considered to have been made.
Reserve Value
Each plot card has a reserve value. During the taxation xxSacrificing a card does not satisfy any other means
phase, each player compares his or her current hand (such as “kill” or “discard”) of a card leaving play.
size (i.e., the number of cards in the player’s hand) with xxA sacrificed card cannot be saved.
the reserve value on his or her currently revealed plot
(which incorporates all relevant reserve modifiers). If Related: Ownership and Control, Save
a player’s hand size is higher than his or her reserve
value, that player must choose and discard cards from
Save
his or her hand until the hand size is equal to the When a card is saved from an effect that attempts to
reserve value. All players perform this process in remove that card from play, the card remains in play as
player order. the effect resolves and is not considered to have been
killed, discarded, or otherwise removed from play by
Related: Plot Value Modifiers the effect.
Reserve Modifier xxIf a card is saved from 󲀈 claim, the card was still
See “Plot Value Modifiers” on page 16. chosen for 󲀈 claim, and therefore is still counted
towards the fulfillment of the claim.

[ Rules Reference ]
18
xxIf an aspect of an ability that removes a card from Setup
play is followed by the text “cannot be saved,” players
cannot attempt to save that card. To setup a game, perform the following steps in order:
1. Determine game format and select decks. Games
xxIf a constant ability or lasting effect imposes a
with two players use the joust format. Games with
condition upon a card that would continually drive
three or more players use the melee format.
it from play (for example, a lasting effect that applies to
a character over a period of time, and kills that character 2. Determine first player. Randomly determine a
if its STR is 0), any attempt to save the card must player to be denoted as first player while setting up
also remedy the ongoing condition. Otherwise, upon the game. Place the first player token in front of
resolution of the save attempt, the card is immediately this player.
re-exposed to the ongoing condition, and removed
from play. Therefore, if the save effect does not also 3. Announce factions and agendas (if any). In player
remedy the ongoing condition, it cannot be initiated, order, each player announces the faction and agenda
as the effect has no potential to change the game (if any) that his or her deck uses, and places the
state. As such, using a duplicate to save from such an faction card and agenda (if any) faceup in his or her
ongoing condition is also prohibited. play area.

Related: Effects, Military Claim, Would 4. Create treasury. Place the gold tokens, power
counters, and influence tokens in a pile within reach
Search of each player. This area is known as the treasury.
When a player is instructed to search for a card, that
5. Place plot decks. Each player places his or her plot
player is permitted to look at all of the cards in the
deck facedown next to his or her faction card.
searched area without revealing those cards to his or her
opponents. 6. Shuffle draw decks. Each player shuffles his or her
xxIf an effect searches an entire deck, the deck must draw deck to the satisfaction of all opponents.
be shuffled to the satisfaction of each opponent upon 7. Draw setup hands. Each player draws seven cards
completion of the search. from his or her draw deck. Each player, in player
xxA player is not obliged to find the object of a search order, has the option to take a single mulligan by
effect, even if the searched cards contain a card that shuffling those seven cards back into his or her deck
meets the eligibility requirements of the search. and drawing seven new cards.

xxIf a search effect would add a card with specified 8. Place setup cards. Each player, in player order,
characteristics to a hidden game area, the player may place up to a total of 8 cost worth of character,
fulfilling the search must reveal the card to his or location, and attachment cards from his or her hand
her opponent to verify that the card is eligible to be as setup cards. Setup cards are placed facedown in
found by the search. a player’s play area. When placing setup cards, the
following restrictions must be observed:
xxWhile cards are being searched, they are not
considered to have left their play area of origin.
✦✦ No more than 8 total cost worth of cards may
be placed.
Related: Deck
✦✦ No more than 1 card with the “Limited” keyword
Self-Referential Text may be placed.
When a card’s ability text refers to its own title, it is ✦✦ Only character, location, and attachment cards
referring to itself only, and not to other copies (by title)
may be placed.
of the card.
Related: Copy
✦✦ Each attachment that is placed must be eligible to
be attached to a valid card or game element that
Set will be under its owner’s control when the setup
See “Modifiers” on page 13. cards are revealed in the next step.

[ Rules Reference ]
19
✦✦ Additional copies of unique cards may be placed Strength, Strength Modifiers
in setup at no cost, and revealed as duplicates in A character’s strength (abbreviated “STR”) represents
the following step. its effectiveness in challenges. The higher the STR,
9. Reveal setup cards. All players turn their setup the more effective the character. A character’s printed
cards faceup simultaneously. Then, each player STR can be found in the shield to the left of its title.
attaches his or her attachments and places his or Total attacking STR is the sum of each participating
her duplicates, in player order. Note: Cards are not character’s STR on the attacking player's side, plus any
considered to have been marshaled, played, put into relevant modifiers.
play, or to have entered play when they are revealed or
Total defending STR is the sum of each participating
announced in setup, and card abilities that reference
character’s STR on the defending player's side, plus
those terms are ignored during this step. These cards are
any relevant modifiers.
considered “already in play” when the game begins.
A player is not able to win a challenge with a total
10. Replenish opening hand. Each player draws cards attacking or defending STR of zero.
until there are seven cards in his or her hand.
Related: Challenges Phase
Related: Duplicates, Mulligan, Appendix II: Card
Anatomy Supports (Melee game only)
If a player’s melee title card “supports” another title,
Stand, Standing the bearer of that title cannot initiate a challenge
A card that is in an upright state so that its against the bearer of the title he or she supports.
controller can read its text from left to right is
considered standing. Related: Title cards

