A Game of Thrones: The Card Game – Lords of Winter
A Game of Thrones: The Card Game – Lords of Winter Rulebook
Table of Contents
Table of Contents
Plots
Plot cards are listed in card-number order.
Marched to the Wall
Plot · House Neutral
Income 3 · Initiative 3 · Claim 1
When revealed, each player chooses and discards 1 of his or her characters from play (cannot be saved).
Fortified Position
Plot · House Neutral
Income 4 · Initiative 0 · Claim 1
Treat all characters in play as though their printed text boxes were blank (except for Traits). Limit 1 per plot deck.
Calm Before the Storm
Plot · House Neutral
Income 4 · Initiative 2 · Claim 1
Characters and locations are immune to events this round.
Take Them by Surprise
Plot · House Neutral
Income 5 · Initiative 11 · Claim 1
If you lose initiative, discard your hand.
Storm of Swords
Plot · House Neutral
Income 2 · Initiative 6 · Claim 1
You may initiate an additional military challenge during the challenge phase.
Family, Duty, Honor
Plot · House Neutral
Income 4 · Initiative 3 · Claim 1
When revealed, search the top 5 cards of your deck for any number of House Tully cards, reveal them, and add them to your hand. Then, shuffle the other searched cards back into your deck.
Respect of the Old Gods
Plot · House Stark
Income 2 · Initiative 2 · Claim 2
House Stark only.
Lower the cost of the first Stark character you play during the marshalling phase by 2.
Agendas
Treaty with the North
Agenda · House Neutral
Treaty.
Ignore the out of House gold penalty on all Stark cards.
Each opponent without a Treaty agenda needs 5 fewer power (to a minimum of 10) to win the game.
The Siege of Winterfell
Agenda · House Stark
House Stark only.
You cannot claim power for your House except during a military challenge.
Response: After you win a military challenge, claim 2 power for your House.
Characters
Character cards are listed in card-number order.
Jojen Reed
Character · House Stark · Unique · Cost 1
Strength 1
Lord. House Reed.
Marshalling: Kneel Jojen Reed and kneel 1 influence to name a card. Then, discard the top 3 cards of a player's deck. For each copy of the named card discarded, Jojen Reed claims 1 power.
Eddard Stark
Character · House Stark · Unique · Cost 4
Strength 3
Lord.
Renown.
While Eddard Stark is defending, lower the attacking player's claim to 0.
Catelyn Stark
Character · House Stark · Unique · Cost 3
Strength 3
Lady. House Tully.
House Stark only.
Challenges: Put Catelyn Stark into play from your hand, knelt as a defender during an intrigue or power challenge initiated against you. At the end of the phase, if Catelyn Stark is still in play, return her to your hand.
Robb Stark
Character · House Stark · Unique · Cost 4
Strength 3
Lord. King.
Renown.
Any Phase: Name a Trait. Until the end of the phase, each character you control that has that Trait gets +1 STR (+2 STR instead if it is Winter). Limit once per round.
Summer
Character · House Stark · Unique · Cost 3
Strength 3
Creature. Direwolf.
No Attachments. Deadly.
If you control Bran Stark, he gains: "cannot be chosen as the target of an opponent's event card." If Bran Stark is in play, lower the cost to play Summer by 2.
Bran Stark
Character · House Stark · Unique · Cost 2
Strength 2
Lord.
House Stark only. No attachments except Direwolf.
After you lose an intrigue challenge, kill Bran Stark (cannot be saved).
Response: After you win an intrigue challenge as the defender, Bran Stark claims 5 power.
Deepwood Mercenary
Character · House Stark · Cost 3
Strength 3
House Glover. Mercenary.
Response: After Deepwood Mercenary is declared as an attacker or defender, choose and discard 1 attachment from any other participating character.
House Tully Septon
Character · House Stark · Cost 2
Strength 3
Septon. House Tully.
House Tully Septon cannot attack, and does not kneel to defend.
Riverrun Messenger
Character · House Stark · Cost 2
Strength 2
House Tully.
Wolf Pack
Character · House Stark · Cost 2
Strength 3
Creature. Direwolf.
