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and power. it is rotated 90 degrees clockwise to show this. At the beginning of each round you choose a plot card from your plot deck to use for the round. either attacking or defending. they are placed face up on the playing surface in front of you. (Cards with no shields and a tan-colored border are neutral cards). uncommon (U). The cards you have just purchased are not all of the cards available in this game. battle. which have your House name. 2 3 . Each card has a unique title. intrigue. each A Game of Thrones player customizes his or her own deck of cards from any cards in his or her collection. Each player represents one of the five Great Houses vying for control of the Iron Throne and power over the people of the Seven Kingdoms. kneeling character.qxd 7/29/2004 4:45 PM Page 2 Introduction Based on George R. cards numbered T1-T50 belong to House Targaryen. House shield. This is known as the kneeling position. Cards affiliated with your House have the same shield and border color as your House Card. They are rated by strength (STR).InF Premium Rules (revised). challenge with an already Contents This Premium Starter deck includes 100 cards. 2 50-card decks. The Golden Rule If the rules text of a card contradicts the rules of the game. Standing Kneeling Claiming Power When you are instructed to “claim X power for your House. take X tokens from the power pool and place them on the character. in what is called the standing position. giving you more options for building your own deck. remain in play. House Stark House Lannister House Baratheon House Greyjoy House Targaryen Kneeling and Standing When you put cards into play. When a card has been “used” for something (primarily when participating in a challenge). and collector statistics. each belonging to a rival House. You may purchase more cards or trade with your friends to add to your collection. Characters Characters participate in challenges against other Houses. intrigue and betrayal. the rules on the card take precedence. These cards are kept in a separate deck and represent your short-term strategies. for example. and a synopsis of the round sequence printed on them. Each card’s rarity and collector number is printed next to the artist credits. there are over 900 different cards for you to collect and trade. Martin’s A Song of Ice and Fire fantasy series. There are three types of challenges: military. When card effects allow a character to claim X power. Only cards that are standing may be used for actions that require kneeling. The first player to gain 15 power Important Concepts Unlike traditional card games where all players share a deck. and once played The Cards There are five different types of cards in the A Game of Thrones CCG. R. In this Premium Starter the cards are labeled G1-50 and T1-50. Plot Cards Locations These cards provide you with either House Cards Two of the cards in this starter deck are your House Cards. you cannot. Power is gained by winning challenges against your opponent’s House. but cards available in other starters and booster sets have four levels of rarity: fixed (meaning you will always find this card in the appropriate starter deck). wins the game. A Game of Thrones is a collectible card game of conquest. and rare (R). common (C).” take X tokens from the power pool (see “Game Setup”) and put them on your House card. Cards numbered G1-G50 belong to House Greyjoy. piece of art. much gold this plot card provides.qxd 7/29/2004 4:45 PM Page 4 additional gold income. For Your First Game Sort your cards into two decks: one Greyjoy deck (cards G1-G50) and one Targaryen deck (cards T1-T50). Place up to 5 gold worth of characters and/or location cards from your setup hand face down in front of you. Card Anatomy 1. to add thematic context to the card. More than one player may play the same House or Alliance. locations remain in play. shuffle the cards in your House deck until they are sufficiently randomized.which House this card belongs to. Next. attachments and events go into your House deck. even when kneeling. Neutral cards have no shield. Events Event cards are played from your hand for their text effect. to leaves play for any reason. Rules Text .the effectiveness Attachments Attachments are played underneath other cards (either yours or an opponent’s) already in play and modify them with their rules text. 3. Declare your House. follow these quick steps in order: 1.the amount of gold you must spend from your income to play this card. Title . much damage you do when you win a challenge as the attacker. Flavor Text . 7. even when kneeling. location. Card Type . Income . locations. Initiative Bonuses Some cards have large copper diamonds with a +X value in their rules text. Gold Cost . Even though many events’ text refers to a specific House. Characters. They are: @ Military challenges (axe) # Intrigue challenges (eye) $ Power challenges (crown) 10. Game Setup Before you begin each game. Lady. Your “total initiative” is. House Shield . then put into your discard pile after their effects have resolved. As you would with a deck of playing cards. Shuffle your House deck. 2. These cards provide additional income. remove the 7 plot cards and your House card from your deck. Challenge Icons .excerpts from the Song of Ice and Fire book series. A card with a banner (*) next to its title is unique. Knight. You may only place one Limited card during this step and may not place Income Bonuses Some cards have a large gold coin marked with a value of +X in their rules text. Examples: Lord. trol. attachment or event. but some are played on other types of cards. Separate your House deck and plot deck. 4.determines whether or not you choose which player acts first this round. The color of the border also indicates this. (Most attachments are played on characters. Your plot deck must consist of exactly 7 different plot cards.InF Premium Rules (revised). 