Quintain – The “Unofficial” A Game of Thrones LCG Solitaire Rules by Ricky Wilkins, 2012

Basic Principles
These rules provide a framework in which you can play AGoT LCG solitaire against an AI opponent called Quintain. The game can only be played as a two-player joust – you against Quintain. The game will be played exactly the same as a regular AGoT two-player joust, except that a set of rules (the AI) have been introduced to decide what actions Quintain will take during the game. In addition, since you should not see your opponent’s hand, Quintain’s hand is represented by Tokens instead. We will use “Unallocated Tokens” to represent cards in Quintain’s hand which you have not seen, and “Allocated Tokens” to represent cards in Quintain’s hand which you can or have seen. In this way, the unseen cards remain as a surprise to you as the player, and they will remain represented by these “Unallocated” tokens until they are put into play, sent to the discard or dead pile, or otherwise revealed, at which point the token will be replaced by an actual card. In addition, once a card in Quintain’s hand becomes known, the real card is placed in Quintain’s hand and given an “Allocated Token” to distinguish it from unknown cards, and Quintain will put these cards into play as soon as his AI allows. If this card comes from Quintain’s hand then the Allocated Token replaces an Unallocated Token; if this card comes from a place other than Quintain’s hand (e.g. Quintain’s deck) then the Allocated Token comes from the supply and no Unallocated Tokens are lost from Quintain’s hand. • • • • • Separate the four types of cards (Characters, Locations, Attachments and Events) from Quintain’s house deck into four separate decks. Shuffle each of these decks and place them face-down on Quintain’s player area. Give Quintain 4 Unallocated Tokens from the supply. Reveal one Event card and place it in Quintain’s hand with an Allocated Token from the supply. Put one Character and one Location in play. If the cost of these two cards is less than 5 gold, then continue to put additional cards into play as per the rules of the Marshalling Phase (but re-roll any “Event” card roll ), until the cost of cards played is 5 or more gold. Finally, add Unallocated Tokens to Quintain’s hand until the sum of the number of Allocated and Unallocated Tokens is 7.

For the rest of the game you will play each Round as normal. Quintain will instead use the following additional rules for each phase of the game: Plot Phase • Once you have chosen your plot for the round, select the top card of Quintain’s plot deck as his plot card for this Round. • If Quintain wins initiative he always chooses to go first. Draw Phase • Give Quintain 2 Unallocated Tokens (instead of drawing cards). • [OPTIONAL] Add 1 Power to Quintain’s House Card (except during the 1st Round of the game), for a tougher challenge. Marshalling Phase • Quintain takes his income as per normal rules. Continue to roll 2D6 and put a card into play according to the Marshalling Table. • If the roll indicates a type of card be played which is in Quintain’s hand (with an Allocated Token) then play that card. • If the roll indicates a type card be played which is not in Quintain’s hand, and as long as Quintain has Unallocated Tokens in his hand, then draw the top card from the respective deck and put it into play, discarding an Unallocated Token to represent this card. • If the card would break the Limited rule, or is an Attachment with no suitable target, then instead put that card in Quintain’s hand, discarding an Unallocated Token and replacing it with an Allocated Token, and re-roll. • Each time a card is put into play, remove the gold cost from Quintain’s income. If Quintain does not have enough gold to pay for the card then just remove as much gold as Quintain has and put it into play anyway. • Except during Setup or on the first Round, if Quintain would put a character into play and he currently has no characters in play then instead put TWO characters into play and have Quintain pay their combined cost in gold (and only if Quintain has enough Unallocated Tokens, or tokens allocated to Character cards, to do so). • Continue to do this until Quintain has no more gold or runs out of Tokens. Challenges Phase • Use the ATTACK SEQUENCE and DEFEND SEQUENCE tables to determine how Quintain plays during this phase. Dominance, Stand and Taxation Phases • The Dominance, Stand and Taxation phases all play as per the normal rules.

