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TE GoT

In Tiny Epic Game of Thrones, players control powerful houses vying for the Iron Throne through strategic battles and cunning plots. The game involves managing resources such as armies, gold, and alliances while navigating the treacherous landscape of Westeros over six rounds, culminating in scoring phases where players earn victory points. Success hinges on both military strength and the ability to forge and maintain alliances with non-player houses.
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0% found this document useful (0 votes)
3 views37 pages

TE GoT

In Tiny Epic Game of Thrones, players control powerful houses vying for the Iron Throne through strategic battles and cunning plots. The game involves managing resources such as armies, gold, and alliances while navigating the treacherous landscape of Westeros over six rounds, culminating in scoring phases where players earn victory points. Success hinges on both military strength and the ability to forge and maintain alliances with non-player houses.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 1 – Base Game

In the captivating realm of Westeros, players take on the role of mighty houses, each with their eyes
set on the illustrious Iron Throne. The path to victory is twofold, demanding triumph on both the
sprawling battlefields that stretch from the vibrant Rainwood to the icy reaches of the north, as well as
in the intricate duels fought on a more personal scale. Here, the actions of a single enigmatic figure
can tip the scales in favour of an outnumbered adversary.

In Tiny Epic Game of Thrones, you engage in a fierce struggle for dominion over the various houses.
With deft skill, you must manage your armies and other resources, strategically manoeuvring your
forces to secure your claim to the throne. The game of thrones is not merely won through brute force,
but also through cunning plots and calculated moves.

Prepare to immerse yourself in a world where power and influence are the currency of the realm. As
you navigate the treacherous landscape of Westeros, your every decision will shape the destiny of
your house. Will you rise above the rest and seize control of the Iron Throne, or will you be swept away
by the tides of ambition and betrayal?

Tiny Epic Game of Thrones


Setup
Game Setup
1. Place the 6 Map Cards in the centre of the table, laid out in three rows of two, to form the Map of
Westeros:

1A. Note the compasses on each Map Card in the upper corner (NW/ NE/W/E/SW/SE) and lay them
out to match the following:

2. Place the Score Mat next to the Map, and the Round Mat,
flipped to the STANDARD side, directly under it. Then on the
Round Mat’s track, do the following:

2A. Place the Round Marker on the first space on the left,
marked with a crown icon.

2B. Place the 2 Vengeance Tokens, one on each of

the marked spaces after spaces 3 and 5.

3. Place the Action Mat, flipped to the STANDARD side, on the opposite side of the Map and place
the 5 Action Dice nearby.

4. Each player selects a house (any of the 7 other than Arryn) and the House Mat for that house:
5. Place your chosen House Mat in front of you and flip it so the side marked PLAYER in the bottom
left.

On your House Mat:

5A. Place your house’s 9 Power Tokens on the marked spaces on your House Mat’s Force Track, lying
face up.

5B. Take the leftmost Power Token on the track, and place it into your home domain on the Map
(listed on your mat), standing upright.

5C. Place your house’s Hero Figure in your home domain. Place its matching Hero Card in your play
area as the first card in your hand of cards (see step 7).

5D. Place your house’s Shield next to the first space on the Score Mat, icon side up.

5E. Place a Gold Coin on your mat’s Gold Track on the 3 space, marked with the star.

6. Randomly select 3 of the unchosen House Mats, then place them, along with the House Arryn’s
mat, in a row above the Map, NON-PLAYER side up. These are the 4 non-player houses for this game.
The rest can be returned to the box (in a 4-player game, all 8 house mats are in play). For each mat:

6A. Place the house’s Shield on the marked spot, icon-side up.

6B. Place 3 of the house’s Power Tokens onto the home domain listed on the mat, standing upright.

6C. Place the remaining 6 Power Tokens onto the image of the house’s castle on its mat. This is its
Token Pool.

6D. Place the house’s Hero Figure onto the circle labelled “Hero,” and its Hero Card next to the mat.
(House Arryn does not have a Hero Figure or Card).

7. Shuffle the Plot Cards to form a facedown deck. Then deal 4 cards to each player, adding them to
their single Hero Card to form a hand of 5 cards. These cards are kept secret from other players. Place
the remainder of the deck within reach of all players, with room for a discard pile.

8. Place the Iron Throne onto the spot with the matching icon in King’s Landing on the E Map Card.

9. Place the 12 Castles onto the domains with a castle icon ( ) on the Map.

9A. Each player begins with control of 1 Castle, in their home domain. Each player places that Castle
on their Gold Track on the 9 space.

10. Give the Hand of the King (first player token) to the player who last attended a renaissance fair (or
else use your own method to determine the first player).
Game Overview
The game is played over a series of six rounds (noted on the Round Track), intermixed with three

scoring phases (marked with ):

1. Rounds 1-3 are played

2. Initial Scoring Phase

3. Rounds 4-5 are played

4. Intermediate Scoring Phase

5. Round 6 is played

6. Final Scoring Phase

Each round, each player takes a turn as the active player (the first player is marked with the Hand of
the King), leading play while everyone else chooses whether to follow the active player’s action.

After all players have taken a turn, the round ends. Players then check for alliances, collect taxes, and
the Hand of the King passes clockwise. After playing rounds 3, 5, and 6, a scoring phase takes place,
where players earn victory points based on how much of Westeros they control, plus additional
bonuses based on scoring objectives of their house. After scoring the sixth and final round, the player
with the most victory points is crowned the Lord of the Seven Kingdoms.

Resources Overview
The five main resources that you manage for your house are your Plot Cards, Castles, gold, Power
Tokens, and alliances with non-player houses.

Plot Cards
Plot cards are kept in your hand, hidden from the other players. These are used to scheme for
alliances, augment war efforts, and trigger unique events. You can have at most 4 Plot Cards in your
hand at any time (excluding your Hero Cards). If the draw deck is empty, then shuffle the discards to
refresh the deck.

Castles
Prove your legitimacy to the throne by controlling castles, which you gain by controlling that castle’s
domain. Place each castle token you control on your Gold Track, covering one space each, from right
to left.

This represents the upkeep required to maintain the castle as your maximum gold can never exceed
the number of open spaces on your track. If gaining a castle means you have too much gold, move
your gold coin one space to the left. If you lose control of a castle domain, or decide to abandon it,
either give the castle token to its new owner or return it to its domain (if no one owns it).

Gold
Your house’s wealth is tracked by the Gold Coin on your House Mat’s Gold Track. You gain, spend, and
lose gold by moving the coin forward and backward, but you cannot exceed the 9 gold space, or the
limit imposed by the castles you control. Also, you can never go lower than 0. Gold is used to recruit
armies, plot against other houses, pay for your defences in battle, or pay for the Event actions of Plot
Cards.

