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A GAme of Thrones
conTroLLinG AreAs
A House is said to  a land area when it has at least one
Footman, Knight, or Siege Engine in the area, or has previously
  in that area by placing a Power token there
(see below).
Establishing Control of an Area
If a player vacates a land area with all of his units, he stands
to lose any benefit gained from controlling that area unless he
chooses to
 .
When a House vacates a land area (i.e., all its units leave during
a March Order) the House may elect to establish control by placing
a Power token from its available power in the vacated area (a
House can never establish control over a sea area). Once placed
on the game board, this Power token represents the support of
local nobles as well as investments in guards, tax collectors, and
bureaucrats loyal to the controlling House.
If friendly units enter the area again, the Power token remains
there, unaffected (and continues to establish control if the area is
vacated once more).
If a player leaves an area vacant before initiating a combat, he
must decide whether or not to establish control of the vacated area
before the combat begins.
A Power token on the game board is returned to the Power Pool
only after an opponent takes control of its area. Marching into an
area containing only an opponent’s Power token (i.e., no enemy
units are present) does not result in combat, and the Power token
is simply discarded to the Power Pool.
Power tokens do not aid the defender in combat, nor do
they count as “Power icons” printed on the game board (for the
purposes of Consolidate Power tokens or the “Game of rones”
Westeros card).
Only one Power token can be in an area at any one time.
If a player has no available power, he’s unable to establish control.
Important
: A player may only establish control when vacating
an area with a March Order. Events that would leave an area
vacant (such as negative effects from a Wildling victory) does not
permit a player to establish control after the last unit is destroyed.
Controlling Home Areas
Each House has a home area marked by its House shield (printed
directly on the game board). From the beginning of the game, a
House is considered to have established control of its own home
area, meaning the printed House shield functions like a Power token
that cannot be removed.
Players can control enemy home areas by either a) keeping
friendly units in these areas, or b) by establishing control over the
enemy home area. When establishing control over an enemy home
area, the friendly Power token is placed directly over the printed
enemy House shield.
If a player chooses not to, or cannot, leave a Power token behind
when vacating an enemy player’s home area, control of that home
area immediately reverts back to its original House.
Reminder
: A retreating army can never retreat into an area
containing an enemy Power token.
ALLiAnces
Players are always free (in any phase, at any time) to make
promises and seek alliances with other Houses. Promises and
alliances, however, are never binding and can be broken for any
reason. Even the staunchest ally cannot be 100% sure of the good
intentions of his partners. e Iron rone, after all, can seat
only one.
ere are three strict rules governing what conspiring players
are allowed to do:
Players may never show other players (in public or secret),
any assigned Order token. Nor may a player show unused
Order tokens to other players during the Planning Phase
(so that others may, by deduction or estimation, know
what the player may have assigned to the game board).
A player may also never give, donate, bribe, etc. any game
item such as Power tokens, Dominance tokens, Order
tokens, House cards, etc. to another player.
Bids must always be made in secret. A player may not
show any opponent his bid before revealing it.
24


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