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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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e term “attacking player” refers to the player that
initiated the challenge that is currently resolving.
Related: Challenges Phase, Defender, Participating
Base Value
e value of a quantity before any modiers are applied.
For most quantities, it is also the printed value.
Related: Printed, Modiers
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.
x A cards text box includes: traits, keywords, card
text and abilities, and non-challenge icons (such as
gold, initiative, and reserve modiers).
Related: Printed
Cancel
Some card abilities (usually interrupt abilities) can
“cancel” other card or game eects. Cancel abilities
interrupt the initiation of an eect, and prevent the
eect from initiating. Because of this, cancel abilities
have timing priority over all other interrupts to the
eect that is attempting to initiate.
x When an eect is canceled, that eect is no
longer imminent, and further interrupts
(including cancels) cannot be initiated in reference
to the canceled eect.
x When the eects of an ability are canceled, the
ability is still considered to have been used, and any
costs have still been paid.
x If the eects of an event card are canceled, the card
is still considered to have been played, and it is still
placed in its owners discard pile.
Related: Costs, Initiating Abilities, Interrupts, Limits
and Maxima, Triggering Condition
Cannot
e word “cannot” is absolute, and cannot be
countermanded by other abilities.
Cardtypes
e game’s cardtypes are presented in Appendix II,
with detailed card anatomies, on page 30.
x If an ability causes a card to change its cardtype
(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
ese icons appear on most character cards and indicate
which challenge types the character may be declared for
as an attacker or defender. e challenge icons are:
Challenge Graphic Icon In Te xt
Military
󲀈
Intrigue
󲀊
Power
󲀉
Challenges Phase
See Appendix I, “4. Challenges phase” on page 27.
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. ese cards enter play in the front
row of a players play area and remain in play unless
removed by an ability or game eect.
For character card anatomy, see Appendix II
Choose
e 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.
e claim value on a players revealed plot card (which
incorporates all relevant claim modiers) determines
the potency of each challenge that player initiates if he
or she wins the challenge.
Claim value determines: how many dierent
characters the losing opponent must kill (for a 󲀈
challenge), how many cards are discarded from the
losing opponents hand (for an 󲀊 challenge), or how
much power is taken from the losing opponents
faction card (for a 󲀉 challenge).
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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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Framework Effects and Framework Events
A framework event is a mandatory occurrence
dictated by the structure of the game. A framework
eect is any eect that arises from the resolution of
a framework event.
Related: Appendix I: Timing and Gameplay, Eects
Gains
e word “gains” is used in multiple contexts.
x If a player gains gold, the player takes the specied
amount of gold from the treasury and adds it to his
or her gold pool.
x If a player gains power for a card under his or her
control, the player takes the specied amount of
power from the treasury and adds it to the card.
x If 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
Gold
Gold is the games currency and
is used to pay for cards and card
abilities. e 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.
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 Modiers” on page 16.
Immune
If a card is immune to a specied set of eects (for
example, “immune to event card eects,” or “immune
to 󲀃 card eects”), it cannot be targeted or aected
by eects that belong to that set. Only the card itself
is protected, and peripheral entities associated with an
Gold Tokens
immune card (such as attachments, tokens, abilities
originating from an immune card, or duplicates) are not
themselves immune.
If a card gains immunity to an eect, pre-existing
lasting eects that have been applied to the card are
not removed.
Immunity only protects a card from eects. It does not
prevent a card from being used to pay costs.
Related: Costs, Lasting Eects
In Play and Out of Play
e 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.
x A card enters play when it transitions from an out of
play origin to a play area.
x A card leaves play when it transitions from a play
area to an out of play destination.
x A player’s faction card cannot leave play.
x Outside 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 modiers).
Related: Gold, Gold Modier, Marshaling Phase
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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.
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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
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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.
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x Power that is moved to a card under a dierent
players control counts toward that players
victory condition.
Related: Gains, Power Claim
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 reshues his or her starting hand
into his or her deck and draws a new starting hand of 7
cards. e player must keep this second hand.
x Players decide in player order whether or not to
take a mulligan.
Related: Setup
Negative Quantities
See “Modiers” on page 13.
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
o, continuing with the original triggering
condition’s sequence.
