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[
Rules Reference
]
Facedown Cards
Some abilities put cards into play facedown. A facedown
card has no inherent attributes other than “facedown
card,” but it may be granted attributes by the card ability
that put it into play.
x A player may look at the identity of any facedown
card that is in play and under his or her control.
Faction, Faction Cards
ere are 8 factions in the game, shown in the
chart below.
e faction card signals which faction a player has
chosen as the primary faction for his or her deck. An
in-faction card bears the loyal or non-loyal faction
symbol that matches the aliation indicated by his or
her faction card.
For faction card anatomy, see Appendix II
Related: Deckbuilding, For Your Faction, Loyal
First Player, First Player Token
A rst player is chosen at random during setup. A new
rst player is chosen each plot phase by the player who
wins initiative. e chosen player remains the rst
player until a new rst player is chosen. e rst player
token is used to indicate which player is the rst player.
x e rst player becomes the active player rst
during the marshaling and challenges phases.
x During all framework event and action/reaction/
interrupt windows the rst player has the rst
opportunity to initiate action, interrupt, or reaction
abilities at each appropriate game moment.
x For any question as to who should perform an act
or make a decision rst, in the absence of any other
direction by card or rules text, the rst player does
so rst, and other players follow in player order.
x If the rst player is eliminated from a game, the
player to his or her left becomes the rst player.
Related: Active Player, Setup, Initiative,
Plot Phase, Priority of Simultaneous Resolution
Forced Interrupts/Forced Reactions
While most triggered abilities are optional, some
interrupt and reaction abilities are preceded by
the word “Forced.” Such abilities must be resolved
immediately whenever the triggering condition
specied in the ability text occurs.
x For any given triggering condition, forced
interrupts take priority and initiate before non-
forced interrupts, and forced reactions take priority
and initiate before non-forced reactions.
x If two or more forced abilities would initiate at the
same moment, the rst player determines the order
in which the abilities initiate, regardless of who
controls the cards bearing those abilities.
x Each forced ability must resolve completely before
the next forced ability to the same triggering
condition may initiate.
Related: Interrupts, Reactions
For Your Faction
e phrase “for your faction” is used to instruct a
player to place the power just gained on his or her
faction card.
Faction Loyal Non-Loyal In Te xt
House
Stark
󲀆
House
Lannister
󲀅
House
Baratheon
󲀁
House
Greyjoy
󲀇
House
Tyrel l
󲀃
House
Martell
󲀀
House
Targaryen
󲀄
e Nights
Watch
󲀂
8


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