Rules Reference - Fantasy Flight Games

Rules Reference - Fantasy Flight Games
TM
Rules Reference
The Only Game
That Matters
Glossary
Too many strange faces, Tyrion thought, too many
new players. The game changed while I lay rotting in
my bed, and no one will tell me the rules.
—George R.R. Martin, A Song of Ice and Fire
The following is an alphabetical list of entries for game
rules, terms, and situations that may occur during play.
Abilities
An ability is the special game text that a card contributes
to the game. Card abilities fall into one of the following
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
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.
Halt!
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
rules information, but does not teach players how to
play the game. Players should first read the Learn to
Play book in its entirety and use this Rules Reference
as needed while playing the game.
The majority of this guide consists of the glossary,
which provides an alphabetical listing of terms and
situations a player might encounter during a game.
This section should be the first destination for players
who have a rules question.
The latter part of this guide contains two appendices.
The first appendix provides detailed timing diagrams
that illustrate the structure of an entire game round, as
well as a detailed explanation on how to handle each
game step presented in those diagrams. The second
provides a detailed anatomy of each cardtype.
The Golden Rules
If the text of this Rules Reference directly contradicts
the text of the Learn to Play book, the text of the
Rules Reference takes precedence.
If the text of a card directly contradicts the text of
either the Rules Reference or the Learn to Play book,
the text of the card takes precedence.
2
xxThe initiation of any keyword which uses the word
“may” in its keyword description is optional. The
application of all other keywords is mandatory.
xxCard abilities only interact with, and can only
target, cards that are in play, unless the ability
text specifically refers to an out of play area or
element. Card abilities on characters, locations, and
attachments can only be initiated or affect the game
from an in play area unless they specifically refer
to being used from an out of play area, or require
that the card be out of play for the ability to resolve.
Event cards and agenda cards implicitly interact with
the game from an out of play area, as established by
the rules of their cardtypes.
xxA card ability can only be initiated if its effect
has the potential to change the game state. This
potential is assessed without taking into account
the consequences of the cost payment or any other
ability interactions.
xxA card ability can only be initiated if its cost (after
modifiers) has the potential to be paid in full.
Related: Actions, Effects, Constant Abilities, Costs,
Delayed Effects, Forced Interrupts/Forced Reactions,
In Play and Out of Play, Interrupts, Keywords, Lasting
Effects, Reactions, Triggered Abilities, When Revealed
[ Rules Reference ]
Actions
Ambush (X)
Some Action abilities have a phase name as a qualifier
to the word “Action.” Such abilities are still considered
Action abilities, with the restriction that they can only be
initiated during an action window in the specified phase.
xxIf a card has multiple instances of ambush, each with
An action must be resolved completely before the next
action can be initiated.
Related: Keywords, Put into Play
An action is a triggered ability that contains the
boldface “Action:” precursor. These abilities can only
be initiated by a player during an action window. For
details on when action windows occur during each
round, see the timing charts in Appendix I.
Related: In Play and Out of Play
Active Player
In some phases, the game creates an active player, who
is granted permission to perform a specified task.
xxDuring the marshaling phase, the active player
collects income and is also permitted to marshal
character, location, attachment, and duplicate cards
from his or her hand.
xxDuring the challenges phase, the active player is
permitted to initiate challenges.
Ambush is a keyword ability. A player may, as a player
action during the challenges phase, pay gold equal to
the (X) value of a card with ambush to put that card
into play from his or her hand. A card that enters play
using ambush is not considered to have been marshaled.
a different (X) value, the player controlling the card
may choose which instance of ambush is used to put
the card into play.
Attachment Cards
Attachment cards represent weapons, armor, items,
skills, conditions, and titles. These cards enter play
standing and attached to another card or game element,
and remain in play unless removed by an ability, or
unless the attached card leaves play. An attachment
cannot enter play if there is no eligible card or game
element to which it can attach.
xxAn attachment can only attach to a character, unless
otherwise specified by the attachment's text.
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
During a challenge, the attacking player and the
defending player are considered to be taking part in the
challenge “against” each other.
Agenda Cards
Agenda cards are placed alongside a player’s faction
card, and provide specialized abilities and limitations
for his or her deck. A player may use a single agenda
card in conjunction with his or her faction card when
assembling a deck. The agenda card starts the game
next to a player’s faction card and is revealed along with
the faction card during setup.
xxAgenda cards are not considered “in play.” Their text
affects the game state from the out of play area while
they are active beside a player’s faction card.
xxCards with the printed agenda cardtype cannot be
removed from the game by other card abilities.
For agenda card anatomy, see Appendix II
Related: In Play and Out of Play, Deckbuilding
play, return the attachment to its owner’s hand.
This occurs simultaneously with the attached card
leaving play.
xxIf a situation arises in which an attachment is not
legally attached, discard the attachment.
xxAn attachment a player controls remains under his
or her control even if the card or game element to
which it is attached is under an opponent’s control.
xxAn attachment card stands and kneels independently
of the card to which it is attached.
For attachment card anatomy, see Appendix II
Related: Ownership and Control
Attacker, Attacking Character,
Attacking Player
The term “attacking character” refers to a character that
is participating in a challenge on the side of the player
who initiated the challenge. The term “attacker” is also
used as shorthand for “attacking character.”
[ Rules Reference ]
3
The term “attacking player” refers to the player that
initiated the challenge that is currently resolving.
Related: Challenges Phase, Defender, Participating
Base Value
The value of a quantity before any modifiers are applied.
For most quantities, it is also the printed value.
Related: Printed, Modifiers
Blank
If a card’s printed text box is considered “blank” by an
ability, that text box is treated as if it did not have any
of its printed content. Text and/or icons gained from
another source are not blanked.
xxA card’s text box includes: traits, keywords, card
text and abilities, and non-challenge icons (such as
gold, initiative, and reserve modifiers).
Related: Printed
Some card abilities (usually interrupt abilities) can
“cancel” other card or game effects. Cancel abilities
interrupt the initiation of an effect, and prevent the
effect from initiating. Because of this, cancel abilities
have timing priority over all other interrupts to the
effect that is attempting to initiate.
xxWhen an effect is canceled, that effect is no
longer imminent, and further interrupts
(including cancels) cannot be initiated in reference
to the canceled effect.
xxWhen the effects of an ability are canceled, the
ability is still considered to have been used, and any
costs have still been paid.
xxIf the effects of an event card are canceled, the card
is still considered to have been played, and it is still
placed in its owner’s discard pile.
Related: Costs, Initiating Abilities, Interrupts, Limits
and Maxima, Triggering Condition
Cannot
The word “cannot” is absolute, and cannot be
countermanded by other abilities.
The game’s cardtypes are presented in Appendix II,
with detailed card anatomies, on page 30.
4
(such as an event card that changes into an
attachment), it loses all other cardtypes it might
possess and functions as would any card of the
new cardtype.
Challenge Icons
These icons appear on most character cards and indicate
which challenge types the character may be declared for
as an attacker or defender. The challenge icons are:
Challenge
Graphic Icon
In Text
Military
󲀈
Intrigue
󲀊
Power
󲀉
Challenges Phase
See Appendix I, “4. Challenges phase” on page 27.
Cancel
Cardtypes
xxIf an ability causes a card to change its cardtype
Character Cards
Character cards represent the lords, ladies, knights,
armies, mercenaries, creatures, and other personalities
and groups one might encounter in the A Song of Ice
and Fire setting. These cards enter play in the front
row of a player’s play area and remain in play unless
removed by an ability or game effect.
For character card anatomy, see Appendix II
Choose
The word “choose” indicates that one or more targets
must be chosen in order to resolve an ability.
Related: Target
Claim or Claim Value
Claim represents the consequences a player must face
upon losing a challenge as the defending player.
The claim value on a player’s revealed plot card (which
incorporates all relevant claim modifiers) determines
the potency of each challenge that player initiates if he
or she wins the challenge.
Claim value determines: how many different
characters the losing opponent must kill (for a 󲀈
challenge), how many cards are discarded from the
losing opponent’s hand (for an 󲀊 challenge), or how
much power is taken from the losing opponent’s
faction card (for a 󲀉 challenge).
[ Rules Reference ]
xxAn ability cannot initiate (and therefore its costs
Related: Intrigue Claim, Military Claim,
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
contains no boldface precursor defining its ability type.
A constant ability becomes active as soon as its card
enters play and remains active while that card is in play.
xxSome constant abilities continuously seek a specific
condition (denoted by words such as “during,” “if,”
or “while”). The effects of such abilities are active
any time the specified condition is met.
xxIf multiple instances of the same constant ability are
in play, each instance affects the game state.
Related: In Play and Out of Play, Ownership
and Control
Dead Pile
The dead pile is an out of play area. It is distinct from
the discard pile.
xxAny time a character in play is “killed,” that
character is placed faceup on top of its owner’s
dead pile.
xxA player cannot marshal, play, put into play, or take
control of a copy of any unique (󲀋) card that is in
his or her dead pile.
Related: In Play and Out of Play
Control
xxA single instance of a unique card in a player’s dead
See “Ownership and Control” on page 14.
Copy (of a card)
A copy of a card is defined by title: any other card that
shares the same title is considered a copy, regardless of
cardtype, text, artwork, or any other characteristic of
the card(s).
Related: Deckbuilding, Ownership and Control,
Unique Cards, Self-Referential Text
Costs
A card’s gold cost is the numerical value that must be
paid to marshal or play the card.
Some card abilities are presented in a “do X to do
Y” construct. In such a construct, the “do X” aspect
(preceding the word “to”) is a cost, and the “do Y” aspect
(following the word “to”) is an effect.
xxAn opponent’s game elements may not be used to
pay a cost.
xxIf a cost requires a game element that is not in
play, the player paying the cost may only use game
elements that are in his or her out of play areas and/
or gold pool to pay the cost.
xxIf multiple costs for a single card or ability require
payment, those costs must be paid simultaneously.
xxIf any part of a cost payment is prevented, once
all costs that can be paid are paid, the process of
initiating the ability or marshaling/playing the card
immediately ends without further resolution. (The
card remains unplayed in its owner's hand.)
pile does not prevent an effect that would cause the
card to enter play directly from the dead pile. This is
because such an effect removes the only instance of
the card from the dead pile.
xxEach player’s dead pile is open information, and may
be looked at by any player at any time.
xxThe order of the cards in a dead pile may not be
altered unless a player is instructed to do so by a
card ability.
xxIf multiple characters are killed simultaneously, the
owner of the cards may physically place them into
his or her dead pile one at a time, in any order.
Related: Discard Pile, Leaves Play, Unique Cards
Deck, Draw Deck
When the word “deck” appears by itself in rules or in
card text, it refers to the deck that contains a player’s
attachment, character, event, and location cards. This is
also known as the “draw deck.”
Any rule or ability that refers to a plot deck uses the
term “plot deck.”
Related: Plot Deck
Deckbuilding
To build a custom deck for sanctioned tournament play:
xxA player must choose exactly 1 faction card.
xxA player may choose 1 agenda card, or may choose
to not use an agenda.