xxThe default state in which cards enter play Switch


is standing. Some abilities use the word “switch.” In order to
resolve such an ability, switched items must exist on
xxA standing card is knelt by rotating it 90 degrees to each side of the switch.
the side.
Target
Related: Enters Play, Kneel, Kneeling
The term “choose” indicates that a target must be
Standing Phase chosen in order for an ability to resolve. The player
See Appendix I, “6. Standing phase” on page 29. resolving the effect must choose a game element
(usually a card) that meets the targeting requirements
Stealth of the ability.
Stealth is a keyword ability. When a player initiates
xxThe controller of a targeting ability chooses all
a challenge, for each character with stealth he or she
targets for the effect unless otherwise specified by
declares as an attacker, that player may choose one
the card.
character without stealth controlled by the defending
player. Each chosen character is considered bypassed xxIf an ability requires the choosing of a target (or
by stealth, and is not eligible to be declared as a targets), and there is no valid target (or not enough
defender for that challenge. valid targets), then the ability cannot be initiated.
Related: Challenges Phase, Keywords This initiation check is made at the same time the
ability’s play restrictions are checked.
STR
xxAt the time targets are chosen, any currently valid
The abbreviation for “strength.”
targets are eligible to be chosen. (This choice is not
restricted only to targets that were present during
the initiation check.)
xxIf multiple targets are required to be chosen by the
same player, these are chosen simultaneously.

[ Rules Reference ]
20
xxAn effect that can choose “any number” of targets The title pool is created during game setup. It contains
does not successfully resolve (and cannot change the all of the title cards not currently controlled by a player.
game state) if zero of those targets are chosen. Players select a title from the title pool each round
during the plot phase, and bear it throughout the round.
xxThe resolution of some effects (such as post-then While a player bears a title, it is in play under his or
effects, or delayed effects) requires that targets are her control.
chosen after the initiation of the effect. Such targets
need not be verified when checking play restrictions In addition to creating rival and support relationships
and determining whether or not the entire ability among the players (and to the textual or iconic abilities
may initiate. If there are no valid targets at the time described on the cards), each of the following titles
such targets would be chosen, that aspect of the also provides its bearer with a unique STR bonus for a
effect fails to resolve. specified part of the round.

xxA card is not an eligible target for an ability if the The Crown Regent contributes 2 additional STR to its
resolution of that ability's effect could not affect the bearer’s total for dominance.
target at all. (For example, a kneeling character cannot The Hand of the King contributes 1 additional STR to
be chosen as the target for an effect that reads, “choose and its bearer’s total during any 󲀉 challenge in which he or
kneel a character.”) she controls a participating character.
Related: Delayed Effects, Initiating Abilities, The Master of Ships contributes 1 additional STR to its
The word “Then” bearer’s total during any 󲀈 challenge in which he or she
controls a participating character.
Taxation Phase
See Appendix I, “7. Taxation phase” on page 29. The Master of Whispers contributes 1 additional STR
to its bearer’s total during any 󲀊 challenge in which he
Terminal or she controls a participating character.
Terminal is a keyword ability that appears on xxIf a player's title card leaves play, it must be returned
attachment cards. If the card or game element to which to the title pool.
a terminal card is attached leaves play, the attachment
does not return to its owner's hand, and is discarded For title card anatomy, see Appendix II
from play. Related: Melee Game, Plot Phase, Redirect,
Related: Attachment Cards, Keywords Rivals, Supports

The word “Then” Tokens, Running out of


If the effect text of an ability includes the word “then,” There is no limit to the number of gold, power, or
the text preceding the word “then” must be successfully influence tokens which can be in the play area at a
resolved in full (i.e. the game state changes to reflect the given time. If players run out of the provided tokens,
intent of the pre-then aspect of the effect in its entirety) other tokens, counters, or coins may be used to track the
before the remainder of the effect described after the current game state.
word “then” can be resolved.
Traits
xxIf the pre-then aspect of an effect does successfully Most cards have one or more traits listed at the top of
resolve in full, the resolution of the post-then aspect the text box and printed in bold italics.
of the effect must also attempt to resolve.
xxTraits have no inherent effect on the game. Instead,
xxIf the pre-then aspect of an effect does not some card abilities reference cards that possess
successfully resolve in full, the post-then aspect does specific traits.
not attempt to resolve.
Treasury
Title Cards, Title Pool (Melee game only) The treasury is created during game setup and contains
The title cards are used only in the melee game. Each all of the tokens and counters not currently controlled
title provides unique capabilities to its bearer, and by any player.
fosters political relationships among the players.

[ Rules Reference ]
21
xxWhen a player gains gold, that gold is taken from effect. “Cancel” interrupts are the only type that
the treasury and added to the player’s gold pool. will reference the initiation of an effect.) If the
When a player spends gold to marshal a card or pay imminent triggering condition is canceled, none
for an ability, that gold is returned to the treasury. of the subsequent steps in this sequence occur. If
the triggering condition is changed, the original
xxWhen a card with any tokens or counters on it triggering condition is no longer imminent, but
leaves play, those tokens or counters are returned the newly established triggering condition is now
to the treasury. imminent (usually, this will mean that a card that
Related: Setup, Gold, Influence Tokens, Power was about to leave play is now about to be saved).