5. 3. 12. to that which is provided by your plot card. 6. Traits . Initiative . character. or a benefit to your House as indicated by their rules text. 5.special designators that are not affected by the rules of the game but may be affected by other cards in play. Draw your setup hand.the name of this card. Each player must choose one of these decks (or bring his or her own deck) to use when playing. 2.) Attachments are discarded from play if the card they are attached 9. Strength (STR) .either plot. the sum of your revealed plot card’s initiative value and all initiative bonuses provided by cards you con- 4 5 . Maester. and set them aside. events are always neutral. These cards raise the initiative value on your revealed plot. Place setup cards.the special abilities unique to this particular card. Once played. Put your House card or Alliance card in front of you. of a character during challenges. at all times. 4. House Tully. Draw 7 cards from your House deck. Claim Value .indicate the type(s) of challenge(s) in which this character may be declared as an attacker or defender.

Power pool 4. Locations in play 9. duplicates are only attachments that can save the character and are played under the character. Plot deck 8. Claimed power 5. Challenges 5. The character has only the abilities of the character showing. Multiple Character Versions Different versions of the same unique character are considered the same character. once they have been played. (When you reveal your last plot card. 7. If you have a unique character in your dead pile. Most phases are played simultaneously by all players. If you run out of tokens in the power pool during the game. If both players are still tied. then drawing 2 cards each. a round in a 2-player game would begin with both players simultaneously revealing their plot cards. Draw opening hand. If one of your unique cards is about to be killed or discarded from play. Characters in play 3. Duplicates may only be played on unique cards that you control. Duplicates. Recommended Play Setup 1. House deck 10. both players simultaneously play the dominance phase. with the exception of marshalling and challenges phases. Draw cards until you have 7 cards in your hand once again. you may discard an attached duplicate to save it from being discarded or killed. act first. Unique Cards Some cards have a banner icon (*) next to their title. Note: Cards are not considered “played” during setup. The player who wins initiative chooses who will act first during all subsequent phases in the round. 6. you may attach the duplicate to your unique card in play. are considered attachments with no text. the round proceeds as follows: player 1 takes his marshalling phase actions. If you have no cards remaining in your House deck. Plot 2. then the winner of initiative must be determined randomly. followed by player 2. Cards affiliated with Houses other than the one you are playing cost 2 additional gold. The six phases are. They are an exception to the “No Attachments” keyword and may be played on unique cards with the “No Attachments” keyword. simply add more. each divided into 6 phases. The player with the highest total initiative at this time (that being the sum of his plot card’s initiative and any initiative bonuses on cards he or she controls) wins initiative. any card effect that triggers after being played from your hand will not trigger when revealed during this phase. Then player 1 initiates up to 3 challenges. After all players have placed their setup cards in front of them. Dead pile 7. You cannot switch a character with a duplicate. but are considered “put into play” when revealed. Your House card 6. During these two phases players act separately. Dominance 6. the cards are all simultaneously revealed.qxd 7/29/2004 4:45 PM Page 6 duplicates of unique cards. Phase 1: Plot Each player simultaneously chooses one card from his or her plot deck. Marshalling 4. Then. Any effect that discards attachments can discard duplicates. Duplicates are still con- Phase 2: Draw Draw 2 cards from your House deck. and places it on top of the plot card played in the previous round. Set aside at least 15 tokens per player in the game. These represent power that can be claimed by characters and players’ House cards during the game. or Traits. Standing For example. In case of a tie. followed by the stand phase. Such cards are Unique. Phase 3: Marshalling First determine your income for the turn by adding the income on your 6 7 . Create power pool. Draw 3. Each player may have one copy of the same unique card in play. followed by player 2. for no gold cost. and add them to your hand. you cannot play or bring into play any copies of that character during marshalling or by card effects. in an order determined by the player who wins initiative. If player 1 wins initiative and chooses to Duplicates If you have a copy of a unique card in your hand with the same name as one you control already in play. That player becomes the first player. the tied player with the least amount of claimed power in total (between his or her House and his or her characters) wins initiative.InF Premium Rules (revised). you may not draw. Thus. titles. Revealed Plot card 2. Round Sequence The game takes place over several rounds. Discard pile sidered characters while they are not in play. in order: 1. during your turn in the marshalling phase. return all of your other used plot cards to your plot deck).

