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[
Rules Reference
]
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).
4


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