Power Tokens
Each house (both player and non-player) has 9 Power Tokens. These tokens represent different things
based on where they are placed and who owns them:

Any Power Token on the Map of Westeros represents


military strength for the house that controls it
(see Battling). For instance, a Lannister Power Token in
Casterly Rock represents one military strength.

When on the Force Track of your House Mat, these


represent military units that you may pay gold to Recruit
(see Action: Recruit).
When non-player Power Tokens are in the Ally Pool of your
House Mat, they represent leverage that you have gained
over that house through Plots (see p13) or from resolving a
battle (see Action: Plot). Whichever player has the most
Power Tokens of a specific non-player house in their Ally
Pool controls that house (see Alliances).

When they are of a non-player house and are on their own


House Mat, they are undesignated and can be taken and
used for either purpose (to boost a player ally’s troops or to
build leverage over the non-player house).

Alliances
A key element of the game is that each non-player house
starts the game as a potential ally. Being the first to
gain 2 of a non-player house’s Power Tokens in your
Ally Pool potentially grants you that house’s Shield and
therefore, their alliance (see Checking Alliances). Once
you are a non-player house’s ally, all of that house’s
Power Tokens on the map are now considered military
strength for your house, and tokens on their mat may be
recruited as well.
However, do not get too comfortable, as loyalty is fleeting. Alliances are checked at the end of each
round. Players with at least 2 Power Tokens, and more of that nonplayer house's Power Tokens than
anyone else, gain the alliance of that house. See Checking Alliances for more details on how alliances
are earned and how they change.

Playing a Round
In each round, players take turns in clockwise order performing
actions based on dice, locking each of them onto the Action Mat. At
the beginning of each playing round, the player with the Hand of the
King Token will roll all 5 dice. Then, starting with the player to the
right of the player with the Hand of the King Token, and going in
counter-clockwise order, each player selects one of the available
dice and places it into their play area for use on their turn. The player
with the Hand of the King Token receives the remaining two dice and
begins the round.

For a 3-player game: The player to


the right of the player with the Hand
of the King Token (first) selects a die
to place into the left slot at the
bottom of the Action Mat, then
(second) selects a die to place in
their play area. Then, the die selection process continues as normal.

For a 2-player game: The player


without the Hand of the King Token
(first) selects a die to place into the left slot at the bottom of the
Action Mat, then (second) selects a die to place in their play area.
Then, the player with the Hand of the King Token (third) selects a die to
place into the right slot at the bottom of the Action Mat, then, begins
the round.

On Your Turn
If you have two Action Dice, you are considered the “active player” and
perform the following steps:

1. Choose one of the two dice to place on the Action Mat, placing it in one of
the open Action Slots on the right side of the mat. The first player of each
round has all 6 Action Slots to choose from. The icon in the slot you select
determines an Optional Action that only you may perform first, before
performing the die’s action (see Optional Actions).
2. You then may perform the action shown on the die (see Performing Actions).

3. Going in order around the table clockwise, all other players may “follow” your die’s action,
performing it as well (see Following Actions). Players may always follow a die, even if the active player
chooses not to perform it.

4. Once all players have decided whether or not to follow the active
player’s action, pass the unused die to the player clockwise of you,
making sure not to change its rolled die face. With 2 dice, that player is
now the active player and takes a turn.

Changing a Die Face


House abilities, whether your own or
gained through alliances, give you
the ability to change the face of one
of your two dice on your turn, or even
to reroll your dice. The die you
change does not have to be the die
you place on the Action Mat (see On
Your Turn).

Optional Actions
When you are the active player, you, and you alone, have the option of
performing an additional action before your chosen die’s action. The Action Slot
where you place your die shows one of the six icons you may take as an
Optional Action. For instance, placing a March die on the Recruit slot means the
active player alone can perform a Recruit before performing their die’s
March. You can only choose your optional action from the remaining open slots,
and not those already covered up by a die from a previous player.

Following Actions
After the active player performs their Optional Actions, each player going in
clockwise order may choose to follow the die action chosen by the active
player. For instance, you choose to perform the die action March. After you
complete your March, all other players, in clockwise order, may also choose to
March. There is no alternative benefit gained if you do not follow.
All Players Take a Turn
Continue taking turns in clockwise order until all players have had a chance to
be the active player. Then, starting with the player who has the Hand of the King
Token and going clockwise, check alliances (see Checking Alliances). Then
players Collect Taxes (see Collecting Taxes). Pass the Hand of the King
Token to the next clockwise player, and the round is now over (see End of the
Round). Either start the next round or score (see End of the
Round and Scoring Phase).

Changes for a 2- or 3-Player Game


After all players have taken turns as the active player and before Checking Alliances, all players now
may follow the die (or dice) at the bottom of the Action Mat. Starting with the first player and going
clockwise:

For 3 players: each player chooses whether or not to perform the


action of the die at the bottom of the mat.

For 2 players: each player chooses


whether or not to perform the left die action first. After all players have
had an opportunity to perform the first action, each player chooses
whether or not to perform the right die action.

Performing Actions
The 5 Action Dice are identical. There are six icons on each die, each representing an action you may
perform. All are listed on the Action Mat. They are:
Action: Recruit
You may Recruit one or two Power Tokens, deploying them onto the Map. The tokens may come from
either your house’s Force Track or from the mat of a nonplayer house that you have an alliance with
(see Action: Plot). Power Tokens can be Recruited from any combination of these two sources:

1. From your house: You may pay the gold cost listed on the leftmost token’s section at the top of the
Force Track. Once paid, place the Power Token in any domain you control. However, the number of
units in the domain cannot exceed the Domain Unit Limit (DUL; see Domain Unit Limit).

For instance, recruiting this token in the picture on the left in


the Force Track costs 2 gold. If your Force Track is empty,
you cannot recruit Power Tokens from your own house. You
may also pay 3 gold to recruit your Hero if it has returned to
your mat (see Heroes and Houses).

2. From an allied house: You may pay 1 gold to Recruit a Power Token from a nonplayer house’s mat
that you have an alliance with. Take the token from the house’s Token Pool and place it into a domain
that you control (subject to domain limits).

For instance, if Arryn is your ally, it costs 1 gold to Recruit one Arryn token
from its House Mat. If it does not have any tokens left on its House Mat,
you cannot recruit Power Tokens from that house. You may also pay 2
gold to recruit the non-player house’s Hero if it is on its House Mat
(see Heroes and Houses). When you recruit a non-player house’s Hero,
you also gain that Hero’s Card. It does not count against your hand
limit.

Domain Unit Limit (DUL)


At the end of an action, there can never be more than 3
units from a single house in a domain. These units include
Power Tokens and Heroes. In addition, you may occupy a
single domain at the same time with one non-player allied
house. So therefore, a domain can have, at most, 6 total
units.