Each of your challenges follows these steps: Phase 5: Dominance All players count the total STR of all of their standing characters.cost 3). and immediately claims 1 power for his or her House. Resolve Between each step. the opponent seated clock- Example: Darrell. To clarify: during a player’s challenges phase.cost 4). Resolving challenges is explained in detail below. (A challenge may not be won Victory! The game is immediately over when one player has claimed 15 or more power in total. one at a time. Then. Then kneel any number of your characters with the corresponding challenge icon that you wish to declare as attackers. Darrell still has 1 gold to spend. After all players have completed the standing phase. then attaches a duplicate to him (no gold cost). Completely resolve one challenge before moving on to the next.InF Premium Rules (revised). but does not count as power on your House. Phase 6: Standing All players simultaneously stand their kneeling characters. and he controls 4 locations with +1 income bonus each. a new round begins. who is playing House Greyjoy. His revealed plot card provides 4 income. That player wins the game. one intrigue. and the remaining gold is lost. you may play cards and use abilties that are playable during the challenges phase.against any opponent’s House. Then. Then add the total STR of the defending characters.) You may also attach duplicates to your unique cards. but with different potential outcomes. The player whose side has the highest total STR wins the challenge. Step 3 -. You must declare at least 1 attacking character to initiate a challenge. The goal of a power challenge is to take power directly from your opponent’s House and claim it for your own. Each type of challenge follows the same general rules. and power ($) . and which player’s House you are challenging. The goal of an intrigue challenge is to force an opponent to discard random cards from his or her hand. but does not affect his income this round).military (@). This counts towards your 15 power victory total. Income providing cards played this round do not add to your income until your next Marshalling phase.Resolve Add the total STR of the attacking characters. and one power challenge. locations. All unspent income is lost at the end of this phase. Power thus claimed is put on the character instead of the House card. between his or her House and/or characters in play. If a character leaves play for any reason.cost 0. Already kneeling characters may not be declared as attackers. and attachments. The goal of a military challenge is to force an opponent to kill his or her characters in play. This becomes the total defending STR. 8 9 . No player wins dominance if there is a tie for the highest standing STR. Declare attackers 2. He chooses to play Balon Greyjoy (House Greyjoy -. is First Player. then Anguy the Archer (neutral -. but has no cards that cost just 1 gold.Defenders are declared The opponent whose House you are challenging kneels any number of his or her characters with the corresponding challenge icon to defend against your challenge. After the First Player has initiated and resolved all of his or her challenges. The player with the highest total standing STR wins dominance. he plays a Gatehouse (also House Greyjoy -. his opponent gets to take his or her turn in the Marshalling phase. If you wish to play a character. Step 1 -. 1. Declare defenders 3. Phase 4: Challenges You may now initiate one of each type of challenge . Step 2 -. There are many card effects that allow characters to claim power. as long as the attacker has at least 1 total STR on his side. location or attachment affiliated with a different House. and begins his Marshalling phase. Tied STR goes to the attacker. Already kneeling characters may not be declared as defenders. Your opponent must declare at least 1 defending character to defend against a challenge. power on that character is discarded (put back into the power pool). he or she may make one military. in any order you choose. This is considered an “out-of-House” gold cost penalty. So he ends his turn in the Marshalling phase. (Note that you can only spend gold during your turn of the marshalling phase. this provides a +1 income bonus. You pay n o gold penalty when playing neutral cards. intrigue (#). wise may then initiate his or her challenges. This becomes the total attacking STR. You may then play cards from your hand by paying their gold cost from your income until you run out of gold to spend or choose to stop. the gold cost to play that card is increased by 2. Resolving Challenges Challenges are the three types of conflicts between your House and your opponents’ Houses. or power). at no gold cost.Attackers are declared State the type of challenge being initiated (military. His income for the round is 8. intrigue.qxd 7/29/2004 4:45 PM Page 8 revealed plot card and any income bonuses provided by cards in play that you control.

