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Rules Reference
TM
2
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Rules Reference
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he Only Game
That Matters
Too many strange faces, Tyrion thought, too many
new players. e 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
is document is intended as the denitive source for
rules information, but does not teach players how to
play the game. Players should rst read the Learn to
Play book in its entirety and use this Rules Reference
as needed while playing the game.
e majority of this guide consists of the glossary,
which provides an alphabetical listing of terms and
situations a player might encounter during a game.
is section should be the rst destination for players
who have a rules question.
e latter part of this guide contains two appendices.
e rst 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. e second
provides a detailed anatomy of each cardtype.
he 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.
lossary
e 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.
x e initiation of action, interrupt, and reaction
abilities is optional. e word “may” also incorporates
a player option into the resolution of an ability. e
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.
x e application or initiation of the following types
of abilities is mandatory: constant abilities, when
revealed abilities, forced interrupt abilities, and
forced reaction abilities.
x e initiation of any keyword which uses the word
“may” in its keyword description is optional. e
application of all other keywords is mandatory.
x Card abilities only interact with, and can only
target, cards that are in play, unless the ability
text specically refers to an out of play area or
element. Card abilities on characters, locations, and
attachments can only be initiated or aect the game
from an in play area unless they specically 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.
x A card ability can only be initiated if its eect
has the potential to change the game state. is
potential is assessed without taking into account
the consequences of the cost payment or any other
ability interactions.
x A card ability can only be initiated if its cost (after
modiers) has the potential to be paid in full.
Related: Actions, Eects, Constant Abilities, Costs,
Delayed Eects, Forced Interrupts/Forced Reactions,
In Play and Out of Play, Interrupts, Keywords, Lasting
Eects, Reactions, Triggered Abilities, When Revealed
Halt!Halt!
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Actions
An action is a triggered ability that contains the
boldface “Action:” precursor. ese 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.
Some Action abilities have a phase name as a qualier
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 specied phase.
An action must be resolved completely before the next
action can be initiated.
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 specied task.
x During 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.
x During the challenges phase, the active player is
permitted to initiate challenges.
Related: Marshaling Phase, Challenges Phase
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. e agenda card starts the game
next to a players faction card and is revealed along with
the faction card during setup.
x Agenda cards are not considered “in play.” eir text
aects the game state from the out of play area while
they are active beside a player’s faction card.
x Cards 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
Ambush (X)
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.
x If a card has multiple instances of ambush, each with
a dierent (X) value, the player controlling the card
may choose which instance of ambush is used to put
the card into play.
Related: Keywords, Put into Play
Attachment Cards
Attachment cards represent weapons, armor, items,
skills, conditions, and titles. ese 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.
x An attachment can only attach to a character, unless
otherwise specied by the attachment's text.
x ere is no limit on the number of attachments that
may be attached to a card or game element.
x If a card to which an attachment is attached leaves
play, return the attachment to its owner’s hand.
is occurs simultaneously with the attached card
leaving play.
x If a situation arises in which an attachment is not
legally attached, discard the attachment.
x An 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 opponents control.
x An 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
e term “attacking character” refers to a character that
is participating in a challenge on the side of the player
who initiated the challenge. e term “attacker” is also
used as shorthand for “attacking character.
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Related: Intrigue Claim, Military Claim,
Power Claim
Constant Abilities
A constant ability is any non-keyword ability whose text
contains no boldface precursor dening its ability type.
Aconstant ability becomes active as soon as its card
enters play and remains active while that card is in play.
x Some constant abilities continuously seek a specic
condition (denoted by words such as “during,” “if,
or “while”). e eects of such abilities are active
any time the specied condition is met.
x If multiple instances of the same constant ability are
in play, each instance aects the game state.
Related: In Play and Out of Play
Control
See “Ownership and Control” on page 14.
Copy (of a card)
A copy of a card is dened 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 cards 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 eect.
x An opponents game elements may not be used to
pay a cost.
x If 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.
x If multiple costs for a single card or ability require
payment, those costs must be paid simultaneously.
x If 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. (e
card remains unplayed in its owner's hand.)
x An ability cannot initiate (and therefore its costs
cannot be paid) if the resolution of its eect will not
change the game state.