[ Rules Reference ]
5
xxA player’s plot deck must contain exactly 7
cards. Up to one of the chosen plot cards may be
duplicated once (by title) within the plot deck. No
more than 1 copy of each of the other plot cards
may be in the plot deck.
xxA player’s draw deck must contain a minimum of
60 cards.
immediately after their timing point/future
condition occurs, before reactions to that moment
may be used.
xxWhen a delayed effect resolves, it is not treated as a
new triggered ability, even if the delayed effect was
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.
xxUnless instructed otherwise by a card ability,
each card in a player’s deck and plot deck must be
neutral or its affiliation must match the affiliation
of that player’s faction card.
Related: Copy, Deck, Deck Limits, Faction, Plot Deck
Deck Limits, Deck Limit: X
Up to 3 copies of most cards (by title) may be included
in a player’s deck. If a card has the text “Deck Limit:
X” no more than X copies of that card may be included
in a player’s deck.
xxIf X is 2 or lower, this phrase acts as a
deckbuilding restriction.
xxIf X is 4 or higher, this phrase acts as a permission
that enables a player to include more than the
standard 3 copies.
Related: Plot Deck Limit: X
The term “defending character” refers to a character
that is participating in a challenge on the side of the
defending player. The term “defender” may also be
used as shorthand for “defending character.”
The term “defending player” refers to the opponent of
the attacking player against whom (from the attacking
player's perspective) the challenge is resolving.
Related: Attacker, Challenges Phase, Participating
Delayed Effects
The discard pile is an out of play area. It is distinct
from the dead pile.
xxAny time a card is “discarded” (from play or from
an out of play area such as a hand or deck), it is
placed faceup on top of its owner’s discard pile.
xxEach player’s discard pile is open information, and
may be looked at by any player at any time.
xxThe order of the cards in a discard pile may not be
altered unless a player is instructed to do so by a
card ability.
xxIf multiple cards are discarded simultaneously, the
owner of the cards may physically place them into
his or her discard pile one at a time, in any order.
Related: Dead Pile, Leaves Play, Sacrifice
Dominance Phase
See Appendix I, “5. Dominance phase” on page 29.
Drawing Cards
Defender, Defending Character,
Defending Player
Some abilities contain delayed effects. Such abilities
specify a future timing point, or indicate a future
condition that may arise, and dictate an effect that is to
happen at that time.
6
xxDelayed effects resolve automatically and
When a player is instructed to draw one or more
cards, those cards are drawn from the top of his or her
draw deck.
xxWhen a player draws 2 or more cards as the result
of a single ability or game step, those cards are all
drawn simultaneously.
xxDrawn cards are added to a player’s hand.
xxThere is no limit to the number of cards a player
may draw each round.
Related: Reserve Value
Draw Phase
See Appendix I, “2. Draw phase” on page 27.
[ Rules Reference ]
Duplicates
A player may use additional copies, by title, of any
unique card (indicated by a “󲀋” symbol in its title) he
or she owns and controls in play as duplicates. When
a card enters play as a duplicate, it is placed faceup,
overlapped by (i.e. partially visible beneath) the copy of
the card that was already in play.
A duplicate grants its controller the following triggered
game ability: “Interrupt: When the overlapping unique
card would leave play, discard this duplicate to save that
card. (Cannot be canceled.)”
xxThere is no cost to marshal a card as a duplicate.
xxDuplicates are not considered attachments.
Duplicates are not affected by and do not interact
with text that refers to attachments.
xxDuplicates have no text, titles, characteristics, type,
or traits. A duplicate is only considered a blank
“duplicate card” while it is in play.
xxIt is possible to have more than one duplicate on a
single card.
xxA different version of a unique card may be used as
a duplicate on the card. The version of the card that
was first in play remains as the active version once
the duplicate is attached. A player may not switch a
card with its duplicate.
xxMarshaling a duplicate is not considered marshaling
a card of the duplicate’s printed type. It is only
considered “marshaling a duplicate card.”
Related: Ownership and Control, Save, Unique Cards
Effects
A card effect is any effect that arises from the resolution
of ability text printed on, or gained by,
a card. A framework effect is any effect that arises from
the resolution of a framework event.
xxCard effects might be preceded by costs, triggering
conditions, play restrictions, and/or play permissions;
such elements are not considered effects.
xxOnce initiated, players must resolve as much of each
aspect of the effect as they are able, unless the effect
uses the word “may.”
xxWhen a non-targeting effect attempts to engage
a number of entities (such as “draw 3 cards” or
“search the top 10 cards of your deck”) that exceeds
the number of entities that currently exist in the
specified game area, the effect engages as many
entities as possible.
xxThe expiration of a lasting effect (or the cessation of
a constant ability) is not considered to be generating
a game state change by a card effect.
Related: Abilities, Costs, Delayed Effects, Lasting
Effects, May, Initiating Abilities, Play Restrictions and
Permissions, Triggering Condition
Enters Play
The phrase “enters play” refers to any time a card makes
a transition from an out of play area into a play area.
Marshaling a card and putting a card into play by using
a card ability are two means by which a card may
enter play.
Related: In Play and Out of Play, Marshal, Put Into Play
Event Cards
Event cards represent tactical actions, schemes, twists
of fate, and other unexpected developments that might
occur during the game.
xxAn event card’s ability type, triggering condition (if
any), and play permissions/restrictions (if any) define
when and how the card can be played.
xxWhen a player plays an event card, its costs are
paid, its effects are resolved (or canceled), and the
card is placed in its owner's discard pile prior to
opening the reaction window which follows the
ability's resolution.
xxEvent card effects engage the game state at the
time they resolve. If an event card creates a lasting
effect on a set of cards, only cards that are in play at
the time the event card is played are eligible to be
affected. Cards that enter play after the resolution of
the event are not affected by its lasting effect.
xxIf the effects of an event card are canceled, the card
is still considered to have been played, and its costs
remain paid. Only the effects have been canceled.
xxUnless the ability that puts it into play also changes
its cardtype to a cardtype that is permitted in play,
an event card cannot enter play.
For event card anatomy, see Appendix II
Related: Cancel, Costs, Delayed Effects, Lasting
Effects, Play Restrictions and Permissions,
Triggering Condition
[ Rules Reference ]
7
Facedown Cards
Some abilities put cards into play facedown. A facedown
card has no inherent attributes other than “facedown
card,” but it may be granted attributes by the card ability
that put it into play.
xxA player may look at the identity of any facedown
card that is in play and under his or her control.
Faction, Faction Cards
The faction card signals which faction a player has
chosen as the primary faction for his or her deck. An
in-faction card bears the loyal or non-loyal faction
symbol that matches the affiliation indicated by his or
her faction card.
For faction card anatomy, see Appendix II
Related: Deckbuilding, For Your Faction, Loyal
8
Loyal
Non-Loyal
A first player is chosen at random during setup. A new
first player is chosen each plot phase by the player who
wins initiative. The chosen player remains the first
player until a new first player is chosen. The first player
token is used to indicate which player is the first player.
xxThe first player becomes the active player first
during the marshaling and challenges phases.
xxDuring all framework event and action/reaction/
There are 8 factions in the game, shown in the
chart below.
Faction
First Player, First Player Token
In Text
House
Stark
󲀆
House
Lannister
󲀅
House
Baratheon
󲀁
House
Greyjoy
󲀇
House
Tyrell
󲀃
interrupt windows the first player has the first
opportunity to initiate action, interrupt, or reaction
abilities at each appropriate game moment.
xxFor any question as to who should perform an act
or make a decision first, in the absence of any other
direction by card or rules text, the first player does
so first, and other players follow in player order.
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,
Plot Phase, Priority of Simultaneous Resolution
Forced Interrupts/Forced Reactions
While most triggered abilities are optional, some
interrupt and reaction abilities are preceded by
the word “Forced.” Such abilities must be resolved
immediately whenever the triggering condition
specified in the ability text occurs.
xxFor any given triggering condition, forced
interrupts take priority and initiate before nonforced interrupts, and forced reactions take priority
and initiate before non-forced reactions.
xxIf two or more forced abilities would initiate at the
same moment, the first player determines the order
in which the abilities initiate, regardless of who
controls the cards bearing those abilities.
xxEach forced ability must resolve completely before
House
Martell
󲀀
House
Targaryen
󲀄
The Night’s
Watch
󲀂
the next forced ability to the same triggering
condition may initiate.
Related: Interrupts, Reactions
For Your Faction
The phrase “for your faction” is used to instruct a
player to place the power just gained on his or her
faction card.
[ Rules Reference ]
Framework Effects and Framework Events
A framework event is a mandatory occurrence
dictated by the structure of the game. A framework
effect is any effect that arises from the resolution of
a framework event.
Related: Appendix I: Timing and Gameplay, Effects
Gains
The word “gains” is used in multiple contexts.
xxIf a player gains gold, the player takes the specified
amount of gold from the treasury and adds it to his
or her gold pool.
xxIf a player gains power for a card under his or her
control, the player takes the specified amount of
power from the treasury and adds it to the card.
xxIf a card gains a characteristic (such as an icon, a
Trait, a keyword, or ability text), the card functions
as if it possesses the gained characteristic. Gained
characteristics are not considered to be printed on
the card.
Related: Gold, Power, Printed
Immunity only protects a card from effects. It does not
prevent a card from being used to pay costs.
Related: Costs, Lasting Effects
In Play and Out of Play
The cards (generally characters, locations, attachments,
duplicates, and the faction card) that a player controls in
the play area, the title card a player currently bears in a
melee game, as well as a player’s revealed plot card, are
considered “in play.”
“Out of play” refers to all other cards and areas involved
in the game environment, including: cards in a player’s
hand, deck, discard pile, dead pile, plot deck, used pile,
agendas, and any cards that have been removed from
the game.
play origin to a play area.
xxA card leaves play when it transitions from a play
area to an out of play destination.
xxA player’s faction card cannot leave play.
Gold Tokens
Gold begins the game in the treasury. When a player
gains gold, that player takes an equivalent amount of
gold from the treasury and adds it to his or her gold
pool. When gold is spent it is returned to the treasury
from a player's gold pool.
Related: Marshaling Phase, Taxation Phase
Gold Modifier
See “Plot Value Modifiers” on page 16.
Immune
If a card gains immunity to an effect, pre-existing
lasting effects that have been applied to the card are
not removed.
xxA card enters play when it transitions from an out of
Gold
Gold is the game’s currency and
is used to pay for cards and card
abilities. The amount of gold a
player has available at any given
time is represented (as open
information) by gold tokens
in his or her gold pool.
immune card (such as attachments, tokens, abilities
originating from an immune card, or duplicates) are not
themselves immune.
If a card is immune to a specified set of effects (for
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
xxOutside of the process by which a player reveals a
new plot his or her previously revealed plot card
enters the used pile, a player's plot card cannot
leave play.
Related: Abilities, Dead Pile, Deck, Discard Pile,
Plot Card
Income
When a player becomes the active player during the
marshaling phase, that player collects income by
gaining an amount of gold from the treasury equal
to the gold value on his or her revealed plot card
(which incorporates the total value of all relevant
gold modifiers).