Triggered Abilities 3. Forced interrupts to the imminent triggering


A triggered ability is any ability with a boldface condition must resolve, in the order determined by
precursor followed by a colon and the rest of the the first player.
ability. This incudes actions, phase specific actions, 4. The interrupt window to the imminent triggering
interrupts, reactions, forced interrupts or reactions, condition opens, and closes after all players
and when revealed abilities. consecutively pass.
Related: Abilities, Triggering Condition 5. The triggering condition itself occurs.
Triggering Condition 6. Forced reactions to the triggering condition must
A triggering condition is a specific occurrence resolve, in the order determined by the first player.
that takes place in the game. On card abilities, the
triggering condition is the element of the ability that 7. The reaction window to the triggering condition
references such an occurrence, indicating the timing opens, and closes after all players consecutively pass.
point at which the ability may be used. The description Related: Cancel, Initiating Abilities, Interrupts,
of an ability's triggering condition often follows the Reactions, Would
word “when” (for interrupt abilities) or the word “after”
(for reaction abilities). Unique Cards
If a single occurrence creates multiple triggering A card with the 󲀋 symbol before its card title is a
conditions (such as two characters being killed “unique” card. Each player may only have a maximum
simultaneously by a claim 2 military challenge), those of one instance of each unique card, by title, in play.
triggering conditions are handled in shared interrupt/ xxA player may marshal (or put into play by a card
reaction windows, in which abilities that refer to any ability) additional copies of each unique card he or
of the triggering conditions created by that occurrence she owns and controls, placed as a duplicate on that
may be used. card, for no cost.
The following is a sequence of possible interrupt xxA player cannot take control of a unique card if he
and reaction opportunities that exists around each or she already controls or owns an in-play copy of
triggering condition that may arise in a game: that card.
1. The triggering condition becomes imminent. (In
xxA player cannot bring into play or take control of
other words, if it is not canceled, changed, or
a unique card if a copy of that card is in his or her
otherwise pre-empted by interrupt abilities, the
dead pile.
triggering condition is the next thing that will
occur in the game.) Related: Dead Pile, Duplicates, Ownership and Control
2. Interrupt abilities referencing when the imminent Unopposed, Unopposed Challenge
triggering condition “would” occur may be used. A challenge is “unopposed” if the defending
(Note that for effects, a “cancel” interrupt may player counts 0 STR when the challenge winner is
prevent the effect from initiating, and that the determined. This can occur if the defending player
initiation of an effect is a separate triggering controls no participating characters, or if there are
condition, that comes before the resolution of the defending characters but the total defending STR is 0.

[ Rules Reference ]
22
xxWhen a player wins an unopposed challenge as remaining player wins the game. (If all remaining
the attacker, that player gains 1 power for his or players would be eliminated simultaneously, the first
her faction card. This occurs during framework player determines the order in which those players
step 4.2.3 (see Appendix I), and is known as an are eliminated.)
unopposed bonus.
Would
Used Pile The word “would” is used to define the triggering
See “Plot Card” on page 15. condition of some interrupt abilities, and establishes a
higher priority for those abilities than interrupts to the
When Revealed same triggering condition that lack the word “would.”
A When Revealed ability contains the boldface “When
Revealed:” precursor. Such an ability must resolve All “would be X” interrupts are eligibly to be used
whenever a plot card bearing it is revealed. before any “is X” interrupts. This means that an
interrupt with the word “would” (such as “when a
See timing step “1.3 Reveal plots” on page 26. character would be killed”) has timing priority over
an interrupt without the word “would” to the same
Winning a Challenge
occurrence (such as “when a character is killed”).
Each challenge is won by the player who counts the
highest total STR for his or her side when the challenge xxIf an interrupt to a triggering condition that would
result is determined. occur changes the nature of that which is about
to occur (such as saving a character that would be
xxA player's total STR is the sum of the STR of each
killed), no further interrupts to the original trigger
participating character on his or her side of the
may be used, as the resolution of that trigger is no
challenge, along with any other modifiers that are
longer imminent.
affecting the amount of STR that player counts for
that challenge. Related: Cancel, Interrupts, Replacement Effects, Save
xxA player must count at least 1 total STR and there The letter “X”
must be at least 1 participating character on his or Unless specified by a card ability or granted player
her side in order to win a challenge. choice, the letter X is always equal to 0. For costs
xxIf the total STR counted on each side is tied at a involving the letter X, the value of X is defined by card
value of 1 or greater (and the attacker controls at ability or player choice, after which the amount paid may
least 1 participating character), the attacker wins be modified by effects without altering the value of X.
the challenge.
Component List
xxIf neither player can meet the requirements of
winning a challenge, neither player wins (or loses) For reference, the game components included in the
that challenge. core set are:
xx28 Plot cards xx31 Neutral cards
Related: Challenges Phase, Claim, Unopposed
xx20 Stark cards xx1 Fealty Agenda card
Winning the Game xx20 Lannister cards xx8 Faction/Agenda cards
The first player to have 15 (or more) power on cards
xx20 Baratheon cards xx6 Melee title cards
he or she controls wins the game. The game ends
immediately if a player meets the victory condition of xx20 Greyjoy cards xx30 Gold tokens
having 15 (or more) power. xx20 Targaryen cards xx30 Power counters
xxIf multiple players would reach this victory condition xx20 Martell cards xx10 Influence tokens
simultaneously, the first player determines which of xx20 Tyrell cards xx1 First Player token
those players wins the game. xx20 Night’s Watch cards
xxA player is eliminated from the game when his or
her draw deck has no cards remaining. If all of a
player’s opponents are eliminated from the game, the

[ Rules Reference ]
23
Appendix I: Timing 1. PLOT PHASE
and Gameplay 1.1 Round begins. Plot phase begins.

