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The official Second Edition of

A Song of Ice and Fief

2 Version 2 June 14, 2019


Contents

Contents
GameOverview 5

GameContents 7

Setup 7

Gameplay 11
A RoundOverview ........................................................................................................................................................... 11
B Titles ............................................................................................................................................................................... 11
C ElectionsandVoting .............................................................................................................................................................. 12
D Diplomacy ..................................................................................................................................................................... 12

Phase 1. „Hear Ye,HearYe‟ 13


1.1 Announcements ........................................................................................................................................................... 13
1.1.1 MarriageAlliances .......................................................................................................................................... 13
1.1.2 Destroying theFalseIdols ............................................................................................................................. 13
1.1.3 RoyalPardon ................................................................................................................................................... 13
1.1.4 Send to the Wall /DeclareOutlaw .............................................................................................................. 14
1.2 Night‟s Watch Phase(NWE) ....................................................................................................................................... 14
1.2.1 Oathbreakers .................................................................................................................................................. 14
1.2.2 Lord Commander of the Night‟sWatchElection ...................................................................................... 14
1.3 WardenElection(s) ........................................................................................................................................................ 14
1.3.1 Members of theSmallCouncil ...................................................................................................................... 15
1.4 Hand of theKingElection ........................................................................................................................................... 16
1.5 KingElection ................................................................................................................................................................. 16
1.5.1 Royal consort ................................................................................................................................................. 17
1.5.2 Heir to theIronThrone ................................................................................................................................. 17

Phase2.Cards 18
2.1 DiscardCards ................................................................................................................................................................ 18
2.2 DrawCards .................................................................................................................................................................... 18
2.2.1 Replenishing adepletedDeck ....................................................................................................................... 18
2.3 ResolvingDisasterCards .............................................................................................................................................. 18
2.3.1 HeavyRain ...................................................................................................................................................... 19
2.3.2 Famine ............................................................................................................................................................. 19
2.3.3 Plague .............................................................................................................................................................. 19
2.4 PlayCards ....................................................................................................................................................................... 20
2.4.1 A new Lord/Lady intheCourt..................................................................................................................... 20
2.4.2 MotherofDragons ......................................................................................................................................... 20
2.4.3 Join theSmallCouncil .................................................................................................................................... 20
2.4.4 BountifulHarvest ........................................................................................................................................... 21
2.4.5 Goodweather ................................................................................................................................................. 21
2.4.6 Taxes ......................................................................................................................................................................... 21
2.4.7 Uprising........................................................................................................................................................... 22
2.4.8 SecretPassage ................................................................................................................................................. 22
2.4.9 Assassination .................................................................................................................................................. 23
2.4.10 Justice .............................................................................................................................................................. 23
2.4.11 Abduction ....................................................................................................................................................... 23

Phase 3. IncomeandRansom 23
3.1 Income ........................................................................................................................................................................... 23
3.2 Ransom .......................................................................................................................................................................... 24
3.3 Money Transfers .......................................................................................................................................................... 24

3
Contents

Phase4.Purchase 24
4.1 Bids ................................................................................................................................................................................ 24
4.1.1 SmallCouncilBid ........................................................................................................................................... 24
4.1.2 (NWE, WaE) Reinforcing the Wall-bid .................................................................................................... 24
4.2 Troops ........................................................................................................................................................................... 25
4.2.1 Menat Arms ................................................................................................................................................... 25
4.2.2 Archers ........................................................................................................................................................... 25
4.2.3 Knights ........................................................................................................................................................... 25
4.2.4 Night‟sWatch Recruit ................................................................................................................................... 25
4.2.5 Champions ..................................................................................................................................................... 25
4.2.6 Whitecloaks ................................................................................................................................................... 26
4.3 Buildings ....................................................................................................................................................................... 26
4.3.1 Strongholds .................................................................................................................................................... 26
4.3.2 Mills ................................................................................................................................................................. 26
4.3.3 Septs ................................................................................................................................................................ 26
4.3.4 Maester fromtheCitadel ............................................................................................................................... 26
4.4 FiefTitles ....................................................................................................................................................................... 26

Phase5.Movement 27
5.1 ControllingaVillage...................................................................................................................................................... 28
5.2 Raids(Cavalcades) ........................................................................................................................................................ 28

Phase6.Battle 29
6.1 Pre-Battle(TE) .............................................................................................................................................................. 29
6.1.1 Pre-BattleattackingFortification ................................................................................................................. 29
6.2 BattleProgression......................................................................................................................................................... 29
6.2.1 AttackerPenalties .......................................................................................................................................... 29
6.2.2 TakingLosses ................................................................................................................................................. 30
6.2.3 Captives .......................................................................................................................................................... 30
6.3 EndingaBattle ............................................................................................................................................................... 30
6.3.1 Truce ............................................................................................................................................................... 31
6.3.2 Surrender ........................................................................................................................................................ 31
6.3.3 End ofaBattle ................................................................................................................................................ 31
6.4 Sieges andSiegeEngines ............................................................................................................................................. 31
6.4.1 SiegeEffects ................................................................................................................................................... 31
6.4.2 Siege Engine EffectsinBattle ...................................................................................................................... 31

Phase 7. Attack on theWall(NWE) 32

Phase 8.EndRound 32
8.1 SoloVictory ................................................................................................................................................................... 32
8.2 AllianceVictory ............................................................................................................................................................ 32
8.3 Ties................................................................................................................................................................................. 33

9. Variants 33
9.1 Swearing in front of the Gods............................................................................................................................................... 33
9.2 Claimant to the throne................................................................................................................................................... 33
9.3 Golden Company ....................................................................................................................................................... 33
9.4 Night King without NWE ..................................................................................................................................... 33
9.5 Initiation Game..................................................................................................................................................................... 33

10. Nobles 35
10.1 NobleAttributes ........................................................................................................................................................... 35
10.2 ListofNobles................................................................................................................................................................. 36

11. FAQ 37
11.1 FrequentlyAskedQuestions ....................................................................................................................................... 37
11.2 Summary ofMainchanges ........................................................................................................................................... 38

1.1.1
4 GameOverview
Game Overview
Welcome to A Song of Ice and Fief, The timeline of the game is set to be roughly at the
This game is a re-theme of the board game Fief beginning of the first book (A Game of Thrones),
1429 by Philippe Mouchebeuf in the universe created by corresponding to the first episodes of the first season of
G.R.R.Martin. It is purely a fan project and not for profit, the HBO show, although the timeline has not always
all the rights of Fief 1429 the board game and the Song been respected in order to be able to include the
of Ice and Fire franchise are the intellectual property of Targaryens and some other characters. Disregard any
their rightful owners and are used here without license. canon restrictions on marriage, all nobles are
Most of the character art is property of Roman marriageable unless stated otherwise on the noble card.
Papsuev (Amok) and is used here with his permission, In A Song of Ice and Fief each player represents a
some other card art is used also without license as their noble house in Westeros. A house is comprised of
authors could not be located. individual nobles (divided into Lords and Ladies) who
The masculine pronouns “he”, “his” and “him” are strive to attain titles to rule over the Seven Kingdoms.
used generically when referring to a noble or player. This Note: The nobles have been carefully chosen to fit
is not meant to imply in any way that this game or retheme the canon, most of them are heads of a House or heirs to
is intended only for male players. a House and they are usually related to the locations that
The design principle of this re-theme is to change the appear on the board. Targaryen nobles fit the canon as
rules required to fit the theme. The French version of the well and are mostly loyalists that were either exiled or
rules was used as the starting point. These changes rep- remained in Westeros keeping a low profile. These are
resent a minor portion of the total mechanics and most thematically a much better fit than Daenerys’s current
of them are found in the optional game expansions. The court in the canon, as freed slaves and Dothraki would
board structure slightly changed, 1 Fiefdom and 1 hardly be married by any Westerosi noble or act as lords.
Bishopric changed the borders to move 1 Village The titles not only grant the player’s house wealth and
allegiance, and 1 extra road was added, also the Politics power, but also the means to influence which nobles be-
Expansion has been fully integrated into the main game come the next King or Hand of the King!
to provide flavor (the Tactics Expansion has also been The game map contains villages designated by
integrated into the main rules but it is not necessary for squares. The villages are connected to each other by roads
the game if you do not want to use that, just omit the which allow movement.
related rules marked as TE), each House has been Some Titles grant a Victory Point (VP) . A player
carefully balanced to have both good and bad noble wins the game if he has 3 at the end of a
attributes compensated with the advisors (now House round. It is difficult to win alone, so two players often
abilities). The rule has been streamlined to remove as enter into an Alliance through marriage to win as a team.
much as possible unnecessary complexity. A team of two players needs only 4 to win
The Templars expansion has been re-themed and the game. (5 VPs if you use the Night’s Watch Expansion
partially redesigned into an expansion called the Night’s (NWE) or the Night King Variant).
Watch expansion (NWE). Players may draw a new Court Event card each round
In some places staying close to the original which may allow them to place a new noble onto the
mechanics has been given precedence over a close House board or appoint a Warden to the Small Council.
thematic fit. Mainly the relationship between King and They may also draw from the Fortune deck which
Members of the Small Council, who are not appointed by contains helpful Bounty cards, but also baneful Disaster
the King and they may even fight in battle. We kindly ask cards that can cause Plagues, Famine, or Heavy Rain. It
to overlook those stretches.
also contains other cards that can cause Uprisings,
In order to ease the reading of the rules for
Assassinations, and other nasty events.
experienced Fief 1429 players we have highlighted those
Players receive income for Villages, Mills and Septs
parts of the manual that reflect a change in the vanilla
they Control. Some Titles also allow to levy additional
mechanics in dark red. A summary of these changes is
taxes. These incomes can then be used to purchase
included in Appendix 11.2.
additional Troops, Buildings, and Titles. Income may
Note: Pre-assigning attributes that are randomly also be used to bribe or help other players occupy
allocated in vanilla are not considered a change in the Villages with their Troops that are led by the nobles of
mechanics. their House. If opposing player troops are in the same
All spots on the board are called “village” for the sake Village, a battle may commence.
of clarity in these rules, even large cities such as King’s
Landing.

5
Game Overview

Expanding a House’s territory brings more influence • The Essos Expansion (EE) is meant to give Nobles
and income thus granting the House members Titles like the opportunity to go away from Westeros in a
Lord/Lady Paramount, Warden, Member of the Small mission. Different locations will be open to be
Council, Hand of the King, or even King…signs of true visited and the Nobles may succeed and bring a
power and maybe the beginning of “a dynasty that will last good bonus or may die trying to get it. If the Essos
a thousand years!” expansion is played, house Targaryen has different
special powers reflected in the back of their house
Expansions board. This expansion also brings a new Court
There are two expansions created for this retheme, the Event card: The High Sparrow, that may also be
two expansions are complementary used independently.

• The Night’s Watch Expansion (NWE) focuses on the


Night’s Watch and it is roughly equivalent (al- though
simplified) to the Templar Expansion. We
recommend not to play with the NWE on your first
Song of Ice and Fief game, especially if you are
not experienced in playing the vanilla version either.
The NWE should only be played with at least five
players. This expansion includes simplified wall
battle rules designed so the expansion adds very little
game time.

And now, we begin our Song.

6
Setup

Game Contents Setup


In order to play this game you need a copy of Fief Before de game starts players should vote on which
1429 as most of its components are required. You will expansions and variants will be used for the game. We
also need to print the board, the player House boards and strongly suggest for games with new players not to use
the cards used here. Optionally you might want also to variants nor expansions. Check the new players guide
print the designed tokens as they will help to keep the before setting up your first game.
theme on the board consistent, they are not necessary for
Place the game board in the center of the table. The
the gameplay though as you can use the tokens from the
map represents Westeros. Villages are connected by
original game in each case.
roads that allow the movement of nobles and Troops.
No distinction other than aesthetic is made between
Cards (116) terrestrial and maritime roads, these are identical from a
• 22 Court event cards (reimplementation of the rules and mechanics perspective. Maritime roads also
Lord deck) denote coastal Villages (those Villages linked to a
• 72 Noble cards (a reimplementation of the noble
attributes): 9 houses x 8 nobles maritime road or fragment thereof. You will notice that
each Village is located in one of eight uniquely colored
• 2 Heir character cards
background Fiefdoms. Each Village also belongs to one
• 9 Disaster copies
of five Warden Regions. Each Warden Region is outlined
• Small council bid card
with a thick lined border and is numbered 1-5 along the
edge of the board. A Warden Region may also be simply
Tokens (139) referred to as “Region” in this rulebook. Each Village is
• 74 Noble avatars, part of both a Fief and a Region. The five Villages with
larger name banners are the Principal Villages (or Capitals)
• 7 Unsullied tokens,
of their respective Regions.
• 3 White-cloak chits (reimplementation of the
Royal Guard),
• 6 Night’s Watch recruits (reimplementation of the
Templars Knight),
• 1 King,
• 1 Royal consort,
• 1 Hand of the King,
• 1 Lord Commander of the Night’s Watch,
• 4 Small Council titles
• 6 Night’s Watch brother titles
• 5 Warden title,
• 1 Protector of the Realms,
• 1 Mother of Dragons,
• 8 Lordship tokens,
• 9 House VP tokens for the VP tracker Board,
• 4 Outlaw tokens,
• 1 Season tracker tokens,
• 2 God cursed tokens,
• 1 Night Watch strength tracker token.

Boards
• 9 Player house boards
• 4 Helping sheets
• 1 Main board
• 1 Essos Board

7
Setup

1. A tracker on the side of the


board indicates the game seasons:
summer, autumn, winter. Place the
season marker on summer, after the
first time the “White Raven” card is
revealed (2.3.4), the marker will be
moved from summer to autumn,
moved from autumn to winter the
second time, and placed in the score
track the third time. Remove 2 of
each disaster card (plague, famine and
bad weather) from the fortune deck
and place one of each in the Autumn and
another of each in the Winter slot of
the tracker. Add these cards back to
the fortune deck when moving the
season tracker.

2. Place the Disaster copy


cards (blue backs) next to the game
board besides the season tracker.

3. Shuffle all the Fortune Cards,


grey backs (Bounty) and black backs
(Disaster), then take 5 cards of that deck,
place the white raven on top, and place
them at the bottom of the Fortune deck
and on the board.

4. Shuffle the Court Event cards,


brown backs, and place them on the
Court Event draw deck space. If you play
with the Claimant to the throne and High
sparrow place their CE cards in the CE
discard pile face up.

5. Sort and place on their


respective spot, the Protector of the
Realms, King and Royal consort title
tokens. Also place God cursed,
Outlaw and Capture markers, the
King’s and Royal consort’s Guard
tokens, the two Prince of Westeros
board withinspot. Finally
cards on their easy nearreach
the
Stronghold/Fortified City counters,
Templar Commandery building
tokens, Teutonic Fortification tokens
and Mills.

6. (NWE) If you play with the Night’s Watch expansion. Place the Wall marker on the rightmost position of
the Wall tracker also gather the Night king player board and place all the components on top.

(EE) If you have the Essos Expansion you may set up the Beyond the Wall locations deck besides the north part of
the map, you don’t need to play with the other Essos locations if you don’t wish to but in that case only place 1
beyond the wall location per round on the Essos board. Only NW brothers may travel beyond the wall.

7. (EE) If you play with the Essos Expansion place the Essos board to the right of the board (if not printed on
the board itself), shuffle and place the Essos card deck facing down on its designed location, and related tokens on
their designed spot, then remove the Daenerys Targaryen card from the Court Event deck and include the high
sparrow instead, finally deal three location cards.

8
Setup

8. Place the title tokens for the


Master of Whisperers, Coins, Laws
and Ship and Hand of the King on
their respective spaces on the board.

9. Place the 8 Fief Titles tokens


on the board on their designated
locations within each fief and the five
Warden title cards on their respective
spaces along the map.

10.Randomly determine a starting


player and hand him the First player
card
Players pick a House (see List
below) and a color and place all
counters and markers associated with
this color on their House board. This
is their stockpile from which they will
pull during the game.
These are the components which
every player receives

Components
8 Knights
13 Men at Arms
3 Archers (TE)
2 Champions (TE)
2 Siege Engine counters
all House’s noble cards
all House’s noble Avatars
3 Tax markers
1 Marriage marker
2 Vote markers
3 Diplomacy markers

11. Each player draws Court


Event cards until he draws a Lord or
Lady card, keeps that card (reshuffling
the rest) and takes the corresponding initial noble his Character deck. Then he shuffles his Character deck and places
it on the board (covering the House symbol).
Note: Tully starts with an additional noble so perform step 11 twice for Tully.
12. In turn order, all players choose a starting Village in the Fiefdom indicated in brackets in the list below that
corresponds to their chosen House. In that starting Village they place 1 Knight, 3 Men at Arms and 1 Stronghold,
and takes 5 Gold Dragons from the bank. Then each player places the associated noble Avatar in his Stronghold.
Finally deal 1 CE card and 1 Fortune card to each player.
Note: Each noble has at least one attribute. Their effects are explained in these rules in the relevant Phases and
are summarized at the end of the rules and on the noble card.
13. Game starts at the start of the “Play Cards Phase” (2.4) (Therefore no marriages nor disasters are
drawn in the first round).