and Brian’s total STR is 8. you may choose one character without “Stealth” on the opponent’s side who may not defend during this challenge. Unopposed Challenges During the Resolve step of any challenge. events that cost gold. For each of your attacking characters with Stealth. Darrell wins the challenge! Expert Rules When playing A Game of Thrones. Alliance House Cards Another type of House card is an Alliance Card. Example of a Challenge Darrell (House Greyjoy) initiates a military challenge against Brian (House Targaryen).” This effect raises both Balon and Asha’s STR to 5 each.InF Premium Rules (revised). Limited You may play only one card (of any type) with the “Limited” keyword per round. at random. Ser Mandon Moore (STR 2) and Ser Barristan Selmy (STR 4) to defend. Rememer. locations. Event cards may be played. Duplicates. if an attacker wins. Darrell’s total STR is 6. For purposes of marshalling. and places them on the attacker’s House card. which is a House card with the word “Alliance” in place of a House name. Brian’s STR 8. No attachments A card with the text “No Attachments” may not have any attachments on it at any time. Power challenge: defending opponent takes a number of power from his or her House card equal to the claim value on the attacker’s revealed plot card.” Stealth Playing Cards You are only allowed to play characters. and card abilities may be used. depending on the type of challenge initiated. Darrell’s revealed plot card has a claim value of 1. if you have a unique character in your dead pile. at any time during the phase stated in their text. you will sooner or later encounter situations that require a more in depth explanation.” Keywords Some cards have keywords in their texts. Renown If you win a challenge. Intrigue challenge: defending opponent must discard. If you win the challenge as the defender. or who has no participating characters when the challenge is resolved. Military challenge: defending opponent must choose and kill a number of his or her characters in play equal to the claim value on the attacker’s revealed plot card (these do not have to be characters who participated in the challenge). They always appear at the top of the rules text. This card represents a union between two of the great Houses. on a line by themselves. This bonus power is in addition to all other effects of winning a challenge. Alliances are considered to be both (Continued on page 12) 10 11 . kneeling Balon Greyjoy (STR 3) and Asha Greyjoy (STR 3) to attack. This choice is made immediately before the Declare Defenders segment of the challenge. Participating Characters An attacking or defending character in the current challenge is called a “participating character. and attachments during your turn in the marshalling phase. for a total of 10 STR. Darrell’s side has STR 10. You may choose to play an Alliance House instead of a “normal” House (using this card for your House card). Below you will find the answers to many of the more complex situations that can arise during game play. each of your participating characters with Renown claims 1 power after it resolves. Brian kneels a White Hatchling (STR 2). Keywords are explained in detail below. a number of cards from his or her hand equal to the claim value on the attacker’s revealed plot card. however. Not bad! Neither Brian nor Darrell has any other cards or effects to play. Darrell now decides to play We Do Not Sow. Now they move to step 2: Declare defenders. and the defender has a total STR of 0 or no defending characters. so they move to step 3: Resolve.qxd 7/29/2004 4:45 PM Page 10 by an attacker or defender whose total STR is less than 1. If a card ability states “Any phase:” then the ability may be used during any phase of the game. Brian will have to choose and kill one of his own characters in play. an event card with the text “Challenges: each of your attacking (Greyjoy) characters gets +2 STR for the duration of the challenge.) If you win a challenge as the attacker. If Darrell wins this challenge. then the following happens. You are simply considered to have successfully stopped the challenge against your House. Killed characters are placed in their owner’s dead pile. you may not bring any duplicates of that character into play during marshalling or by card effects. no effects take place (except for card effects which are triggered by a player “winning a challenge”). At this point. may still be played on a unique card with the text “No Attachments. After counting the total STR on both sides. the attacker claims 1 power for his or her House from the power pool.