Numbered items presented in the darker boxes are 1.2 Choose plots.
known as framework events. Framework events are
mandatory occurrences dictated by the structure of the 1.3 Reveal plots.
game. Yellow windows are framework events that only I. Count initiative.
occur when playing the melee format of the game. Grey II. Determine first player.
windows are special framework events that indicate III. Resolve “when revealed” abilities.
the possibility of the game returning to an earlier
framework event in the chart. These repetitive sequences 1.4 Select titles (Melee format only).
can end in various ways, such as when all players have
performed the steps in the sequence, or when a player ACTION WINDOW
makes a specific decision. Each grey window explains
when and how the game either loops back or progresses 1.5 Plot phase ends.
to a later framework event.
Proceed to Draw phase
Action Windows
An Action may only be initiated during an action
2. DRAW PHASE
window. Action windows are presented in red boxes
on the chart. When an action window opens, the 2.1 Draw phase begins.
first player has the first opportunity to initiate an
action, or pass. Opportunities to initiate actions 2.2 Each player draws 2 cards.
rotate between the players in player order until all
players consecutively pass, at which point the action ACTION WINDOW
window closes. (Note that if a player passes his or
her opportunity to act, but the other opponents do 2.3 Draw phase ends.
not consecutively pass in sequence, the original player
may still take an action when the rotation of action Proceed to Marshaling phase
opportunities comes back around to the original player.)
Resolve each action completely before the next
action opportunity. 3. MARSHALING PHASE
Reactions and Interrupts 3.1 Marshaling phase begins.

An Interrupt or Reaction ability can interrupt or react 3.2 Active player collects income (first player starts as
to the resolution of a framework event if the triggering active player).
condition of the ability is met.
Each reaction or interrupt must resolve completely SPECIAL ACTION WINDOW
All players may use actions, but only the
before the next interrupt or reaction to the same active player can marshal cards into play.
triggering condition may initiate.
For example: An ability that reads, “Reaction: After 3.3 Next player becomes active player, until each player
you win a challenge…” initiates after step (4.2.2) of the has been active player.
challenge resolution framework event is complete.
3.4 Marshaling phase ends.

Proceed to Challenges phase

[ Rules Reference ]
24
4. CHALLENGES PHASE 5. DOMINANCE PHASE

5.1 Dominance phase begins.


4.1 Challenges phase begins.
5.2 Count standing STR (and unspent gold) and
ACTION WINDOW reward dominance.

4.2 Active player may initiate a challenge, if able ACTION WINDOW


(first player starts as active player). If the active player
initiates a challenge, move to challenge resolution flow
5.3 Dominance phase ends.
chart.
Proceed to Standing phase.
4.3 If the active player does not initiate further chal-
lenges, the next player in player order becomes active
player; proceed to “Action Window.” If all players have
been active player, proceed to 4.4.

4.4 Challenges phase ends. 6. STANDING PHASE


Proceed to Dominance phase.
6.1 Standing phase begins.

6.2 Stand each kneeling card.

ACTION WINDOW
CHALLENGE RESOLUTION
6.3 Standing phase ends.
4.2 Challenge is initiated.
Proceed to Taxation phase.
ACTION WINDOW

4.2.1 Defending player declares defenders.

ACTION WINDOW
7. TAXATION PHASE
4.2.2 Compare STR to determine challenge winner.
7.1 Taxation phase begins.

4.2.3 Gain challenge bonuses.


7.2 Return unspent gold to treasury.

4.2.4 Apply claim result.


7.3 Each player discards cards in hand down to his or
her reserve value.
4.2.5 Process challenge resolution keywords.
7.4 Return all titles to the title pool.
4.2.6 Challenge ends. (Melee format only.)

ACTION WINDOW

7.5 Taxation phase ends. Round ends.

Proceed to Plot phase of next game round.

