Contents
Welcome to Game of Thrones: The Card Game 1st Edition!
Let me give you an overview of what this game is all about. In this exciting adventure, you have the chance to join noble houses like Stark, Lannister, Targaryen, Baratheon, Greyjoy, and Martell as they compete for the ultimate prize – the Iron Throne!
Game of Thrones: The Card Game is not just any ordinary game. It’s a thrilling blend of intrigue, politics, betrayals, and epic battles, all inspired by the legendary novels of George R.R. Martin.
When you play this game, you become one of the factions vying for control over the Iron Throne and the power it brings to the lands of Westeros. To achieve your goal, you will need two decks of cards: a draw deck, which provides you with the necessary resources, and a plot deck, which allows you to plan and execute long-term strategies.
The game unfolds as you engage in military conflicts, cunning court plots, and intense power struggles. Only the player who outmaneuvers their opponents and emerges victorious will claim the Iron Throne.
Let’s Set Up the Game!
When you play the game, you get to pick which group you want to be a part of. There are 6 main groups to choose from, or you can go with a group that doesn’t belong to any of them. Once you’ve decided, you also need to pick a set of cards that belong to that group.
Your set of cards includes:
- A card that represents your group
- A special card (if you want to use it) that changes the rules of the game
- A deck of at least 60 cards
- A deck of 7 special cards
When you start playing, you put your two decks in front of you, along with the card that represents your group. Then, you draw 7 cards from your deck. From those 7 cards, you pick a combination of Character and/or Location cards that have a total cost of 5 or less. These cards will be your starting strength. You put them face down in front of you. Once everyone has done the same, everyone reveals their starting cards and then draws enough cards to have 7 cards again.
Note: Some Attachment cards come with the keyword “Set-up,” which means you can play them during the Set-up phase as long as you attach them to a valid card.
GAMEPLAY
Types of cards
When playing the game, there are different types of cards that you will come across. Let me explain each one to you:
First, we have House cards. These cards represent the house that each player controls. Each player has their own house card, and there is also a Neutral House card that doesn’t belong to any specific house.
Next, we have Agenda cards. These are special cards that have a big impact on how your deck works. You can only have one Agenda card, and it is placed next to your House card.
Lastly, we have Plot cards. These cards are all about strategy and allow you to make temporary changes to the game. You must have exactly 7 Plot cards. Each Plot card has three icons. From left to right, these icons represent your income, initiative, and claim. Income is the resources you have, initiative determines the order in which players take their turns, and claim represents the damage you can cause during challenges.
Now that you know about the different types of cards, you are ready to dive into the exciting world of the game!
- 3 icons representing, from left to right, the player’s income, initiative and claim (i.e. the damage he inflicts during challenges)
When playing the game, you will come across different types of cards that can have a variety of effects. These cards include Characters, Locations, Attachments, and Events.
The Character, Location, Attachment, and Event cards are all part of your draw deck. They each have their own unique abilities and characteristics.
Characters, Locations, and Attachments are permanent cards. They stay on the playing field once you play them and have a recruitment cost, which you need to pay in gold during the Marshalling phase. The recruitment cost is indicated in the top left corner of the card.
On the other hand, Event cards are immediate-effect cards. They can be played directly, even during other players’ turns, as long as the specified conditions on the card are met.
It’s important to keep in mind that these cards can have a lasting impact on the game. The effects of these cards can be permanent, triggered immediately (marked as “when revealed”), or triggered under specific conditions.
- Characters, Locations, and Attachments have a Strength value, which is used during challenges and hegemony.
- Some cards may also have icons that correspond to the three types of confrontations in the game: military, power, and intrigue.
Attachments are special cards in the game that represent various objects, conditions, or situations that affect a person or location. These cards are placed underneath the character or location they belong to.
You will notice certain icons on the attachment cards. These icons have different meanings and effects. For example, the warrior icon (crossed swords) represents a warrior virtue and can trigger certain card effects. Similarly, the noble icon (ring), scholar icon (open book), and mystic icon (chalice) correspond to the noble, scholar, and mystic virtues, respectively.
The text box of permanent cards also contains other icons that provide additional information. The gold icon represents the income bonus a player receives during the Marshalling phase. The initiative icon, represented by a diamond, indicates a bonus that affects the initiative determination in the Plot phase. Finally, the influence icon, depicted as a rectangle, indicates the number of influence points provided by that particular card.
