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A Game of Thrones: The Card Game (Second Edition) – In Daznak's Pit thumbnail

A Game of Thrones: The Card Game (Second Edition) – In Daznak's Pit

Expansion for A Game of Thrones: The Card Game (Second Edition)

A Game of Thrones: The Card Game (Second Edition) – In Daznak's Pit Rulebook

Table of Contents

Table of Contents

  • Attachments
    • Glamor
    • A Pinch of Powder
  • Characters
    • Bear Island Scout
    • Brightwater Host
    • Three-Finger Hobb
    • Storm's End Maester
    • Painted Dogs
    • Iron Victory's Crew
    • Drogon
    • Maester Myles
    • Old Bill Bone
  • Events
    • The Might of the Reach
    • Walk of Atonement
    • In Daznak's Pit
    • He Calls It Thinking
  • Locations
    • Skagos
    • Hardhome
    • Refurbished Hulk
    • The Inn at the Crossroads
  • Plots
    • Double-Dealing

Attachments

Glamor

Attachment · House Baratheon · Cost 3

Item. R'hllor.

Character you control only. Shadow (2). Terminal.

Attached character gets +2 STR.

Action: Kill attached character to choose another character in your dead pile that was killed this phase. Return the chosen character to play.

A Pinch of Powder

Attachment · Neutral

Item. Weapon.

Shadow (1).

Reaction: After you win an intrigue or power challenge by 5 or more STR as the attacking player, return attached character to its owner's hand.

Characters

Bear Island Scout

Character · House Stark · Cost 2 · STR 1 · Icons: military, power

House Mormont.

Reaction: After you marshal Bear Island Scout, if each character you control has the House Stark affiliation, search your deck for a House Mormont card, reveal it, and add it to your hand. Shuffle your deck.

Brightwater Host

Character · House Tyrell · Cost 6 · STR 5 · Icons: military, power

Army. House Florent.

No attachments.

Reaction: After you win a challenge in which Brightwater Host is attacking, choose 1 card in shadows and return it to its owner's hand. Then, a unique House Tyrell character you control gains 2 power.

Three-Finger Hobb

Character · The Night's Watch · Cost 2 · STR 1 · Icons: intrigue · Unique

Steward.

No attachments except Weapon.

Reaction: After you check reserve, if your hand size is lower than your reserve value, draw 2 cards.

Storm's End Maester

Character · House Baratheon · Cost 2 · STR 1 · Icons: power

Maester.

Challenges Action: Kneel Storm's End Maester to choose an opponent. If you have more power on your faction card than that player, draw 1 card.

Painted Dogs

Character · House Lannister · Cost 4 · STR 3 · Icons: military, intrigue

Clansman.

Ambush (4).

Challenges Action: Return Painted Dogs to your hand to choose and stand a Clansman character or Tyrion Lannister.

Iron Victory's Crew

Character · House Greyjoy · Cost 5 · STR 4 · Icons: military, power

Ironborn. Raider.

No attachments.

Reaction: After Iron Victory's Crew enters play, search your deck for a Warship location, reveal it, and add it to your hand (put it into play instead if it is Iron Victory). Shuffle your deck.

Drogon

Character · House Targaryen · Cost 6 · STR 6 · Icons: military · Unique

Dragon.

Ambush (6). No attachments.

Reaction: After you win a challenge in which Drogon is attacking, choose a character controlled by the losing opponent. Until the end of the phase, that character gets -4 STR and is killed if its STR is 0.

Maester Myles

Character · House Martell · Cost 2 · STR 2 · Icons: intrigue · Unique

Maester.

Challenges Action: Kneel Maester Myles to choose a character with printed cost equal to or lower than the number of plot cards in your used pile. Until the end of the phase, that character loses a challenge icon of your choice.

Old Bill Bone

Character · Neutral · Cost 2 · STR 2 · Icons: military, intrigue · Unique

Mercenary.

Shadow (1).

Reaction: After Old Bill Bone comes out of shadows, kneel each opponent's faction card.

Events

The Might of the Reach

Event · House Tyrell · Cost 3

Challenges Action: Choose a participating character. Until the end of the challenge, that character gets +10 STR.

Walk of Atonement

Event · House Lannister · Cost 2

The Seven.

Dominance Action: Discard any amount of power from a character you control. For each power discarded, discard 1 card at random from each opponent's hand and draw 1 card.

In Daznak's Pit

Event · House Targaryen

Shadow (3).

Interrupt: When the challenges phase ends, stand each character. Following this phase, there is an additional challenges phase. (Max 1 per round.)

He Calls It Thinking

Event · House Martell · Cost 0

Interrupt: When the effects of an opponent's non-agenda, non-plot triggered ability would initiate, cancel those effects unless that player pays 1 gold.

Locations

Skagos

Location · House Stark · Cost 2 · Unique

The North.

Shadow (1).

Action: Kneel Skagos and sacrifice a standing House Stark card to search your deck for a card with the same title as the sacrificed card and put it into play. Shuffle your deck.

Hardhome

Location · The Night's Watch · Cost 2 · Unique

The North.

Shadow (2).

Dominance Action: Kneel and sacrifice Hardhome to choose an opponent. That player sacrifices a standing character.

Refurbished Hulk

Location · House Greyjoy · Cost 2

Warship.

+1 Income.

+1 Initiative.

The Inn at the Crossroads

Location · Neutral · Cost 2 · Unique

Riverlands.

Shadow (1).

Dominance Action: Kneel The Inn at the Crossroads to draw 3 cards and choose an opponent. Give control of The Inn at the Crossroads to that player.

Plots

Double-Dealing

Plot · Neutral · Income 5 · Initiative 7 · Claim 1 · Reserve 6

Scheme.

Plot Action: Choose a plot card in an opponent's used pile. Double-Dealing gains that plot card's printed text box (except for Traits) until you reveal a new plot card. (Limit once per round.)