9
Setup

Available Houses Stark (North–white)


Stark player may hold up to 4 cards
Arryn (Vale–dark green)
in his hand instead of three. During the
Once per round the Arryn player card draw phase (2.2) after drawing
receives one additional vote during any
cards stark may discard a card to draw
election where he can vote if there is
another card of the same type.
no Arryn candidate nor any candidate
Initial noble is Ned Stark or Catelyn Stark. Starting village is
of a house allied to Arryn by Marriage. Winterfell.
Additionally, the Arryn player may once per round
kill a noble that is held Captive by any of his nobles.
Initial noble is Petyr Baelish or Lysa Arryn.
Starting village is Erye Tully (Riverlands–blue)
Tully’s has two initial Strognholds
Baratheon (Stormlands–yellow) and 1 extra starting noble (2 in total).
Once per game the Baratheon Initial noble is Edmure Tully or Walda
player may cancel the death of any Frey.
noble. If killed in battle, the revived Starting villages are Riverrun and
noble keeps all Titles and is placed the Twins.
immediately back on the board as if he
was just played.
Also once per game the Baratheon Tyrell (Reach–lightgreen)
player may cancel 1 Outlawing effect. During income phase Tyrell earns 1
Initial noble is Stannis Baratheon or Melisandre. GD per Mill he controls.
Baratheon may pick any starting Village in his fief. Initial noble is Mace Tyrell or
Olenna Tyrell.
Starting Village is Highgarden.
Greyjoy (Pyke–brown)
Greyjoy starts with the same ability
as the Master of Ships. If Greyjoy
acquires Master of Ships title during Targaryen (Any unoccupied Fief).
the game, Greyjoy could do 2 trips per Targaryen has only 6 MaA in his
turn. Greyjoy nobles may not become reserve. Once Daenerys or Greyworm
“Gods Cursed”. are in play, add 7 unsullied to the
Starting Village is Pyke. Targaryen reserve.
Set aside Daenerys CE card (2.4.2) and insert the
“Support from the High Sparrow” card in the CE
Lannister (Westerlands–red) deck instead. Once per game the Targaryen player may
Once per turn at any time the discard a CE card to place the Daenerys CE card on
Lannister’s player may look at another top of his noble deck. She will be the next noble
player’s hand. He may immediately ex- played (regardless of new Lord or new Lady card).
change one of those cards for one of Starting Village: The Targaryen player may select
his own once per game (that is an exchange not a steal). as starting village any coastal Village in any
Initial noble is Tywin Lannister or Cersei Lannister. unoccupied fiefdom. The house of that fief cannot be
Starting Village is Lannisport picked anymore and will provide the initial noble:
Stark: Jon Snow; Arryn: Yohn Royce; Tully: Jason
Mallister; Greyjoy: Victarion Greyjoy; Baratheon:
Melissandre; Lannister: Tyrion Lannister; Tyrell:
Martell (Dorne–tan)
Olenna; Martell: Arianne Martell
At the beginning of Phase 5
(Movement), Martell’s player may
choose to move all of his nobles and (EE): If playing with Essos remove Mereen and
Troops first, last or remain in his Astapor from the Essos deck.
current player position. Also apply the following rules (see Essos side of
The other players keep their normal turn order. your house board):
Initial noble is Doran Martell or Arianne Martell. - Targaryen may play lords on the Essos board, when
Starting Village is Sunspear. the location cards are dealt the Targaryen player may
move the noble to any Essos location.

10
Gameplay

Gameplay
A Round Overview In A Song of Ice and Fief, a player’s nobles can
obtain three different types of Titles: High, Fief and
Military Title.
Phase 1: ‘Hear Ye, Hear Ye’ High Titles: Indicated by a square token with a
Announcements circle above the brown background. A Noble can hold
Night’s Watch (NWE) maximum ONE High Title.
Warden Elections Member of the Small Council, King, Royal consort,
Hand of the King Election and Lord Commander of the Night’s Watch.
King Election The King, Hand of the King, and Lord commander
Phase 2: Cards of the Night’s Watch titles are obtained through an
Discard Cards election process. The Hand of the King also counts as a
Draw Cards Member of the Small Council.
Resolve Disaster Cards The other Members of the Small Council titles are
Play Cards (Game Start!) obtained by randomly drawing one of three “Join the
Phase 3: Income & Release Captives Small Council” cards from the Court Event deck (2.4.3)
Phase 4: Purchase or by purchasing the single title card that is available on
Bids the game board (4.4) and playing it on a Warden.
Troops The Royal consort is the King’s spouse.
Buildings
Fief Titles Fief Titles: Indicated by a square token with a plain
background matching the fief color, a Noble can hold
Phase 5: Move
maximum TWO Fief Titles.
Phase 6: Battles
Phase 7: Attack on the Wall (NWE) 8 Fief Titles are available:

Phase 8: End Round Lord\Lady Paramount of the North (white)


Lord\Lady Paramount of the Vale (dark green)
Lord\Lady Paramount of the Stormlands (yellow)
A Song of Ice and Fief is played over a number of rounds Lord\Lady Paramount of the Westerlands (red)
until one player or an Alliance of two players has gained Lord\Lady Paramount of the Riverlands (blue)
enough Victory Points to win the game at the end of a Lord\Lady Paramount of the Reach (light green)
round. Each round consists of 8 Phases. During most Prince(ss) of Dorne (tan)
Phases, players execute each action in clockwise order. Lord\Lady Reaper of the Iron Islands (brown)

Military Titles: Indicated by a rectangular token to


B Titles be placed on the right side of the character card. A Noble
can hold maximum ONE Military Title.
The titles are Warden, Protector of the Realm,
and Brother of the Night’s Watch.
The Warden titles are gained through an election.
Brother of the Night’s Watch is obtained by declaring
it during the Draw Cards Phase and drawing the
appropriate card.
Protector of the Realms is attached to the King title
and passes on to the Heir or the Royal consort if the
King died.
NK: The Night King slayer is a title obtained
by killing the Night king in battle.

11
Gameplay

Transfer Titles majority (more votes than any other candidate) to be


successfully elected. In case of a tie, nobody wins and
If a Noble receives a Title and has no free slot to place it
the title is not awarded this round. A player cannot win
(a second High Title, or a third Fief Title, or a second
the election with 0 votes even if he Controls the only
Military Title) he must immediately discard one title as if
candidate. In some elections a candidate must also
the noble had just died (hence a fief title would be
receive votes from certain sources and have a minimum
inherited and a military title would be discarded).
number of votes. A player may always use his votes for
Nobles with Royal titles cannot gain new high titles or
his own candidate.
military titles.
Note: Use the Decoy vote marker wisely, since a
player can make an opponent think that he is supporting
C Elections and Voting a candidate, when he actually is not. This may throw the
election and postpone the awarding of a title to a future
Each election follows the same procedure: round.
Note: The ‘election’ process is not democratic by any
1 In turn order, a player can declare one of his means, it symbolizes political maneuvering. “Election”
eligible Nobles as a candidate. Eligibility for each and “vote” are the terms used in Fief 1429 and are used
title varies, as explained below. However as a here to keep things simple. When a candidate is elected,
general rule Captive (6.2.3) and Outlaw nobles place the corresponding title card or token next to the
(1.1.4.1) can never vote or be candidate to an winning Noble´s card.
election.
2 The intrigues begin, after all candidates are
declared. In turn order, each player with a right to D Diplomacy
vote places none, one or both vote markers face
down on the candidates of his choice. Each player Fief is a game of diplomacy. Players can talk with each
has two vote markers with his background color: other, and negotiate actions at any time except during
the income phase. Each Player begins the game with 3
Raven markers. At any point in the game where an
A ’FOR’ vote marker with a white circle. opportunity card may be played (2.4), a Player may
spend one of his Raven markers to initiate a private
A ’DECOY’ vote marker with a black circle. discussion with one or more Players of his choice, during
which they may secretly exchange Cards. Each Diplomacy
3 Once all players have placed their vote markers,
marker entitles these Players up to 3 minutes of private
they are flipped and tallied.
discussions. If this time is not enough, it is possible to
A player’s ‘FOR’ vote marker gives the target candidate spend another Diplomacy marker to continue the
ALL of that player’s votes. ‘DECOY’ vote markers have discussion for another three minutes. Money transfers:
no effect on an election ‘DECOY’ vote markers do not there is a limit of 5GD to money transfers, a player may
count to calculate majority. A player may have placed a only give or receive during the purchase phase (4) and
Decoy vote marker in order to mislead other players as up to a maximum of 5GD in total (he may give or
to who he was supporting. A candidate needs a simple receive to and from as many players as he wishes).
Note: Without playing a Diplomacy marker, Players
may speak and negotiate freely around the table, but may
not exchange cards or hold private discussions.

12
Phase 1. ‘Hear Ye, Hear Ye’

Phase 1. ‘Hear Ye, Hear Ye’


Ending an Alliance
1.1 Announcements
1.1.1 Marriage Alliances Sometimes players are in an unwanted Alliance. To end
the Alliance, there are only three options:
A Marriage is a political arrangement to ally two families, 1. Arrange the death of one of the spouses (through
and no alliance is possible without a Marriage. players Battle, Justice or Assassination 2.4.10).
who agree to a Marriage must announce it publicly.
2. Capture one of the spouses with a heart breaker or
Note: The term “noble” in these rules applies to cruel noble.
both males (Lords) and females (Ladies). Some rules 3. Divorce by the Master of Laws.
specifically distinguish between them and thus use the
terms Lord or Lady, as appropriate.
A marriage unites an unmarried Lord, who is not a
1.1.2 Destroying the False Idols
Brother of the Night’s Watch, and an unmarried Lady of The process occurs in this sequential order:
two different players. Players may have only one 1. Once per game the Protector of the Realm may
Marriage, and thus one Alliance, at a time. declare to embrace the faith of R’hllor (or any other
Note: In A Song of Ice and Fief Wardens may faith) and denounce all other gods as false idols.
marry (and become King). The Mother of Dragons and Destroy all the Septs in the game (see step 3).
members of the Small Council may also marry. However, defying the old gods comes at a price,
he obtains the attribute Gods cursed.
If the Noble is King, his/her new spouse
2. The Hand of the King may also decide to convert
immediately becomes Royal consort Royal consort (to
at that moment and gain the same attribute Gods
simplify we will use King as the VP title holder and
cursed. If he does, the income will be evenly split
Royal consort for Royal consort title moving forward
among the two of them.
but females can be made King) (1.5.1). If a Noble is the
3. Septs are destroyed producing 2 gold dragons per
Regent and re-marries the new spouse does not gain any
sept destroyed. Septs could be built again.
title. A Noble can only become King through an
4. The King will have each the chance to offer a
election (1.5) or if he is the Heir to the Iron Throne
sacrifice for R’hllor, he may nominate any one
(Prince of Westeros) when the King dies (1.5.2). A noble
untitled noble in the game (even one of his own
becomes Regent if is married to the King and it dies
and/or captive) the noble is killed.
without Heir.
5. The hand may do the same if joined the King.
To symbolize the Marriage Alliance between the two 6. The protector of the realm rolls for the curse (see
families, they exchange their Marriage markers, which are below)
placed on the side of the cards of the married nobles. 7. The hand rolls for the curse if he joined the King.

Gods cursed
Example: The Lannister Player
(pink) and Tyrell Player (green) The Gods cursed marker is placed on the
made an alliance and exchange side of the Noble card. The noble:
their Marriage markers (rings)
and place them on the side of their
Lord and Lady cards. A - Must roll a d6 at the beginning of each round
and immediately after he or she embraced the faith
of R’hllor. On a roll of 1 the noble dies instantly, but
the player gets to keep the money from pillaging the
The marriage negotiations could also include the ex- Septs.
change of money or cards (a Diplomacy marker is B- Any player may play an Uprising card on the noble
required to exchange cards). Allied players cannot have at any time. The Uprising does not affect the Village
a solo victory. They can only win as a team. the noble occupies, nor other characters and Troops
Note: Team victories are only allowed in 5 to 6 player belonging to other players in the same Village (as
games (8.2). In 4 player games, players may only win with the tyrant Attribute).
alone. Marriage is still possible (to be Royal consort for
example) but does not create an Alliance. Note: Blessed nobles cannot be sacrificed. Greyjoy
Noble Attribute : Nobles may not become God’s cursed.
Cannot Marry (e.g. bastard) nobles may not marry.
Hard to Marry (e.g. ugly) The Noble is not appealing to 1.1.3 Royal Pardon
the opposite sex. In order to marry, the Noble’s House
needs to pay 2 Gold Dragon to the bank. The Master of Laws and then the Protector of the Realm
may now remove the Outlaw status from any one noble.
13
Phase 1. ‘Hear Ye, Hear Ye’

1.1.4 Send to the Wall / Declare Outlaw during the next Elections Phase. Place the Lord
Commander on the Wall board. He will stay there until
The Hand may once per turn outlaw any Noble except he dies or renounces his vows, any Night’s Watch
any Brother of the Night’s Watch, the Master of Laws, the
Recruits with him are removed from the board.
King, the Royal consort, the Heir or Himself.
NWE: If the noble is an unmarried Lord and his
House has no Brother of the Night’s Watch, this noble 1.3 Warden Election(s)
takes the black instead (4.1.1)
The Game map is divided into five (Warden) Regions
Outlaw Noble which are outlined with a thick lined border and
numbered 1-5. The Warden titles associated with the
An Outlaw Noble’s card is marked with an five regions are:
Outlaw marker. Outlaw Nobles cannot vote
or be candidates for elections. They lose all 1. Warden of the North
their Titles except Fief. An Outlaw marker remains with 2. Warden of the East
a Noble until his death or until the King or the Master 3. Warden of the Crownlands
4. Warden of the South
of Laws remove his Outlaw status. When a Noble takes 5. Warden of the West
the black (NWE) he loses his Outlaws status.
Note: An Outlaw Noble may be targeted and killed The Warden
by the Justice Card.
(Military Title)
Eligible to Join the Small Council.
1.2 Night’s Watch Phase (NWE) May become the Hand of the King if not
already a member of the royal family.
Play this subphase if you are using the Night’s Watch Expansion. Has 2 votes when electing another Warden.
Has 1 vote when electing the King.
May Tax his own Region by playing a Tax card
1.2.1 Oathbreakers
(2.4.6) if the region is not already taxed.
In this Subphase any Night’s Watch Brother may break his If not Captive, may attempt to stop an
oath and leave the watch. If he does, return the Night’s Uprising (2.4.7) in his Region, even if he is not
Watch title card to the board and place an Outlaw marker physically present.
on the Lord. Note: This includes Uprisings caused by the
Wall defeats. To attempt to stop an Uprising, the
1.2.2 Lord Commander of the Night’s Warden rolls a six-sided die (1d6):
Watch Election 1-2: the attempt fails, the Uprising occurs, and
the Warden is stoned to death. The dead
Warden’s title is placed back on the Board. All
The Lord Commander
of his Fief Titles are given to other nobles in his
(High Title) House (if possible).
3-6: The Uprising is stopped, and the Uprising
worth 1 VP. card is discarded.
may renounce his vows as any other Brother
may dispose of the supplies on the Wall (the
surplus gold obtained during bids) If a Warden title is available, (at least one eligible
adds 2 gold dragons to his wall bid on top of Lord is candidate and all Villages in this region are
any bid he makes. controlled by players (5.1), an election for Warden is
joins immediately the wall and stays there until held. Any male Lord who is not a Brother of the Night’s
he dies. (NKP) When the NK arrives, he Dies on Watch or already a warden, may be a candidate.
a 1-3 on a D6 roll (9.4) Note: As the office is military in nature, it is not
(EE) May travel to Beyond the Wall locations considered acceptable for a woman to hold the role. For
(EE) Select BTW locations to be drawn. instance, Lysa Arryn was not allowed to take the title of
Warden of the East after the death of her husband.
If the Lord Commander title is available, and there is at Votes: A player receives
least two Brothers of the Night’s Watch an election is
held. Any Brother of the Night’s Watch can be candidate • 1 vote for each Village he controls in the region.
for Lord Commander. This symbolizes the support of the minor Houses
Each Brother of the Night’s Watch has one vote. that rule the Villages.
A candidate wins the election if he has a simple • 1 vote for controlling the region’s principal village
(largest name banner).
majority, with at least 2 votes.
• 2 votes for every Warden the player had in play at
The Lord Commander counter is placed next to the
the beginning of this round. Newly created
noble’s card. The Lord Commander is elected for life.
Wardens cannot use their votes this round.
In case he dies, a new Lord Commander can be elected

