A Song of Ice and Fief (fan expansion for Fief: France 1429)
A Song of Ice and Fief (fan expansion for Fief: France 1429) Rulebook
Table of Contents
Table of Contents
- Game Overview
- Setup
- Gameplay
- Phase 1. 'Hear Ye, Hear Ye'
- Phase 2. Cards
- Phase 3. Income and Ransom
- Phase 4. Purchase
- 4.1 Bids
- 4.2 Troops
- 4.2.1 Men at Arms (13 per Player) - 1 Gold Dragon
- 4.2.2 Archers (3 per Player) - 2 Gold Dragons (TE)
- 4.2.3 Knights (8 per Player) - 3 Gold Dragons
- 4.2.4 Night's Watch Recruit (1 per player) - Free (NWE)
- 4.2.5 Champions (2 per Player) - 5 Gold Dragons (TE)
- 4.2.6 Whitecloaks (2 King, 1 per consort) - 3 Gold Dragons (TE)
- Phase 5. Movement
- Phase 6. Battle
- Phase 7. Attack on the Wall (NWE)
- Phase 8. End Round
- 9. Variants
- 10. Nobles
- 11. FAQ
Game Overview
The timeline of the game is set to be roughly at the beginning of the first book (A Game of Thrones), corresponding to the first episodes of the first season of the HBO show, although the timeline has not always been respected in order to be able to include the Targaryens and some other characters. Disregard any canon restrictions on marriage, all nobles are marriageable unless stated otherwise on the noble card.
Note: The nobles have been carefully chosen to fit the canon, most of them are heads of a House or heirs to a House and they are usually related to the locations that appear on the board. Targaryen nobles fit the canon as well and are mostly loyalists that were either exiled or remained in Westeros keeping a low profile. These are thematically a much better fit than Daenerys's current court in the canon, as freed slaves and Dothraki would hardly be married by any Westerosi noble or act as lords.
The game map contains villages designated by squares. The villages are connected to each other by roads which allow movement.
Some Titles grant a Victory Point (VP). A player wins the game if he has 3 VP at the end of a round. It is difficult to win alone, so two players often enter into an Alliance through marriage to win as a team. A team of two players needs only 4 VP to win the game (5 VP if you use the Night's Watch Expansion (NWE) or the Night King Variant).
Players may draw a new Court Event card each round which may allow them to place a new noble onto the House board or appoint a Warden to the Small Council. They may also draw from the Fortune deck which contains helpful Bounty cards, but also baneful Disaster cards that can cause Plagues, Famine, or Heavy Rain. It also contains other cards that can cause Uprisings, Assassinations, and other nasty events.
Players receive income for Villages, Mills and Septs they Control. Some Titles also allow to levy additional taxes. These incomes can then be used to purchase additional Troops, Buildings, and Titles. Income may also be used to bribe or help other players occupy Villages with their Troops that are led by the nobles of their House. If opposing player troops are in the same Village, a battle may commence.
Design Principles
The masculine pronouns "he", "his" and "him" are used generically when referring to a noble or player. This is not meant to imply in any way that this game or re-theme is intended only for male players.
The design principle of this re-theme is to change the rules required to fit the theme. The French version of the rules was used as the starting point. These changes represent a minor portion of the total mechanics and most of them are found in the optional game expansions. The board structure slightly changed, 1 Fiefdom and 1 Bishopric changed the borders to move 1 Village allegiance, and 1 extra road was added, also the Politics Expansion has been fully integrated into the main game to provide flavor (the Tactics Expansion has also been integrated into the main rules but it is not necessary for the game if you do not want to use that, just omit the related rules marked as TE), each House has been carefully balanced to have both good and bad noble attributes compensated with the advisors (now House abilities). The rule has been streamlined to remove as much as possible unnecessary complexity.
The Templars expansion has been re-themed and partially redesigned into an expansion called the Night's Watch expansion (NWE).
In some places staying close to the original mechanics has been given precedence over a close thematic fit. Mainly the relationship between King and Members of the Small Council, who are not appointed by the King and they may even fight in battle. We kindly ask to overlook those stretches.
In order to ease the reading of the rules for experienced Fief 1429 players, the parts of the manual that reflect a change in the vanilla mechanics are highlighted in dark red in the original. A summary of these changes is included in Appendix 11.2.
Note: Pre-assigning attributes that are randomly allocated in vanilla are not considered a change in the mechanics.
All spots on the board are called "village" for the sake of clarity in these rules, even large cities such as King's Landing.
Expansions
- The Night's Watch Expansion (NWE) focuses on the Night's Watch and it is roughly equivalent (although simplified) to the Templar Expansion. We recommend not to play with the NWE on your first Song of Ice and Fief game, especially if you are not experienced in playing the vanilla version either. The NWE should only be played with at least five players. This expansion includes simplified wall battle rules designed so the expansion adds very little game time.
- The Essos Expansion (EE) is meant to give Nobles the opportunity to go away from Westeros in a mission. Different locations will be open to be visited and the Nobles may succeed and bring a good bonus or may die trying to get it. If the Essos expansion is played, house Targaryen has different special powers reflected in the back of their house board. This expansion also brings a new Court Event card: The High Sparrow, that may also be used independently.
There are two expansions created for this re-theme, the two expansions are complementary.
Setup
Game Contents
In order to play this game you need a copy of Fief 1429 as most of its components are required. You will also need to print the board, the player House boards and the cards used here. Optionally you might want also to print the designed tokens as they will help to keep the theme on the board consistent, they are not necessary for the gameplay though as you can use the tokens from the original game in each case.
Cards (116)
- 22 Court event cards (reimplementation of the Lord deck)
- 72 Noble cards (a reimplementation of the noble attributes): 9 houses x 8 nobles
- 2 Heir character cards
- 9 Disaster copies
- Small council bid card
Tokens (139)
- 74 Noble avatars
- 7 Unsullied tokens
- 3 White-cloak chits (reimplementation of the Royal Guard)
- 6 Night's Watch recruits (reimplementation of the Templars Knight)
- 1 King
- 1 Royal consort
- 1 Hand of the King
- 1 Lord Commander of the Night's Watch
- 4 Small Council titles
- 6 Night's Watch brother titles
- 5 Warden title
- 1 Protector of the Realms
- 1 Mother of Dragons
- 8 Lordship tokens
- 9 House VP tokens for the VP tracker Board
- 4 Outlaw tokens
- 1 Season tracker token
- 2 God cursed tokens
- 3 Fallen castle tokens
- 1 Night Watch strength tracker token
Boards
- 9 Player house boards
- 4 Helping sheets
- 1 Main board
Setup Steps
Before the game starts, players should vote on which expansions and variants will be used for the game. We strongly suggest for games with new players not to use variants nor expansions. Check the new players guide before setting up your first game.
Place the game board in the center of the table. The map represents Westeros. Villages are connected by roads that allow the movement of nobles and Troops. No distinction other than aesthetic is made between terrestrial and maritime roads, these are identical from a rules and mechanics perspective. Maritime roads also denote coastal Villages (those Villages linked to a maritime road or fragment thereof). You will notice that each Village is located in one of eight uniquely colored background Fiefdoms. Each Village also belongs to one of five Warden Regions. Each Warden Region is outlined with a thick lined border and is numbered 1-5 along the edge of the board. A Warden Region may also be simply referred to as "Region" in this rulebook. Each Village is part of both a Fief and a Region. The five Villages with larger name banners are the Principal Villages (or Capitals) of their respective Regions.
-
A tracker on the side of the board indicates the game seasons: summer, autumn, winter. Place the season marker on summer, after the first time the "White Raven" card is revealed (2.3.4), the marker will be moved from summer to autumn, moved from autumn to winter the second time, and placed in the score track the third time. Remove 2 of each disaster card (plague, famine and bad weather) from the fortune deck and place one of each in the Autumn and another of each in the Winter slot of the tracker. Add these cards back to the fortune deck when moving the season tracker.
-
Place the Disaster copy cards (blue backs) next to the game board besides the season tracker.
-
Shuffle all the Fortune Cards, grey backs (Bounty) and black backs (Disaster), then shuffle the white raven together with the 5 bottom grey cards.
-
Shuffle the Court Event cards, brown backs, and place them on the Court Event draw deck space.
-
Sort and place on their respective spot, the Protector of the Realms, King and Royal consort title tokens. Also place God cursed, Outlaw and Capture markers, the King's and Royal consort's Guard tokens, the two Prince of Westeros cards on their spot. Finally near the board within easy reach Stronghold/Fortified City counters, Templar Commandery building tokens, Teutonic Fortification tokens and Mills.
-
(NWE) If you play with the Night's Watch expansion, place the three wall fortification cards on the Wall board, with the castle picture side up. Place the Wall marker on the 14 position of the Wall tracker. If you play with the Night King Variant 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 deck. Only NW brothers may travel beyond the wall. If you play with the NK variant don't set up the three castles as with the first failed wall roll the night king will trigger.
-
(EE) If you play with the Essos Expansion place the Essos board overlay 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.
-
Place the title tokens for the Master of Whisperers, Coins, Laws and Ship and Hand of the King on their respective spaces on the board.
-
Place the 8 Fief Titles tokens on the board on their designated locations within each fief and the five Warden title cards on their respective spaces along the map.
-
Randomly determine a starting player and hand him the First player card.
Players pick a House (see List below) and a color and place all counters and markers associated with this color on their House board. This is their stockpile from which they will pull during the game.
These are the components which every player receives:
- 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
- Each player draws Court Event cards until he draws a Lord or Lady card, keeps that card (reshuffling the rest) and takes the corresponding initial noble to his Character deck. Then he shuffles his Character deck and places it on the board (covering the House symbol).
Note: Tully starts with an additional noble so perform step 11 twice for Tully.
- In turn order, all players choose a starting Village in the Fiefdom indicated in brackets in the list below that corresponds to their chosen House. In that starting Village they place 1 Knight, 3 Men at Arms and 1 Stronghold, and take 5 Gold Dragons from the bank. Then each player places the associated noble Avatar in his Stronghold. Finally deal 1 CE card and 1 Fortune card to each player.
Note: Each noble has at least one attribute. Their effects are explained in these rules in the relevant Phases and are summarized at the end of the rules and on the noble card.
- Game starts at the start of the "Play Cards Phase" (2.4). (Therefore no marriages nor disasters are drawn in the first round).
Available Houses
Arryn (Vale–dark green) Once per round the Arryn player receives one additional vote during any election where he can vote if there is no Arryn candidate nor any candidate of a house allied to Arryn by Marriage. Additionally, the Arryn player may once per round kill a noble that is held Captive by any of his nobles. Initial noble is Petyr Baelish or Lysa Arryn. Starting village is Erye.
Stark (North–white) Stark player may hold up to 4 cards in his hand instead of three. During the card draw phase (2.2) after drawing cards Stark may discard a card to draw another card of the same type. Initial noble is Ned Stark or Catelyn Stark. Starting village is Winterfell.
Tully (Riverlands–blue) Tully has two initial Strongholds and 1 extra starting noble (2 in total). Initial noble is Edmure Tully or Walda Frey. Starting villages are Riverrun and the Twins.
Baratheon (Stormlands–yellow) Once per game the Baratheon player may cancel the death of any noble. If killed in battle, the revived noble keeps all Titles and is placed immediately back on the board as if he was just played. Also once per game the Baratheon player may cancel 1 Outlawing effect. Initial noble is Stannis Baratheon or Melisandre. Baratheon may pick any starting Village in his fief.
Tyrell (Reach–lightgreen) During income phase Tyrell earns 1 GD per Mill he controls. Initial noble is Mace Tyrell or Olenna Tyrell. Starting Village is Highgarden.
Greyjoy (Pyke–brown) Greyjoy starts with the same ability as the Master of Ships. If Greyjoy acquires Master of Ships title during the game, Greyjoy could do 2 trips per turn. Greyjoy nobles may not become "Gods Cursed". Starting Village is Pyke.
Targaryen (Any unoccupied Fief) Targaryen has only 6 MaA in his reserve. Once Daenerys or Greyworm are in play, add 7 unsullied to the Targaryen reserve. Set aside Daenerys CE card (2.4.2) and insert the "Support from the High Sparrow" card in the CE deck instead. Once per game the Targaryen player may discard a CE card to place the Daenerys CE card on top of his noble deck. She will be the next noble played (regardless of new Lord or new Lady card). Starting Village: The Targaryen player may select as starting village any coastal Village in any unoccupied fiefdom. The house of that fief cannot be picked anymore and will provide the initial noble: Stark: Jon Snow; Arryn: Yohn Royce; Tully: Jason Mallister; Greyjoy: Victarion Greyjoy; Baratheon: Melissandre; Lannister: Tyrion Lannister; Tyrell: Olenna; Martell: Arianne Martell. (EE): If playing with Essos remove Mereen and Astapor from the Essos deck. Also apply the following rules (see Essos side of your house board):
- Targaryen may play lords on the Essos board, when the location cards are dealt the Targaryen player may move the noble to any Essos location.
Lannister (Westerlands–red) Once per turn at any time the Lannister's player may look at another player's hand. He may immediately exchange one of those cards for one of his own once per game (that is an exchange not a steal). Initial noble is Tywin Lannister or Cersei Lannister. Starting Village is Lannisport.
Martell (Dorne–tan) At the beginning of Phase 5 (Movement), Martell's player may choose to move all of his nobles and Troops first, last or remain in his current player position. The other players keep their normal turn order. Initial noble is Doran Martell or Arianne Martell. Starting Village is Sunspear.
Gameplay
Round Overview
A Song of Ice and Fief is played over a number of rounds until one player or an Alliance of two players has gained enough Victory Points to win the game at the end of a round. Each round consists of 8 Phases. During most Phases, players execute each action in clockwise order.
The phases of a round are:
- Phase 1: "Hear Ye, Hear Ye"
- Announcements
- Night's Watch (NWE)
- Warden Elections
- Hand of the King Election
- King Election
- Phase 2: Cards
- Discard Cards
- Draw Cards
- Resolve Disaster Cards
- Play Cards (Game Start!)
- Phase 3: Income & Release Captives
- Phase 4: Purchase
- Bids
- Troops
- Buildings
- Fief Titles
- Phase 5: Move
- Phase 6: Battles
- Phase 7: Attack on the Wall (NWE)
- Phase 8: End Round
Titles
In A Song of Ice and Fief, a player's nobles can obtain three different types of Titles: High, Fief and Military Title.
High Titles: Indicated by a square token with a circle above the brown background. A Noble can hold maximum ONE High Title.
High Titles are: Member of the Small Council, King, Royal consort, and Lord Commander of the Night's Watch.
The King, Hand of the King, and Lord Commander of the Night's Watch titles are obtained through an election process. The Hand of the King also counts as a Member of the Small Council.
The other Members of the Small Council titles are obtained by randomly drawing one of three "Join the Small Council" cards from the Court Event deck (2.4.3) or by purchasing the single title card that is available on the game board (4.4) and playing it on a Warden.
The Royal consort is the King's spouse.
Fief Titles: Indicated by a square token with a plain background matching the fief color. A Noble can hold maximum TWO Fief Titles.