Related: Gold, Gold Modifier, Marshaling Phase
[ Rules Reference ]
9
Influence Tokens
Influence tokens are generic tokens
that can be used to track a variety
of different game states and statuses.
Influence Tokens
They have no inherent rules.
(double-sided)
xxCard abilities can create and
define a number of different token types, such
as “betrayal tokens,” “poison tokens,” and “stand
tokens.” When such a token is called for, an
influence token is used to track its presence in
the game.
Initiating Abilities/Marshaling Cards
When a player wishes to marshal or play a card, or
initiate a triggered ability, that player first declares
his or her intent (and shows the card to be used, if
necessary). The following steps are then observed,
in order:
1. Check play restrictions: can the card be marshaled
or played, or the ability initiated, at this time?
2. Determine the cost (or costs, if multiple costs
are required) to marshal/play the card or initiate
the ability. If it is established that the cost (taking
modifiers into account) can be paid, proceed with
the remaining steps of this sequence.
3. Apply any modifiers to the cost(s).
4. Pay the cost(s).
5. Choose target(s), if applicable.
6. The card is marshaled/played, or the effects of the
ability attempt to initiate. An interrupt ability that
cancels this initiation may be used at this time.
7. The effects of the ability (if not canceled in
step 6) complete their initiation, and resolve.
Interrupts and Reactions may be used throughout
this process as normal, should their triggering
conditions occur.
Related: Abilities, Cancel, Costs, Play Restrictions
and Permissions, Target
Initiative
A player’s initiative is the initiative value on his or her
revealed plot card (which incorporates the total value
of all relevant initiative modifiers).
10
When new plot cards are revealed for the plot phase,
the players compare initiative. The player with the
highest initiative value wins initiative, and chooses
which player is the “first player” until a new first player
is chosen.
If there is a tie at that time for initiative, the tied
player with the lowest power total wins initiative. If
the lowest power total is also tied, a random method
should be used to break this tie.
Related: First Player
Initiative Modifier
See “Plot Value Modifiers” on page 16.
Insight
Insight is a challenge resolution keyword. After
a player wins a challenge, for each participating
character with the insight keyword he or she controls,
that player may draw 1 card.
Related: Challenges Phase, Keywords
Instead
See “Replacement Effects” on page 18.
Interrupts
An interrupt is a triggered ability whose text contains
the boldface “Interrupt:” precursor. An interrupt
ability interrupts the resolution of its triggering
condition, sometimes canceling or changing the
resolution of that condition. Always resolve interrupts
to a triggering condition before resolving the
consequences of the triggering condition itself.
Unlike actions, which may be initiated during action
windows, each interrupt may be initiated once each
time its specified triggering condition occurs, as
described in the interrupt’s ability text.
When a triggering condition initiates (but before
it begins resolving), an interrupt window for that
triggering condition opens.
Within the interrupt window, the first player always
has the first opportunity to initiate an eligible interrupt
(to this triggering condition), or pass. Opportunities to
initiate an eligible interrupt, or pass, continue in player
order until all players consecutively pass, at which
point the interrupt window closes. Passing does not
prevent a player from initiating an eligible interrupt
later in that same interrupt window.
[ Rules Reference ]
Once an interrupt window closes, further interrupts to
that specific triggering condition cannot be initiated.
The triggering condition now completes its resolution
(as long as its effects have not been canceled).
xxIt is possible for multiple interrupts to be initiated
from the same triggering condition. Each interrupt
must resolve completely before the next interrupt to
the same triggering condition may initiate.
xxIf multiple copies of the same interrupt are eligible
to be initiated, each copy may be initiated once
against that triggering condition.
Related: Cancel, First Player, Forced Interrupts/Forced
Reactions, Nested Ability Sequences, Would
Intimidate
Intimidate is a challenge resolution keyword. After
a player wins a challenge as the attacking player in
which he or she controls a character with the intimidate
keyword, that player may choose and kneel a character,
controlled by the losing opponent, with equal or lower
STR than the amount of STR by which the challenge
was won. (The chosen character is not required to be
participating in the challenge.)
xxNo more than one instance of intimidate can
successfully resolve during each challenge.
A keyword is a card ability which conveys specific rules
to its card.
xxSometimes a keyword is followed by reminder text,
which is presented in italics. Reminder text is a
shorthand explanation of how a keyword works, but
it is not rules text and does not replace the rules for
that keyword in this glossary.
xxCards are considered to have a keyword or to not
have that keyword. A single card that has and/or is
gaining the same keyword from multiple sources
functions as if it has one instance of that keyword.
(Note: Instances of Ambush (X) with different
values for X are considered different keywords.)
xxThe keywords in the game are: ambush (X), insight,
intimidate, limited, no attachments, pillage, renown,
stealth, and terminal.
Related: Ambush (X), Insight, Intimidate, Limited,
No Attachments, Pillage, Renown, Stealth, Terminal
Kill, Killed
Characters can be killed by framework effects and by
card abilities. When a character is killed, it leaves play
and is placed faceup on top of its owner’s dead pile.
Related: Dead Pile, Leaves Play, Save
Related: Challenges Phase, Keywords
Kneel, Kneeling, Knelt
Intrigue Claim
When a player loses an intrigue (󲀊) challenge as the
defending player, that player must discard a number of
random cards from his or her hand equal to the claim
value on the attacking player’s revealed plot card.
If the player has fewer cards in hand than would
satisfy claim, as much of the claim as possible must
be satisfied.
Related: Challenges Phase
Joust Game
A joust game is a head-to-head game between
two players.
xxMelee title cards, and their associated framework
steps (1.4 and 7.4, see Appendix I), are not used in a
joust game.
Related: Melee Game
Keywords
Cards often kneel in order to attack, defend, or use
certain card abilities. When a card is knelt, it is
rotated 90 degrees. A card in this latter state is
considered kneeling.
xxA kneeling card cannot kneel again until it is
standing (typically by a game step or card ability).
Related: Stand, Standing
Lasting Effects
Some card abilities create effects or conditions that
affect the game state for a specified duration (such as
“until the end of the challenge” or “until the end of the
phase”). Such effects are known as lasting effects.
xxA lasting effect persists beyond the resolution of the
ability that created it, for the duration specified by
the effect. The effect continues to affect the 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
specified by its duration is reached. This means that
an “until the end of the round” lasting effect expires
just before an “at the end of the round” ability
may initiate.
xxAny “until the end of the X” effects that would
initiate after the end of X (via the resolution of
an interrupt or reaction ability to something that
occurred at the end of X) would expire immediately
without affecting the game state, and therefore fail
to initiate.
Leaves Play
The phrase “leaves play” refers to any time a card
makes a transition from an in play state to an out of
play state.
If a card leaves play, the following consequences occur
simultaneously with the card leaving play:
xxAll tokens on the card are returned to the treasury.
“Limit X copies per [card/game element]” is a limit
that appears on attachment cards, and restricts the
number of copies of that card (by title) that can be
attached to each designated card or game element.
“Max X per [period]” is a maximum that appears on
cards that do not enter or remain in play through the
resolution of their effect. (An event card, for example.)
Such a phrase imposes a maximum number of times
that ability can be initiated from all copies (by title) of
cards bearing the ability (including itself), during the
designated period. Initiating an ability on a card counts
towards the maximum for all copies of that card.
xxAll limits and maxima are player specific.
xxIf the effects of a card or ability with a limit or a
maximum are canceled, it is still counted against
the limit/maximum.
Related: Deck Limits, Plot Deck Limits
Location Cards
xxAll lasting effects and/or delayed effects affecting
Location cards represent the castles, cities, forests,
shops, taverns, brothels, streets, and other places one
might discover in the A Song of Ice and Fire setting.
These cards enter play in the back row of a player’s play
area and remain in play unless removed by an ability.
Related: In Play and Out of Play
Look
xxAll duplicates on the card are discarded.
xxAll attachments that are on the card are returned
to their owners’ hands.
the card while it is in play expire for that card.
Limited
Limited is a keyword ability. No more than 1 card
in total with the limited keyword can be marshaled
(or played, if the card is an event) by each player each
round. No more than 1 limited card can be placed by
each player during setup.
xxLimited cards that are “put into play” via card
effects ignore and are ignored by this restriction.
Related: Keywords, Put into Play
Limits and Maxima
“Limit X per [period]” is a limit that appears on
cards that remain in play through the resolution of
an ability’s effect. Each copy of an ability with such
a limit may be used X times during the designated
period. If a card leaves play and re-enters play during
the same period, the card is considered to be bringing
a new copy of the ability to the game.
For location card anatomy, see Appendix II
When a player is instructed to “look” at one or more
cards, that player does not show the cards to his or her
opponents. A card is not considered to leave its play
area while it is being looked at. A look instruction ends
when a card is returned to its prior state of concealment,
or reaches a new destination.
Loyal, Loyalty
Loyalty is a deckbuilding
restriction that limits which cards
can be used out-of-faction. A
House Baratheon,
card is loyal to its faction if it has
Loyal
a scroll of parchment below its
shield. A loyal card’s affiliation
must match the affiliation of a
deck’s faction card in order to
House Baratheon,
be included in the deck. Certain
Non-Loyal
card abilities (such as the Banner
agenda cards) permit players to use non-loyal cards
out-of-faction in a deck.
Related: Deckbuilding
12
[ Rules Reference ]
Marshal
In the Marshaling phase, the active player can (as
a player action) marshal a character, location, or
attachment card (or a duplicate) from his or her hand by
paying that card’s gold cost and placing the card in his
or her play area. A player pays a gold cost by returning
the indicated amount of gold from his or her gold pool
to the treasury.
xxWhen a card is marshaled, it is considered to have
entered play.
xxEvent cards are not marshaled, they are played.
xxCard abilities that put a card directly into play are
not considered to be marshaling the card.
Related: Costs, Duplicates, Enters Play,
Event Cards, Initiating Abilities/Marshaling Cards,
Put into Play
Marshaling Phase
See Appendix I, “3. Marshaling phase” on page 27.
Max X (copies) (per period)
xxIf a character chosen to be killed for military claim
is saved, the choice still serves to satisfy the claim.
Related: Challenges Phase, Save
Modifiers
Some abilities may ask players to modify values.
The game state constantly checks and (if necessary)
updates the count of any variable quantity that is being
modified.
Any time a new modifier is applied (or removed),
the entire quantity is recalculated from the start,
considering the unmodified base value and all active
modifiers.
xxThe calculation of a value should treat all modifiers
as being applied simultaneously. However, while
performing the calculation, all additive and
subtractive modifiers should be calculated before
doubling and/or halving modifiers are calculated.
xxFractional values are rounded up after all modifiers
have been applied.
xxWhen a value is “set” to a specific number, the set
See “Limits and Maxima” on page 12.
May
The word “may” indicates that a specified player has
the option to do that which follows. If no player is
specified, the option is granted to the controller of the
card with the ability in question.
