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Introduction
Component Overview
Welcome to A Game of Thrones, a card game of
conquest, battle, intrigue, and betrayal based on
George R.R. Martin’s bestselling A Song of Ice
and Fire fantasy novel series. This Core Game
provides a fresh start to the A Game of Thrones
(AGoT) card game for new players and experienced players alike.
Cards
For an in-depth video tutorial that explains how
to play A Game of Thrones: The Card Game, visit
http://www.agameofthrones.com/howtoplay.
The AGoT Core Game features 220 cards divided
into four unique decks that are playable right out
of the box: one of House Stark, one of House
Lannister, one of House Baratheon, and one
of House Targaryen. House cards for the other
Great Houses (Greyjoy and Martell) are included
as well as six reference cards for the titles.
Each player represents one of the six Great
Houses of Westeros vying for control of the Iron
Throne and power over the people of the Seven
Kingdoms.
Power is gained by winning challenges against
an opponent’s House. There are three types of
challenges: military (@), intrigue (#), and
power ($).
The first player to gain 15 power wins the game.
The Living Card Game
The A Game of Thrones card game is a four player experience that can be played using only the
contents of this Core Game. In addition, A Game
of Thrones is also a Living Card Game (LCG),
and your enjoyment and experience of the game
can be customized and enhanced through the
addition of regularly released 40-card expansions, called Chapter Packs. Each Chapter Pack
provides you with new options and strategies for
each of the decks in this set, as well as cards you
can use to build original decks of your very own.
Components
Your copy of the A Game of Thrones Core Game
should include the following components.
• This Rulebook
• 220 Cards, divided into 4 decks (Stark, Lannister, Baratheon, Targaryen)
• 1 Game Board
• 60 Power Counters
• 44 Gold Dragon Tokens
• 6 Title Figures
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Game Board
The game board features three areas: the Throne
Room, the Treasury, and the Small Council
Chamber. During the game, power counters
are taken from the Throne Room, Gold Dragon
counters are taken from the Treasury, and Multiplayer Title figures are selected from the Small
Council Chamber.
Power Counters
Players place power counters on their House cards,
characters, and locations
when they claim power
during the course of the
game. Generally, the first
player to collect 15 power
counters wins the game.
Gold Dragon Tokens
Gold Dragon tokens are used to keep track of
each player’s gold throughout the course of the
game. Gold is used to play cards, to pay for effects, and to fuel some card abilities.
The Six Great Houses
In the AGoT card game, each player takes on the
role of one of six Great Houses depicted in the
A Song of Ice and Fire series.
House Baratheon
House Lannister
House Stark
House Targaryen
House Greyjoy
Title Figures
Each of these figures represents a title (or role)
in the world of Westeros that players utilize for
a part of the game. A title is selected from the
Small Council Chamber and placed on or near a
player’s House card to signify that that player has
chosen that title.
House Martell
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Characters
Attachments
When in play, characters participate in challenges against other players by either attacking
or defending. Character cards are easily distinguishable since they are the only cards with
Strength (STR).
Attachments are played underneath other cards
(either yours or an opponent’s) already in play
and modify them with their rules text. Most attachments are played on characters, but some are
played on other types of cards. Attachments are
discarded from play if the card they are attached
to leaves play for any reason (such as being
killed, discarded, or returned to your hand or
deck). Attachment cards are distinguished by a
chainmail pattern around the title.
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Locations
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When in play, locations provide you with benefits to your House as indicated in their rules
text. Some locations will provide you with extra
gold income (denoted by a large gold coin), some
reduce the cost of playing cards, others may give
you special triggered abilities, etc. Locations
usually form the backbone of your playing area,
and do not participate in challenges. Locations
have a “map” or “parchment” pattern surrounding the title.
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Events
Event cards are played from your hand for their
text effect. After an event card effect has been resolved, it is immediately placed into your discard
pile. Though many events’ text abilities refer to
a specific House, events are always considered
neutral. Event cards are distinguished by a bird
pattern to the left of their rules text.
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Plot Cards
Agendas
These cards are kept in a separate deck (your plot
deck) and represent your short-term strategies. At
the beginning of each round each player selects
a single plot card from his or her plot deck to use
for the round.
These cards are permanent modifiers to your
House card, giving you access to new specialized
powers and appropriate limitations.
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Before you start the game, you may choose a
single agenda and place it beside your House
card to gain its benefits (and drawbacks) for the
entire game. Agendas cannot be removed from
the game by any card effects and are not considered to be in play.
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Title Reference Cards
These cards can be used as a quick reference to
the capabilities of the six titles in the game. They
are easily distinguishable from your other cards
since they have a red back instead of the standard
(dark blue) AGoT card back.
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Special Icons in Rules Text
Income Bonuses and Penalties
Some cards (mostly locations) have a large gold
coin marked with a value of +X or -X in their
rules text. These cards modify the income value
on your revealed plot card, even when kneeling.
+1
Initiative Bonuses
Some cards have large copper diamonds with a
+X value in their rules text. These cards raise the
initiative value on your revealed plot, even when
kneeling. Your total initiative is the sum of your
revealed plot card’s initiative value and all initiative bonuses provided by cards you control.
+1
Influence
Influence is a special resource provided by many
locations and characters. The amount of influence provided by a card is denoted as a number
in a scroll icon, which is found inside the text
box of some cards. For example, a character that
provides 2 influence would have the number 2
inside its scroll.
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When an event or triggered ability requires you
to kneel a certain amount of influence, you must
kneel characters or locations that provide at least
that much total influence. Any remaining influence you kneel is lost. This means you cannot
save influence that was “overpaid” after kneeling
an influence-providing card to pay for an effect.
Example: The character card Arya Stark states:
“Any Phase: Kneel 1 influence to choose a character with stealth or renown. Until the end of the
phase, that character loses those keywords, and
Arya Stark gains any keyword that was lost in
this way.” In order to use this effect, you must
first kneel characters or locations that provide at
least 1 point of influence. If you kneel a card that
provides 2 influence, that will pay this cost, but
the “overpaid” influence is lost.
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For Your First Game
The first time you play the AGoT Core Game,
you will need to find three opponents. Each
player must choose to use either the Stark deck,
the Lannister deck, the Baratheon deck, or the
Targaryen deck. All the cards in the Stark deck
have an “S” before their collector number, all
the cards in the Lannister deck have an “L”
before their collector number, all the cards in the
Baratheon deck have a “B” before their collector
number, and all the cards in the Targaryen deck
have a “T” before their collector number.