8 Fief Titles are available:
- Lord/Lady Paramount of the North (white)
- Lord/Lady Paramount of the Vale (dark green)
- Lord/Lady Paramount of the Stormlands (yellow)
- Lord/Lady Paramount of the Westerlands (red)
- Lord/Lady Paramount of the Riverlands (blue)
- Lord/Lady Paramount of the Reach (light green)
- Prince(ss) of Dorne (tan)
- Lord/Lady Reaper of the Iron Islands (brown)
Military Titles: Indicated by a rectangular token to be placed on the right side of the character card. A Noble can hold maximum ONE Military Title.
The titles are Warden, Protector of the Realm, and Brother of the Night's Watch.
The Warden titles are gained through an election. Brother of the Night's Watch is obtained by declaring it during the Draw Cards Phase and drawing the appropriate card.
Protector of the Realms is attached to the King title and passes on to the Heir or the Royal consort if the King died.
EE: Some Essos rewards (5.3) grant "companions", a special type of title that may be inherited and takes the space of a fief title slot.
NK: The Night King slayer is a title obtained by killing the Night King in battle.
Transfer Titles
If a Noble receives a Title and has no free slot to place it (a second High Title, or a third Fief Title, or a second Military Title) he must immediately discard one title as if the noble had just died (hence a fief title would be inherited and a military title would be discarded). Nobles with Royal titles cannot gain new high titles or military titles.
Elections and Voting
Each election follows the same procedure:
-
In turn order, a player can declare one of his eligible Nobles as a candidate. Eligibility for each title varies, as explained below. However as a general rule Captive (6.2.3) and Outlaw nobles (1.1.4.1) can never vote or be candidate to an election.
-
The intrigues begin, after all candidates are declared. In turn order, each player with a right to vote places none, one or both vote markers face down on the candidates of his choice. Each player has two vote markers with his background color:
- A "FOR" vote marker with a white circle.
- A "DECOY" vote marker with a black circle.
-
Once all players have placed their vote markers, they are flipped and tallied.
A player's "FOR" vote marker gives the target candidate ALL of that player's votes. "DECOY" vote markers have no effect on an election. "DECOY" vote markers do not count to calculate majority. A player may have placed a Decoy vote marker in order to mislead other players as to who he was supporting. A candidate needs a simple majority (more votes than any other candidate) to be successfully elected. In case of a tie, nobody wins and the title is not awarded this round. A player cannot win the election with 0 votes even if he Controls the only candidate. In some elections a candidate must also receive votes from certain sources and have a minimum number of votes. A player may always use his votes for his own candidate.
Note: Use the Decoy vote marker wisely, since a player can make an opponent think that he is supporting a candidate, when he actually is not. This may throw the election and postpone the awarding of a title to a future round.
Note: The "election" process is not democratic by any means, it symbolizes political maneuvering. "Election" and "vote" are the terms used in Fief 1429 and are used here to keep things simple. When a candidate is elected, place the corresponding title card or token next to the winning Noble's card.
Diplomacy
Fief is a game of diplomacy. Players can talk with each other, and negotiate actions at any time except during the income phase. Each Player begins the game with 3 Raven markers. At any point in the game where an opportunity card may be played (2.4), a Player may spend one of his Raven markers to initiate a private discussion with one or more Players of his choice, during which they may secretly exchange Cards. Each Diplomacy marker entitles these Players up to 3 minutes of private discussions. If this time is not enough, it is possible to spend another Diplomacy marker to continue the discussion for another three minutes.
Money transfers: there is a limit of 5GD to money transfers, a player may only give or receive during the purchase phase (4) and up to a maximum of 5GD in total (he may give or receive to and from as many players as he wishes).
Note: Without playing a Diplomacy marker, Players may speak and negotiate freely around the table, but may not exchange cards or hold private discussions.
Phase 1. 'Hear Ye, Hear Ye'
1.1 Announcements
1.1.1 Marriage Alliances
A Marriage is a political arrangement to ally two families, and no alliance is possible without a Marriage. Players who agree to a Marriage must announce it publicly.
Note: The term "noble" in these rules applies to both males (Lords) and females (Ladies). Some rules specifically distinguish between them and thus use the terms Lord or Lady, as appropriate.
A marriage unites an unmarried Lord, who is not a Brother of the Night's Watch, and an unmarried Lady of two different players. Players may have only one Marriage, and thus one Alliance, at a time.
Note: In A Song of Ice and Fief Wardens may marry (and become King). The Mother of Dragons and members of the Small Council may also marry.
If the Noble is King, his/her new spouse immediately becomes Royal consort (to simplify we will use King as the VP title holder and Royal consort for Royal consort title moving forward but females can be made King) (1.5.1). If a Noble is the Regent and re-marries the new spouse does not gain any title. A Noble can only become King through an election (1.5) or if he is the Heir to the Iron Throne (Prince of Westeros) when the King dies (1.5.2). A noble becomes Regent if he is married to the King and the King dies without Heir.
To symbolize the Marriage Alliance between the two families, they exchange their Marriage markers, which are placed on the side of the cards of the married nobles.
Example: The Lannister Player (pink) and Tyrell Player (green) made an alliance and exchange their Marriage markers (rings) and place them on the side of their Lord and Lady cards.
The marriage negotiations could also include the exchange of money or cards (a Diplomacy marker is required to exchange cards). Allied players cannot have a solo victory. They can only win as a team.
Note: Team victories are only allowed in 5 to 6 player games (8.2). In 4 player games, players may only win alone. Marriage is still possible (to be Royal consort for example) but does not create an Alliance.
Noble Attributes:
- Cannot Marry (e.g. bastard): nobles may not marry.
- Hard to Marry (e.g. ugly): The Noble is not appealing to the opposite sex. In order to marry, the Noble's House needs to pay 2 Gold Dragon to the bank.
Ending an Alliance: Sometimes players are in an unwanted Alliance. To end the Alliance, there are only three options:
- Arrange the death of one of the spouses (through Battle, Justice or Assassination 2.4.10).
- Capture one of the spouses with a heart breaker or cruel noble.
- Divorce by the Master of Laws.
1.1.2 Destroying the False Idols
The process occurs in this sequential order:
- Once per game the Protector of the Realm may declare to embrace the faith of R'hllor (or any other faith) and denounce all other gods as false idols. Destroy all the Septs in the game (see step 3). However, defying the old gods comes at a price, he obtains the attribute Gods cursed.
- The Hand of the King may also decide to convert at that moment and gain the same attribute Gods cursed. If he does, the income will be evenly split among the two of them.
- Septs are destroyed producing 2 gold dragons per sept destroyed. Septs could be built again.
- The King will have each the chance to offer a sacrifice for R'hllor, he may nominate any one untitled noble in the game (even one of his own and/or captive) the noble is killed.
- The Hand may do the same if joined the King.
- The Protector of the Realm rolls for the curse (see below).
- The Hand rolls for the curse if he joined the King.
Gods cursed: The Gods cursed marker is placed on the side of the Noble card. The noble:
- 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 Septs.
- B: Any player may play an Uprising card on the noble at any time. The Uprising does not affect the Village the noble occupies, nor other characters and Troops belonging to other players in the same Village (as with the tyrant Attribute).
Note: Blessed nobles cannot be sacrificed. Greyjoy Nobles may not become God's cursed.
1.1.3 Royal Pardon
The Master of Laws and then the Protector of the Realm may now remove the Outlaw status from any one noble.
1.1.4 Send to the Wall / Declare Outlaw
The Hand may once per turn outlaw any Noble except any Brother of the Night's Watch, the Master of Laws, the 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 takes the black instead (4.1.1).
Outlaw Noble: An Outlaw Noble's card is marked with an Outlaw marker. Outlaw Nobles cannot vote or be candidates for elections. They lose all their Titles except Fief. An Outlaw marker remains with a Noble until his death or until the King or the Master of Laws remove his Outlaw status. When a Noble takes the black (NWE) he loses his Outlaws status.
Note: An Outlaw Noble may be targeted and killed by the Justice Card.
1.2 Night's Watch Phase (NWE)
Play this subphase if you are using the Night's Watch Expansion.
1.2.1 Oathbreakers
In this Subphase any Night's Watch Brother may break his oath and leave the watch. If he does, return the Night's Watch title card to the board and place an Outlaw marker on the Lord.
1.2.2 Lord Commander of the Night's Watch Election
The Lord Commander (High Title):
- Worth 1 VP.
- May renounce his vows as any other Brother.
- May dispose of the supplies on the Wall (the surplus gold obtained during bids).
- Adds 2 gold dragons to his wall bid on top of any bid he makes.
- Joins immediately the wall and stays there until he dies. (NKP) When the NK arrives, he Dies on a 1-3 on a D6 roll (9.4).
- (EE) May travel to Beyond the Wall locations.
- (EE) Select BTW locations to be drawn.
If the Lord Commander title is available, and there is at least two Brothers of the Night's Watch an election is held. Any Brother of the Night's Watch can be candidate for Lord Commander.
Each Brother of the Night's Watch has one vote. A candidate wins the election if he has a simple majority, with at least 2 votes.
The Lord Commander counter is placed next to the noble's card. The Lord Commander is elected for life. In case he dies, a new Lord Commander can be elected during the next Elections Phase. Place the Lord Commander on the Wall board. He will stay there until he dies or renounces his vows, any Night's Watch Recruits with him are removed from the board.
1.3 Warden Election(s)
The Game map is divided into five (Warden) Regions which are outlined with a thick lined border and numbered 1-5. The Warden titles associated with the five regions are:
- Warden of the North
- Warden of the East
- Warden of the Crownlands
- Warden of the South
- Warden of the West
The Warden (Military Title):
- Eligible to Join the Small Council.
- May become the Hand of the King if not already a member of the royal family.
- Has 2 votes when electing another Warden.
- Has 1 vote when electing the King.
- May Tax his own Region by playing a Tax card (2.4.6) if the region is not already taxed.
- If not Captive, may attempt to stop an Uprising (2.4.7) in his Region, even if he is not physically present.
Note: This includes Uprisings caused by the Wall defeats. To attempt to stop an Uprising, the Warden rolls a six-sided die (1d6):
- 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 of his Fief Titles are given to other nobles in his House (if possible).
- 3-6: The Uprising is stopped, and the Uprising card is discarded.
If a Warden title is available (at least one eligible Lord is candidate and all Villages in this region are controlled by players (5.1)), an election for Warden is held. Any male Lord who is not a Brother of the Night's Watch or already a warden, may be a candidate.
Note: As the office is military in nature, it is not considered acceptable for a woman to hold the role. For instance, Lysa Arryn was not allowed to take the title of Warden of the East after the death of her husband.
Votes: A player receives:
- 1 vote for each Village he controls in the region. This symbolizes the support of the minor Houses that rule the Villages.
- 1 vote for controlling the region's principal village (largest name banner).
- 2 votes for every Warden the player had in play at the beginning of this round. Newly created Wardens cannot use their votes this round.
- 1 vote for every Member of the Small Council (Master of X in the small council or Hand of the King) the player had in play at the beginning of this round.
Example: Grady Controls 4 Villages including the Principal Village in a Region under election: 4 Villages (4 votes) and the Principal Village (1 vote). This gives him a total of 5 votes to cast for his Warden choice.
A candidate wins if he has a simple majority. A region with an elected Warden is considered Governed.
A Warden keeps his office forever, unless he takes another military title, dies, takes the black (4.1.1) or becomes an Outlaw (1.1.4). If any of these events happen, the Warden's Blade card and/or Member of the Small Council (1.3.1) card is placed back on the game board and any associated "Join the Small Council" card is placed in the Court Event Discard Pile. A new Warden can be elected during the next Elections Phase. If the Warden becomes King, he must drop his warden title (see Game Play B. Titles).
Example: Players are casting their votes for the Warden of the North Title. That Region has 4 Villages, one of which is the Principal Village of Winterfell. David Controls the Villages of Deepwood Motte and Winterfell, so it grants 3 votes. Grady Controls the two Villages of White Harbour and Moat Cailin, that gives him 2 votes. Kirsten Controls the Warden of the East, which gives her 2 votes. Grady casts his 3 votes for his candidate Theon Greyjoy. Both David and Kirsten cast their 2 votes for their own candidates. Theon Greyjoy has a simple majority of 3 vs 2 vs 2 votes and therefore wins the election. Theon Greyjoy is now the Warden of the North. The Warden's Valyrian Blade card is placed to the right of his Lord card. If more than one Warden title is up for election, each election is held separately, beginning with the lowest numbered Region.
1.3.1 Members of the Small Council
There are five positions with corresponding Titles in the Small Council:
- Hand of the King
- Master of Ships
- Master of Laws
- Master of Whisperers
- Master of Coin
Unlike the Titles of Warden and Hand of the King, the Small Council Titles are not obtained through elections. There are three ways to become a Member of the Small Council:
- Three "Join the Small Council" cards are in the Court Event deck. A player drawing one of these may play the card to make any Warden a Member of the Small Council. He may take any available Small Council position. Place the used Member of the Small Council title card under one of the available Member of the Small Council tokens at the right edge of the board, take this token and place it next to the noble's card.
- Be elected Hand of the King (see 1.4).
- A fourth purchasable Member of the Small Council counter is placed on the Royal Court pile during game setup. This title can be obtained through a bid during the Purchasing Phase (4.1) and must immediately be given to a Warden who is not already a Member of the Small Council.
Example: Theon Greyjoy, Warden of the North has been elevated to be a Member of the Small Council and can vote in the election of the Hand of the King. The Member of the Small Council counter is placed above the Lord's card. Place the "Join the Small Council" card at the right edge of the game board, since it will need to be placed in the Court Events Discard Pile if the Member of the Small Council should die.
To become a Member of the Small Council a Lord must already be a Warden. Each Small Council title has a unique power that is granted to the Lord that gains the Title. The player chooses which title he gives to the Lord amongst the ones still available:
Master of Ships Once per turn, during the Movement Phase (Phase 5), any noble belonging to the Master of Ships house situated in a coastal Village may spend a movement step to instantly be transported to any other coastal Village. The noble needs to ask the player controlling the 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 denial. Both the initial and destination villages must not 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 move step available. The noble may not cavalcade after shipping.
Master of Laws Once per round during the Hear Ye Phase the Master of Laws can issue a royal pardon to lift the Outlaw status (remove the token) from one noble. The Hand of the King cannot forbid his nomination. He cannot be outlawed. Also, the Master of Laws may declare a Marriage void if a Spouse requests.
Master of Whisperers Once per round the player may look at another player's hand. During the draw phase (2.2) once per 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.
Master of Coin Once per round the player may discard any card to cancel a Tax card being played. This includes both taxes and tallages.
Note: (a raven may be spent to get the card to discard).
Hand of the King (High Title)
- Has all the privileges of a Member of the Small Council.
- Worth 1 VP.
- Nobles cannot join the small council without the Hand of the King's consent (except MoL).
- Instead of taxing a region, the Hand may decide to extend the tax to the realm, taxing as well all other non-taxed regions on the board.