[ Rules Reference ]
25
Framework Event Details II. Choose first player. The player who won initiative
in step I chooses a player to be the first player. The
This section provides a detailed explanation on how chosen player takes the first player token and keeps it
to handle each framework event step presented on the until another card or game effect (usually this step in
game’s flow chart, in the order that the framework the following round) selects a new first player.
events occur throughout the round. Note: If a player reveals a new plot card outside the
1. Plot phase standard plot phase framework step (for instance,
by resolving a card ability), steps I and II are
1.1 Plot phase begins skipped: there is no new initiative comparison or
This step formalizes the beginning of the plot phase. determination of a new first player.
As this is the first framework event of the round, it
also formalizes the beginning of a new game round. III. Initiate When Revealed abilities. Any when
revealed abilities on plot cards that have just been
The beginning of a phase is an important game revealed must now initiate. If multiple players
milestone that may be referenced in card text, either have When revealed abilities on their plot cards,
as a point at which an ability may or must resolve, or the first player determines the order in which these
as a point at which a lasting effect or constant ability abilities initiate. Resolve each when revealed ability
begins or expires. before initiating the next.
1.2 Choose plots Once these steps are complete, the players have
Each player looks at the cards remaining in his or her completed the process of revealing plots. If a player has
plot deck, and chooses one to reveal during the next no cards in his or her plot deck, that player's used pile
framework step. The chosen plot is placed facedown now returns to his or her plot deck. (The just revealed
apart from the plot deck, and not revealed to other plot is not yet in the used pile and does not return at
players during this step. this time.)
Once each player has chosen a plot and placed it TIMING NOTE: Any reaction abilities that read “After
facedown away from his or her plot deck, this step you reveal a plot card” or “After a player reveals a plot card”
is complete. may be initiated after the completion of the above step III.
1.3 Reveal plots 1.4 Select titles (melee format only)
The players simultaneously reveal each of the plot cards If the players are playing a melee game, they now
that were chosen during step 1.2 by turning those select titles for the round. In a joust game, this
cards faceup. framework step is skipped.
When a player's plot card is revealed, it is placed on First, shuffle the six titles facedown and remove one
top of his or her previously revealed plot card. All plot at random from the title pool. If three players are
cards beneath a player’s currently revealed plot card are playing, remove two at random instead. If six or more
considered that player’s “used pile.” players are playing, no titles are removed.
The act of revealing plot cards for this framework event The first player then looks at the remaining titles in
involves three steps, performed in this order: the title pool, and takes one without revealing his
I. Compare initiative. The player with the highest or her selection to the other players. The remaining
initiative value on his or her revealed plot card (which titles are passed in player order, with each player
incorporates all relevant reserve modifiers) wins selecting one title in this manner. After all players
initiative. If multiple players have the same initiative have selected, any unselected titles (including the
value, the tied player with the lowest power total wins titles that were randomly removed at the beginning
initiative. If the players’ initiative and power totals are of this step) are returned facedown to the title pool,
both tied, the tie is broken by randomly selecting one and each selected title is turned face up in front of the
of the tied players. player who selected it. Each selected title enters play
simultaneously, is considered in play under its bearer's
control, and may interact with the game state until it is
returned to the title pool.