After you have found your opponents, follow the
instructions below:
1) Give one of the four decks to each player. You
should keep these decks separated once they are
unwrapped.
2) Find your House card. You will be playing that
House.
3) Separate the seven plot cards from your House
deck. These will form your plot deck for your
first game.
4) Remove any other House cards, and the Multiplayer Title cards from your deck. The other
House cards (House Greyjoy and House Martell)
will not be used for this game. The Multiplayer
Title cards can be used as a quick reference to
the effects and abilities of the Titles, but are not a
part of your deck.
After this short sorting process, you should now
have a House deck (filled with event, character,
location, and attachment cards) and a plot deck
(of exactly seven plot cards). You are now ready
to begin!
Game Setup
Before you begin each game of AGoT, follow
these quick steps in order:
1. Arrange game board
Place the game board centrally in the play area
so it can be easily reached by all players. Place
at least 15 power counters per player in the
Throne Room. These represent power that can
be claimed by characters and House cards during
the game. Then, place at least 10 Gold Dragon tokens per player in the Treasury. These represent
the gold that each player receives in the marshalling phase and uses to play cards from hand, to
fuel card abilities, and to pay for card effects. If
the Throne Room runs out of power counters or
if the Treasury runs out of Gold Dragon tokens
during the game, simply add more. Finally, place
the Multiplayer Title figures in their corresponding areas in the Small Council Chamber. The
figures represent the titles that each player will
choose each round.
2. Separate your House deck and plot deck
Characters, locations, attachments, and events
go into your House deck. Your plot deck must
consist of exactly 7 different plot cards.
3. Declare your House and agenda
Randomly determine which player will be the
first player. This player now announces which
House card and agenda (if any) he or she will
use for this game. Then all opponents, in clockwise order, do the same. Note that more than one
player may play the same House and agenda.
4. Shuffle your House deck
As you would with a deck of playing cards,
shuffle the cards in your House deck until they
are sufficiently randomized.
5. Draw your setup hand
Draw 7 cards from your House deck into your
hand.
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Game Setup
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6. Place setup cards
Key (Game Set Up)
The first player places his setup cards first, followed by other players in clockwise order. When
placing your setup cards, you may place up to 5
gold worth of characters and/or location cards
from your hand facedown in front of you. You
may not place attachments during this step unless they include the “Setup” keyword in their
game text; your setup must also include valid
targets for such attachments. You may only place
one card with the “Limited” keyword during this
step and you may not place duplicates of unique
cards (see page 15). Cards affiliated with a different House (than the House you are playing)
cost 2 additional gold to play (this is called a
gold penalty, see page 11). After all players have
placed their setup cards in front of them, all the
cards are simultaneously revealed.
1. Game board
Note: Cards are considered neither “played”
nor “put into play” when revealed during setup.
Thus, any card effect that triggers after being
played from your hand or when “put into play”
will not trigger when revealed during setup.
2. Draw deck
3. Plot deck
4. House card
5. Throne Room (power pool)
6. Treasury (Gold Dragon tokens)
7. Multiplayer titles
7. Draw opening hand
All players draw cards until they have 7 cards in
their hands once more.
The game is now ready to begin.
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Suggested Play Area
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Key (Suggested Play Area)
1. Your revealed plot card
2. Your plot deck
3. Your characters in play
4. Your locations
5. Your House card
6. Your House deck
7. Your discard pile
8. Your dead pile
9. Your claimed power
10. Your gold pool
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Round Sequence
The game takes place over several rounds, each
divided into seven phases. Most phases are
played simultaneously by all players, with the
exception of the marshalling and the challenges
phases. During these two phases, players act
separately, with the first player acting first, and
play proceeding clockwise around the table.
The seven phases are, in order:
1. Plot
2. Draw
3. Marshalling
4. Challenges
5. Dominance
6. Standing
7. Taxation
card, place it on top of your previously revealed
plot card. (All plot cards under your currently
revealed plot card are considered your “used”
plots.) If this was the last card in your plot deck,
return all your previously played plots (except
the one just revealed) to your plot deck after your
revealed plot has taken effect.
After the plot cards are revealed, first determine
who wins the initiative. The player with the
highest total initiative (the sum of his plot card’s
initiative and any initiative bonuses on cards he
or she controls) wins initiative. In case of a tie,
the tied player with the least amount of claimed
power in total (between his House and his characters) wins initiative. If both players are still
tied, then the winner of initiative must be determined randomly.
The player who wins initiative chooses who
will act first during all subsequent phases of the
round. The chosen player becomes the new first
player.
Play always starts with the first player, and proceeds clockwise. And finally, when multiple passive effects occur simultaneously, the first player
determines the order in which these effects are
resolved.
Step 2: Select Titles
Phase 1: Plot
The plot phase is played in two steps:
1. Choose and reveal plot cards
2. Select Titles
Plot Phase, Step 1: Choose and Reveal Plot Cards
Each player simultaneously chooses and reveals
one plot card from his plot deck. Plot cards are
kept in three states: in the plot deck, revealed,
and used. When you reveal a plot card during
the plot phase, it moves from your plot deck to
a revealed state. When you reveal a new plot
The first player selects one of the titles, from
the Small Council Chamber, to use for the rest
of that round, and places that title’s corresponding figure on or near his House card. Proceeding clockwise from the first player, each player
chooses one of the remaining titles to use for that
round. Any titles not chosen are not used that
round.
Titles give each player a unique advantage and
simultaneously create relationships among the
players. They are not considered to be in play,
and their effects cannot be canceled. Their
particular effects are detailed on the following
pages.
The terms and symbols associated with the titles,
along with a complete explanation of theire
effects on the game, are discussed in detail on
pages 16-18 of this rulebook.
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Phase 2: Draw
Players draw 2 cards from their House deck, and
add them to their hand. If you have no cards remaining in your House deck, you may not draw.
Phase 3: Marshalling
The player currently taking his turn and marshalling cards is referred to as the active player. The
first player completes all his marshalling, then
it is the next player’s turn, etc. Only 1 player
can marshal cards (i.e., play cards from his hand
to the play area by paying the printed gold cost
on the card) at a time, but other players can still
take “Marshalling:” or “Any Phase:” actions as
usual.
On your turn in the marshalling phase, you
must first determine your income by adding the
income on your revealed plot card to any income
bonuses provided by cards in play that you control. Then, take that number of gold tokens from
the Treasury, and place them near your House
card. This is your gold pool.