14
Phase 1. ‘Hear Ye, Hear Ye’

• 1 vote for every Member of the Small Council


(Master of X in the small council or Hand of the Member of the Small Council
King) the player had in play at the beginning of this (High Title)
round.
Example: Grady Controls 4 Villages including the Principal Adds 1 additional vote when electing a
Village in a Region under election -4 Villages (4 votes) and the Warden.
Principal Village (1 vote)-. This gives him a total of 5 votes to cast Has 1 vote when electing the Hand of the
for his Warden choice. King.
If the Hand of the King is in play, a player
A candidate wins if he has a simple majority.
needs the Hand’s consent to join the small
A Warden keeps his office forever, unless he takes
council (except if joining as MoLaws).
another military title, dies, takes the black (4.1.1) or
May Tax (2.4.7) any one Region when
becomes an Outlaw (1.1.4). If any of these events
playing a Tax card if that region does not
happen, the Warden’s Blade card and/or Member of the
already have a tax from another player.
Small Council (1.3.1) card is placed back on the game
Note: A hand tax is not placed on any
board and any associated “Join the Small Council” card
region so does not prevent this tax.
is placed in the Court Event Discard Pile. A new
Warden can be elected during the next Elections May attempt to stop an Uprising in any
Phase. If the Warden becomes King, he must drop his Region by paying 2 Gold Dragons, even if
he is not physically present.
warden title (see Game Play B. Titles)
Note: This includes Uprisings caused by de-
feats at the Wall.
Example: Players are casting their The Member of the Small Council rolls 1d6:
votes for the Warden of the North 1-2: the attempt fails, and the Uprising
Title. That Region has 4 Villages, one occurs.
of which is the Principal Village of
3-6: The Uprising is stopped, and the
Winterfell. David Controls the
Uprising card is discarded.
Villages of
Deepwood Motte and Winterfell, so it grants 3 votes. Grady Note: The Member of the Small Council
Controls the two Villages of White Harbour and Moat Cailin, does not die, since he sends out subordinates
that gives him 2 votes. Kirsten Controls the Warden of the East, to do his dirty work!
which gives her 2 votes. Grady casts his 3 votes for his candidate If the Member of the Small Council does not
Theon Greyjoy. Both David and Kirsten cast their 2 votes for their want to spend 2 gold dragons to stop an Up-
own candidates. Theon Greyjoy has a simple majority of 3 vs 2 vs rising, he may still attempt to stop it as a
2 votes and therefore wins the election. Theon Greyjoy is now the Warden if the Uprising occurs in his own
Warden of the North. The Warden’s Valyrian Blade card is placed Region. But if he fails this die roll, he is
to the right of his Lord card. If more than one Warden title is up stoned to death by the angry mob.
for election, each election is held separately, beginning with the
lowest numbered Region.
There are five positions with corresponding Titles in the
1.3.1 Members of the Small Council Small Council:
Unlike the Titles of Warden and Hand of the King, the • Hand of the King
Small Council Titles are not obtained through elections. • Master of Ships
• Master of Laws
There are three ways to become a Member of the Small • Master of Whisperers
Council: • Master of Coin
• Three “Join the Small Council” cards are in the Example: Theon Greyjoy, War-
Court Event deck. A player drawing one of these den of the North has been elevated to
may play the card to make any Warden a Member of be a Member of the Small Council and
the Small Council. He may take any available Small can vote in the election of the Hand of the
Council position. Place the used Member of the King. The Member of the Small Coun-
Small Council title card under one of the available cil counter is placed above the Lord’s
Member of the Small Council tokens at the right card. Place the “Join the Small Council” card at the right edge
edge of the board, take this token and place it next of the game board, since it will need to be placed in the Court Events
to the noble’s card. Discard Pile if the Member of the Small Council should die.
• Be elected Hand of the King (see 1.4) To become a Member of the Small Council a Lord
• A fourth purchasable Member of the Small must already be a Warden. Each Small Council title has a
Council counter is placed on the Royal Court pile unique power that is granted to the Lord that gains the
during game setup. This title can be obtained Title. The player chooses which title he gives to the
through a bid during the Purchasing Phase (4.1) Lord amongst the ones still available:
and must immediately be given to a Warden who
is not already a Member of the Small Council.

15
Phase 1. ‘Hear Ye, Hear Ye’

to the Theon Greyjoy’s noble card. Theon Greyjoy has now two High
Master of Ships titles, he must therefore immediately return it to the board. If his
Once per turn, during the Movement Phase (Phase Small Council token is returned to the board the corresponding
5), any noble belonging to the Master of Ships house Small council card is placed in his discard pile.
situated in a coastal Village may spend a movement step Note: Elections are held in order. Hence a Warden
to instantly be transported to any other coastal Village. that was just previously elected could now be elected
The noble needs to ask the player controlling the Hand.
destination village for landing permission. If permission
is denied, he cannot land in his intended destination; he
may try in another or not move at all.
Note: A Secret Passage may be used to avoid the The Hand of the King
denial. Both the initial and destination villages must not (High Title)
be under Heavy Rain for this special move. The noble
may embark together with his troops and/or other
nobles belonging to his house in the village that have 1
Has all the privileges of a Member of the
move step available. The noble may not cavalcade after
Small Council
shipping. Worth 1 VP
Nobles cannot join the small council without
Master of Laws the Hand of the King’s consent (except MoL).
Once per round during the Hear Ye Phase the Instead of taxing a region, the Hand may
Master of Laws can issue a royal pardon to lift the decide to extend the tax to the realm, taxing as
Outlaw status (remove the token) from one noble. The well all other non-taxed regions on the board.
Hand of the King cannot forbid his nomination. He Once per round during the announcements
cannot be outlawed. Also, the Master of Laws may Phase the Hand may declare a noble Outlaw.
declare a Marriage void if a Spouse requests. (NWE) the noble may take the black instead
(1.1.4).
Master of Whisperers Note: Master of Laws, King, Queen and Heir
Once per round the player may look at another cannot be outlawed by the Hand.
player’s hand. During the draw phase (2.2) once per Cannot be outlawed.
round, instead of drawing a fortune card, the player may
take an uprising or a secret passage card from the
discard pile.
Note: If the player is a Lannister, the player may look
into two different player hands. Example: Three nobles play taxes—The Master of Laws
plays a Tax on the North, then the Hand of the King plays a
Master of Coin Tax, he cannot place it on the north as it already has a Tax
Once per round the player may discard any card to card so instead he decides to extend the tax to the realm. Finally
cancel a Tax card being played. This includes both taxes the Warden of the South plays a tax card on his own region to
and tallages. defend against The Hand tax. The Hand will collect taxes from
Note: (a raven may be spent to get the card to East, West and Crownlands while Master of Laws will collect
discard). from the North and Warden of the South from the South.

1.4 Hand of the King Election


1.5 King/Queen Election
If the Hand of the King Title is available, one Warden is
candidate and 2 or more votes are available, an election is If the King title is available, at
held. Any Warden can be a candidate. least one Noble is a candidate,
Each Member of the Small Council has 1 vote. and the necessary votes are
A candidate wins the election if he has a simple available, a King election is held.
majority and at least 2 votes. The Hand of the King Any Fief titled noble (Lord
token is placed next to the new Hand of the King’s or Lady) or a lord with the Heir
Lord card and the Small Council token (if any) is placed attribute can be a candidate. Each noble with at least 1
back on the board. The Small Council card goes back title has 1 vote no matter how many or which titles they
to the Discard Pile. The Hand of the King is elected for have.
life. Should he die, a new Hand of the King can be A candidate wins the election if he has a simple
elected during the next Elections Phase. majority and at least 3 votes, which must include at least:
the votes of two Wardens, or of one Member of the
Example: The Master of Law, Small Council.
Theon Greyjoy, Warden of the North When a King is elected, place the King title token and
has been elected Hand of the King. The the Protector of the Realm card next to the noble card.
Hand of the King counter is placed next A King remains King and the Protector of the

16
Phase 1. ‘Hear Ye, Hear Ye’

1.5.1 Royal consort


Realm his/her entire life. Whenever the King dies, and
the Heir to the Iron Throne is in play (1.5.2), the Heir If the King is married or marries later in the game, his
inherits the King and the Protector of the Realm title. If spouse immediately becomes the Royal consort. Place
there is more than one Heir an election will occur in the the Royal consort token next to her noble card.
next King election phase, only the Heirs may candidate
for this election. In case the King dies but there is no Royal Consort
Heir, and the Royal consort (1.5.1) is in play, the King
title token is placed back on the game board but the
(High Title)
Royal consort inherits the Protector of the Realm.
Otherwise the King token and the Protector of the Receives 2 Gold Dragons during the Income
Realm token are placed back on the game board. Phase.
Note: King refers for ease of reference to the May purchase White- Cloaks
elected monarch and usually a man, although as females Inherits the Protector of the Realm Title, if the
can be candidates she would then become Queen and King dies and there is no Heir to the Iron
her husband the Royal Consort (who is referred to as a Throne. A new King is elected normally during a
“She” for ease of language in these rules. Regent’s reign, after which he/she loses the
Regent and Protector of the Realm Titles, but
none of the other titles.
Protector of the Realm May play a lord as the Prince of Westeros (Heir to
the Iron Throne) if both King and consort are
(Military Title) alive and not captive.
Cannot be outlawed.
During the Purchase Phase
he may give an unclaimed Fief title to
a noble for free, if the noble meets
all of the conditions to buy the Fief 1.5.2 Heir to the Iron Throne
Title. The Protector of the Realm If an “A New Lord in the Court”
can negotiate for some ‘favor’ to do card is played by the Royal
this,. consort’s House and the King is
alive, neither spouse is captive
and there is no Heir to the Iron
Can Tallage one Fief per Tax card he plays. Throne in the player’s House
Once per turn, during Hear Ye Phase, the board, the new Lord may be the
Protector of the Realm may lift the outlaw Heir to the Iron Throne instead of
status from any noble. a character from the Noble deck.
Breaks any tie in elections and bids. The player takes one of the two
Can embrace the faith of R‘hllor to
“Heir” noble cards and places it
automatically destroy all the Septs in the
on his House board.
game, gaining 2 gold dragons per Sept
The Heir has the Prince attribute.
destroyed. See details in (1.1.2).
Note: The Heir card has two sides, a child side to be
used while the Heir has not inherited the King title and
an adult side to be used when he inherits.
Note: In this mod the King has little power over the The Claimant to the Throne CE (9.2) card also
Small Council. In these times of war, there is more than produces a Heir or a noble with the Prince attribute.
one self-proclaimed King (maybe even five) and the
Lord with the King title simply is the one with the best Prince (Attribute)
claim or the most support. The Small Council and the Cannot be outlawed.
Hand of King could be seen as the people behind other May not become a Brother of the Night’s
claimants who are their puppets. Therefore, the King, the Watch.
Hand, and the other Members of the Small Council may Becomes King and Protector of the Realm on
be at war with each other. the death of the current King if he is the only
noble with the prince attribute in play.
If there is no King, he may candidate to the king
even if he does not have a fief title
The King of the Andals If there is no king and there is more than one
and the First men, Prince in play an election will be had in the next
election phase, only the 2 Heirs may candidate
Lord of the Seven Kingdoms
(High Title)
Worth 1 VP. Note: The Prince is an attribute rather than a title so
May purchase White-Cloaks. that he can be chosen to be burnt if the Protector of the
Cannot be outlawed.
Realm embraces the faith of R’hllor.

17
Phase 2. Cards

Phase 2. Cards
Each player completes both the Discard and Draw If all three Disaster Track Spaces are filled, a
Cards Subphases (2.1 and 2.2) before turn passes to the newly drawn Disaster card is discarded face up
next player. When all players have completed these first onto the Fortune Discard Pile.
two Subphases, Disasters are resolved (2.3). Finally, and
A Player does not have to discard or draw cards if
in turn order, each player gets 1 turn to play as many
he likes the cards in his hand.
cards as he likes (2.4).
Once a Player has completed discarding and
2.1 Discard Cards drawing cards, it is the next Player’s turn, until all Players
have had the chance to discard and/or draw cards.
In turn order, a Player may: Discard some or all cards Example: Kirsten draws one Court Event card and now
from his hand, showing them and placing them face up wants to draw a Fortune card for her second card. However the top
on the corresponding Discard Piles. A Discard Pile may card on the Fortune deck is a black backed Disaster card. She
not be inspected. draws this Disaster card, and without looking at it, places it face
down on a free Disaster card track space. The next card is also a
Note: Players may play opportunity cards instead of Disaster card, which she places in the next open Disaster card track
discarding them during this Subphase space. Finally, there is a grey backed Fortune card, which she
draws into her hand
2.2 Draw Cards
2.2.1 Replenishing a depleted Deck
A Player draws new cards, when he is finished
When a Player wishes to draw a new card and the Court
discarding cards. He may draw up to two Fortune cards
Event or Fortune deck is empty, reshuffle the
OR one Court Event and one Fortune card. He may
corresponding Discard Pile and place these cards face
never draw two Court Events cards. It is allowed to look
down on the appropriate Draw Deck space. If a House
at the first card before deciding to draw another.
Noble deck runs out of Lords or Ladies reshuffle all the
Example: Dave draws a Fortune card, looks at it, and then
discarded lords or ladies in the house, the new Noble is
decides to draw a Court Event card.
considered thematically having been revived by the lord
of light. If a player has 3 Ladies in play, he cannot play a
Note: No opportunity card may be played in this fourth “New Lady in the court” card.
Subphase.
A Player may only hold up to 3 cards in his hand.
When a Player wants a new Fortune card, he must draw
2.3 Resolving Disaster Cards
from the Fortune deck, which includes both grey backed
Once all Players have discarded and drawn cards, any
cards (Bounty) and black backed cards (Disaster). Some
Disaster cards that were drawn and placed face down on
Fortune cards affect all Nobles or Villages in the Region
the Disaster Card Track are turned face up and resolved.
they are played on and include Bountiful Harvest (2.4.2),
Good Weather (2.4.6), and Taxes (2.4.7) cards. Other For- Flip up the first Disaster card. Roll 1d6 to determine
which Region is affected by the Disaster. Place the
tune cards only affect individual Nobles or Villages and
include Uprising (2.4.8), Secret Passage (2.4.9), Disaster card along the edge of the map next to the
Assassination (2.4.10), and Justice (2.4.11). affected Region’s number. A die result of 6 is a false
alarm and the Disaster will not occur, discard the
Disaster cards include Heavy Rain, Famine and
Disaster card.
Plague affect all Nobles and Villages in the Region they
are played on. If the season is Autumn or Winter, the first
Disaster in the track will affect one or two extra
regions respectively. Roll the d6 for each extra Disaster
A Player wanting to draw a Fortune card may have to
and apply the usual criteria. Use the extra Disaster cards
first draw a black backed card (Disaster) if it is at the top
(with blue back and border) to mark the additional
of the Draw deck. Disaster cards do not count towards a
regions hit. After the first Disaster card has been
Player’s card draw or hand limit. He continues drawing
resolved, flip the second Disaster card and roll 1d6 to
cards until he draws a grey backed Fortune card
determine which Region it affects, and so on. The same
(Bounty). If a Player draws a Disaster card, he places it
type of Disaster card cannot be placed in the same
face down, without looking at it, on the first empty
Region more than once. If this happens, ignore the
Disaster card track space numbered 1, 2 and 3.
result.

18
Phase 2. Cards

Two or more different types of Disaster cards may affect a Famine card and both cards are discarded. The Player
the same Region. There are three types of Disaster cannot play a Good Weather card for its Mills’ bonus
cards: Heavy Rain, Famine and Plague. They affect all (2.4.6) on a Region with Famine, but it may always be
Troops and Nobles in the Region they are played on. played to cancel Heavy Rain.
Disaster cards remain in effect until they are removed Note: Famine can cause an Uprising (2.4.8).
and discarded to the Fortune & Disaster Discard Pile at
the end of the round (Phase 8). 2.3.3 Plague (2 Cards)
Noble attributes:
If at least one cursed Noble is in play roll a Battle Die All Villages in the Region are affected
for each Disaster card in addition to the 1d6. On a by the Plague! In turn order, Players
Battle Die result of ’ff ’ (two hits), the 1d6 roll is ignored immediately resolve the following:
and the Disaster affects the Region where the cursed For each Noble in the Region, roll
Noble is located. If the cursed Noble is on the Wall or 1d6. On a die result of 1, 2, or 3, that
on Essos or the Night King appeared, disregard his Noble dies! All Armies in the Region
cursed attribute. If more than one cursed Nobles are in automatically lose half of their
play in different regions they all roll a Battle Die. The Troops in each Village. All units count the same and
Disaster affects the Region where the cursed Noble with losses are rounded down. The owner decides which
the highest roll is located. If these Battle Die rolls are Troops are removed. Siege Engines do not count as
tied, resolve the location normally. Troops and are not affected by the Plague.
Example: Gunter has an Army in a Village hit by the Plague.
His Army consists of 3 Men at Arms and 2 Knights. 3 + 2 = 5.
2.3.1 Heavy Rain (2 to 4 cards depending Divided in half and rounded down, he must remove 2 Troops. He
on the season) decides to remove 2 Men at Arms. In another Village, he only has
No movement neither battles are 1 Men at Arms. 1 divided in half and rounded down equals 0. So
allowed in the affected Region. This he does not remove the Men at Arms from this Village.
applies to all Villages in the Region, Any Noble entering a Plague infested Region must
and also movement into and out of immediately roll to see if he dies. Troops entering a
the Region. A Good Weather card plagued Region lose half of their number, rounded
(2.4.6) cancels Heavy Rain and both down. Nobles and Troops leaving a plagued Region and
cards are discarded. A Player cannot entering an adjacent plagued Region or re-entering the
play a Bountiful Harvest card for its bonus to Mills same Region are not affected. Newly purchased Troops
(2.4.5) on a Region with Heavy Rain, but it may always be placed in the Region or new nobles are not affected by
played to cancel Famine. Uprisings (2.4.8), adding a Siege the Plague.
engine and Secret Passage movement (2.4.9) are not Noble attributes: A blessed Noble is not affected by
affected by Heavy Rain. the Plague, but his Troops are still affected.
Noble attributes:
A “Storm” Noble can move, and Battle in a Region 2.3.4 The White Raven (1 Card)
affected by Heavy Rains.
When this card is revealed at the
top of the deck move the season
2.3.2 Famine (4 cards) tracker 1 space to the right (to
Mills in the Region do not produce autumn first then to winter), Shuffle
income during the Income Phase. A the remaining fortune deck cards and
Bountiful Harvest card (2.4.5) cancels shuffle them together with this card and the fortune
discard pile into the fortune deck as described in the
set up. If revealed in winter place this card in the score
tracker (it reduces the VP needed to win by 1).

