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A Song of Ice and Fief English Rulebook Second Edition v46
A Song of Ice and Fief English Rulebook Second Edition v46
Contents
GameOverview 5
GameContents 7
Setup 7
Gameplay 11
A RoundOverview ........................................................................................................................................................... 11
B Titles ............................................................................................................................................................................... 11
C ElectionsandVoting .............................................................................................................................................................. 12
D Diplomacy ..................................................................................................................................................................... 12
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 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.
6
Setup
Boards
• 9 Player house boards
• 4 Helping sheets
• 1 Main board
• 1 Essos Board
7
Setup
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
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
9
Setup
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:
11
Gameplay
12
Phase 1. ‘Hear Ye, Hear Ye’
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’
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.
16
Phase 1. ‘Hear Ye, Hear Ye’
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.
20
Phase 2. Cards
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
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
23
Phase 3. Income and Ransom
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.
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.
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.
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
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
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.
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
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
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.
40
11. FAQ
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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