Income is determined at the beginning of your
turn, before any new cards are played. So if you
play any cards that provide income bonuses when
you count income, you will not add this bonus to
your total until you count income during the next
round’s marshalling phase.
Complete your marshalling actions by playing
cards from your hand and paying their gold cost
from your gold pool. When you pay gold from
your gold pool, you place the appropriate number
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of gold tokens back in the Treasury. You may
keep playing cards until you either run out of
gold, run out of cards to play, or choose to stop.
You may not want to spend all of your gold in the
marshalling phase, as it can be used throughout
the round to pay for effects, or to influence the
actions of the other players in the game. However, any card that you want to play from your hand
by paying its gold cost must be played during
your turn of the marshalling phase.
You may also attach duplicates to your unique
cards, at no gold cost (see “Duplicates,” page 19).
If, during marshalling, you wish to play a character, location, or attachment that is affiliated with
a different House, the gold cost to play that card
is increased by 2. This is called the gold penalty,
and it is the price that must be paid for playing
characters that are not loyal to your House. You
pay no gold penalty when playing neutral cards.
After a player has completed his marshalling
actions, opponents, in clockwise order, may
complete their marshalling actions, one at a time.
After all players have finished marshalling, proceed to the challenges phase.
Important Note: When a card is “put into play”
by an effect, it bypasses all restrictions, including paying any gold cost or penalty.
Marshalling example: Darrell, who is playing House Stark, is the first player and begins
his marshalling phase. His revealed plot card
provides 4 income, and he controls 4 locations
that provide a combined +4 income bonus. His
income for the round is 8 gold, so he takes 8 gold
tokens from the Treasury, creating his gold pool.
He chooses to play Eddard Stark (House Stark,
cost 4), and moves 4 gold tokens from his gold
pool, back into the treasury. Then, Darrell plays
Jon Snow (neutral, cost 3), and moves 3 gold
tokens from his gold pool, back into the treasury.
Darrell still has 1 gold token to spend, but has
no cards that cost just 1 gold, so he ends his
marshalling turn. The gold remains in his gold
pool until it is spent to pay for an effect, taken by
another player’s effect, or returned to the Treasury in the taxation phase.
Kneeling and Standing
When cards enter the game, they are placed faceup on the playing surface in front of the player
who played them, in what is called the standing
position. When a card has been “used” for something (primarily by participating in a challenge),
it is rotated 90 degrees clockwise to show this.
This is known as the kneeling position. Only
cards that are standing may be used for actions
that require kneeling; you cannot, for example,
challenge with an already kneeling character.
Phase 4: Challenges
Challenges are the three types of conflicts that
can be initiated between your House and an opponent’s House. Each type of challenge follows
the same general rules, but with different potential outcomes.
The goal of a military challenge (@) is
to kill an opponent’s characters.
The goal of an intrigue challenge (#)
is to attack an opponent’s choices.
The goal of a power challenge ($) is to
take an opponent’s power counters.
After the challenge phase begins, the first player
may initiate one of each type of challenge—military, intrigue, and power—against any opponent.
Challenges are resolved one at a time, in any
order chosen by the active player. Each challenge
must completely resolve before moving on to the
next. To clarify: During a player’s challenges
phase, he may initiate one military, one intrigue,
and one power challenge, in any order.
After the first player has initiated and resolved
all of his or her challenges, the opponent seated
clockwise may then initiate his challenges, and
so on. The player currently initiating challenges
is referred to as the active player.
Resolving Challenges
Each challenge must follow these steps:
Standing. Kneeling.
1. Declare attackers
2. Declare defenders
3. Resolve
Before and between (but not during) each step,
players may play cards and use abilities that are
playable during the challenges phase.
Step 1: Declare attackers
First declare the type of challenge being initiated
(military, intrigue, or power), and which player
you are challenging. Then declare attackers by
kneeling any number of your characters that have
the corresponding challenge icon (or are enabled
to participate by some card effect). Already
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kneeling characters may not be declared as attackers. You must declare at least one attacking
character to initiate a challenge.
Step 2: Declare defenders
Darrell (House Lannister) initiates a military
challenge against Brian (House Stark), kneeling
Raff the Sweetling (STR 2) to attack.
The opponent you are challenging now has the
option to kneel any number of his or her characters that have the corresponding challenge icon
(or are enabled to participate by some card effect)
to defend against your challenge. Already kneeling characters may not be declared as defenders.
Your opponent must declare at least 1 defending
character in order to be considered defending
against a challenge.
Darrell’s revealed plot card has a claim value of
1. If Darrell wins this challenge, Brian will have
to choose and kill one of his own characters in
play. At this point, both players have the option
to take player actions, but they choose to wait
until after defenders are declared.
Step 3: Resolve
At this point, Darrell’s total STR is 2, and Brian’s
total STR is 4.
Add the total STR of the attacking characters.
This becomes the total attacking STR. Then add
the total STR of the defending characters. This
becomes the total defending STR.
The player whose side has the highest total STR
wins the challenge. Tied STR goes to the attacker, as long as the attacker has at least 1 total STR
on his side. (A challenge may not be won by an
attacker or defender whose total STR is less than
1, or who has no participating characters when
the challenge is resolved.)
If you win a challenge as the attacker, then the
following claim effect happens, depending on the
type of challenge initiated:
Military Challenge: The defending opponent
must choose and kill a number of his characters
in play equal to the claim value on the attacker’s
revealed plot card (these do not have to be characters who participated in the challenge). Killed
characters are placed in their owner’s dead pile.
Intrigue Challenge: The defending opponent
must discard, at random, a number of cards from
his hand equal to the claim value of the attacker’s
revealed plot card.
Power Challenge: The defending opponent takes
a number of power counters from his House
card equal to the claim value on the attacker’s
revealed plot card, and places them on the attacker’s House card.
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Example of a Challenge
Now they move to step 2: Declare defenders.
Brian kneels Grey Wind (STR 4) to defend.
Again, both players have the opportunity to take
player actions. Darrell now decides to play Insidious Ways, an event card with the text
“Challenges: Choose an attacking ^ character.
Until the end of the phase, that character gets
+2 STR. If you win the challenge, draw 2 cards.”
This effect raises Raff the Sweetling’s strength to
4. Not bad!
Neither Brian nor Darrell has any other cards or
effects to play, so they move to step 3: Resolve,
where the players compare the total STR on each
side of the challenge.
Darrell’s side has STR 4, and Brian’s side has
STR 4. Remember, that ties are won by the attacker, so Darrell has won this military challenge against Brian.
Darrell does not claim the bonus power for an
unopposed challenge, since Brian has a total
defending STR higher than zero.