[ Rules Reference ]
26
If more than six players are playing in a melee game, TIMING NOTE: Any player may also initiate Interrupt
any player who would be selecting a title from an empty or Reaction abilities if the appropriate triggering
title pool plays the round without a title. condition occurs.
1.5 Plot phase ends To marshal a card, a player returns an amount of gold
This step formalizes the end of the plot phase. equal to the card’s gold cost from his or her gold pool to
the treasury.
The end of a phase is an important game milestone
that may be referenced in card text, either as a point at When a player marshals a character card, the card is
which an ability may or must resolve, or as a point at placed in the front row of that player’s play area.
which a lasting effect or constant ability expires When a player marshals a location card, the card is
or begins. placed in the back row of that player’s play area.
2. Draw phase When a player marshals an attachment card, the card is
2.1 Draw phase begins attached to another card or game element in play. Some
This step formalizes the beginning of the draw phase. attachments have play restrictions or permissions that
describe the type of card or game element to which they
2.2 Draw must be attached. If an attachment does not have any
Each player must simultaneously draw 2 cards from the such restriction or permission, the default state for an
top of his or her draw deck. attachment is that it attaches to a character.
Note: A player is eliminated from the game When a player marshals a duplicate, it is placed faceup,
immediately if there are no cards remaining in his or overlapped by (i.e. partially visible beneath) the copy
her deck. If all remaining players are eliminated while of the card that was already in play. There is no cost to
fulfilling this step, the first player determines which of marshal a duplicate.
those players is the winner of the game.
Action opportunities continue clockwise in player order
2.3 Draw phase ends among the players until all players consecutively pass, at
This step formalizes the end of the draw phase. which point the action window closes. As such, there is
no upper limit on the number of opportunities an active
3. Marshaling phase player may have to marshal his or her cards.
3.1 Marshaling phase begins 3.3 Next player becomes active player
This step formalizes the beginning of the
If upon reaching this step all players have been the
marshaling phase.
active player this phase, proceed to step 3.4.
3.2 Active player collects income Otherwise, the next player (in player order) becomes the
The first player is first to be the active player in the active player. Return to step 3.2.
marshaling phase.
3.4 Marshaling phase ends
The active player collects income equal to the gold value
on his or her revealed plot card (which incorporates all This step formalizes the end of the marshaling phase.
relevant gold modifiers), and gains that much gold from 4. Challenges phase
the treasury, adding it to his or her gold pool.
4.1 Challenges phase begins
Marshaling phase player action window This step formalizes the beginning of the
The first player always has the first opportunity to act challenges phase.
during this action window.
4.2 Active player may initiate a challenge
In addition to being permitted to initiate “Action” and The first player is the first to be the active player in the
“Marshaling Action” abilities (like all players), the challenges phase.
active player is also permitted (when it is his or her
turn to act) to, as a player action, marshal a character, The game permits the active player to initiate one 󲀈,
location, attachment, or duplicate. Action opportunities one 󲀊, and one 󲀉 challenge (in any order) while he or
in this window continue in player order until each she is the active player during the challenges phase.
player has consecutively passed.
[ Rules Reference ]
27
If the active player passes this opportunity to initiate have a total STR of 1 or higher, and/or if there are no
a challenge, or cannot initiate a challenge, proceed to participating characters on this player’s side when this
step 4.3. step (i.e., the STR comparison) occurs, neither player
wins (or loses) the challenge.
To initiate a challenge, the active player does the
following. The game treats these criteria as being If the attacking player is the winner, and the total
performed atomically (all at once), and they must all be STR on the defending side of the challenge was 0, the
completed together in order to initiate a challenge. challenge is considered “unopposed.”
xxAnnounces the type of challenge (󲀈, 󲀊, or 󲀉) TIMING NOTE: Reactions to winning and/or losing the
being initiated. challenge may be initiated after the completion of this step.
xxAnnounces the opponent against whom the 4.2.3 Gain challenge bonuses
challenge is being initiated. If the challenge was unopposed in the previous step,
the attacking player gains 1 power for his or her
xxAnnounces which characters (under his or her faction card for winning an unopposed challenge. This
control) are being declared as attackers, and kneels
is known as an unopposed bonus.
them simultaneously. In order to be eligible as an
attacker, a character must have a challenge icon In a melee game, if the challenge was won against an
that corresponds with the type of challenge being opponent bearing a title which is denoted as a Rival
initiated, and the character must be standing. At on the winning player’s title (and the challenge winner
least one character must be declared as an attacker has not already claimed power for defeating that Rival
to initiate a challenge. Any character with the this round), the challenge winner gains 1 power for his
stealth keyword that has been declared as an or her faction. This is known as a rivals bonus.
attacker also chooses its stealth targets at this time All challenge bonuses a player receives for this step are
if its controller desires to use the stealth keyword. gained simultaneously.
TIMING NOTE: Once a challenge is initiated, reactions 4.2.4 Apply claim result.
to any of the above announcements may be initiated. If the attacking player is the challenge winner, the
TIMING NOTE: Once a challenge is initiated, it is claim result of the challenge is now applied. The claim
considered to be resolving until the challenge ends in result for each challenge type resolves as follows, using
step 4.2.6. the claim value on the attacking player's revealed plot
card (and incorporating all relevant claim modifiers):
4.2.1 Defending player declares defenders
The defending player has the option to declare eligible 󲀈 Military: The defending player must choose
characters he or she controls as defenders, and kneels a number of different characters under his or her
them simultaneously. In order to be eligible as a control equal to the claim value, and kill those
defender, a character must have a challenge icon characters. (The chosen characters do not have to
that corresponds with the type of challenge that be characters that participated in the challenge.)
is currently underway, and the character must be 󲀊 Intrigue: The defending player must discard, at
standing. A character that was chosen as a stealth random, a number of cards from his or her hand
target in step 4.2 is not eligible to be declared as a equal to the claim value.
defender.
󲀉 Power: The defending player removes a number
4.2.2 Compare STR to determine challenge winner of power counters from his or her faction card
Compare the combined STR of all attacking equal to the claim value, and moves them to the
characters (plus any active modifiers) to the combined attacking player’s faction card.
STR of all defending characters (plus any active
If the defending player wins the challenge, no claim
modifiers) to determine the challenge winner.
result occurs.
The player whose side has the higher total STR wins
the challenge (or in the case of a tie, the challenge is
won by the attacking player). If this player does not

[ Rules Reference ]
28
4.2.5 Process challenge resolution keywords 6. Standing phase
Challenge resolution keywords (e.g. insight, intimidate, 6.1 Standing phase begins
pillage, and renown) take effect at this time. The This step formalizes the beginning of the standing phase.
first player determines the order, by keyword type, in
which these keywords are processed. The first player 6.2 Stand cards
chooses one keyword type (for instance, renown), and Simultaneously stand each kneeling card in play.
then all relevant instances of that keyword resolve
6.3 Standing phase ends
simultaneously. The first player then chooses the next
keyword type to resolve, and so on, until all keyword This step formalizes the end of the standing phase.
types that need to resolve upon the resolution of the 7. Taxation phase
challenge have been processed.
7.1 Taxation phase begins
4.2.6 Challenge ends This step formalizes the beginning of the taxation phase.
This step formalizes the end of the challenge. All
7.2 Return unspent gold
characters that were participating in the challenge are
no longer participating. Proceed to the action window Each player simultaneously returns all unspent gold in
between framework steps 4.1 and 4.2. his or her gold pool to the treasury.