Melee Game
A melee game is a game with three or more players.
xxMelee games use the title cards and the framework
steps (1.4 and 7.4, see Appendix I) associated
with them.
modifier overrides all non-set modifiers (including
any new non-set modifiers that are added during the
duration of the set value). If multiple set modifiers
are in conflict, the most recently applied set modifier
takes precedence.
xxA quantity cannot be reduced so that it functions
with a value below zero: a card cannot have
“negative” icons, STR, traits, cost, or keywords.
Negative modifiers in excess of a value’s current
quantity can be applied, but, after all active
modifiers have been applied, any resultant value
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
defending player, that player must choose a number
of different characters he or she controls equal to the
claim value on the attacking player’s revealed plot card,
and kill those characters. The chosen characters are all
killed simultaneously.
If the player controls fewer characters than would
satisfy claim, as much of the claim as possible must
be satisfied.
xxThe same character cannot be chosen more than
once to satisfy claim for a single 󲀈 challenge.
Some effects allow players to move cards or tokens.
xxWhen an entity moves, it cannot move to its same
(current) placement. If there is no valid destination
for a move, the move attempt cannot be made.
Moving Power
Some effects (such as a power challenge claim) allow
players to move power from one card to another. Power
that is moved is not considered “gained.”
[ Rules Reference ]
13
xxPower that is moved to a card under a different
Neutral
Related: Gains, Power Claim
xxNeutral cards are not considered to be in-faction or
player’s control counts toward that player’s
victory condition.
Some cards are not affiliated with any faction; these
cards are neutral. Any deck may include neutral cards.
out-of-faction.
Mulligan
After a player draws a starting hand during setup (but
before placing any cards in setup), that player has a
one-time option to declare a mulligan draw. After
doing so, the player reshuffles his or her starting hand
into his or her deck and draws a new starting hand of 7
cards. The player must keep this second hand.
xxPlayers decide in player order whether or not to
take a mulligan.
Related: Deckbuilding, Faction
Next Player
See “Player Order” on page 15
No Attachments
No attachments is a keyword ability. A card with this
keyword cannot have an attachment card attached.
xxIf one or more traits precedes the word
“attachments,” the card cannot have an attachment
that possesses one of the specified traits, but it can
have attachments possessing none of those traits.
Related: Setup
Negative Quantities
See “Modifiers” on page 13.
xxIf the word “attachments” is followed by the word
Nested Ability Sequences
Each time a triggering condition occurs, the following
sequence is followed: (1) execute any interrupts to
that triggering condition, (2) resolve the triggering
condition, and then (3) execute any reactions to that
triggering condition.
Within this sequence, if an interrupt or a reaction
to the original triggering condition generates a new
triggering condition, the game pauses and starts a new
sequence: (1) execute interrupts to the new triggering
condition, (2) resolve the new triggering condition,
and then (3) execute reactions to the new triggering
condition. Once this nested sequence is fully
completed, the game returns to where it left
off, continuing with the original triggering
condition’s sequence.
It is possible that a nested sequence generates further
triggering conditions (and hence more nested
sequences). There is no limit to the number of nested
sequences that may occur, but each nested sequence
must complete before returning to the sequence that
spawned it. In effect, these sequences are resolved in a
Last In, First Out (LIFO) manner.
In each interrupt window and each reaction window,
nested or not, the first player always has the first
opportunity to initiate an interrupt or reaction
(respectively).
“except” and one or more traits, the card can
have attachments that possess one or more of the
specified traits, but it cannot have attachments
possessing none of those traits.
xxIf a card has multiple variants of the “no
attachments” keyword, any variant that would
prevent a card from having a given attachment
prevails.
Related: Attachment Cards, Keywords, Trait
Out of Play
See “In Play and Out of Play” on page 9.
Ownership and Control
A card’s owner is the player whose deck held the card
at the start of the game.
xxCards by default enter play under their owner’s
control. Some abilities may cause cards to change
control during a game.
xxA player controls the cards located in his or her out
of play game areas (such as the hand, deck, discard
pile, and dead pile).
xxIf a card would enter an out of play area of a player
who does not own the card, the card is placed in
its owner's equivalent out of play area instead. (For
all associated card ability and framework effect
Related: Interrupts, Reactions
14
[ Rules Reference ]
purposes, the card is considered to have entered that
opponent's out of play area, and only the physical
placement of the card is adjusted.)
xxIf a participating character changes control during
the resolution of a challenge, it is immediately
removed from the challenge.
Related: Deck, Leaves Play
Participating
Any character that has been declared as an attacker or as
a defender for a challenge is considered participating in
that challenge through the resolution of the challenge.
xxA character is either participating or not
xxIf an ability explicitly removes a character from a
challenge, that character is no longer participating
in the challenge.
xxIf a participating character leaves play for any reason,
it is no longer participating in the challenge.
xxOnce a character is participating in a challenge,
losing the challenge icon of that type does not remove
the character from the challenge.
Related: Attacker, Challenges Phase, Defender
Pass
There are numerous points in the game where a player
has an option between performing an act (such as taking
an action, triggering an ability, or executing a game
step) or passing. Passing in such a situation forfeits the
player’s right to perform that act at that moment.
xxMany game sequences continue until all players
pass consecutively. Should one player perform
the function (i.e., not pass) during his or her
opportunity, opportunities to perform or pass
continue clockwise in player order until a state of
consecutive passes by all players is achieved. Passing
an opportunity does not prevent a player from acting
during his or her next opportunity in the same
sequence, as long as a state of consecutive passes by
all players does not occur.
Pillage is a challenge resolution keyword. After a player
wins a challenge, for each participating character with
the pillage keyword he or she controls, that player may
discard 1 card from the top of the losing opponent’s deck.
Related: Challenges Phase, Keywords
Many cards or abilities contain specific instructions
pertaining to when or how they may or may not be used,
or to specific conditions that must be true in order to
use them. In order to use such an ability or play/marshal
such a card, these play restrictions must be observed.
A permission is an optional play restriction, which
allows a player to play/marshal a card or use an ability
outside the timing or specifications provided by the
game rules.
Related: Event Cards, Initiating Abilities/
Marshaling Cards
Player Order
participating in a challenge.
Pillage
Play Restrictions and Permissions
If the players are instructed to perform a sequence in
“player order,” the first player performs his or her part
of the sequence first, followed by the other players in
clockwise order. The phrase “the next player” is used in
this context to refer to the next player (clockwise) to act
in player order.
Related: First Player
Plot Card
Plot cards represent the round-by-round strategic
decisions and plans a player makes throughout the
course of a game. A player’s plot deck begins the game
with exactly seven plot cards. Each plot card possesses
a gold, initiative, claim, and reserve value. Many plot
cards also possess an ability.
xxEach plot card exists in one of three states: in the
plot deck, revealed, or in the used pile.
xxWhen a player reveals a new plot card, it leaves the
plot deck and enters the revealed state. Place it on
top of that player's previously revealed plot card. This
removes the previously revealed plot card from play,
and replaces it with the newly revealed plot card. All
plot cards under a player’s currently revealed plot
card are considered that player’s used pile.
xxA player’s revealed plot card is considered in play
and interacts with the game state.
xxWhen a player reveals the final card of his or her
plot deck, after all just revealed plot cards have
entered play and all necessary “When Revealed”
abilities have resolved, each plot card in that
player's used pile is returned to his or her plot deck.
The just revealed plot card is not yet in the used
pile, and remains revealed.
[ Rules Reference ]
15
Power
For plot card anatomy, see Appendix II
Related: In Play and Out of Play, Plot Deck,
When Revealed
Plot Deck
Each player uses his or her own plot deck. A player’s
plot deck begins the game with exactly seven cards.
One of those plot cards may have an additional copy
(by title) within the plot deck. No more than one copy
of each of the other plot cards may be included in the
plot deck.
Related: Deckbuilding, Plot Card, Plot Deck Limit: X
Plot Deck Limit: X
If a plot card bears the phrase, “Plot Deck Limit: X,”
no more than X copies (by title) of the plot card may
be included in a plot deck.
xxIf X is 1, this phrase acts as a deckbuilding
restriction. A player cannot include an additional
copy of this plot card in his or her plot deck.
xxIf X is 3 or higher, this phrase acts as a
deckbuilding permission. A player may include up
to X copies of this plot card in his or her plot deck,
should this plot card be selected by the player as the
one card for which additional copies are permitted.
Plot Phase
See Appendix I, “1. Plot phase” on page 26.
Plot Value Modifiers
The following icons modify the values of various
statistics on their controller’s revealed plot card. Such
modifications are mandatory.
+1
+1
+1
Gold
Modifier
Initiative
Modifier
Reserve
Modifier
xxAll active plot value modifiers under a player’s
control are cumulative in their effect upon that
player’s revealed plot card.
xxIf a card’s printed text box is considered blank, any
modifiers printed in that text box are not active.
16
The object of the game is for a player
to have 15 (or more) power. A player's
power total is equal to the amount of
power amassed on cards under his or
her control, and is tracked using
power counters.
Power
Counter
Related: Winning the Game
Power Claim
When a player loses a power (󲀉) challenge as the
defending player, that player must remove a number of
power from his or her faction card equal to the claim
value on the attacking player’s revealed plot card, and
move it to the attacking player’s faction card.
If the player controls less power than would satisfy
claim, as much of the claim as possible must be satisfied.
Related: Challenges Phase
Printed
The word “printed” refers to the text, characteristic,
icon, or value that is physically printed on the card.
Related: Blank
Priority of Simultaneous Resolution
If a single effect affects multiple players simultaneously,
but the players must individually make choices
to resolve the effect, the first player chooses first,
followed by the other players in player order. Once all
necessary choices have been made, the effect resolves
simultaneously upon all affected entities.
xxIf the resolution of two or more when revealed
abilities, delayed effects, or forced abilities would
resolve at the same time, the first player decides the
order in which the abilities resolve, regardless of who
controls the cards bearing the conflicting abilities.
xxIf two or more constant abilities and/or lasting
effects cannot be applied simultaneously, the first
player determines the order in which the constant
abilities are applied.
Related: First Player
Put into Play
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 ]
xxThe gold cost of the card being “put into play” is
not paid.
xxUnless otherwise instructed by the “put into play”
effect, cards that enter play in this manner must do
so in a play area or attachment state that satisfies the
rules of marshaling the card.
xxA card that has been put into play is not considered
to have been “marshaled.”
xxIf an additional copy of a unique card a player
already owns and controls is put into play under his
or her control, it enters play as a duplicate.
Related: Dead pile, Duplicates, In Play and Out of
Play, Marshal, Unique Cards
Qualifiers
If card text includes a qualifier followed by multiple
terms, the qualifier applies to each item in the list, if it
is applicable. For example, in the phrase “each unique
character and location,” the word “unique” applies both
to “character” and to “location.”
Reactions
A reaction is a triggered ability whose text contains
the boldface “Reaction:” precursor. Always resolve a
triggering condition before initiating any reactions to
that triggering condition.