Because he lost a military challenge as the
defender, Brian must now choose one of his
characters to be killed…and it seems that the
poor Sansa Stark is going to be the victim. Sansa
is removed from play and put into Brian’s dead
pile.
Brian may not play another copy of Sansa Stark
for the remainder of the game (as long as Sansa
is in Brian’s dead pile). If Sansa had a duplicate
attached, Brian could have chosen to discard the
duplicate to save Sansa from being killed.
Defender Wins?
Phase 5: Dominance
If you win the challenge as the defender, no
claim effect takes place. (Card effects that are
triggered by a player “winning a challenge”
or “losing a challenge” can still be triggered.)
You are simply considered to have successfully
stopped the challenge against your House.
At the beginning of the dominance phase, all
players count the total combined STR of all of
their standing characters, and add 1 to this total
for each gold token in their gold pool. The player
with the highest value wins dominance and immediately claims 1 power for his or her House.
Power is awarded for dominance before any
player has an opportunity to take actions (such as
playing an event card that stands a knelt character or steals gold from another player’s gold
pool). No player wins dominance if there is a tie
for the highest value.
“Participating Characters”
Characters that are either attacking or defending in the current challenge are considered to be
participating in that challenge.
If for any reason a character is removed from that
challenge before challenge resolution, that character is no longer considered to be a participating
character.
Unopposed Challenges
During the “Resolve” step of any challenge, if
the attacker wins the challenge, and the defender
had a total STR of 0 (or no defending characters),
then the attacker claims 1 bonus power for his
or her House from the power pool. This bonus
power is in addition to all other effects of winning a challenge.
After all players have made their challenges,
proceed to the dominance phase.
Phase 6: Standing
All players simultaneously stand their kneeling
characters, locations, and attachments.
Phase 7: Taxation
All players simultaneously move any unspent
gold tokens in their gold pool back to the treasury. After all players have completed the Taxation phase, a new round begins and play cycles
back to the plot phase.
At the end of the round, all titles are returned to
the Small Council Chamber on the game board,
and new titles are selected at the appropriate time
during the following plot phase. (Unless you are
playing in a three player game, see page 24.)
Other Uses For Gold
Besides paying the gold cost of the cards you
play from your hand during the marshalling
phase, there are some reasons to save your gold
for use throughout the round.
Some cards have effects that require you to
pay gold outside of the marshalling phase. For
example, Tyrion Lannister reads: “Response:
After you win an # challenge or a challenge in
which Tyrion Lannister participated, pay 1 gold
to draw a card.” Gold must always be paid from
your gold pool, unless you are instructed otherwise by a card effect.
Other cards may interact with your gold pool in
a more passive manner. For example, Littlefinger
reads: “Littlefinger gets +1 STR for each gold in
your gold pool.” To take advantage of this
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ability, you will need to keep some gold in your
gold pool each round, and the more you keep,
the higher Littlefinger’s strength.
Any gold that is in your gold pool when you
count standing STR for dominance will add to
your count, so no gold will ever be completely
wasted.
Finally, there are some cards that allow you to
keep some of your gold from round to round. For
example, Looking Ahead reads: “Skip the taxation phase this round.” With cards like this, you
can plan for the future, and save up your gold for
one big turn.
Power and Victory
The game is immediately over when one player
has claimed 15 or more total power between
his or her House and/or characters in play. That
player wins the game.
If two or more players reach the victory condition simultaneously, the first player chooses
which of these players wins the game.
When you are instructed to “claim X power for
your House,” take X counters from the power
pool in the Throne Room (see “Game Setup”)
and place them on your House card.
When a card effect allows a character to claim
X power, take X counters from the power pool
and place them on the character card. Power
thus claimed is put on the character instead of
the House card. This counts towards your 15
power victory total, but does not count as power
on your House. If a character leaves play for any
reason, power on that character is discarded and
lost (placed back in the power pool).
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The Multiplayer Titles
Following is a detailed explanation of the terms,
symbols, restrictions and effects that are associated with the six Multiplayer titles.
Supports
If your title supports another title, you cannot
initiate challenges against the player holding that
title. In addition, when a player you support is attacked by another player, if the defending player
declares no defenders, you may declare any number of your own eligible characters as defenders
to that challenge. If your characters defend a
challenge in support of another player, you are
considered the winner (or loser, depending on the
results) of the challenge, but the original target
of the challenge is still responsible for any claim
that would need to be resolved. (If the attacker
wins, the player for whom you have declared defenders will still have to deal with the challenge’s
claim.) Stealth, if applicable, must be declared
against characters controlled by the player who is
the original target of the attack.
Example: Jamie (with the Master of Coin title)
supports Sara (with the Master of Laws title).
This means that Jamie cannot initiate challenges
against Sara, and that he can also declare defenders for any challenge initiated against Sara
that she cannot or does not defend.
Greg declares a military challenge against Sara,
and declares stealth on her only eligible defender. Sara declares no defenders to the challenge.
Since Jamie’s Master of Coin title supports
Sara’s Master of Laws title, he now has the option of declaring any of his eligible characters as
defenders for this challenge. Not wanting Greg
to claim a free power, Jamie takes advantage of
this option and declares one of his characters
as a defender. If Jamie wins the challenge, he is
considered the winning player for the purpose
of responses, passive effects, and keywords like
renown. If Jamie loses the challenge, he is considered the losing player for the purpose of responses, passive effects, and keywords. However,
Sara would still have to satisfy the claim of the
challenge if Jamie does not win as the defender.
Four of the six titles support another title as
depicted below:
Master of Laws supports Hand of the King.
Hand of the King supports Master of Whispers.
Master of Whispers supports Master of Coin.
Master of Coin supports Master of Laws.
On the game board, a title is positioned clockwise from the title it supports. Additionally, a
title’s curved arrow points to the title it supports.
Opposes
If your title opposes another title, you are rewarded for winning a challenge against the player
holding that title. If you win a challenge against
a player who chose a title that your title opposes,
you claim 1 power for your House in addition to
any other power you might claim for winning
that challenge. You cannot claim more than one
power per round in this manner.
Example: Master of Whispers reads “Opposes:
Master of Laws, Crown Regent.” If you chose
this title and you win a challenge against the
player who chose the Master of Laws, you claim
1 power for your House. For the rest of that
round, if you win another challenge against the
player who chose the Master of Laws, or if you
win a challenge against the player who chose
the Crown Regent, you may not claim additional
power through this effect.