These attachments and icons play a crucial role in the game, adding depth and strategy to gameplay. By understanding their meanings and effects, you can make informed decisions and maximize your chances of success.
I’m going to explain how a game round is divided into 7 phases. It may sound complicated, but don’t worry, I’ll break it down for you.
- Plot phase: This is the first phase of the game round. Each player looks at their pile of plots and chooses one to activate during the turn.
- Draw phase: In this phase, players draw cards from their decks to add to their hands.
- Marshalling phase: Players can put characters, attachments, and locations into play during this phase. It’s like building an army!
- Challenges phase: This is where the action happens! Players can declare and resolve challenges against each other using their characters and other cards.
- Dominance phase: In this phase, players compete for power and control. They want to have the most power at the end of the round.
- Standing phase: This is when players ready their cards and prepare for the next round.
- Taxation phase: In the final phase, players collect income and taxes to use in future rounds.
Now, let’s talk about what happens when players choose their plots. It’s actually pretty interesting!
- Each player picks a plot from their pile and keeps it hidden.
- When everyone has chosen, the plots are revealed at the same time.
- The player with the best initiative (which is determined by the plot and other cards they have in play) gets to choose who goes first in the round. It’s like being the leader!
- If there are any special effects on the revealed plots, they are applied in a specific order, starting with the designated first player and going clockwise.
So, that’s how a game round is divided into different phases. It’s a lot to take in, but it’s also a lot of fun. Now you know the basics, so you’re ready to start playing!
When it’s time to play the game, we each get to draw two cards from our decks. Next comes the marshalling phase, where things get really interesting. We start with the player who goes first during the plot phase, and then we go clockwise from there. Here’s what we do during this phase:
First, we take our income. This means we get gold coins from the bank based on the number indicated on our plot and other cards in play. It’s like getting a paycheck!
Then, we can play as many cards from our hand as we want. But remember, we have to pay for them using gold. So make sure you have enough gold coins to cover the cost.
Now, here’s a little tip: if you play a card that brings in more gold, you won’t get that extra gold until the next turn. So keep that in mind when you’re strategizing.
Oh, and there’s one more thing. If you have a House card that isn’t from the neutral faction, you’ll have to pay an extra 2 gold coins to play a card from a different House. It’s like a penalty for not sticking with your own House.
And that’s it for the marshalling phase. Now let’s move on to the challenges phase, where things really get exciting.
When it’s my turn, I have a crucial decision to make. I can challenge other players in three different areas: military, power, or intrigue. Each area has its own symbol: a red axe for military, a blue crown for power, and a green eye for intrigue.
Here’s how a challenge works:
- I, as the attacker, choose which type of challenge I want to engage in (military, power, or intrigue) and select the player I want to challenge, known as the defender.
- I then pick one or more characters to attack with. These characters must have the corresponding symbol for the challenge type I declared. I previewing all the choices I have and kneel them to show that they are involved.
- If any of my attacking characters have the keyword “Stealth,” I get to choose a defender character without the “Stealth” keyword and prevent them from becoming a defender.
When I play the game, there are a few important steps that I need to follow. First, the defending player has to decide if they want to defend the challenge or not. They can choose characters that have the same icon as the challenge type and kneel them. Then comes the resolution phase, where we compare the combined strength of the attacking characters with the defending characters. If the attacker’s strength is greater or equal, they win the challenge.
After the resolution, we move on to the application of losses. If the attacker wins the challenge, they get to inflict a number of losses equal to the claim value of their plot card. The type of challenge determines what happens to the defending player’s characters. In a military challenge, the defender gets to choose characters, whether they participated in the challenge or not, and place them in their dead pile. It’s a tough decision to make, but it’s all part of the game.
When you play the Game of Thrones: The Card Game, there are different types of challenges you can make against your opponent. These challenges give you the opportunity to gain an advantage over them. It’s important to understand how each challenge works and what it can do for you.
One type of challenge is called a Power challenge. In a Power challenge, you try to take power away from your opponent and add it to your own House card. If your opponent doesn’t have enough power tokens on their House card, you take the remaining tokens from the reserve.
Another type of challenge is an Intrigue challenge. In an Intrigue challenge, you randomly draw cards from your opponent’s hand and put them in your discard pile. This can weaken your opponent’s resources and make them more vulnerable.
