700937
10
Zoom out
Zoom in
Previous page
1/16
Next page
Learn to Play
TM
2
[
Learn To Play
]
Winter is Coming
“Oh, my sweet summer child,” Old Nan said quietly,
what do you know of fear? Fear is for the winter,
my little lord, when the snows fall a hundred feet
deep and the ice wind comes howling out of the north.
Fear is for the long night, when the sun hides its face
for years at a time, and little children are born and
live and die all in darkness while the direwolves
grow gaunt and hungry, and the white walkers
move through the woods.
George R.R. Martin, A Song of Ice and Fire
Welcome to A Game of rones: e Card Game, a
game of politics, battle, intrigue, and betrayal based
on George R.R. Martin’s bestselling A Song of Ice and
Fire fantasy novel series. is second edition core set
provides a fresh start to the A Game of rones (AGoT )
card game for new and experienced players alike.
ame Overview
A Game of rones: e Card Game can be played by two
or more players. A two-player game uses the joust
format, while a game with three or more players uses
the melee format.
In the game, each player plays as one of eight great
factions vying to inuence and control the Iron rone
and gain power in Westeros. Each player controls two
decks: a draw deck that provides the forces a players
faction has at its command each round, and a special
plot deck that is used to develop and manage a long
term strategy.
Over the course of the game the players engage one
another in military, intrigue, and political conicts,
until a single player emerges victorious. e rst player
to amass 15 power wins the game.
Using this Book
is Learn to Play book is written as an introduction
to A Game of rones: e Card Game for new players.
We recommend that new players learn the basics of
the game using the joust (two-player) format—this
format has the fewest steps and components, making it
ideal for rst time players. Games with three or more
players require the melee format, which is explained in
a later section of this book. After players have learned
the basics of the game, they will be ready to enrich
their experience by customizing and building their
own original decks.
e complete rules of play can be found in the Rules
Reference (RR), which also addresses more advanced
topics such as the interpretation of card text, resolution
of timing conicts, and a detailed phase sequence. It is
recommended that new players become familiar with
the game using the Learn to Play book and only look
up details in the Rules Reference as they occur in play.
3
[
Learn To Play
]
Components
e components in the game are presented here for
identication purposes. A complete card anatomy can
be found on pages 30-31 of the Rules Reference.
8 Faction Cards
(double-sided, agenda cards on back)
28 Plot Cards
6 Title Cards
30 Power Counters
30 Gold Tokens
10 Inuence Tokens
(double-sided)
1 First Player Token
A Living Card Game
A Game of rones: e Card Game is a two
to four player game that can be played using
just the contents of this core set. With an
additional core set, up to six players can play
the game together. In addition, A Game of
rones: e Card Game is a Living Card
Game® (LCG®), and the enjoyment and
experience of the game may be customized and
enhanced through the purchase of regularly
released 60 card expansions called Chapter
Packs, as well as larger deluxe box expansions.
Unlike collectible card games, all LCG
expansions have a xed distribution: there is no
randomization to their contents.
192 Player Cards
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
1
7
4
X ##
©George R.R. Martin ©FFG
Illus. Smirtouille
1
Reaction: After you win a challenge, move 1 power from the losing
opponent’s faction card to your own.
Noble.
A Clash of Kings
6
1
9
4
©George R.R. Martin ©FFG
Illus. 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
©George R.R. Martin ©FFG
Illus. Tommy Arnold
Character
While Cersei Lannister is attacking during
an challenge, raise the claim value on your
revealed plot card by 1.
“Love is poison. A sweet poison, yes, but it will kill you all the same.”
Lady. Queen.
Cersei Lannister
84
4
4
Agenda
Banner of the Kraken
Banner.
You may include non-loyal cards in your deck.
You must include at least 12 cards in
your deck.
"Greyjoy demands half the kingdom as the price of
alliance, but what will he do to earn it?"
–Tywin Lannister
©George R.R. Martin © 2015 FFG
199B
Illus. David Grith
House Lannister
©George R.R. Martin © 2015 FFG
200A
Illus. David Grith
Banner.
You may include non-loyal cards in your deck.
You must include at least 12 cards in
your deck.
"I never asked for Dragonstone. I never wanted it."
–Stannis Baratheon
Banner of the Stag
House Stark
©George R.R. Martin © 2015 FFG
203A
Illus. David Grith
©George R.R. Martin ©FFG
Illus. Joshua Cairós
Character
Lady.
Stealth.
While Arya Stark has a duplicate, she gains
a icon.
Reaction: After Arya Stark enters play, place
the top card of your deck on her facedown as
a duplicate.
Arya Stark
141
2
3
©George R.R. Martin ©FFG
Illus. Jacob Murray
Character
Lord. Small Council.
Eddard Stark
Renown. (After you win a challenge in which this
character is participating, he may gain 1 power.)
Reaction: After a challenge is initiated against
you, stand Eddard Stark.
"e winters are hard, but the Starks will endure. We always have."
144
5
7
©George R.R. Martin ©FFG
Illus. Maricia George-Bogdan
206
+1
Tit le
Master of Whispers
Supported by Master of Ships
Supports: Hand of the King
Rivals: Master of Laws,
Master of Coin
You may resolve your claim
against any number of opponents
of your choice.
“ere are things I might tell you of that
eunuch that would chill your blood.”
–Grand Maester Pycelle
©George R.R. Martin © 2015 FFG
Illus. Chris Pritchard
Tit le
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 crown’s 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
4
[
Learn To Play
]
utorial Joust
Game Setup
To setup the tutorial game, players perform the
following steps, in order. (Setup rules for all other
formats are in the RR under the heading “setup.)
1. Select decks. e tutorial is a joust (two player)
game using a Stark starter deck and a Lannister
starter deck. Each player selects one of the decks