You Will Need
In addition to the core game, you will need: • • • • • this Rulebook; two regular six-sided dice; a number of tokens of two distinguishable types (e.g. a set of green tokens and a set of red tokens) to represent the Allocated and Unallocated Tokens. Note: there is no hand-size-limit in AGoT LCG, so you may need quite a few – perhaps 10 or more; Quintain’s player area, included in this rulebook; three distinguishable counters to be used on the Challenge Track of Quintain’s player area (one to mark Quintain’s “Aggressiveness”, one to mark Quintain’s Score, and one to mark the Player’s score during a challenge).

How To Play
You should create a House and Plot deck for you and for Quintain. You may also choose an agenda for you and for Quintain if you wish. You decide the make-up of Quintain’s deck, depending on the type of challenge you wish to get from the game. Set-Up • Shuffle Quintain’s plot cards and place them face-down on the table. Quintain will select plot cards randomly from this deck each Round.

• • • Using Abilities & Responses • Rule 15: If one of Quintain’s cards in play has an ability or response (or is a face-up card in Quintain’s hand with an ability that allows it to be played from his hand) then. can be saved” for the participating defending character only. just count the number of tokens. Rule 18: Quintain will ALWAYS kneel/discard locations. • NOTE: in a Military challenge. if able”). and then Characters. Adding & Removing Cards to Quintain’s Hand or Deck • Rule 1: If a card is removed from Quintain’s hand. attachment.g. kneeling cards with influence). NOTE: If a Response effect has no negative impact on Quintain then he will always choose to execute the effect. Quintain will always use his House Card first (e. then Locations. Quintain will always play these event cards at the first opportunity. to get their cost reduction bonuses in the Marshalling phase. make a decision check to see whether this ability or response is activated. when Quintain is choosing a character to kill for claim. placing them face-up in Quintain’s hand. for when Quintain has a face-up card in his hand with the “Ambush” ability).e. Using Keywords • • • Rule 12: when attacking with Stealth. Quintain will choose characters on the defending side to stealth past.e. or location use the “Important Character Table”. When shuffling cards back into Quintain’s decks.g. instead add one unallocated token to Quintain’s hand. if there is only one participating defender and the attacker has more attacking characters with Deadly. it will choose the largest cost reduction first. Rule 2: If a non-specific card (e. according to the “Attacking Character Table”. instead of including them in the shuffle. searching for a specific card from the house deck. “discard 1 card at random from the losing • • opponent’s hand”). Rule 6: If an effect or event asks that Quintain play or discard a specific card or type of card from his hand and he has a card face-up in his hand which matches the requirement. he will choose the characters and kill them in order of most important to least important.g. shuffle them and draw). If you select an allocated token then discard one of the face-up cards from Quintain’s hand at random (e. Rule 3: If you are required to count the number of cards in Quintain’s hand. in which case use Rule 4 instead). or must select a character to gain power. you must determine whether it will be a face-up card from his hand or an unallocated token. then instead draw a number of cards equal to the number of unallocated tokens. (Also. in least important first order. place them face-up in Quintain’s hand and allocate unallocated tokens to them. Rule 4: If you get to look at Quintain’s hand then. in order. For example. and will always use any abilities he can to save the character from being killed. If he has to kill 2 or more characters. use Quintain’s Important Locations table. . for example). see Rule 15. • Selecting Cards • Rule 8: If Quintain is required/able to search his house deck for a non-specific