The titles are opposed to one another in the following manner:
Hand of the King opposes Master of Coin.
Master of Coin opposes Hand of the King.
Master of Laws opposes Master of Whispers.
Master of Whispers opposes Master of Laws and
Crown Regent.
On the game board, a title is positioned opposite
the title it supports. Additionally, a title’s dark
arrow points to the title it opposes.
Crown Regent neither supports nor
opposes anyone.
Master of Whispers opposes both
Master of Laws and Crown Regent.
A title’s curved arrow points to the
title it supports.
A title’s dark arrow points to the
title it opposes.
Lord Commander of the
Kingsguard neither supports nor
opposes anyone.
17
Title Effects
Crown Regent
If you choose this title, you
add 3 to your side’s total STR
in any $ challenge in which
you have at least one participating character.
This title also has a special
ability that allows you to
redirect one challenge each
round. After a player initiates a challenge and declares
a target and attackers, you
may use this title to make that
player choose a new target for
the attack! That player must choose a legal target.
If there are no other legal targets, the attack goes
through against the original target. Players can
never choose to attack themselves.
Hand of the King
If you choose this title, you
may use it once, at any time
throughout the round, to produce 2 influence.
Lord Commander of
the Kingsguard
If you choose this title, you add
3 to your side’s total STR in
any @ challenge in which you
have at least one participating
character.
This title also has a special
ability that allows you to
redirect against yourself one
undefended @ challenge each
round. When an opponent is
attacked by another opponent
in a @ challenge and decides
not to declare any defenders,
you can use this title to change the target of the
attack. The attacker cannot back out of the challenge, and any characters he declared as attackers against the original opponent are now
attacking you! If you win the challenge, you
move one power from the attacker’s House to
your own. Be careful, though, because if you lose
the challenge you will have to satisfy the attacker’s claim. If, for any reason, you are not a legal
target for the declared attack, you cannot use this
ability to redirect the challenge.
Master of Whispers
If you choose this title, you add
3 to your side’s total STR in
any # challenge in which you
have at least one participating
character.
Master of Laws
If you choose this title, you
draw an additional card when
you draw cards during the
draw phase. This additional
card does not count towards
your draw cap for the round.
18
Master of Coin
If you choose this title, when
you count income during the
marshalling phase, you add two
to your total income.
Other Game Concepts
Unique Cards
Some cards have a banner icon (*) next to their
title. Such cards are unique. Each player may
only have one copy of a unique card in play.
Thus, you cannot put into play or take control of
a unique card which you already own or control
(except for duplicates, see below).
You also may not play or take control of a unique
card if there is a copy of that card in your dead
pile, or if your opponent has taken control of
another copy of that unique card from you.
Duplicates
If you have a duplicate (another card of the same
name) of a unique card in your hand but you already control and own a version of that card currently in play, you may attach the duplicate from
your hand to the unique card in play, for no gold
cost, during your marshalling. Do this by simply
placing the duplicate under the version already in
play. (You control a card you have played as long
as no opponent has taken control of that card
through the use of an effect. A card you own is
one you brought to the game.)
If one of your unique cards is about to be killed,
discarded from play, or returned to your hand
or deck, as a triggered “Response:” effect (see
later), you may discard an attached duplicate to
save the unique card from being killed, discarded, or returned to your hand or deck.
Duplicates, once they have been played, are not
considered attachments. That is, although they
are attached to a character, they are not affected
by effects that specifically affect attachments.
Duplicates have no crests, text, titles, or traits.
Duplicates may only be played on unique cards
that you control and own. A card attached in this
way is thus only considered to be a “duplicate
card” while it is actually in play and attached to a
version of itself.
You may have more than one duplicate attached
to a single card.
Multiple Character Versions
Different versions of unique cards (i.e., cards
that have the same name but different stats and
effects) are considered to be the same unique
card (and thus only one version may be in play
on your side at any one time). If you are playing
with multiple versions of a unique card, and have
the option to play a different version as a duplicate, only the abilities of the first card played
(i.e., the card on top) are in effect. You cannot
switch a card with its duplicate.
Multi-house Cards
Some cards have two (or more) House shields
printed on them instead of just one. This indicates that it is a Multi-house card. Multi-house
cards are considered to be affiliated with two or
more Houses, as indicated by their shields, for all
game purposes.
19
Keywords
Some cards have keywords in their texts. They
always appear at the top of the rules text, on a
line by themselves. Keywords are explained in
detail below.
Deadly
During a challenge, if the attacking player controls the most participating characters with the
“Deadly” keyword, the defending player must
choose and kill a defending participating character after the challenge resolves.
Deathbound
Cards with the “Deathbound” keyword are
placed in the dead pile whenever they would otherwise be placed in the discard pile from play.
Limited
Event cards with the Deathbound keyword are
placed in the dead pile only after they are successfully played from their owner’s hand. If
the effects of an event with the “Deathbound”
keyword are canceled, that event is placed in its
owner’s discard pile.
Note that some cards have a “Limited Response:” action, which is not the same thing as
the Limited keyword. As noted on the cards,
each player cannot trigger more than one “Limited Response:” per round.
Immunity
Some cards have an Immunity keyword, such
as “Immune to character abilities,” “Immune to
triggered effects,” or “Immune to events.” A card
with immunity ignores the effects of card types
to which it is immune. Additionally, a card cannot be chosen as the target of any effect to which
it is immune.
You may play only one card (of any type) with
the “Limited” keyword per round.
No Attachments
A card with the text “No Attachments” may not
have any attachments on it at any time. Note that
duplicates, however, may be played on unique
cards with the text “No Attachments,” since duplicates are not considered to be attachments.
Renown
If you win a challenge (either as attacker or
defender), each of your participating characters
with the “Renown” keyword claims 1 power
after the challenge resolves.
Stealth
For each of your attacking characters with the
“Stealth” keyword, you may choose, before defenders are declared, a character without Stealth
on the defending side. That character may not
defend during this challenge.
Setup
Cards with the “Setup” keyword may be played
during step 5 of the Game Setup.
20
House Specific Keywords
Ambush (House Targaryen)
You may put a card with the “Ambush” keyword
into play from your hand as an “Any Phase:”
action, by paying its printed gold cost with
influence.
Infamy (House Lannister)
When you claim power or move power to your
House, you may place it on any card with the
“Infamy” keyword instead of placing it on your
House. Power on a card with “Infamy” does
count towards your victory total, regardless of
the card’s type.
Intimidate (House Greyjoy)
While a character with the “Intimidate” keyword
is attacking, characters with a lower STR than
that character do not count their STR for that
challenge.
