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A Game of Thrones: The Card Game – The Battle of Blackwater Bay thumbnail

A Game of Thrones: The Card Game – The Battle of Blackwater Bay

Expansion for A Game of Thrones: The Card Game

A Game of Thrones: The Card Game – The Battle of Blackwater Bay Rulebook

Table of Contents

Table of Contents

  • Plots
    • City of Soldiers
  • Characters
    • Peasant Defenders
    • Ser Davos Seaworth
    • Island Mercenaries
    • Free Cities Mercenaries
    • Southron Mercenaries
    • Veteran Spearman
    • Ser Mandon Moore
    • Pyromancer's Apprentice
  • Locations
    • Alchemist's Guild Hall
    • Blackwater Bay
    • King Robert's Hammer
    • Rhaenys's Hill
  • Attachments
    • Northern Steel
    • Tyrion's Chain
    • Mercenary Contract
    • Venomous Blade
  • Events
    • Drinking the Sea
    • Rumors of War
    • Battle of the Bay

Plots

City of Soldiers

Plot · House Neutral · City

Gold income 3 · Initiative 0 · Claim 2

When revealed, choose and kill a character with STR X or lower. X is the number of City plot cards in your used pile.

Characters

Peasant Defenders

Character · House Stark · Cost 2

Strength 2 · Military 1 · Power 1

Ally.

Reduce the cost to play Weapon attachments on Peasant Defenders by 1. If Peasant Defenders has a Weapon attachment, they get +3 STR and do not kneel to defend.

Ser Davos Seaworth

Character · House Baratheon · Unique · Cost 3

Strength 3 · Military 1 · Power 1

Lord. Knight.

Stealth.

Response: Kneel Ser Davos Seaworth to save an atttachment on a character from being discarded from play. Then, attach it to another eligible character, if able.

Island Mercenaries

Character · House Greyjoy · Shadow cost 4

Strength 6 · Military 1 · Power 1

Army. Mercenary.

House Greyjoy only. Renown. No attachments.

Response: After you win an unopposed challenge in which Island Mercenaries participated, they claim 1 power.

Free Cities Mercenaries

Character · House Targaryen · Shadow cost 4

Strength 6 · Military 1 · Power 1

Army. Mercenary.

House Targaryen only. Renown. No attachments.

Response: After a character with STR 2 or lower is killed, stand Free Cities Mercenaries.

Southron Mercenaries

Character · House Martell · Shadow cost 4

Strength 6 · Military 1 · Intrigue 1

Army. Mercenary.

House Martell only. Renown. No attachments.

Response: After you win a challenge in which Southron Mercenaries participated, move 1 power from the losing opponent's House card to your own.

Veteran Spearman

Character · House Martell · Cost 2

Strength 2 · Military 1

Ally. Mercenary.

No attachments except Weapon.

Challenges: Kneel Veteran Spearman to choose an opponent's character. Until the end of the phase, that character cannot be chosen to die as the result of military challenge claim.

Ser Mandon Moore

Character · Neutral · Unique · Shadow cost 2

Strength 3 · Military 1

Knight. Kingsguard.

No attachments except Weapon.

Challenges: Bring Ser Mandon Moore out of Shadows and into play by paying the rest of his gold cost.

Response: After you win a challenge in which Ser Mandon Moore participated as the defender, choose and kill a participating character.

Pyromancer's Apprentice

Character · Neutral · Shadow cost 1

Strength 1 · Intrigue 1

Ally.

Response: After Pyromancer's Apprentice comes out of Shadows, choose a location controlled by an opponent. That location's controller must pay 1 gold to you or discard that location from play.

Locations

Alchemist's Guild Hall

Location · House Lannister · Shadow cost 1

King's Landing.

House Lannister only.

Limited response: After a card comes out of Shadows, kneel Alchemist's Guild Hall to choose and kneel a character or location that does not have the Shadow crest. (Limit 1 limited response per round.)

Blackwater Bay

Location · House Baratheon · Unique · Cost 1

Westeros.

House Baratheon only.

Response: After you win a power challenge, kneel Blackwater Bay to choose a card with the Shadow crest in your discard pile, and place that card in Shadows.

King Robert's Hammer

Location · House Baratheon · Unique · Cost 2

Warship.

If it is Summer or Winter, kneel King Robert's Hammer.

Any Phase: Kneel King Robert's Hammer to choose and stand a Baratheon character.

Rhaenys's Hill

Location · House Targaryen · Unique · Cost 4

King's Landing.

House Targaryen only.

Any Phase: Kneel and discard Rhaenys's Hill from play to put all characters in a single opponent's dead pile into play under your control until the end of the phase. At the end of the phase, return those characters to their owner's dead pile.

Attachments

Northern Steel

Attachment · House Stark · Cost 2

Weapon.

Northern Steel cannot be discarded from play while attached to a Stark character.

Any Phase: Kneel Northern Steel to give attached character either +3 STR or deadly until the end of the phase.

Tyrion's Chain

Attachment · House Lannister · Unique · Cost 3

Siege.

Attach to a location. Kneel that location. If you lose a military challenge, discard Tyrion's Chain from play.

Response: After attached location is knelt, kneel all locations controlled by the attached location's controller.

Mercenary Contract

Attachment · House Targaryen · Cost 1

Item.

War character only.

If you have at least 1 gold in your gold pool, attached character does not kneel to attack or defend during military challenges.

Venomous Blade

Attachment · House Martell · Shadow cost 0

Weapon.

House Martell only.

After Venomous Blade comes out of Shadows, attach it to a character you control. Then, choose and kill an opponent's character with printed STR 2 or less.

Response: After you lose a challenge, Venomous Blade goes into Shadows.

Events

Drinking the Sea

Event · House Greyjoy

House Greyjoy only.

Response: Cancel an effect that would save a card from being killed or discarded from play. Then, draw a card.

Rumors of War

Event · House Martell

House Martell only.

Any Phase: Choose a character. Until the end of the phase, that character gains a military icon, a War crest, and +3 STR.

Battle of the Bay

Event · Neutral

Epic Battle.

Plot: After the dominance phase this round, there is an epic phase during which each player may initiate a single military challenge. In addition to the normal claim effect, the winner of each challenge chooses and returns a King's Landing location from his or her discard pile to his or her hand, if able. (Place this card next to your plot deck until the end of this epic phase, then discard it.)