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A Game of Thrones: The Card Game – Princes of the Sun thumbnail

A Game of Thrones: The Card Game – Princes of the Sun

Expansion for A Game of Thrones: The Card Game

A Game of Thrones: The Card Game – Princes of the Sun Rulebook

Table of Contents

Table of Contents

  • Plots
    • Battle of Oxcross
    • Let My Porridge Fly
    • Threat from the North
    • The Red Wedding
    • Attack from the Sea
    • Alliance
    • To the Spears!
  • Characters
    • The Red Viper
    • Arianne Martell
    • Doran Martell
    • Darkstar
    • Areo Hotah
    • Sarella Sand
    • Ellaria Sand
    • Harmen Uller
    • Ser Arys Oakheart
    • House Messenger
    • House Dayne Knight
    • Paramour
    • Lord Edric's Knight
  • Locations
    • Dornish Fiefdoms
    • Lord Doran's Chambers
    • Summer Sea
    • Palace Fountains
    • Water Garden
    • Dorne
    • The Old Palace
    • The Spear Tower
    • Tower of the Sun
  • Events
    • Blood for Blood
    • He Calls It Thinking
    • The Prince's Wrath
    • Someone Always Tells
    • Scheming on the Sand
    • Red Vengeance
    • Parting Blow
    • Wars Are Won with Quills
    • Make an Example
    • The Dragon's Tail
    • When I Woke...
  • Attachments
    • Taste for Blood
    • Locked Away
    • Formal Petition
    • Court Advisor
    • The Art of Diplomacy
    • Rusted Sword
    • A Pinch of Powder

Plots

Plot cards are listed in card-number order.

Battle of Oxcross

Plot · Neutral

Military Battle.

Income 4 · Initiative 3 · Claim 1

At the end of the challenge phase, each player who has not won a military challenge must choose and kill 1 character he or she controls.

Let My Porridge Fly

Plot · Neutral

Intrigue Gambit.

Income 3 · Initiative 0 · Claim 1

After you win an intrigue challenge, choose and discard 1 attachment from play.

Threat from the North

Plot · Neutral

Income 2 · Initiative 4 · Claim 1

All characters get -1 STR and are discarded from play (cannot be saved) if their STR is 0.

The Red Wedding

Plot · Neutral

Power Struggle.

Income 4 · Initiative 3 · Claim 1

When revealed, the opponent to your left chooses 1 Lord and 1 Lady character, if able. Then, you must choose and kill 1 of those characters. The other claims 2 power.

Attack from the Sea

Plot · Neutral

Income 4 · Initiative 5 · Claim 1

When revealed, kneel all locations.

Alliance

Plot · Neutral

Income 4 · Initiative 3 · Claim 1

You may play cards from other Houses without paying a gold penalty.

To the Spears!

Plot · House Martell

Income 3 · Initiative 0 · Claim 1

House Martell only.

Characters you control do not kneel to attack this round.

Restricted: Melee.

Characters

Character cards are listed in card-number order.

The Red Viper

Character · House Martell · Unique · Cost 5

Strength 3 · Military 1 · Intrigue 1 · Power 1 · Crest: Noble

Lord.

Renown. Immune to events and character abilities.

The Red Viper does not kneel to attack an opponent who controls more characters than you.

Restricted: Melee.

Arianne Martell

Character · House Martell · Unique · Cost 4

Strength 3 · Intrigue 1 · Power 1 · Crest: Noble

Lady.

Stealth.

While Arianne Martell is attacking, raise the Claim value on your revealed plot card by 1.

Doran Martell

Character · House Martell · Unique · Cost 4

Strength 2 · Intrigue 1 · Power 1 · Crest: Noble

Lord.

If a player loses a challenge as the attacker, that player must fulfill the claim of that challenge, using the Claim value on the defending player's plot card.

Errata text, as printed in the source: When an attacker is fulfilling the claim of a lost power challenge because of Doran Martell's effect, the attacker must move the power from his or her House card to the defending player's House card.