It is possible that a nested sequence generates further
triggering conditions (and hence more nested
sequences). ere 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 eect, these sequences are resolved in a
Last In, First Out (LIFO) manner.
In each interrupt window and each reaction window,
nested or not, the rst player always has the rst
opportunity to initiate an interrupt or reaction
(respectively).
Related: Interrupts, Reactions
Neutral
Some cards are not aliated with any faction; these
cards are neutral. Any deck may include neutral cards.
x Neutral cards are not considered to be in-faction or
out-of-faction.
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.
x If one or more traits precedes the word
“attachments,” the card cannot have an attachment
that possesses one of the specied traits, but it can
have attachments possessing none of those traits.
x If the word “attachments” is followed by the word
“except” and one or more traits, the card can
have attachments that possess one or more of the
specied traits, but it cannot have attachments
possessing none of those traits.
x If 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 cards owner is the player whose deck held the card
at the start of the game.
x Cards by default enter play under their owner’s
control. Some abilities may cause cards to change
control during a game.
x A player controls the cards located in his or her out
of play game areas (such as the hand, deck, discard
pile, and dead pile).
x If 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 eect
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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.)
x If 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.
x A character is either participating or not
participating in a challenge.
x If an ability explicitly removes a character from a
challenge, that character is no longer participating
in the challenge.
x If a participating character leaves play for any reason,
it is no longer participating in the challenge.
x Once 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
ere 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
players right to perform that act at that moment.
x Many 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
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
Play Restrictions and Permissions
Many cards or abilities contain specic instructions
pertaining to when or how they may or may not be used,
or to specic 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 specications provided by the
game rules.
Related: Event Cards, Initiating Abilities/
Marshaling Cards
Player Order
If the players are instructed to perform a sequence in
player order,” the rst player performs his or her part
of the sequence rst, followed by the other players in
clockwise order. e 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 players 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.
x Each plot card exists in one of three states: in the
plot deck, revealed, or in the used pile.
x When 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. is
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.
x A player’s revealed plot card is considered in play
and interacts with the game state.
x When a player reveals the nal 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.
e just revealed plot card is not yet in the used
pile, and remains revealed.
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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 players
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.
x If 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.
x If 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
e following icons modify the values of various
statistics on their controller’s revealed plot card. Such
modications are mandatory.
x All active plot value modiers under a players
control are cumulative in their eect upon that
players revealed plot card.
x If a cards printed text box is considered blank, any
modiers printed in that text box are not active.
Power
e 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.
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 players revealed plot card, and
move it to the attacking players faction card.
If the player controls less power than would satisfy
claim, as much of the claim as possible must be satised.
Related: Challenges Phase
Printed
e 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 eect aects multiple players simultaneously,
but the players must individually make choices
to resolve the eect, the rst player chooses rst,
followed by the other players in player order. Once all
necessary choices have been made, the eect resolves
simultaneously upon all aected entities.
x If the resolution of two or more when revealed
abilities, delayed eects, or forced abilities would
resolve at the same time, the rst player decides the
order in which the abilities resolve, regardless of who
controls the cards bearing the conicting abilities.
x If two or more constant abilities and/or lasting
eects cannot be applied simultaneously, the rst
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.
Power
Counter
Gold
Modier
+1
Reserve
Modier
+1
Initiative
Modier
+1
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x e gold cost of the card being “put into play” is
not paid.
x Unless otherwise instructed by the “put into play
eect, cards that enter play in this manner must do
so in a play area or attachment state that satises the
rules of marshaling the card.
x A card that has been put into play is not considered
to have been “marshaled.
x If 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 qualier followed by multiple
terms, the qualier 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 specied 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 rst player always has
the rst 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
specic triggering condition cannot be initiated.
x It 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.
x If 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)
e Crown Regent title card can be used to redirect a
single challenge each round. is ability is used after
a challenge is initiated, before any reactions to that
challenges 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. e 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.
e 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 eect that would prevent a challenge from being
initiated against a player does not prevent a redirected
challenge from resolving against that player. (is
means that a redirected challenge may resolve against
an opponent the attacking player supports.)
e 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 specied 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
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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 eect is an eect (usually an interrupt)
that replaces the resolution of a triggering condition
with a dierent means of resolving that same
triggering condition, but in such a manner that the
triggering condition is still considered to occur. e
word “instead” is frequently indicative of a such an
eect. After all interrupts to the triggering condition
have resolved and it is time to resolve the triggering
condition itself, the replacement eect resolves instead.