4.3 Next player becomes active player 7.3 Check reserve


If the active player does not declare a challenge, or Each player, in player order, checks his or her reserve.
cannot initiate any more challenges, the next player in Any player with more cards in hand than the
player order becomes the active player. Proceed to the reserve value on his or her revealed plot card (which
player action window between framework steps 4.1 incorporates all relevant reserve modifiers) chooses and
and 4.2. discards cards from his or her hand until that player’s
If all players have been the active player this phase, hand size and reserve value are equal.
proceed to 4.4. A player is not permitted to discard cards from his
or her hand at this time while at or below his or her
4.4 Challenges phase ends
reserve value.
This step formalizes the end of the challenges phase.
7.4 Return melee title cards (melee format only)
5. Dominance phase Each player returns his or her title to the title pool. All
5.1 Dominance phase begins titles leave play simultaneously. (In a joust game, this
This step formalizes the beginning of the step is skipped.)
dominance phase.
7.5 Taxation phase ends
5.2 Determine dominance This step formalizes the end of the taxation phase.
Each player simultaneously counts the total combined
As the taxation phase is the final phase in the round,
STR of all of his or her standing characters, and adds
this step also formalizes the end of the round. Any
1 to this total for each gold token in his or her gold
active “until the end of the round” lasting effects expire
pool. The player with the highest total wins dominance
at this time.
for the round, and gains 1 power for his or her faction.
(Note: a player may win dominance with no After this step is complete, play proceeds to the
standing characters.) beginning of the plot phase of the next game round.
If there is a tie for the highest total, no player
wins dominance.
5.3 Dominance phase ends
This step formalizes the end of the dominance phase.

[ Rules Reference ]
29
Appendix II: Card Anatomy
This section presents a detailed anatomy of each cardtype. Definitions of each element can be found in the glossary.

Banner of the Rose


Card Anatomy Key House Lannister

Agenda

Banner.
You may include non-loyal 󲀃󲀃 cards in your deck.
You must include at least 12 󲀃󲀃 cards in
your deck.
Renly swept a hand across the campfires that burned from horizon
to horizon. "Well, there is my claim, as good as Robert's ever was."

Illus. David Griffith ©George R.R. Martin © 2015Illus.


FFG David Griffith
200A ©George R.R. Martin © 2015 FFG 205B

Factions & 10
Agendas
6
11

Master of Coin

Title

Supported by Master of Laws

Supports: Master of Ships


Rivals: Hand of the King,
Master of Whispers
Within three years of his coming to court, he was
master of coin and a member of the small council,
and today the crown’s revenues were ten times what
they had been under his beleaguered predecessor…
though the crown’s debts had grown vast as well.

+2
Illus. Chris Pritchard ©George R.R. Martin © 2015 FFG 209

Titles

[ Rules Reference ]
30
7
Character
5 1
Event
Treachery

8
6
6

6 󲀋󲀋 Tywin Lannister
7
Lord.
Renown. Play only if you control a unique
Tywin Lannister gets +1 STR for each gold in 󲀅󲀅 character.
your gold pool. Interrupt: When the effects of
a triggered character, location, or
+2 9 attachment ability initiate, cancel
those effects.

Illus. Tommy Arnold ©George R.R. Martin ©FFG 90 Illus. Gabrielle Portal ©George R.R. Martin ©FFG 102

Characters Events

1 4 7 1 Wildfire Assault
6
Scheme. War.
When Revealed: Each player chooses up to 3 characters he or she
controls. Kill each character not chosen (cannot be saved).

3 6 4
Illus. Tomasz Jedruszek ©George R.R. Martin ©FFG X 26
##

Plots

2 1
Location Attachment
Rock
󲀋󲀋 Casterly

10
Valyrian Steel. Weapon.
Stronghold. The Westerlands. Ambush (1).

11
You may initiate an additional 󲀊󲀊 challenge Attached character gets +2 STR.
during the challenges phase. If attached character is Joffrey Baratheon,
“They say there is naught but stone he gains a 󲀈󲀈 icon.
at the heart of Casterly Rock.”
–Catelyn Stark

6 󲀋󲀋 Widow’s Wail
Illus. Sergey Glushakov ©George R.R. Martin ©FFG 97
12 Illus. Joshua Cairós ©George R.R. Martin ©FFG 96

Locations Attachments
[ Rules Reference ]
31
Index
A F M S
action...............................24 faction cards................8, 30 marshal................10, 13, 27 sacrifice...........................18
active player.......................3 first player....................8, 26 marshaling phase............27 save..................................18
agenda cards................3, 30 forced.................................8 melee game......................13 search..............................19
ambush..............................3 for your faction..................8 military challenge.....13, 28 setup................................19
attachment cards...............3 framework effects and mulligan.......................... 14 simultaneous...................16
attacker........................3, 28 framework events........9, 24 standing phase................29
N stealth..............................20
B G no attachments................ 14 strength (STR)................20
blank..................................4 gold..............................9, 27 supports...........................20
golden rules.......................2 O
C out of play..........................9 T
cancel.................................4 I ownership........................ 14 taxation phase.................29
cannot................................4 income.........................9, 27 terminal...........................21
challenge...........................4 influence tokens..............10 P
participating character....15 title cards.............21, 26, 29
challenges phase..............27 initiate a challenge..........27 traits................................21
character cards............4, 31 initiative....................10, 26 pillage..............................15
play a card.......................10 treasury...........................21
claim, claim value.............4 in play..............................10 triggered abilities............22
component list.................23 insight.............................10 player order.....................15
control............................. 14 interrupt....................10, 24 plot card.................... 15, 31 U
cost....................................5 intimidate........................11 plot phase........................26 unique cards....................22
intrigue challenge.....11, 28 power...............................16 unopposed challenge.......22
D power challenge........16, 28
dead pile............................5 J put into play....................16 W
deck...................................5 joust game.......................11 when revealed............23, 26
deckbuilding.....................5 R winning the game...........23
defender.......................6, 28 K reaction...................... 17, 24 would...............................23
discard pile........................6 keyword...........................11 redirect............................ 17
dominance phase.............29 kneel................................11 renown............................18
draw phase......................27 reserve value..............18, 29
L reveal...............................18
duplicates...........................7 limited.............................12 rivals................................18
E location cards............12, 31
effects................................7
event cards.........................7