locations. Because he lost a military challenge as the defender. responses resolve before the next action may be taken. Asha claims 1 power. Actions and passive abilities are not interchangeable. then another action may be taken. The effects of each action resolve immediately after they are announced. Cancel responses are special effects that interrupt an action. Response Some card abilities.” Three Draw Limit No player may draw more than three 12 13 . additional cards per round. any costs of the cancelled action must still be paid. but Actions and Passive Abilities Taking an action is defined as playing a card (including the playing of any card during the Marshalling phase for which a gold payment is required) or using the ability of a card already in play (including responses). Thus. Thus. and thus you pay no “out of House” gold penalty when playing cards affiliated with either House.qxd 7/29/2004 4:45 PM Page 12 (Example of a challenge . though Darrell’s gold remains spent. either through playing a card or choosing to trigger the ability of a card already in play. even if that character could be saved. High Claim Military Challenges If. Brian plays the event card Risen from the Sea to save the character. Brian may not play another copy of Daenerys Targaryen for the remainder of the game (as long as she is in his dead pile). Brian could have chosen to discard the duplicate to save Daenerys from being killed. A passive ability is an ability on a In Play The play area in which you marshal your characters. Once an action has completely resolved. Since Darrell won the challenge. For example. Asha has the “Renown” ability. The order in which the lasting effects take place is irrelevant the net sum of all lasting effects is applied to the character (the net sum Save/Cancel Responses Normally. the defending player must kill the required number of different characters. and preventing its effects from resolving.and it seems that poor Daenerys Targaryen (who was not participating in the challenge. and attachments is considered to be “in play. when a player takes an action. regardless of card effects. but some effects last for a set period of time. yet Brian’s 3 gold remains spent. In this example. he or she must allow each opponent (in clockwise order) the opportunity to take an action or pass. and the attacking player has a claim 2 or higher. instead of listing the phase in which they may be used. and the character is left without a power icon. Darrell interrupts him to play Treachery. If Daenerys had a duplicate attached. the Active Player is the player currently taking his or her turn. Note that you may take an action during any player’s turn in the marshalling and challenge phases. and one (such as Court Advisor) adds a Power icon to that character. a character without a power icon is affected by two lasting effects. the effects of that action are completely resolved before another action can be taken. Effects that last for longer than a single action are considered lasting effects. For example. an event that cancels an event card just played.. during a military challenge. Darrell pays four gold during the marshalling phase to have Viserion kill a character controlled by Brian. if a card has a passive ability. Brian pays 3 gold to play the event card Denounced. For example. without a choice from the player.. One (such as Slander) removes a power icon from the character. card in play that takes effect automatically.cont’d) Darrell does not claim the bonus power for an unopposed challenge since Brian has a total defending STR higher than zero . Save responses are special effects that interrupt and prevent the killing or discarding of a card in play. Brian must now choose one of his characters to be killed. Thus. The original player may not take another action until all opponents have taken an action or passed. Denounced is cancelled. Thus. each player draws 2 cards during the draw phase as normal. and through card effects may draw up to a maximum of three additional cards in the course of a single round. resolving that ability is not considered taking an action. Houses. As with all other types of actions. Thus. Active and First Player The player who is chosen to go first during initiative is the First Player. are labeled “Response:” These abilties may only be used specifically when the card in question states they may be used. its effect does not take place. the two lasting effects negate each other.InF Premium Rules (revised). After the Active Player’s action resolves. However. The exception to this is a response action that contains the word cancel or save. During the marshalling and challenges phases. the defender may not choose to kill the same character multiple times. but is in play) is going to be the victim. the defending player loses a challenge. or even indefinitely. Daenerys is removed from play and put into Brian’s dead pile. the character was never killed and never went to the dead pile. Lasting Effects Most effects last only for the duration of one action (immediately after being triggered). Furthermore. Multiple lasting effects may affect the same card at the same time.