If multiple replacement eects are initiated against
the same triggering condition, the most recent
replacement eect is the one that is used for the
resolution of the triggering condition.
For example, Benjen Stark has the following replacement
eect, “Interrupt: When Benjen Stark is killed, gain
2 power for your faction. en, shue him back into
your deck instead of placing him in your dead pile.” e
triggering condition (i.e. the killing of Benjen Stark)
will still occur, but the triggering condition will resolve
dierently from normal because the card will be shued
back into its owner's deck rather than being placed in its
owner’s dead pile.
Related: Interrupts
Reserve Value
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 players hand) with
the reserve value on his or her currently revealed plot
(which incorporates all relevant reserve modiers). If
a players 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 Modiers
Reserve Modifier
See “Plot Value Modiers” on page 16.
Reveal
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 specied duration for the reveal, the
revealed cards remain revealed until they reach a new
destination (as specied by the ability), or through the
completion of the ability's resolution.
x While 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. is occurs during framework step
4.2.3 (see Appendix I) and is known as a rivals bonus.
x A 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 sacrice a card, that
player must choose a card in play that he or she
controls and that matches the requirements of the
sacrice, and place it in his or her discard pile.
x If the chosen card does not leave play, the sacrice
is not considered to have been made.
x Sacricing a card does not satisfy any other means
(such as “kill” or “discard”) of a card leaving play.
x A sacriced card cannot be saved.
Related: Ownership and Control, Save
Save
When a card is saved from an eect that attempts to
remove that card from play, the card remains in play as
the eect resolves and is not considered to have been
killed, discarded, or otherwise removed from play by
the eect.
x If a card is saved from 󲀈 claim, the card was still
chosen for 󲀈 claim, and therefore is still counted
towards the fulllment of the claim.
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x If 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.
x If a constant ability or lasting eect imposes a
condition upon a card that would continually drive
it from play (for example, a lasting eect 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. erefore, if the save eect does not also
remedy the ongoing condition, it cannot be initiated,
as the eect has no potential to change the game
state. As such, using a duplicate to save from such an
ongoing condition is also prohibited.
Related: Eects, 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.
x If an eect searches an entire deck, the deck must
be shued to the satisfaction of each opponent upon
completion of the search.
x A player is not obliged to nd the object of a search
eect, even if the searched cards contain a card that
meets the eligibility requirements of the search.
x If a search eect would add a card with specied
characteristics to a hidden game area, the player
fullling the search must reveal the card to his or
her opponent to verify that the card is eligible to be
found by the search.
x While cards are being searched, they are not
considered to have left their play area of origin.
Related: Deck
Self-Referential Text
When a cards 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
Set
See “Modiers” on page 13.
Setup
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 rst player. Randomly determine a
player to be denoted as rst player while setting up
the game. Place the rst 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 inuence tokens in a pile within reach
of each player. is 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. Shue draw decks. Each player shues 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
shuing 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 players play area. When placing setup cards, the
following restrictions must be observed:
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 owners control when the setup
cards are revealed in the next step.
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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. en, 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. ese 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.
x e default state in which cards enter play
is standing.
x A standing card is knelt by rotating it 90 degrees to
the side.
Related: Enters Play, Kneel, Kneeling
Standing Phase
See Appendix I, “6. Standing phase” on page 29.
Stealth
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.
Related: Challenges Phase, Keywords
STR
e abbreviation for “strength.
Strength, Strength Modifiers
A character’s strength (abbreviated “STR”) represents
its eectiveness in challenges. e higher the STR,
the more eective the character. A character’s printed
STR can be found in the shield to the left of its title.
Total attacking STR is the sum of each participating
character’s STR on the attacking player's side, plus any
relevant modiers.
Total defending STR is the sum of each participating
character’s STR on the defending player's side, plus
any relevant modiers.
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.
Related: Title cards
Switch
Some abilities use the word “switch.” In order to
resolve such an ability, switched items must exist on
each side of the switch.