For instance, there are 3 Lannister player units and 3 allied


Arryn units in The Eyrie. You cannot combine allied Power
Tokens from different non-player houses in the same
domain.
Action: March
You may move an army up to two adjacent domains. A march is moving by land any number of Power
Tokens you control (your house’s and/or an allied house’s) from one domain into an adjacent domain.
All of the moving units are called an “army.”

“Adjacent” requires moving over a border. Corner-to-


corner domains, such as Ashemark and The Eyrie, are
not adjacent. However, water borders between
domains are considered adjacent: Pyke is adjacent
to Riverrun and Ashemark.

When marching units:

• You may move up to two adjacent

domains (which have white borders). For


instance, you may march from Castle Black,
through Last Hearth, to Hornwood.

• You may move into domains you control,


and pick up and/or drop off units from your
army (including allied tokens) anywhere along
your marching path, moving from domain to

domain. For instance starting in Castle


Black, dropping off a token and picking up an
Arryn from Last Hearth, before moving to
Hornwood.

• You may march from one Map Card to another. For instance, moving from Hornwood to
Winterfell.

• You cannot move two separate armies from two different home domains with a single March action.
All units that move must either be part of the initial army or be picked up along that initial army’s path.

• You cannot move through domains with another player’s Power Tokens or an unallied house’s Power
Tokens (unless a power lets you do so). Marching into a hostile domain immediately results in
a battle (see Battling).

• If you end your march in an unoccupied Castle Domain, you take control and add the Castle to the
rightmost open space on your Gold Track (see Castles).
• You cannot end your march in King’s Landing unless you currently
control 3 Castles (see Sitting on the Iron Throne). However, you may
move through King’s Landing if it is not currently occupied by
another player or unallied house.

• The final result of a march cannot exceed the Domain Unit


Limit (see previous Domain Unit Limit).

Action: Sail
You may move an army a large distance by sea around Westeros,
from one domain to a domain on another Map Card up to two seas
away. All domains have a coast, so you can launch or end a Sail
action at any domain. The seas of Westeros are the deep blue
waterways on the outer edges of each Map Card. Westeros is divided
into six seas marked by the compass icon in their top corners.

When sailing units:

• You may move to any land domain up to two Map Cards away
from your current card, moving either clockwise or

counterclockwise around Westeros. For instance, you


could sail from Winterfell 2 Map Cards counter-clockwise to
Old Town.

• You cannot sail to a domain on your current Map

Card. For instance, you cannot sail from The Reach to


Sunspear. You cannot sail “north” above the NW and NE Map

Cards to travel to the opposite side. That is, you cannot


sail North of the Wall.
• You may end your Sail at a domain you control (either with your Power Tokens or an ally’s). However,
sailing into a hostile domain immediately results in a battle (see Battling).

• If you end your sail in an unoccupied Castle Domain, you take control and add the Castle to the
rightmost open space on your Gold Track (see Castles).

• You cannot end your sail in King’s Landing unless you currently control 3 Castles (see Sitting on the
Iron Throne).

• You must always end your sail in a domain; a sea cannot be occupied by any units and the final
result cannot exceed the Domain Unit Limit.

Action: Whisper
Discard as many Plot Cards as you wish from your hand, gaining 1
gold for each discarded card, and then redraw up to the hand limit of 4
(Hero Cards do not count against your hand limit). You may never
discard Hero Cards. Discarded Plot Cards go to the discard pile. For
instance, discarding 2 Plot Cards from your hand gains you 2 gold, and
then you draw cards up to your hand limit of 4 cards.

Action: Plot
You may gain Power Tokens to your Ally Pool from a non-player house to be
used as leverage against them. Play a single Plot Card from your hand, and
perform a Plot affecting any house whose Shield is listed in the upper-right
corner of the card. Each Plot action costs gold, and if the Plot Card has more
than one Shield, you may choose to act against either or both. If the Shield is
for a:

1. Non-Player House: Pay 1 gold to take a Power Token from that house’s
Token Pool on its mat and add it to your Ally Pool. If there are no tokens in its
pool, then choose a player with one of the tokens in their Ally Pool and return
it to its house’s pool. That Power Token is now available to gain with another Plot. For instance, an
Arryn Shield allows you to gain 1 Arryn Power Token.

2. Your Own House or a House Not in the Game: Pay 2 gold to take a Power Token of ANY non-player
house and place it in your Ally Pool. For instance, a Lannister Shield allows you to gain 1 Arryn Power
Token, if you are playing the Lannisters.
3. An Opponent’s House: Pay 3 gold to steal any 1 Power Token
from that player’s Ally Pool and place it in your pool. That player
does not gain the 3 gold you spent. For instance, a Stark Shield
allows you to steal 1 Arryn Power Token from the Stark player.

After playing and resolving a Plot Card, place it into the discard
pile.

Action: Event
Accomplish a powerful action, such as altering alliances,
manoeuvring armies, or launching a powerful intrigue
against your opponents. Each is unique and thematic to
the captivating story!

Events may have a cost or prerequisite listed. If you


cannot pay or meet this, then the card cannot be played. If the card involves a Hero, you must already
have control of a Hero on the Map. After resolving, place the card into the discard pile.

If an Event says to “eliminate” a unit, this means to remove the unit from it’s location and return it to
its House Mat.

Battling
When you enter a domain that an opponent or a non-allied house
controls, it results in a battle. The player who triggered the battle by
entering the domain is the attacker. To determine each

side’s military strength ( ), follow these steps:

1. The attacker ( ) may immediately play one face-down Plot Card


from their hand for free (attackers do not pay). This card’s strength
bonus is based on the icon in the top left corner of the card, but it
may also represent a Special Battle Action that you may perform
(see Special Battle Actions).
2. The defender ( ) then may also play a face-down Plot Card from their
hand. However, they are required to pay any gold cost (listed under the
card’s battle icon). If battling a non-player house that is not in an alliance,
then draw and reveal the top Plot Card from the deck for its battle icon (it
does not need to pay gold).

3. Both sides total their strengths based on their units in the domain:

• Each Power Token in the domain contributes .

• Each Hero in the domain contributes .

• If a defender controls a Castle in the domain, it contributes .

• If defending King’s Landing, the Iron Throne contributes .

• Both sides now reveal any played Plot Cards and add any listed in the top left corner.

• Note any additional from an Event that the attacker may have used to initiate this battle.

In this example, House Lannister is attacking House Stark at Winterfell:

The Lannisters win the battle, gaining 1 Victory Point and the Castle! House Stark loses 1 Tully

Power Token ( ) and then retreats (see Retreating).


Resolving the Battle
The side with the higher total wins the battle. If there is a tie, the defender wins.

• The player who wins the battle is awarded 1 Victory Point ( ), moving their token forward 1 space
on the Score Track. They also remain in the domain and do not lose any units.

• The losing side must immediately lose 1 unit from that domain.