character. If a specific card is added to Quintain’s hand (e. if a card costs 1 Quintain will kneel/discard a location providing a 1 cost reduction before kneeling/discarding a location providing a 2 cost reduction). then ignore “1. unless there is another card which will reduce the cost more efficiently – e. allocating unallocated tokens to them. So. draw cards according to the “Marshalling Table”. If more than one event can be played at the same time. to determine either the most-important or least important location depending on whether it is a positive (from Quintain’s perspective) effect on a location or a negative effect on a location respectively. Rule 10: If Quintain is required to select a location. • Rule 7: To draw a card from the top of Quintain’s deck. To do this. unless the sole participating defender can be saved more than once. for each Unallocated Token in Quintain’s hand. when using the “Knights of the Hollow Hill” agenda). without a decision check (e.g.g. or putting a card in-play back into Quintain’s hand). when rules are not provided by any other section of this rulebook.g. in which case they use the respective attacking or defending table. then use this card. add it faceup to Quintain’s hand and add one “allocated token” to it. and as soon as you find a card which matches the criteria specified by the effect or event then use that card to resolve the effect/event. use the decision check table as appropriate. Discard 1 event card from that hand. Quintain will always do this in the most efficient manner possible (i. If a decision involves choosing a character then use the important character table unless Quintain is attacking or defending in the challenges phase. imagine we used the event card • • Rule 9: If Quintain plays an attachment. in the same order. If the event involves making a decision. we would roll 2 dice 4 times. shuffle the allocated and unallocated tokens from Quintain’s hand together and select one token at random. Rule 11: When choosing a character to kill. Quintain will use the Defending Character table. leave them face-up on top of the deck. from Quintain’s house decks according to the “Marshalling Table”. and draw cards according to the “Marshalling Table”. All other cards are shuffled back into their respective decks (unless you got to look at them. randomly determine which Quintain will play first (shuffle them and draw. during each phase in which it is applicable. Using Locations & Influence • Rule 17: when spending Influence (i. use the Marshalling Table. if Quintain has no event cards in his hand but has 4 unallocated tokens. you should apply the Golden Rules. and we would get to discard one of them if it is an event card. Rule 5: when adding a card to the top of a Quintain’s house deck. “His Vipers Eyes” against Quintain (which says “Response: After you lose a challenge in which at least 1 Sand Snake character participated.The Golden Rules During gameplay. The Golden Rules aim to provide a course of action for each eventuality that can come up in a two-player joust of AGoT LCG. Rule 14: Quintain will always stand characters with “Vigilant” when able to. Kneeling or discarding a location is classified as a negative effect on a location in the context of Rule 10. If you selected an unallocated token then simply discard it back to the supply and select 1 card from Quintain’s house decks using the “Marshalling Table”. Rule 13: when playing a card with “Ambush” Quintain will spend influence to pay for the card when able. if you have seen the card then place it face-up on top of the deck. use the Important Character Table to choose the character to attach it to. kneel 1 influence to look at an opponent's hand. draw 1 card) is added to Quintain’s hand. if any face-up cards would remain on top of the deck. If they do not have such a card. if they have that ability. Playing Event Cards • Rule 16: Quintain’s hand may contain one or more face-up Event cards. “Important Attachment Table” or “Important Location Table” to choose which card to search for.