Target
e term “choose” indicates that a target must be
chosen in order for an ability to resolve. e player
resolving the eect must choose a game element
(usually a card) that meets the targeting requirements
of the ability.
x e controller of a targeting ability chooses all
targets for the eect unless otherwise specied by
the card.
x If 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.
is initiation check is made at the same time the
abilitys play restrictions are checked.
x At the time targets are chosen, any currently valid
targets are eligible to be chosen. (is choice is not
restricted only to targets that were present during
the initiation check.)
x If multiple targets are required to be chosen by the
same player, these are chosen simultaneously.
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x An eect that can choose “any number” of targets
does not successfully resolve (and cannot change the
game state) if zero of those targets are chosen.
x e resolution of some eects (such as post-then
eects, or delayed eects) requires that targets are
chosen after the initiation of the eect. Such targets
need not be veried 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
eect fails to resolve.
x A card is not an eligible target for an ability if the
resolution of that ability's eect could not aect the
target at all. (For example, a kneeling character cannot
be chosen as the target for an eect that reads, “choose and
kneel a character.”)
Related: Delayed Eects, Initiating Abilities,
e word “en”
Ta xation 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.
Related: Attachment Cards, Keywords
The word “Then”
If the eect 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 reect the
intent of the pre-then aspect of the eect in its entirety)
before the remainder of the eect described after the
word “then” can be resolved.
x If the pre-then aspect of an eect does successfully
resolve in full, the resolution of the post-then aspect
of the eect must also attempt to resolve.
x If the pre-then aspect of an eect does not
successfully resolve in full, the post-then aspect does
not attempt to resolve.
Title Cards, Title Pool (Melee game only)
e title cards are used only in the melee game. Each
title provides unique capabilities to its bearer, and
fosters political relationships among the players.
e 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
specied part of the round.
e Crown Regent contributes 2 additional STR to its
bearers total for dominance.
e 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.
e Master of Ships contributes 1 additional STR to its
bearers total during any 󲀈 challenge in which he or she
controls a participating character.
e Master of Whispers contributes 1 additional STR
to its bearer’s total during any 󲀊 challenge in which he
or she controls a participating character.
x If a player's title card leaves play, it must be returned
to the title pool.
For title card anatomy, see Appendix II
Related: Melee Game, Plot Phase, Redirect,
Rivals, Supports
Tokens, Running out of
ere is no limit to the number of gold, power, or
inuence 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.
x Traits have no inherent eect on the game. Instead,
some card abilities reference cards that possess
specic traits.
Treasury
e treasury is created during game setup and contains
all of the tokens and counters not currently controlled
by any player.
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x When 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.
x When a card with any tokens or counters on it
leaves play, those tokens or counters are returned
to the treasury.
Related: Setup, Gold, Inuence Tokens, Power
Triggered Abilities
A triggered ability is any ability with a boldface
precursor followed by a colon and the rest of the
ability. is incudes actions, phase specic actions,
interrupts, reactions, forced interrupts or reactions,
and when revealed abilities.
Related: Abilities, Triggering Condition
Triggering Condition
A triggering condition is a specic 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. e 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.
e following is a sequence of possible interrupt
and reaction opportunities that exists around each
triggering condition that may arise in a game:
1. e 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.)
2. Interrupt abilities referencing when the imminent
triggering condition “would” occur may be used.
(Note that for eects, a “cancel” interrupt may
prevent the eect from initiating, and that the
initiation of an eect is a separate triggering
condition, that comes before the resolution of the
eect. “Cancel” interrupts are the only type that
will reference the initiation of an eect.) 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).
3. Forced interrupts to the imminent triggering
condition must resolve, in the order determined by
the rst player.
4. e interrupt window to the imminent triggering
condition opens, and closes after all players
consecutively pass.
5. e triggering condition itself occurs.
6. Forced reactions to the triggering condition must
resolve, in the order determined by the rst player.
7. e 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.
x A 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.
x A player cannot take control of a unique card if he
or she already controls or owns an in-play copy of
that card.
x A player cannot bring into play or take control of
a unique card if a copy of that card is in his or her
dead pile.
Related: Dead Pile, Duplicates, Ownership and Control
Unopposed, Unopposed Challenge
A challenge is “unopposed” if the defending
player counts 0 STR when the challenge winner is
determined. is can occur if the defending player
controls no participating characters, or if there are
defending characters but the total defending STR is 0.