Related: In Play and Out of Play, Ownership
and Control
Dead Pile
e dead pile is an out of play area. It is distinct from
the discard pile.
x Any time a character in play is “killed,” that
character is placed faceup on top of its owners
dead pile.
x A 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.
x A single instance of a unique card in a player’s dead
pile does not prevent an eect that would cause the
card to enter play directly from the dead pile. is is
because such an eect removes the only instance of
the card from the dead pile.
x Each players dead pile is open information, and may
be looked at by any player at any time.
x e order of the cards in a dead pile may not be
altered unless a player is instructed to do so by a
card ability.
x If 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. is 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:
x A player must choose exactly 1 faction card.
x A player may choose 1 agenda card, or may choose
to not use an agenda.
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x A 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.
x A player’s draw deck must contain a minimum of
60 cards.
x ere is no upper limit on a players draw deck size.
x A player’s draw deck can only contain up to 3
copies (by title) of any given card.
x Unless instructed otherwise by a card ability,
each card in a players deck and plot deck must be
neutral or its aliation must match the aliation
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.
x If X is 2 or lower, this phrase acts as a
deckbuilding restriction.
x If 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
Defender, Defending Character,
Defending Player
e term “defending character” refers to a character
that is participating in a challenge on the side of the
defending player. e term “defender” may also be
used as shorthand for “defending character.”
e 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
Some abilities contain delayed eects. Such abilities
specify a future timing point, or indicate a future
condition that may arise, and dictate an eect that is to
happen at that time.
x Delayed eects resolve automatically and
immediately after their timing point/future
condition occurs, before reactions to that moment
may be used.
x When a delayed eect resolves, it is not treated as a
new triggered ability, even if the delayed eect was
originally created by a triggered ability.
x Related: Abilities, Eects, Triggered Abilities
Discard Pile
e discard pile is an out of play area. It is distinct
from the dead pile.
x Any 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.
x Each players discard pile is open information, and
may be looked at by any player at any time.
x e order of the cards in a discard pile may not be
altered unless a player is instructed to do so by a
card ability.
x If 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, Sacrice
Dominance Phase
See Appendix I, “5. Dominance phase” on page 29.
Drawing Cards
When a player is instructed to draw one or more
cards, those cards are drawn from the top of his or her
draw deck.
x When a player draws 2 or more cards as the result
of a single ability or game step, those cards are all
drawn simultaneously.
x Drawn cards are added to a player’s hand.
x ere 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.
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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.)”
x ere is no cost to marshal a card as a duplicate.
x Duplicates are not considered attachments.
Duplicates are not aected by and do not interact
with text that refers to attachments.
x Duplicates have no text, titles, characteristics, type,
or traits. A duplicate is only considered a blank
duplicate card” while it is in play.
x It is possible to have more than one duplicate on a
single card.
x A dierent version of a unique card may be used as
a duplicate on the card. e version of the card that
was rst in play remains as the active version once
the duplicate is attached. A player may not switch a
card with its duplicate.
x Marshaling 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 eect is any eect that arises from the resolution
of ability text printed on, or gained by,
a card. A framework eect is any eect that arises from
the resolution of a framework event.
x Card eects might be preceded by costs, triggering
conditions, play restrictions, and/or play permissions;
such elements are not considered eects.
x Once initiated, players must resolve as much of each
aspect of the eect as they are able, unless the eect
uses the word “may.”
x When a non-targeting eect 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
specied game area, the eect engages as many
entities as possible.
x e expiration of a lasting eect (or the cessation of
a constant ability) is not considered to be generating
a game state change by a card eect.