Unlike actions, which are resolved during action
windows, each reaction may be initiated once each time
its specified triggering condition occurs, as described in
the reaction’s ability text.
After a triggering condition resolves, a reaction window
for that triggering condition opens.
Within the reaction window, the first player always has
the first opportunity to initiate an eligible reaction (to
this triggering condition), or pass. Opportunities to
initiate an eligible reaction, or pass, continue in player
order until all players consecutively pass, at which point
the reaction window closes. Passing does not prevent a
player from initiating an eligible reaction later in that
same reaction window.
Once a reaction window closes, further reactions to that
specific triggering condition cannot be initiated.
xxIt is possible for multiple reactions to be initiated
from the same triggering condition. Each reaction
must resolve completely before the next reaction to
the same triggering condition may initiate.
xxIf multiple copies of the same reaction are eligible to
be initiated, each copy may be initiated once against
that triggering condition. Each eligible reaction may
be used once per trigger. (If multiple copies of the
same reaction are eligible, each copy may be used
once.)
Related: Interrupts, Nested Ability Sequences
Redirect (Melee game only)
The Crown Regent title card can be used to redirect a
single challenge each round. This ability is used after
a challenge is initiated, before any reactions to that
challenge’s initiation can be triggered.
If a challenge is redirected, the player who is initiating
the challenge must immediately choose a new opponent
to resolve the challenge against. The attacking player
may also choose new stealth targets (controlled by
the new defending player) if he or she desires. Any
originally declared stealth targets are not considered to
have been bypassed by stealth; any new targets are.
The challenge is still considered to have been initiated
against the original opponent, but it resolves against the
new opponent.
A redirected challenge may not be resolved against the
same opponent it was originally initiated against.
Any effect that would prevent a challenge from being
initiated against a player does not prevent a redirected
challenge from resolving against that player. (This
means that a redirected challenge may resolve against
an opponent the attacking player supports.)
The player initiating the challenge cannot change which
characters he or she has declared, or the challenge type
that has been announced, when a challenge has been
redirected.
Related: Melee Game
Removed from Game
A card that has been removed from the game is set aside
and has no further interaction with the game in any
manner for the duration of its removal.
If there is no specified duration, a card that has been
removed from the game is considered removed until the
end of the game.
Related: In Play and Out of Play
[ Rules Reference ]
17
Renown
Renown is a challenge resolution keyword. After a
player wins a challenge, each participating character
with the renown keyword he or she controls may gain
1 power.
Related: Challenges Phase, Keywords
Replacement Effects
A replacement effect is an effect (usually an interrupt)
that replaces the resolution of a triggering condition
with a different means of resolving that same
triggering condition, but in such a manner that the
triggering condition is still considered to occur. The
word “instead” is frequently indicative of a such an
effect. After all interrupts to the triggering condition
have resolved and it is time to resolve the triggering
condition itself, the replacement effect resolves instead.
If multiple replacement effects are initiated against
the same triggering condition, the most recent
replacement effect is the one that is used for the
resolution of the triggering condition.
For example, Benjen Stark has the following replacement
effect, “Interrupt: When Benjen Stark is killed, gain
2 power for your faction. Then, shuffle him back into
your deck instead of placing him in your dead pile.” The
triggering condition (i.e. the killing of Benjen Stark)
will still occur, but the triggering condition will resolve
differently from normal because the card will be shuffled
back into its owner's deck rather than being placed in its
owner’s dead pile.
Related: Interrupts
Reserve Value
Reserve Modifier
See “Plot Value Modifiers” on page 16.
18
When a player is instructed to reveal cards, that player
is obliged to show those cards to his or her opponents.
If there is no specified duration for the reveal, the
revealed cards remain revealed until they reach a new
destination (as specified by the ability), or through the
completion of the ability's resolution.
xxWhile it is revealed, a revealed card is still
considered to be located in the game area (such as a
player's hand or deck) from which it is revealed.
Revealed Plot
See “Plot Card” on page 15.
Rivals (Melee game only)
If a player’s title card lists another title as a “rival,”
that player gains 1 power for his or her faction after
winning a challenge against an opponent who bears
that rival title. This occurs during framework step
4.2.3 (see Appendix I) and is known as a rivals bonus.
xxA player can gain a maximum of 1 rivals bonus per
rival opponent by winning a challenge against that
opponent each round.
Related: Melee Game, Title Cards
Sacrifice
When a player is instructed to sacrifice a card, that
player must choose a card in play that he or she
controls and that matches the requirements of the
sacrifice, and place it in his or her discard pile.
xxIf the chosen card does not leave play, the sacrifice
is not considered to have been made.
Each plot card has a reserve value. During the taxation
phase, each player compares his or her current hand
size (i.e., the number of cards in the player’s hand) with
the reserve value on his or her currently revealed plot
(which incorporates all relevant reserve modifiers). If
a player’s hand size is higher than his or her reserve
value, that player must choose and discard cards from
his or her hand until the hand size is equal to the
reserve value. All players perform this process in
player order.
Related: Plot Value Modifiers
Reveal
xxSacrificing a card does not satisfy any other means
(such as “kill” or “discard”) of a card leaving play.
xxA sacrificed card cannot be saved.
Related: Ownership and Control, Save
Save
When a card is saved from an effect that attempts to
remove that card from play, the card remains in play as
the effect resolves and is not considered to have been
killed, discarded, or otherwise removed from play by
the effect.
xxIf a card is saved from 󲀈 claim, the card was still
chosen for 󲀈 claim, and therefore is still counted
towards the fulfillment of the claim.
[ Rules Reference ]
xxIf an aspect of an ability that removes a card from
play is followed by the text “cannot be saved,” players
cannot attempt to save that card.
xxIf a constant ability or lasting effect imposes a
condition upon a card that would continually drive
it from play (for example, a lasting effect that applies to
a character over a period of time, and kills that character
if its STR is 0), any attempt to save the card must
also remedy the ongoing condition. Otherwise, upon
resolution of the save attempt, the card is immediately
re-exposed to the ongoing condition, and removed
from play. Therefore, if the save effect does not also
remedy the ongoing condition, it cannot be initiated,
as the effect has no potential to change the game
state. As such, using a duplicate to save from such an
ongoing condition is also prohibited.
Related: Effects, Military Claim, Would
Search
When a player is instructed to search for a card, that
player is permitted to look at all of the cards in the
searched area without revealing those cards to his or her
opponents.
xxIf an effect searches an entire deck, the deck must
be shuffled to the satisfaction of each opponent upon
completion of the search.
xxA player is not obliged to find the object of a search
effect, even if the searched cards contain a card that
meets the eligibility requirements of the search.
xxIf a search effect would add a card with specified
characteristics to a hidden game area, the player
fulfilling the search must reveal the card to his or
her opponent to verify that the card is eligible to be
found by the search.
xxWhile cards are being searched, they are not
considered to have left their play area of origin.
Related: Deck
Self-Referential Text
Set
See “Modifiers” on page 13.
To setup a game, perform the following steps in order:
1. Determine game format and select decks. Games
with two players use the joust format. Games with
three or more players use the melee format.
2. Determine first player. Randomly determine a
player to be denoted as first player while setting up
the game. Place the first player token in front of
this player.
3. Announce factions and agendas (if any). In player
order, each player announces the faction and agenda
(if any) that his or her deck uses, and places the
faction card and agenda (if any) faceup in his or her
play area.
4. Create treasury. Place the gold tokens, power
counters, and influence tokens in a pile within reach
of each player. This area is known as the treasury.
5. Place plot decks. Each player places his or her plot
deck facedown next to his or her faction card.
6. Shuffle draw decks. Each player shuffles his or her
draw deck to the satisfaction of all opponents.
7. Draw setup hands. Each player draws seven cards
from his or her draw deck. Each player, in player
order, has the option to take a single mulligan by
shuffling those seven cards back into his or her deck
and drawing seven new cards.
8. Place setup cards. Each player, in player order,
may place up to a total of 8 cost worth of character,
location, and attachment cards from his or her hand
as setup cards. Setup cards are placed facedown in
a player’s play area. When placing setup cards, the
following restrictions must be observed:
✦✦
✦✦
When a card’s ability text refers to its own title, it is
referring to itself only, and not to other copies (by title)
of the card.
Related: Copy
Setup
✦✦
✦✦
No more than 8 total cost worth of cards may
be placed.
No more than 1 card with the “Limited” keyword
may be placed.
Only character, location, and attachment cards
may be placed.
Each attachment that is placed must be eligible to
be attached to a valid card or game element that
will be under its owner’s control when the setup
cards are revealed in the next step.
[ Rules Reference ]
19
✦✦
Additional copies of unique cards may be placed
in setup at no cost, and revealed as duplicates in
the following step.
9. Reveal setup cards. All players turn their setup
cards faceup simultaneously. Then, each player
attaches his or her attachments and places his or
her duplicates, in player order. Note: Cards are not
considered to have been marshaled, played, put into
play, or to have entered play when they are revealed or
announced in setup, and card abilities that reference
those terms are ignored during this step. These cards are
considered “already in play” when the game begins.
10.Replenish opening hand. Each player draws cards
until there are seven cards in his or her hand.
Related: Duplicates, Mulligan, Appendix II: Card
Anatomy
Stand, Standing
A card that is in an upright state so that its
controller can read its text from left to right is
considered standing.
xxA standing card is knelt by rotating it 90 degrees to
the side.
Standing Phase
See Appendix I, “6. Standing phase” on page 29.
Stealth is a keyword ability. When a player initiates
a challenge, for each character with stealth he or she
declares as an attacker, that player may choose one
character without stealth controlled by the defending
player. Each chosen character is considered bypassed
by stealth, and is not eligible to be declared as a
defender for that challenge.
The abbreviation for “strength.”
Total defending STR is the sum of each participating
character’s STR on the defending player's side, plus
any relevant modifiers.
A player is not able to win a challenge with a total
attacking or defending STR of zero.
Related: Challenges Phase
Supports (Melee game only)
If a player’s melee title card “supports” another title,
the bearer of that title cannot initiate a challenge
against the bearer of the title he or she supports.
Some abilities use the word “switch.” In order to
resolve such an ability, switched items must exist on
each side of the switch.
Target
Related: Enters Play, Kneel, Kneeling
STR
Total attacking STR is the sum of each participating
character’s STR on the attacking player's side, plus any
relevant modifiers.
Switch
is standing.
Related: Challenges Phase, Keywords
A character’s strength (abbreviated “STR”) represents
its effectiveness in challenges. The higher the STR,
the more effective the character. A character’s printed
STR can be found in the shield to the left of its title.
Related: Title cards
xxThe default state in which cards enter play
Stealth
Strength, Strength Modifiers
The term “choose” indicates that a target must be
chosen in order for an ability to resolve. The player
resolving the effect must choose a game element
(usually a card) that meets the targeting requirements
of the ability.
xxThe controller of a targeting ability chooses all
targets for the effect unless otherwise specified by
the card.
xxIf an ability requires the choosing of a target (or
targets), and there is no valid target (or not enough
valid targets), then the ability cannot be initiated.