If the losing side is a player: They must lose either a Power Token or a
Hero from that domain. If they had allied Power Tokens in the domain, they
must lose 1 of those tokens and it goes to the winning player’s Ally
Pool. If they did not have allied Power Tokens in that domain, then they can
choose to lose one of their own Power Tokens or a Hero, and they gain any
benefit listed for returning the unit to its spot on their House Mat
(see Returning Power Tokens or Heroes).

If the losing side is a non-player house: The winner takes 1 Power Token of the non-player house
from the domain and places it in their Ally Pool.

Then all of the remaining losing units from the battle must Retreat (see Retreating).

Retreating
All units in the domain that belong to the losing side must move, by land, out of the domain to the
nearest friendly domain with available capacity that they control, or to the nearest Fief domain that is
unoccupied by any house. This domain’s distance is counted as if they were marching. Follow these
movement rules when your army is retreating:

• You may move any number of domains, and through enemy domains (this does not start a battle), to
reach the nearest unoccupied Fief domain or friendly domain that can support the number of units
moving.

• You must follow the Domain Unit Limit rules (see Domain Unit Limit). If there are no domains on the
Map that can support the number of units moving, then you must return any retreating units that
would go over the limit back to their mats. You still gain the benefits for the returning tokens.

• If two or more closest available domains (either friendly or unoccupied) are equidistant, then you
may choose which domain to move to.
• You can only retreat into King’s Landing or a Castle domain if you control it and no other option are
as near.

Special Battle Actions


Listed on the tops of some cards are special icons. These include:

Immediately retreat from the battle (see Retreating). The other player does not gain a
Victory Point for winning. If both players retreat, the defender retreats first.

Gain from each friendly unit in domains adjacent to the one the battle is in. Gain +1 (

) for each Power Token, and +2 ( ) for each Hero. These units offer their strength, but
remain in their domain and do not lose units or retreat.

You must draw the top Plot Card from the deck and resolve it as if you just played it. If
defending, you only pay the 1 gold shown on your chosen card; don't pay the gold of the
card drawn.

Sitting on the Iron Throne


The domain of King’s Landing operates differently than other
domains. First, you must control at least 3 Castles to either
march or sail into it, and you may not retreat into it if it is
unoccupied.

When you meet the 3 Castle requirement, only then can you
move into King’s Landing and gain the Iron Throne, adding it
to your Ally Pool. Having it offers these benefits:

• The Iron Throne is a “wild” Power Token in your Ally Pool, meaning sitting on it counts as 1 Power
Token for every non-player house.
• When King’s Landing is attacked, it offers 2 ( ) in defence.

• You gain during a scoring round if you have enough units recruited (see Scoring Phase).

• Ally Power Tokens may occupy King’s Landing with you, but be careful—losing that alliance means
that you must retreat.

Losing Control of King’s Landing

If you no longer control 3 Castles then you must immediately retreat from King's Landing
(see Retreating). Then return the Iron Throne to its spot on King’s Landing.

Returning Power Tokens or Heroes


When you are instructed to return or remove any unit, you are returning it to its House Mat, and you
gain a benefit listed on the spot you return it to, including gold, Plot Cards, or even Victory Points:

• Your Power Token: Place the token in the rightmost open space and either gain or draw a Plot

Card ( ).

• Your Hero: Place it on its spot on your House Mat and gain

2 and (see Heroes and Houses).

• A Non-Player Power Token: Return it to its House Mat, and receive nothing.

• A Non-Player Hero: Return it to its House Mat, and gain 1 and (see Heroes and Houses).
A House’s Final Unit on the Map
If a house is down to a single unit (either a Power Token or Hero) on the Map, that unit cannot, for any
reason, leave the Map. That unit cannot attack alone, be attacked by other players, or be eliminated
by an event. This is true for units of both player and non-player houses. However, that final unit may
battle, and be battled, if it shares its domain with at least 1 ally’s unit that is not the last unit on the
map of that allied house.

Heroes and Houses


Each house, except for House Arryn, has a Hero which consists of
two components:

1. A figure that acts as a powerful unit while on the Map,

offering in battle.

2. A card in your hand that can be played for plotting, a powerful event, or as strength to be secretly
played in a battle. Once played for any of those purposes, the card remains face-up in your play area
(it is not removed from the game when played as an event). Hero Cards are returned to your hand after
the end of each round. A Hero must be on the Map in order for you to have its Hero Card in your hand.

If you lose a Hero, you lose its Hero Card as well until you
have recruited it again (see Action: Recruit). Having an
alliance also grants you an Alliance Ability that can be
used on your turn (see each House Mat’s non-player side).

Checking Alliances
When you have 2 of a non-player house’s tokens in
your Ally Pool, you may potentially gain that house’s
alliance (see below).

After all players have taken a turn as active player in a round (and chosen whether to perform the
additional dice in a 2-3 player game), then it is time to check alliances. Starting with the player who
has the Hand of the King Token and going clockwise, award alliances to the players who have at
least 2 Power Tokens of a nonplayer house AND more of its Power Tokens in your Ally Pool than
anyone else.

If more than one player have an equal number of Power Tokens for a non-player house and one of
those players are already allied with that house, they retain the alliance. If none of the tied players
are already allied with that house, the player who comes first in player order gains the alliance. The
Shield from that house’s mat is placed in their play area (you must have at least 2 Power Tokens of a
nonplayer house to have an alliance with them).

Having an alliance immediately grants you these benefits:

• All of that house’s Power Tokens on the map are now under your control, along with the domain(s)
they occupy and any Castle(s) they control. Move any Castles gained to your Gold Track.

• You may occupy domains with those units, as long as they are the only nonplayer house in a given
domain.

• You have the option with future Recruit actions to recruit their
Power Tokens or Hero to domains you control (see Action: Recruit).
When you recruit a nonplayer house’s Hero, you also gain that
Hero’s Card. (It does not count against your hand limit.)

Losing an Alliance
Just as easily as you gained an alliance, you can lose one as
well: when Checking Alliances if another player has more of
an ally’s Power Tokens than you in their Ally Pool, or
possibly by them controlling the Iron Throne (see Sitting on
the Iron Throne), than that player steals the alliance from
you. Follow these 3 steps:

1. That player immediately takes the house’s Shield and


control of all the non-player house’s units on the Map,
including its Hero and Hero Card if on the Map.

2. For each domain that you share with your former ally’s
units, your units must retreat (see Retreating).

3. Since that player is gaining an alliance, they then


immediately also gain any Castles that the non-player house controlled (any domain with those non-
player units and a Castle).

Alliances cannot be lost during the round, unless due to an event. If you lose an Ally Token from your
Ally Pool, and that brings you below 2 tokens for that ally, retain that alliance until alliances are
checked at the end of the round. If no players are eligible for that alliance, then return the Shield and
Hero Card (if taken) to its House Mat. The player still must retreat from all shared domains, and return
any lost Castles back to their spots on the Map.
Collecting Taxes

After Checking Alliances, it is time to Collect Taxes, advancing your Coin 1

space on your Gold Track for each gold gained. First, gain gold ( )

and Plot Cards ( ) from any open space on your Force Track as a result
of recruiting. Plot Cards are gained in player order starting with the player
who has the Hand of the King Token.