- Once per round during the announcements Phase the Hand may declare a noble Outlaw. (NWE) the noble may take the black instead (1.1.4).
Note: Master of Laws, King, Queen and Heir cannot be outlawed by the Hand. Cannot be outlawed.
Member of the Small Council (High Title)
- Adds 1 additional vote when electing a Warden.
- Has 1 vote when electing the Hand of the King.
- If the Hand of the King is in play, a player needs the Hand's consent to join the small council (except if joining as MoLaws).
- May Tax (2.4.7) any one Region when playing a Tax card if that region does not already have a tax from another player.
Note: A hand tax is not placed on any region so does not prevent this tax. (The source cross-reference reads "2.4.7"; the Taxes card is section 2.4.6, as printed in the Warden box above.)
- May attempt to stop an Uprising in any Region by paying 2 Gold Dragons, even if he is not physically present.
Note: This includes Uprisings caused by defeats at the Wall. The Member of the Small Council rolls 1d6:
- 1-2: the attempt fails, and the Uprising occurs.
- 3-6: The Uprising is stopped, and the Uprising card is discarded.
Note: The Member of the Small Council does not die, since he sends out subordinates to do his dirty work! If the Member of the Small Council does not want to spend 2 gold dragons to stop an Uprising, he may still attempt to stop it as a Warden if the Uprising occurs in his own Region. But if he fails this die roll, he is stoned to death by the angry mob.
Example: Three nobles play taxes. The Master of Laws plays a Tax on the North, then the Hand of the King plays a Tax, he cannot place it on the north as it already has a Tax card so instead he decides to extend the tax to the realm. Finally the Warden of the South plays a tax card on his own region to defend against The Hand tax. The Hand will collect taxes from East, West and Crownlands while Master of Laws will collect from the North and Warden of the South from the South.
1.4 Hand of the King Election
If the Hand of the King Title is available, one Warden is candidate and 2 or more votes are available, an election is held. Any Warden can be a candidate.
Each Member of the Small Council has 1 vote. A candidate wins the election if he has a simple majority and at least 2 votes. The Hand of the King token is placed next to the new Hand of the King's Lord card and the Small Council token (if any) is placed back on the board. The Small Council card goes back to the Discard Pile. The Hand of the King is elected for life. Should he die, a new Hand of the King can be elected during the next Elections Phase.
Example: The Master of Law, Theon Greyjoy, Warden of the North has been elected Hand of the King. The Hand of the King counter is placed next to the Theon Greyjoy's noble card. Theon Greyjoy has now two High titles, he must therefore immediately return it to the board. If his Small Council token is returned to the board the corresponding Small Council card is placed in his discard pile.
Note: Elections are held in order. Hence a Warden that was just previously elected could now be elected Hand.
1.5 King/Queen Election
If the King title is available, at least one Noble is a candidate, and the necessary votes are available, a King election is held. Any Fief titled noble (Lord or Lady) or a lord with the Heir attribute can be a candidate. Each noble with at least 1 title has 1 vote no matter how many or which titles they have.
A candidate wins the election if he has a simple majority and at least 3 votes, which must include at least: the votes of two Wardens, or of one Member of the Small Council.
When a King is elected, place the King title token and the Protector of the Realm card next to the noble card. A King remains King and the Protector of the Realm his/her entire life. Whenever the King dies, and the Heir to the Iron Throne is in play (1.5.2), the Heir inherits the King and the Protector of the Realm title. If there is more than one Heir an election will occur in the next King election phase, only the Heirs may candidate for this election. In case the King dies but there is no Heir, and the Royal consort (1.5.1) is in play, the King title token is placed back on the game board but the Royal consort inherits the Protector of the Realm. Otherwise the King token and the Protector of the Realm token are placed back on the game board.
Note: King refers for ease of reference to the elected monarch and usually a man, although as females can be candidates she would then become Queen and her husband the Royal Consort (who is referred to as a "She" for ease of language in these rules).
The King of the Andals and the First Men, Lord of the Seven Kingdoms (High Title):
- Worth 1 VP.
- May purchase White-Cloaks.
- Cannot be outlawed.
Note: In this mod the King has little power over the Small Council. In these times of war, there is more than one self-proclaimed King (maybe even five) and the Lord with the King title simply is the one with the best claim or the most support. The Small Council and the Hand of King could be seen as the people behind other claimants who are their puppets. Therefore, the King, the Hand, and the other Members of the Small Council may be at war with each other.
1.5.1 Royal Consort
If the King is married or marries later in the game, his/her spouse immediately becomes the Royal consort. Place the Royal consort token next to her noble card.
Royal Consort (High Title):
- Receives 2 Gold Dragons during the Income Phase.
- May purchase White-Cloaks.
- Inherits the Protector of the Realm Title, if the King dies and there is no Heir to the Iron Throne. A new King is elected normally during a Regent's reign, after which he/she loses the Regent and Protector of the Realm Titles, but none of the other titles.
- May play a lord as the Prince of Westeros (Heir to the Iron Throne) if both King and consort are alive and not captive.
- Cannot be outlawed.
Protector of the Realm (Military Title):
- During the Purchase Phase he may give an unclaimed Fief title to a noble for free, if the noble meets all of the conditions to buy the Fief Title. The Protector of the Realm can negotiate for some 'favor' to do this, which could require a Diplomacy token (see Gameplay section D).
- Can Tallage one Fief per Tax card he plays.
- Once per turn, during Hear Ye Phase, the Protector of the Realm may lift the outlaw status from any noble.
- Breaks any tie in elections and bids.
- Can embrace the faith of R'hllor to automatically destroy all the Septs in the game, gaining 2 gold dragons per Sept destroyed. See details in (1.1.2).
1.5.2 Heir to the Iron Throne
If an "A New Lord in the Court" card is played by the Royal consort's House and the King is alive, neither spouse is captive and there is no Heir to the Iron Throne in the player's House board, the new Lord may be the Heir to the Iron Throne instead of a character from the Noble deck. The player takes one of the two "Heir" noble cards and places it on his House board. The Heir has the Prince attribute.
Note: The Heir card has two sides, a child side to be used while the Heir has not inherited the King title and an adult side to be used when he inherits.
The Claimant to the Throne CE (9.2) card also produces a Heir or a noble with the Prince attribute.
Prince (Attribute):
- Cannot be outlawed.
- May not become a Brother of the Night's Watch.
- Becomes King and Protector of the Realm on the death of the current King if he is the only noble with the prince attribute in play. If there is no King, he may candidate to the king even if he does not have a fief title.
- If there is no king and there is more than one Prince in play an election will be had in the next election phase, only the 2 Heirs may candidate.
Note: The Prince is an attribute rather than a title so that he can be chosen to be burnt if the Protector of the Realm embraces the faith of R'hllor.
Phase 2. Cards
Each player completes both the Discard and Draw Cards Subphases (2.1 and 2.2) before turn passes to the next player. When all players have completed these first two Subphases, Disasters are resolved (2.3). Finally, and in turn order, each player gets 1 turn to play as many cards as he likes (2.4).
2.1 Discard Cards
In turn order, a Player may discard some or all cards from his hand, showing them and placing them face up on the corresponding Discard Piles. A Discard Pile may not be inspected.
Note: Players may play opportunity cards instead of discarding them during this Subphase.
2.2 Draw Cards
A Player draws new cards, when he is finished discarding cards. He may draw up to two Fortune cards OR one Court Event and one Fortune card. He may never draw two Court Events cards. It is allowed to look at the first card before deciding to draw another.
Example: Dave draws a Fortune card, looks at it, and then decides to draw a Court Event card.
Note: No opportunity card may be played in this Subphase.
A Player may only hold up to 3 cards in his hand.
When a Player wants a new Fortune card, he must draw from the Fortune deck, which includes both grey backed cards (Bounty) and black backed cards (Disaster). Some Fortune cards affect all Nobles or Villages in the Region they are played on and include Bountiful Harvest (2.4.2), Good Weather (2.4.6), and Taxes (2.4.7) cards. Other Fortune cards only affect individual Nobles or Villages and include Uprising (2.4.8), Secret Passage (2.4.9), Assassination (2.4.10), and Justice (2.4.11).
Disaster cards include Heavy Rain, Famine and Plague and affect all Nobles and Villages in the Region they are played on.
A Player wanting to draw a Fortune card may have to first draw a black backed card (Disaster) if it is at the top of the Draw deck. Disaster cards do not count towards a Player's card draw or hand limit. He continues drawing cards until he draws a grey backed Fortune card (Bounty). If a Player draws a Disaster card, he places it face down, without looking at it, on the first empty Disaster card track space numbered 1, 2 and 3.
If all three Disaster Track Spaces are filled, a newly drawn Disaster card is discarded face up onto the Fortune Discard Pile.
A Player does not have to discard or draw cards if he likes the cards in his hand. Once a Player has completed discarding and drawing cards, it is the next Player's turn, until all Players have had the chance to discard and/or draw cards.
Example: Kirsten draws one Court Event card and now wants to draw a Fortune card for her second card. However the top card on the Fortune deck is a black backed Disaster card. She 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 Disaster card, which she places in the next open Disaster card track space. Finally, there is a grey backed Fortune card, which she draws into her hand.
2.2.1 Replenishing a Depleted Deck
When a Player wishes to draw a new card and the Court Event or Fortune deck is empty, reshuffle the corresponding Discard Pile and place these cards face down on the appropriate Draw Deck space. If a House Noble deck runs out of Lords or Ladies reshuffle all the discarded lords or ladies in the house, the new Noble is considered thematically having been revived by the lord of light. If a player has 3 Ladies in play, he cannot play a fourth "New Lady in the court" card.
2.3 Resolving Disaster Cards
Once all Players have discarded and drawn cards, any Disaster cards that were drawn and placed face down on the Disaster Card Track are turned face up and resolved.
Flip up the first Disaster card. Roll 1d6 to determine which Region is affected by the Disaster. Place the Disaster card along the edge of the map next to the affected Region's number. A die result of 6 is a false alarm and the Disaster will not occur, discard the Disaster card.
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 and apply the usual criteria. Use the extra Disaster cards (with blue back and border) to mark the additional regions hit. After the first Disaster card has been resolved, flip the second Disaster card and roll 1d6 to determine which Region it affects, and so on. The same type of Disaster card cannot be placed in the same Region more than once. If this happens, ignore the result.
Two or more different types of Disaster cards may affect the same Region. There are three types of Disaster cards: Heavy Rain, Famine and Plague. They affect all Troops and Nobles in the Region they are played on. Disaster cards remain in effect until they are removed and discarded to the Fortune & Disaster Discard Pile at the end of the round (Phase 8).
Noble attributes: If at least one cursed Noble is in play roll a Battle Die for each Disaster card in addition to the 1d6. On a Battle Die result of two hits, the 1d6 roll is ignored and the Disaster affects the Region where the cursed Noble is located. If the cursed Noble is on the Wall or on Essos or the Night King appeared, disregard his cursed attribute. If more than one cursed Nobles are in play in different regions they all roll a Battle Die. The Disaster affects the Region where the cursed Noble with the highest roll is located. If these Battle Die rolls are tied, resolve the location normally.
2.3.1 Heavy Rain (2 to 4 cards depending on the season)
No movement nor battles are allowed in the affected Region. This applies to all Villages in the Region, and also movement into and out of the Region. A Good Weather card (2.4.6) cancels Heavy Rain and both cards are discarded. A Player cannot play a Bountiful Harvest card for its bonus to Mills (2.4.5) on a Region with Heavy Rain, but it may always be played to cancel Famine. Uprisings (2.4.8), adding a Siege engine and Secret Passage movement (2.4.9) are not affected by Heavy Rain.
Noble attributes: A "Storm" Noble can move, and Battle in a Region affected by Heavy Rains.
2.3.2 Famine (4 cards)
Mills in the Region do not produce income during the Income Phase. A Bountiful Harvest card (2.4.5) cancels a Famine card and both cards are discarded. The Player cannot play a Good Weather card for its Mills' bonus (2.4.6) on a Region with Famine, but it may always be played to cancel Heavy Rain.
Note: Famine can cause an Uprising (2.4.8).
2.3.3 Plague (2 Cards)
All Villages in the Region are affected by the Plague! In turn order, Players immediately resolve the following:
For each Noble in the Region, roll 1d6. On a die result of 1, 2, or 3, that Noble dies! All Armies in the Region automatically lose half of their Troops in each Village. All units count the same and losses are rounded down. The owner decides which Troops are removed. Siege Engines do not count as 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. Divided in half and rounded down, he must remove 2 Troops. He decides to remove 2 Men at Arms. In another Village, he only has 1 Men at Arms. 1 divided in half and rounded down equals 0. So he does not remove the Men at Arms from this Village.
Any Noble entering a Plague infested Region must immediately roll to see if he dies. Troops entering a plagued Region lose half of their number, rounded down. Nobles and Troops leaving a plagued Region and entering an adjacent plagued Region or re-entering the same Region are not affected. Newly purchased Troops placed in the Region or new nobles are not affected by the Plague.
Noble attributes: A blessed Noble is not affected by the Plague, but his Troops are still affected.
2.3.4 The White Raven (1 Card)
When this card is revealed at the top of the deck move the season tracker 1 space to the right (to autumn first then to winter). Shuffle the remaining fortune deck cards and 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).
2.4 Play Cards
Once all Disaster cards have been placed on Regions, Players may play any number of Court Event and Fortune cards from their hands in turn order.
All Fortune cards may have either one of two symbols at the top of their card. Cards with a white card symbol can be played only at this time. If not played now, Players may hold the cards, but have to wait until the next round's Play Cards Subphase to play them. Cards with a green lightning symbol are Opportunity cards and may be played at any time during any Phase except during the Draw Cards, Disaster resolution and the income phases (as indicated on the board).
Any game effect or step must be completely resolved before another effect can be declared. As an example, no opportunity card can be played to stop something that has already been declared. Persistent Noble attributes (like cruel) are resolved before anything else can be played or declared, a vote process is also a game step so opportunity cards may be played before nominations or after election has been resolved.
2.4.1 A New Lord/Lady in the Court (18 Cards - Court Event Deck)
Playing an "A new Lord in the Court" or "A new Lady in the Court" card allows the Player to gain a new House member. A Player is limited to 4 Nobles in his House. New Nobles may only be played during the Play Cards Subphase.
Placing a new Noble: The Court Event card is placed on one of the designated spaces on the House board. The Player then takes the remaining designated initial noble Lord or Lady (if any), otherwise he takes a random Lord or Lady from the Noble deck and places it over the Court Event card. After that he places the associated Avatar in any village he Controls. If the Player controls no villages, place in any empty village.
Note: When a noble is freed from captivity it follows the same placement rules.
Each Noble has an attribute. The attribute effects are explained within these rules and are summarized on the Noble card. If the new Lord is the Heir to the Iron Throne (1.5.2), the Player takes one of the two cards called "The Prince of Westeros" instead of a House Lord. The Heir has the attribute "Prince" (not a Title).
