GAME OF THRONES THE CARD GAME 2ND EDITION

 

  • gh, he completes by taking from the reserve)
  • challenge intrigue: the attacker randomly draws as many cards from the defender’s hand and places them in the opponent’s discard pile.
  • in addition, and regardless of the type of challenge, if the defender’s strength was 0, the challenge is considered unopposed, and in this case the attacker takes an extra Power token from the reserve and places it on his House card
  1. whoever wins the challenge, his participating characters with the keyword Renown each take a Power token (on themselves)
  2. whoever wins the challenge, that player discards one card from the loser’s deck for each of his participating characters with the keyword Pillage
  3. whoever wins the challenge, that player draws one card for each of his participating characters with the keyword Insight
  4. if the attacker won the challenge with one or more characters having the Intimidate keyword, he may choose any character controlled by the defender, whose Strength is lower or equal to the difference in Strength by which he won, and kneel that character

The active player can declare one and only one challenge of each type, hence three challenges total, before passing the hand to the next player clockwise.

Other rules for challenges:

  • if the defender wins the challenge, he does not apply his plot’s claim
  • a character who has been kneeled (e.g. to participate in a previous challenge) cannot be kneeled again to participate as an attacker or defender in a challenge
  • the characters with the keyword Vigilant (Baratheon house) stand up when they have won a challenge in attack
  • characters with the keyword Vindictive (Martell house) stand up when they have lost a challenge in defence
The Lannister player won initiative and chose to play first. He plays as follows:
he declares an Intrigue challenge with Tyrion Lannister, thus earning two gold thanks to Tyrion’s text, and wins unopposed as the Targaryen has no Intrigue characters
he then plays Painted Dogs from his hand thanks to their Ambush (4) keyword and declares a Military challenge; the Targaryen player defends with his Jhogo and wins, thus avoiding Jhogo’s death
the Lannister player then brings back the Painted Dogs in his hand thanks to their text, standing Tyrion Lannister in the process
thanks to Casterly Rock, he declares another challenge with Tyrion Lannister, thus earning two more gold, and wins again unopposed
finally, he is again able to play the Painted Dogs from hand as he has 4 Gold again
in total, the Lannister has earned two Power tokens, discarded two cards from his opponent’s hand and forced his opponent to kneel his only character
However, the Targaryen player has put a card into shadows, which is an attachment allowing to stand the attached character! Targaryen will have his revenge…

5. Dominance phase

During this phase, each player adds up his gold left over with the strength of his standing characters. The player with the highest score wins the dominance and places one Power token from the reserve on his House card.

6. Standing phase

Players simultaneously stand all their kneeled cards.

7. Taxation phase

Players who still have gold place it back in the bank. Then all players check whether or not they have more cards in hand than their plot card’s reserve value. If they have more, they must discard cards from their hand to match their plot’s reserve value.

OTHER POINTS OF RULES

Influence tokens

Influence tokens are used by certain cards for specific uses. Each time such a card creates tokens, its specifies what kind of tokens they are (i.e. poison tokens, treason tokens…) and how they are used.

Unique and duplicate cards

Unique cards represent a famous place, attachment or person, and have a flag icon next to their title. When a unique card is in play, no player may play a card with the same name. The only exception is the player controlling the card, who may play a card with the same name as a duplicate. This duplicate card becomes attached to the card already in play, and may be discarded to save the card already in play from an effect that would have killed it, discarded it from play, or returned it to the owner’s hand. 

There are several variants of cards with the same name. Only the values and texts of the card already in play count, all other cards with the same name played later lose all their characteristics when they become a duplicate of the card already in play.

Cards into shadows

Cards that may go into shadows have both the Shadow icon around their gold cost and the Shadow (X) keyword in their text box. Such cards must either be played normally by paying their gold cost or be placed into shadows by paying 2 Gold. A card played into shadows is placed face down in front of its owner. In terms of play, a card played into shadows has strictly no other characteristics apart from being into shadows.

At any moment a player may bring a card out of the shadows as a player action by paying in Gold the “X” cost next to the Shadow keyword. That cost comes in addition to the 2 Gold already paid to put the card into shadows.

Other keywords

  • Immune: some cards are immune to certain effects, and therefore cannot undergo them or be targeted by them.
  • Limited: it is forbidden to play more than one card with the keyword Limited per turn.
  • No attachments: some cards cannot receive attachments (sometimes with exceptions), except for duplicates which are not actual attachments.
  • Ambush (X): a card with this keyword may be put in play during the challenges phase as if it were a player action, in exchange of paying X Gold.
  • Bestow (X): a card with this keyword comes into play with X Gold tokens on itself; those Gold tokens are not part of the player’s Gold pool.
  • Terminal: an attachment card with this keyword does not return in its owner’s hand when the card it is attached to leaves play, but goes in its owner’s discard instead

END OF GAME

At any time during the game, if a player totals 15 or more Power points on his playing cards and House card, he wins the game immediately.

Note: when a player’s draw pile is empty, that player is automatically eliminated.

Enjoy! 😊

VARIATIONS

Rules for 3 to 6 players

The above rules are the rules of the game in jousting mode, one on one. The Melee mode, with 3 to 6 players, uses the same rules with the following additions.

Note: playing with more than 4 players will require an additional core set of the game and/or additional expansions.

Installation

Place the 6 Title cards on the table near the Gold and Power reserves.

Plot Phase

After choosing and revealing the plots, and determining the first player, the latter shuufles the titles cards face down. He then removes, still face down, a number of cards that depends on the number of players:

  • 3 players: 2 cards removed
  • 4-5 players: 1 card removed
  • 6 players: no card removed

The first player then looks at the remaining cards and chooses a title. Then each player does the same clockwise.

Titles cards specify whether they support or are Rivals to other titles.

Supports

It is forbidden to initiate a challenge against a player bearing a title that you support.

Rivals

When you win a challenge against a player with a title you are Rival with, you win an extra Power, to be placed from the reserve on your House card. However, you can only receive this bonus once per round and per opponent.

Other effects of titles

In addition to support and rivalry, each title grants a special additional bonus.

The Crown Regent title gives +2 in strength during the Dominance phase. In addition, this title makes it possible, once per turn, to force an attacking player, after he has designated the defending player, to change targets. If there is no other player possible (for example because the attacker supports the other player), the defender is still the originally designated player.

The Hand of the King title  gives +1 in strength in all Power challenges where you have at least one character participating. In addition, this title allows its bearer to initiate one more Power challenge during the Challenges phase, but not against the same player.

The Master of Laws title allows you to draw 먹튀사이트 additional card during the Draw phase and increases your reserve by 1.

The Master of Ships title gives +1 in strength in all Military Challenges where you have at least one character participating. In addition, you increase by 1 the claim value of your revealed plot card during Military challenges when you attack a Rival.

The Master of Whispers title gives +1 in strength in all Intrigue challenges where you have at least one character participating. In addition, when you win an Intrigue challenge you may decide to apply your claim to any number of opponents instead of only the defender player, each of them thus losing the number of cards determined by your claim.

The Master of Coins title allows you to receive an additional 2 Gold when you count your income in the Marshalling phase.

EXTENSIONS

There are many cycles of expansion adding new cards for the various Houses and new rules to the core set.

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