Darkstar

Character · House Martell · Unique · Cost 4

Strength 3 · Military 1 · Intrigue 1

Knight. House Dayne.

House Martell only. Vengeful. Renown.

If Darkstar would be discarded from your hand or deck, put him into play instead.

Areo Hotah

Character · House Martell · Unique · Cost 4

Strength 4 · Military 1 · Power 1 · Crest: War

Ally.

Response: After you lose a challenge by 4 or more total STR, kneel Areo Hotah to choose and kill 1 character.

Sarella Sand

Character · House Martell · Unique · Cost 3

Strength 3 · Military 1 · Intrigue 1

Bastard. Sand Snake.

Stealth.

Response: After you lose a challenge in which Sarella Sand participated as an attacker, kneel 1 influence to choose and stand 1 participating character.

Ellaria Sand

Character · House Martell · Unique · Cost 3

Strength 3 · Intrigue 1 · Power 1

Lady.

Vengeful.

Response: After you lose a challenge, move 1 power from any character to Ellaria Sand.

Harmen Uller

Character · House Martell · Unique · Cost 3

Strength 3 · Military 1 · Power 1

Lord. Ally.

Renown.

While you have 7 or more cards in your hand, Harmen Uller does not kneel to attack.

Ser Arys Oakheart

Character · Houses Lannister and Martell · Unique · Cost 3

Strength 3 · Military 1 · Power 1

Knight. Kingsguard.

Renown. No attachments except Weapon.

Response: After Ser Aerys Oakheart comes into play, choose and discard 1 Ally or Mercenary character from play.

The card text is printed as "Ser Aerys Oakheart" in the source; the card's name is Ser Arys Oakheart.

House Messenger

Character · House Martell · Cost 2

Strength 2 · Intrigue 1

Ally.

After you play House Messenger from your hand, reveal the top 2 cards of your deck to all players. Then, put 1 of those cards into your hand, and the other on the bottom of your deck.

House Dayne Knight

Character · House Martell · Cost 1

Strength 1 · Military 1 · Intrigue 1

Knight. House Dayne.

Paramour

Character · House Martell · Cost 1

Strength 1 · Intrigue 1 · Influence 1

Ally.

Lord Edric's Knight

Character · House Martell · Cost 2

Strength 2 · Military 1

Knight. House Dayne.

Stealth.

House Dayne Skirmisher

Character · House Martell · Cost 3

Strength 2 · Military 1 · Intrigue 1

House Dayne.

No attachments.

Any Phase: Kill House Dayne Skirmisher (cannot be saved) to draw 1 card. Then, each opponent chooses and discards 1 card from his or her hand.

Orphan of the Greenblood

Character · House Martell · Cost 0

Strength 0

Ally.

Any Phase: Discard Orphan of the Greenblood from play (cannot be saved) to choose 1 character. Until the end of the phase, that character loses a military, an intrigue, and a power icon.

Restricted: Joust.

The Viper's Bannermen

Character · House Martell · Cost 7

Strength 7 · Military 1 · Power 1

Army.

Stealth. Deadly. No attachments.

Response: After The Viper's Bannermen comes into play or leaves play, reveal the top 2 cards of your deck, then put them into your hand.

Restricted: Joust. Melee.

House Dayne Reserves

Character · House Martell · Cost 8

Strength 6 · Military 1 · Intrigue 1 · Power 1 · Crest: War

Army. House Dayne.

House Martell only. No attachments.

If House Dayne Reserves is discarded from your hand for the claim of an intrigue challenge, put it into play instead of your discard pile.

Any Phase: Kneel 1 influence to return House Dayne Reserves to its owner's hand.

Ser Jorah Mormont

Character · Houses Stark and Targaryen · Unique · Cost 2

Strength 3 · Military 1 · Intrigue 1 · Power 1

Knight. Traitor.

Stealth.