Example: As the head of House Lannister, David plays an "A new Lord in the Court" card. He places the card on one of the designated spaces besides the House board. Then he draws the top card from his Character deck. It is Joffrey Baratheon the cruel. David places this Lord card over the Court Event card and places the Joffrey Baratheon Avatar on Lannisport's Stronghold.
Death of a Noble: If a Noble died, the associated Court Event card is discarded to the Court Event Discard Pile on the board (marked with a red lining) and his Noble card is discarded. Except his Fief title(s), all his titles are lost. His fief title is transferred to any other living Noble not Night's Watch Brother of his house. If no other Noble of his house can take the Fief title, the Fief title counter is placed back on the map. This Title can be recovered (at no cost) by his house as soon as a new Noble is placed if the house still controls the Fief's Fortified City.
Note: This Fief Title can be gained by another family if they take control of the Fief's Fortified City!
2.4.2 Daenerys Targaryen (1 Card - Court Event Deck)
Dragons (attribute):
- The noble may take an additional step during the movement phase moving 3 instead of the usual 2 steps. Troops, Captives, and other Nobles starting along with her also benefit and may take one additional step.
- Receives an additional Battle Die in all Battles being able to roll up to 4 Battle Dice.
When played place this card on any open space in your house board as if just played from the noble deck, she is considered a noble of your house for the rest of the game. Place the "Support from the High Sparrow" card (2.4.4) in the discard pile. If she dies place her back in the box instead of the CE discard deck.
Note: If playing with Targaryen replace this card with the "Support from the High Sparrow" card upon setup.
2.4.3 Join the Small Council (3 Cards - Opportunity Card - Court Event Deck)
A "Join the Small Council" card can be played on any Warden at any time. The Warden's Player takes one Small Council marker of his choice from the board and places the "Join the Small Council" card in its place. The Lord immediately gains the Member of the Small Council privileges (1.3.1).
If the Member of the Small Council dies, return the Small Council marker to the board and place the corresponding "Join the Small Council" card on the Court Event Discard Pile.
Note: Remember that there is also a fourth Member of the Small Council (4.1) that can be acquired through a bid.
If the Hand of the King is in play, he must approve new Member of the Small Council Titles except Master of Laws (1.3.1). A "Join the Small Council" card may also be played to take 2 Gold Dragon from the reserve.
2.4.4 High Sparrow (1 Card - CE Deck)
The High Sparrow is a noble but has no avatar. When played place this card on any open space in your house board as if just played from the noble deck. Gain the Sparrow uprising card (counts as any normal uprising card), it can be played once per round, it is never discarded. To all effects treat this uprising as a regular uprising card. The High Sparrow cannot marry and cannot have any title.
He may be Assassinated (2.4.10) or a Secret Passage (2.4.9) may be played to discard him (a foreign agent makes him lose faith in your house).
2.4.5 Bountiful Harvest (5 Cards - Fortune)
Bountiful Harvest can be played on a Region without Heavy Rain (2.3.1).
If there is a Famine card placed in this Region, both the Bountiful Harvest and the Famine cards are immediately discarded. This can be done even if the Region is affected by Heavy Rain.
If the Region contains no Famine card, then place the Bountiful Harvest card on the map next to the Region's number. Players will receive an additional +1 Gold Dragon income for each Mill (and Sept) that they Control in this Region. The Bountiful Harvest affects all Villages in the Region.
Example: A Bountiful Harvest card is played on a Region with Famine. The Famine card and the Bountiful Harvest card are discarded. The Famine does not occur.
Noble attributes: The Mill and Sept incomes in a Region occupied by an unlucky Noble can't be boosted with a Bountiful Harvest or Good Weather card, but Disasters may still be canceled.
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.
2.4.6 Good Weather (5 Cards - Fortune)
Good Weather can be played on a Region without Famine (2.3.2).
If there is a Heavy Rain card placed in this Region, both the Good Weather and the Heavy Rain cards are immediately discarded. This can be done even if the Region is affected by Famine.
If the Region contains no Heavy Rain card, then place the Good Weather card on the map next to the Region's number. Players will receive an additional +1 Gold Dragon income for each Mill (and Sept) that they Control in this Region. The Good Weather affects all Villages in the Region.
Example: One Good Weather card could be played to remove Heavy Rain. Then a Bountiful Harvest card could be played to increase Mill income.
Example: A Player may play a Bountiful Harvest and a Good Weather card in the same Region. Each Mill (and Sept) in this Region will produce an additional +2 Gold Dragons during the Income Phase, for a total of 4 Gold Dragons per Mill (and Sept).
Noble attributes: 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.
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.
Example: Famine has hit Region 1. This Famine would affect David. Luckily he has two "Bountiful Harvest" Fortune cards in his hand. He plays his first Bountiful Harvest card to cancel the Famine. He then plays his second Bountiful Harvest card so that each Mill in Region 1 produces an additional +1 Gold Dragon during the Income Phase. If there had been no Famine in the Region, David could not have played the second Bountiful Harvest card on it.
2.4.7 Taxes (5 Cards - Fortune Deck)
A Tax card can be played on a Fief as a Tallage or on a Region as a Warden Tax. When played, the Tax card is discarded and the Player places one of his Tax markers on the Fief or Region it will affect.
Note: A Tallage or Warden Tax can cause an Uprising (2.4.8).
Tallage can be played by: A Lord/Lady Paramount on his own Fief, or The Protector of the Realm on any Fief (the Protector of the Realm does not need to Control any of its Villages). The taxing Player places one of his Tax markers on the Fief in the location marked by a chest symbol. During the Income Phase, this Player receives 2 Gold Dragons for each Village in the Fief, even if Controlled or besieged by other Players.
Example: Kirsten's Lord is Protector of the Realm and plays a Tax card as a Royal Tallage on the Westerlands. Of the four Villages in the 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.
Warden Tax can be played by: A Warden on his own Region, A Member of the Small Council (including the Hand of the King) on any one Region, or The Hand may extend it to all non-taxed regions. The taxing Player places one of his Tax markers on the board next to the number of the Region being taxed. If a tax marker is on the board that region cannot be taxed by any other player this round. During the Income Phase the Warden Tax allows the taxing Player to collect all of the Mill incomes in the Region instead of the Players that Control those Mills.
Note: If the noble that issues the tax dies the tax may be cancelled: Check the note in income phase (3.1).
2.4.8 Uprising (4 Cards - Opportunity Card - Fortune Deck. 1 card High Sparrow)
An Uprising card can be played at any time:
- on a Village taxed through Tallage or Warden Tax (2.4.7),
- on a Village experiencing a Famine (2.3.2),
- on a Tyrant Noble.
Note: When targeting a Tyrant, the Uprising only affects the Noble and his Troops, not other Player's Troops.
No Uprising can be played on a Village with a Sept, not even on a Tyrant Noble.
When an Uprising card is played on a Village (and is not calmed), any Troops in the Village are immediately attacked with 1 Battle Die + 1 bonus hit, even if it is not the Battle Phase. If several opponents have Troops, the Player who played the Uprising card chooses which Troops are attacked first. If played against a village controller, Stronghold and Fortified City Attack Penalties still apply against an Uprising. A Secret Passage card can be played by any Player to help the Uprising cancel the Attack Penalty (6.3.1).
Note: If no Battle Dice are rolled due to Attacker Penalties, then no Uprising +1 bonus hit takes effect.
Heavy Rain does not affect an Uprising. An Uprising card can be played before a Battle to weaken the defenders before the main attack occurs. Multiple Uprising cards can be played on a Village at the same time, and their effects stack into a single attack roll.
Note: Modifiers such as sieges do not affect uprising as the attacker is the people of the village itself not the player that played the uprising.
Example: Three Uprising cards are played for a possible 6-9 hits (3 Battle Dice + 3 bonus hits).
If the Uprising kills all Troops in a Village, then any remaining Nobles are killed. Once resolved, the Uprising card is discarded onto the Fortune Discard Pile.
Example: David plays an Uprising card on the Village of Lannisport, which has a Stronghold and 2 Men at Arms on it. The Uprising card attacks with 1 Battle Die + 1 bonus hit, but the Battle Die is canceled due to the Stronghold Attack Penalty. The Uprising would fail, since the +1 bonus hit only counts if the Battle Die is rolled. But David had previously made an agreement with Grady who plays another Uprising card. With the two Uprising cards, they now have: 2 Battle Dice - 1 Stronghold Penalty = 1 Battle Die to resolve the Uprising. David rolls the Battle Die for a 1, adds 2 "+1" bonus hits, for a total of 3 hits. Both Men at Arms are killed.
Wardens (1.3) and Members of the Small Council (1.3.1) may attempt to stop an Uprising.
Note: (NWE) Uprisings caused by the Wall defeats and the High Sparrow are identical to any other Uprisings. Thus, those Uprisings can also be calmed by Wardens and Small Council members.
Note: In the normal resolution of an Uprising, any Player can play a Secret Passage or more Uprisings to boost the original Uprising. After these Uprising and/or Secret Passage cards have been played, the Region's Warden and any Small Council Members can make one calming attempt per Uprising effect. Once these attempts have commenced, no more Uprisings or Secret Passage can be played to boost the original Uprising.
2.4.9 Secret Passage (3 Cards - Opportunity Card - Fortune Deck)
The Secret Passage card has different effects depending on when it is played. The effects are detailed below. Once resolved, the card is discarded onto the Fortune & Disaster Discard Pile. A Secret Passage may be played by a Player other than the Player benefiting from its effect.
Noble attributes: Once per round a shadow Noble may execute a Secret Passage card effect on himself without having or playing the card. However, he may be accompanied by only one unit.
Played during Hear Ye: A Secret Passage card can be played to remove the High Sparrow (2.4.4), he is discarded.
Played during Movement: 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).
Played during a Battle: During an attack on a Fortification, a Secret Passage can be used to cancel all Attacker Penalties. The attackers are using tunnels to get inside the Fortification.
Example: Kirsten attacks a Stronghold with 5 SPs, which would normally give her 1 Battle Die. The Stronghold imposes a -1 Battle Die Attacker Penalty, which would leave her with 0 Battle Dice. By playing the Secret Passage card, she can ignore the Stronghold Penalty and roll 1 Battle Die.
During Release Captives phase: A Captive escapes without paying a Ransom (3.1). Other Captives present by his side (same Village and same captor) may escape too. All escaped Nobles are placed as if they had been newly played (2.4.1).
2.4.10 Assassination (1 Card - Opportunity Card - Fortune Deck)
The Assassination card can be played at any time against any Noble. He is immediately assassinated and the Player who played the Assassination card must choose which of his own Nobles sponsored the assassination. Place an outlaw marker on this Noble's card except if he is the Master of Laws, the Hand of the King or a member of the royal family (King, Royal consort, Heir). Once resolved, the Assassination card is discarded onto the Fortune Discard Pile.
2.4.11 Justice (1 Card - Opportunity Card - Fortune Deck)
The Justice card can be played at any time against a Noble. If the noble has an Outlaw marker the Noble is beheaded (killed and discarded)! If the noble does not have an Outlaw marker, he becomes an Outlaw (place a marker on the noble). If playing with the NWE the noble may take the black instead.
2.4.12 Abduction (1 Card - Opportunity Card - Fortune Deck)
The Abduction card can be played anytime on a noble you own. The noble automatically abducts (makes captive 6.2.3) one opponent noble located on the same village as him that does not benefit from a fortification bonus.
Note: A noble cannot be abducted if a White-cloak of his house is present in the village.
Note: A Player can play a Secret Passage even outside of combat to negate the fortification bonus for abduction.
Noble attributes: A cruel Noble takes NO prisoners, meaning that when an abduction card is played on a cruel noble he will kill his victim instead. No Secret Passage effect can save the victim as he is never a captive.
Phase 3. Income and Ransom
During this phase players may not play ravens or opportunity cards.
3.1 Income
Every Player collects the following incomes (this may be done simultaneously by experienced Players):
- 1 Gold Dragon for each Village he Controls (5.1).
- 2 Gold Dragons for each Mill (not in a Region touched by the Famine) that is on a Village he Controls.
- 2 Gold Dragons for each Sept that is on a Village he Controls.
- Each Mill and Sept produces an additional +1 Gold Dragon for each Bountiful Harvest (2.4.5) and/or Good Weather card (2.4.6) currently affecting the Region in which it is located.
- 1 Gold Dragon for each troop unit the player decides to disband (independently of the cost).
- A Tallage gives the taxing Player an additional +2 Gold Dragons per Village in the Fief (even if not controlled or besieged by other Players).
- A Warden/Small Council/Hand Tax takes all Mill income away from the Players who Control the Mills and gives it to the taxing Player (2.4.7). Septs are not affected by this Tax.
- 2 Gold Dragons for the Royal consort Title.
Note: If a titled Lord who played a Tax card dies before the Income Phase (e.g. Assassination, Uprising, Justice) or loses his Title (e.g. made Outlaw or Brother of the Night's Watch) and the Title remains in the house (inheritance), the Tax is levied normally, otherwise it is cancelled (immediately remove the Tax marker).
Note: Unlike in Fief 1429, Tax markers and grey backed Fortune cards are not removed from the map at the end of this Phase. Therefore Uprisings due to Taxes remain a possibility until the end of the round.
Noble attributes:
- Tyrant: A tyrant Noble extracts 2 extra Gold Dragons from the Village he is occupying during the Income Phase. Other Players may play an Uprising card on this Noble and his Troops at any time. The Uprising does not affect the Village the tyrant Noble occupies, nor other Nobles and Troops located in the same Village.
- Rich: A rich Noble receives +1 Gold Dragon.
- Extravagant: An extravagant Noble collects 2 Gold Dragons less income per Title granting Victory Points (VPs) he holds (i.e. King, Royal consort, Hand of the King, Lord Commander and any Fief Titles).
Example: Loras Tyrell, the extravagant is the Lord Paramount of the Reach and King. The Player receives 4 Gold Dragon less income.
3.2 Release Captives
If a Player has a Noble held Captive by another Player (6.2.3), he must pay a Ransom now. A Captive's Ransom is 2 Gold Dragons, plus 2 Gold Dragons per Title he holds (including Protector of the Realms). Captives may only be released during this phase other than after winning a Battle.
Example: A Lord who is both a Warden and a Lord Paramount is worth 6 Gold Dragons.
Paying a Ransom is mandatory if the Player has enough money to pay the full price. A captor must accept a full Ransom amount during the Purchase Phase and free the Captive. However, a captor may accept or refuse a lower Ransom amount offered by the captive, the captor may not offer a reduced ransom. If the Player does not have enough Gold Dragons to pay the full Ransom, he may use all of his Gold Dragons for other purchases.
Example: Gunter's Lord Jaime Lannister is Grady's Captive. His ransom value is 6 Gold Dragons. At the beginning of the Purchase Phase, Gunter has 10 Gold Dragons. He may negotiate with Grady to pay less than 6 Gold Dragons, but if Grady disagrees, he must pay the 6 Gold Dragons to free Jaime Lannister and Grady must accept.
A Captive may also be set free by his captor without ransom. If a Noble is set free, no matter how, he is placed as if he had been newly played (2.4.1).