Related: Abilities, Costs, Delayed Eects, Lasting
Eects, May, Initiating Abilities, Play Restrictions and
Permissions, Triggering Condition
Enters Play
e 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.
x An event cards ability type, triggering condition (if
any), and play permissions/restrictions (if any) dene
when and how the card can be played.
x When a player plays an event card, its costs are
paid, its eects 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.
x Event card eects engage the game state at the
time they resolve. If an event card creates a lasting
eect on a set of cards, only cards that are in play at
the time the event card is played are eligible to be
aected. Cards that enter play after the resolution of
the event are not aected by its lasting eect.
x If the eects of an event card are canceled, the card
is still considered to have been played, and its costs
remain paid. Only the eects have been canceled.
x Unless 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 Eects, Lasting
Eects, Play Restrictions and Permissions,
Triggering Condition
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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.
x A player may look at the identity of any facedown
card that is in play and under his or her control.
Faction, Faction Cards
ere are 8 factions in the game, shown in the
chart below.
e 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 aliation indicated by his or
her faction card.
For faction card anatomy, see Appendix II
Related: Deckbuilding, For Your Faction, Loyal
First Player, First Player Token
A rst player is chosen at random during setup. A new
rst player is chosen each plot phase by the player who
wins initiative. e chosen player remains the rst
player until a new rst player is chosen. e rst player
token is used to indicate which player is the rst player.
x e rst player becomes the active player rst
during the marshaling and challenges phases.
x During all framework event and action/reaction/
interrupt windows the rst player has the rst
opportunity to initiate action, interrupt, or reaction
abilities at each appropriate game moment.
x For any question as to who should perform an act
or make a decision rst, in the absence of any other
direction by card or rules text, the rst player does
so rst, and other players follow in player order.
x If the rst player is eliminated from a game, the
player to his or her left becomes the rst 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
specied in the ability text occurs.
x For any given triggering condition, forced
interrupts take priority and initiate before non-
forced interrupts, and forced reactions take priority
and initiate before non-forced reactions.
x If two or more forced abilities would initiate at the
same moment, the rst player determines the order
in which the abilities initiate, regardless of who
controls the cards bearing those abilities.
x Each forced ability must resolve completely before
the next forced ability to the same triggering
condition may initiate.
Related: Interrupts, Reactions
For Your Faction
e phrase “for your faction” is used to instruct a
player to place the power just gained on his or her
faction card.
Faction Loyal Non-Loyal In Te xt
House
Stark
󲀆
House
Lannister
󲀅
House
Baratheon
󲀁
House
Greyjoy
󲀇
House
Tyrel l
󲀃
House
Martell
󲀀
House
Targaryen
󲀄
e Nights
Watch
󲀂
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Influence Tokens
Inuence tokens are generic tokens
that can be used to track a variety
of dierent game states and statuses.
ey have no inherent rules.
x Card abilities can create and
dene a number of dierent token types, such
as “betrayal tokens,” “poison tokens,” and “stand
tokens.” When such a token is called for, an
inuence 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 rst declares
his or her intent (and shows the card to be used, if
necessary). e 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
modiers into account) can be paid, proceed with
the remaining steps of this sequence.
3. Apply any modiers to the cost(s).
4. Pay the cost(s).
5. Choose target(s), if applicable.
6. e card is marshaled/played, or the eects of the
ability attempt to initiate. An interrupt ability that
cancels this initiation may be used at this time.
7. e eects 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 players initiative is the initiative value on his or her
revealed plot card (which incorporates the total value
of all relevant initiative modiers).
Inuence Tokens
(double-sided)
When new plot cards are revealed for the plot phase,
the players compare initiative. e player with the
highest initiative value wins initiative, and chooses
which player is the “rst player” until a new rst 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 Modiers” 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 Eects” 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 specied triggering condition occurs, as
described in the interrupts 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 rst player always
has the rst 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.
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Once an interrupt window closes, further interrupts to
that specic triggering condition cannot be initiated.
e triggering condition now completes its resolution
(as long as its eects have not been canceled).
x It 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.
x If 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. (e chosen character is not required to be
participating in the challenge.)
x No more than one instance of intimidate can
successfully resolve during each challenge.