described below.
House Stark: is player’s draw deck consists of
all the Stark cards (141-159, 203A), 1 copy each
of Littlenger (28), Rattleshirts Raiders (30),
and Milk of the Poppy (35), and 2 copies each of
e Kingsroad (39) and e Roseroad (40). e
Stark player should use the following plot deck:
Summons, Wildre Assault, A Noble Cause,
Calling the Banners, Filthy Accusations, Calm
Over Westeros, Supporting the Faith.
House Lannister: is players draw deck consists
of all the Lannister cards (84-102, 200A), 1 copy
each of Littlenger (28), Rattleshirt’s Raiders (30),
and Milk of the Poppy (35), and 2 copies each of
e Kingsroad (39) and e Roseroad (40). e
Lannister player should use the following plot
deck: Summons, Wildre Assault, Marching
Orders, A Clash of Kings, Power Behind the
rone, Taxation, A Feast for Crows.
Note that these starter decks are smaller than standard
decks, so it is more likely the tutorial game will end
with a player running out of cards. If this occurs, the
player with the most power counters on cards he or she
controls wins. is is an exception to the standard rules.
2. Determine rst player. Randomly determine a
player to be denoted as first player while setting
up the game. Place the rst player token in front of
this player.
3. Place factions. Each player places the faction card
(200A or 203A) indicating his or her faction faceup
in his or her play area.
4. Create treasury. Place all 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 deck. Each player places the seven
plot cards (listed in step one) facedown and in a stack
next to his or her faction card.
6. Shue draw decks. Each player shues his or her
draw deck (i.e., all the cards denoted for his or her
deck that are not the faction card or the plot cards
already placed in steps three and ve).
7. Draw setup hands. Each player draws seven cards
from his or her draw deck. Each player 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. A mulligan is recommended if a
player does not receive a decent starting hand—for
instance, drawing no characters would be a good
reason to take a mulligan.
8. Place setup cards. Each player, in player order (see
page 6), 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. A cards cost is
indicated in the upper left corner, within the gold
token graphic. A card’s type (character, location,
attachment, or event) is found just below its cost.
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 one card with the “Limited
keyword may be placed.
Only character, location, and attachment cards
may be placed.
Each attachment that is placed must be attached
to an eligible target under its owner’s control
when the attachment is revealed in the next
step. Attachments must always be attached
to an eligible character, unless the text on the
attachment states otherwise.
9. Reveal setup cards. All players turn their
setup cards faceup. If attachment cards need
to be attached, each player attaches his or her
attachments in player order.
10. Replenish opening hand. Each player draws cards
until there are seven cards in his or her hand. e
game is now ready to begin.
5
[
Learn To Play
]
Play Area Example (Mid-game)
©Ge
orge R.R. Martin ©FFG
Illus. Tommy Arnold
+2
Character
Lord.
Renown.
Tywin Lannister gets +1 STR for each gold in
your gold pool.
Tywin Lannister
90
6
7
©Ge
orge R.R. Martin ©FFG
Illus. Tommy Arnold
Character
While Cersei Lannister is attacking during
an challenge, raise the claim value on your
revealed plot card by 1.
“Love is poison. A sweet poison, yes, but it will kill you all the same.”
Lady. Queen.
Cersei Lannister
84
4
4
©Ge
orge R.R. Martin ©FFG
Illus. 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
©George R.R. Martin ©FFGIllus. David Demaret
Character
Dominance Action: Kneel e Tickler to
discard the top card of an opponent’s deck.
en, you may choose 1 copy of that card,
and discard it from play.
"Tickler makes them howl so hard they piss themselves."
–Chiswyck
Ally.
The Tickler
2
2
88
©George R.R. Martin ©FFGIllus. Andrew Hall
Location
e Westerlands.
Limited.
Marshaling Action: Kneel Western
Fiefdom to reduce the cost of the next
card you marshal this phase by 1.
Western Fiefdom
99
0
©George R.R. Martin ©FFGIllus. Marc Sche
Character
Burned Men
Clansman.
Ambush (2). (You may pay 2 gold to put this
card into play from your hand during the
challenges phase.)
Every clan in the Mountains of the Moon feared
the Burned Men, who mortied their esh
with re to prove their courage.
91
2
2
Plot Deck Dead Pile
©Ge
orge R.R. Martin ©FFG
Illus. Aaron Riley
Event
Play only if you control a Lord or
Lady character.
Challenges Action: Kneel your faction
card to choose a character with printed cost
X or lower controlled by an opponent, and
return it to its owner's hand.
The Things I Do For Love
x
101
Discard Pile
Characters in Play
Locations in Play
House Lannister
©George R.R. Martin © 2015 FFG 200AIllus. David Grith
Faction Card
Gold Pool
Revealed Plot Card
X
##
©Ge
orge R.R. Martin ©FFG
Illus. Pre
ston Stone
20
Kingdom. War.
When Revealed: Choose a character with printed cost 5 or lower in
your hand or discard pile, and put it into play.
Reinforcements
6
101
Draw Deck
First Player
Token
6
[
Learn To Play
]
ey Concepts
is section introduces a number of foundational
concepts to keep in mind while learning and playing
the game.
he Golden Rule
If the text on a card directly contradicts the text of
the rules (either in this document or in the Rules
Reference), the text on the card takes precedence.
Winning and Losing
e object of the game is to amass 15 power. Power
represents the inuence of a player’s faction in the
Seven Kingdoms of Westeros. e rst player to
have 15 (or more) power on cards he or she controls
immediately wins the game.
ere are numerous means by which a player may
acquire power in the game:
winning power challenges,
winning challenges unopposed,
winning dominance, and by
resolving card abilities which
instruct the player to gain power.
Instant Loss: Running Out of Cards
If a player has no cards remaining in his or her draw
deck, that player instantly loses the game.
Discard and Dead Piles
An important feature of A Game of rones: e Card