This initiation check is made at the same time the
ability’s play restrictions are checked.
xxAt the time targets are chosen, any currently valid
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.
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[ Rules Reference ]
xxAn effect that can choose “any number” of targets
does not successfully resolve (and cannot change the
game state) if zero of those targets are chosen.
xxThe resolution of some effects (such as post-then
effects, or delayed effects) requires that targets are
chosen after the initiation of the effect. Such targets
need not be verified when checking play restrictions
and determining whether or not the entire ability
may initiate. If there are no valid targets at the time
such targets would be chosen, that aspect of the
effect fails to resolve.
xxA card is not an eligible target for an ability if the
resolution of that ability's effect could not affect the
target at all. (For example, a kneeling character cannot
be chosen as the target for an effect that reads, “choose and
kneel a character.”)
Related: Delayed Effects, Initiating Abilities,
The word “Then”
The title pool is created during game setup. It contains
all of the title cards not currently controlled by a player.
Players select a title from the title pool each round
during the plot phase, and bear it throughout the round.
While a player bears a title, it is in play under his or
her control.
In addition to creating rival and support relationships
among the players (and to the textual or iconic abilities
described on the cards), each of the following titles
also provides its bearer with a unique STR bonus for a
specified part of the round.
The Crown Regent contributes 2 additional STR to its
bearer’s total for dominance.
The Hand of the King contributes 1 additional STR to
its bearer’s total during any 󲀉 challenge in which he or
she controls a participating character.
The Master of Ships contributes 1 additional STR to its
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.
Terminal
Terminal is a keyword ability that appears on
attachment cards. If the card or game element to which
a terminal card is attached leaves play, the attachment
does not return to its owner's hand, and is discarded
from play.
The Master of Whispers contributes 1 additional STR
to its bearer’s total during any 󲀊 challenge in which he
or she controls a participating character.
xxIf a player's title card leaves play, it must be returned
to the title pool.
For title card anatomy, see Appendix II
Related: Attachment Cards, Keywords
Related: Melee Game, Plot Phase, Redirect,
Rivals, Supports
The word “Then”
Tokens, Running out of
If the effect text of an ability includes the word “then,”
the text preceding the word “then” must be successfully
resolved in full (i.e. the game state changes to reflect the
intent of the pre-then aspect of the effect in its entirety)
before the remainder of the effect described after the
word “then” can be resolved.
xxIf the pre-then aspect of an effect does successfully
resolve in full, the resolution of the post-then aspect
of the effect must also attempt to resolve.
xxIf the pre-then aspect of an effect does not
successfully resolve in full, the post-then aspect does
not attempt to resolve.
Title Cards, Title Pool (Melee game only)
The title cards are used only in the melee game. Each
title provides unique capabilities to its bearer, and
fosters political relationships among the players.
There is no limit to the number of gold, power, or
influence tokens which can be in the play area at a
given time. If players run out of the provided tokens,
other tokens, counters, or coins may be used to track the
current game state.
Traits
Most cards have one or more traits listed at the top of
the text box and printed in bold italics.
xxTraits have no inherent effect on the game. Instead,
some card abilities reference cards that possess
specific traits.
Treasury
The treasury is created during game setup and contains
all of the tokens and counters not currently controlled
by any player.
[ Rules Reference ]
21
xxWhen a player gains gold, that gold is taken from
the treasury and added to the player’s gold pool.
When a player spends gold to marshal a card or pay
for an ability, that gold is returned to the treasury.
xxWhen a card with any tokens or counters on it
leaves play, those tokens or counters are returned
to the treasury.
Related: Setup, Gold, Influence Tokens, Power
Triggered Abilities
A triggered ability is any ability with a boldface
precursor followed by a colon and the rest of the
ability. This incudes actions, phase specific actions,
interrupts, reactions, forced interrupts or reactions,
and when revealed abilities.
Related: Abilities, Triggering Condition
3. Forced interrupts to the imminent triggering
condition must resolve, in the order determined by
the first player.
4. The interrupt window to the imminent triggering
condition opens, and closes after all players
consecutively pass.
5. The triggering condition itself occurs.
Triggering Condition
A triggering condition is a specific occurrence
that takes place in the game. On card abilities, the
triggering condition is the element of the ability that
references such an occurrence, indicating the timing
point at which the ability may be used. The description
of an ability's triggering condition often follows the
word “when” (for interrupt abilities) or the word “after”
(for reaction abilities).
If a single occurrence creates multiple triggering
conditions (such as two characters being killed
simultaneously by a claim 2 military challenge), those
triggering conditions are handled in shared interrupt/
reaction windows, in which abilities that refer to any
of the triggering conditions created by that occurrence
may be used.
22
effect. “Cancel” interrupts are the only type that
will reference the initiation of an effect.) If the
imminent triggering condition is canceled, none
of the subsequent steps in this sequence occur. If
the triggering condition is changed, the original
triggering condition is no longer imminent, but
the newly established triggering condition is now
imminent (usually, this will mean that a card that
was about to leave play is now about to be saved).
6. Forced reactions to the triggering condition must
resolve, in the order determined by the first player.
7. The reaction window to the triggering condition
opens, and closes after all players consecutively pass.
Related: Cancel, Initiating Abilities, Interrupts,
Reactions, Would
Unique Cards
A card with the 󲀋 symbol before its card title is a
“unique” card. Each player may only have a maximum
of one instance of each unique card, by title, in play.
xxA player may marshal (or put into play by a card
ability) additional copies of each unique card he or
she owns and controls, placed as a duplicate on that
card, for no cost.
The following is a sequence of possible interrupt
and reaction opportunities that exists around each
triggering condition that may arise in a game:
xxA player cannot take control of a unique card if he
1. The triggering condition becomes imminent. (In
other words, if it is not canceled, changed, or
otherwise pre-empted by interrupt abilities, the
triggering condition is the next thing that will
occur in the game.)
xxA player cannot bring into play or take control of
2. Interrupt abilities referencing when the imminent
triggering condition “would” occur may be used.
(Note that for effects, a “cancel” interrupt may
prevent the effect from initiating, and that the
initiation of an effect is a separate triggering
condition, that comes before the resolution of the
Unopposed, Unopposed Challenge
or she already controls or owns an in-play copy of
that card.
a unique card if a copy of that card is in his or her
dead pile.
Related: Dead Pile, Duplicates, Ownership and Control
A challenge is “unopposed” if the defending
player counts 0 STR when the challenge winner is
determined. This can occur if the defending player
controls no participating characters, or if there are
defending characters but the total defending STR is 0.
[ Rules Reference ]
xxWhen a player wins an unopposed challenge as
the attacker, that player gains 1 power for his or
her faction card. This occurs during framework
step 4.2.3 (see Appendix I), and is known as an
unopposed bonus.
Used Pile
See “Plot Card” on page 15.
When Revealed
A When Revealed ability contains the boldface “When
Revealed:” precursor. Such an ability must resolve
whenever a plot card bearing it is revealed.
See timing step “1.3 Reveal plots” on page 26.
Winning a Challenge
Each challenge is won by the player who counts the
highest total STR for his or her side when the challenge
result is determined.
xxA player's total STR is the sum of the STR of each
participating character on his or her side of the
challenge, along with any other modifiers that are
affecting the amount of STR that player counts for
that challenge.
xxA player must count at least 1 total STR and there
must be at least 1 participating character on his or
her side in order to win a challenge.
xxIf the total STR counted on each side is tied at a
value of 1 or greater (and the attacker controls at
least 1 participating character), the attacker wins
the challenge.
xxIf neither player can meet the requirements of
winning a challenge, neither player wins (or loses)
that challenge.
Related: Challenges Phase, Claim, Unopposed
Winning the Game
The first player to have 15 (or more) power on cards
he or she controls wins the game. The game ends
immediately if a player meets the victory condition of
having 15 (or more) power.
xxIf multiple players would reach this victory condition
simultaneously, the first player determines which of
those players wins the game.
xxA player is eliminated from the game when his or
remaining player wins the game. (If all remaining
players would be eliminated simultaneously, the first
player determines the order in which those players
are eliminated.)
Would
The word “would” is used to define the triggering
condition of some interrupt abilities, and establishes a
higher priority for those abilities than interrupts to the
same triggering condition that lack the word “would.”
All “would be X” interrupts are eligibly to be used
before any “is X” interrupts. This means that an
interrupt with the word “would” (such as “when a
character would be killed”) has timing priority over
an interrupt without the word “would” to the same
occurrence (such as “when a character is killed”).
xxIf an interrupt to a triggering condition that would
occur changes the nature of that which is about
to occur (such as saving a character that would be
killed), no further interrupts to the original trigger
may be used, as the resolution of that trigger is no
longer imminent.
Related: Cancel, Interrupts, Replacement Effects, Save
The letter “X”
Unless specified by a card ability or granted player
choice, the letter X is always equal to 0. For costs
involving the letter X, the value of X is defined by card
ability or player choice, after which the amount paid may
be modified by effects without altering the value of X.
Component List
For reference, the game components included in the
core set are:
xx28 Plot cards
xx31 Neutral cards
xx20 Stark cards
xx20 Lannister cards
xx20 Baratheon cards
xx20 Greyjoy cards
xx20 Targaryen cards
xx20 Martell cards
xx20 Tyrell cards
xx20 Night’s Watch cards
xx1 Fealty Agenda card
xx8 Faction/Agenda cards
xx6 Melee title cards
xx30 Gold tokens
xx30 Power counters
xx10 Influence tokens
xx1 First Player token
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
and Gameplay
1. PLOT PHASE
1.1 Round begins. Plot phase begins.
Numbered items presented in the darker boxes are
known as framework events. Framework events are
mandatory occurrences dictated by the structure of the
game. Yellow windows are framework events that only
occur when playing the melee format of the game. Grey
windows are special framework events that indicate
the possibility of the game returning to an earlier
framework event in the chart. These repetitive sequences
can end in various ways, such as when all players have
performed the steps in the sequence, or when a player
makes a specific decision. Each grey window explains
when and how the game either loops back or progresses
to a later framework event.
1.2 Choose plots.
1.3 Reveal plots.
I. Count initiative.
II. Determine first player.
III. Resolve “when revealed” abilities.
1.4 Select titles (Melee format only).
ACTION WINDOW
1.5 Plot phase ends.
Proceed to Draw phase
Action Windows
An Action may only be initiated during an action
window. Action windows are presented in red boxes
on the chart. When an action window opens, the
first player has the first opportunity to initiate an
action, or pass. Opportunities to initiate actions
rotate between the players in player order until all
players consecutively pass, at which point the action
window closes. (Note that if a player passes his or
her opportunity to act, but the other opponents do
not consecutively pass in sequence, the original player
may still take an action when the rotation of action
opportunities comes back around to the original player.)
2. DRAW PHASE
2.1 Draw phase begins.
2.2 Each player draws 2 cards.
ACTION WINDOW
2.3 Draw phase ends.
Proceed to Marshaling phase
Resolve each action completely before the next
action opportunity.