play proceeds to the draw phase. • When all players have finished their turn in the Marshalling phase. followed by other players in clockwise order (note that nonresponse actions may not yet be played). • When all players pass. if a character has a STR of 2. and may not contain any duplicate plot cards. the player to the left of the Active Player becomes the new Active Player.this symbol means that you may not use this promotional card in a tournament legal deck. the following rules apply: • Your plot deck must contain exactly 7 cards.qxd 7/29/2004 4:45 PM Page 14 of -1 power icon and +1 power icon is 0. who then begins his or her turn in the marshalling phase (start from the top). • Passive abilities resolve All passive abilities triggered by revealing a plot card take effect. followed by other players in clockwise order. the net sum modifier affecting the character is -1 STR (-2 +1 = -1). 14 15 . thus the character remains unchanged). These symbols are: (infinity) . Deck Construction Rules A Game of Thrones is playable right out of this starter deck. Marshalling Phase in Detail • The active player counts his or her income Card Symbols There are two symbols that you may find next to the title of a card.InF Premium Rules (revised). you may not use any such cards. However. and a lasting effect (such as Longship Marauder) lowers that character’s STR by 2. visit www. • Actions are taken First Player may take an action. its STR is rounded up to 0. and another lasting effect (such as Standard Bearer) gives that character +1 STR. If you are playing an Alliance. and all opponents have passed. • Your House deck must contain at least 60 cards.agameofthrones. the House denoted on your House • Responses are triggered Players may now trigger responses from card abilities that are triggered by a plot card being revealed. as well as message boards. • Proceeding in a clockwise order. card).this symbol is a reminder that this card may may be retrieved from the discard or dead pile if certain conditions are met. • Your plot deck and your House deck may not contain any card that contains the words “House X only. For your Reference On the following pages.” unless House X is the House you are playing (ie. rules discussions. For more information about organized play. When constructing your own deck for tournament play. Lasting effects that affect any other character attribute work in the same fashion. and may act within a grey box). Thus. some portions of the round sequence are laid out in exact timing order. Plot Phase in Detail • Plot cards are revealed • Initiative is determined • The player with the highest total initiative determines who will be the First Player this round • Plot cards take effect. followed by other players in clockwise order • When the Active Player chooses to take no more actions. Everything in grey boxes takes effect before gameplay progresses and cannot be interrupted by actions (Note: ‘cancel’ and ‘save’ responses are the exception to this. and may not contain more than 3 copies of a card. the character now has a total STR of 1. The First Player’s plot card takes effect first. A Game of Thrones Community Fantasy Flight sponsors organized play around the world and supplies prizes for regular tournaments. much of the enjoyment of playing collectible card games lies in customizing your own deck. • The Active Player takes an Action (The Active player may marshal a card as an action). If a character’s STR is ever lower than 0 after all effects are applied. proceed to the Challenges phase. For example. opposing players may each take an Action (other players may not marshal a card until they are the Active player). (skull) . The First Player may play the first response. each card in your plot deck must be unique. and tournament listings.

who are far too numerous to list. responses to the challenge are played.A. A Clash of Kings. • Total attacking and defending STR is calculated. and Rob Curtis for your fantastic work with the flavor text. No parts of this product may be reproduced without specific permission from the publisher. To Jonathan Moriarity. Additional Development: Christian T. All Rights reserved. Tim Sturm. Petersen. Christian T. Lang. A Game of Thrones. A Storm of Swords ©2003 George R. but too important not to mention. • Winner is determined • Challenge effects are resolved • Power for unopposed challenge is claimed • Power for renown awarded • Responses are triggered Beginning with active player. Martin. A Game of Thrones collectible card game. One Challenge in Detail • Actions are taken Active player may take an action. Lang Rules: Eric M. Inc.S. followed by other players in clockwise order. • Actions are taken Active player may take an action. Lead Designer: Eric M. the logo. To David Chavis. Martin. To our tired. Lang. R.qxd 7/29/2004 4:45 PM Page 16 CREDITS Game Design: Eric M. • Active player declares a challenge and kneels attackers • Actions are taken Active player may take an action. Petersen. 16 . for giving us the world of Westeros. card illustrations. You helped to make this game great. followed by other players in clockwise order. R. images are ©2004 Fantasy Flight Publishing. • Active player assigns stealth • Defending player kneels and assigns defending characters. Printed in the U. followed by other players in clockwise order. diligent playtesters. Brian Wood Graphic Design: Brian Schomburg Art Direction: Eric M. Lang. Petersen. • Actions are taken Active player may take an action. Editing: Greg Benage Special Thanks To George R. followed by other players in clockwise order. for invaluable help with many aspects of design. Christian T.InF Premium Rules (revised).