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x When a player wins an unopposed challenge as
the attacker, that player gains 1 power for his or
her faction card. is 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.
x A 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 modiers that are
aecting the amount of STR that player counts for
that challenge.
x A 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.
x If 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.
x If 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
e rst player to have 15 (or more) power on cards
he or she controls wins the game. e game ends
immediately if a player meets the victory condition of
having 15 (or more) power.
x If multiple players would reach this victory condition
simultaneously, the rst player determines which of
those players wins the game.
x A player is eliminated from the game when his or
her draw deck has no cards remaining. If all of a
players opponents are eliminated from the game, the
remaining player wins the game. (If all remaining
players would be eliminated simultaneously, the rst
player determines the order in which those players
are eliminated.)
Would
e word “would” is used to dene 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. is 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”).
x If 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 Eects, Save
The letter “X
Unless specied 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 dened by card
ability or player choice, after which the amount paid may
be modied by eects without altering the value of X.
Component List
For reference, the game components included in the
core set are:
x 28 Plot cards
x 20 Stark cards
x 20 Lannister cards
x 20 Baratheon cards
x 20 Greyjoy cards
x 20 Targaryen cards
x 20 Martell cards
x 20 Tyrell cards
x 20 Nights Watch cards
x 31 Neutral cards
x 1 Fealty Agenda card
x 8 Faction/Agenda cards
x 6 Melee title cards
x 30 Gold tokens
x 30 Power counters
x 10 Inuence tokens
x 1 First Player token
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ppendix I: Timing
and Gameplay
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. ese 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 specic decision. Each grey window explains
when and how the game either loops back or progresses
to a later framework event.
ction 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
rst player has the rst 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.)
Resolve each action completely before the next
action opportunity.
eactions 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.
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.
Proceed to Draw phase
1. PLOT PHASE
1.5 Plot phase ends.
1.1 Round begins. Plot phase begins.
1.2 Choose plots.
1.3 Reveal plots.
I. Count initiative.
II. Determine rst player.
III. Resolve when revealed” abilities.
1.4 Select titles (Melee format only).
ACTION WINDOW
Proceed to Marshaling phase
2. DRAW PHASE
2.3 Draw phase ends.
2.1 Draw phase begins.
2.2 Each player draws 2 cards.
ACTION WINDOW
Proceed to Challenges phase
3. MARSHALING PHASE
3.4 Marshaling phase ends.
3.1 Marshaling phase begins.
3.2 Active player collects income (rst player starts as
active player).
SPECIAL ACTION WINDOW
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.
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4.2.6 Challenge ends.
CHALLENGE RESOLUTION
4.2 Challenge is initiated.
ACTION WINDOW
4.2.1 Defending player declares defenders.
ACTION WINDOW
4.2.2 Compare STR to determine challenge winner.
4.2.3 Gain challenge bonuses.
4.2.4 Apply claim result.
4.2.5 Process challenge resolution keywords.
5. DOMINANCE PHASE
5.3 Dominance phase ends.
Proceed to Standing phase.
5.1 Dominance phase begins.
5.2 Count standing STR (and unspent gold) and
reward dominance.
ACTION WINDOW
6. STANDING PHASE
Proceed to Taxation phase.
6.1 Standing phase begins.
6.2 Stand each kneeling card.
ACTION WINDOW
6.3 Standing phase ends.
Proceed to Plot phase of next game round.
7. TAXATION PHASE
7.5 Taxation phase ends. Round ends.
7.1 Taxation phase begins.
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.)
ACTION WINDOW
4. CHALLENGES PHASE
4.4 Challenges phase ends.
Proceed to Dominance phase.
4.1 Challenges phase begins.
ACTION WINDOW
4.2 Active player may initiate a challenge, if able
(rst player starts as active player). If the active player
initiates a challenge, move to challenge resolution ow
chart.
4.3 If the active player does not initiate further chal-
lenges, the next player in player order becomes active
player; proceed to Action Window.” If all players have
been active player, proceed to 4.4.
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Framework Event Details
is section provides a detailed explanation on how
to handle each framework event step presented on the
game’s ow chart, in the order that the framework
events occur throughout the round.
1. Plot phase
1.1 Plot phase begins
is step formalizes the beginning of the plot phase.