Game is that each player has both a discard pile and a
dead pile for cards that have left the play area. When
a character is killed, place it faceup in its owner’s dead
pile. When a card is discarded or sacriced, place it
faceup in its owner’s discard pile. Attachments on a card
that leaves play are returned to their owners’ hands.
Unique Cards
is symbol next to a cards title indicates that the
card is unique: 󲀋. A player cannot have more than
one copy of any given unique card in play at a time.
A player may use additional copies of unique cards as
duplicates. (See Rules Reference, page 7.)
In Player Order
e phrase “in player order” is used throughout
this document to dictate the order in which players
resolve or execute a game step. When the players are
instructed to do something “in player order,” the rst
player does so rst, followed by each other player, one
player at a time, in clockwise order around the table.
Standing and Kneeling
Cards enter play in a standing position (upright). In
order to declare for a challenge, or to use certain card
abilities, many cards must kneel, which is indicated
by rotating the card 90 degrees (sideways). A kneeling
position indicates that the card has been used, and
the card is not able to kneel again until it is standing
(made so by a game step or card ability).
Amass 15
power to win
Standing Kneeling
©George R.R. Martin ©FFGIllus. Tommy Arnold
Character
While Catelyn Stark is participating in a
challenge, your opponents cannot trigger
card abilities.
I take no joy in mead nor meat, and song and laughter have become
suspicious strangers to me. I am a creature of grief and dust and bitter
longings. ere is an empty place within me where my heart was once.
House Tully. Lady. e Seven.
Catelyn Stark
143
4
4
©George R.R. Martin ©FFGIllus. Tommy Arnold
Character
While Catelyn Stark is participating in a
challenge, your opponents cannot trigger
card abilities.
I take no joy in mead nor meat, and song and laughter have become
suspicious strangers to me. I am a creature of grief and dust and bitter
longings. ere is an empty place within me where my heart was once.
House Tully. Lady. e Seven.
Catelyn Stark
143
4
4
7
[
Learn To Play
]
Phase Sequence
A Game of rones: e Card Game is played over a series
of rounds. During a round, players will reveal their
plots, gather resources (in the form of cards and gold),
marshal their forces into play, initiate challenges against
one another, and nally regroup in anticipation of the
next round. Each round is divided into the following
seven phases:
1. Plot
2. Draw
3. Marshaling
4. Challenges
5. Dominance
6. Standing
7. Ta xation
Each phase is described in detail, below.
Phase 1: Plot
e plot phase is divided into two steps:
1. Choose plot cards
2. Reveal plot cards
Step 1. Choose Plot Cards: Each player looks at all
the cards in his or her plot deck, and chooses one that
he or she intends to reveal in the next step. is choice
is signaled by removing the card from the plot deck
and placing it facedown on the table. Do not reveal the
identity of the chosen plot card at this time.
Step 2. Reveal Plot Cards: Each player simultaneously
reveals the plot card that he or she chose in step 1.
e player with the highest total initiative value wins
initiative (see sidebar). e tiebreaker is the player
with the lowest power total; if the tied players have
the same power total, randomly select one of the
tied players.
e player who wins initiative must now choose a first
player for this round. Place the rst player token in
front of that player. e rst player acts rst during
subsequent phases this round.
Some plot cards also have “When Revealed” ability
text. “When Revealed” abilities resolve after the rst
player has been chosen. If multiple plot cards have
When Revealed” abilities, the rst player decides the
order in which those abilities resolve.
What do plots do?
Plot cards represent a long-term strategic
commitment that will inuence the remainder
of the game round.
e rst value (4) represents the amount
of gold the plot provides, which is used to
marshal cards into play. e second value (9)
is initiative, which is used to determine which
player wins initiative. e third value (1) is
claim, which determines how eective your
challenges are. e reserve value (6) on the
bottom right of the card is a hand size limit,
which is checked at the end of the round. Most
plots also feature an ability that either resolves
when the plot card is revealed, or persists while
the plot remains revealed and in play.
Plot States
Plot cards exist in three states: in the plot deck,
revealed, or in the used pile. When a player
reveals a plot card, it leaves the plot deck, enters
the revealed state, and is placed on top of his or
her previously revealed plot card. All plot cards
under a player’s currently revealed plot card are
considered that players used pile.
When a player reveals the nal card of his or
her plot deck, the cards in that player’s used pile
are returned to his or her plot deck after all plot
cards just revealed have taken eect. Note that
the just revealed plot card remains revealed, and
does not return to the plot deck.
X ##
©George R.R. Martin ©FFG
Illus. Smirtouille
1
Reaction: After you win a challenge, move 1 power from the losing
opponent’s faction card to your own.
Noble.
A Clash of Kings
6
194
8
[
Learn To Play
]
Phase 2: Draw
Each player simultaneously draws two cards from his
or her draw deck.
Phase 3: Marshaling
During the marshaling phase, each player (in player
order) becomes the active player. e active player has
the opportunity to marshal (bring into play) character,
location, and attachment cards from his or her hand.
When a player becomes the active player during the
marshaling phase, that player collects income by adding
the gold value on his or her revealed plot card to the
total value of any active gold modiers that aect that
value (usually found on cards the active player controls),
and taking that number of gold tokens from the
treasury and adding them to his or her gold pool.
e active player may now marshal a character,
location, or attachment card from his or her hand by
paying the cards gold cost (indicated in the upper left