19
Phase 2. Cards

2.4 Play Cards David places this Lord card over the Court Event card and places
the Joffrey Baratheon Avatar on Lannisport’s Stronghold.
Once all Disaster cards have been placed on Regions,
Players may play any number of Court Event and Death of a Noble
Fortune cards from their hands in turn order. All
Fortune cards may have either one of two symbols at If a Noble died, the associated Court Event card is
the top of their card. Cards with a white card symbol discarded to the Court Event Discard Pile on the board
can be played only at this time. If not played now, (marked with a red lining) and his Noble card is discarded.
Players may hold the cards, but have to wait until the Except his Fief title(s), all his titles are lost. His fief title
next round’s Play Cards Subphase to play them. Cards is transferred to any other living Noble not Night’s
with a green lightning symbol are Opportunity cards and Watch Brother of his house. If no other Noble of his
may be played at any time during any Phase except house can take the Fief title, the Fief title counter is
during the Draw Cards, Disaster resolution and the placed back on the map. This Title can be recovered (at
income phases (as indicated in the board). Any game no cost) by his house as soon as a new Noble is placed
effect or step must be completely resolved before if the house still controls the Fief ’s Fortified City.
another effect can be declared. As an example, no Note: This Fief Title can be gained by another family
opportunity card can be played to stop something that if they take control of the Fief ’s Fortified City!
has already been declared. Persistent Noble attributes
(like cruel) are resolved before anything else can be 2.4.2 Daenerys Targaryen (1 Card -
played or declared, a vote process is also a game step so Court Ev. Deck)
opportunity cards may be played before nominations or
after election has been resolved.
2.4.1 A new Lord/Lady in the Court (18 Dragons
Cards - Court Event Deck) (attribute)
Playing an ’A new
Lord in the Court’ • The noble may take an additional
or ’A new Lady in the step during the movement phase moving 3
Court’ card allows instead of the usual 2 steps. Troops,
the Player to gain a Captives, and other Nobles starting along
new House member. with her also benefit and may take one
A Player is additional step.
limited to 4 Nobles in his House. New Nobles may only • Receives an additional Battle Die in all Battles
be played during the Play Cards Subphase. being able to roll up to 4 Battle Dice.

Placing a new Noble When played place this card on


any open space in your house board
The Court Event card is placed on one of the designated as if just played from the noble
spaces on the House board. The Player then takes the deck, she is considered a noble of
remaining designated initial noble Lord or Lady (if any), your house for the rest of the game.
otherwise he takes a random Lord or Lady from the Place the “Support from the High
Noble deck and places it over the Court Event card. Sparrow” card (2.4.4) in the discard
After that he places the associated Avatar in any village pile. If she dies place her back in the
he Controls. If the Player controls no villages, place in box instead of the CE discard deck.
any empty village. Note: If playing with Targaryen replace this card
Note: When a noble is freed from captivity it follows with the “support from high sparrow” card upon setup.
the same placement rules.
Each Noble has an attribute. The attribute effects 2.4.3 Join the Small Council (3 Cards -
are explained within these rules and are summarized on Opportunity Card- Court Ev. Deck)
the Noble card. If the new Lord is the Heir to the Iron
A ’Join the Small Council’ card can
Throne (1.5.2), the Player takes one of the two cards called
be played on any Warden at any time.
’The Prince of Westeros’ instead of a House Lord. The
The Warden’s Player takes one Small
Heir has the attribute ’Prince’ (not a Title).
Council marker of his choice from
Example: As the head of House Lannister, David plays an the board and places the ’Join the
’A new Lord in the Court’ card. He places the card on one of the Small Council’ card in its place. The
designated spaces besides the House board. Then he draws the top Lord immediately gains the Member
card from his Character deck. It is Joffrey Baratheon the cruel. of the Small Council privileges
(1.3.1).

20
Phase 2. Cards

If the Member of the Small Council dies, return the Small


Council marker to the board and place the corresponding 2.4.6 Good weather (5 Cards - Fortune)
’Join the Small Council’ card on the Court Event Good Weather can be played on a Region
Discard Pile. without Famine (2.3.2):
Note: Remember that there is also a fourth Member If there is a Heavy Rain card placed in this
of the Small Council (4.1) that can be acquired through a Region, both the Good Weather and the
bid. Heavy Rain cards are immediately discarded.
If the Hand of the King is in play, he must approve This can be done even if the Region is affected
new Member of the Small Council Titles except Master by Famine
of Laws (1.3.1). A ’join the Small Council’ card may also If the Region contains no Heavy Rain card, then place the
be played to take 2 Gold Dragon from the reserve Good Weather card on the map next to the Region’s number.
Players will receive an additional +1 Gold Dragon income for
2.4.4 High Sparrow (1 Card – CEDeck) each Mill (and Sept) that they Control in this Region. The
Good Weather affects all Villages in the Region

The High Sparrow is a noble but has no Example: One Good Weather card could be played to remove
avatar. When played place this card on Heavy Rain. Then a Bountiful Harvest card could be played to increase
any open space in your house board as if Mill income.
just played from the noble deck. Gain the Example: A Player may play a Bountiful Harvest and a Good
Sparrow uprising card (counts as any Weather card in the same Region. Each Mill (and Sept) in this Region
normal uprising card), it can be played will produce an additional +2 Gold Dragons during the Income Phase, for
once per round, it is never discarded. To a total of 4 Gold Dragons per Mill (and Sept).
all effects treat this uprising as a regular Noble attributes:
uprising card. The high sparrow cannot marry and cannot The Mill and Sept incomes in a Region occupied by an unlucky
have any title. Noble cannot be boosted with a Bountiful Harvest or Good
He may be Assassinated (2.4.10) or a Secret Passage (2.4.9)
Weather card, but Disasters may still be canceled.
may be played to discard him (a foreign agent makes him
lose faith in your house). Note: Multiple different Fortune cards may be played in the
same Region but an identical Fortune card’s income bonus may
only be applied once.
2.4.5 Bountiful Harvest (5 Cards - Fortune) Example: Famine has hit Region 1. This Famine would affect
David. Luckily he has two ’Bountiful Harvest’ Fortune cards in his
Bountiful Harvest can be played on hand. He plays his first Bountiful Harvest card to cancel the Famine.
a Region without Heavy Rain (2.3.1): He then plays his second Bountiful Harvest card so that each Mill in
Region 1 produces an additional +1 Gold Dragon during the Income
If there is a Famine card placed in Phase. If there had been no Famine in the Region, David could not have
this Region, both the Bountiful played the second Bountiful Harvest card on it.
Harvest and the Famine cards are
immediately discarded. This can be
done even if the Region is affected
2.4.7 Taxes (5 Cards - Fortune Deck)
by Heavy Rain. A Tax card can be played on a Fief as a
If the Region contains no Famine card, then place the Tallage or on a Region as a Warden Tax.
Bountiful Harvest card on the map next to the Region’s When played, the Tax card is discarded and
number. Players will receive an additional +1 Gold the Player places one of his Tax markers on
Dragon income for each Mill (and Sept) that they Control the Fief or Region it will affect.
in this Region. The Bountiful Harvest affects all Villages Note: A Tallage or Warden Tax can cause an
in the Region. Uprising (2.4.8).

Example: A Bountiful Harvest card is played on a Region Tallage can be played by: A Lord/Lady Paramount on his
with Famine. The Famine card and the Bountiful Harvest card are own Fief, or The Protector of the Realm on any Fief (the
discarded. The Famine does not occur. Protector of the Realm does not need to Control any of its
Villages).The taxing Player places one of his Tax markers on
Noble attributes: the Fief in the location marked by a chest symbol. During the
The Mill and Sept incomes in a Region occupied by an Income Phase, this Player receives 2 Gold Dragons for each
unlucky Noble can’t be boosted with a Bountiful Harvest Village in the Fief, even if Controlled or besieged by other
or Good Weather card, but Disasters may still be canceled. Players.

Note: Multiple different Fortune cards may be played Example: Kirsten’s Lord is Protector of the Realm and plays a Tax
in the same Region. But an identical Fortune card’s in- card as a Royal Tallage on the Westerlands. Of the four Villages in the
come bonus may only be applied once. Westerlands, Grady Controls 3 Villages and David Controls 1 Village.
During the Income Phase, Kirsten will receive 8 Gold Dragons (2 Gold
Dragons for each Village)
Grady and David will still receive their normal income of 1 Gold
Dragon per Controlled Village (Phase 3), so 3 Gold Dragons for Grady
and 1 Gold Dragon for David.
21
Phase 2. Cards

If the Uprising kills all Troops in a Village, then any


Warden Tax can be played by: remaining Nobles are killed.
A Warden on his own Region, A Member of the Small Once resolved, the Uprising card is discarded onto the
Council (including the Hand of the King) on any one Fortune Discard Pile.
Region, or The Hand may extend it to all non-taxed Example: David plays an Uprising card on the Village of
regions. The taxing Player places one of his Tax markers Lannisport, which has a Stronghold and 2 Men at Arms on it.
on the board next to the number of the Region being The Uprising card attacks with 1 Battle Die +1 bonus hit, but the
taxed. If a tax marker is on the board that region cannot Battle Die is canceled due to the Stronghold Attack Penalty. The
be taxed by any other player this round. During the Uprising would fail, since the +1 bonus hit only counts if the Battle
Income Phase the Warden Tax allows the taxing Player Die is rolled. But David had previously made an agreement with
to collect all of the Mill incomes in the Region instead of Grady who plays another Uprising card. With the two Uprising
the Players that Control those Mills. cards, they now have: 2 Battle Dice - 1 Stronghold Penalty = 1
Battle Die to resolve the Uprising. David rolls the Battle Die for a
Note: If the noble that issues the tax dies the tax may be 1, adds 2 “+1” bonus hit, for a total of 3 hits. Both Men at
cancelled: Check the note in income phase (3.1). Arms are killed.
Wardens (1.3) and Members of the Small Council
2.4.8 Uprising (4 Cards - Opportunity Card (1.3.1) may attempt to stop an Uprising.
- Fortune Deck. 1 card High sparrow) Note: (NWE) Uprisings caused by the Wall defeats
and the High Sparrow are identical to any other
An Uprising card can be played at any
Uprisings. Thus, those Uprisings can also be calmed by
time:
Wardens and Small Council members.
• on a Village taxed through Note: In the normal resolution of an Uprising, any
Tallage or Warden Tax (2.4.7), Player can play a Secret Passage or more Uprisings to
• on a Village experiencing a boost the original Uprising. After these Uprising and/or
Famine (2.3.2). Secret Passage cards have been played, the Region’s
• on a Tyrant Noble. Warden and any Small Council Members can make one
calming attempt per Uprising effect. Once these attempts
Note: When targeting a Tyrant, the
have commenced, no more Uprisings or Secret Passage
Uprising only affects the Noble and his Troops, not
can be played to boost the original Uprising.
other Player’s Troops.
No Uprising can be played on a Village with a Sept,
not even on a Tyrant Noble.
2.4.9 Secret Passage (3 Cards- Opportunity
When an Uprising card is played on a Village (and is Card - Fortune Deck)
not calmed), any Troops in the Village are immediately
attacked with 1 Battle Die + 1f, even if it is not the Battle The Secret Passage card has
Phase. If several opponents have Troops, the Player who different effects depending on
played the Uprising card chooses which Troops are when it is played. The effects are
attacked first. If played against a village controller, detailed below. Once resolved, the
Stronghold and Fortified City Attack Penalties still apply card is discarded onto the Fortune
against an Uprising. A Secret Passage card can be played & Disaster Discard Pile. A secret
by any Player to help the Uprising cancel the Attack passage may be played by a Player
Penalty (6.3.1). other than the Player benefiting
Note: If no Battle Dice are rolled due to Attacker from its effect.
Penalties, then no Uprising +1 bonus hit takes effect. Noble attributes: Once per round a shadow Noble may
Heavy Rain does not affect an Uprising. An Uprising execute a Secret Passage card effect on himself without
card can be played before a Battle to weaken the having or playing the card. However, he may be
defenders before the main attack occurs. Multiple accompanied by only one unit.
Uprising cards can be played on a Village at the same
time, and their effects stack into a single attack roll. Played during Hear Ye
Note: Modifiers such as sieges do not affect uprising
as the attacker is the people of the village itself not the A Secret Passage card can be played to remove the High
player that played the uprising. Sparrow (2.4.4), he is discarded.

Example: Three Uprising cards are played for a possible 6-9 Played during Movement
hits (3 Battle Dice +3f).
A Secret Passage card can be played to make a step along
one road even if this step is normally forbidden (due to
Heavy Rain, pass through any number of Armies in one
village denying passage or disembarking).

22
Phase 3. Income and Ransom

Played during a Battle


2.4.11 Justice (1 Card- Opportunity Card -
During an attack on a Fortification, a Secret Passage can Fortune Deck)
be used to cancel all Attacker Penalties. The attackers are
using tunnels to get inside the Fortification. Example: The Justice card can be played at any
Kirsten attacks a Stronghold with 5 SPs, which would normally time against a Noble, if the noble has
give her 1 Battle Die. The Stronghold imposes a -1 Battle Die an Outlaw marker the Noble is
Attacker Penalty, which would leave her with 0 Battle Dice. By beheaded (killed and discarded)! If
playing the Secret Passage card, she can ignore the Stronghold the noble does not have an Outlaw
Penalty and roll 1 Battle Die. marker, he becomes an Outlaw
(place a marker on the noble), if
playing with the NWE the noble
During Release captives phase may take the black instead.
A Captive escapes without paying a Ransom (3.1) other
Captives present by his side (same Village and same 2.4.12 Abduction (1 Card- Opportunity
captor) may escape too. All escaped Nobles are placed Card - Fortune Deck)
as if they had been newly played (2.4.1).
The Abduction card can be played
anytime on a noble you own. The
2.4.10 Assassination (1 Card- Opportunity noble automatically abducts (makes
Card - Fortune Deck) captive 6.2.3) one opponent noble
located on the same village than him
The Assassination card can be that does not benefit from a
played at any time against any Noble. fortification bonus.
He is immediately assassinated and Note: A noble cannot be abducted if a White- cloak
the Player who played the
of his house is present in the village.
Assassination card must choose Note: A Player can play a Secret Passage even outside
which of his own Nobles sponsored
of combat to negate the fortification bonus for
the assassination. Place an outlaw
abduction.
marker on this Noble’s card except if he is the Master of
Noble attributes:
Laws, the Hand of King or a member of the royal family
A cruel Noble takes NO prisoners, meaning that when
(King, Royal consort, Heir). Once resolved, the
an abduction card is played on a cruel noble he will kill
Assassination card is discarded onto the Fortune Discard
his victim instead. No Secret Passage effect can save the
Pile.
victim as he is never a captive.

Phase 3. Income and Release Captives


During this phase players may not play ravens or
• A Tallage gives the taxing Player an additional +2
opportunity cards.
Gold Dragons per Village in the Fief (even if not
controlled or besieged by other Players).
3.1 Income • A Warden/Small Council/Hand Tax takes all Mill
income away from the Players who Control the
Every Player collects the following incomes (this may be
Mills and gives it to the taxing Player (2.4.7). Septs
done simultaneously by experienced Players):
are not affected by this Tax.
• 2 Gold Dragons for the Royal consort Title.
• 1 Gold Dragon for each Village he Controls (5.1).
• 2 Gold Dragons for each Mill (not in a Region Note: If a titled Lord who played a Tax card dies
touched by the Famine) that is on a Village he before the Income Phase (e.g. Assassination , Uprising,
Controls.
Justice) or loses his Title (e.g. made Outlaw or Brother of
• 2 Gold Dragons for each Sept that is on a Village the Night’s Watch) and the Title remains in the house
he Controls. (inheritance), the Tax is levied normally, otherwise it is
• Each Mill and Sept produces an additional +1 Gold cancelled (immediately remove the Tax marker).
Dragon for each Bountiful Harvest (2.4.5) and/or
Note: Unlike in Fief 1429, Tax markers and grey
Good Weather card (2.4.6) currently affecting the
backed Fortune cards are not removed from the map at
Region in which it is located.
the end of this Phase. Therefore Uprisings due to Taxes
• 1 Gold Dragon for each troop unit the player
remain a possibility until the end of the round.
decides to disband (independently of the cost).

23
Phase 3. Income and Ransom

Noble attributes: Example: A Lord who is both a Warden and a Lord


A tyrant Noble extracts 2 extra Gold Dragons from the Paramount is worth 6 Gold Dragons.
Village he is occupying during the Income Phase. Other Paying a Ransom is mandatory if the Player has
Players may play an Uprising card on this Noble and his enough money to pay the full price. A captor must
Troops at any time. The Uprising does not affect the accept a full Ransom amount during the Purchase Phase
Village the tyrant Noble occupies, nor other Nobles and and free the Captive. However, a captor may accept or
Troops located in the same Village. A rich Noble receives refuse a lower Ransom amount offered by the captive, the
+1 Gold Dragon. An extravagant Noble collects 2 Gold captor may not offer a reduced ransom. If the Player
Dragons less income per Title granting Victory Points does not have enough Gold Dragons to pay the full
(VPs) he holds (i.e.King, Royal consort, Hand of the Ransom, he may use all of his Gold Dragons for other
King, Lord Commander and any Fief Titles). purchases.
Example: Loras Tyrell, the extravagant is the Lord Example: Gunter’s Lord Jaime Lannister is Grady’s Captive.
Paramount of the Reach and King. The Player receives 4 Gold His ransom value is 6 Gold Dragons. At the beginning of the
Dragon less income. Purchase Phase, Gunter has 10 Gold Dragons. He may negotiate
with Grady to pay less than 6 Gold Dragons, but if Grady
disagrees, he must pay the 6 Gold Dragons to free Jaime Lannister
3.2 Release Captives and Grady must accept.
A Captive may also be set free by his captor without
If a Player has a Noble held Captive by another Player ransom. If a Noble is set free, no matter how, he is
(6.2.3), he must pay a Ransom now. A Captive’s placed as if they had been newly played (2.4.1).
Ransom is 2 Gold Dragons, plus 2 Gold Dragons per
Title he holds (including Protector of the Realms).
Captives may only be released during this phase other 4.1.1 (NWE) Reinforcing the Wall bid
than after winning a Battle.
Only play this phase if you play with the Night’s Watch
Expansion.