As this is the rst framework event of the round, it
also formalizes the beginning of a new game round.
e 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 eect 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. e 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
e 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 players currently revealed plot card are
considered that players “used pile.
e act of revealing plot cards for this framework event
involves three steps, performed in this order:
I. Compare initiative. e player with the highest
initiative value on his or her revealed plot card (which
incorporates all relevant reserve modiers) 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.
II. Choose rst player. e player who won initiative
in step I chooses a player to be the rst player. e
chosen player takes the rst player token and keeps it
until another card or game eect (usually this step in
the following round) selects a new rst 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 rst 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 rst 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. (e 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, shue 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.
e rst player then looks at the remaining titles in
the title pool, and takes one without revealing his
or her selection to the other players. e 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.
27
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Rules Reference
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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.
1.5 Plot phase ends
is step formalizes the end of the plot phase.
e 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 eect or constant ability expires
or begins.
2. Draw phase
2.1 Draw phase begins
is 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
fullling this step, the rst player determines which of
those players is the winner of the game.
2.3 Draw phase ends
is step formalizes the end of the draw phase.
3. Marshaling phase
3.1 Marshaling phase begins
is step formalizes the beginning of the
marshaling phase.
3.2 Active player collects income
e rst player is rst to be the active player in the
marshaling phase.
e active player collects income equal to the gold value
on his or her revealed plot card (which incorporates all
relevant gold modiers), and gains that much gold from
the treasury, adding it to his or her gold pool.
Marshaling phase player action window
e rst player always has the rst 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.
TIMING NOTE: Any player may also initiate Interrupt
or Reaction abilities if the appropriate triggering
condition occurs.
To marshal a card, a player returns an amount of gold
equal to the cards gold cost from his or her gold pool to
the treasury.
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. ere 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
If upon reaching this step all players have been the
active player this phase, proceed to step 3.4.
Otherwise, the next player (in player order) becomes the
active player. Return to step 3.2.
3.4 Marshaling phase ends
is step formalizes the end of the marshaling phase.
4. Challenges phase
4.1 Challenges phase begins
is step formalizes the beginning of the
challenges phase.
4.2 Active player may initiate a challenge
e rst player is the rst to be the active player in the
challenges phase.
e 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.
28
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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. e game treats these criteria as being
performed atomically (all at once), and they must all be
completed together in order to initiate a challenge.
x Announces the type of challenge (󲀈, 󲀊, or 󲀉)
being initiated.
x Announces the opponent against whom the
challenge is being initiated.
x Announces 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
e 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 modiers) to the combined
STR of all defending characters (plus any active
modiers) to determine the challenge winner.
e 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
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. is
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. is 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. e 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 modiers):
󲀈 Military: e defending player must choose
a number of dierent characters under his or her
control equal to the claim value, and kill those
characters. (e chosen characters do not have to
be characters that participated in the challenge.)
󲀊 Intrigue: e defending player must discard, at
random, a number of cards from his or her hand
equal to the claim value.
󲀉 Power: e 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 players faction card.
If the defending player wins the challenge, no claim
result occurs.
29
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4.2.5 Process challenge resolution keywords
Challenge resolution keywords (e.g. insight, intimidate,
pillage, and renown) take eect at this time. e
rst player determines the order, by keyword type, in
which these keywords are processed. e rst player
chooses one keyword type (for instance, renown), and
then all relevant instances of that keyword resolve
simultaneously. e rst 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
is 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
is step formalizes the end of the challenges phase.
5. Dominance phase
5.1 Dominance phase begins
is step formalizes the beginning of the
dominance phase.
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. e 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.)
If there is a tie for the highest total, no player
wins dominance.
5.3 Dominance phase ends
is step formalizes the end of the dominance phase.
6. Standing phase
6.1 Standing phase begins
is step formalizes the beginning of the standing phase.
6.2 Stand cards
Simultaneously stand each kneeling card in play.
6.3 Standing phase ends
is step formalizes the end of the standing phase.
7. Taxation phase
7.1 Taxation phase begins
is 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 modiers) 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.)
7.5 Taxation phase ends
is step formalizes the end of the taxation phase.
As the taxation phase is the nal phase in the round,
this step also formalizes the end of the round. Any
active “until the end of the round” lasting eects expire
at this time.
After this step is complete, play proceeds to the
beginning of the plot phase of the next game round.