No attachments.
Host of the Bear
Character · House Stark · Cost 3
Strength 5
Army. House Mormont.
No attachments except Weapon.
Discard Host of the Bear from play at any time your total initiative is 2 or lower.
King Robb's Companions
Character · House Stark · Cost 5
Strength 4
Army.
Renown. No attachments.
During the marshalling phase, you may pay any amount of King Robb's Companions' cost by kneeling that amount of influence.
Knight of the Red Fork
Character · House Stark · Cost 1
Strength 3
Knight. House Tully.
After you play Knight of the Red Fork from your hand, kneel all non-House Tully cards you control.
Knight of the Red Fork does not stand during the standing phase if you lost dominance this round.
Guard at Riverrun
Character · House Stark · Cost 2
Strength 2
House Tully.
Guard at Riverrun gets +1 STR while defending.
At the end of the challenge phase, if no opponent has won a military challenge against you this round, draw a card.
Edmure's Host
Character · House Stark · Cost 6
Strength 6
House Tully. Army.
No attachments. Immune to events.
Lower the cost to play Edmure's Host by 1 for each House Tully character you control.
Ser Edmure Tully
Character · House Stark · Unique · Cost 3
Strength 3
Lord. Knight. House Tully.
Response: After a House Tully character you control is declared as a defender, remove all attacking characters with STR 1 or lower from the challenge.
Hoster Tully
Character · House Stark · Unique · Cost 1
Strength 0
Lord. House Tully.
House Tully characters get +1 STR.
The Blackfish
Character · House Stark · Unique · Cost 4
Strength 3
Lord. Knight. House Tully.
House Stark only. Renown.
While The Blackfish has 3 or more power, your House Tully characters do not kneel to attack.
Response: After you win a military challenge as the attacker, draw 1 card.
Qhorin Halfhand
Character · Neutral · Unique · Cost 3
Strength 2
Night's Watch.
Renown. No attachments.
Response: After you win a military challenge by 4 or more total STR, choose and kill 1 non-unique character with printed STR 3 or less controlled by the losing opponent.
Mance's Men
Character · Neutral · Cost 4
Strength 6
Wildling. Army.
Deadly. No attachments.
Rorge
Character · Neutral · Unique · Cost 3
Strength 3
Ally. Mercenary.
Stealth.
Raise the Claim value on the attacking player's revealed plot card by 1 during the first challenge declared each round.
Attachments
Crown of Winter
Attachment · House Stark · Unique · Cost 2
Item. Crown.
Stark unique character only.
Attached character gets +2 STR and is immune to opponent's events and character abilities. If the Black Raven card is not in play, it is Winter.
Grey Wind
Attachment · House Stark · Unique · Cost 1
Creature. Direwolf.
Stark character only.
Any phase: Kneel Grey Wind to choose and kill 1 character with STR 1 or lower. (STR 2 or lower if attached character is Robb Stark.)
Shaggydog
Attachment · House Stark · Unique · Cost 1
Creature. Direwolf.
Stark character only.
After you win a challenge in which attached character participated, stand Shaggydog.
Challenges: Kneel a Direwolf card to choose 1 attacking character. Until the end of the phase, that character gets -2 STR.
Frozen Solid
Attachment · House Stark · Cost 1
Condition.
House Stark only.
Attach to a non-limited location or attachment.
Treat attached card as though its printed text box were blank.
Bowl of Brown
Attachment · Neutral · Cost 0
Item.
Attached character cannot trigger its abilities and cannot kneel to pay for effects.
Locations
Winterfell
Location · House Stark · Unique · Cost 4
Westeros.
No attachments.
Response: After you win a challenge as the defender, claim 1 power for your House. (2 power instead if it was a military challenge.)
Riverrun
Location · House Stark · Unique · Cost 2
Westeros. House Tully.
No attachments.
At the end of the challenge phase, if you have not lost a challenge this round, each House Tully character you control claims 1 power.
Mole Town Brothel
Location · House Stark · Cost 2
The North.
Discard Mole Town Brothel from play any time there are more Wildling characters than Night's Watch characters in play.
