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A Game of Thrones - Ice and Fire Edition - Rules

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InF Premium Rules (revised).qxd 7/29/2004 4:45 PM Page 1 InF Premium Rules (revised).qxd 7/29/2004 4:45 PM Page 2 Introduction Based on George R. R. Martin’s A Song of Ice and Fire fantasy series, A Game of Thrones is a collectible card game of conquest, battle, intrigue and betrayal. Each player represents one of the five Great Houses vying for control of the Iron Throne and power over the people of the Seven Kingdoms. Power is gained by winning challenges against your opponent’s House
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  InF Premium Rules (revised).qxd 7/29/2004 4:45 PM Page 1  Standing Kneeling Claiming Power When you are instructed to “claim X power for your House,” take X tokensfrom the power pool (see “GameSetup”) and put them on your Housecard.When card effects allow a character  to claim X power, take X tokens fromthe power pool and place them on thecharacter. The Cards There are five different types of cardsin the AGame of Thrones CCG. Eachcard has a unique title, piece of art,and collector statistics. In thisPremium Starter the cards are labeledG1-50 and T1-50, but cards availablein other starters and booster sets havefour levels of rarity: fixed (meaningyou will always find this card in theappropriate starter deck), common(C), uncommon (U), and rare (R).Each card’s rarity and collector num- ber is printed next to the artist credits. Plot Cards These cards are kept in a separatedeck and represent your short-termstrategies. At the beginning of eachround you choose a plot card fromyour plot deck to use for the round. Characters Characters participate in challengesagainst other Houses, either attackingor defending. They are rated bystrength (STR), and once playedremain in play. Locations These cards provide you with either  23  Introduction Based on George R. R.Martin’s ASong of Ice and Fire fantasy series, AGame of Thrones is a collectible cardgame of conquest, battle, intrigue and betrayal. Each player represents oneof the five Great Houses vying for control of theIron Throne and power over the people of the SevenKingdoms.Power is gained by winning chal-lenges against your opponent’s House.There are three types of challenges: military , intrigue , and power .The first player to gain 15 power wins the game. House House House House HouseStark Lannister Baratheon Greyjoy Targaryen Contents This Premium Starter deck includes100 cards; 2 50-card decks, each belonging to a rival House. Cardsnumbered G1-G50 belong to HouseGreyjoy; cards numbered T1-T50 belong to House Targaryen. House Cards Two of the cards in this starter deck are your House Cards, which haveyour House name, House shield, and asynopsis of the round sequence print-ed on them. Cards affiliated with your House have the same shield and bor-der color as your House Card. (Cardswith no shields and a tan-colored bor-der are neutral cards ).  Important Concepts Unlike traditional card games whereall players share a deck, each AGameof Thrones player customizes his or her own deck of cards from any cardsin his or her collection.The cards you have just purchased arenot all of the cards available in thisgame; there are over 900 differentcards for you to collect and trade. Youmay purchase more cards or tradewith your friends to add to your col-lection, giving you more options for  building your own deck. The Golden Rule If the rules text of a card contradictsthe rules of the game, the rules on thecard take precedence. Kneeling and Standing When you put cards into play, they are placed face up on the playing surfacein front of you, in what is called thestanding position. When a card has been “used”for something (primarilywhen participating in a challenge), itis rotated 90 degrees clockwise toshow this. This is known as thekneeling position. Only cards that arestanding may be used for actions thatrequire kneeling; you cannot, for example, challenge with an alreadykneeling character. InF Premium Rules (revised).qxd 7/29/2004 4:45 PM Page 2  of a character during challenges. 9. Challenge Icons - indicate thetype(s)of challenge(s) in which thischaracter may be declared as anattacker or defender. They are:@ Military challenges (axe)# Intrigue challenges (eye)$ Power challenges (crown) 10. Traits - special designators thatare not affected by the rules of thegame but may be affected by other cards in play. Examples:  Lord, Lady, Knight, Maester, House Tully . 11. Rules Text - the special abilitiesunique to this particular card. 12. FlavorText - excerpts from theSong of Ice and Fire book series, toadd thematic context to the card.  Income Bonuses Some cards have a large gold coinmarked with a value of +X in their rules text. These cards provide addi-tional income, even when kneeling, tothat which is provided by your plotcard.  Initiative Bonuses Some cards have large copper dia-monds with a +X value in their rulestext. These cards raise the initiativevalue on your revealed plot, evenwhen kneeling.Your “total initiative” is, at all times,the sum of your revealed plot card’sinitiative value and all initiative bonuses provided by cards you con-trol. For Your First Game Sort your cards into two decks: oneGreyjoy deck (cards G1-G50) and oneTargaryen deck (cards T1-T50). Each player must choose one of these decks(or bring his or her own deck) to usewhen playing. Next, remove the 7 plot cards and your House card from your deck, and setthem aside. Game Setup Before you begin each game, followthese quick steps in order: 1. Separate your House deck and plot deck. Characters, locations, attachments andevents go into your House deck. Your  plot deck must consist of exactly 7different plot cards. 2. Declare your House. Put your House card or Alliance cardin front of you. More than one player may play the same House or Alliance. 3. Shuffle your House deck. As you would with a deck of playingcards, shuffle the cards in your Housedeck until they are sufficiently ran-domized. 