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[
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
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