Then, gain 1 gold from each Fief Domain you control—These domains
do not have castles and instead have a single gold icon listed on their
Map Card. Advance your Coin 1 space on your Gold Track for each gold
gained from collecting taxes, and if you control King’s Landing, advance
an additional 2 spaces.

Culling the Ally Pools


After players collect taxes, cull the number of Power Tokens in each player’s Ally Pool down to just 2
tokens per non-player house, returning excess tokens to their House Mats. This will not cause any
alliance changes. For instance, culling a third Tyrell and a third Arryn token from your Ally Pool.

If a player controls King’s Landing and now has more Power


Tokens for a house they are not allied with, that will be resolved
when Checking Alliances at the end of the next round.

End of the Round

After checking alliances, collecting taxes, and culling, advance the Crown 1
space on the Round Track. If the next space is a scoring phase (marked with

a ) then proceed to the Scoring Phase (see Scoring Phase). If not, then start
the next round.
Scoring Phase
There are three scoring phases in the game where players advance their Shields on the Score Track:
one after round 3, one after round 5, and then a final one after round 6. If your score exceeds 30, flip
your Shield to its 30+ side.

• Number of Castles you control compared to all other players:

If there is a tie, all tied players get the full points of the level they tie for, and any players afterward
get their full points too. For example, if 2 players in a 3-player game are tied for most Castles, then

both players gain , and the remaining player ranks second most, gaining .

• House Objectives: The specific requirements listed at the bottom of


each player’s House Mat. These objectives are connected to Power Tokens
you have recruited from the Force Track. You must have all Power Tokens
above the objective recruited and control the required domains to score

the points. For instance, House Lannister does not gain for their
control of 2 Fief domains since they have recruited only 3 Power Tokens
and not 4.

Note: the last objective on each mat does not require control of a domain.

• Alliances: Gain for each alliance you have (NP Shields in your Ally Pool).

Vengeance Tokens
When the Crown reaches a Scoring Phase and lands on a Vengeance
Token, the token is given to the player with the lowest Victory Point
score after the Scoring Phase is resolved. For the rest of the game, this
player now gains 1 Victory Point any time they start a battle (even if the
battle is halted by a Retreat or other effect). It is possible to get both
tokens and this means you get 2 Victory Points for starting a battle! If
players are tied for the fewest points, the token for that phase is not given
to a player and is instead removed from the game.
Starting the Next Round
The player given the Hand of the King Token (clockwise from last
round’s first player) is the new first player. Give them all 5 dice to roll
and start the next round.

End of the Game


After the final Scoring Phase, the player with the most Victory Points is crowned the Lord of the Seven
Kingdoms! If there is a tie, use these steps to break the tie:

Who has the Iron Throne > Who controls the most Castles > Who currently has recruited the most of
their house’s Power Tokens > Who has the most gold > If there is still a tie, share victory... just sleep
with one eye open.

Chapter 2 – Ice & Fire expansion

Ice & Fire Prologue


In the chilling struggle for Westeros, the once-disparate Seven Kingdoms have found themselves
united in the ultimate battle between the living and the dead. Players must set aside the differences of
their houses, and all must fight as one to vanquish the Night King and his army of White Walkers.

Amidst the mounting terror, two powerful leaders emerge: Daenerys Targaryen, the Mother of
Dragons, and Jon Snow, the King in the North. They unite their forces with the realm and embark on a
perilous campaign against the relentless advance of the Night King! The fate of Westeros hangs in the
balance. With your help, there is hope for its survival!

Expansion Overview
This rulebook describes two different modes of play, and adding a fifth player (see Game Variants);
choose one before setting up:

Ice & Fire Standard Gameplay (see Game Variants)

This game mode adds two new playable houses to the standard gameplay:

1. The Night’s Watch, with its home in Castle Black, led by Jon Snow,

2. House Targaryen, with its home in Dragonstone, led by Daenerys Targaryen, and in control of 3
Dragons (see The Mother of Dragons).
These House Mats and components may be used as players, or as non-players, as per the standard
rules. The Ice & Fire plot cards should be shuffled into the main deck to accommodate these new
houses.

Ice & Fire Cooperative Gameplay (see Cooperative Gameplay Overview)

In this game mode, players unite as the Westeros Kingdoms to confront the imminent threat of the
Night King and his undead army of White Walkers. Players strive for a collective triumph by defeating
the Night King in battle. They lose if he is undefeated after 6 game rounds.

The Wall
The Wall is a barrier against the undead hordes. In the beginning
of the game, the Wall shows that the Night King has not yet
attacked “South of the Wall. “ Players CANNOT march or sail to
any domain “North of the Wall“ while it is standing. As soon as
the Night King attacks any domain South of the Wall, the Wall is
destroyed and players can now move North, and the Wall is then
replaced with the Ice Dragon Token (see The Ice Dragon).

Cooperative Gameplay Overview


Players work together as the Westeros Treaty and play against the Night
King and his icy horde of White Walkers. The movements of the Night
King and his army are directed through the Ranger Cards, which serve
as vital intelligence reports from the valiant Rangers of the North. Each
round a Ranger Card is revealed, marking the Night King’s whereabouts
and his destructive plan. To stand a chance against this formidable foe,
players must embark on daring expeditions, both North of the Wall and
in the Seven Kingdoms, in search of invaluable weapons and other
resources to aid in their epic battle.

Victory for the Treaty is achieved if the players can vanquish the Night King before the conclusion of
the final round. Players lose if they cannot defeat the Night King before the end of round 6. The Shields
on the Score Track are not used in determining victory. They are only used in determining if the Treaty
has enough morale to attack the Night King (see Battling the Night King).
Cooperative Round’s Order
Rounds in the cooperative mode follow these 4 Steps:

1. Reveal a Ranger Card: Draw the top card of the Ranger Deck (its number should match the current
round). Follow its directions, and resolve the Night King’s attack and any battles with players.

2. Perform Player Actions/Evoke Terror: Each player takes a turn; after each turn, draw a Plot Card
from the deck to Evoke Terror on the houses.

3. Check Alliances/Terrify: Alliances for the Treaty and Terror for the Night King.

4. Collect Taxes: Players collect gold, and the Night King has the opportunity to score points based on
White Walkers in the game.