Phase 4. Purchase
During this phase, players may give and receive money from others up to a maximum of 5 GD in total (he may give or receive from and to as many players as he wishes).
4.1 Bids
4.1.1 Small Council Bid
All Players secretly place any amount of Gold Dragons into their hands and hold them out. Then Players reveal their bids simultaneously. If the highest bid is at least 5 Gold Dragons, the highest bidder takes the Small Council token of his choice and immediately places it on any Warden. He places the "Bribed Appointment" card on the board to indicate which position was taken through the bid. If there is a tie for highest bidder and no Protector of the Realm is in play, nobody gets the Title. Only the winning bidder pays his bid to the bank.
Note: The Hand of the King can block this appointment (except for Master of Laws).
Noble attributes: Ambitious: After the bid, a Player pays 2 Gold Dragons less than the bid he proposed if the new Small Council Member is an ambitious Lord.
4.1.2 (NWE) Reinforcing the Wall Bid
Numbering note: the source's body prints this section as "4.1.1 (NWE) Reinforcing the Wall bid", which duplicates the Small Council Bid number; the source's own table of contents numbers it 4.1.2, and that number is used here.
Only play this phase if you play with the Night's Watch Expansion.
Each Player may secretly bid Gold Dragons, and troops from the reserve. If a Player does not have a Brother of the Night's Watch and at least one of his Lords is unmarried and neither the King nor Heir, he can also put a Tax token in his hand to represent the fact that a Lord will take the black. All Players hold out their hands and reveal their bid simultaneously. Troops add gold to the bid equal to their price and after bid must be removed from the board in turn order. A Tax token is worth 1 Gold Dragon. The Lord Commander adds 2 Gold Dragons to his bid automatically.
Note: Each Night's Watch Recruit is worth 2 Gold Dragons in this bid. This essentially provides each Night's Watch Lord with 2 free Gold Dragons for the Wall bid, representing that he is recruiting and sending new people to the Wall during his trips in Westeros.
Add the total amount bid by all the Players to the Wall value. If the total bid would move the marker over the rightmost limit or is odd, the difference is given to the Lord Commander's House in the form of Gold Dragons. If no Lord Commander is present, place the Gold Dragons on the Wall (as supplies in Castle Black's storages). Once a Lord Commander of the Night's Watch is elected, he takes that gold for his House.
All Players now pay their bids to the bank and return their bid Troops to their reserves. The highest bidder draws from the top of the Fortune deck until he has drawn one grey-backed card. If there is a tie for highest bidder and no Protector of the Realm is in play, no Fortune cards are drawn. Any Disasters that had to be drawn are placed on the Disaster Track to be revealed and played next turn (or handed over to the NKP if present). If the highest bidder has 3 cards in hand, he may discard or play Opportunity card(s) before drawing his bonus card. The Opportunity card(s) played must be completely resolved before the bonus card is drawn.
Brother of the Night's Watch (Military Title) (NWE), max. 1 Brother per House:
- gains the shadow attribute,
- may never marry,
- allows to purchase a Night's Watch Recruit for free,
- may only move his Night's Watch Recruit,
- an army with only Night's Watch Brother and Night's Watch troops may never besiege,
- (EE) may visit beyond the wall locations but no Essos locations,
- may never gain a Title other than Lord Commander or Night King slayer,
- may never sponsor an Assassination, nor take captives with the abduction card,
- may never attack other Troops but he may always participate in battle as defender and attack the NK armies,
- Nobles of his family can attack even if he is present but the NW and his Night's Watch troops do not take part in the battle,
- During the Hear Ye Phase (1.2.1) a Brother of the Night's Watch may break his oath to become a normal Noble again. He immediately becomes an Outlaw if he does.
If a Player bids a Tax token, he immediately places a Brother of the Night's Watch Title next to any of his unmarried Lords who is neither King nor Heir.
When a Lord becomes a Brother of the Night's Watch, any Outlaw counter on this Lord is removed. If the Lord has any Title when he takes the black, dispose all of his Titles as if he had just died. Should the Brother die or renounce his vows (1.2.1), the attached Night's Watch Recruit token is removed. If a noble with the "prince" attribute takes the black this attribute is ignored.
4.2 Troops
All newly purchased Troops are immediately placed on Villages occupied by a Player's Strongholds, Fortified Cities or uncaptured Nobles. There is no limit to how many Troops a Village can hold. However, during the Purchase Phase, the Player can only add up to four newly purchased Troops to each Village.
It is forbidden to place new Troops onto besieged villages.
Example: David Controls the Village of Pyke with Lady Asha Greyjoy, 4 Men at Arms and 3 Knights. He wants to reinforce this Army. He purchases 3 Men at Arms and 2 Knights for 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 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.
4.2.1 Men at Arms (13 per Player) - 1 Gold Dragon
Men at Arms cost 1 Gold Dragon each, add 1 Strength Point (SP) in Battle and take 1 hit to be killed.
Note: Targaryen player cannot purchase more than 6 Men at Arms, instead he can purchase up to 7 Unsullied. Each Unsullied cost 2 Gold Dragon each, add 2 Strength Point (SP) in Battle and take 2 hit to be killed.
4.2.2 Archers (3 per Player) - 2 Gold Dragons (TE)
Archers cost 2 Gold Dragons each, add 1 Strength Point (SP) in Battle and take 1 hit to be killed. Archers grant a special pre-Battle attack, which is explained in the rules for the Combat Phase.
4.2.3 Knights (8 per Player) - 3 Gold Dragons
Knights cost 3 Gold Dragons each, they add 3 Strength Points (SP) in Battle and take 3 hits to be killed.
4.2.4 Night's Watch Recruit (1 per player) - Free (NWE)
Night's Watch Recruits add 2 Strength Points in Battle and take 2 hits to be killed. If a Brother of the Night's Watch is uncaptured and have no Night's Watch 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 sent to the Wall during the bid. In case a Brother dies, the attached Night's Watch Recruit deserts the Night's Watch (like the traitorous scum they are!) and is removed from the board.
4.2.5 Champions (2 per Player) - 5 Gold Dragons (TE)
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.
Source gap: the next paragraph is printed at the top of the following page with no heading of its own, and the source does not name the unit it describes. It is kept here as printed.
They are considered as Knights for any other consideration. (They add 3 SP, have 3 hit points and can be used for Raids.)
Note: These are a replacement for the Bombards from the Fief 1429 Tactical Expansion, because Bombards do not exist in Westeros. You can use the Teutonic Knights tokens for these or the old edition Fief Knight tokens if you don't have the expansions.
4.2.6 Whitecloaks (2 King, 1 per consort) - 3 Gold Dragons (TE)
King and Royal consort may purchase Whitecloaks. In case the King dies, they revert back to a normal Knight, if available. If the Royal consort dies or a new King is crowned, the Queensguard reverts back to a normal Knight, if available. A Noble may not be the target of the Abduction card if there are Whitecloaks belonging to his house on the same Village. Whitecloaks always follow their King or Royal consort, no matter where they go and can never be left behind. If at least one Whitecloak participates in a Battle, its Player adds a +1 bonus hit to his Battle Dice rolls (to the total).
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 bonus hit (for a possible 3-7 hits).
Whitecloaks are considered as a Knight and add 3 Strength Points in Battle and take 3 hits to be killed.
4.2.7 Unsullied
Unsullied add 2 Strength Points in Battle and take 2 hits to be killed, they cost 2 GD.
(EE) Note: When gained as part of the Astapor reward Unsullied cannot be separated and provide the Fearless trait to one noble.
4.3 Buildings
4.3.1 Strongholds (10 Gold Dragons; count 12)
Strongholds cost 10 Gold Dragons 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 can change (5.1).
4.3.2 Mills (3 Gold Dragons; 15 in total)
Mills cost 3 Gold Dragons each. A Mill counter is placed on a Village Controlled by the Player. A Village can have up to 1 Mill.
4.3.3 Septs (5 Gold Dragons; 5 in total)
Septs cost 5 Gold Dragons each. A Sept counter is placed on a Village Controlled by the Player. A Village can have only one Sept.
Septs collect income just as Mills (2 Gold Dragons, +1 Gold Dragon for Bountiful Harvest or Good Weather), but they are protected by the Gods and thus their income is not affected by Famine. Septs are also exempt from taxes (they are not affected by Tax cards). Septs have a calming effect on the population and thus Uprising cards may not be played on Villages with a Sept.
The Septs themselves cannot be destroyed except by the Protector of the Realm when converting to R'hllor.
Note: 'Sept' is a naming convention and may refer to centers of different cults. It may be a true Sept of the Seven, a Godswood of the Old Gods, or a Temple of the Drowned God etc. All 'Septs' collect donations from the people of the Villages they are placed in.
Noble attributes: A Sept protects a Tyrant Noble from Uprising.
4.3.4 Maester from the Citadel (5 Gold Dragons; 5 in total)
Any Player may spend 5GD to bring one Maester from the Citadel to one of his existing fortifications. A Stronghold with Maester is exchanged with a city when the Fief Title for that fiefdom is purchased (4.4).
Note: The new upper floor on the building marks the rookery and the Maester's chambers. If the fortification changes hands, the Maester will serve the new Controller. The Maester provides the following benefits:
- Defense Lore: Secret Passage cards cannot be used to annul the Fortification's Attacker Penalty.
- 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 they remain in the Village or at the gates (stay in quarantine).
- Rookery: A Player that controls a Maester may give a card to another Player without spending a diplomacy token.
4.4 Fief Titles
A Fief's Title may be purchased by a Player if he Controls all of the Villages in the Fief and at least one of these Villages contains a Stronghold. The cost of a Fief Title is determined by multiplying the number of Villages located in the Fief by 2 Gold Dragons (for convenience it is also indicated on the Fief Title card).
Example: The Reach includes 3 Villages. This Fief Title costs 3 x 2 = 6 Gold Dragons.
If there is a King, he may choose to give an unclaimed Fief Title to any Noble at no cost if the requirements are met. Take the Fief's Title card from the board and place it below one of the Player's Noble cards. This Fief is now considered Governed.
Noble attributes: An ambitious Noble pays 2 Gold Dragons less to purchase any Fief Title.
The Player chooses a Stronghold in his new Governed Fief and flips the counter over to its Fortified City side.
Note: Fortified Cities cannot be purchased. They are only created when a Player acquires the Title to a Fief. A Fief may never have more than one Fortified City. If another Player takes Control of this Fortified City, he also takes the Fief Title. A Noble can have several Titles (but only up to two Fief Titles), and usually keeps them until he dies.
Example: The Martell Player could have Oberyn Martell, Prince of Dorne, Lord Paramount of the Reach and Warden of the South. If a titled Noble dies for any reason, his Fief Title is immediately transferred to another Noble (not a Brother of the Night's Watch) in his House. If the transfer is not possible, the Title card is placed back on the map. It can be recovered (at no cost) by this House as soon as a new Noble appears if the House still Controls the Fief's Fortified City.
Note: This Fief Title can be gained by another House if it takes Control of the Fief's Fortified City!
Phase 5. Movement
Each Player moves all of his uncaptured Nobles and Troops, before the next Player does. Movement is performed along the roads from Village to Village. Moving from one Village to an adjacent Village is considered one step. Nobles may take up to 2 steps during the Movement Phase. A Noble can move to a Village and then return to where he started, or he can move two Villages away. When moving, a Noble must take Troops with him. Troops can be dropped off or picked up by a Noble as he moves, but the Noble can never move alone or be left alone by a movement. This is the only way Troops can move. Troops can only take up to 2 steps even if relayed between different Nobles. If Troops and/or Nobles do all their movement with the Mother of the Dragons, they can take 3 steps in a turn.
A Noble with his Troops may move into an unoccupied or occupied Village.
If a Noble wishes to pass through a Village that he does not control or leave a village through road occupied by an opponent, the Noble must get the opponent's permission (even if the opponent is an ally). If attempting to pass through place the moving Noble(s) and Troops on the road leading into the Village adjacent to it. They are "at the gates". If said opponent gives permission, the Noble may continue movement if he has a Move step available. If the opponent denies the Noble permission and he has a step available, the Noble may return to where he moved from taking all his troops with him or the Noble may declare a raid. If the noble has no steps available left, he remains in the Village with the opposing Troops (he will then be at the gates of the village, controlling the exit of the village through that road). A Player may ignore all the passage denials in a 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).
5.1 Controlling a Village
A Village is either Uncontrolled or it is Controlled by one Player. Village Control can never be shared and only the controlling player places his troops inside the village. At the beginning of a game, most Villages are Uncontrolled. An empty Village becomes controlled as soon as a Player occupies it.
Fortifications (and Maesters) in the village provide their benefits to the controller troops and nobles and any other troops and nobles the controller decides as long as they are not in battle as the attackers. The moment the controller becomes or joins the offensive leader, he loses these benefits.
Example: (following the previous one) Grady Controls the Villages of Harrenhal and King's Landing after his move. But he left Riverrun empty, so he no longer Controls it. If allied or opposing Player Troops occupy the same Village, the first to arrive Controls it. Players that arrive afterwards place their counters on the road leading into the Village, indicating they do not Control it.
During Phase 5 (Movement) the Controlling Player may voluntarily transfer Control of a Village to another 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.
5.2 Raids (Cavalcades)
If a Player wants to move through opponent Troops without asking permission from the opponent or after permission has been denied, the Player may try to fight his way through with a Raid. Raids allow Players to Battle and then keep moving. A Raid may be used to:
- Exit from a besieged Stronghold/Fortified City or,
- Exit a Village along a road occupied by an opponent (sitting "at the gate") or,
- Pass through a Village without fortifications controlled by an opponent (not going back).
Raids may not pass through a Stronghold or a Fortified City. A Raid may only be carried out by an Army composed exclusively of Nobles and mounted units (Champions, and Knights) and only the moving Knights and Champions inside the village or in the same gate as the moving noble may participate in the attack. This Army can only initiate a Raid if it has another step remaining after the Raid Battle and has not "shipped" (1.3.1) this turn. A Raid Battle is resolved immediately, not during the Battle Phase. The defensive Player fights with all his Troops and Nobles in the Village even if some of them are on a different gate.
Note: White-cloaks and Dothraki are knights.
Example: An Army initiates a Raid on its first Move, wins the Battle, and moves on to the next Village with his second move.
The Defender against a Raid receives a +1 bonus hit 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 bonus hit to the Battle Die roll in addition of the +1 bonus hit 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 bonus hits for a possible 3-5 hits. He then rolls the usual two Battle Dice (6.2) and adds +1 bonus hit per Die for a possible 4-8 hits.
The raiding Army may not ask for truce but may surrender. If the raider wins the Battle and at least one Noble and one of his units are still alive, the Army must complete the Raid move. The Player may not decide to stop in the Village where the Raid took place but he may leave a unit behind to control the Village before moving on. If a Player moves into a Village Controlled by an opponent using his last move, this is not a Raid and is instead resolved in the Battle Phase.