nd (Quintain 2nd) ALL characters who are ONLY eligible for this type of challenge o (Quintain 2this) DEFEND the challenge with this character onlyorif:2 Quintain characters in play. and reduce Player’s Score by any defending charactersAttackingpast. then DEFEND the challenge is MILITARY with o corresponding1D6Aggressiveness on the Challenge Track] thenPOWER +the challenge the point Otherwide. □ character. if >= the defending character’s STRENGTH + SPECIAL [at to DEFEND with this character. o If Quintain’s Score >= Player’s Score then PERFORM THE CHALLENGE with all participating characters. OR Quintain’s score is <= zero. st • • clearly the FINAL challenge. OF CHALLENGE as given by the Challenge □ Set Player’s Score equal to the sum of all eligible DEFENDING characters’ STRENGTH. and after moving Quintain’s score to it’s current position multiplied by “-1”.the NEXT eligible character. in □ If Quintain CAN successfully defend the challenge with these characters then: o (Quintain 1this DEFEND the challenge withOR character only if: ) this • is a MILITARY challenge.2D6 Dice Roll 2-3 4-6 7-10 11-12 Marshalling Table Card Type Event Location *Stark – 6 is Character Character *Greyjoy – 10 is Location Attachment 1 2 3 4 5 6 7 Attacking Character Table Highest COST Highest STRENGTH STEALTH RENOWN Least # CHALLENGE ICONS CREST Lowest Card # 1 2 3 4 5 6 Important Character Table Most POWER Highest COST No CREST Highest STRENGTH Most # CHALLENGE ICONS Lowest Card # 1 2 3 4 5 Important Location Table Highest COST UNIQUE LIMITED Limited X Per Deck Lowest Card # Challenge Order Table 2D6 Dice Roll Challenge Order 7-12 Power Military Intrigue 6 Military Power Intrigue 5 Power Intrigue Military 4 Military Intrigue Power 3 Intrigue Power Military 2 Intrigue Military Power 1 2 3 4 5 6 7 8 9 Defending Character Table Can be SAVED No POWER and can be returned to HAND rather than DEAD PILE Least POWER Lowest COST Lowest STRENGTH Least # CHALLENGE ICONS No CREST NON-UNIQUE Highest Card # Decision Check Table 2D6 Dice Roll Card Type 2-5 No 6-12 Yes 1 2 3 4 5 6 7 Important Attachment Table Has a named CHARACTER in play Has a named TRAIT in play Highest COST UNIQUE LIMITED Limited X Per Deck Lowest Card # DEFEND SEQUENCE ATTACK SEQUENCE □ TYPE2D6 for the Challenge Order and Roll 2D6 for Order Table: REPEAT the following for EACH Roll Aggressiveness. or CANNOT successfullyorder. as a newly participating Consider □ If Quintain CHOSEinNOT to. at the point Set Quintain’s 1 TYPE OF CHALLENGE to Aggressiveness □ Consider: 1 ) the first eligble character ONLY in Attacking Character Table order or (Quintain st nd st □ Set Player’s Score equal to the sum of all eligible ATTACKING characters’ STRENGTH. adding the STRENGTH of the Defending characters.OF CHALLENGE at the point TYPE corresponding to Aggressiveness on the Challenge □ Consider onlyDefending Character Table order. character(s) can STEALTH past any defending character in Character Table stealthed o Add character(s) STRENGTH to the Challenge Track. and perform thethen consider just the first defend the challenge eligible character Defending Character Table following: o If thisthis acharacter. until either the challenge is REPEAT the there are no more eligible characters to consider: o Check iforder. in Attacking Character Table order. OR this is a POWER or INTRIGUE challenge and Quintain’s original score is <= zero. the MINIMUM NUMBER of eligible characters needed to successfully defend the challenge. □ Roll 2D6 for Aggressiveness. and Quintain’s Score > Player’s Score. □ confirmed orfollowing for the newly added participating character(s). • is a MILITARY challenge and there are only 1 • • OR this is a MILITARY challenge OR clearly the FINAL challenge. or clearly the FINAL challenge. or (Quintain 2 ) SPECIAL. □ corresponding Score on (Quintain on )the Challenge Track. Set Quintain’s Score onTrack. . challenge.

CHARACTERS AGGRESSION LOCATIONS 3 -3 -4 -5 4 -2 -3 -4 -1 0 1 5 -1 -2 -3 6 0 -1 -2 7 1 0 -1 0 2 8 2 1 0 9 3 2 1 10 4 3 2 1 ATTACHMENTS 11 5 4 3 12 6 5 4 2 3 EVENTS 2 -4 -5 -6 -2 8 7 6 5 4 9 10 11 12 13 14 20 19 18 17 16 15 21 22 23 24 25 26 32 CHALLENGE TRACK MILITARY 31 30 29 28 27 POWER INTRIGUE SPECIAL PLAYER’S SCORE .

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