In addition, regardless of the type of challenge, if your opponent’s strength is 0, the challenge is considered unopposed. In this case, you take an extra power token from the reserve and place it on your House card.
When it comes to challenges, winning has its benefits. If you win a challenge, the characters on your side with the keyword Renown each take a Power token. This can help further strengthen your position.
By understanding these different challenges and how they work, you can make strategic decisions in the Game of Thrones: The Card Game and increase your chances of success. So, remember to consider your options and choose your challenges wisely. Good luck!
When it comes to challenges in the game, there’s one important rule to keep in mind. It doesn’t matter who wins or what type of challenge it is, as long as the attacking player has more characters with the keyword “Killer” than the defending player, the defender has to choose one of their own characters to be killed. It’s a tough decision, but that’s the way the game goes.
Now, each player can declare three challenges in total. One of each type. After that, it’s the next player’s turn. There are a few other rules to keep in mind during challenges. If the defender wins, they don’t get to use their plot’s claim ability. And once a character has been kneeled to participate in a previous challenge, they can’t be kneeled again to participate in another challenge. Finally, characters with the keyword “Vigilant” from the Baratheon house stand up when they win an attack challenge.
So, when you’re playing the game, remember these challenge rules. They can make a big difference in your strategy and gameplay. Good luck!
5. Dominance phase
In this phase, players add their remaining gold to the strength of their standing characters. The player with the highest total wins dominance and adds a Power token from the reserve to their House card.
6. Standing phase
Players simultaneously stand all their kneeling cards.
Players who still have gold return it to the bank.
THINGS YOU SHOULD KNOW
The Power of Influence
When you need to use influence points to activate an ability, you have to kneel the required cards. If you have any extra influence points, they go to waste, and the cards you knelt can’t be used for other abilities that require kneeling, like joining a challenge.
Uniqueness and Duplicates
Have you ever come across unique cards in a game that represent famous places, attachments, or people? These cards are special because they have a flag icon next to their title. When a unique card is being used, no one else can play a card with the same name. However, there is one exception: the player who controls the unique card can play a duplicate with the same name. Instead of creating a separate entity, this duplicate card becomes attached to the one already in play. The duplicate can be discarded to protect the original card from being killed, removed from play, or returned to its owner’s hand.
It’s worth noting that there are different variants of cards with the same name. However, only the values and texts of the card that is already in play matter. Any later cards with the same name lose their unique characteristics once they become duplicates of the original card.
Other keywords
- Some cards are immune to certain effects, meaning they can’t be affected or targeted by them.
- You can only play one card with the Limited keyword per turn.
- Some cards cannot have attachments, except for duplicates which aren’t considered attachments.
- If you’re playing as the Targaryen house, you can play a card with the Ambush keyword during any phase by paying influence instead of gold.
- If you’re playing as the Lannister house, when you gain power for your House card, you can distribute all or some of that power among your cards with the Infamy keyword.
- If you’re playing as the Stark house, when a card with the Stalwart keyword is killed or discarded from the deck, it goes back on top of your draw pile instead.
GAME OVER
If you manage to accumulate a total of 15 or more Power points on your playing cards and House card at any point during the game, congratulations! You win instantly!
IMPORTANT VARIATIONS YOU NEED TO KNOW
RULES FOR 3 OR 4 PLAYERS
Okay, here’s the deal. I’m going to break down the rules of the game for you. So, what I’m about to tell you is all about the jousting mode, where it’s just you and one other player. But don’t worry, there’s more! If you’ve got a group of 3 or 4 players, you can also try the Melee mode. It’s pretty much the same as jousting, but with a few extra twists.
- First things first, place the game board right in the center of the table. That’s your battleground.
- Next, you’ll need some tokens. Put the Power and Gold tokens in their designated spots. They’re important, so don’t forget them.
- Now, get the 6 Title figures and put them in their spots too. They’re characters that represent your titles.
Once everyone has chosen their plots and revealed them, it’s time to determine who goes first. The lucky player gets to choose a title and take the corresponding miniature. Then, everyone else does the same in a clockwise direction.
Now, let’s get to know the game board a little better. It’s got all these cool symbols and lines that show the relationships between the titles:
- See those dark triangles? They point from one title to another. Well, that means those two titles are at odds with each other. There’s some serious rivalry going on there.