Example: Lady Cersei Lannister (pink) and 2 Knights move from Riverrun to Harrenhal (Step 1). A Raid Battle takes place immediately, which the pink Army wins without a loss. The blue Men at Arms counter is destroyed and removed from the map. With his second step, Lady Cersei Lannister leaves a Knight in Harrenhal and then moves on to King's Landing with his remaining Knight. If the blue defender in King's Landing does not move out of this Village, a Battle could occur during the Battle Phase.
5.3 (EE) Sailing to Essos
- At the start of the move phase deal 4 new Essos locations or 3 Essos and 1 Beyond the Wall location if 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 "embark to Essos" from any coastal village by spending 1 move step. Place the noble and 1 accompanying troop on an Essos location. While on Essos the noble is considered as "captive" for all other purposes.
- 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.
- At the end of the entire movement phase remove all unclaimed locations from the board.
5.3.1 Essos Roll (D6)
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 placed grants +1 bonus to the roll. After the roll discard the agents used (revert to normal MaA).
- 1-3: The noble dies along with accompanying troops, remove them from the location card.
- 4-5: The noble fails, place him and his troops on your house board.
- 6: The noble succeeds! Gain the Essos reward (a Deal or a Companion) and remove the location card from the tracker placing it besides your house board with the noble.
If still alive (4-6 Results), the noble and his troops may return to Westeros at the start of the player's next move phase by spending 1 step to move to any controlled coastal village.
5.3.2 Location Cards and Rewards
- Difficulty: The Essos roll (5.3.1) receives a +1 bonus on Yellow locations and a +2 on Green locations.
- Companion Rewards: A companion reward is a token placed on the noble giving him an ability, it may be 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. Nobles may only have 1 companion at a time.
- Deal Rewards: The deals provide a new house ability and are marked by the location card itself not a token, 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.
Numbering note: the source prints "5.3.2" both above this paragraph and above the Green location list. Both are kept as printed.
5.3.2 Green Locations (no roll penalty)
- Braavos: Syrio Forell. Companion. Once per round you may upgrade any Knight in his village into a champion. The noble gains Fearless attribute.
- Myr: Trade Deal. Immediately after gaining this deal and each round during the income phase roll a battle die and gain as many GD.
- Pentos: Deal with Ilyrio Mopatis. Roll an extra dice on Essos Rolls and pick the highest result.
- Tyrosh: Deal with a free company. Pay 2GD once per purchase phase to place or replenish up to 5 mercenaries on this location card, they are counted as part of your reserve and follow the Golden Company variant rules (9.3).
- Lys: Deal with a free company. Pay 2GD once per purchase phase to place or replenish up to 5 mercenaries on this location card, they are counted as part of your reserve and follow the Golden Company variant rules (9.3).
5.3.3 Yellow Locations (-1 penalty)
- Astapor: Deal with the Slave Traders. Discard this location and pay 2 GD to place 7 unsullied with this noble during purchase phase. Unsullied form a single stack and cannot be separated. Unsullied have 2 hit points and add 2 SP in combat and grant the "Fearless" trait to the noble they travel with.
- Volantis: Priest of R'Lhor companion. It may be discarded to cancel the death of any noble in the same village as this companion.
- Quarth: Warlock companion. The Warlock allows you to reroll one D6 roll once per turn. The new result rolled must be applied to the roll.
- Asshai: Shadowbinder companion. You gain a 4 damage pre-battle strike that may be used in battle against fortifications but not in cavalcades. It does not stack with the archer pre-strike which is rolled separately and before.
- Braavos: Deal with the Iron Bank. During purchase phase, you may discard this location to purchase a Building or a Fief Title for free.
- Meereen: Deal with Daenerys. Discard this location to put Daenerys card (2.4.2) in your hand.
5.3.4 Red Locations (-2 malus)
- Vaes Dothrak: Deal with the Dothraki. Discard this location and pay 2 GD to place 4 Dothraki Knights 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 gain cheap labor. Gain 5 GD during each income Phase.
- Braavos: Deal with the Many-faced God. The noble on this location dies along with his troop instead of returning to Westeros. Discard this location to perform an assassination, no outlaw token is received.
5.4 (EE+NWE) Night Watch Rangings
- Any NWB may declare to join do a ranging this follows exactly the same mechanics as sailing to Essos (5.3), except that essos agent cannot be used. The Lord of the Night Watch may also declare to Join a ranging and may select the BTW location card (5.3).
- For the location roll any noble present besides the first counts as an "Agent" for the roll (see 5.3.1).
- BTW locations have some differences with essos locations: The essos roll for these locations is made at the end of the entire move phase instead of the player move turn, a NW brother may move to a previously occupied BTW location. If more than one Brother of the night watch is in the location, deals are gained by all houses with a noble present but companions are randomly assigned to 1 noble. On a result of a 1 on the essos roll only 1 randomly assigned noble dies.
Note: You may mix the BTW locations with the Essos locations if playing without the Night watch expansion but wish for more variety in that case they are used exactly as Essos locations. Essos agents would represent friendly wildings instead.
Beyond the Wall locations:
- The Haunted Forest: Deal with the giants. Add a Giant to your reserve, may be purchased for free once per game. Opponents detract 1 from their total combat roll against him, counts as a Champion to all effects (if he dies, he may be repurchased for 5GD).
- Children of the Forest: Deal. During play cards phase (2.2) you may play one good Weather effect.
- Hardhome: Deal with the Wildings. Men at Arms cost half to purchase and don't count for purchase limits (they need to be bought in pairs). When a MaA is present gain a +1 to the battle roll when fighting against the Night King.
- Fist of the First Men: Dragonglass Deal. One noble in your house gains 1 extra die while fighting against the Night King troops and gains Storm.
- Three Eyed Raven: Companion. You have no maximum hand size and draw 1 extra fortune card in phase 2.
- The Frostfangs: Horn of Winter companion. This noble ignores fortification bonuses while attacking as long as he has the horn.
Phase 6. Battle
In turn order, Players may declare a Battle in each Village where they and other Players have Troops. A Player cannot declare Battle against the same Player in the same Village twice, but he can declare several Battles in the same Village if each is declared against a different Opponent. A Player is allowed to attack an ally. Opposing Players do not have to Battle each other and can declare a Truce (6.3.1). Troops without a Noble (leaderless Troops) cannot initiate a Battle themselves, but they can join any side of a battle to aid other Players. The Player whose turn it is (offensive Leader) declares a Battle against a specific Player (defensive Leader). These two Players are the initial Leaders and any other Army present in the Village may rally to one of these two Leaders (with their agreement).
Players join forces before Battle, and no others may join a Battle after it has started. A Player must engage all of his Nobles and Troops (except eventually Brothers 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 Alliance decides the allocation of losses and the Control of any prisoners. A Leader cannot assign damage to allied Nobles if the Circumstantial Alliance still has Troops (so any Nobles would be the last to die as usual). If at the end of a battle a Leader still has troops, but any allied noble is alone, that noble receives a free Man at Arms from his reserve.
Example: Grady and Gunter are allied through marriage and one occupies Winterfell. Kirsten moves her Troops into Winterfell to attack Gunter. She convinces Grady to join her side and he agrees. They combine their Troops' Strength Points (6.2) and defeat Gunter, but Grady noble lost his Knights, at the end of the battle he gets a free MaA from his reserve thus avoiding being auto captured by his ally.
Noble attributes:
- A coward Noble: If a coward Noble is alone (without other Nobles from his House), he cannot initiate a Battle.
- A loyal Noble cannot attack allied Nobles (by marriage). 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.
- A persuasive Noble: During the Battle Phase before calculating strength points for the first time, a persuasive Noble may convert 1 Man at Arms from an opponent to his own.
6.1 Pre-Battle (TE)
Before a Battle commences, Archers receive one special pre-Battle attack. Archers from both sides simultaneously fire once. One Archer rolls one Battle Die, and each additional Archer adds +1 bonus hit to the Battle Die roll.
If the Battle continues, the Archers fight like Men at Arms and add 1 SP to their Army.
Note: The special attack and the pre-battle strike is not a Battle roll. (So no Mother of the Dragons bonus nor fearless or similar bonuses apply.)
Example: David initiates a Battle with 3 Archers. He rolls 1 Battle Die and adds +2 Bonus hits (for a possible 3-5 hits). At the same time Kirsten, David's opponent, has 2 Archers. She simultaneously rolls 1 Battle Die and adds +1 Bonus hit (for a possible 2-4 hits). Hits are resolved by each Player determining which of his Troops are killed and removed from the Battle. Now the normal Battle begins and each Archer fights like a Men at Arms, adding 1 SP to their Army.
6.1.1 Pre-Battle attacking Fortification
When pre-battle attacking any kind of Stronghold, Archers never have a pre-battle strike even if a secret passage has been played.
6.2 Battle Progression
Each side counts up its Strength Points (SPs). A Player receives:
- 1 SP per Man at Arms
- 1 SP per Archer (TE)
- 2 SP per Unsullied and Night's Watch Recruit (NWE)
- 3 SPs per Knight
- 3 SPs per Champion (TE)
- 1 SP for every Noble
A side's SP total determines the number of Battle Dice that Player may roll:
- 1 to 6 SPs: 1 Battle Die
- 7 to 12 SPs: 2 Battle Dice
- 13 or more SPs: 3 Battle Dice
Note: The Dragons Attribute (2.4.2) automatically adds +1 Battle Die. This is the only case where a Player may roll up to 4 Battle Dice. Circumstantial Allies combine their SPs to determine their Battle Dice total.
6.2.1 Attacker Penalties
- -1 Battle Die if any of the defenders is the Controller of a Stronghold.
- -2 Battle Dice if any of the defenders is the Controller of a Fortified City.
These Penalties are canceled by Siege Engines (6.5). Siege Engines participating in an attack cancel Attacker Penalties by up to 2 Battle Dice. A Secret Passage card (2.4.9) played by an attacker cancels all Attacker Penalties for that Battle. Attacker Penalties do not apply when the Army occupying a Stronghold or Fortified City attacks out at their besieging opponent.
Note: No Secret Passage can be used to annul a Fortification Attacker Penalty if it has a Maester from the Citadel (4.3.4).
Example: David occupies a Stronghold and is attacked by Grady who has a 15 SP Army. Grady's 15 SPs = 3 Battle Dice. But he is attacking a Stronghold, which imposes a 1 Battle Die Penalty. Grady attacks with only 2 Battle Dice.
Noble attributes: A cunning Noble always counts as having a 1 Battle Die Siege Engine counter with him. Thus he cancels one die of Attacker Penalty (6.4) when attacking a Fortification and after one round of siege, he cancels all such Penalties. Two cunning Nobles attacking together cancel all Penalties at once.
6.2.2 Taking Losses
Leaders roll their Battle Dice and take losses simultaneously. They choose which of the Troops they lead to remove, but must remove as many SPs as possible up to the number of hits taken.
Battle Dice have faces showing one, two, or three hit symbols. Each hit on a face represents one hit. It takes 1 hit to kill a Man at Arms or an Archer, 2 hits to kill an Unsullied, 3 hits to kill a Knight or a Champion, and 1 hit to kill a Noble. A Troop with more than 1 hit point can only be killed if it receives its full amount of hits. If there are hits remaining fewer than its full amount, such a Troop is unaffected. All hits that can be taken, must be taken. Players can choose a mix of Men at Arms, Archers and Knights as casualties. Nobles have 1 hit point and cannot be chosen as casualties until all Troops are dead (6.2.4).
Noble attributes:
- A fearless Noble receives a bonus hit +1 for each Battle roll.
- A cruel Noble takes NO prisoners. All captured Nobles are killed!
Example: (continuing with the previous example) Grady rolls his two Battle Dice resulting in a one-hit face and a three-hit face, for a total of 4 hits. David's defending Army consists of 2 Men at Arms and 3 Knights. David has no choice and must remove 1 Men at Arms and 1 Knight to match the 4 hits. But David gets to roll at the same time. His 2 Men at Arms and 3 Knights have a total of 11 SPs = 2 Battle Dice. He rolls a three-hit face and a two-hit face = 5 hits. Grady loses 2 Men at Arms and 1 Knight. Troops remain on both sides and Grady does not want to stop his attack, so the Battle continues and both Players will roll again. Grady has only 10 SPs remaining (15 - 5 losses), so rolls only 1 Battle Die (because of the Stronghold Attacker Penalty). David has 7 SPs left (11 - 4 losses) and rolls 2 Battle Dice.
A further example: Gunter is attacked and he has the following defending Troops and Nobles: Lord Jaime Lannister, Lady Cersei Lannister, 1 Man at Arms and 1 Knight. If his opponent rolls:
- 2 hits: the first hit kills the Men at Arms. The second hit is ignored, since it takes 3 hits to kill a Knight, and Nobles are not affected until all Troops with them are killed.
- 3 hits: the Knight is killed and the Man at Arms and Nobles are not affected. (If there were 1 Knight and 3 Men at Arms, the Player would choose which Troops to remove.)
- 4 hits: The Men at Arms and Knight are killed, and both Nobles are taken Captive.
- 5 hits: All Troops and one Noble (at Gunter's choice) is killed, the other Noble is taken Captive.
- 6 hits: All Troops and both Nobles are killed.
6.2.3 Captives
Except with the Abduction card, Captives can only be taken during the Movement or the Battle phases. If during the Movement phase or battle, there are one or more Nobles alone (without any of their own Troops) and any other Player has at least one Troop present, he captures the lone noble(s) immediately.
Note: If several Players can capture the same Noble, the first in turn captures him. After a Battle, the victorious Leader decides which army captures any remaining lone nobles.
When a Noble is taken Captive, lay the Noble's avatar on its side and place a Captive marker on his Noble card. Captives still count towards a Player's limit of four Nobles. The Captive is now under his captor's Control and his captor can move the Captive along with his Noble's Troops. The Noble remains a Captive as long as he occupies the same space as his captor's Troops.
A Captive may escape using a Secret Passage card during the release captives phase, he can also be set free by his captor for any reason, including the payment of a Ransom (3.2) during the release captives phase. He is then placed as if he were a new Noble being played (2.4.1).
During Phase 5-6, a Captive can be transferred to another army present in the same Village. If the captor is defeated in battle (killed or captured himself) all captives the captor had are transferred to the army that won the battle.
A Captive cannot marry, cannot be named a candidate for any position or vote in any election. If the Royal consort is Captive, she cannot play the Heir to the Iron Throne noble. Captive noble VPs do not count towards winning condition. Captives cannot benefit from any power derived from their military titles. A Captive keeps his Titles, incomes and all of his other privileges.
Note: Nobles in Essos (EE) count as captive for all purposes but are placed back on the board when returning.
Noble attributes: A Heartbreaker Noble can choose to break a Marriage Alliance if he captures either of the spouses. Instead of imprisoning lone Nobles, a cruel Noble kills them.
6.3 Ending a Battle
A Battle can last several rounds. Before any Battle round, the offensive Leader may cease the attack (6.3.1), request a truce (6.3.2), surrender (6.3.3), or decide to continue the Battle. Then if the offensive leader decided that the battle continues the defensive leader may also Surrender (6.3.3) instead of fight.