corner of the card) and placing the card in his or her
play area. A player pays a gold cost by returning the
indicated number of gold tokens from his or her gold
pool to the treasury.
Cards enter play as follows:
x Character cards enter play standing, in the front
row of a players play area.
x Location cards enter play standing, in the back row
of a players play area.
x Attachment cards enter play standing, and must
be attached to (overlapped by) another card. e
default state for attachment cards is to attach to
a character, but some attachments have text that
enables them to attach to other card types.
e active player may continue to marshal character,
location, and attachment cards from his or her hand
until he or she chooses to stop, or cannot marshal any
more cards. A player may choose not to spend all of
his or her gold in the marshaling phase, as that gold
may be used to pay for some card abilities throughout
the round. However, this is the only part of the round
during which a player may marshal character, location,
and attachment cards from his or her hand.
After the active player announces that he or she is
done marshaling cards, each of the other players (in
player order) becomes the active player and has an
opportunity to marshal.
Event Cards
Character, location,
and attachment cards
are marshaled into play
during the marshaling
phase. Event cards,
however, may be played
directly from a players
hand at various times
throughout the game
round. e specic time
at which an event card
may be played can be
identied by the event
cards text.
©George R.R. Martin ©FFGIllus. Linda Bergkvist
Event
Play only during a challenge.
Action: Until the end of the challenge,
raise the claim value on your revealed plot
card by 1. (Max 1 per challenge.)
Winter Is Coming
159
1
9
[
Learn To Play
]
Phase 4: Challenges
During the challenges phase, each player (in player
order) becomes the active player, and as the active player
has the opportunity to initiate challenges against his
or her opponent(s).
ere are three types of challenges in the game. Each
type follows the same general rules of initiation and
resolution, but has dierent potential outcomes.
Military challenge: e goal of a 󲀈 challenge is
to kill an opponents characters.
Intrigue challenge: e goal of an 󲀊 challenge
is to discard cards from an opponent’s hand.
Power challenge: e goal of a 󲀉 challenge is
to move power from an opponents faction card
to yours.
e active player is permitted to initiate one challenge
of each type during this phase, in any order. When a
player initiates a challenge against an opponent, he or
she is the attacking player, and the opponent is the
defending player.
After the active player has resolved each of his or her
challenges, or has passed on an option to initiate a
challenge, the next player (in player order) becomes the
active player, until all players have been the active player
and had the opportunity to perform challenges.
Initiating and Resolving a Challenge
To initiate and resolve a challenge, perform the
following steps, in order:
1. Attacking player announces challenge type,
opponent, and declares attackers.
2. Defending player declares defenders.
3. Compare STR and determine challenge winner.
Each of these steps is now explained in further detail:
Step 1. Announce challenge type, opponent, and
declare attackers: To initiate a challenge, the active
player does the following:
x Announces the type of challenge 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
those characters.
In order to be declared 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.
Step 2. Declare defenders: e defending player now
has the option to declare characters he or she controls as
defenders.
In order to be declared 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. Each character declared as a defender
is knelt at this time.
Cersei Lannister may be declared as an
attacker or defender in an 󲀊 challenge,
or in a 󲀉 challenge, because she has those
challenge icons. While participating in
a challenge, she contributes 4 STR
to her controller’s side.
©George R.R. Martin ©FFGIllus. Tommy Arnold
Character
While Cersei Lannister is attacking during
an challenge, raise the claim value on your
revealed plot card by 1.
“Love is poison. A sweet poison, yes, but it will kill you all the same.”
Lady. Queen.
Cersei Lannister
84
4
4
Strength
(STR)
Challenge
Icons
10
[
Learn To Play
]
Step 3. Compare STR and determine challenge
winner: Add together the STR of each attacking
character, as well as any modiers the attacking player
has active. is value becomes the total attacking
STR. Next, add together the STR of each defending
character, as well as any modiers the defending player
has active. is value becomes the total defending STR.
e player whose side has the higher total STR wins
the challenge. (Note: 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 players side when this
step (i.e., the STR comparison) occurs, neither player
wins or loses the challenge.
If the attacking player wins a challenge of any type
and the defending player has a total defending STR
of 0 (Note: having no defending characters gives a player
a base defending STR of 0), the attacking player gains 1
bonus power for his or her faction. is is known as the
unopposed bonus, and occurs in addition to all other
eects of winning a challenge.
If the defending player wins a challenge, no unopposed
bonus or claim eect takes place.
If the attacking player wins a challenge, one of the
following claim eects occurs, depending on the type of
challenge that is resolving:
󲀈 Military challenge: e defending player must
choose a number of dierent characters under his or
her control equal to the claim value on the attacking
players revealed plot card, and kill those characters.
(e chosen characters do not have to be characters
that participated in the challenge.) Killed characters are
placed in their owner’s dead pile. (Each attachment on
any card that leaves play is returned to its owner’s hand.)
󲀊 Intrigue challenge: e defending player must
discard, at random, a number of cards from his or her
hand equal to the claim value on the attacking players
revealed plot card. (is can be done by shuing the