Title Support in the Game of Thrones Board Game
When playing the Game of Thrones board game, title support plays a crucial role in determining alliances and gameplay tactics. Each title represents a powerful position within the game that can greatly influence your chances of victory. In this article, I will explain the mechanics of title support and its importance in shaping the game’s strategy.
The Mechanics of Title Support
In the Game of Thrones board game, title support is represented by clear arrows pointing from one title to another. These arrows indicate that a particular title supports the title it is pointing to. It is important to note that declaring a challenge against a player with a title that you support is forbidden. This means that you cannot attack a player with a title you are endorsing.
However, if a player with a title you support is attacked and does not declare defenders, you have the option to step in and declare defenders on their behalf. In this case, you can use your own standing characters to defend the challenge. It’s worth noting that if you lose the challenge, the defending player will still suffer losses based on the type of challenge and the claim value of the attacker’s plot.
Power Bonus for Winning Challenges
One of the key effects of title support is the power bonus you receive when you win a challenge against a player with a title that you oppose. This bonus allows you to gain an extra Power, which is placed from the reserve onto your House card. However, it’s important to remember that you can only receive this bonus once per round.
Additional Bonuses Granted by Titles
Apart from support and opposition, each title in the Game of Thrones board game grants a special additional bonus. These bonuses can vary and provide players with unique advantages that can significantly impact the game. It’s crucial to understand and utilize these bonuses effectively to gain an upper hand in the competition for the Iron Throne.
The Crown Regent title gives me a +3 boost in strength in all Power challenges where I have at least one character participating. It also lets me, once per turn, make an attacking player switch targets after they’ve already chosen a defender. If there’s no other player available (like if the attacker is supporting someone else), I can still stick with the original defender.
The Hand of the King title lets me get 2 influence points to use right away, once per turn.
As for the Master of Laws title, it allows me to draw an extra card during the Draw phase.
Being granted the esteemed title of Lord Commander of the Kingsguard comes with great advantages—most notably, a +3 boost in strength for all Military Challenges where I have a character involved. But that’s not all. Once per turn, during a Military challenge where my opponent hasn’t assigned any characters, this title empowers me to redirect the attack towards myself. As a result, I get to replay the steps of identifying stealth targets and defenders, but this time, I am the defender. Talk about a game-changer!
As the Master of Whispers, my role gains a significant advantage in Intrigue challenges. By holding this title, any Intrigue challenge in which I participate with at least one character gives me a +3 increase in strength. That additional power can make all the difference when it comes to influencing the outcome.
The Master of Coins title is an invaluable position, one that rewards me handsomely during the Marshalling phase. By holding this prestigious title, I enjoy an extra 2 Gold when calculating my income. This additional wealth can provide me with the edge I need to elevate my strategies and plans.
But what about the 3-player titles?
So here’s the deal: in a game with three players, we start off by choosing three titles in the first round. But here’s the catch – those three titles won’t be available in the second round. Instead, we’ll have to choose from the three remaining titles. After the second round, though, all six titles will be up for grabs once again, and the cycle continues.
Extensions
This game used to be a trading card game, but it evolved into something more. There have been multiple expansions that added new cards, introduced the Greyjoy and Martell houses, and brought new rules to the core set. Here are a few extra rules to consider:
Some cards have special effects that are triggered during the Summer or Winter seasons. These effects can only be activated during those specific times.
If a character has a ship symbol next to their challenge icons, they can jump into a challenge as an attacker or defender at any point before the challenge is resolved.
And here’s something cool – certain cards can be placed “into shadows,” which means they’re hidden from view but can still be used strategically.
If you find cards with the Shadow virtue (bottom right icon), before you can use them, you must first put them in the shadows and pay 2 Gold. When a card is in the shadows, it’s placed face down in front of you and doesn’t have any other characteristics.
At the start of each phase in the game turn, you have the option to bring a card out of the shadows by paying its Gold cost. The cost is shown next to the “s” in the upper left corner of the card, and it doesn’t include the initial 2 Gold paid to put the card into shadows.
- If a character has the Melee keyword and takes part in a challenge against multiple characters, their strength increases by 1 for each opposing participating character.
- Joust: If I attack with a character that has Joust, you can only defend with one character.
- Prized: If a card with Prized X is removed from the game, the opponent(s) of its owner gain X Power for their House.