6.3.1 Cease the Attack
The offensive leader may cease the attack. If he does so and the defending Army is led by a Noble (other than a Brother of the Night Watch) the defender may decide to continue the battle, but by doing so he becomes the offensive Leader (and would leave the eventual safety of his Stronghold or Fortified City).
6.3.2 Declare a Truce
If both leaders reach an agreement a truce is jointly declared, such agreement must cover who keeps control of the village and of each eventual prisoner that would be made once the battle ended.
6.3.3 Surrender
If a Leader surrenders, all remaining Troops on his side are disbanded and all remaining Nobles on his side are taken Captive.
6.3.4 End of a Battle
A Battle ends, at the end of any round,
- If at least one side has lost all troops
- If a Leader decides to surrender
- If only Nobles remain on both sides,
- If no side takes any losses for 3 rounds in a row,
- If a Truce is declared or attack ceases
If the attack ceases all Nobles and Troops remain in the Village and the village controller keeps the control. In the case of a truce all Nobles and Troops remain in the Village and the agreed players take control of the village and eventual prisoners.
6.4 Sieges and Siege Engines
After resolving all Battles, a Player that still has Troops in a Village controlled by another player may initiate a Siege (even under Heavy Rain). He declares a Siege and adds a 1 Battle Die Siege Engine counter to his besieging Troops. If during the next round this Player decides to continue the Siege after all battles are resolved, he will flip the 1 Battle Die Siege Engine counter to its 2 Battle Dice Siege Engine side. If allies each have Troops and are besieging a Stronghold or Fortified City together, they may each place a 1 Battle Die Siege Engine counter, to cancel up to 2 Dice of Attacker Penalties (so Alliances apply during Sieges).
Example: Kirsten moved her Lord and a Knight to Pyke, but feels that her Troops are not strong enough to attack, because of the Stronghold Attacker Penalty. She decides not to attack, but instead to besiege the Stronghold and adds a 1 Battle Die Siege Engine counter.
Example: Kirsten attacked Pyke, but after one Battle Roll felt that her chances of winning were not good. She decides to call off the attack and begins a siege by placing a 1 Battle Die Siege Engine counter with her Troops.
Note: Any village may be sieged, even without fortification.
6.4.1 Siege Effects
- A besieged Village is still under the Control of the besieged Player.
- Incomes are not collected from a besieged Village or any buildings in it.
- The besieger counts as being present on all gates. Thus, the controller of a besieged Fortification cannot move Troops and Nobles out of the Village during the Movement Phase, unless using a Secret Passage (2.4.9) or making a Raid (5.2).
- Any Player can normally move Troops to a Village where a siege is happening. The Controller's Troops and Nobles move directly into the besieged Stronghold or Fortified City without having to fight the Besiegers.
- The Controller of a besieged Fortification may not add newly purchased Troops to his besieged Army. However, he may add new Nobles.
- Any Player except the Controller may add newly purchased Troops in this Village if they have a noble as per the normal rules.
- If one of his Nobles is present, a besieged Player may initiate a Battle, but in doing so his Troops lose the protection of the Stronghold or Fortified City and its Attacker Penalties. A normal Battle (Phase 6) takes place.
A Siege may be ended at any time by the Besieger, in which case all Siege Engines in this Village are removed from the map and the besieger is only blocking the road he came from (back "at the gate") in case the controller tries to move away.
6.4.2 Siege Engine Effects in Battle
When attacking a Fortification 1 Battle Die Siege Engine cancels 1 die Attacker Penalty, so Players attacking a Stronghold have no Attacker Penalty and lose only 1 Battle Die when attacking a Fortified City (6.2.1). A 2 Battle Dice Siege Engine cancels 2 Attacker Penalties, so Players have no Attacker Penalties when attacking a Stronghold or Fortified City. Siege Engines do not add to a side's SP total (6.2), they only cancel Attacker Penalties. Siege Engines do not take hits. They only represent a Player's ability to lower the Attacker Penalty. When a Player moves all of his Troops out of the Village or if all of his Troops are destroyed, his Siege Engine counter is removed from the map.
Example: (continuing with the previous example) Kirsten besieged Pyke last round and decides to attack this round with her Lord and Knight. She will not lose a Battle Die, because her 1 Battle Die Siege Engine cancels the Stronghold's 1 Attacker Penalty. If instead Kirsten decided to besiege Pyke another round, she would flip her 1 Battle Die Siege Engine counter to its 2 Battle Dice Siege Engine counter side. In future attacks against Pyke, her 2 Battle Dice Siege Engine will cancel the Stronghold's one Attacker Penalty.
Phase 7. Attack on the Wall (NWE)
Only play this phase if you use the Night's Watch Expansion (the Essos expansion can be combined too) or if you use the Night King Variant (NKV).
(NWE) The Wall Board: On the northmost edge of the board there is a special section. This section represents the balance of forces between the wildings and the Night's Watch that guards Westeros from the monsters that lurk in the frozen lands beyond the Wall.
Note that the track is spaced at increments of 2 from -14 to +14. There is a marker on the track, indicating the current balance. There are also three Fortifications depicted there that represent the last three manned castles of the Night's Watch.
Roll a d6 at the start of this Phase (In Autumn roll 1 extra die, in Winter roll 2 Extra dice and add the results. At the start of the Winter season Eastwatch falls if it was still standing.
Once the roll is made move the marker that many spaces to the left. If the roll would move the marker beyond the lower limit of the track, the marker is put on the leftmost space and an attack is triggered and the wildings breach the Wall.
Flip the card depicting the Fortification with the highest number still standing to the Fallen side and apply the consequences indicated there.
Wall Breach Effects:
Note: if playing with the night king variant (NKV 9.3) disregard the following section and use the rules reflected in the variant instead.
- At the first breach Eastwatch (3) will fall. When Eastwatch falls, all subsequent wall rolls are increased by 1.
- At the second breach the Shadow Tower (2) falls. When that happens, each will suffer an Uprising on a random Noble (the populace revolts when receiving the news). This uprising cannot be calmed, but it can be boosted normally. Fortification rules apply. Subsequent wall rolls are additionally increased by 1, to a total of +2.
- At the third breach Castle Black falls and all Players lose the game.
Phase 8. End Round
When a round ends, all Fortune cards remaining on the map are discarded to the Fortune Discard Pile. Players retrieve their Tax markers. Victory conditions are now checked.
A Player has:
- 1 VP for having the Lord Commander of the Watch Title (1.2), (NWE)
- 1 VP for having the Hand of the King Title (1.3).
- 1 VP for having the King Title (1.5).
- 1 VP for each Fief Title he Controls (4.2).
Players can win alone or as part of an Alliance. Update the VP tracker on the board with the new totals per Player. For Marriage Alliances stack the two Player counters and move them to the sum of both Players' points. If there is 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.
8.1 Solo Victory
A Player wins the game if he has 3 VP at the end of a round.
Note: if there is a NKP (9.3), his winning condition differs.
Example: A Player could win by Controlling 3 Fiefs at the end of a round, or 2 Fiefs AND the Title of King or the Hand of the King or Lord Commander, or 1 Fief and two Titles among King, Hand of the King and Lord Commander or the three Titles King, Hand of the King and Lord Commander!
8.2 Alliance Victory
An Alliance of two Players (through marriage) wins if they have 4 VP at the end of a round. (5 VP if you use the Night's Watch Expansion (NWE) or if you are using the Night King's variant without it.)
In a game with at least five Players, the Players may form Marriage Alliances and win the game together. A Player may only have one ally at any given time. A Player may not have a Solo Victory if he is in an Alliance with another Player.
Note: An Alliance Victory is only allowed in games with at least five Players. However, Players can still marry in games with four Players, but this will not form an Alliance.
8.3 White Raven
If the white raven is placed on the victory tracker the VP needed to declare a win is reduced by 1 (2 VPs for solo victory and 3 or 4 VPs for alliance victory).
8.4 Ties
If several Players meet the victory conditions, a winner is determined by who has the following in order: A Solo Victory beats an Alliance Victory, the Title of King, then Hand of the King, then Protector of the Realm, then Controlling the most Fiefs, then Wardens, then Villages.
Example: At the end of a round, none of the Players are allied. Grady has 3 Fiefs, David has 1 Fief, Gunter has 1 Fief, and Kirsten has 2 Fiefs and the Title of King. Kirsten wins because she has the King Title.
Example: Grady and David are allied. Grady has 3 Fiefs, 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 has 5VPs, so they fulfill the victory condition for an Alliance 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 Alliance.
9. Variants
9.1 Swearing in Front of Gods
Players' promises of payment made in public may be "Sworn", those payments must be honored in the order they were made. Deal makers can release themselves of a deal (or part of it) by mutual consent of all parties involved. Deals done inside Raven discussions cannot be sworn.
Breaking a promise: If for whatever motive a player does not fulfill a debt he has not been released from, all his current nobles become "Gods Cursed" (1.1.2).
9.2 Claimant to the Throne
Swap one New Lord in court card with the Claimant to the throne card. The claimant is a new lord in your court that has the "Prince of Westeros" attribute and is then a Heir to the iron throne. When played take the heir noble card from the board or if any of the nobles listed is in your house deck (yet to be played) play him instead and place the "Heir" token on him.
9.3 The Golden Company
Numbering note: the body prints no section 9.3.2. The printed subsections 9.3.1, 9.3.3 and 9.3.4 are kept as printed.
9.3.1 Golden Company Upkeep (4.0)
At the beginning of each Purchase Phase, a Player must pay the Bank 1 GD per Mercenary he has on his Family Board and wishes to keep. Any Mercenaries he does not pay for are returned to the Reserve Pool.
Example: Two of Grady's Mercenaries were killed last round's 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, Grady pays only one GD to keep one of the Mercenaries, losing the other two Mercenaries which are placed back into the Reserve Pool. There are now four Mercenaries in the Reserve Pool available to be bid on at the beginning of the next Purchase Phase.
9.3.3 Bidding for their services (4.1)
Mercenaries available at the end of the Bidding Phase (4.1) are bid on by all Players. Each Player secretly places GD into his hand and holds it out. Players reveal their bids simultaneously. The high bidder takes all Mercenaries in the Reserve Pool and places them on his Family Board (not on the map). If more than one Player bid the same highest amount, nobody gets the Mercenaries and they remain in the Reserve Pool. Only the winning bidder pays his bid.
9.3.4 Using the Golden Company (6.2)
A Player may place any number of his mercenaries when determining his Battle strength during any battle roll in any Battle that includes one of his Nobles. If he does not place all of his Mercenaries in one Battle, he may place his remaining Mercenaries into other Battles when they take place. Mercenaries may not be placed during an Uprising. A Mercenary may only take part in the Battle they were placed in.
Note: If more than one Mercenary is placed at the same time into a Battle that is located in a Region experiencing the Plague (2.3.3), half of these Mercenaries (rounded down) are lost and returned to the Reserve Pool.
Mercenaries fight and take hits like Men at Arms. Killed Mercenaries are placed back into the Reserve Pool, available to be bid on during the next Purchase Phase. At the end of the Round, all Mercenaries that survived the Battles are placed back on their employer's Family Board.
(EE) Note: Mercenaries killed with this expansion can be re-bought by the location card owner but only 1 per turn.
Example: Grady has all five Mercenaries on his House Mat. Grady 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 his Mercenaries to the Battle to increase his SPs to 13, gaining him three Battle Dice. Grady and Gunter both roll their Battle Dice and Gunter scores 2 hits on Grady. Grady decides to remove his one Mercenary and one Men at Arms. During the next Battle Roll, Grady only has 11 SPs remaining, so decides to add another two of his Mercenaries to the Battle to again increase his SPs to 13. Grady wins the Battle. He then has another Battle in another Village and commits his remaining two Mercenaries to it.
9.4 Night King Variant (NWE)
This variant replaces drastically the consequences of having the first castle on the wall fall, one player will become the Night King when that happens.
Note: Optionally you may use the Night King Variant (9.3) without the NWE, in that case If Winter comes, trigger the night king automatically.
Diplomacy: The NKP may not participate in ravens nor make any kind of deal with other players, instead he listens in all ravens and once per round he may relay one message he wants per each player privately (one way messages only, players may not reply), he must announce he is doing it.
Note: He may use paper notes or a messaging app.
(Phase 2 or 7) Night King Arrival: If the wall fell (first castle) then... The night King is here. Roll a D6, the Lord Commander of the Night Watch dies on a roll of 1-3.
Deciding who becomes the Night King: The player that has the least amount of VP and less villages controlled becomes the NK, if still more than one player meet both conditions one may volunteer, if more than one or nobody volunteers then the player controlling Winterfell or the closest village to it (if Winterfell is not controlled by any of them), becomes the night king.
The Night King player (NKP) house loses the game and his House disappears. He discards his player board and nobles (all his nobles die) and draws the four variant noble cards showing White Walkers I to IV, then flips over all the troop tokens he had in the board (flipped down tokens represent undead wights). He also discards any cards he had in hand (before shuffling the fortune deck) and gold dragons and takes any disaster cards currently in the disaster track into his hand.
Villages that are controlled by the NKP, discard all Mills, Septs and Maester upgrades. If the designated player controls less than 3 villages and there are uncontrolled villages he will place groups of 4 tokens in uncontrolled villages on the board until he controls 3 villages in total, if no uncontrolled villages are available, he will select villages from his starting fief to take over instead placing the 4 tokens (any army present will move to be "at the gates", buildings will be destroyed).
The NKP starts with 2 nobles; he plays any 2 white walkers (nobles) on two villages he controls.
2 Card Draw phase: The NKP does not draw fortune or court event cards, instead he will get any disaster cards that are drawn during the phase, he will then select which cards to place in the disaster track keeping the remaining ones in his hand.
2.3 Resolving Disaster Cards: Instead of rolling the NKP decides where each disaster strikes not including any copy due to autumn or winter, which are rolled after all the disasters are placed.
After placing disasters the NKP may discard a disaster card to play a White Walker noble. NPK nobles and troops are considered to have Storm, and Cruel Attributes and are immune to fortune cards and disasters.
3 Income: The NKP receives no income and thus cannot make purchases.
5 Moving: (EE): Don't draw/select any beyond the wall locations again. NKP is always first to move. Even before Martell.
At the start of his move phase the NKP will receive:
- In autumn: 15 Wights
- In winter: 25 Wights
These Tokens will be distributed as he sees fit among the nobles he controls (no limit per village). Face down tokens are exactly like a MaA but are immune to the plague and to the persuasive attribute.
White walker nobles may not embark to Essos. Wights cannot be raided, they always deny passage.
6 Battle: NK is first to battle. NKP nobles always siege if they have not attacked.
If a NKP army led by the Night King loses a battle every noble participating in the battle gains the "Night King Slayer" title, which provides an extra free vote for the noble for any title he candidates for, also the noble may always candidate for a title if he has available space for it.
At any point during the game even during a battle, the NKP may voluntarily reveal the Night King (flipping the noble card). Also if at any point the NKP only controls 1 noble the Night King is automatically revealed.
The Night King has the Dragon attribute (+1 step +1 battle Die) in addition to the others attributes, also he has a special power: Once per round (at any moment) the NKP may discard a disaster card to immediately raise from the dead as wights all the enemy troops the NKP has killed so far during the round, in the same villages where the troops died.