3. MARSHALING PHASE
Reactions and Interrupts
An Interrupt or Reaction ability can interrupt or react
to the resolution of a framework event if the triggering
condition of the ability is met.
3.1 Marshaling phase begins.
3.2 Active player collects income (first player starts as
active player).
SPECIAL ACTION WINDOW
Each reaction or interrupt must resolve completely
before the next interrupt or reaction to the same
triggering condition may initiate.
For example: An ability that reads, “Reaction: After
you win a challenge…” initiates after step (4.2.2) of the
challenge resolution framework event is complete.
All players may use actions, but only the
active player can marshal cards into play.
3.3 Next player becomes active player, until each player
has been active player.
3.4 Marshaling phase ends.
Proceed to Challenges phase
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[ Rules Reference ]
5. DOMINANCE PHASE
4. CHALLENGES PHASE
5.1 Dominance phase begins.
4.1 Challenges phase begins.
5.2 Count standing STR (and unspent gold) and
reward dominance.
ACTION WINDOW
ACTION WINDOW
4.2 Active player may initiate a challenge, if able
(first player starts as active player). If the active player
initiates a challenge, move to challenge resolution flow
chart.
5.3 Dominance phase ends.
Proceed to Standing phase.
4.3 If the active player does not initiate further challenges, 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.
4.2.4 Apply claim result.
4.2.5 Process challenge resolution keywords.
7.2 Return unspent gold to treasury.
7.3 Each player discards cards in hand down to his or
her reserve value.
7.4 Return all titles to the title pool.
(Melee format only.)
4.2.6 Challenge ends.
ACTION WINDOW
7.5 Taxation phase ends. Round ends.
Proceed to Plot phase of next game round.
[ Rules Reference ]
25
Framework Event Details
This section provides a detailed explanation on how
to handle each framework event step presented on the
game’s flow chart, in the order that the framework
events occur throughout the round.
1. Plot phase
1.1 Plot phase begins
This step formalizes the beginning of the plot phase.
As this is the first framework event of the round, it
also formalizes the beginning of a new game round.
The beginning of a phase is an important game
milestone that may be referenced in card text, either
as a point at which an ability may or must resolve, or
as a point at which a lasting effect or constant ability
begins or expires.
1.2 Choose plots
Each player looks at the cards remaining in his or her
plot deck, and chooses one to reveal during the next
framework step. The chosen plot is placed facedown
apart from the plot deck, and not revealed to other
players during this step.
Once each player has chosen a plot and placed it
facedown away from his or her plot deck, this step
is complete.
1.3 Reveal plots
The players simultaneously reveal each of the plot cards
that were chosen during step 1.2 by turning those
cards faceup.
When a player's plot card is revealed, it is placed on
top of his or her previously revealed plot card. All plot
cards beneath a player’s currently revealed plot card are
considered that player’s “used pile.”
The act of revealing plot cards for this framework event
involves three steps, performed in this order:
I. Compare initiative. The player with the highest
initiative value on his or her revealed plot card (which
incorporates all relevant reserve modifiers) wins
initiative. If multiple players have the same initiative
value, the tied player with the lowest power total wins
initiative. If the players’ initiative and power totals are
both tied, the tie is broken by randomly selecting one
of the tied players.
26
II. Choose first player. The player who won initiative
in step I chooses a player to be the first player. The
chosen player takes the first player token and keeps it
until another card or game effect (usually this step in
the following round) selects a new first player.
Note: If a player reveals a new plot card outside the
standard plot phase framework step (for instance,
by resolving a card ability), steps I and II are
skipped: there is no new initiative comparison or
determination of a new first player.
III. Initiate When Revealed abilities. Any when
revealed abilities on plot cards that have just been
revealed must now initiate. If multiple players
have When revealed abilities on their plot cards,
the first player determines the order in which these
abilities initiate. Resolve each when revealed ability
before initiating the next.
Once these steps are complete, the players have
completed the process of revealing plots. If a player has
no cards in his or her plot deck, that player's used pile
now returns to his or her plot deck. (The just revealed
plot is not yet in the used pile and does not return at
this time.)
TIMING NOTE: Any reaction abilities that read “After
you reveal a plot card” or “After a player reveals a plot card”
may be initiated after the completion of the above step III.
1.4 Select titles (melee format only)
If the players are playing a melee game, they now
select titles for the round. In a joust game, this
framework step is skipped.
First, shuffle the six titles facedown and remove one
at random from the title pool. If three players are
playing, remove two at random instead. If six or more
players are playing, no titles are removed.
The first player then looks at the remaining titles in
the title pool, and takes one without revealing his
or her selection to the other players. The remaining
titles are passed in player order, with each player
selecting one title in this manner. After all players
have selected, any unselected titles (including the
titles that were randomly removed at the beginning
of this step) are returned facedown to the title pool,
and each selected title is turned face up in front of the
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 ]
If more than six players are playing in a melee game,
any player who would be selecting a title from an empty
title pool plays the round without a title.
TIMING NOTE: Any player may also initiate Interrupt
or Reaction abilities if the appropriate triggering
condition occurs.
1.5 Plot phase ends
To marshal a card, a player returns an amount of gold
equal to the card’s gold cost from his or her gold pool to
the treasury.
This step formalizes the end of the plot phase.
The end of a phase is an important game milestone
that may be referenced in card text, either as a point at
which an ability may or must resolve, or as a point at
which a lasting effect or constant ability expires
or begins.
2. Draw phase
2.1 Draw phase begins
This step formalizes the beginning of the draw phase.
2.2 Draw
Each player must simultaneously draw 2 cards from the
top of his or her draw deck.
Note: A player is eliminated from the game
immediately if there are no cards remaining in his or
her deck. If all remaining players are eliminated while
fulfilling this step, the first player determines which of
those players is the winner of the game.
2.3 Draw phase ends
This step formalizes the end of the draw phase.
3. Marshaling phase
3.1 Marshaling phase begins
When a player marshals a character card, the card is
placed in the front row of that player’s play area.
When a player marshals a location card, the card is
placed in the back row of that player’s play area.
When a player marshals an attachment card, the card is
attached to another card or game element in play. Some
attachments have play restrictions or permissions that
describe the type of card or game element to which they
must be attached. If an attachment does not have any
such restriction or permission, the default state for an
attachment is that it attaches to a character.
When a player marshals a duplicate, it is placed faceup,
overlapped by (i.e. partially visible beneath) the copy
of the card that was already in play. There is no cost to
marshal a duplicate.
Action opportunities continue clockwise in player order
among the players until all players consecutively pass, at
which point the action window closes. As such, there is
no upper limit on the number of opportunities an active
player may have to marshal his or her cards.
3.3 Next player becomes active player
This step formalizes the beginning of the
marshaling phase.
If upon reaching this step all players have been the
active player this phase, proceed to step 3.4.
3.2 Active player collects income
The first player is first to be the active player in the
marshaling phase.
The active player collects income equal to the gold value
on his or her revealed plot card (which incorporates all
relevant gold modifiers), and gains that much gold from
the treasury, adding it to his or her gold pool.
Marshaling phase player action window
The first player always has the first opportunity to act
during this action window.
In addition to being permitted to initiate “Action” and
“Marshaling Action” abilities (like all players), the
active player is also permitted (when it is his or her
turn to act) to, as a player action, marshal a character,
location, attachment, or duplicate. Action opportunities
in this window continue in player order until each
player has consecutively passed.
Otherwise, the next player (in player order) becomes the
active player. Return to step 3.2.
3.4 Marshaling phase ends
This step formalizes the end of the marshaling phase.
4. Challenges phase
4.1 Challenges phase begins
This step formalizes the beginning of the
challenges phase.
4.2 Active player may initiate a challenge
The first player is the first to be the active player in the
challenges phase.
The game permits the active player to initiate one 󲀈,
one 󲀊, and one 󲀉 challenge (in any order) while he or
she is the active player during the challenges phase.
[ Rules Reference ]
27
If the active player passes this opportunity to initiate
a challenge, or cannot initiate a challenge, proceed to
step 4.3.
To initiate a challenge, the active player does the
following. The game treats these criteria as being
performed atomically (all at once), and they must all be
completed together in order to initiate a challenge.
xxAnnounces the type of challenge (󲀈, 󲀊, or 󲀉)
being initiated.
xxAnnounces the opponent against whom the
challenge is being initiated.
xxAnnounces which characters (under his or her
control) are being declared as attackers, and kneels
them simultaneously. In order to be eligible as an
attacker, a character must have a challenge icon
that corresponds with the type of challenge being
initiated, and the character must be standing. At
least one character must be declared as an attacker
to initiate a challenge. Any character with the
stealth keyword that has been declared as an
attacker also chooses its stealth targets at this time
if its controller desires to use the stealth keyword.
TIMING NOTE: Once a challenge is initiated, reactions
to any of the above announcements may be initiated.
TIMING NOTE: Once a challenge is initiated, it is
considered to be resolving until the challenge ends in
step 4.2.6.
4.2.1 Defending player declares defenders
The defending player has the option to declare eligible
characters he or she controls as defenders, and kneels
them simultaneously. In order to be eligible as a
defender, a character must have a challenge icon
that corresponds with the type of challenge that
is currently underway, and the character must be
standing. A character that was chosen as a stealth
target in step 4.2 is not eligible to be declared as a
defender.
4.2.2 Compare STR to determine challenge winner
Compare the combined STR of all attacking
characters (plus any active modifiers) to the combined
STR of all defending characters (plus any active
modifiers) to determine the challenge winner.
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
28
have a total STR of 1 or higher, and/or if there are no
participating characters on this player’s side when this
step (i.e., the STR comparison) occurs, neither player
wins (or loses) the challenge.
If the attacking player is the winner, and the total
STR on the defending side of the challenge was 0, the
challenge is considered “unopposed.”
TIMING NOTE: Reactions to winning and/or losing the
challenge may be initiated after the completion of this step.
4.2.3 Gain challenge bonuses
If the challenge was unopposed in the previous step,
the attacking player gains 1 power for his or her
faction card for winning an unopposed challenge. This
is known as an unopposed bonus.
In a melee game, if the challenge was won against an
opponent bearing a title which is denoted as a Rival
on the winning player’s title (and the challenge winner
has not already claimed power for defeating that Rival
this round), the challenge winner gains 1 power for his
or her faction. This is known as a rivals bonus.
All challenge bonuses a player receives for this step are
gained simultaneously.
4.2.4 Apply claim result.
If the attacking player is the challenge winner, the
claim result of the challenge is now applied. The claim
result for each challenge type resolves as follows, using
the claim value on the attacking player's revealed plot
card (and incorporating all relevant claim modifiers):
󲀈 Military: The defending player must choose
a number of different characters under his or her
control equal to the claim value, and kill those
characters. (The chosen characters do not have to
be characters that participated in the challenge.)
󲀊 Intrigue: The defending player must discard, at
random, a number of cards from his or her hand equal to the claim value.
󲀉 Power: The defending player removes a number
of power counters from his or her faction card
equal to the claim value, and moves them to the
attacking player’s faction card.