hand and fanning the cards facedown towards the
opponent, and allowing the opponent to choose which
cards are discarded.)
󲀉 Power challenge: e defending player removes a
number of power counters from his faction card equal
to the claim value on the attacking players revealed
plot card, and moves them to the attacking player’s
faction card.
Phase 5: Dominance
Each player simultaneously counts the total combined
STR 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. If there is a tie for the highest total,
no player wins dominance.
Phase 6: Standing
Simultaneously stand each kneeling card in play.
Phase 7: Taxation
e taxation phase is divided into two steps:
1. Return unspent gold
2. Check reserve
Step 1. Return unspent gold: Each player
simultaneously returns all unspent gold in his or her
gold pool to the treasury.
Step 2. Check reserve: In player order, each player
compares his or her current hand size (i.e., the number
of cards in the players hand) with the reserve value
in the lower right corner of his or her revealed plot card.
If a player’s hand size is higher than his or her reserve
value, that player must choose and discard cards from
hand until the hand size is equal to the reserve value.
e end of the taxation phase also marks the end of
the game round. Play proceeds to the plot phase of the
next game round, and continues until one player wins
the game.
Whats Next?
You now know the basics of how to play
A Game of rones: e Card Game. After playing the
tutorial, you may wish to try dierent out-of-the-box
starter decks, a melee format game, or to build your
own custom decks. Rules for these formats await on
pages 12-15. A quick reference of icons and keywords is
placed on the back cover of this guide. Also remember,
much additional information about the game can be
found in the Rules Reference.
11
[
Learn To Play
]
Challenges Phase Example
e challenges phase has begun. JoAnn is the rst
player, and is playing House Lannister. She is
permitted to initiate each of her challenges before the
Stark player, Je, may initiate his.
1. JoAnn wants to start with an 󲀊 challenge, and
chooses to declare “Cersei Lannister” as an attacker
by kneeling her. She could have also declared “e
Tickler” and/or “Tywin Lannister” as attackers, but
she wants to save them for dierent challenges.
2. Je has one standing character with an 󲀊 icon,
“Catelyn Stark.” He could declare Catelyn as a
defender, but he would not have enough STR to win
the challenge, so he chooses to declare no defenders.
JoAnn has an attacking STR of 4 and Je has no
defenders, so JoAnn wins the challenge! Since the
challenge was unopposed, she gains 1 power and
places it on her faction card.
For the claim eect, she discards 2 cards at random
from Je’s hand: 1 because her revealed plot card has
a printed claim value of 1, and 1 because Cersei’s
ability raises that claim value by 1.
3. Next, JoAnn decides to initiate a 󲀈 challenge by
declaring “e Tickler” as an attacker (kneeling
him in the process). She could have also declared
Tywin Lannister” as an attacker, but she chooses
not to do so.
4. Je defends with “Vanguard of the North” (kneeling
it in the process).
JoAnn’s attacking STR is 2, and Je’s defending
STR is 4. Je wins the challenge as the defending
player, so no claim eect occurs.
5. JoAnn could now initiate a 󲀉 challenge with
Tywin, but she wants to keep him available to
defend against Je’s challenges, so she passes. Je
becomes the active player and may now initiate
his challenges.
©George R.R. Martin ©FFGIllus. Tomasz Jedruszek
Character
Army.
No attachments.
While a player has a War plot revealed, Vanguard
of the North does not kneel when declared as an
attacker in a challenge.
Vanguard of the North
151
4
4
©George R.R. Martin ©FFGIllus. Tommy Arnold
Character
While Catelyn Stark is participating in a
challenge, your opponents cannot trigger
card abilities.
I take no joy in mead nor meat, and song and laughter have become
suspicious strangers to me. I am a creature of grief and dust and bitter
longings. ere is an empty place within me where my heart was once.
House Tully. Lady. e Seven.
Catelyn Stark
143
4
4
©George R.R. Martin ©FFGIllus. Diego Gisbert Llorens
Character
Renown.
Reaction: After a character you control
is sacriced or killed, stand each character
you control. (Limit once per round.)
"I have won every battle, yet somehow I'm losing the war."
Lord.
Robb Stark
146
5
6
©George R.R. Martin ©FFGIllus. Tomasz Jedruszek
Character
Army.
No attachments.
While a player has a War plot revealed, Vanguard
of the North does not kneel when declared as an
attacker in a challenge.
Vanguard of the North
151
4
4
2
2
4
4
©George R.R. Martin ©FFGIllus. Tommy Arnold
Character
While Cersei Lannister is attacking during
an challenge, raise the claim value on your
revealed plot card by 1.
“Love is poison. A sweet poison, yes, but it will kill you all the same.”
Lady. Queen.
Cersei Lannister
84
4
4
©George R.R. Martin ©FFGIllus. Tommy Arnold
Character
While Cersei Lannister is attacking during
an challenge, raise the claim value on your
revealed plot card by 1.
“Love is poison. A sweet poison, yes, but it will kill you all the same.”
Lady. Queen.
Cersei Lannister
84
4
4
©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. David Demaret
Character
Dominance Action: Kneel e Tickler to
discard the top card of an opponent’s deck.
en, you may choose 1 copy of that card,
and discard it from play.
"Tickler makes them howl so hard they piss themselves."
–Chiswyck
Ally.
The Tickler
2
2
88
©George R.R. Martin ©FFGIllus. David Demaret
Character
Dominance Action: Kneel e Tickler to
discard the top card of an opponent’s deck.
en, you may choose 1 copy of that card,
and discard it from play.
"Tickler makes them howl so hard they piss themselves."
–Chiswyck
Ally.
The Tickler
2
2
88
1
1
3
3
5
5
12
[
Learn To Play
]
elee Rules
e three to six player–or meleegame follows the
same basic round structure and rules as the joust game.
In addition to that basic structure, it also introduces
the title cards to the game.
itle Cards
Each of the six title cards represents a position on
the Small Council at Kings Landing. During each