4. Draw your setup hand. Draw 7 cards from your House deck. 5. Place setup cards. Place up to 5 gold worth of charactersand/or location cards from your setuphand  face down in front of you.You may only place one Limited cardduring this step and may not placeadditional gold income, or a benefit toyour House as indicated by their rulestext. Once played, locations remain in play.  Attachments Attachments are played underneathother cards (either yours or an oppo-nent’s) already in play and modifythem with their rules text. (Mostattachments are played on characters, but some are played on other types of cards.) Attachments are discardedfrom play if the card they are attachedto leaves play for any reason. Events Event cards are played from your hand for their text effect, then put intoyour discard pile after their effectshave resolved. Even though manyevents’text refers to a specific House,events are always neutral. Card Anatomy 1. Title - the name of this card. Acardwith a banner ( * ) next to its title isunique. 2. House Shield - which House thiscard belongs to. The color of the bor-der also indicates this. Neutral cardshave no shield. 3. Income - how much gold this plotcard provides. 4. Gold Cost - the amount of goldyou must spend from your income to play this card. 5. Initiative - determines whether or not you choose which player acts firstthis round. 6. Claim Value - how much damageyou do when you win a challenge asthe attacker. 7. Card Type - either plot, character,location, attachment or event. 8. Strength (STR) - the effectiveness 45 InF Premium Rules (revised).qxd 7/29/2004 4:45 PM Page 4  sidered characters while they are notin play. If one of your unique cards is about to be killed or discarded from play, youmay discard an attached duplicate tosave it from being discarded or killed. Multiple Character Versions Different versions of the sameunique character are considered thesame character. The character hasonly the abilities of the character showing; duplicates are only attach-ments that can save the character and are played under the character.You cannot switch a character with aduplicate. Round Sequence The game takes place over severalrounds, each divided into 6 phases.Most phases are played simultaneous-ly by all players, with the exception of marshalling and challenges phases.During these two phases players actseparately, in an order determined bythe player who wins initiative.The six phases are, in order:1. Plot2. Draw3. Marshalling4. Challenges5. Dominance6. StandingFor example, a round in a 2-player game would begin with both playerssimultaneously revealing their plotcards, then drawing 2 cards each. If  player 1 wins initiative and chooses toact first, the round proceeds as fol-lows:player 1 takes his marshalling phase actions, followed by player 2.Then player 1 initiates up to 3 chal-lenges, followed by player 2. Then, both players simultaneously play thedominance phase, followed by thestand phase. Phase 1: Plot Each player simultaneously choosesone card from his or her plot deck,and places it on top of the plot card played in the previous round. (Whenyou reveal your last plot card, returnall of your other used plot cards toyour plot deck). The player with thehighest total initiative at this time(that being the sum of his plot card’sinitiative and any initiative bonuses oncards he or she controls) wins initia-tive. In case of a tie, the tied player with the least amount of claimed power in total (between his or her House and his or her characters) winsinitiative. If both players are still tied,then the winner of initiative must bedetermined randomly.The player who wins initiative choos-es who will act first during all subse-quent phases in the round. That player  becomes the first player. Phase 2:Draw Draw 2 cards from your House deck,and add them to your hand. If youhave no cards remaining in your House deck, you may not draw. Phase 3: Marshalling First determine your income for theturn by adding the income on your duplicates of unique cards. Cardsaffiliated with Houses other than theone you are playing cost 2 additionalgold.After all players have placed their setup cards in front of them, the cardsare all simultaneously revealed. 6. Draw opening hand. Draw cards until you have 7 cards inyour hand once again. 7. Create power pool. Set aside at least 15 tokens per player in the game. These represent power that can be claimed by characters and players’House cards during the game.If you run out of tokens in the power  pool during the game, simply addmore.  Note: Cards are not considered “played” during setup, but are con- sidered “put into play” whenrevealed. Thus, any card effect that triggers after being played from your hand will not trigger when revealed during this phase. Recommended Play Setup 1. Revealed Plot card2. Characters in play3. Power pool4. Claimed power 5. Your House card6. Dead pile7. Plot deck 8. Locations in play9. House deck 10. Discard pile Unique Cards Some cards have a banner icon ( * )next to their title. Such cards are Unique . Each player may have onecopy of the same unique card in play.If you have a unique character in your dead pile, you cannot play or bringinto play any copies of that character during marshalling or by card effects. Duplicates If you have a copy of a unique card inyour hand with the same name as oneyou control already in play, you mayattach the duplicate to your uniquecard in play, for no gold cost, duringyour turn in the marshalling phase.Duplicates, once they have been played, are considered attachmentswith no text, titles, or Traits. They arean exception to the “NoAttachments” keyword and may be played on unique cards with the “NoAttachments”keyword. Any effectthat discards attachments can dis-card duplicates. Duplicates mayonly be played on unique cards thatyou control. Duplicates are still con- 67 InF Premium Rules (revised).qxd 7/29/2004 4:45 PM Page 6

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Dec 3, 2017
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