Phase 4. Purchase Each Player may secretly bid Gold Dragons, and troops
from the reserve. If a Player does not have a Brother of
During this phase, players may give and receive money the Night’s Watch and at least one of his Lords is
from others up to a maximum of 5 GD in total (he unmarried and neither the King nor Heir, he can also put
may give or receive from and to as many players as he a Tax token in his hand to represent the fact that a Lord
wishes). will take the black. All Players hold out their hands and
reveal their bid simultaneously. Troops add gold to the
4.1 Bids bid equal to their price and after bid must be removed
from the board in turn order. A Tax token is worth 1
4.1.1 Small Council Bid Gold Dragon. The Lord Commander adds 2 Gold
Dragons to his bid automatically.
All Players secretly place any Note: Each Night’s Watch Recruit is worth 2 Gold
amount of Gold Dragons into their Dragons in this bid. This essentially provides each Night’s
hands and hold them out. Then Watch Lord with 2 free Gold Dragons for the Wall bid,
Players reveal their bids representing that he is recruiting and sending new people
simultaneously. If the highest bid is to the Wall during his trips in Westeros.
at least 5 Gold Dragons, the highest
bidder takes the Small Council token Add the total amount bid by all the Players to the Wall
of his choice and immediately places it on any Warden. value. If the total bid would move the marker over the
He places the “Bribed Appointment” card on the rightmost limit or is odd, the difference is given to the
board to indicate which position was taken through the Lord Commander’s House in the form of Gold Dragons.
bid. If there is a tie for highest bidder and no Protector If no Lord Commander is present, place the Gold
of the Realm is in play, nobody gets the Title. Only the Dragons on the Wall (as supplies in Castle Black’s
winning bidder pays his bid to the bank. storages). Once a Lord Commander of the Night’s Watch
is elected, he takes that gold for his House. All Players
Note: The Hand of the King can block this now pay their bids to the bank and return their bid
appointment (except for Master of Laws). Troops to their reserves. The highest bidder draws from
the top of the Fortune deck until he has drawn one grey-
Noble attributes: backed card. If there is a tie for highest bidder and no
Ambitious: After the bid, a Player pays 2 Gold Dragons Protector of the Realm is in play, no Fortune cards are
less than the bid he proposed if the new Small Council drawn. Any Disasters that had to be drawn are placed
Member is an ambitious Lord.

24
Phase 4. Purchase

on the Disaster Track to be revealed and played next It is forbidden to place new Troops onto besieged
turn (or handed over to the NKP if present). If the villages.
highest bidder has 3 cards in hand, he may discard or Example: David Controls the Village of Pyke with Lady
play Opportunity card(s) before drawing his bonus card. Asha Greyjoy, 4 Men at Arms and 3 Knights. He wants to rein-
The Opportunity card(s) played must be completely force this Army. He purchases 3 Men at Arms and 2 Knights for
resolved before the bonus card is drawn. a total cost of 9 Gold Dragons (3 x 1 + 2 x 3). He can place only
4 new Troop counters in a Village. He decides to place 2 Men at
Brother of the Night’s Watch (NWE) Arms and 2 Knights in Pyke and his last Man at Arms in another
Village with a Stronghold. The Pyke Army now consists of 6 Men
at Arms and 5 Knights.
Brother of the Night’s Watch
max. 1 Brother per House 4.2.1 Men at Arms (13 per Player) - 1 Gold
(Military Title) Dragon
• gains the shadow attribute,
• may never marry, Men at Arms cost 1 Gold Dragon each,
• allows to purchase a Night’s Watch add 1 Strength Point (SP) in Battle and
Recruits for free, take 1 hit to be killed.
• may only move his Night’s Watch Recruit,
Note: Targaryen player cannot
• an army with only Night’s Watch Brother and
purchase more than 6 Men at Arms, instead he can
Night’s Watch troops may never besiege
purchase up to 7 Unsullied. Each Unsullied cost 2 Gold
• (EE) may visit beyond the wall locations
Dragon each, add 2 Strength Point (SP) in Battle and
but no Essos locations
take 2 hit to be killed.
• may never gain a Title other than Lord
Commander or Night King slayer
• may never sponsor an Assassination, nor 4.2.2 Archers (3 per Player) - 2 Gold
take captives with the abduction card, Dragons (TE)
• may never attack other Troops but he may
always participate in battle as defender and Archers cost 2 Gold Dragons each, add 1
attack the NK armies Strength Point (SP) in Battle and take 1 hit
• Nobles of his family can attack even if he to be killed. Archers grant a special pre-
is present but the but NW and his Night’s Battle attack, which is explained in the
Watch troops do not take part in the battle, rules for the Combat Phase.
• During the Hear Ye Phase (1.2.1) a Brother
of the Night’s Watch may break his oath to 4.2.3 Knights (8 per Player) - 3 Gold
become a normal Noble again. He Dragons
immediately becomes an Outlaw if he does.
Knights cost 3 Gold Dragons each, they
add 3 Strength Points (SP) in Battle and
If a Player bids a Tax token, he immediately places a take 3 hits to be killed.
Brother of the Night’s Watch Title next to any of his
unmarried Lords who is neither King nor Heir. 4.2.4 Night’s Watch Recruit (1 per player)
When a Lord becomes a Brother of the Night’s Watch,
any Outlaw counter on this Lord is removed. If the
- Free (NWE)
Lord has any Title when he takes the black, dispose all of Night’s Watch Recruits add 2 Strength
his Titles as if he had just died. Should the Brother die Points in Battle and take 2 hits to be
or renounce his vows (1.2.1), the attached Night’s Watch killed. If a Brother of the Night’s Watch
Recruits token is removed. If a noble with the “prince” is uncaptured and have no Night’s Watch
attribute takes the black this attribute is ignored. Recruits, he can purchase a Recruit for free. The Night’s
Watch Recruit acts like any other troops but must
always stay with the Brother of the Night’s Watch unless
4.2 Troops sent to the Wall during the bid. In case a Brother dies,
the attached Night’s Watch Recruit deserts the Night’s
All newly purchased Troops are immediately placed on Watch (like the traitorous scum they are!) and is removed
Villages occupied by a Player’s Strongholds, Fortified from the board.
Cities or uncaptured Nobles. There is no limit to how
many Troops a Village can hold. However, during the 4.2.5 Champions (2 per Player) - 5 Gold
Purchase Phase, the Player can only add up to four newly Dragons (TE)
purchased Troops to each Village.
Champions cost 5 Gold Dragons each.
For each Champion a Player has in a
Battle, he may re-roll one of his own
Battle Dice per Battle Roll.

25
Phase 4. Purchase

They are considered as Knights for any other Septs collect income just as Mills (2 Gold Dragons, +1
consideration. (They add 3 SP, have 3 hit points and can Gold Dragon for Bountiful Harvest or Good Weather),
be used for Raids) but they are protected by the Gods and thus their
Note: These are a replacement for the Bombards income is not affected by Famine. Septs are also exempt
from the Fief 1429 Tactical Expansion, because from taxes (they are not affected by Tax cards). Septs
Bombards do not exist in Westeros. You can use the have a calming effect on the population and thus
Teutonic Knights tokens for these or the old edition Uprising cards may not be played on Villages with a
Fief Knight tokens if you don’t have the expansions. Sept.
The Septs themselves cannot be destroyed except by
the Protector of the Realm when converting to R’hllor.
4.2.6 Whitecloaks (2 King,1 per consort) -
Note: ’Sept’ is a naming convention and may refer to
3 Gold Dragons (TE) centers of different cults. It may be a true Sept of the
King and Royal consort may purchase Seven, a Godswood of the Old Gods, or a Temple of the
Whitecloaks. In case the King dies, they Drowned God etc. All ’Septs’ collect donations from the
revert back to a normal Knight, if people of the Villages they are placed in.
available. If the Royal consort dies or a Noble attributes: A Sept protects a Tyrant Noble
new King is crowned, the Queensguard reverts back to a from Uprising.
normal Knight, if available. A Noble may not be the
target of the Abduction card if there are Whitecloaks 4.3.4 Maester from the Citadel (5 Gold
belonging to his house on the same Village. Whitecloaks
always follow their King or Royal consort, no matter
Dragons) 5 in total
where they go and can never be left behind. If at least Any Player may spend 5GD to bring
one Whitecloak participates in a Battle, its Player adds a one Maester from the Citadel to one of
+1f Bonus hit to his Battle Dice rolls (to the total). his existing fortifications.
Example: Kirsten has 2 Whitecloak Knights and 2 Men at
Arms with her King in a Battle for a total of 9 SPs. She rolls two
Battle Dice and adds +1 f Bonus hit (for a possible 3-7 hits). A Stronghold with Maester is exchanged with a city with
Whitecloaks are considered as a Knight and add 3 Maester when the Fief Title for that fiefdom is
Strength Points in Battle and take 3 hits to be killed. purchased (4.4)
Note: The new upper floor on the building marks the
4.2.7 Unsullied rookery and the Maester’s chambers. If the fortification
Unsullied add 2 Strength Points in Battle changes hands, the Maester will serve the new Controller.
and take 2 hits to be killed, they cost 2 GD. The Maester provides the following benefits:
(EE) Note: When gained as part of the • Defense Lore : Secret Passage cards cannot be
Astapor reward Unsullied cannot be used to annul the Fortification’s Attacker Penalty.
separated and provide the Fearless trait to one noble. • Healing : If a Plague hits a Village with a Maester,
the Controller may exempt all Troops and Nobles
of any Player he wishes from its effects as long as
4.3 Buildings they remain in the Village or at the gates (stay in
quarantine).
4.3.1 Strongholds (10 Gold Dragons) 12 • Rookery : A Player that controls a Maester, may
give a card to another Player without spending a
Strongholds cost 10 Gold Dragons
diplomacy token.
each. A Stronghold counter is placed
on a Village Controlled by the Player.
There can only be one Stronghold on
any Village. Control of Strongholds 4.4 Fief Titles
can change (5.1).
A Fief ’s Title may be purchased by a Player if he
4.3.2 Mills (3 Gold Dragons) 15 in total Controls all of the Villages in the Fief and at least one of
these Villages contains a Stronghold. The cost of a
Mills cost 3 Gold Dragons each. A Mill Fief Title is determined by multiplying the number of
counter is placed on a Village Villages located in the Fief by 2 Gold Dragons (for
Controlled by the Player. A Village can convenience it is also indicated on the Fief Title card).
have up to 1 Mill.

4.3.3 Septs (5 Gold Dragons) 5 in total


Septs cost 5 Gold Dragons each. A
Sept counter is placed on a Village
Controlled by the Player. A Village can
have only one Sept.
26
Phase 5. Movement

Note: Fortified Cities cannot be purchased. They are


Example: The Reach in- only created when a Player acquires the Title to a Fief. A
cludes 3 Villages. This Fief Fief may never have more than one Fortified City. If an-
Title costs 3 x 2 = 6 Gold other Player takes Control of this Fortified City, he also
Dragons. takes the Fief Title. A Noble can have several Titles (but
If there is a King, he only up to two Fief Titles), and usually keeps them until
may choose to give an un- he dies.
claimed Fief Title to any Example: The Martell Player could have Oberyn Martell,
Noble at no cost if the requirements are met. Take the Prince of Dorne, Lord Paramount of the Reach and Warden of
Fief ’s Title card from the board and place it below one the South. If a titled Noble dies for any reason, his Fief
of the Player’s Noble cards. This Fief is now considered Title is immediately transferred to another Noble (not a
Governed. Brother of the Night’s Watch) in his House. If the
Noble attributes: transfer is not possible, the Title card is placed back on
An ambitious Noble pays 2 Gold Dragons less to the map. It can be recovered (at no cost) by this House
purchase any Fief Title. as soon as a new Noble appears if the House still
The Player chooses a Stronghold Controls the Fief ’s Fortified City.
in his new Governed Fief and flips
the counter over to its Fortified City Note: This Fief Title can be gained by another House
side. if it takes Control of the Fief ’s Fortified City!

Phase 5. Movement
Each Player moves all of his uncaptured Nobles and If a Noble wishes to pass through a Village that he
Troops, before the next Player does. Movement is per- does not control or a leave a village through road
formed along the roads from Village to Village. Moving occupied by an opponent, the Noble must get the
from one Village to an adjacent Village is considered one opponent’s permission (even if the opponent is an ally).
step. Nobles may take up to 2 steps during the If attempting to pass through place the moving Noble(s)
Movement Phase. A Noble can move to a Village and and Troops on the road leading into the Village adjacent
then return to where he started, or he can move two to it. They are “at the gates”. If said opponent gives
Villages away. When moving, a Noble must take Troops permission, the Noble may continue movement if he has
with him. Troops can be dropped off or picked up by a a Move step available. If the opponent denies the Noble
Noble as he moves, but the Noble can never move alone permission and he has a step available, the Noble may
or be left alone by a movement. This is the only way return to where he moved from taking all his troops
Troops can move. Troops can only take up to 2 steps with him or the Noble may declare a raid. If the noble
even if relayed between different Nobles. If Troops has no steps available left, he remains in the Village with
and/or Nobles do all their movement with the Mother the opposing Troops (he will then be at the gates of the
of the Dragons, they can take 3 steps in a turn. village, controlling the exit of the village through that
A Noble with his Troops may move into an road). A Player may ignore all the passage denials in a
unoccupied or occupied Village. single village if a Secret Passage card (2.4.9) is played.
After movement has been completed, opposing Troops
remaining in a Village are not required to fight. If they
do, a Battle will occur in the next Battle Phase (Phase 6).
A Noble and his Troops may not leave a besieged
Stronghold or Fortified City (6.5) in any direction,
except with the besieging Player’s permission or by
playing a Secret Passage card.
Noble attribute:
A swift Noble may perform 3 steps (like the Mother of
Dragons), if moving only with Knights, Champions
and/or Nobles that start the movement phase with him.
A storm Noble can move (and Battle) in a Region affected
by Heavy Rains (2.3.1).
Example: Grady moves his Lady Cersei Lannister and her
three Men at Arms from Riverrun to Harrenhal (Step 1). He
leaves one Man at Arms in Harrenhal and moves on to King’s
Landing with the rest of his Troops (Step 2).

27
Phase 5. Movement

5.1 Controlling a Village Raids may not pass through a Stronghold or a Fortified
City. A Raid may only be carried out by an Army
A Village is either Uncontrolled or it is Controlled by one composed exclusively of Nobles and mounted units
Player. Village Control can never be shared and only the (Champions, and Knights) and only the moving Knights
controlling player places his troops inside the village. At and Champions inside the village or in the same gate as
the beginning of a game, most Villages are Uncontrolled. the moving noble may participate in the attack. This
An empty Village becomes controlled as soon as a Army can only initiate a Raid if it has another step
Player occupies it. remaining after the Raid Battle and has not “shipped”
(1.3.1) this turn. A Raid Battle is resolved immediately,
Fortifications (and Maesters) in the village, provide their not during the Battle Phase. The defensive Player fights
benefits to the controller troops and nobles and any with all his Troops and Nobles in the Village even if
other troops and nobles the controller decides as long as some of them are on a different gate.
they are not in battle as the attackers. The moment the Note: White-cloaks and Dothraki are knights.
controller becomes or joins the offensive leader, he Example: An Army initiates a Raid on its first Move, wins
loses these benefits. the Battle, and moves on to the next Village with his second move.
The Defender against a Raid receives a +1 f hit Bonus for
each Battle Die he rolls (6.2). Before Battle commences,
Defending Archers receive one special pre-Battle attack.
Defending Archers roll one Battle Die and each
additional Archer adds +1 f Bonus hit to the Battle Die
roll in addition of the +1 f hit Bonus for defending
against a Raid.
Example: The Defender has 2 Knights, 3 Men at Arms and
2 Archers (overall 11 SP). For the Archer pre-Battle strike he rolls
one Battle Die +2 f for a possible 3-5 hits. He then rolls the usual
two Battle Dice (6.2) and adds +1 f per Die for a possible 4-8
hits.
The raiding Army may not ask for truce but may
Example: (following the previous one) Grady Controls the surrender. If the raider wins the Battle and at least one
Villages of Harrenhal and King’s Landing after his move. But he Noble and one of his units are still alive, the Army must
left Riverrun empty, so he no longer Controls it. If allied or opposing complete the Raid move. The Player may not decide to
Player Troops occupy the same Village, the first to arrive Controls stop in the Village where the Raid took place but he may
it. Players that arrive afterwards place their counters on the road leave a unit behind to control the Village before moving
leading into the Village, indicating they do not Control it. on. If a Player moves into a Village Controlled by an
During Phase 5 (Movement) the Controlling Player opponent using his last move, this is not a Raid and is
may voluntarily transfer Control of a Village to another instead resolved in the Battle Phase.
Player in the Village (at the gate). During Phase 6 he
may be forced to lose Control of a Village due to a truce
negotiation or a defeat in Battle. The presence of any
building on a Village does not change Control rules.
Control of a Stronghold, Fortified City, Mills, etc. is
linked to the Control of the Village.
Note: As a general rule, whoever causes the loss of
Village Control determines the new Controller amongst
the Players present in the Village. If more than one Player
or no Player caused it, the previous Controller makes the
choice of the new Controller.