After Ser Jorah Mormont leaves play, all characters you control get -1 STR until the end of the phase.

The Hound

Character · Houses Stark and Lannister · Unique · Cost 1

Strength 4 · Military 1

Ally.

No attachments except Weapon.

After a character's STR is lowered, return The Hound to his owner's hand.

Joffrey Baratheon

Character · Houses Lannister and Baratheon · Unique · Cost 2

Strength 2 · Power 1

Lord.

Renown.

Response: After a Small Council event is played, kneel 3 influence or kneel 1 [Noble] character to choose and discard from play 1 character with 1 or more power on it.

Brienne of Tarth

Character · Houses Stark and Baratheon · Unique · Cost 3

Strength 3 · Military 1 · Power 1

Lady.

While Brienne of Tarth is participating in a challenge, opponents cannot trigger effects.

Theon Greyjoy

Character · Houses Stark and Greyjoy · Unique · Cost 3

Strength 3 · Military 1 · Power 1

Lord. Ironborn.

Stealth.

After any player loses a challenge by 4 or more total STR, he or she names either "character" or "location", then chooses and discards from play (cannot be saved) 1 card of the named type he or she controls, if able.

Denys Mallister

Character · Neutral · Unique · Cost 3

Strength 3 · Military 1 · Power 1

Night's Watch.

No attachments.

Any Phase: Kneel 1 influence to choose 1 Night's Watch character. Until the end of the phase, that character gets +1 STR.

Mag the Mighty

Character · Neutral · Unique · Cost 4

Strength 4 · Military 1

Wildling.

Deadly.

Challenges: Kneel 1 influence to choose 1 Wildling character. Until the end of the phase, that character gets +1 STR.

Kingsguard Squire

Character · Neutral · Cost 1

Strength 1 · Power 1

Ally.

Any Phase: Kneel Kingsguard Squire to choose and stand 1 Kingsguard character.

Former Champion

Character · Neutral · Cost 3

Strength 5 · Military 1

Knight.

Renown.

Former Champion gets -2 STR for each power on him. While Former Champion has 3 or less STR, he gains a power icon and deadly. While Former Champion has 1 or less STR, he gains an intrigue icon and stealth.

Locations

Location cards are listed in card-number order.

Dornish Fiefdoms

Location · House Martell · Cost 1

Influence 1

Dorne.

Limited.

Marshalling: Kneel Dornish Fiefdoms to lower the cost of the next [Martell] card you play this phase by 1.

Lord Doran's Chambers

Location · House Martell · Unique · Cost 1

Gold income 1 · Influence 1

Dorne.

You may choose to play Lord Doran's Chambers as an attachment to your House card.

Summer Sea

Location · Houses Martell and Targaryen · Cost 0

Influence 1

Westeros.

Marshalling: Discard Summer Sea from play to reduce the cost of the next [Targaryen] or [Martell] character you play this phase by 2.

Palace Fountains

Location · House Martell · Cost 0

Dorne.

Limited.

Marshalling: Kneel Palace Fountains to reduce the cost of the next [Martell] card you play this phase by 1.

Water Garden

Location · House Martell · Cost 0

Gold income 1

Dorne.

Limited.

Dorne

Location · House Martell · Unique · Cost 3

Westeros.

Marshalling: Kneel Dorne to choose 1 Trait. Until the end of the phase, reduce the gold cost for you to marshall cards with that Trait by 1.

The Old Palace

Location · House Martell · Unique · Cost 1

Dorne.

Characters without an intrigue icon cannot declare stealth.

The Spear Tower

Location · House Martell · Unique · Cost 1

Dorne.

Characters without a military icon get -1 STR.

Tower of the Sun

Location · House Martell · Unique · Cost 1

Dorne.

Characters without a power icon cannot claim power for renown.

Events

Event cards are listed in card-number order.

Blood for Blood

Event · Neutral

Response: After 1 of your [Martell] characters is killed, choose and kill 1 character with equal or lower STR. (Limit 1 per phase.)