30
[
Rules Reference
]
ppendix II: Card Anatomy
is section presents a detailed anatomy of each cardtype. Denitions of each element can be found in the glossary.
Card Anatomy Key
Card Anatomy Key
Factions &
Agendas
Titles
©George R.R. Martin © 2015 FFGIllus. Chris Pritchard
Tit l e
209
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 crowns revenues were ten times what
they had been under his beleaguered predecessor…
though the crown’s debts had grown vast as well.
Supported by Master of Laws
Master of Coin
+2
House Lannister
©George R.R. Martin © 2015 FFG 200AIllus. David Grith
Agenda
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 campres that burned from horizon
to horizon. "Well, there is my claim, as good as Robert's ever was."
Banner of the Rose
Banner.
©George R.R. Martin © 2015 FFG 205BIllus. David Grith
10
10
6
6
11
11
31
[
Rules Reference
]
Plots
Characters Events
Locations Attachments
©George R.R. Martin ©FFGIllus. Tommy Arnold
+2
Character
Lord.
Renown.
Tywin Lannister gets +1 STR for each gold in
your gold pool.
Tywin Lannister
90
6
7
©George R.R. Martin ©FFGIllus. Gabrielle Portal
Event
Play only if you control a unique
character.
Interrupt: When the eects of
a triggered character, location, or
attachment ability initiate, cancel
those eects.
Treachery
102
1
X ##
©George R.R. Martin ©FFG
Illus. Tomasz Jedruszek
26
Scheme. War.
When Revealed: Each player chooses up to 3 characters he or she
controls. Kill each character not chosen (cannot be saved).
Wildfire Assault
6
174
©George R.R. Martin ©FFGIllus. Sergey Glushakov
Location
Stronghold. e Westerlands.
You may initiate an additional challenge
during the challenges phase.
ey say there is naught but stone
at the heart of Casterly Rock.”
–Catelyn Stark
Casterly Rock
97
2
5
5
1212
©George R.R. Martin ©FFGIllus. Joshua Cairós
Attachment
96
Ambush (1).
Attached character gets +2 STR.
If attached character is Jorey Baratheon,
he gains a icon.
Valyrian Steel. Weapon.
Widow’s Wail
1
11
11
4
4
6
6
10
10
3
3
22
1
1
6
6
6
6
8
8
77
9
9
6
6
66
32
[
Rules Reference
]
Index
A
action .............................. 24
active player ...................... 3
agenda cards ............... 3, 30
ambush .............................3
attachment cards ..............3
attacker ....................... 3, 28
B
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
eects ...............................7
event cards ........................ 7
F
faction cards ...............8, 30
rst player ...................8, 26
forced ................................8
for your faction ................. 8
framework eects and
framework events .......9, 24
G
gold .............................9, 27
golden rules ......................2
I
income ........................9, 27
inuence tokens .............10
initiate a challenge .........27
initiative ...................10, 26
in play ............................. 10
insight.............................10
interrupt ...................10, 24
intimidate ....................... 11
intrigue challenge ....11, 28
J
joust game ......................11
K
keyword ..........................11
kneel ............................... 11
L
limited ............................12
location cards ...........12, 31
M
marshal ...............10, 13, 27
marshaling phase ...........27
melee game .....................13
military challenge ....13, 28
mulligan .........................14
N
no attachments ............... 14
O
out of play ......................... 9
ownership .......................14
P
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
R
reaction ..................... 17, 24
redirect ........................... 17
renown ...........................18
reserve value .............18, 29
reveal ..............................18
rivals ............................... 18
S
sacrice...........................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 rones: e 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 ompson, 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 Butzla, 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 Bameld, Jason Aubry, Jason Cerbone, Je Molander,
Jere Tuovinen, Jeremy Hogan, Jeremy Zwirn, Jesse James Slater, Jesse Mariona, Jesse
Schingen, Jesse Sutherland, Jessica Hamburger, Jim omas, 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 oll, 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 Stringfellow, Shayne Lindeman, Stefan Hoard, Stephan
Pennington, Stephen McNamara, Steven Cantrell, Steven Francisco, Stuart Wilson,
Tabitha Hastie, Tagore Nakornchai, Talieson Solmon, Tassleho, 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!
25

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