5.2 Raids (Cavalcades)


Example: Lady Cersei Lannister (pink) and 2 Knights move
If a Player wants to move through opponent Troops from Riverrun to Harrenhal (Step 1). A Raid Battle takes place
without asking permission from the opponent of after immediately, which the pink Army wins without a loss. The blue
permission has been denied, the Player may try to fight Men at Arms counter is destroyed and removed from the map. With
his way through with a Raid. Raids allow Players to his second step, Lady Cersei Lannister leaves a Knight in Harrenhal
Battle and then keep moving. A Raid may be used to: and then moves on to King’s Landing with his remaining Knight.
If the blue defender in King’s Landing does not move out of this
• Exit from a besieged Stronghold/Fortified City or, Village, a Battle could occur during the Battle Phase.
• Exit a Village along a road occupied by an
opponent (sitting “at the gate”)or,
• Pass through a Village without fortifications
controlled by an opponent (not going back).

28
5.3 (EE) Sailing to Essos - Myr: Trade Deal
Immediately after gaining this deal and
- At the start of the move phase deal 4 new Essos each round during the income phase
locations or 3 Essos and 1 Beyond the Wall location if roll a battle die and gain as many GD.
playing with NWE. Each house gains 1 Essos agent (use
any unused MaA token).
- If you have no nobles in Essos, one of your nobles may - Pentos: Deal with Ilyrio Mopatis.
“embark to Essos” from any coastal village by spending 1 Roll an extra dice on Essos Rolls and
move step. Place the noble and 1 accompanying troop on pick the highest result.
an Essos location. While on Essos the noble is considered
as “captive” for all other purposes until back in Westeros.
- At the end of each player’s move phase, if the player has
a noble in Essos he will do a roll to know the noble fate. - Tyrosh: Deal with a free company.
- At the end of the entire movement phase remove all Pay 2GD once per purchase phase to
unclaimed locations from the board place or replenish up to 5 mercenaries
on this location card, they are counted
5.3.1 Essos Roll (D6): as part of your reserve and follow the
Golden Company variant rules (9.3).
The player rolls on the table shown below, the player may
help the noble’s endeavor by placing any amount of Essos
agents on the location before the roll is made, each token - Lys: Deal with a free company.
placed grants +1 bonus to the roll. After the roll discard Pay 2GD once per purchase phase to
the agents used (revert to normal MaA) place or replenish up to 5 mercenaries
1-3: The noble dies along with accompanying troops, on this location card, they are counted
remove them from the location card. as part of your reserve and follow the
4-5: The noble fails place him and his troops on your Golden Company variant rules (9.3).
house board.
6: The noble succeeds! Gain the Essos reward (a Deal or a
Companion) and remove the location card from the
5.3.3 Yellow Locations (-+1 Bonus)
tracker placing it besides your house board with the noble.
- Astapor: Deal with the Slave Traders
Discard this location and pay 2 GD to
If still alive (4-6 Results), the noble and his troops may
place 7 unsullied with this noble during
return to Westeros during the player’s next move phase
purchase phase. Unsullied form a single
by spending 1 step to move to any controlled coastal
stack and cannot be separated.
village.
Unsullied have 2 hit points and add 2
SP in combat and grant the “Fearless”
5.3.2 Location cards and rewards trait to the noble they travel with.
- Difficulty: The Essos roll (5.3.1) receives a +1 bonus on - Volantis: Priest of R’Lhor companion It
Yellow locations and a +2 on Green locations. may be discarded to cancel the death of
- Companion Rewards: A companion reward is a token any noble in the same village as this
placed on the noble giving him an ability, it may be companion.
inherited in the same way as a fief title. Companions
represent hired help or artifacts and may be transferred to
another noble in the same village during phases 5 and 6. - Quarth: Deal with the Warlocks
Nobles may only have 1 companion at a time. The Warlock allows you to reroll one
- Deal Rewards: The deals provide a new house ability D6 roll once per round. The new result
and are marked by the location card itself not a token, rolled must be applied to the roll.
once discarded they are removed from the game.
Mercenary deals: Some deals allow purchasing mercenary
troops, these deals use the Golden company rules for
combat (9.2.3) but ignore bid and upkeep rules. - Asshai: Shadowbinder companion.
During the battle phase, in the first round
5.3.2 Green Locations (+2 Bonus) of a combat in which this noble is present,
add 4f to the roll result.
- Braavos: Syrio Forell
Companion.
- Braavos: Deal with the Iron Bank
Once per round you may
During purchase phase, you may
upgrade any Knight into a
discard this loca-tion to purchase a
champion. The noble gains
Building or a Fief Title for free
Fearless attribute.

29
5.3.4 Red Locations (No Bonus)
- Vaes Dothrak: Deal
with the Dothraki Discard - Meereen: Deal with Daenerys.
this location and pay 2 GD to Discard this location to put Daenerys
place 4 Dothraki Knights card (2.4.2) in your hand.
with this noble during
purchase phase. Dothraki
provide the same benefits
as White cloaks. (use Saracen
tokens if available)
- Yunkai: Deal with the Slave Lords to
- Braavos: Deal with the gain cheap labor.
Many-faced God The noble Gain 5 GD during each income Phase.
on this location dies along
with his troop instead of
returning to Westeros.
Discard this loca-tion to
perform an assassination,
no outlaw token is received.

5.4 (EE+NWE) Night Watch


Rangings
- Any NWB may declare to join do a ranging this Note: You may mix the BTW locations with the Essos
follows exactly the same mechanics as sailing to locations if playing without the Night watch expansion
Essos (5.3), except that essos agent cannot be used. but wish for more variety in that case they are used
The Lord of the Night watch may also declare to exactly as Essos locations. Essos agents would represent
Join a ranging and may select the BTW location card friendly wildings instead.
(5.3)
- For the location roll any noble present besides the - The Haunted forest: Deal with the
first counts as an “Agent” for the roll (see 5.3.1) giants.
- BTW locations have some differences with Add a Giant to your reserve, may be
essos locations: The essos roll for these locations is purchased for free once per game.
made at the end of the entire move phase instead of Opponents detract 1 from their total
the player move turn, a NW brother may move to a combat roll against him, counts as a
previously occupied BTW location. If more than Champion to all effects (if he dies, he
one Brother of the night watch is in the location, may be repurchased for 5GD).
deals are gained by all houses with a noble present but
companions are randomly assigned to 1 noble. On a - Children of the forest: Deal.
result of a 1 on the essos roll only 1 randomly During play cards phase (2.2) you may
assigned noble dies. play one good Weather effect.
Beyond the wall Locations:
- Three Eyed Raven: Companion.
- Hardhome: Deal with the
You have no maximum hand size and
Wildings. Men at Arms cost
draw 1 extra fortune card in phase 2.
half to purchase and don’t
count for purchase limits
(they need to be bought in
pairs). When a MaA is
- The Frostfangs: Horn of winter
present gain a +1 to the
companion
battle roll when fighting
This noble ignores fortification bonuses
against the night King.
while attacking as long as he has the
horn.
- Fist of the first men:
Dragonglass Deal One noble
in your house gains 1 extra die
while fighting against the
Night King troops and gains
Storm.

30
Phase 6. Battle

Phase 6. Battle
In turn order, Players may declare a Battle in each If the Battle continues, the Archers fight like Men at
Village where they and other Players have Troops. A Arms and add 1 SP to their Army.
Player cannot declare Battle against the same Player in Note: The special attack and the pre-battle strike is
the same Village twice, but he can declare several Battles not a Battle roll. (So no Mother of the Dragons bonus
in the same Village if each is declared against a different nor fearless or similar bonuses apply)
Opponent. A Player is allowed to attack an ally. Opposing Example: David initiates a Battle with 3 Archers. He rolls 1
Players do not have to Battle each other and can declare Battle Die and adds +2 Bonus hits (for a possible 3-5 hits). At the
a Truce (6.3.1). Troops without a Noble (leaderless same time Kirsten, David’s opponent, has 2 Archers. She
Troops) cannot initiate a Battle themselves, but they can simultaneously rolls 1 Battle Die and adds +1 Bonus hit (for a
join any side of a battle to aid other Players. The Player possible 2-4 hits). Hits are resolved by each Player determining
whose turn it is (offensive Leader) declares a Battle which of his Troops are killed and removed from the Battle. Now
against a specific Player (defensive Leader). These two the normal Battle begins and each Archer fights like a Men at
Players are the initial Leaders and any other Army present Arms, adding 1SP to their Army.
in the Village may rally to one of these two Leaders (with
their agreement). 6.1.1 Pre-Battle attacking Fortification
Players join forces before Battle, and no others may
When pre-battle attacking any kind of Stronghold.
join a Battle after it has started. A Player must engage all
Archers never have a pre-battle strike even if a secret
of his Nobles and Troops (except eventually Brothers
passage has been played.
and troops of the Night’s Watch) or none, but not just
part of them. Players in such a Circumstantial Alliance
combine their Troops. The Leader of a Circumstantial 6.2 Battle Progression
Alliance decides the allocation of losses and the Control
of any prisoners. A Leader cannot assign damage to Each side counts up its Strength Points (SPs). A Player
allied Nobles if the Circumstantial Alliance still has receives:
Troops (so any Nobles would be the last to die as • 1 SP per Man at Arms
usual). If at the end of a battle a Leader still has troops, • 1 SP per Archer (TE)
but any allied noble is alone, that noble receives a free • 2 SP per Unsullied and Night’s Watch Recruit
Man at Arms from his reserve. (NWE)
Example: Grady and Gunter are allied through marriage and • 3 SPs per Knight
• 3 SPs per Champion (TE)
one occupies Winterfell. Kirsten moves her Troops into Winterfell • 1 SP for every Noble
to attack Gunter. She convinces Grady to join her side and he
agrees. They combine their Troops’ Strength Points (6.2) and defeat A side’s SP total determines the number of Battle Dice
Gunter, but Grady noble lost his Knights, at the end of the battle that Player may roll.
he gets a free MaA from his reserve thus avoiding being auto • 1 to 6 SPs...............
captured by his ally. • 7 to 12 SPs.............
• 13 or more SPs.......
Noble attributes: Note: The Dragons Attribute (2.4.2) automatically adds
If a coward Noble is alone (without other Nobles from
+1 . This is the only case where a Player may roll up to 4
his House), he cannot initiate a Battle.
Battle Dice. Circumstantial Allies combine their SPs to
A loyal Noble cannot attack allied Nobles (by marriage).
determine their Battle Dice total.
He may, however, defend against any ally who attacks him.
If a loyal Noble is present with another Noble he still
prevents the attack on allies. 6.2.1 Attacker Penalties
During the Battle Phase before calculating strength points
for the first time, a persuasive Noble may convert 1 Man at • -1 if any of the defenders is the Controller of a
Arms from an opponent to his own. Stronghold.
• -2 if any of the defenders is the Controller
of a Fortified City.
6.1 Pre-Battle (TE) These Penalties are canceled by Siege Engines (6.5). Siege
Engines participating in an attack cancel Attacker Penal-
Before a Battle commences, Archers receive one special
pre-Battle attack. Archers from both sides simultaneously ties by up to 2 . A Secret Passage card (2.4.9) played
fire once. One Archer rolls one Battle Die, and each by an attacker cancels all Attacker Penalties for that Battle.
additional Archer adds +1 f Bonus hit to the Battle Die Attacker Penalties do not apply when the Army occupying
roll. a Stronghold or Fortified City attacks out at their
besieging opponent

31
Phase 6. Battle

• 4 hits - The Men at Arms and Knight are killed,


Note: No Secret Passage can be used to annul a and both Nobles are taken Captive.
Fortification Attacker Penalty if it has a Maester from the Citadel • 5 hits - All Troops and one Noble (at Gunter’s
(4.3.4). choice) is killed, the other Noble is taken Captive.
Example: David occupies a Stronghold and is attacked by Grady w o • 6 hits - All Troops and both Nobles are killed.
has a 15 SP Army. Grady’s 15 SPs = 3 Battle Dice. But he is attacking
a Stronghold, which imposes a 1 Bat- tle Die Penalty. Grady attacks with 6.2.3 Captives
only 2 Battle Dice. Except with the Abduction card, Captives
Noble attributes: can only be taken during the Movement or
A cunning Noble always counts as having a 1 Battle Die Siege the Battle phases. If during the Movement
Engine counter with him. Thus he cancels one die of Attacker phase or battle, there are one or more Nobles alone
Penalty (6.4) when attacking a Fortification and after one round (without any of their own Troops) and any other
of siege, he cancels all such Penalties. Two cunning Nobles Player has at least one Troop present, he captures the
attacking together cancel all Penalties at once. lone noble(s) immediately.
Note: If several Players can capture the same Noble,
the first in turn captures him. After a Battle, the
6.2.2 Taking Losses victorious Leader decides which army captures any
remaining lone nobles When a Noble is taken Captive,
Leaders roll their Battle Dice and taken losses simultaneously. lay the Noble’s avatar on its side and place a Captive
They choose which of the Troops they lead to remove, but marker on his Noble card. Captives still count towards a
must remove as many SPs as possible up to the number of hits Player’s limit of four Nobles. The Captive is now under
taken. his captor’s Control and his captor can move the
Captive along with his Noble’s Troops. The Noble
Battle Dice have faces with either one f, two ff, or remains a Captive as long as he occupies the same space
three fff symbols on them. as his captor’s Troops. A Captive may escape using a
Each f on a face represents one hit. It takes 1 hit to Secret Passage card during the release captives phase, he
kill a Man at Arms or an Archer, 2 hits to kill an Unsullied, 3 hits can also be set free by his captor for any reason,
to kill a Knight or a Champion, and 1 hit to kill a Noble. A including the payment of a Ransom (3.2) during the
Troop with more than 1 hit point can only be killed if it receives release captives phase. He is then placed as if he were a
its full amount of hits. If there are hits remaining fewer than its new Noble being played (2.4.1). During Phase 5-6, a
full amount, such a Troop is unaffected. All hits that can be Captive can be transferred to another army present in
taken, must be taken. Players can choose a mix of Men at Arms, the same Village. If the captor is defeated in battle (killed
Archers and Knights as casualties. Nobles have 1 hit point and or captured himself) all captives the captor had are
cannot be chosen as casualties until all Troops are dead (6.2.4). transferred to the army that won the battle. A Captive
Noble attributes: cannot marry, cannot be named a candidate for any
A fearless Noble receives a bonus hit +1 f for each Battle roll. position or vote in any election. If the Royal consort is
A cruel Noble takes NO prisoners. All captured Nobles are Captive, she cannot play the Heir to the Iron Throne
killed! noble. Captive noble VPs do not count towards winning
• Example: (continuing with the previous example) Grady rolls his two condition. Captives cannot benefit from any power
Battle Dice resulting in a f and a fff, for a total of 4 hits. David’s derived from their military titles. A Captive keeps his
defending Army consists of 2 Men at Arms and 3 Knights. David has no Titles, incomes and all of his other privileges.
choice and must remove 1 Men at Arms and 1 Knight to match the 4 hits. Note: Nobles in Essos (EE) count as captive for all
But David gets to roll at the same time. His 2 Men at Arms and 3 purposes but are placed back on the board when
Knights have a total of 11 SPs = 2 Battle Dice. He rolls a fff and a ff = returning.
5 hits. Grady loses 2 Men at Arms and 1 Knight. Troops remain on both Noble attributes: A Heartbreaker Noble can choose to
sides and Grady does not want to stop his attack, so the Battle continues break a Marriage Alliance if he captures either of the
and both Players will roll again. Grady has only 10 SPs remaining (15 - 5 spouses. Instead of imprisoning lone Nobles, a cruel
losses), so rolls only 1 Battle Die (because of the Stronghold Attacker Noble kills them.
Penalty). David has 7 SPs left (11 - 4 losses) and rolls 2 Battle Dice.
6.3 Ending a Battle
A further example: Gunter is attacked and he has the following de- fending A Battle can last several rounds. Before any Battle round,
Troops and Nobles: Lord Jaime Lannister, Lady Cersei Lannister, 1
the offensive Leader may, cease the attack (6.3.1) request a
Man at Arms and 1 Knight. If his opponent rolls:
truce (6.3.2), surrender (6.3.3), or decide to continue the
• 2 hits - the first hit kills the Men at Arms. The second hit is ignored,
Battle. Then if the offensive leader decided that the battle
since it takes 3 hits to kill a Knight, and Nobles are not affected until all continues the defensive leader may also Surrender (6.3.3)
Troops with them are killed. instead of fight.
• 3 hits - the Knight is killed and the Man at Arms and
Nobles are not affected. (If there were 1 Knight and 3 Men
at Arms, the Player would choose which Troops to remove.)