Step 1: Reveal a Ranger Card


At the start of each round, flip over and read aloud
the card from the Ranger Deck that matches the
current round. For example, the first card revealed in
the game is the “Round 1“ card. This card directs you
to perform 4 actions:

1. Add/reveal Blue Exploration Tokens (see Exploration Tokens).

2. Add White Walkers to the domains North of the Wall (see Adding White Walkers).

3. Move the Night King to a Castle Domain to attack (see The Night King Attacks).

4. Resolve any Night King/White Walker battles (see Battling the Night King and Battling a White
Walker).

Exploration Tokens
Across the map are Exploration Tokens for players to gain; you
must control the domain with an army of at least 3 units. If you
enter the domain via either a March, a Sail, or moving as the result
of an Event Card, and this results in a battle, it must be resolved
before an unrevealed token can be revealed. There are 2 colours of
token:

Blue Tokens (North of the Wall) - When resolving a Ranger Card, if a domain on the card marked
with a blue token matches one with a face-down token, immediately flip that token (and resolve it if it
is a negative effect). If there is no token in the domain marked by the card, or there is already a face-up
token in that domain, add a new face-down token to that domain. When adding a new facedown token
to a domain with an army of 3+ units, reveal and resolve the token.

Brown Tokens (South of the Wall) - At the start of the game 12 of the 14 tokens are placed face-
down, one into each of the 11 Fief Domains (domains with a ) and 1 in King’s Landing. Both blue
and brown tokens have a variety of effects:

Dragon Glass - These relics reduce the overall strength of the Night King (see Battling the
Night King). Each must be picked up by an army 3+ units from its domain. However, you
first must win a battle against the Ice Dragon to do so (see Ice Dragon). Place it on the
rightmost spot on the Night King’s Mat.

Valyrian Steel - These heirlooms reduce the overall strength of the White Walkers
(see Battling a White Walker). Place it on the rightmost spot on the White Walkers Mat.

Three-Eyed Raven - A cryptic glimpse into the Night King’s plan! Immediately flip
next round’s Ranger Card to view it before next round. Discard this token afterward.

Remove a White Walker - Immediately remove 1 White Walker from anywhere on the map
and return it to its pool. This token does not have to be picked up when revealed; it may be
picked up later and remain face-up in its domain. Discard this token afterward.

Cache of Gold - Gain the listed amount of gold ( ). This token does not
have to be picked up when revealed; it may be picked up later and remain
face-up in its domain. Discard this token afterward.

Loss of Gold - When this token is revealed, the Treaty immediately loses 3 gold, or as much
as possible. Discard this token afterward.
Add a White Walker - Immediately add a White Walker to that domain (see Adding White
Walkers). If a player has revealed this token in a Treaty-controlled domain, then resolve the
battle. Discard this token afterward.

Evoke Terror - Immediately perform an Evoke Terror action (see Evoke Terror) and discard
this token afterward.

Adding White Walkers


White Walkers can be added from their pool in 4
ways:
1. Into domains marked on the round’s Ranger
Card.
2. Into the Night King's domain and each adjacent
domain after he attacks and gains control of a
domain (see The Night King Attacks).
3. The result of resolving certain blue Exploration Tokens.
4. Into the domain of the Night King when moving with the Ice Dragon (see The Ice Dragon).

If a player has units in that domain, this immediately results in a battle (see Battling a White Walker). If
there are only units of a NP house in the domain, one unit is placed onto the Terror Pool and the
remaining units must retreat. If there is already a White Walker in a domain, then the Night King
instead gains a Victory Point. There may only be 1 White Walker per domain.

Likewise, if all the White Walkers are on the map and more must be placed, the Night King

gains per White Walker that cannot be placed (this is listed on the White Walker Mat). Players may
decide in which order they are placed and in which order battles are resolved. If a White Walker
occupies a domain with a castle, it does not receive its defence bonus and the castle remains on the
map.

The Night King Attacks


At the start of each round (except for Round 1 and possibly 2), the Night King attacks a castle. Place
the Night King’s figure in the domain listed on the bottom of that round’s Ranger Card. He does not
move through connected domains like a normal player, and his movement cannot be blocked—he
moves directly to the castle.
If any player has units in that domain, this may start a battle (see Battling the Night King). If no player
units are in the domain, he immediately takes control of the domain. If the Night King gains control of
the domain, the following steps occur:

1. The castle is destroyed for the remainder of the game. Lay the castle on

its side to indicate that it is destroyed. It still offers the defensive bonus
but can no longer be controlled by the players.

2. If there are any non-player units in the domain, he gains a Terror Token. Place 1
non-player Power Token from the domain into the Terror Pool. All other units from
that domain must retreat to the nearest friendly or unoccupied domain, with
players choosing which one if there are multiple options.

3. Add 1 White Walker to that domain, and then add 1 to each adjacent
domain (this is listed on the Night King’s Mat). If this results in additional
battles, resolve each in any order you wish (see Battling a White Walker).

Attacking King’s Landing: The Night King does not need to control any castles to enter
King’s Landing or place a White Walker there. This gives him control of the Iron Throne,
which counts as a “wild” Terror Token when checking alliances (see Step 3: Checking
Alliances/Terrifying).

Evoke Terror
After each player has taken their turn, and players resolve any “follow”
actions, the Night King Evokes Terror (noted by the icon next to each
die slot on the Action Mat). This occurs following each player’s turn.

Evoking is similar to plotting, but the Night King steals non-player Power Tokens from House Mats to
place in his Terror Pool. Reveal the top card from the Plot Deck, and for each the shield on it, resolve it
as follows:
• One of the 4 non-player house shields in the game: Take 1 Power Token from that
House Mat (if available) and add it to the Terror Pool.

• ANY other shield: Move 1 White Walker from the White Walker Mat’s pool to the Terror
Pool. If there are not enough White Walkers in the pool to move, the Night King

immediately gains for each Shield that did not result in moving a White Walker (this
is marked on the White Walker Mat).

After Evoking Terror, place the card into the discard pile.

Battling the Night King


Defeating the Night King in battle is the only way for players to win the game. You can be attacked by
him (you are the defender), and the only time you can battle the Night King (either as the attacker or
the defender) is if the Treaty’s score on the Score Mat is equal to or greater than that of the Night
King’s (that is, you are beating or are tied with him). If he attacks a domain you control, and the Treaty’s
score is less than the Night King’s, you must lose a unit and retreat (see The Night King Attacks). The
Night King’s total strength comes from 5 sources:

1. A base of .

2. Conscripts ( ): He gains the total from each White Walker


in his current domain and adjacent domains.

3. A Secret card ( ) drawn from the deck (a counts as

a since he does not retreat).

4. Bonuses listed on the Strength Track on his mat that are not
covered by Dragon Glass tokens.

5. from the Ice Dragon if it is in his domain.

Note: He DOES NOT gain strength from castles or The Iron Throne in his domain.

Battling a White Walker


Players may attack a White Walker by entering its domain (you are the attacker), or if one is added to a
domain where a player has at least 1 unit (you are the defender). Each White Walker’s strength is
totalled by these 3 sources:
1. A base of .

2. A Secret card ( ) drawn from the deck (a counts as

a since they do not retreat).