If the defending player wins the challenge, no claim
result occurs.
[ Rules Reference ]
4.2.5 Process challenge resolution keywords
Challenge resolution keywords (e.g. insight, intimidate,
pillage, and renown) take effect at this time. The
first player determines the order, by keyword type, in
which these keywords are processed. The first player
chooses one keyword type (for instance, renown), and
then all relevant instances of that keyword resolve
simultaneously. The first player then chooses the next
keyword type to resolve, and so on, until all keyword
types that need to resolve upon the resolution of the
challenge have been processed.
4.2.6 Challenge ends
This step formalizes the end of the challenge. All
characters that were participating in the challenge are
no longer participating. Proceed to the action window
between framework steps 4.1 and 4.2.
4.3 Next player becomes active player
If the active player does not declare a challenge, or
cannot initiate any more challenges, the next player in
player order becomes the active player. Proceed to the
player action window between framework steps 4.1
and 4.2.
If all players have been the active player this phase,
proceed to 4.4.
4.4 Challenges phase ends
This step formalizes the end of the challenges phase.
5. Dominance phase
6. Standing phase
6.1 Standing phase begins
This step formalizes the beginning of the standing phase.
6.2 Stand cards
Simultaneously stand each kneeling card in play.
6.3 Standing phase ends
This step formalizes the end of the standing phase.
7. Taxation phase
7.1 Taxation phase begins
This step formalizes the beginning of the taxation phase.
7.2 Return unspent gold
Each player simultaneously returns all unspent gold in
his or her gold pool to the treasury.
7.3 Check reserve
Each player, in player order, checks his or her reserve.
Any player with more cards in hand than the
reserve value on his or her revealed plot card (which
incorporates all relevant reserve modifiers) chooses and
discards cards from his or her hand until that player’s
hand size and reserve value are equal.
A player is not permitted to discard cards from his
or her hand at this time while at or below his or her
reserve value.
7.4 Return melee title cards (melee format only)
Each player returns his or her title to the title pool. All
titles leave play simultaneously. (In a joust game, this
step is skipped.)
5.1 Dominance phase begins
This step formalizes the beginning of the
dominance phase.
7.5 Taxation phase ends
5.2 Determine dominance
Each player simultaneously counts the total combined
STR of all of his or her standing characters, and adds
1 to this total for each gold token in his or her gold
pool. The player with the highest total wins dominance
for the round, and gains 1 power for his or her faction.
(Note: a player may win dominance with no
standing characters.)
This step formalizes the end of the taxation phase.
As the taxation phase is the final phase in the round,
this step also formalizes the end of the round. Any
active “until the end of the round” lasting effects expire
at this time.
After this step is complete, play proceeds to the
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.
Card Anatomy Key
Banner of the Rose
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
10
Factions &
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
Titles
30
[ Rules Reference ]
205B
209
5
7
Character
8
󲀋󲀋 Tywin
7
Lannister
Lord.
Renown.
Tywin Lannister gets +1 STR for each gold in
your gold pool.
Illus. Tommy Arnold
©George R.R. Martin ©FFG
Play only if you control a unique
󲀅󲀅 character.
Interrupt: When the effects of
a triggered character, location, or
attachment ability initiate, cancel
those effects.
9
+2
Treachery
6
6
6
1
Event
90
Illus. Gabrielle Portal
Characters
©George R.R. Martin ©FFG
102
Events
2
1
4
7
1
6
Wildfire Assault
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
Illus. Tomasz Jedruszek
©George R.R. Martin ©FFG
X 26
##
4
Plots
2
1
Location
󲀋󲀋 Casterly
Rock
Attachment
6
10
Stronghold. The Westerlands.
You may initiate an additional 󲀊󲀊 challenge
during the challenges phase.
11
“They say there is naught but stone
at the heart of Casterly Rock.”
–Catelyn Stark
Illus. Sergey Glushakov
©George R.R. Martin ©FFG
Locations
97
6
12
Valyrian Steel. Weapon.
Ambush (1).
Attached character gets +2 STR.
If attached character is Joffrey Baratheon,
he gains a 󲀈󲀈 icon.
󲀋󲀋 Widow’s
Illus. Joshua Cairós
Wail
©George R.R. Martin ©FFG
96
Attachments
[ Rules Reference ]
31
Index
A
F
B
G
action...............................24
active player.......................3
agenda cards................3, 30
ambush..............................3
attachment cards...............3
attacker........................3, 28
blank..................................4
C
cancel.................................4
cannot................................4
challenge...........................4
challenges phase..............27
character cards............4, 31
claim, claim value.............4
component list.................23
control............................. 14
cost....................................5
D
dead pile............................5
deck...................................5
deckbuilding.....................5
defender.......................6, 28
discard pile........................6
dominance phase.............29
draw phase......................27
duplicates...........................7
E
effects................................7
event cards.........................7
faction cards................8, 30
first player....................8, 26
forced.................................8
for your faction..................8
framework effects and
framework events........9, 24
gold..............................9, 27
golden rules.......................2
M
marshal................10, 13, 27
marshaling phase............27
melee game......................13
military challenge.....13, 28
mulligan.......................... 14
N
no attachments................ 14
O
I
out of play..........................9
ownership........................ 14
J
participating character....15
pillage..............................15
play a card.......................10
player order.....................15
plot card.................... 15, 31
plot phase........................26
power...............................16
power challenge........16, 28
put into play....................16
income.........................9, 27
influence tokens..............10
initiate a challenge..........27
initiative....................10, 26
in play..............................10
insight.............................10
interrupt....................10, 24
intimidate........................11
intrigue challenge.....11, 28
joust game.......................11
K
keyword...........................11
kneel................................11
L
limited.............................12
location cards............12, 31
P
R
reaction...................... 17, 24
redirect............................ 17
renown............................18
reserve value..............18, 29
reveal...............................18
rivals................................18
S
sacrifice...........................18
save..................................18
search..............................19
setup................................19
simultaneous...................16
standing phase................29
stealth..............................20
strength (STR)................20
supports...........................20
T
taxation phase.................29
terminal...........................21
title cards.............21, 26, 29
traits................................21
treasury...........................21
triggered abilities............22
U
unique cards....................22
unopposed challenge.......22
W
when revealed............23, 26
winning the game...........23
would...............................23
Playtesting Credits
For the second edition of A Game of Thrones: The Card Game, we marshaled
a huge amount of playtesting strength. Our testers are our watchers on the
Wall, and they have our undying thanks:
A. Grenier, A.P. Hynes, Aaron Broderick, Aaron Glazer, Aaron Settles, Adam “Bomb”
Cerbone, Adam DeWulf, Adam Zuback, Allen Haas, Alex Esposito, Alex Filewood,
Alex Kern, Álvaro Rodríguez, Amy Mangrich, Andrea Gualdoni, Andreas Aldrin,
Anette Hall, Antti “WWDrakey” Korventausta, Ben Comstock, Ben DeWitt, Ben Tully,
Ben Wesolowski, Björn Jorner, Brad “ELSM” Andres, Brad Zimmerman, Brandon
Zimmer, Bret Kelso, Brian Aurelio, Brian Brimmer, Brian Cloonan, Brian Fred ,
Brian Gerken, Britt Fitch, Brooks Mitchell, Buz Hannon, Caleb “Bulldog” Grace,
Cameron Davisson, Charles Haring, Chris ‘Leo’ Garder, Chris Gerber, Chris Kizer,
Chris Schoenthal, Chris Thompson, Christopher Lavin, Colby Cram, Cory Glenn, Curt
Shumaker, D. Tremblay, Dakota Zimmer, Damon Stone, Dan “Kid” Seefeldt, Dan
Strouhal, Daniel Ach, Daniel Creed, Darlene Plis, Darryl Loyd, Dennis Harrison,
Derrick Billings, Diego Iotti, Doug Knollenberg, Doug Pearson, Eddie Westdal, Elwe,
Eric Lawell, Eric S. Wood, Erick Butzlaff, Erik Dahlman, Evan Craig, Evan Johnson,
Evn Tomeny, Federico Pasolini, G. Rousseau, Greg Atkinson, Gregory Sztain, Guy
Hancock, Hannah Kane, Harold Jean, Hodor!, Iiro “Ire” Jalonen, Ingrid Henmark,
Jaclyn Wilson, Jacob Kern, Jakob Hultman, James Plank, James Randall Barnes, James
Speck, James Waumsley, Jamie Bamfield, Jason Aubry, Jason Cerbone, Jeff Molander,
Jere Tuovinen, Jeremy Hogan, Jeremy Zwirn, Jesse James Slater, Jesse Mariona, Jesse
32
Schingen, Jesse Sutherland, Jessica Hamburger, Jim Thomas, Jimi Lawson, Joe Oberbeck,
Joey Huskinson, John Bruno, John Kraus, John R. Barber, John Salas, Jon Lenz, Jonas
Henriksson, Jonathan Andrews, Josephine Fowler, Josh Forbes, Jukka Raninen, Julien
Menuet Justen Reddick, Justin Tholl, Kai Tai Chan, Kaleb Phillips, Keith Wigner,
Ken Keller, Kevin McClure, Kyle Szklenski, Lauren Fitch, Liisa Ronkainen, Luca
Manfredini, Lukas Litzsinger, Luke Whitehurst, M-A. Marcotte, M-L. Lemay, Marin
Christensen, Mark Downing-Heese, Mark Larson, Mark Moore, Mark Yocius, Martin
Carlsson, Martin Henmark, Massimo Lizzori, Mat Armstrong, Matt Jenkins, Matt
Mareck, Matt Newman, Matt Phillips, Matthew Gehman, Matthew Ley, Matthew
Rogers, Matthew Vercant, Max Meier, Michael Clarke, Michael K. Spaulding, Michael
Norman, Michael Sibilia, Michael Wallace, Miguel Tarín, Mike Hantsch, Morgan
Stana, Myron Mychal, Nate Torok, Nathan Tarantelli, Nathaniel Dean, Neil Kimball,
Nicolò Merusi, Patrick Brennan, Patrick Haynes, Peter Wilson, Pontus Strimling,
R.E. Hynes, Rachel Houk, Rheece Kennedy, Rich Meade, Richard Skelton, Rob Hayes,
Robert Kopp, Ronnie Rivas Jr., Rowan Gavin, Roy Rogers, Ryan Jones, Ryan Lenard,
Ryan Ritter, Sam Braatz, Samuel Bailey, Scott Awesome, Sean Becker, Sean Clemons,
Sean Emberly, Sean Pacer String fellow, Shayne Lindeman, Stefan Hoard, Stephan
Pennington, Stephen McNamara, Steven Cantrell, Steven Francisco, Stuart Wilson,
Tabitha Hastie, Tagore Nakornchai, Talieson Solmon, Tasslehoff, Tiny Grimes, Tommy
Plis, Tony Reische, Travis Pinter, Travis White, Tyler Hockman, Tyson Villa, Vince
Acceturro, Will “Kennon” Lentz, and Zach Nichols. Very special thanks to each of our
beta testers!
[ Rules Reference ]
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