32
Phase 6. Battle

6.3.1 Cease the attack the Stronghold and adds a 1 Battle Die Siege Engine counter.
Example: Kirsten attacked Pyke, but after one Battle Roll felt
The offensive leader may cease the attack. If he does so that her chances of winning were not good. She decides to call off the
and the defending Army is led by a Noble (other than a attack and begins a siege by placing a 1 Battle Die Siege Engine
Brother of the Night Watch) the defender may decide to counter with her Troops.
continue the battle, but by doing so he becomes the Note: Any village may be sieged, even without fortification.
offensive Leader (and would leave the eventual safety of
his Stronghold or Fortified City). 6.4.1 Siege Effects
• A besieged Village is still under the Control of the
6.3.2 Declare a truce besieged Player.
• Incomes are not collected from a besieged Village
If both leaders reach an agreement a truce is jointly
or any buildings in it.
declared, such agreement must cover who keeps control
• The besieger counts as being present on all gates.
of the village and of each eventual prisoner that would be
Thus, the controller of a besieged Fortification
made once the battle ended.
cannot move Troops and Nobles out of the
Village during the Movement Phase, unless using a
6.3.3 Surrender Secret Passage (2.4.9) or making a Raid (5.2).
• Any Player can normally move Troops to a
If a Leader surrenders, all remaining Troops on his side Village where a siege is happening. The
are disbanded and all remaining Nobles on his side are Controller’s Troops and Nobles move directly
taken Captive. into the besieged Stronghold or Fortified City
without having to fight the Besiegers.
6.3.4 End of a Battle • The Controller of a besieged Fortification may not
add newly purchased Troops to his besieged Army.
A Battle ends, at the end of any round, However, he may add new Nobles.
• Any Player except the Controller may add newly
• If at least one side has lost all troops
• If a Leader decides to surrender purchased Troops in this Village if they have a
• If only Nobles remain on both sides, noble as per the normal rules.
• If no side takes any losses for 3 rounds in a row, • If one of his Nobles is present, a besieged Player
• If a Truce is declared or attack ceases may initiate a Battle, but in doing so his Troops
lose the protection of the Stronghold or Fortified
If the attack ceases all Nobles and Troops remain in the City and its Attacker Penalties. A normal Battle
Village and the village controller keeps the control. (Phase 6) takes place.
In the case of a truce all Nobles and Troops remain in
the Village and the agreed players take control of A Siege may be ended at any time by the Besieger, in
the village and eventual prisoners. which case all Siege Engines in this Village are removed
If only nobles remain on both sides, the controller of from the map and the besieger is only blocking the road
the Village keeps control and other nobles are captured he came from (back “at the gate”) in case the controller
6.4 Sieges and Siege Engines tries to move away.

After resolving all Battles, a Player 6.4.2 Siege Engine Effects in Battle
that still has Troops in a Village
controlled by another player may When attacking a Fortification 1 Battle Die Siege Engine
initiate a Siege (even under Heavy cancels 1 die Attacker Penalty, so Players attacking a
Rain). He declares a Siege and adds Stronghold have no Attacker Penalty and lose only 1
a 1 Battle Die Siege Engine counter Battle Die when attacking a Fortified City (6.2.1). A 2
to his besieging Troops. If during the next round this Battle Dice Siege Engine cancels 2 Attacker Penalties, so
Player decides to continue the Siege after all battles are Players have no Attacker Penalties when at- tacking a
resolved, he will flip the 1 Battle Die Siege Engine Stronghold or Fortified City. Siege Engines do not add
counter to its 2 Battle Dice Siege Engine side. If allies to a side’s SP total (6.2), they only cancel Attacker
each have Troops and are besieging a Stronghold or Penalties. Siege Engines do not take hits. They only
Fortified City together, they may each place a 1 Battle Die represent a Player’s ability to lower the Attacker Penalty.
Siege Engine counter, to cancel up to 2 Dice of Attacker When a Player moves all of his Troops out of the Village
Penalties (so Alliances apply during Sieges). or if all of his Troops are destroyed, his Siege Engine
Example: Kirsten counter is removed from the map.
moved her Lord and a Example: (continuing with the previous example) Kirsten be-
Knight to Pyke, but feels that sieged Pyke last round and decides to attack this round with her Lord
her Troops are not strong and Knight. She will not lose a Battle Die, because her 1 Battle Die
enough to attack, because of Siege Engine cancels the Stronghold’s 1 Attacker Penalty. If instead
the Stronghold Attacker Kirsten decided to besiege Pyke another round, she would flip her 1
Penalty. She decides not to Battle Die Siege Engine counter to its 2 Battle Dice Siege Engine
attack, but instead to besiege counter side. In future attacks against Pyke, her 2 Battle Dice Siege
Engine will cancel the Stronghold’s one Attacker Penalty.
33
Phase 7. Attack on the wall

Phase 7. Attack on the Wall (NWE)


Only play this phase if you use the Night’s Watch Expansion. 2.3 Resolving Disaster Cards
Instead of rolling the NKP decides where each
(NWE) The Wall: On the northmost edge of the board there is disaster strikes not including any copy due to autumn
a special section. This section represents the balance of forces or winter, which are rolled after all the disasters are
between the wildings and the Night’s Watch that guards. placed. After placing disasters the NKP may discard a
Note that the track is spaced at increments of 2 from disaster card to play a White Walker noble. NPK
0 to 28. There is a marker for the track, indicating the current nobles and troops are considered to have Storm, and
balance. Cruel Attributes and are immune to fortune cards and
Roll a d6 at the start of this Phase (In Autumn roll 1 extra disasters.
die, in Winter roll 2 Extra dice and add the results.
Once the roll is made move the marker that many spaces to 3 Income/Purchases
the left. If the roll would move the marker beyond the lower The NKP receives no income, can’t purchase anything.
limit of the track, the wildings breach the Wall.
Note: Optionally you may use the Night King Variant (9.3)
without the NWE, in that case If Winter comes, trigger the
5 Movement
night king automatically. (EE): Don’t draw beyond the Wall locations anymore.
NKP is always first to move. Even before Martell.
At the start of his move phase the NKP will receive:
(Phase 2 or 7) Night King Arrival - In autumn: 15 Wights
If the wall fell, The night King is here. Roll a D6, the Lord - In winter: 25 Wights
Commander of the Night Watch dies on a roll of 1-3. These Tokens will be distributed as he sees fit among the
Deciding who becomes the Night King: The player that nobles he controls (no limit per village).
has the least amount of VP and less villages controlled Face down tokens are exactly like a MaA but are immune
becomes the NK, if still more than one player meet both to the plague and to the persuasive attribute.
conditions one may volunteer, if more than one or nobody White walker nobles may not embark to Essos.
volunteers then the player controlling Winterfell or the closest Wights cannot be raided, they always deny passage.
village to it, becomes the night king.
The Night King player (NKP) house loses the game and
his House disappears. He discards his player board and 6 Battle
nobles (all his nobles die) and draws the four variant noble NK is first to battle. NKP nobles always siege if they
cards showing White Walkers I-IV, then flips over all the have not attacked. If a NKP army led by the Night King
troop tokens he had in the board (flipped down tokens loses a battle every noble participating in the battle gains
represent undead wights). He also discards any cards he had in the “Night King Slayer” title, which provides an extra
hand and gold dragons and takes any disaster cards currently in free vote for the noble for any title he candidates for,
the disaster track into his hand. also the noble may always candidate for a title if he has
Villages that are controlled by the NKP, discard all Mills, Septs available space for it.
and Maester upgrades. If the designated player controls less At any point during the game even during a battle, the
than 3 villages and there are uncontrolled villages he will place NKP may voluntarily reveal the Night King (flipping the
groups of 4 wights in uncontrolled villages on the board until noble card). Also if at any point the NKP only controls 1
he controls 3 villages in total, if no uncontrolled villages are noble the Night King is automatically revealed.
available, he will select villages from his starting fief to take The Night King has the Dragon attribute (+1 step +1
over instead placing the 4 tokens (any army present will move battle Die) in addition to the other attributes, also he has
to be “at the gates”, buildings will be destroyed). a special power: Once per round (at any moment) the
The NKP starts with 2 nobles; he plays any 2 white NKP may discard a disaster card to immediately raise
walkers (nobles) on two villages he controls. from the dead as wights all the enemy troops the NKP
has killed so far during the round, in the same villages
where the troops died.
2 Card Draw phase NKP nobles die instead of being captured. NKP armies
The NKP does not draw fortune or court event cards, never surrender but may ask for truce. The NKP may
instead he will get any disaster cards that are drawn during not join any other player in battle nor may any other
the phase, he will then select which cards to place in the player join his side in battle.
disaster track keeping the remaining ones in his hand. Note: Night Watch nobles may attack the NK armies
and gain the fearless attribute against them.

34
Phase 8. End Round

Phase 8. End Round In a game with at least five Players, the Players
may form Marriage Alliances and win the game
When a round ends, all Fortune cards remaining on together. A Player may only have one ally at any given
the map are discarded to the Fortune Discard Pile. time. A Player may not have a Solo Victory if he is in
Players retrieve their Tax markers. Victory conditions are an Alliance with another Player.
now checked. A Player has: Note: An Alliance Victory is only allowed in
games with at least five Players. However, Players can
• 1 for having the Lord Commander of the still marry in games with four Players, but this will
Watch Title (1.2), (NWE) not form an Alliance.
• 1 for having the Hand of the King Title (1.3).
• 1 for having the King Title (1.5),
8.4 Ties
• 1 for each Fief Title he Controls (4.2), If several Players meet the victory conditions, a
winner is determined by who has the following in order:
Players can win alone or as part of an Alliance. Update the A Solo Victory beats an Alliance Victory, the Title of
VP tracker on the board with the new totals per Player. King, then Hand of the King, then Protector of the
For Marriage Alliances stack the two Player counters and Realm, then Controlling the most Fiefs, then Wardens,
move them to the sum of both Players’ points. If there is then Villages.
no game winner, pass the First Player card to the left and a
new round begins. For ease of counting, each Title
that provides a VP is marked with a red seal . Example: At the end of a round, none of the Players
are allied. Grady has 3 Fiefs, David has 1 Fief, Gunter has 1
Night King End-Game: Fief, and Kirsten has 2 Fiefs and the Title of King. Kirsten wins
Before checking player VPs, if the NK is alive the because she has the King Title.
game ends if he controls 2 strongholds/fortifications, or Example: Grady and David are allied. Grady has 3 Fiefs,
a given number of villages: David has 1 Fief and the King. Gunter, who is not allied, has 3
Fiefs. Grady is in an Alliance, so he cannot win solo, even
though he has 3 VPs by himself. Grady and David’s Alliance
- If playing 5 players 7 Villages
has 5VPs, so they fulfill the victory condition for an Alliance
- If playing 6 Players 6 Villages
Victory. Gunter has 3 VPs and meets the Solo Victory
conditions. A Solo Victory beats an Alliance Victory, so
Gunter wins the game, even though he has fewer VPs than the
8.1 Solo Victory Alliance.

A Player wins the game if he has 3 at the end


of a round.
Note: if there is a NKP (9.3), his winning condition
differs.
Example: A Player could win by Controlling 3 Fiefs at the
end of a round, or 2 Fiefs AND the Title of King or the
Hand of the King or Lord Commander, or 1 Fief and two Titles
among King, Hand of the King and Lord Commander or the three
Titles King, Hand of the King and Lord Commander!

8.2 Alliance Victory


An Alliance of two Players (through marriage) wins if
they have 4 at the end of a round. (5 VPs if
you use the Night’s Watch Expansion (NWE) of if you
are using the Night King’s variant without it.

8.3 White Raven


If the white raven is placed on the victory tracker due to
showing up again in winter, the VP needed to declare a
win is reduced by 1 (2 VPs for solo victory and 3 or 4
VPs for alliance victory).
35
9. Variants

9. Variants
9.1 Swearing in front Gods 9.3.4 Using the Golden Company (6.2)
A Player may place any number of his mercenaries
Players promises of payment made in public may be when determining his Battle strength during any battle roll
“Sworn”, those payments must be honored in the in any Battle that includes one of his Nobles. If he does not
order they were made. Deal makers can release place all of his Mercenaries in one Battle, he may place his
themselves of a deal (or part of it) by mutual consent remaining Mercenaries into other Battles when they
of all parties involved. Deals done inside Raven take place. Mercenaries may not be placed during an
discussions cannot be sworn. Uprising, A Mercenary may only take part in the Battle
Breaking a promise: If for whatever motive a player they were placed in. Note: If more than one Mercenary is
does not fulfill a debt he has not been released from, placed at the same time into a Battle that is located in a
all his current nobles become “Gods Cursed” (1.1.2) Region experiencing the Plague (2.3.3), half of these
9.2 Claimant to the Throne Mercenaries (rounded down) are lost and returned to the
Reserve Pool.
Mercenaries fight and take hits like Men at Arms.
Swap one New Lord in court card with
Killed Mercenaries are place back into the Reserve Pool,
the Claimant to the throne card.
available to be bid on during the next Purchase Phase. At
The claimant is a new lord in your court
the end of the Round, all Mercenaries that survived the
that has the “Prince of Westeros”
Battles are placed back on their employer’s Family Board.
attribute and is then a Heir to the iron
(EE) Note: Mercenaries killed with this expansion can be re-
throne. When played take the heir noble
bought by the location card owner but only 1 per turn.
card from the board or if any of the
nobles listed is in your house deck (yet to be played)
Example: Grady has all five Mercenaries on his House Mat. Grady
play him instead and place the “Heir” token on him.
attacks Gunter with an Army consisting of 1 Lord, 2 Knights and
5 Men at Arms for a total of 12 SPs. Grady decides to add one of
9.3 The Golden Company his Mercenaries to the Battle to increase his SPs to 13, gaining him
9.3.1 Golden Company Upkeep (4.0) three Battle Dice. Grady and Gunter both roll their Battle Dice
At the beginning of each Purchase Phase, a Player and Gunter scores 2 hits on Grady. Grady decides to remove his one
must pay the Bank 1 GD per Mercenary he has on his Mercenary and one Men at Arms. During the next Battle Roll, Grady
Family Board and wishes to keep. Any Mercenaries he only has 11 SPs remaining, so decides to add another two of his
does not pay for are returned to the Reserve Pool. Mercenaries to the Battle to again increase his SPs to 13. Grady wins
the Battle. He then has another Battle in another Village and
Example: Two of Grady’s Mercenaries were killed last round’s commits his remaining two Mercenaries to it.
Battle Phase and were returned to the Reserve Pool. His three
surviving Mercenaries were placed back on his Family
Board. At the beginning of this round’s Purchase Phase,
9.4 Night King
Grady pays only one GD to keep one of the Mercenaries, losing
the other two Mercenaries which are placed back into the You may play using the Night King mechanism without using
Reserve Pool. There are now four Mercenaries in the Reserve the NWE, just trigger the NK whenever the winter comes.
Pool available to be bid on at the beginning of the next Purchase
Phase. 9.5 Simplified game

9.3.3 Bidding for their services (4.1) If you wish to play an initiation game with simplified rules,
make the following modifications:
Mercenaries available at the end of the Bidding Phase 1- Ignore the special powers of each title of the Small Council
(4.1) are bid on by all Players. Each Player secretly (only the powers common to all councilors are used).
places GD into his hand and holds it out. Players 2-Ignore the powers of the houses and avoid choosing the
reveal their bids simultaneously. The high bidder takes following houses:
all Mercenaries in the Reserve Pool and places them - Targaryen
on his Family Board (not on the map). If more than - Greyjoy
one Player bid the same highest amount, nobody gets - Arryn
the Mercenaries and they remain in the Reserve Pool. 3- Ignore all the attributes of the nobles.
Only the winning bidder pays his bid. 4- Ignore champions and archer units.
5- Do not use any expansion (neither EGN nor Essos) nor
any other variant here.

36
9.6 Targaryen 7th Player
With this variant you can play this mod at 7 player
count.
Preparation:
This variant is compatible with the NWE but not with
the Essos expansion.
Do not use the normal Targaryen player board, instead
use the board marked with 7
"players" which is located in the back of the diplomacy
board.
Also use the Essos board that has a map with villages
on it that is on the back of the Esssos expansion board.
This map extension adds 6 new villages from the
continent of Essos. Place this Essos map board on the
right side of the map.
Note: Mereen, Astapor, Braavos and Pentos are coastal
villages accessible to Greyjoy and to the Master of
Ships

Place the following components as shown in the image:


3 Mercenaries in Braavos
2 Mercenaries in Pentos
3 Unsullied and a Fortified City in Mereen
2 Unsullied and a Fortification in both Yunkai and
Astapor.
Daenerys Targaryen with 2 Dothraki in Vaes Dothrak
In this variant Targaryen uses the components of the
the crusade expansion (or whatever other proxy you
want to use), use the Saracen knights (4) and the
Knights Templar (4) to form the Knights reserve and
take 13 Saracen men-at-arms to form the men-at-arms
reserve.
Note: The Saracen Knights represent Dohraki, and the
Templars are knights of Westeros exiled in Essos with
the Targaryen or as mercenaries in their service, and the
Saracen MaA represent normal troops from
Essos is considered as region number 6 for the purposes of
the slaver cities.
disasters and fortune cards, as it is not a region of Westeros it
does not have a Warden. In this region there is a fiefdom
Fortune Deck : If you have the "Caltrops" cards, mix
(Slavers Bay) whose title is obtained by conquering Mereen, the
them into the deck, the Winter is coming" card (White
other three villages of Essos do not belong to any fief.
Raven) is placed at the bottom of the deck (instead of
The nobles (of any house) that are in Essos are considered
on top of the last five cards as in a game of 6 with 6 or
captives as in the Essos expansion, only the house holding the
less players).
Slaver's Bay fief title may play taxes or tallage in Essos.
the villages of Slaver's bay Fief are considered "Unstable", if
Essos rules:
these villages are controlled by any player, you can always play
The villages of Essos must be conquered by force they
an uprising in these villages.
cannot be simply occupied as in Westeros.
They are however connected to the west
Mercenaries under Targaryen control use the rules of "Use of
by three normal sea roads as shown on the map. Thus
the Golden Company 9.3.3" but not the bid nor maintenance
Astapor is considered to be adjacent to Sunspear rules. If these troops die in combat they can be re-purchased as
Pentos to Dragonstone and Braavos to White Harbor. any other unit costing 1 GD per unit (remember these are not
At the end of a combat in Essos the unsullied and the placed in any Village).
Mercenaries who do not belong to Targaryen and have
died are placed under the control of the Targaryen
noble in that village or the nearest one.