Any Phase: Kneel 1 influence to choose and stand 1 defending character.
Frozen Outpost
Location · House Stark · Cost 2
Winterfell. Stronghold.
Challenges: Kneel Frozen Outpost to choose and stand 1 defending character. Until the end of the challenge, that character gets +2 STR (+4 STR instead if it is a War character).
Wolfswood
Location · House Stark · Unique · Cost 1
Winterfell.
Direwolf characters you control gain stealth.
Lord Eddard's Chambers
Location · House Stark · Unique · Cost 1 · Income 1 · Influence 1
Winterfell.
You may choose to play Lord Eddard's Chambers as an attachment to your House card.
+1 Income
+1 Influence
Godswood
Location · House Stark · Cost 2
Winterfell.
Limited.
Marshalling: Kneel Godswood to lower the cost of the next Stark character you play this phase by 2.
Great Keep
Location · House Stark · Cost 0 · Income 1
Winterfell. Stronghold.
Limited.
+1 Income
Northern Fiefdoms
Location · House Stark · Cost 1 · Influence 1
Winterfell.
Limited.
Marshalling: Kneel Northern Fiefdoms to lower the cost of the next Stark card you play this phase by 1.
+1 Influence
Narrow Sea
Location · House Stark, Baratheon · Cost 0 · Influence 1
Westeros.
Marshalling: Discard Narrow Sea from play to reduce the cost of the next Stark or Baratheon character you play this phase by 2.
+1 Influence
Training Grounds
Location · Neutral · Cost 3
Westeros.
Your Army characters do not kneel to attack during military challenges.
Street of Steel
Location · Neutral · Cost 0
King's Landing.
Limit 1 per deck.
Marshalling: Kneel Street of Steel to lower the cost of the next character with a military icon you play this phase by 1.
Events
Routing the Charge
Event · House Stark
House Stark only.
Response: After you win a challenge as the defender, choose and kill 1 attacking character (cannot be saved).
They Shall Not Cross
Event · House Stark
House Stark only.
Response: Save a location from being discarded. Then, attach They Shall Not Cross to a Stark character (counts as a Boon attachment with the text "Attached character gets +2 STR.")
Wolf Dreams
Event · Neutral
Marshalling: Search your deck for 1 Direwolf card, reveal it, and add it to your hand. Then, shuffle your deck.
Fear Cuts Deeper than Swords
Event · Neutral
Response: Cancel the effects of an event card just played if one of your Stark characters is chosen as the only target.
Endless Endurance
Event · House Stark
Challenges: Choose 1 of your participating Stark characters to get +2 STR until the end of the challenge.
Response: After you win a military challenge by 4 or more total STR, return Endless Endurance from your discard pile to your hand.
At Night They Howl
Event · Neutral
Any Phase: Stand all Creature cards in play.
Nightmares
Event · Neutral
Any Phase: Choose 1 character or 1 location. Until the end of the phase, treat the printed text box of that character or location as though it were blank.
Die by the Sword
Event · Neutral
Response: After you win a military challenge in which you have at least 1 participating War character, choose and kill 1 character controlled by the losing opponent.
Limit 1 per challenge.
Official FAQ Entries
Entries from the official FAQ for the base game, reproduced only where they cite a Lords of Winter card (FAQ page 28). Card names are as the FAQ prints them.
Fortified Position and Northern Steel
Q: If Northern Steel (The Battle of Blackwater Bay F102) gets attached to a "No attachments" Stark character with Fortified Position (Lords of Winter F50) revealed, what happens next turn?
A: Northern Steel remains attached. Cannot is an absolute, and "Northern Steel cannot be discarded from play while attached to a House Stark character." trumps the Stark characters "No attachments." keyword.
Frozen Solid and Pyromancer's Cache
Q: What happens if I play Frozen Solid (Lords of Winter 4) on my opponent's Pyromancer's Cache (The War of the Five Kings 13)?
A: Since the text "Attach to a location you control" on Pyromancer's Cache is now blank, Pyromancer's Cache is now illegally attached to a location and is therefore discarded (see FAQ section 3.20).