Related: Challenges Phase, Keywords
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 players revealed plot card.
If the player has fewer cards in hand than would
satisfy claim, as much of the claim as possible must
be satised.
Related: Challenges Phase
Joust Game
A joust game is a head-to-head game between
two players.
x Melee 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
A keyword is a card ability which conveys specic rules
to its card.
x Sometimes 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.
x Cards 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 dierent
values for X are considered dierent keywords.)
x e 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 eects and by
card abilities. When a character is killed, it leaves play
and is placed faceup on top of its owners dead pile.
Related: Dead Pile, Leaves Play, Save
Kneel, Kneeling, Knelt
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.
x A 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 eects or conditions that
aect the game state for a specied duration (such as
“until the end of the challenge” or “until the end of the
phase”). Such eects are known as lasting eects.
x A lasting eect persists beyond the resolution of the
ability that created it, for the duration specied by
the eect. e eect continues to aect the game
state for the specied duration regardless of whether
the card that created the lasting eect is or remains
in play.
12
[
Rules Reference
]
x A lasting eect expires as soon as the timing point
specied by its duration is reached. is means that
an “until the end of the round” lasting eect expires
just before an “at the end of the round” ability
may initiate.
x Any “until the end of the X” eects 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 aecting the game state, and therefore fail
to initiate.
Leaves Play
e 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:
x All tokens on the card are returned to the treasury.
x All duplicates on the card are discarded.
x All attachments that are on the card are returned
to their owners’ hands.
x All lasting eects and/or delayed eects aecting
the card while it is in play expire for that card.
Related: In Play and Out of Play
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.
x Limited cards that are “put into play” via card
eects 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 abilitys eect. 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.
“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 eect. (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.
x All limits and maxima are player specic.
x If the eects 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
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.
ese cards enter play in the back row of a players play
area and remain in play unless removed by an ability.
For location card anatomy, see Appendix II
Look
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
card is loyal to its faction if it has
a scroll of parchment below its
shield. A loyal cards aliation
must match the aliation of a
decks faction card in order to
be included in the deck. Certain
card abilities (such as the Banner
agenda cards) permit players to use non-loyal cards
out-of-faction in a deck.
Related: Deckbuilding
House Baratheon,
Loyal
House Baratheon,
Non-Loyal
13
[
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 cards 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.
x When a card is marshaled, it is considered to have
entered play.
x Event cards are not marshaled, they are played.
x Card 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)
See “Limits and Maxima” on page 12.
May
e word “may” indicates that a specied player has
the option to do that which follows. If no player is
specied, 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.
x Melee games use the title cards and the framework
steps (1.4 and 7.4, see Appendix I) associated
with them.
Related: Joust Game, Title Cards
Military Claim
When a player loses a military (󲀈) challenge as the
defending player, that player must choose a number
of dierent characters he or she controls equal to the
claim value on the attacking players revealed plot card,
and kill those characters. e 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 satised.
x e same character cannot be chosen more than
once to satisfy claim for a single 󲀈 challenge.
x If 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.
e game state constantly checks and (if necessary)
updates the count of any variable quantity that is being
modied.
Any time a new modier is applied (or removed),
the entire quantity is recalculated from the start,
considering the unmodied base value and all active
modiers.
x e calculation of a value should treat all modiers
as being applied simultaneously. However, while
performing the calculation, all additive and
subtractive modiers should be calculated before
doubling and/or halving modiers are calculated.
x Fractional values are rounded up after all modiers
have been applied.
x When a value is “set” to a specic number, the set
modier overrides all non-set modiers (including
any new non-set modiers that are added during the
duration of the set value). If multiple set modiers
are in conict, the most recently applied set modier
takes precedence.
x A 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 modiers in excess of a value’s current
quantity can be applied, but, after all active
modiers have been applied, any resultant value
below zero is treated as zero.
Related: Base Value
Move
Some eects allow players to move cards or tokens.
x When 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 eects (such as a power challenge claim) allow
players to move power from one card to another. Power
that is moved is not considered “gained.
6

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