3. Bonuses listed on the Strength Track on their mat that are not
covered by Valyrian Steel tokens.

Note: They DO NOT gain strength from castles or The Iron Throne in their domain.

If you defeat a White Walker: the Treaty gains for winning the battle and returns the White Walker
to its pool on the White Walker Mat.

Losing a Cooperative Battle


When a battle is lost against the Night King or a White Walker, 1 unit
must be lost from the domain before retreating (if you played

a card, you ignore this). If at least 1 non-player Power Token was in


the domain, that unit must be lost and it is placed in the Terror Pool. If
it is a non-player Hero, it returns to its House Mat (gain its benefit like
normal) and the Night King takes 1 Power Token from the house’s mat
and places it in the Terror Pool. If only your units are in the domain, you
must return 1 unit to your House Mat before the remaining units
retreat. The Night King and White Walkers never gain victory points for
winning battles.

The Ice Dragon


The Ice Dragon enters the game when the Wall is destroyed.
It is not initially placed in a domain, but instead is placed in
the space where the Wall was.

The Ice Dragon acts differently in its 2 phases (noted by each side of its card):

1. It protects the Dragon Glass found North of the Wall until all 3 Dragon Glass Tokens have been
collected by the players.

2. Once all 3 Dragon Glass Tokens have been collected, it serves the Night King and provides him
additional movement to attack castles after he Evokes Terror.
Phase 1: Protecting the Dragon Glass
To collect Dragon Glass, players must win a battle against the Ice Dragon.
When anyone in the Treaty enters a domain with a Dragon Glass Token,
immediately move the Ice Dragon to that domain. The player is considered
the defender in this battle and the Ice Dragon is the attacker (perhaps with a

White Walker that was already there). The Ice Dragon has a strength of and

draws a Secret Card ( ):

• If you win the battle, collect the Dragon Glass Token and the Ice Dragon
returns to the spot where the Wall was.

• If you lose the battle, you suffer the standard cost of losing and must retreat from that domain. The
Dragon Glass Token remains face-up in that domain, and the Ice Dragon stays in that domain as well.
If the dragon is still there when the Treaty enters that domain again, you are attacking the Ice Dragon
this time.

Phase 2: Serving the Night King


Once all 3 Dragon Glass Tokens have been collected, flip the Ice
Dragon Card to its “Phase 2” side and move the Ice Dragon to
the domain with the Night King. The Ice Dragon moves with the
Night King until the end of the game.

Attacking Castle Domains

In Phase 2, after Evoking Terror (see Evoke Terror), the Night King
and the Ice Dragon together move to attack the nearest
castle that isn’t destroyed, controlled by White Walkers, or
controlled by a Terrified House. If there is a tie for nearest, he
prefers to move to a castle controlled by one of the players. If
still tied, it is the players’ choice.

Immediately add 1 White Walker to that domain, If a player in that


domain is able to battle the Night King then they must. If not, they must
retreat (see Battling the Night King). If they lose or retreat, then the Night
King gains control of the domain and the castle in that domain
is destroyed (laid on its side).
Step 3: Checking Alliances/Terrifying
After the players' actions are completed, first resolve any
White Walkers in the Terror Pool: for every 2 White Walkers, the
Treaty must move 1 Power Token of their choice from the
Treaty’s Ally Pool, moving tokens into the Terror Pool.
Afterward, return all White Walkers from the Terror Pool back
to the White Walker Mat.

Then players check alliances, comparing Ally Tokens in the


Treaty's Ally Pool with tokens in the Terror Pool. The side which
has more of a single NP house's tokens gains that house's
Shield Token. If there is a tie for tokens, the Treaty ALWAYS
gains the alliance. Note that the Iron Throne counts as a wild
Terror Token if the Night King controls it (meaning it counts as
one of any NP house). If the Night King wins an alliance, he
terrifies that NP house (see Terrified Houses).

Terrified Houses
The Night King does not have alliances, but instead places that house’s
Shield in the Terror Pool (if that house’s Hero is in the game, return its
card and figure to its House Mat) and follow rules for losing an alliance
as in a standard game. All terrified houses’ domains can be attacked

by players, but they are when they are defending. Terrified houses
are NOT considered allied with the Night King.

Culling Ally and Terror Tokens


After resolving alliances and terrifying, Ally Tokens are culled from the
Treaty Mat, and Terror Tokens from the Terror Pool. All Power Tokens
on both mats are reduced to 2 per NP house. Removed tokens are
returned to their House Mats.
Step 4: Cooperative Collecting Taxes
After the Checking Alliances Phase is complete, collect taxes with the following changes:

• Players collectively gain 1 per Fief Domain the Treaty controls, and 2 if they control King’s
Landing. They DO NOT gain gold from open spaces on their House Mats’ Force Tracks, however they
may each draw new Plot Cards based on their Force Track icons and pick up Hero Cards.

• The Night King then gains for each White Walker on the Map.

Cooperative Scoring Phases


There are only 2 Scoring Phases: one after Round 3 and one after 5. The last Round’s Scoring does not
matter, since players will have won or lost by that point, depending on whether the Night King has
survived.

On each Scoring Phase: All victory points the players score are tracked collectively using one of the
player shields.

• Score for every 2 Castles on the Treaty Mat.

• Each player individually scores based their House Mat’s Objectives (based on tokens not on the
Force Track like in the base game). For the Fief Domain objectives, only count Fiefs that you
individually occupy. Fiefs that are SOLELY occupied by allied NP units do not count. A player only
scores for King’s Landing if their house occupies it.

• Score for each NP alliance the Treaty has (each NP Shield on its mat).

The Night King does not score during a Scoring Phase. Instead, he only scores for each White Walker
on the Map during the Collecting Taxes Phase (see Step 4: Cooperative Collecting Taxes).

Cooperative End of the Game


If the players defeat the Night King before 6 complete
rounds, they are victorious! Players lose if they do not
defeat the Night King by the end of round 6.
Step 2: Player Cooperative Actions
After resolving the Ranger Card and all of the Night King’s effects, players take turns, starting with the
player with the Hand of the King. After each turn, the Night King Evokes Terror (see Evokes Terror ).

Players are allied together as the Westeros Treaty. They share


gold, castles, and nonplayer (NP) allies using the Treaty Mat.
There are several key changes to the game for cooperative
play (see Cooperative Actions category).

House Mats, Shared Gold and Alliances


Ignore the Gold Track and Ally Pool on your House Mat. Instead, the Treaty uses the Gold Track and

Ally Pool on the Treaty Mat. Whenever you spend , use this shared track to reduce the Treaty’s

current holdings. When you gain through collecting taxes on Fief Domains, turning in cards, and

so forth, raise the marker on the track (max 10 ).

