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A GAme of Thrones
oTher rULes
The speciAL orders
In addition to 10 normal Order tokens, each House also has five
Special Order tokens. A player may use any of his 10 normal Order
tokens during the Planning Phase, but may use only as many
Special Order tokens as he has stars on his King’s Court Influence
track position.
For example, in a five or six-player game, the player on the
highest position on the King’s Court track may use up to three
Special Order tokens per game round, while the player in fourth
position may only use a single Special orders, etc.
e capabilities of the Special Orders are described here:
Defense +2: Gives the defending player in its area
+2 Combat Strength.
March +1: Gives +1 Combat Strength to the
attacker when combat is initiated by this Special
March Order.
Support +1: e supporting Combat Strength from
this area is +1.
Raid: is token can be used as a normal Raid
Order, or it can instead be resolved to remove any
one adjacent Defense Order (remove both tokens).
Consolidate Power: is token can be used as a
normal Consolidate Power Order token, or can be
used to initiate mustering in its area following the
rules for mustering described on page 9. Only
the area that was assigned the Special Consolidate
Power Order is mustered. If there’s no Castle or
Stronghold in the assigned area, no mustering can
take place.
While special orders are purely better than their regular
counterparts, they have an additional subtle advantage: Having
access to three instances of any order type (rather than two), can
be of tremendous benefit to many strategies (such as launching a
major offensive, quickly accumulating power, etc).
wiLdLinG ATTAcks
In the icy north, an army of barbaric wildlings gather to
descend upon the continent of Westeros. e ancient order of the
Night’s Watch protects the massive Wall that defends against these
(and even more insidious) dangers. Yet the strength of the Night’s
Watch will fail without the support of the great Houses.
In A Game of rones: the Board Game there are two events
during the Westeros Phase which cause the wildlings to attack.
ey are:
e Wildling reat token reaches “12” on the Wildling track
A “Wildling Attack” Westeros card is drawn and resolved
The Wildling Threat
In all three Westeros decks (I, II, and III), some cards are marked
with a Wildling icon. For each such Westeros card, the Wildling
reat token is advanced one space on the Wildlings track (in this
way, it’s possible for the Wildling reat token to advance up to
three times during a single Westeros Phase).
A wildling attack is resolved over the following steps:
1.
D W S: Check the current
position of the Wildling reat token. e number printed
on its position on the Wildlings track is the strength of the
wildling attack.
2.
B P: Each player hides his available power behind
his player screen, and then secretly bids a number of Power
tokens (from his available power) in a closed fist.
3.
C N’ W S: Once all players
have made their secret bid, bids are simultaneously revealed.
Add together the total power bid by all players to determine
the strength of the Night’s Watch.
4.
D O: If the strength of the Night’s
Watch equals or exceeds the wildling strength, the wildling
attack has been defeated.
Wildling Icon
22


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