round of the melee game, each player assumes one of
these roles, which create relationships of alliance and
opposition among the players. Each title also provides
a unique bonus ability that its bearer may use during
the game round.
When setting up a melee game, place the six title cards
(numbered 206-211) in a title pool near the treasury,
within easy reach of all players.
Using the title cards in a melee game adds a third step
to both the basic structure of the plot phase and the
taxation phase, as detailed below.
elee Plot Phase
In a melee game, the plot phase is divided into
three steps:
1. Choose plot cards
2. Reveal plot cards
3. Select titles
Steps 1 and 2 are played following the same rules as in
a joust game, as detailed on page 7.
Melee Plot Phase, Step 3. Select Titles: Shue the
titles facedown and randomly remove one of them
from the pool for this phase by placing it on the table
facedown near the treasury. (In a three player game,
two titles are removed at random; in a six player game
no titles are removed.)
In player order, each player secretly selects one of the
title cards from the pool and places that title facedown
near his or her faction card. Once each player has
selected a title, all players simultaneously reveal their
selections by turning the selected titles faceup. Any
title cards not selected are returned facedown to the
title pool—they won’t be used this round.
elee Taxation Phase
In a melee game, the taxation phase is divided into
three steps:
1. Return unspent gold
2. Check reserve
3. Return titles
Steps 1 and 2 are played following the same rules as in
a joust game, as detailed on page 10.
Melee Taxation Phase, Step 3. Return Titles:
Each player simultaneously returns his or her title,
facedown, to the title pool.
itle Abilities
e following is a description of the terms, symbols,
restrictions, and eects that are associated with the
title cards.
Supports
If a player’s title supports another title, that player
cannot initiate challenges against the player holding
the title that he or she supports.
Rivals
If a player’s title rivals another title, that player is
rewarded for winning a challenge against the player
holding the title that he or she rivals. A player gains 1
additional power for his or her faction after winning
a challenge (as the attacking or defending player)
against an opponent holding a rival title. In each
round, a player cannot gain more than 1 power per
rival opponent in this manner by winning a challenge
against that opponent.
Crown Regent
is title contributes 2 STR to its bearers total during
the determination of the dominance winner. is title
also has a special ability that can be used to redirect
one challenge each round. After a player initiates
13
[
Learn To Play
]
a challenge and declares a target and attackers, the
Crown Regent may use this title to force that player to
choose a new target for the attack.
Note that the Crown Regent title has no “supports” or
“rivals” relationship with any of the other titles.
Hand of the King
is title contributes 1 STR to its bearers total during
any 󲀉 challenge in which its bearer controls at least one
participating character.
e bearer of this title may initiate one additional 󲀉
challenge during the challenges phase. However, this
challenge cannot be initiated against an opponent that
this bearer has already initiated a 󲀉 challenge against
this phase. (In other words, the additional challenge
must be initiated against a dierent opponent.)
Master of Laws
is title increases the number of cards its bearer draws
during the draw phase by 1.
is title provides its bearer with a +1 reserve modier.
Master of Ships
is title contributes 1 STR to its bearers total during
any 󲀈 challenge in which its bearer controls at least one
participating character.
During 󲀈 challenges, the bearer of this title increases
the claim value on his or her revealed plot card by 1
while attacking an opponent he or she rivals.
Master of Whispers
is title contributes 1 STR to its bearers total during
any 󲀊 challenge in which its bearer controls at least
one participating character.
e bearer of this title may resolve his or her claim
eect against any number of opponents each time he
or she wins an 󲀊 challenge as the attacker. (e full
claim eect is resolved against each opponent chosen by
this title’s bearer.) is ability only aects how claim is
handled; the challenge is still considered won against
(and lost by) the defending player.
Master of Coin
is title provides its bearer with a +2 gold modier.
14
[
Learn To Play
]
Deckbuilding
e A Game of rones: e Card Game core set is
designed to be a complete game experience with
signicant replayability. After learning the basics of
the game, players may wish to explore building original
decks. e deckbuilding rules are presented here.
Why Build a Custom Deck?
Deckbuilding is a process by which a player may
customize his or her deck to challenge opponents with
original strategies and ideas. is allows a player to
experience the game in new ways; instead of adapting
his or her play to the strategy of a starter deck, each
player may construct a deck that functions as he or
she desires. Custom decks open up new layers of
possibility, and lead to games in which a player feels
more invested. When a player constructs an original
deck, that player doesn’t just participate in the game:
he or she actively shapes how it is played.
Custom Deckbuilding
e following are the deck customization rules for
sanctioned tournament play. Note that for more
customization options, players may want to obtain
additional copies of this core set and/or other
expansion sets containing new cards.
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.
x A players 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 players draw deck must contain a minimum of
60 cards, and can only contain up to 3 copies (by
title) of any given card.
x ere is no upper limit on a player’s deck size.
x Unless otherwise permitted by an ability (e.g. the
Banner agendas), each card in a players deck and
plot deck must be neutral or its aliation must
match the aliation of that player’s faction card.
Out-of-the-Box Decks
Two to four players sharing a single core set can enjoy