Similarly, players gain and lose alliances with individual NP houses jointly, using the Treaty Mat to hold
all the Treaty’s NP Shields and Power Tokens. Any player can recruit or lead any NP house in the Treaty.
Hero Cards of NP house leaders may only be used by a player sharing a domain with that leader.
White Walkers can never be taken as Ally Tokens and the Night King can never be an ally. The Night
King does not make alliances, but instead he Evokes Terror to Terrify houses (see Evoke Terror).

Dice and Actions


Playing rounds are the same as in the Standard Game. You cannot use any other player’s House
ability, but you can use any NP ally’s ability. For 2- and 3-player games, the starting player still rolls
additional dice to place in the bottom slots of the Action Mat.

Cooperative Scoring
The Treaty gains victory points in all the same ways as in the base game, noting the changes to scoring

rounds in a cooperative game (see Cooperative Scoring Phases). Use a single Shield Token to track

, but note that the only use for is to determine if the alliance is able to battle the Night King.
Cooperative Battling
Players cannot attack other players’ domains, or the domains of NP houses already in the Treaty. NP
houses who are not in the Treaty may be attacked, following the same rules as in the base game.
When you defeat an NP house, the Ally Token you gain is placed in the pool on the Treaty Mat. Terrified

houses gain when battling against players (see Terrified Houses). Conscripts ( ) includes any
adjacent allied unit—a powerful option, indeed!

Cooperative Castles
All castles controlled by the Treaty are placed on the spaces on the Treaty Mat (it is possible to control

more than the 10 castles listed on the mat). During the scoring phases, players score for every 2

they control. Destroyed castles remain in their domains lying on their sides and do not count as

being controlled by the Treaty. The Treaty must control at least 6 in order to enter King’s Landing.
(Instead of 3 in the base game. A reminder of this is listed on the Treaty Mat).

Cooperative Movement
Players may move their armies through domains controlled by other players, but units of two players
cannot end a turn occupying the same domain. Allied NP units are shared by all players and may be
picked up or dropped off in domains you pass through, but all results must still follow the Domain Unit
Limit. Players must stop movement in domains occupied by a non-allied house, a White Walker, or the
Night King, unless an event’s effect allows them to move through “enemy domains.”

Cooperative Recruiting
Allied NP Power Tokens can be recruited by any player from that NP’s House Mat and added to any
domain controlled by the Treaty, even one controlled by another player.

Cooperative Plotting
In addition to using NP Shields, players can use any player’s Shield or the Shield of a House that is not

in the game to gain any NP Power Token by paying 2 . They can also use ANY Shield on their card

and pay 1 to remove 1 White Walker from the Night King’s Terror Pool, returning it to the White
Walker Pool. (A reference of these costs are listed on the Ice & Fire Round Mat.) If there are no Power
Tokens remaining on an NP House Mat, plotting instead returns Power Tokens from the Terror Pool
back to the NP House Mat.

Cooperative Whispers
Players still have individual player hands that hold a maximum of 4 cards (in addition to Hero Cards).
Gold gained from discarding cards is added to the shared Treaty’s Gold Track.
Cooperative Events and Hero Abilities
There are several changes to how text is interpreted on both Event and Hero Cards:

• Text that refers to “your Ally Pool,” means the Ally Pool on the Treaty Mat.

• Text that refers to the “enemy,” “opponent,” or “another player,” means the Night King. For instance, if
it says to remove tokens from an “another player’s Ally Pool,” consider that the Terror Pool. In another
example, an “enemy unit on the map” can refer to a White Walker or a non-allied house’s unit.

• White Walkers on the Map are considered “Power Tokens” in terms of “eliminating,” however they
cannot ever be added to “your Ally Pool,” and instead are returned to the White Walker Pool. White
Walkers cannot be “transferred,” however NP Power Tokens in Terror Pool can.

• The Night King’s Figure or the Ice Dragon cannot be targeted as “Heroes” (since they are not Heroes).

• Text that allows you to steal gold from the Night King or his White Walkers always is successful (even
though he has no Gold Track). You however cannot steal gold from non-players or Terrified Houses.

Open Hands
You may (and should) show your hand to the other players, but you can’t use or receive another
player’s cards.

Chapter 3 – Game Variants


The Mother of Dragons
Daenerys Targaryen would not be complete without her
dragons. These loyal and dangerous beasts can be
implemented in both a standard or cooperative game when
House Targaryen is in play, and either as a player or a non-
player house! Place the 3 Dragons, the 3 Eggs, and
the Dragons Card near the Targaryen Mat.

Gameplay: If you have Daenerys’s Hero Figure and Card, you also gain her Dragons. Take all of the
components listed above and place them next to your House Mat. This also means that if House
Targaryens are a NP and you choose not to take Daenerys as a hero, then you do not get her Dragons.

Daenerys's Hero Card Event: Played as an event, you spend 2 gold to place an Egg (all 3 are the
same) into any domain you control (as noted on Daenerys’s card). You may place multiple Eggs if you
can afford to pay the 2 gold for each. You may also place more than 1 in the same domain (this cannot
exceed the DUL).
Eggs: While on the map, these units count toward the Domain Unit Limit, but do not offer any strength
in a battle. If another player attacks the domain and wins the battle, the Egg is the unit that is lost and
is returned to their House Mat. Eggs can move with other units and cannot be abandoned. An Egg can
NEVER be the only unit in a domain.

At the end of the Collecting Taxes Phase, an Egg in any domain “hatches” and is swapped with a
Dragon matching that colour (marked by the House Targaryen’s ability). There can only ever be 3
Dragons in play (not counting the Ice Dragon).

Dragons: They are treated like Heroes for the purpose of events, and therefore count as in a battle.

Each Dragon gains 1 additional when Collecting Taxes.

Flying: Dragons may March or Sail with other units normally, OR they may Fly. Perform either a March
or a Sail action to directly move only 1 Dragon (either alone or carrying Daenerys) to a domain up to 3
adjacent domains away.

Game Variants
1-4 Player Competitive with Ice & Fire - When setting up for a standard, competitive game, DO NOT
add these Cooperative Play components to the game, as the Night King cannot be used: Night King
components (his mats, figure, and shield), Ice & Fire Action and Round Mats, the Treaty Mat, Blue and
Brown Exploration Tokens, Ranger Cards, the 2 North of the Wall Map Mats, and the single castle for
Craster’s Keep.

Instead, set up components this way:

1. Use the Action Mat and Round Mat from the base game (instead of Ice & Fire).

2. Shuffle the Ice & Fire Plot Cards into the deck.

3. Shuffle the Night’s Watch and House Targaryen into the house components.

5-Player Competitive - Use the additional Action Die and Coin for a fifth player! Instead of using the
base game's Round Mat, flip the Ice & Fire Round Mat to its 5-PLAYER side. Note that there are only 5
rounds and the scoring phases are different.

5-Player Cooperative - Flip the Treaty Mat to its 5-PLAYER side. You now need to control 8 Castles to
enter and control King's Landing.

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