Note: The NKP should raise his arms slowly while doing this... you know what I mean!
NKP nobles die instead of being captured. NKP armies never surrender but may ask for truce. The NKP may not join any other player in battle nor may any other player join his side in battle.
Note: Night Watch nobles may attack the NK armies and gain the fearless attribute against them.
7 Attack on the Wall phase: If the NK is alive he wins the game if he controls 2 strongholds/fortifications, or a given number of villages:
- If playing 5 players: 7 Villages
- If playing 6 Players: 6 Villages
10. Nobles
10.1 Noble Attributes
-
Ambitious: This Noble pays 2GD less to purchase any Fief or Small Council Title.
-
Blessed: This Noble is not affected by the Plague (but his Troops are still affected). Also this noble cannot be burned for R'hllor.
-
Cannot marry: This Noble cannot be part of a marriage.
-
Coward: If this Noble is alone (without other Nobles from his House), he cannot initiate a Battle.
-
Cruel: This Noble takes NO prisoners. All captured Nobles are killed!
-
Cunning: A cunning Noble counts as always having a 1 Battle Die Siege Engine counter with him. Thus he always cancels one die of Attacker Penalty (6.4) when immediately attacking a Fortification and after one round of siege, he cancels all such Penalties. Two cunning Nobles attacking together do not stack.
-
Cursed: For each Disaster card, roll a Battle Die in addition to the 1d6 to determine which Region is affected by the Disaster. On a Battle Die "ff" (two hits) result, the 1d6 roll is ignored and the Disaster affects the Region where the cursed Noble is located. If the cursed Noble is on the Wall or Essos, disregard his cursed attribute. If more than one cursed Noble is in play in different Regions, they all roll a Battle Die. The Disaster affects the Region where the cursed Noble with the highest roll is located. If these Battle Die rolls are tied, ignore the cursed attribute.
Note: the 2.3 Resolving Disaster Cards section of the source says "If these Battle Die rolls are tied, resolve the location normally." The two wordings differ; both are kept as printed.
10.2 List of Nobles
The roster is listed by House, one noble per line, with the attributes printed after each name. An asterisk is printed by Daenerys Targaryen's name in the source.
Arryn
- Petyr Baelish: cunning, persuasive
- Robin Arryn: coward
- Yohn Royce: loyal
- Gerold Grafton: rich
- Lyn Corbray: swift
- Lysa Arryn: extravagant
- Anya Waynwood: tyrant
- Ysilla Royce: ordinary
Lannister
- Tywin Lannister: tyrant
- Joffrey Baratheon: cruel
- Jaime Lannister: fearless
- Sandor Clegane: hard to marry
- Tyrion Lannister: persuasive, hard to marry
- Cersei Lannister: ambitious
- Jeyne Westerling: heart breaker
- Myrcella Baratheon: unlucky
Targaryen
- Young Griff: shadow
- Ser Jorah Mormont: loyal
- Jon Connington: storm
- Barristan Selmy: fearless
- Grey Worm: cannot marry
- Alyssa Connington: ordinary
- Missandei: extravagant
- *Daenerys Targaryen: blessed, Mother of Dragons
Baratheon
- Stannis Baratheon: loyal, ambitious
- Renly Baratheon: ordinary
- Ser Davos Seaworth: shadow
- Salladhor Saan: rich
- Beric Dondarrion: blessed
- Melisandre: blessed
- Brienne of Tarth: fearless
- Shireen Baratheon: hard to marry
Martell
- Doran Martell: coward
- Oberyn Martell: swift
- Edric Dayne: cunning
- Gerold Dayne: cruel
- Quentyn Martell: ordinary
- Arianne Martell: heart breaker
- Obara Sand: loyal
- Ellaria Sand: tyrant
Tully
- Edmure Tully: storm
- Brynden Tully: shadow
- Walder Frey: coward
- Ryman Frey: cursed
- Jason Mallister: cunning
- (Fat) Walda Frey: Loyal
- Shella Whent: unlucky
- Eleanor Mooton: Ordinary
Greyjoy
- Balon Greyjoy: cruel
- Theon Greyjoy: unlucky
- Euron Greyjoy: persuasive
- Victarion Greyjoy: storm
- Aeron Greyjoy: extravagant
- Asha Greyjoy: shadow
- Gysella Goodbrother: cursed
- Gwynesse Harlaw: hard to marry
Stark
- Ned Stark: fearless, cannot marry
- Jon Snow: fearless
- Rob Stark: ambitious
- Rickard Karstark: cursed
- Roose Bolton: cruel
- Catelyn Stark: storm, cannot marry
- Sansa Stark: heart breaker
- Arya Stark: shadow
Tyrell
- Mace Tyrell: Rich
- Loras Tyrell: extravagant
- Arys Oakheart: swift
- Randyll Tarly: storm
- Samwell Tarly: coward
- Olenna Tyrell: cannot marry, cunning
- Margaery Tyrell: persuasive
- Malora Hightower: tyrant
11. FAQ
11.1 Frequently Asked Questions
Q: If a Player does not have any Troops or Nobles on the map, is he eliminated from the game? A: No, he can keep playing by drawing cards, playing them, negotiating, etc. He cannot purchase Troops or Buildings, because he cannot place them. If he plays a new Noble, he may place him in any Village along with 1 MaA. Once he has a new Noble under his control in the game, he continues to play normally. If playing with the NK variant he may choose to become the Night King at that point and will rejoin play when the Night King is triggered becoming the designated player.
Q: Are a Player's Gold Dragons (money) visible to others or secret? A: It is visible except when there is a bid, unless all Players agree at the beginning of a game that their Gold Dragons can remain hidden from others.
Phase 1. Hear Ye, Hear Ye
Q: Can I attack my ally, possibly taking his Fief Fortified City and Title? Can I attempt to assassinate my ally's Noble? A: Yes, the Player can attack and assassinate his ally. The Player can also take Control of their Fortified City and Title. But the Alliance victory condition stays in place until the marriage ends!
Q: Can we marry in a four Player game? A: Yes, it is allowed, but a Player can only win the game solo in a four Player game. A Marriage does not create an Alliance with four Players. So the only reason to marry would be for the ability to become Royal consort.
Q: Can a Player decide not to vote in an election? A: Yes, a Player may abstain completely from voting or only play his "Decoy" vote marker.
Q: How are the "Decoy" votes counted for the vote total? A: Only "For" votes are counted to determine the simple majority of a vote. Abstentions and "Decoy" votes are ignored.
Q: When a Warden becomes a Member of the Small Council or the Hand of the King, what happens to his Warden Title? A: Wardens keep their Titles in both cases, a Master of ... Title must be dropped when the Lord is elected Hand of the King. The Hand retains all of the privileges of a Member of the Small Council though, as he is still part of it.
Source gap: the answer above is truncated in the source ("a Master of ... Title"), and it is kept as printed.
Q: When a Warden becomes King what happens to his Warden and Small Council Titles? A: The Titles are discarded as King includes a Military and a High title, so both tokens are replaced.
Q: Can a Lord have more than one Member of the Small Council Title? A: No, a Lord cannot have more than one High Title (Member of the Small Council is a High Title).
Q: Does the Royal consort get 1 VP, especially if she is Royal consort and Protector of the Realm? A: No.
Q: Can the Royal Wedding be annulled by the Master of Laws? A: Yes, it may be at the request of the King or the Royal consort.
Phase 2. Cards
Q: Can I play an Opportunity card during the Discard Subphase? A: Yes, the Player may play it instead of discarding it.
Q: Can I play an Opportunity card during the Draw Subphase? A: No.
Phase 4. Purchase
Q: What happens if I want to buy something, but there are no counters left in the stockpile? A: The Player cannot purchase an item if there are no counters left. This applies to all purchasable things such as Men at Arms, Mills, Septs etc. Note: Septs often run out quickly in the game!
Q: The King can give my Noble a Fief Title, but demands that I give him 2 Gold Dragons and the Village of Winterfell. Can he do this? A: Yes, he can, if the Player agrees to it (the Control would be transferred during phase 5 or 6 though and you are allowed to go back on your word). If the Player does not want to negotiate, he can always pay the full price for the Fief Title to the bank. The Player with the King must also eventually have Troops at Winterfell for Control to be ceded.
Phase 5. Movement
Q: If several Players have Troops in a Village through which I want to pass, from whom do I have to ask permission to pass? A: One Player Controls the Village, while other Player Troops may be "at the gates" occupying the roads leading to the Village if they moved there during the ongoing Movement Phase. A Player needs to get permission from the Player Controlling the Village and from 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.
Q: Can a Player perform a Raid and if he wins, decide to stay in that Village instead of moving on? A: No. The Player must continue moving to the next Village, but the Player could move back again, if he has a Move remaining and/or could drop one Knight to retain Control of the Village where he raided (if he continues the move with at least one Knight) and pick up other knights he may have had in the village beforehand if they had steps to move left).
Q: Can you perform a Raid after your final Move step? A: No. This final move Battle will happen in the Battle Phase if the opponent has not moved away.
Q: Can a Player initiate a Raid from a besieged Stronghold or Fortified City? A: Yes. The besieged raiding Army must immediately fight against the besieging force. If the raiding Army wins, it MUST move to an adjacent Village as per the normal Raid rules. However, it may come back right away if it still has a move remaining.
Phase 5 & 6. Movement and Battles
Q: What happens to a Noble who is alone in a Village facing opposing Troops? A: During the Movement Phase and after a combat during the Battle Phase, Nobles with no Troops of their own facing opposing Troops is immediately be taken Captive (6.2.3).
9. Night King Variant and Fortune cards
Q: May I play a SP to go thru a village controlled by the NKP or to attack a fortification held by the NKP? A: Yes, even though his nobles and troops are immune, the SP effect affects your noble, abduction would not work though as it targets both your noble and the NKP's.
Definitions
- Controlled (5.1): A Village occupied by a Player's Troops and/or Nobles is Controlled by that Player.
- Court Event deck: The brown backed draw deck (called Lords Deck in vanilla).
- House: A Player's House consists of up to four Nobles.
- Royal Family: The group of Nobles comprised of the King, Royal consort and Heir.
- Troops (4.1): Men at Arms, Archers, Champions, Unsullied and Knights.
- Simple majority (1.1): Received more votes than any of the other candidates.
- Army: The sum of all troops.
11.2 Summary of Main Changes vs the "Vanilla" FIEF
This summary is meant for quick access to the main rule changes for Players that are experienced in Fief 1429.
Some terms have been renamed, their rules may also differ from the vanilla ones:
- Lord Deck → Court Event Deck
- Bishop → Warden
- Cardinal → Master of the ship/law/whisperer/coin
- Pope → Hand of the King
- Templar → Brother of the Night's Watch
- Templar Knight → Night's Watch Recruit
- Grand Master of the Templar → Lord Commander of the Night's Watch
- Commandery → Sept
- Maester from the Citadel → Templar Knights
- Fortification (Variant)
- The Royal Edict → Destroying the False Idols
- d'Arc → Mother of Dragons
- Excommunication → Declare outlaw.
- Denier → Gold Dragons
- Royal Guard → The Whitecloaks
- Bombards → Champions (also count as a knight)
- Cavalcade → Raid
- Ambush → Abduction
Source note: the source prints "Maester from the Citadel → Templar Knights" and "Fortification (Variant)" exactly as shown; neither is expanded here.
Setup and General Mechanics: French rules are used as a foundation. The Court Event deck no longer contains House Nobles but play a male or play a female cards, Nobles are part of each House Character deck (3 females and 5 males per deck) and Players will draw a male or a female as needed. Each House has 2 defined starting Nobles, which will be the first 2 draws of each house. Each Noble has an assigned attribute and each House has an assigned advisor (now House power) as per the Political Expansion (some houses have instead a vanilla relic related power). Church equivalent Titles (Wardens, Hand and Small Council Members) no longer have marriage restrictions nor restrictions to be nominated for King (the new King would drop these Titles though). Heir to the Throne is no longer a Title but a special character not in the House Character decks. Titles have 3 categories (Fief, Military and High Title) and each noble is limited to 2 Fief, 1 High and 1 Military title. If a Noble would receive too many Titles he must immediately get rid of this extra Title. On setup 2 copies of each disaster card are removed from the deck (will be added during the game). Players start in a fixed village instead of choosing any village in a fief (fief is determined by the chosen house to play).
Hear Ye: King can declare to embrace the faith of R'hllor thus 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.
Wardens may marry and be King Candidates. The Hand does not have the divorce ability nor does he lift outlaw status, (Master of Laws does). The Hand can force a Noble to take the black (or make him an Outlaw instead). Council Titles (cardinals in vanilla) now have a power attached to each of them (master of laws referenced above is one of them), also the purchasable Small Council Title is now a bid not a direct purchase.
Ladies can be King Candidate.
Calming revolts as a cardinal costs 2 instead of 3.
Discard, Draw and Play cards
- Disasters: Autumn and Winter disasters will strike extra regions but at game start there are less disasters in the deck.
- Unlucky attribute: Impedes mill boosts to be played, but allows Disasters to be canceled.
- Justice card can be used either to outlaw a noble or kill an outlaw.
- Blessed prevents also to be burned when declaring for R'lhorr.
- Abduction card (Ambush in vanilla): Rules change, now is played on your Noble, he takes any other Noble in his Village Captive, can be used anytime not only in battle.
- Nobles may be played in any village you control (not only on the fortifications).
- New lord cards in the brown deck: High Sparrow, a lord that cannot be titled and does not have avatar but can cause revolts, Claimant to the throne, produces a heir.
- Tax simplification; hierarchy removed and instead, the first tax token to be played gets priority.
- Uprising simplification, may be played by the player causing the excuse, no longer destroys buildings.
Income and Purchase Phase
- Captives can only be released during Income phase (same time as ransom releases), ransoms are paid during income phase.
- Changes to buildings: 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.
Battle & Movement Phases
- Movement rules: Nobles cannot move alone, they need to have Troops with them a.k.a. Liverpool rule (you will never walk alone).
- A Noble is only needed to initiate an attack, any Army even without a Noble may join a fight. When a third party Army joins the attacker or the defender in a battle, the third party surrenders all decisions.
- Only the controller of a village is in the village, the other present armies are "at the gates" and can't pass thru without permission.
- Empty villages are not controlled (even if fief has been purchased).
- All Nobles (Lords and Ladies) add an SP to Army strength.
- Coward: Only prevents to attack alone, no auto-surrender rules.
- Changed Village control rules, only village controller may occupy a village, others remain "at the gates", empty villages are not controlled even if in a governed fief.
- Added the ESSOS expansion, nobles may now move to Essos to gain new powers.
- Cavalcade (now Raid) has been reworded and simplified.
- Truce sequence and rules have been simplified.
- Captives: Captive noble VPs do not count towards winning condition. Captives cannot benefit from any power derived from their military titles.
Variants
Created some specific variants:
- Swear in front of the gods: Public deals are binding.
- Mercenaries variant (Golden company).
- Night King Variant (one player may become the night king which changes his rules and victory condition).