a full game experience without the need to build their
own decks by using pre-constructed “out-of-the-box
decks. ese decks are intended only for games played
out of a single core set, and ignore the loyalty rules
that are used for custom deckbuilding.
e Old Ways (Stark/ Greyjoy)
is deck includes:
e Stark faction card (203A)
All of the Stark cards (141-159)
All of the Greyjoy cards (65-83)
One copy each of the following neutral cards:
e Roseroad, e Kingsroad, Seal of the Hand,
Littlenger, Rattleshirt’s Raiders, Varys, and Milk
of the Poppy
e following plot cards: Summons, e Winds of
Winter, Supporting the Faith, Naval Superiority,
Rebuilding, Conscation, Calm Over Westeros
At the Wall (Nights Watch/ Baratheon)
is deck includes:
e Night’s Watch faction card (202A)
All of the Night’s Watch cards (122-140)
Loya lt y
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 in
this core set) permit players to use
non-loyal cards out-of-faction in a deck.
House Baratheon,
Loyal
House Baratheon,
Non-Loyal
15
[
Learn To Play
]
All of the Baratheon cards (46-64)
One copy each of the following neutral cards:
e Roseroad, e Kingsroad, Rattleshirt’s Raiders,
Put to the Torch, Wildling Horde, e Iron rone,
Syrio’s Training, and Superior Claim
e following plot cards: Wildre Assault,
Building Orders, Marched to the Wall, Marching
Orders, Fortied Position, Filthy Accusations,
Jousting Contest
From East to West (Targaryen/ Martell)
is deck includes:
e Targaryen faction card (204A)
All of the Targaryen cards (160-178)
All of the Martell cards (103-121)
One copy each of the following neutral cards:
e Roseroad, e Kingsroad, Varys, Put to the Torch,
Wildling Horde, Milk of the Poppy, Noble Lineage,
Put to the Sword
e following plot cards: Summons, A Feast for
Crows, A Noble Cause, Power Behind the rone, A
Storm of Swords, A Clash of Kings, Counting Coppers
Secrets and Schemes (Lannister/ Tyrell)
is deck includes:
e Lannister faction card (200A)
All of the Lannister cards (84-102)
All of the Tyrell cards (179-197)
One copy each of the following neutral cards:
e Roseroad, e Kingsroad, e Hand’s Judgment,
Bodyguard, Superior Claim, Little Bird, Tears of Lys,
Littlenger
e following plot cards: Wildre Assault,
Taxation, Calling the Banners, A Game of rones,
Heads on Spikes, Sneak Attack, Reinforcements
When players are ready to move beyond these pre-
constructed out-of-the-box decks, they are encouraged
to try dierent combinations of factions, neutral cards,
and plot decks to explore the full breadth of the game.
Credits
2nd Edition Game Design: Nate French with
Michael Hurley
1st Edition Game Design: Eric M. Lang and
Christian T. Petersen with Nate French
Rules: Nate French and Michael Hurley
Editing: Alexander Hynes, Patrick Brennan, and
Kevin Tomczyk
Graphic Design: Mercedes Opheim with Chris Beck,
Shaun Boyke, Taylor Ingvarsson, Samuel Shimota,
Michael Silsby, Evan Simonet, and Monica Skupa
Graphic Design Manager: Brian Schomburg
Cover Art: Jacob Murray
Art Direction: Debra Freytag
Managing Art Director: Andy Christensen
Producer: Nate French
Production Management: Megan Duehn and
Simone Elliott
LCG Manager: Chris Gerber
Executive Game Designer: Corey Konieczka
Executive Game Producer: Michael Hurley
Publisher: Christian T. Petersen
Special thanks to our inspiration, George R.R. Martin,
and to all of our loyal fans!
For a full list of playtesting credits, see page 32 of the
Rules Reference.
© 2015 Fantasy Flight Publishing, Inc. & George R.R. Martin. e names, descriptions,
and depictions applied to this game are derived from works by George R.R. Martin, and
may not be used or reused without his permission. Licensed by George R.R. Martin.
A Game of rones and Fantasy Flight Supply are TMs of Fantasy Flight Publishing, Inc.
Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are
®
of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners. Fantasy
Flight Games is located at 1995 West County Road B2, Roseville, Minnesota, 55113, USA,
and can be reached by telephone at 651-639-1905. Components may vary from those shown.
Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY
PERSONS 13 YEARS OF AGE OR YOUNGER.
FANTASY
FLIGHT
GAMES
16
[
Learn To Play
]
Phase Sequence
1. Plot
2. Draw
3. Marshaling
4. Challenges
5. Dominance
6. Standing
7. Taxation
eywords
A keyword is an attribute that conveys specic rules to
its card.
Ambush (X): You may, as a player action, pay the
ambush cost (in gold) to put this card into play during
the challenges phase. e “(X)” is the ambush cost.
Insight: After you win a challenge in which this
character is participating, you may draw 1 card.
Intimidate: After you win a challenge in which
you control one or more attacking characters with
intimidate, you may choose and kneel a character,
controlled by the losing opponent, with a STR equal
to or lower than the amount of STR by which the
challenge was won. No more than one character can be
knelt by intimidate per challenge.
Limited: A player may not marshal or play more than
1 limited card each round, or place more than 1
limited card during setup.
No attachments: is card cannot have attachments.
Pillage: After you win a challenge in which this
character is participating, you may discard 1 card from
the top of the losing opponents deck.
Renown: After you win a challenge in which this
character is participating, you may gain 1 power on
this character.
Stealth: When this character is declared as an
attacker, you may choose a character without stealth
controlled by the defending player. at character
cannot be declared as a defender for this challenge.
Termina l: (Appears on attachments.) If the attached
card leaves play, this attachment does not return to its
owner’s hand, and is discarded from play.
Symbols & Icons
󲀋 Unique card.
Military icon or military challenge. In text, it
looks like this: 󲀈
Intrigue icon or intrigue challenge. In text, it
looks like this: 󲀊
Power icon or power challenge. In text, it looks
like this: 󲀉
Gold
modier
Initiative
modier
Reserve
modier
Faction Loyal Non-
Loyal
In Tex t
House
Stark
󲀆
House
Lannister
󲀅
House
Baratheon
󲀁
House
Greyjoy
󲀇
House
Tyrell
󲀃
House
Martell
󲀀
House
Targaryen
󲀄
e Nights
Watch
󲀂
+1 +1+1
10