Playtesting Credits
For the second edition of A Game of Thrones: The Card Game, we marshaled Schingen, Jesse Sutherland, Jessica Hamburger, Jim Thomas, Jimi Lawson, Joe Oberbeck,
a huge amount of playtesting strength. Our testers are our watchers on the Joey Huskinson, John Bruno, John Kraus, John R. Barber, John Salas, Jon Lenz, Jonas
Wall, and they have our undying thanks: Henriksson, Jonathan Andrews, Josephine Fowler, Josh Forbes, Jukka Raninen, Julien
Menuet Justen Reddick, Justin Tholl, Kai Tai Chan, Kaleb Phillips, Keith Wigner,
A. Grenier, A.P. Hynes, Aaron Broderick, Aaron Glazer, Aaron Settles, Adam “Bomb” Ken Keller, Kevin McClure, Kyle Szklenski, Lauren Fitch, Liisa Ronkainen, Luca
Cerbone, Adam DeWulf, Adam Zuback, Allen Haas, Alex Esposito, Alex Filewood, Manfredini, Lukas Litzsinger, Luke Whitehurst, M-A. Marcotte, M-L. Lemay, Marin
Alex Kern, Álvaro Rodríguez, Amy Mangrich, Andrea Gualdoni, Andreas Aldrin, Christensen, Mark Downing-Heese, Mark Larson, Mark Moore, Mark Yocius, Martin
Anette Hall, Antti “WWDrakey” Korventausta, Ben Comstock, Ben DeWitt, Ben Tully, Carlsson, Martin Henmark, Massimo Lizzori, Mat Armstrong, Matt Jenkins, Matt
Ben Wesolowski, Björn Jorner, Brad “ELSM” Andres, Brad Zimmerman, Brandon Mareck, Matt Newman, Matt Phillips, Matthew Gehman, Matthew Ley, Matthew
Zimmer, Bret Kelso, Brian Aurelio, Brian Brimmer, Brian Cloonan, Brian Fred , Rogers, Matthew Vercant, Max Meier, Michael Clarke, Michael K. Spaulding, Michael
Brian Gerken, Britt Fitch, Brooks Mitchell, Buz Hannon, Caleb “Bulldog” Grace, Norman, Michael Sibilia, Michael Wallace, Miguel Tarín, Mike Hantsch, Morgan
Cameron Davisson, Charles Haring, Chris ‘Leo’ Garder, Chris Gerber, Chris Kizer, Stana, Myron Mychal, Nate Torok, Nathan Tarantelli, Nathaniel Dean, Neil Kimball,
Chris Schoenthal, Chris Thompson, Christopher Lavin, Colby Cram, Cory Glenn, Curt Nicolò Merusi, Patrick Brennan, Patrick Haynes, Peter Wilson, Pontus Strimling,
Shumaker, D. Tremblay, Dakota Zimmer, Damon Stone, Dan “Kid” Seefeldt, Dan R.E. Hynes, Rachel Houk, Rheece Kennedy, Rich Meade, Richard Skelton, Rob Hayes,
Strouhal, Daniel Ach, Daniel Creed, Darlene Plis, Darryl Loyd, Dennis Harrison, Robert Kopp, Ronnie Rivas Jr., Rowan Gavin, Roy Rogers, Ryan Jones, Ryan Lenard,
Derrick Billings, Diego Iotti, Doug Knollenberg, Doug Pearson, Eddie Westdal, Elwe, Ryan Ritter, Sam Braatz, Samuel Bailey, Scott Awesome, Sean Becker, Sean Clemons,
Eric Lawell, Eric S. Wood, Erick Butzlaff, Erik Dahlman, Evan Craig, Evan Johnson, Sean Emberly, Sean Pacer String fellow, Shayne Lindeman, Stefan Hoard, Stephan
Evn Tomeny, Federico Pasolini, G. Rousseau, Greg Atkinson, Gregory Sztain, Guy Pennington, Stephen McNamara, Steven Cantrell, Steven Francisco, Stuart Wilson,
Hancock, Hannah Kane, Harold Jean, Hodor!, Iiro “Ire” Jalonen, Ingrid Henmark, Tabitha Hastie, Tagore Nakornchai, Talieson Solmon, Tasslehoff, Tiny Grimes, Tommy
Jaclyn Wilson, Jacob Kern, Jakob Hultman, James Plank, James Randall Barnes, James Plis, Tony Reische, Travis Pinter, Travis White, Tyler Hockman, Tyson Villa, Vince
Speck, James Waumsley, Jamie Bamfield, Jason Aubry, Jason Cerbone, Jeff Molander, Acceturro, Will “Kennon” Lentz, and Zach Nichols. Very special thanks to each of our
Jere Tuovinen, Jeremy Hogan, Jeremy Zwirn, Jesse James Slater, Jesse Mariona, Jesse beta testers!

32 [ Rules Reference ]

Vous aimerez peut-être aussi