Overview
A Game of Thrones: The Card Game (Second Edition) is a Living Card Game where players take control of Great Houses of Westeros, competing for power through military strength, intrigue, and political maneuvering. Players build decks around a chosen House, deploy characters, locations, and attachments, and compete in three types of challenges (Military, Intrigue, Power) to claim 15 power tokens and win the Iron Throne.
Components
- 4 pre-constructed House decks (Stark, Lannister, Baratheon, Targaryen)
- Character, Location, Attachment, Event, and Plot cards
- Power tokens
- Gold tokens
- Reference cards
Setup
- Each player selects a House and its deck (or builds a custom deck).
- Each player places their faction card face-up.
- Each player selects 7 plot cards to form their plot deck (face-down).
- Each player shuffles their draw deck and draws 7 cards.
- Each player may set up cards from hand with total printed cost of 8 or less.
- Place power/gold tokens in the supply.
Turn Structure
Each game round consists of 7 phases:
1. Plot Phase
- Each player simultaneously selects and reveals 1 plot card from their plot deck.
- Compare initiative values; highest initiative is first player.
- Collect gold equal to plot card’s gold value (modified by locations/abilities).
- Resolve “When Revealed” effects.
2. Draw Phase
- Each player draws 2 cards from their draw deck.
3. Marshalling Phase
- Starting with first player, players alternate playing cards from hand by paying gold costs.
- Characters, locations, and attachments enter play.
- Limited cards (one per round).
4. Challenges Phase
- Starting with first player, each player may initiate up to 3 challenges (1 of each type):
- Military: Win to choose and kill defending player’s characters (claim value).
- Intrigue: Win to force defender to randomly discard cards from hand (claim value).
- Power: Win to move power tokens from opponent to your faction card (claim value).
- Attacker kneels (exhausts) characters to attack; defender kneels characters to defend.
- Compare total strength; higher total wins.
- Unopposed challenges grant +1 power to attacker’s faction card.
5. Dominance Phase
- Each player counts total strength of standing (non-kneeling) characters plus unspent gold.
- Highest total gains 1 power on faction card.
6. Standing Phase
- All kneeling cards stand (ready).
7. Taxation Phase
- Return all unspent gold to the supply.
Actions
| Challenge Type |
Win Effect |
| Military (sword) |
Kill defending characters equal to claim value |
| Intrigue (eye) |
Defender discards random cards from hand equal to claim |
| Power (crown) |
Move power tokens from defender to attacker equal to claim |
Card Types
| Type | Description |
|——|————-|
| Character | Has STR; participates in challenges; has icons for challenge types |
| Location | Provides ongoing abilities; does not participate in challenges |
| Attachment | Modifies a character (equipment, conditions) |
| Event | One-time effect played from hand |
| Plot | Revealed each round; sets gold, initiative, claim, and reserve values |
Scoring / Victory Conditions
- Win condition: First player to accumulate 15 power tokens on their faction card wins.
- Power is gained through: winning Power challenges, unopposed challenges, Dominance phase, card abilities, Renown keyword.
Special Rules & Edge Cases
- Golden Rule: Card text overrides rulebook; Rules Reference overrides Learn to Play book.
- Keywords: Stealth (bypass defender), Insight (draw extra card), Intimidate (kneel after winning), Renown (gain power on winning character), Ambush (play from hand during challenges), Pillage (discard from opponent’s deck).
- Duplicates: Playing a duplicate of a unique card you control saves it from being killed (discard duplicate instead).
- Dead pile: Killed unique characters go to the dead pile and cannot re-enter play (unless specifically revived).
- Reserve value: Maximum hand size at end of round (discard excess in Taxation).
- Claim value: Determines how many characters die / cards discarded / power moved on a challenge win.
- Plot deck: Once all 7 plots are used, shuffle them to form a new plot deck.
- Melee (3-4 players): Title cards add diplomatic layers; players may support each other.
Player Reference
| Phase Order |
Phase |
| 1 |
Plot (reveal, initiative, gold) |
| 2 |
Draw (2 cards) |
| 3 |
Marshalling (play cards) |
| 4 |
Challenges (Military, Intrigue, Power) |
| 5 |
Dominance (standing STR + gold) |
| 6 |
Standing (ready all) |
| 7 |
Taxation (return gold, check reserve) |
| Win Condition |
15 Power |
| Challenge Types |
Military, Intrigue, Power |
| Hand Size |
7 starting, Reserve limits end-of-round |
| Setup Budget |
8 gold worth of cards |