Vengeful (House Martell)
After you lose a challenge as the defender, you
may stand any number of cards with the “Vengeful” keyword that you control.
Vigilant (House Baratheon)
After you win a challenge as the attacker, you
may stand any number of cards with the “Vigilant” keyword that you control.
Keywords From Prior Card Sets
If you are playing with players who have cards
from older sets, you may encounter keywords or
symbols that you would not otherwise see in the
Core Game. A complete explanation for these
older keywords and symbols can be found in the
support section of our website:
www.AGameofThrones.com
Stalwart (House Stark)
When a card with the “Stalwart” keyword is
killed or discarded from play, it is placed on the
top of its owner’s deck instead of being placed in
the dead or discard pile.
21
Expert Rules
The Draw Cap
When playing A Game of Thrones, you will
occasionally encounter situations that require a
more detailed explanation. Below you will find
the answers to many of the more complex situations that can arise during game play.
Players cannot draw, by any card effect, more
than 3 additional cards in addition to the 2 cards
drawn during the draw phase. Thus, each player
draws 2 cards during the draw phase as normal, and through card effects may draw up to a
maximum of 3 additional cards in the course of
a single round. Note that only effects that contain the word “draw” are considered under this
restriction.
Playing Cards
You are only allowed to play characters, locations, and attachments from your hand by paying
their printed gold cost during your turn of the
marshalling phase.
Event cards may be played, and card abilities
may be used, at any time during the phase stated
in their text. If a card ability states “Any Phase:”
then the ability may be used during any phase of
the game.
“In Play”
All non-plot cards in the game are considered
“in play” except for a) cards in your House deck,
b) cards in your discard and dead piles, c) your
agenda (if any), d) any card that has been “removed from the game” and e) the cards in your
hand.
Removed from Game
Some effects remove cards from the game. These
cards are completely removed from the playing
area, and have no further interaction with that
game.
High-claim Military Challenges
If, during a military challenge, the defending
player loses a challenge, and the attacking player
has a claim of 2 or higher, the defending player
must kill the required number of different characters, all at once. Thus, the defender may not
choose to kill the same character multiple times,
even if that character could be saved.
Actions and Passive Abilities
Taking an action is defined as playing a card
(including the playing of any card during the
marshalling phase, by the active player, for which
a gold payment is required) or using the ability of
a card already in play (responses do not count as
actions).
The effects of each action are completely resolved immediately after they are announced.
Once an action has completely resolved, another
action may be taken. Note that you may take
actions during any player’s turn as long as your
card allows for its effect to be executed at that
time.
The first player always has the option to take
the first action of each phase (but is not allowed
to play a character, attachment, or location card
during the marshalling phase, unless it is his
turn). After a player’s action resolves, he must
allow each opponent (in clockwise order) the opportunity to take an action or pass. A player may
not take another action until all opponents have
taken an action or passed.
A passive ability is a card effect that takes place
automatically, without action from any player.
Some passive abilities are automatically initiated
at a certain time, while others may be lasting
effects (see later). Actions and passive abilities
are not interchangeable: If a card has a passive
22
ability, resolving that ability is not considered
taking an action by the player. Passive abilities
are always resolved before player actions may
take place. (If two or more passive abilities are
initiated at the same moment, they are resolved
in the order determined by the First Player.)
Responses
Some card abilities, instead of listing the phase
in which they may be used, have a “Response:”
label. These abilities may only be used specifically when the card in question states they may
be used. Responses resolve before the next action
may be taken.
Response opportunities always begin with the
player to the left of the player who initiated the
action to which a player wishes to respond, and
proceed clockwise from that player.
Save/Cancel Responses
Normally, when a player takes an action, either
through playing a card or choosing to trigger
the ability of a card already in play, the effects
of that action are completely resolved before
another action can be taken. The exception to
this is a response action that contains the words
cancel or save.
Cancel responses are special effects that interrupt an action and prevent its effects from resolving. However, any costs of the canceled action
must still be paid.
Lasting Effects
Most effects last only for the duration of one
action (immediately after being triggered), but
some effects last for a set period of time, or even
indefinitely. Effects that last for longer than a
single action are considered lasting effects.
Multiple lasting effects may affect the same card
at the same time. The order in which the lasting
effects take place is irrelevant, since the net sum
of all lasting effects is applied to the character.
Example: Tyrion Lannister is simultaneously
affected by both Insidious Ways, which gives him
+2 STR, and by Poisoned Wine, which gives him
-2 STR. The net modifier affecting Tyrion Lannister is 0 STR (2 - 2 = 0). He is then left with his
base STR of 3.
If a character’s STR is ever lower than 0 after all
effects are applied, its STR is rounded up to 0.
Any time a new modifier is added to the mix, reevaluate to net sum from scratch before applying
it to the base STR.
For your Reference
Advanced timing rules, flow charts, frequently
asked questions, card notes, clarifications, and
errata can be found in the FAQ document on the
support section of our website:
www.AGameofThrones.com
Example: David kneels 3 influence to play the
event card Lords of the Narrow Sea, but Greg
responds by playing Countered Plots, an event
that cancels the effects of Lords of the Narrow
Sea. The effect of Lords of the Narrow Sea does
not take place, but the event is still considered
played and David’s 3 influence remains spent.
Save responses are special effects that interrupt
and prevent the killing or discarding of a card in
play. However, any costs of the killing/discarding
action must still be paid.
23
Tournament Play and
Deck Construction Rules
Game Variants
Much of the enjoyment of playing the A Game
of Thrones card game lies in customizing your
own deck, and competing in organized tournament play. When constructing your deck for a
sanctioned tournament, the following rules apply.
These are the rules for standard tournament play,
and following them will allow you to enjoy the
game in its optimal form. It is possible to play
the game casually with decks of other sizes and
specifications, as long as all players have customized their decks under the same set of guidelines.
When playing a three player game, multiplayer
title cards are not returned to the title pool until
the end of a game round in which the title pool is
empty. This means that in the first game round,
the players each select one of the six titles, leaving three titles unclaimed, still in the pool. The
selected titles are not returned at the end of the
first game round, and in the second game round
the players will choose from the three titles they
did not select in the first game round. (These titles replace their previously selected titles.) Then,
at the end of the second game round, all six titles
are returned to the pool for possible selection in
the third game round.
• Your plot deck must contain exactly seven
cards, and may not contain any duplicate plot
cards.
• Your House deck must contain at least 60 cards,
and may not contain more than three copies of a
card.