Example: Daenerys attacks Mereen with 4 Knights rolling 2 dice, Kills


the 3 unsullied and loses a knight. When the combat ends Daenerys has
3 knights and 3 unsullied in Mereen.
9. Nobles

10. Nobles
10.1 Noble Attributes Loyal: A loyal Noble cannot attack allied Nobles (by marriage).
Ambitious: This Noble pays 2GD less to purchase any He may, however, defend against any ally who attacks him. If
Fief or Small Council Title a loyal Noble is present with another Noble, he still prevents
Blessed: This Noble is not affected by the Plague (but the attack on allies.
his Troops are still affected). Also this noble cannot be Mother of Dragons: This noble has dragons, which grant 1
burned for R’hllor. more step during movement and 1 extra die in battle (see 2.4.2).
Cannot marry: This Noble cannot be part of a marriage. Ordinary: The noble has no special abilities
Coward: If this Noble is alone (without other Nobles Persuasive: During the Battle Phase, a persuasive Noble may
from his House), he cannot initiate a Battle. convert one enemy Man at Arms to his own side right before
Cruel: This Noble takes NO prisoners. All captured initial strength is calculated.
Nobles are killed! Prince of Westeros: If the King dies, this Noble
Cunning: A cunning Noble counts as always having a 1 becomes King and Protector of the Realm instantly. This
Battle Die Siege Engine counter with him. Thus he Noble cannot become a Brother of the Night’s Watch
always cancels one die of Attacker Penalty (6.4) when and cannot be outlawed.
immediately attacking a Fortification and after one round If there is more than one Prince belonging to different
of siege, he cancels all such Penalties. Two cunning houses, there will be an election in the next King Election
Nobles attacking together do not stack. Phase (1.5) only the two Heir nobles will be able to candidate.
Cursed: For each Disaster card, roll a Battle Die in If there is no king in play the heir may candidate even if he
addition to the 1d6 to determine which Region is affected has no fief title.
by the Disaster. On a Battle Die ’ff ’ (two hits) result, the Rich: A rich Noble receives +1 Gold Dragon in every Income
1d6 roll is ignored and the Disaster affects the Region Phase.
where the cursed Noble is located. If the cursed Noble is Shadow: Once per round a shadow Noble may execute a
on the Wall or Essos, disregard his cursed attribute. If Secret Passage card effect to help him without having or
more than one cursed Noble is in play in different playing the card. However, he may be accompanied by only
Regions, they all roll a Battle Die. The Disaster affects one other unit (and any number of nobles) If in battle and
the Region where the cursed Noble with the highest roll allied with other troops he is considered to have more than
is located. If these Battle Die rolls are tied, ignore the one troop with him. If used in battle, mercenaries cannot be
cursed attribute. deployed with him afterwards as he would not be alone.
Extravagant: An extravagant Noble collects 2 Gold Storm: A storm Noble can move (and Battle) in a Region
Dragons less income per Title granting Victory Points affected by Heavy Rains (2.3.1).
(VPs) the Noble holds (i.e., the Hand of the King, the Swift: A swift Noble may take 3 Move steps (like the Mother
King, Lord Commander and any Fief Titles). of Dragons), if moving only with Knights, Champions and
Fearless: A fearless Noble receives a +1f bonus hit for other Nobles (mounted units). If a Knight, a Champion or a
each Battle roll. Noble takes all its movement together with the swift Noble, it
Hard to marry: In order to marry, the Noble’s House can take 3 moves.
needs to pay 2 Gold Dragon to the bank. Tyrant: A tyrant Noble receives +2 Gold Dragons in every
Heart Breaker: This Noble can choose to permanently income phase. Other Players may play an Uprising card on
break a Marriage Alliance if he has captive either of the this Noble and his Troops at any time. The Uprising does not
spouses. This Noble may also instantly marry a captive affect the Mills, Fortification, other Nobles and Troops located
(without consent) if it is of the opposite sex and if both in the same Village.
noble houses are unallied. Unlucky: The Mill and Sept incomes in a Region occupied by
an unlucky Noble cannot be boosted with a Bountiful
Harvest or Good Weather card, but Disasters may still be
canceled.

37
10. Nobles

10.2 List of Nobles


ARRYN LANNISTER TARGARYEN
Petyr Baelish cunning, persuasive Tywin Lannister, tyrant Young Griff, Shadow
Robin Arryn, coward Joffrey Baratheon, cruel Ser Jorah Mormont, loyal
Yohn Royce, loyal Jaime Lannister, fearless Jon Connington, storm
Gerold Grafton, rich Sandor Clegane, hard to marry Barristan Selmy, Fearless
Lyn Corbray, swift Tyrion Lannister, persuasive, Grey Worm, cannot marry
hard to marry
– – –
Lysa Arryn, extravagant Cersei Lannister, ambitious Alyssa Connington, ordinary
Anya Waynwood, tyrant Jeyne Westerling, heart breaker Missandei, extravagant
Ysilla Royce, ordinary Myrcella Baratheon, unlucky *Daenerys Targaryen, blessed,
Mother of Dragons
BARATHEON MARTELL TULLY
Stannis Baratheon, loyal, ambitious Doran Martell, coward Edmure Tully, storm
Renly Baratheon, ordinary Oberyn Martell, swift Brynden Tully, shadow
Ser Davos Seaworth, shadow Edric Dayne, cunning Walder Frey, coward
Salladhor Saan, rich Gerold Dayne, cruel Ryman Frey, cursed
Beric Dondarrion, blessed Quentyn Martell, ordinary Jason Mallister, cunning
– – –
Melissandre, blessed Arianne Martell, heart breaker (Fat) Walda Frey, Loyal

Brienne of Tarth, fearless Obara Sand, loyal Shella Whent, unlucky


Shireen Baratheon, hard to marry Ellaria Sand, tyrant Eleanor Mooton, Ordinary

GREYJOY STARK TYRELL


Balon Greyjoy, cruel Ned Stark fearless, cannot marry Mace Tyrell, Rich
Theon Greyjoy, unlucky Jon Snow, fearless Loras Tyrell, extravagant
Euron Greyjoy, persuasive Rob Stark, ambitious Arys Oakheart, swift
Victarion Greyjoy, storm Rickard Karstark, cursed Randyll Tarly, storm
Aeron Greyjoy, extravagant Roose Bolton, cruel Samwell Tarly, coward
– – –
Asha Greyjoy, shadow Catelyn Stark, storm, cannot marry Olenna Tyrell, cannot marry,
cunning

Gysella Goodbrother, cursed Sansa Stark, heart breaker Margaery Tyrell, persuasive
Gwynesse Harlaw, hard to marry Arya Stark, shadow Malora Hightower, tyrant

38
11. FAQ

11. FAQ
Q: When a Warden becomes King what happens to his
11.1 Frequently Asked Questions Warden and Small Council Titles?
A: The Titles are discarded as King includes a Military and a High
Q: If a Player does not have any Troops or Nobles on title, so both tokens are replaced.
the map, is he eliminated from the game? Q: Can a Lord have more than one Member of the Small
A: No, he can keep playing by drawing cards, playing Council Title?
them, negotiating, etc. He cannot purchase Troops or A: No, a Lord cannot have more than one High Title (Member of
Buildings, because he cannot place them. If he plays a the Small Council is a High Title).
new Noble, he may place him in any Village along with 1 Q: Does the Royal consort get 1 VP, especially if she is
MaA. Once he has a new Noble under his control in the Royal consort and Protector of the Realm?
game, he continues to play normally. If playing with the A: No.
NK variant he may choose to become the Night King at Q: Can the Royal Wedding be annulled by the Master of
that point and will rejoin play when the Night king is Laws?
triggered becoming the designated player. A: Yes, it may be at the request of the King or the Royal consort.
Q: Are a Player’s Gold Dragons (money) visible
to others or secret?
Phase 2. Cards
A: It is visible except when there is a bid, unless all Players
agree at the beginning of a game that their Gold Dragons Q: Can I play an Opportunity card during the Discard Sub-
can remain hidden from others. phase?
A: Yes, the Player may play it instead of discarding it.
Phase 1. Hear Ye, Hear Ye
Q: Can I play an Opportunity card during the Draw Sub-phase?
Q: Can I attack my ally, possibly taking his Fief A: No.
Fortified City and Title? Can I attempt to assassinate
my ally’s Noble ? Phase 4. Purchase
A: Yes, the Player can attack and assassinate his ally. The
Player can also take Control of their Fortified City and Q: What happens if I want to buy something, but there are no
Title. But the Alliance victory condition stays in place until counters left in the stockpile?
the marriage ends! A: The Player cannot purchase an item if there are no counters left.
Q: Can we marry in a four Player game ? This applies to all purchasable things such as Men at Arms, Mills,
A: Yes, it is allowed, but a Player can only win the game Septs etc. Note: Septs often run out quickly in the game!
solo in a four Player game. A Marriage does not create an
Alliance with four Players. So the only reason to marry Q: The King can give my Noble a Fief Title, but demands
would be for the ability to become Royal consort. that I give him 2 Gold Dragons and the Village of Winterfell.
Q: Can a Player decide not to vote in an Can he do this?
election? A: Yes, he can, if the Player agrees to it (the Control would be
A: Yes, a Player may abstain completely from voting or transferred during phase 5 or 6 though and you are allowed to go
only play his ’Decoy’ vote marker. back on your word). If the Player does not want to negotiate, he
Q: How are the ’Decoy’ votes counted for the vote can always pay the full price for the Fief Title to the bank. The
total ? Player with the King must also eventually have Troops at Winterfell
A: Only ’For’ votes are counted to determine the simple for Control to be ceded.
majority of a vote. Abstentions and ’Decoy’ votes are
ignored. Phase 5. Movement
Q: When a Warden becomes a Member of the
Small Council or the Hand of the King, what Q: If several Players have Troops in a Village through which I
happens to his Warden Title? want to pass, from whom do I have to ask permission to pass?
A: Wardens keep their Titles in both cases, a Master of A: One Player Controls the Village, while other Player Troops may
... Title must be dropped when the Lord is elected Hand be “at the gates” occupying the roads leading to the Village if they
of the King. The Hand retains all of the privileges of a moved there during the ongoing Movement Phase. A Player needs
Member of the Small Council though, as he is still part to get permission from the Player Controlling the Village and from
of it. any other Player that is occupying the road by which he wants to
leave the Village. If any Player refuses, he can only bypass his denial
if he plays a Secret Passage or performs a Raid.

39
11. FAQ

Q: Can a Player perform a Raid and if he wins, decide Templar →Brother of the Night’s Watch
to stay in that Village instead of moving on? A: No. The Templar Knight →Night’s Watch Recruit
Player must continue moving to the next Village, but the Player Grand Master of the Templar →Lord Commander of the
could move back again, if he has a Move remaining and/or Night’s Watch
could drop one Knight to retain Control of the Village where he Commandery →Sept
raided (if he continues the move with at least one Knight) and Maester from the Citadel →Templar Knights
pick up other knights he may have had in the village beforehand Fortification (Variant)
if they had steps to move left). The Royal Edict →Destroying the False Idols
Q: Can you perform a Raid after your final Move step? d’Arc →Mother of Dragons
A: No. This final move Battle will happen in the Battle Phase if Excommunication →Declare outlaw.
the opponent has not moved away. Denier →Gold Dragons
Q: Can a Player initiate a Raid from a besieged Royal Guard →The Whitecloaks
Stronghold or Fortified City? Bombards →Champions (also count as a knight)
A: Yes. The besieged raiding Army must immediately fight Cavalcade →Raid
against the besieging force. If the raiding Army wins, it MUST Ambush →Abduction
move to an adjacent Village as per the normal Raid rules.
However, it may come back right away if it still has a move Setup and General Mechanics:
remaining. French rules are used as a foundation. The Court Event
deck no longer contains House Nobles but play a male or
Phase 5 & 6. Movement and Battles play a female cards, Nobles are part of each House
Character deck (3 females and 5 males per deck) and
Q: What happens to a Noble who is alone in a Village facing Players will draw a male or a female as needed. Each
opposing Troops? House has 2 defined starting Nobles, which will be the
A: During the Movement Phase and after a combat during the first 2 draws of each house. Each Noble has an assigned
Battle Phase, Nobles with no Troops of their own facing attribute and each House has an assigned advisor (now
opposing Troops is immediately be taken Captive (6.2.3). House power) as per the Political Expansion (some
houses have instead a vanilla relic related power) Church
9. Night King Variant and Fortune cards: equivalent Titles (Wardens, Hand and Small Council
Q: May I play a SP to go thru a village controlled by the Members) no longer have marriage restrictions nor
NKP or to attack a fortification held by the NKP? restrictions to be nominated for King (the new King
A: Yes, even though his nobles and troops are immune, the SP would drop these Titles though) Heir to the Throne is no
effect affects your noble, abduction would not work though as it longer a Title but a special character not in the House
targets both your noble and the NKP’s Character decks Titles have 3 categories (Fief, Military and
High Title) and each noble is limited to 2 Fief, 1 High and
Definitions: 1 Military title, If a Noble would receive too many Titles
Controlled (5.1) - A Village occupied by a Player’s Troops and/or he must immediately get rid of this extra Title.
Nobles is Controlled by that Player.
Court Event deck: - The brown backed draw deck (called Lords On setup 2 copies of each disaster card are removed from
Deck in vanilla) the deck (will be added during the game).
House - A Player’s House consists of up to four Nobles.
Players start in a fixed village instead of choosing any
Royal Family - The group of Nobles comprised of the King,
village in a fief (fief is determined by the chosen house to
Royal consort and Heir.
play).
Troops (4.1) - Men at Arms, Archers, Champions, Unsullied and
Knights.
Hear Ye
Simple majority (1.1) - received more votes than any of the
other candidates. King can declare to embrace the faith of R’hllor thus
Army: The sum of all troops pillaging all Septs and burn one untitled Noble and get
cursed, Hand may join in to share benefits and curse. The
king also breaks any tie in elections and bids and lifts
outlaw status.
11.2 Summary of Main changes vs the
Wardens may marry and be King Candidates The Hand
“vanilla” FIEF does not have the divorce ability nor does he lift outlaw
status, (Master of Laws does) The Hand can force a Noble
This summary is meant for quick access to the main rule changes
to take the black (or make him an Outlaw instead) Council
for Players that are experience in Fief 1429:
Titles (cardinals in vanilla) now have a power attached to
Some terms have been renamed, their rules may also differ each of them (master of laws referenced above is one of
from the vanilla ones: them), also the purchasable Small Council Title is now a
Lord Deck →Court Event Deck bid not a direct purchase.
Bishop →Warden Ladies can be King Candidate.
Cardinal →Master of the ship/law/whisperer/coin Pope
→Hand of the King Calming revolts as a cardinal costs 2 instead of 3.
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11. FAQ

Discard, Draw and Play cards


Disasters: Autumn and Winter disasters will strike extra Battle & Movement Phases
regions but at game start there are less disasters in the
deck. Movement rules: Nobles cannot move alone, they need to have
Unlucky attribute: Impedes mill boosts to be played, but Troops with them a.k.a. Liverpool rule (you will never walk alone)
allows Disasters to be canceled A Noble is only needed to initiate an attack, any Army even without
a Noble may join a fight When a third party Army joins the attacker
Justice card can be used either to outlaw a noble or kill an or the defender in a battle, the third party surrenders all decisions
outlaw.
Only the controller of a village is in the village, the other present
Blessed prevents also to be burned when declaring for armies are “at the gates” and can’t pass thru without permission.
R’lhorr
Empty villages are not controlled (even if fief has been purchased).
Abduction card (Ambush in vanilla): Rules change, now is All Nobles (Lords and Ladies) add an SP to Army strength
played on your Noble, he takes any other Noble in his Coward: Only prevents to attack alone, no auto-surrender rules.
Village Captive, can be used anytime not only in battle.
Changed Village control rules, only village controller may occupy a
Nobles may be played in any village you control (not only village, others remain "at the gates", empty villages are not
on the fortifications). controlled even if in a governed fief.
Added the ESSOS expansion, nobles may now move to Essos to
New lord cards in the brown deck: High Sparrow, a lord
gain new powers.
that cannot be titled and does not have avatar but can
cause revolts, Claimant to the throne, produces a heir. Cavalcade (now Raid)has been reworded and simplified.

Tax simplification; hierarchy removed and instead, the first Truce sequence and rules have been simplified
tax token to be played gets priority. Captives: Captive noble VPs do not count towards winning
condition. Captives cannot benefit from any power derived from
Uprising simplification, may be played by the player their military titles.
causing the excuse, no longer destroys buildings
Variants
Income and Purchase Phase
Created some specific variants:
Captives can only be released during Income phase (same
Swear in front of the gods: Public deals are binding
time as ransom releases), ransoms are paid during income
phase. Mercenaries variant (Golden company)
Changes to buildings: Night King Variant (one player may become the night king which
changes his rules and end game condition)
Maesters 5 GD, similar to Teutonic Fortification upgrade
(no Secret Passage, Plague immunity, send cards to other
Players without spending diplomacy).
Sept 5GD: Similar to Templar commandery.
Only 1 mill can be purchased on each village
New Unit  Champion 5GD: A Knight with the added
power of the Bombards from the Tactical expansion.
New Unit  Whitecloaks (Royal Guard), now
purchasable Knights with the added royal guard abilities.
Tyrant/Rich Attribute: No need to be in a principal
Village now in order to gain the 1 extra coin.
Max transfer limit of coin is 5 GD per round and only in
purchase phase.

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