Need help? Post your question in this forum.

Forumrules


Report abuse

Libble takes abuse of its services very seriously. We're committed to dealing with such abuse according to the laws in your country of residence. When you submit a report, we'll investigate it and take the appropriate action. We'll get back to you only if we require additional details or have more information to share.

Product:

For example, Anti-Semitic content, racist content, or material that could result in a violent physical act.

For example, a credit card number, a personal identification number, or an unlisted home address. Note that email addresses and full names are not considered private information.

Forumrules

To achieve meaningful questions, we apply the following rules:

Register

Register getting emails for Gezelschapsspellen A Game of Thrones - The Card Game Second Edition at:


You will receive an email to register for one or both of the options.


Get your user manual by e-mail

Enter your email address to receive the manual of Gezelschapsspellen A Game of Thrones - The Card Game Second Edition in the language / languages: English as an attachment in your email.

The manual is 6,73 mb in size.

 

You will receive the manual in your email within minutes. If you have not received an email, then probably have entered the wrong email address or your mailbox is too full. In addition, it may be that your ISP may have a maximum size for emails to receive.

The manual is sent by email. Check your email

If you have not received an email with the manual within fifteen minutes, it may be that you have a entered a wrong email address or that your ISP has set a maximum size to receive email that is smaller than the size of the manual.

The email address you have provided is not correct.

Please check the email address and correct it.

Your question is posted on this page

Would you like to receive an email when new answers and questions are posted? Please enter your email address.



Info