• Your plot deck and your House deck may not
contain any card that contains the words “House
X only,” unless House X is the House you are
playing (i.e., the House denoted on your House
card).
Three Players
Two Players
The two player game is played in the same manner as the four player game, but without the use
of the titles. When playing against a single opponent, bypass step two (select titles) of the plot
phase, and proceed to the draw phase after both
plot cards have resolved.
“Two on Two” Variant
“Two on two” play is played with two teams of
two players each, with partners sitting across
from one another. The first team to score 30
power, in any combination, wins the game. In
other words, if one player collects 28 power, and
that player’s partner collects 2, that team wins
the game.
For the purpose of resolving card effects, the
other player on your team is considered your
partner, but not your opponent. Any card that
refers to “you” only affects you, any card that
affects “an opponent” or “all opponents” can
only affect the players on the other team, and any
card that affects “all players” affects you, your
partner, and your opponents.
You cannot, for any reason, initiate a challenge
against your partner.
Two on two play does not use the multiplayer
title cards.
24
“Littlefinger” Variant
In the “Littlefinger” variant, players can also use
their gold to influence (some might say “bribe”)
the actions of the other players in the game. This
is because, in this variant, gold can be offered
and exchanged between players, for any reason,
during any phase other than the marshalling
phase. (This restriction is essential to prevent
players from pooling their gold before they
marshal.)
The only catch is that money must always be
paid in advance of the desired action (or inaction). Players can negotiate deals at any time, but
it should not be employed as a tactic to stall and
slow down the game, or to intentionally irritate
another player.
Also, remember that this is A Game of Thrones,
and players can (and will!) back out of deals,
even after money has changed hands. So proceed
with caution!
Negotiation can be a powerful tool, as long as
you remember that every deal you honor (and
dishonor) is going to carry consequences of its
own. If you and one other player are continuously making deals and exchanging gold, you
may eventually force the rest of the table into an
alliance against you!
Multiplayer titles are used in the “Littlefinger”
variant.
Credits
Lead Game Design: Nate French
Original Game Design: Eric M. Lang and
Christian T. Petersen
Editing: Michael Hurley
Graphic Design: Andrew Navaro
Art Direction: Zoë Robinson
Cover Art: Tomasz Jedruszek
Line Coordinator: Morgan C. Stana
Production Manager: Gabriel Laulunen
Publisher: Christian T. Petersen
Special Thanks:
To George R.R. Martin. As always, you are our
inspiration. To Rob Curtis, Jason Grall, Joe
Becker, and Geoff Daniel for the amazing flavor
text hunt To our intrepid playtesters. Every year
there are more and more of you, and on every
set you work even harder. Thank you, thank you,
thank you.
© 2008 Fantasy Flight Publishing, Inc. & George R.R. Martin.
The names, descriptions, and depictions applied to this game are derived
from works copyrighted by George R.R. Martin, and may not be used
or reused without his permission. Licensed by George R.R. Martin.
A Game of Thrones and Fantasy Flight Supply are trademarks of Fantasy
Flight Publishing, Inc. Fantasy Flight Games, the FFG logo, Living Card
Game, LCG, and the LCG logo are registered trademarks of Fantasy
Flight Publishing, Inc. All rights reserved to their respective owners.
Fantasy Flight Games is located at 1995 West County Road B2, Roseville,
Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905.
Retain this information for your records. Actual components may vary
from those shown. Made in China. THIS PRODUCT IS NOT A TOY.
NOT INTENDED FOR PERSONS AGES 13 OR YOUNGER.
25
Now that you’ve experienced the intrigue and excitement of A Game of Thrones: The Card Game, see the Seven
Kingdoms in a whole new way with Battles of Westeros!
This epic board game of battlefield tactics lets players control either House Stark, the stoic and honorable wards of
Winterfell, or House Lannister, a cunning force funded by an endless supply of gold. And with an ever-growing selection
of expansions, you can even enlist the support of House Tully, the clans of the Vale, and more! Manage realistic factors
like troop deployment, communication, and morale as you guide your forces into the fray. Only the most clever and
fearless tacticians can claim victory. Are you ready to earn glory for your house?
BW01 - Battles of Westeros
BW02 - Wardens of the West
BW03 - Wardens of the North
BW04 - Lords of the River
®
BW06 - Tribes of the Vale
BW07 - Brotherhood Without Banners
www.FantasyFlightgames.com
The Deluxe Expansions are themed around one of the six great
Houses of Westeros, featuring a majority of House-specific cards
among the 165 cards featured (3 copies each of 55 unique cards).
Also included are decklists that you can use as jumping off points
to delve into a certain House’s various strengths. These decks
can be constructed using only the contents of one A Game of
Thrones Core Set and one copy of a Deluxe Expansion, and are
a great way for a new player to start exploring the art of deck
customization.
Want more intrigue, strategy, and warfare? While the A Game
of Thrones: The Card Game Core Set provides a fantastic
standalone game experience, its Living Card Game® format
means that those who wish to can expand even further! Whether
you want to enhance your strategic options for your favorite
House, or deepen your deck-building experience for all of them,
the LCG format delivers the expansions you need.
For an in-depth video tutorial that explains how to play A Game of
Thrones: The Card Game, visit:
http://www.agameofthrones.com/howtoplay
How to Begin
The A Game of Thrones: The Card Game library of expansions
is extensive, and it continues to grow every month. Begin by
augmenting your Core Set with one of our Deluxe Expansions;
each expands your deck-building options through customization
and further strategy, and builds upon your favorite House.
Two of our Deluxe Expansions feature Houses not included
in the Core Set: House Martell and House Greyjoy. Princes of
the Sun and Kings of the Sea provide you with a complete play
set for these Houses, and a way to begin Martell and Greyjoy
competitive deck-building.
Once you have mastered the cards and strategies found in
your favorite House’s Deluxe Expansion, A Game of Thrones
monthly Chapter Packs are your next step to delving deeper into
the A Song of Ice and Fire universe. These Chapter Packs will
introduce you to new cards that will strengthen your existing
strategies, feature new approaches, and include more beloved
characters from George R. R. Martin’s epic series. Every Chapter
Pack features 60 cards (3 copies each of 20 unique cards) and
continue to provide new variety to your game.
Chapter Packs are released in a thematically-linked series called
a cycle. While there are six Chapter Packs in each expansion
cycle, you can choose to pick up any Pack from any cycle that
will fit your deck-building goals and play style. Find out more
information about our upcoming Chapter Packs in the following
pages and on our Upcoming Page featured on our website.