He Calls It Thinking

Event · House Martell

House Martell only.

Response: Cancel the effects of a response without an influence cost. Then, attach He Calls It Thinking to a [Martell] character (counts as a Boon attachment with the text "Attached character gets +2 STR.").

The Prince's Wrath

Event · House Martell

House Martell only.

Challenges: Kneel 1 influence to choose 1 character. Until the end of the phase, that character loses a military, an intrigue, and a power icon.

Someone Always Tells

Event · House Martell

House Martell only.

Response: After you lose dominance, kneel 2 influence to return all standing characters to their owner's hands.

Scheming on the Sand

Event · House Martell

House Martell only.

Plot: Kneel 5 influence or 2 [Noble] characters to choose and reveal a new plot card. (If it is Summer, you may play Scheming on the Sand during the Challenge phase.)

Red Vengeance

Event · House Martell

House Martell only.

Response: After you lose a challenge as the defender, kneel 2 influence to cancel the claim effect of that challenge. Then, choose an opponent to satisfy the claim of that challenge as if he or she had lost the challenge as the defender.

Parting Blow

Event · Neutral

Response: After a character you control leaves play, choose and kneel 1 character controlled by an opponent. Then, draw 1 card.

Wars Are Won with Quills

Event · Neutral

Response: After you win an intrigue challenge by 4 or more total STR, choose a challenge type. Until the end of the phase, the losing opponent cannot attack or defend during that challenge type. Limit 1 per phase.

Make an Example

Event · Neutral

Restricted: Melee.

Response: After you win a challenge and count 8 or more total STR, claim 3 power for your House. (Limit 1 per phase.)

The Dragon's Tail

Event · Neutral

Marshalling: Choose 1 opponent. You and that opponent each draw 2 cards.

When I Woke...

Event · Neutral

Response: After a military challenge resolves, kneel 1 influence to have the losing player choose 1 participating character and put that character on top of its owner's deck.

Attachments

Attachment cards are listed in card-number order.

Taste for Blood

Attachment · House Martell · Cost 1

Boon.

Attached character gets +1 STR.

Response: After you lose a challenge as the defender, attached character claims 1 power.

Locked Away

Attachment · House Martell · Cost 0

Condition.

Any Phase: Kneel 1 influence to have attached character lose 1 icon of your choice until the end of the phase.

Formal Petition

Attachment · Neutral · Unique · Cost 3

Condition. Decree.

Attach to your House card. Limit 1 per House card.

You need 2 fewer power in order to win the game.

Court Advisor

Attachment · Neutral · Cost 1

Title.

After you play Court Advisor, draw 1 card. Attached character gains an intrigue icon.

The Art of Diplomacy

Attachment · Neutral · Cost 0

Skill.

Attached character gains a power icon. While any revealed plot card has the Power Struggle trait, attached character gets +4 STR.

Rusted Sword

Attachment · Neutral · Cost 1

Item. Weapon.

Attached character gets +2 STR and gains a military icon.

Any Phase: Kneel 1 influence to attach Rusted Sword from your hand to a character you control.

A Pinch of Powder

Attachment · Neutral · Cost s0

Item. Weapon.

Crest: Shadow.

After A Pinch of Powder comes out of Shadows, attach it to a character.

Limited Response: After you win an intrigue or power challenge by 3 or more STR, return the attached character to its owner's hand. Then, you may kneel 3 influence to return A Pinch of Powder to Shadows. (Limit 1 limited response per round.)

  • House Dayne Skirmisher
  • Orphan of the Greenblood
  • The Viper's Bannermen
  • House Dayne Reserves
  • Ser Jorah Mormont
  • The Hound
  • Joffrey Baratheon
  • Brienne of Tarth
  • Theon Greyjoy
  • Denys Mallister
  • Mag the Mighty
  • Kingsguard Squire
  • Former Champion