Choose from these options to add exciting new cards to your
deck, and gain the edge in the war for the Iron Throne!
Organized Play
When you’re ready to test your mettle against experienced
opponents, A Game of Thrones: The Card Game’s vibrant player
community will be waiting. For more information on how to take
part in competitive play, visit www.agameofthrones.com.
© 2012 George R.R. Martin. © 2012 Fantasy Flight Publishing, Inc., All rights reserved. No part of this product may be reproduced
without specific permission. A Game of Thrones: The Card Game, Living Card Game, the Living Card Game logo, Fantasy Flight
Games, and the Fantasy Flight Games logo are trademarks or registered trademarks of Fantasy Flight Publishing, Inc.
Lords of Winter takes the cold honor of
House Stark to new heights! This chilling expansion contains all-new cards,
including Eddard and Catelyn Stark,
Winterfell, and “The King in the North,”
Robb Stark. Players of other Houses will
also find a wealth of new strategies, tactics,
and deck-building options. A cold northerly
wind is blowing onto your tabletop. Do you
have the stomach to look a man in the eye
before you swing the sword?
The rightful heir to the Iron Throne lives, and
within her veins flows the blood of the
dragon. Queen of Dragons provides
Westeros’ great Houses with all new
cards, specifically House Targaryen.
Add the Unburnt, Daenerys Targaryen,
and her Dragons Drogon, Rhaegal, and
Viserion to your arsenal – along with even
more drawing capabilities. The Mother of
Dragons is ready to ride to war, so be prepared
for the return of the true queen!
The Lions of Casterly Rock have honored their
sigil colors of crimson and gold well,
through blood split and wealth gained.
Lions of the Rock focuses on the ambitious House Lannister, their vast resources,
and their talent for intrigue. It features new
cards that include Clansmen, Tywin Lannister, Bronn, and devastating Lannister-specific
Events. Be careful not to prick a lion’s pride...a
Lannister always pays his debts.
Kings of the Sea adds the forces of House
Greyjoy to A Game of Thrones: The
Card Game, bringing their fearlessness
and willpower to your deck. With strong
Locations in the form of Warships, a host of
stealthy characters, and the ability to “raid”
an opponent’s deck, Kings of the Sea translates
the defiance of the Iron Isles into compelling
strategies and combinations. Bring the fury of
House Greyjoy into the war!
The defiant and treacherous serpents of Dorne,
House Martell enters A Game of Thrones:
The Card Game with a vengeance.
Begin House Martell deck-building
with Princes of the Sun, and expand
your game play with the included “Civil
War” variant. Seek your vengeance on the
battlefield with infamous characters such
as Prince Doran, Ser Arys Oakheart, and the
Red Viper himself. “Unbent, Unbowed, Unbroken.” ...and unforgiving.
A storm is coming, raging under the banner of
House Baratheon. From the Iron Throne
at King’s Landing to their ancestral
home of Storm’s End, the lords of House
Baratheon bring power awesome enough to
rein in the Seven Kingdoms of Westeros under one rule, but as civil war threatens to tear
the land apart, even brothers bound by blood
will be drawn against each other...
Chapter Pack Cycles
Expand your experience and continue the story with our thematic cycles of monthly Chapter Packs! The A Game
of Thrones: The Card Game library of expansions continues to grow every month. Choose the cycle that’s
right for you, and gain an edge in your war for the Iron Throne.
A Song of the Sea
Beyond the Narrow Sea
From personal foibles and follies are born the greatest of wars.
As ship captains seek glory and riches, the seas churn under the
violent confrontations of epic naval battles. Search your hearts,
launch your ships, and rule the seas!
Sailors from the east speak of dragons, rekindled magic, and a
silver-haired girl Queen. Years of war have reshaped Westeros,
but still the Great Houses jostle for power and position. Now, their
best chance to advance their causes may lie amid the intrigues of
the eastern continent.
De
The
and
betw
is co
A
In th
brok
for a
time
A Tale of Champions
Secrets of Oldtown Cycle
The great tournaments of the Seven Kingdoms gather together
lords, ladies, kings, and when the nobles of Westeros gather,
intrigues and machinations soon follow! Against the backdrop
of dueling champions, alliances will be made and broken, foes
fought, and honor defended.
Prepare to venture into the South, beneath the shadow of a great
pillar of learning and wisdom: the great Citadel of the Maesters.
The Maesters are choosing sides, and they’ll join the struggle to
bring peace to Westeros through knowledge...or cunning.
Brotherhood Without Banners Cycle
Explore the adventures of the outlaws, loyalists, and mercenaries
who continue to support the name of the “true” king, Robert
Baratheon. Meanwhile, across the sea, the Dothraki horde
gathers in support of the exiled Queen. Can you lead them?
Defenders of the North Cycle
King’s Landing Cycle
The fantastic creatures from Old Nan’s stories are all too real,
and they’re set to invade. An epic struggle awaits at the Wall
between the Night’s Watch and the stealthy Wildlings. Winter
is coming; prepare to defend the North!
The heart of the Seven Kingdoms, home to the Iron Throne, is
a city of lies, deceit, and treachery. However, King’s Landing
dictates the future of Westeros. The great Houses hide their secrets
in shadows...waiting to strike and take control.
A Time of Ravens Cycle
A Clash of Arms Cycle
In the aftermath of the war, the songs of ravens fill the sky. For
broken men and armies it is a time of reassessment, reaching out
for allies, and burying the dead. But for the opportunistic, it is a
time to seize power!
The only good enemy is a dead enemy. The realm is past signing
treaties and any hope for peace is lost. The five kings have
summoned their mighty hosts, and are about to clash in epic
fashion. Take to the field of battle; blood calls.
a
os,
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to
A Game of Thrones: The Board Game Second
Edition places players in charge of the six Great
Houses of Westeros, where they must unseat their
foes and claim dominance over a continent shattered by
war and political upheaval. By mustering and sustaining
massive armies, conquering territory, vying for power, and
forming fragile alliances, each player will aim to ultimately
control the most castles and strongholds, affirming himself
as the peoples’ chosen leader and rightful king. You’ll need
aid on your path, but be careful in whom you
FANTASY
FLIGHT
place your trust...
®
©2012 George R.R. Martin, ©2012 Fantasy Flight Publishing, Inc., all rights reserved. A Song of Ice and Fire ©2012,
used under License. A Game of Thrones The Board Game, Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo
are trademarks or registered trademarks of Fantasy Flight Publishing, Inc.
www.FantasyFlightgames.com
GAMES
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