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Game of Thrones: Intrigue at King's Landing» Forums » Rules

Subject: Rules rss

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Chris J Davis
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Components

90 Follower cards

- 15 Baratheon followers
- 15 Lannister followers
- 15 Stark followers
- 15 Targaryen followers
- 30 Neutral followers


48 Scheme cards

- 16 Leadership (red) schemes
- 16 Subterfuge (blue) schemes
- 16 Influence (yellow) schemes


4 Title cards

- The Iron Throne
- Hand of the King
- Master of Coin
- Master of Whisperers


120 resource tokens

- 40 armies (red)
- 40 power (blue)
- 40 gold (yellow)


1 Dominance track (containing 30 spaces)

4 player tokens (1 for each house, to track Dominance)

4 player mats (one for each house)

4 player screens (one for each House)

1 small opaque bag


Setup

Place the Dominance track in the centre of the table, with each player's marker on the "0" space. Shuffle all Scheme cards together to form a single deck and place this next to the Dominance track. Shuffle all neutral followers and also place this next to the Dominance track. Place all resource tokens near the Dominance track to form a supply.

Each player chooses one of the great Houses of Westeros to play as and takes all components belonging to that house (player mat, player screen and follower cards). They place their player mat in front of them so that the text is oriented towards themselves. They then place their player screen to one side of their player mat, and shuffle their follower cards and place this to the other side of their player mat.

Place two resources of each type per player into the bag. Each player then secretly pulls out 6 resources and places them behind their player screen to form their starting resources.

Shuffle the Title cards and randomly deal one to each player. In a 3-player game, first randomly remove any one title except The Iron Throne; the removed title will not be assigned to any players for the first round, but can still be gained by players in subsequent rounds. Players reveal their titles.

Players form their initial hand of followers by drawing cards from their follower deck equal to their hand size. In a 4-player game, hand size is 5, and in a 3-player game hand size is 4.

Aim of the Game

The aim of the game is to be the player with the highest score when the game ends. A player's score is determined by how many army, power or gold tokens he has, whichever is the lowest.

The game can end in one of three ways:

- If a player cannot refill his hand of Follower cards (due to too many of his followers being killed, captured or exiled).
- If any player's token reaches or passes space 25 on the Dominance track.
- If any player uses the special ability of the Iron Throne title.

Overview

Each round, each player will choose a scheme that they are attempting to accomplish. Players will then play their follower cards to either support or oppose the various schemes, and use their followers' special abilities to undermine each other's efforts. Being on the winning side of a scheme will award the players on that side with armies, power, gold and Dominance. Winning the scheme may also award one of the players a powerful special ability to use later. Armies, gold, power and Dominance not only go towards helping a player win the game, but also confer powerful titles to those who score highest in each category.

Round Structure

The game is played in a series of rounds, with each round containing the following phases and steps:

Schemes Phase
- Draw Schemes
- Plotting
- Draw followers

Resolution Phase (one for each scheme)
- Resolution
- Aftermath

Titles Phase
- Gain Dominance
- Award Titles
- Clear Spoils
- Check for Victory

Schemes Phase

During the Schemes Phase, players choose which scheme they are trying to accomplish and assign their followers to support or oppose schemes.

Draw Schemes

Each player draws 2 Scheme cards, secretly chooses one to keep and discards the other. Once all players have chosen a scheme, all players reveal their Scheme cards simultaneously and place the cards on the "Scheme" space of their player mat.

NOTE: The player with the Hand of the King title draws 4 Scheme cards instead of 2.

Plotting

Starting with the player to the left of the Master of Whisperers and proceeding clockwise, players take turns performing Plotting actions. The player currently taking a Plotting action is called the active player. A plotting action is either:

- Playing a follower from your hand to support or oppose a scheme, or
- Using any Plotting special ability

Players continue taking turns performing Plotting actions. The active player may also pass (because he has no more Plotting actions he can perform, or because he does not wish to perform any more Plotting actions). Once a player has passed, he can perform no more Plotting actions for the remainder of the Plotting step. Once all players have passed, the Plotting step ends.

Playing a Follower

As a Plotting action, the active player may play a follower from his hand to either support or oppose any of the schemes currently in play. To do this, the player places their follower on the player mat of the scheming player (i.e, the player who chose the scheme) in the slot matching the active player's House sigil. If supporting the scheme, the follower should be placed on the side of the player mat that is towards the scheming player. If opposing the scheme, the follower should be placed on the side of the player mat that is away from the scheming player.

Some important terms relating to schemes:

Support: Followers supporting a scheme are those who are attempting to cause the scheme to succeed; they are placed on the scheming player's player mat on the side towards the scheming player.

Oppose: Followers opposing a scheme are those who are attempting to cause the scheme to fail; they are placed on the scheming player's player mat on the side away from the scheming player.

Allegiance: There are two allegiances to every scheme - supporting and opposing. All followers supporting a scheme are considered to be of the same allegiance, and all followers opposing a scheme are considered to be of the same allegiance.

Allied: A follower of the same allegiance.

Rival: A follower of the opposite allegiance.

There are some restrictions regarding how followers can be assigned to schemes:

- A follower cannot be played to a slot on a player mat that already contains two or more followers.

- A follower cannot be played into an allegiance that already contains four or more followers.

- A follower cannot be played into a slot when the corresponding slot of the rival allegiance contains at least 1 follower (i.e, you cannot deliberately play followers on both sides of a scheme).

- To play a follower to support a scheme, if the active player does not already have a follower supporting that scheme, he must first gain permission from the scheming player. To do this, the active player places his follower face down in the appropriate slot on the scheming player's mat. If the scheming player grants permission, he simply turns the follower face up. If he does not give permission, he hands the follower back to the active player without looking at or revealing it, and the active player must perform another Plotting action (he may not attempt to support the same scheme again this turn).

Important note: These restrictions only apply when followers are played from a player's hand as a Plotting action. Other abilities ignore these restrictions.

Once he follower has been played, if it has a Plotting special ability, that ability is immediately carried out. Note that special abilities are mandatory unless they specifically state they are optional (usually through use of the word "may").

Using a Plotting ability

Instead of playing a follower to a scheme, the active player may use any ability denoted by "Plotting" as a Plotting action, usually from a Title card or from a Scheme card acquired during a previous round.

If the Plotting ability is from a Scheme card, that card is discarded after the ability is carried out.

Draw Cards

Once every player has passed, all players may discard any number of followers that are remaining in their hands as they wish. All players then draw followers from their deck back up to their hand size.

If a player is already at or above his hand size, he does not discard (he simply does not draw any more followers).

Whenever a player's follower deck is exhausted, he reshuffles his discard pile to form a new deck.

If at this point a player cannot refill his hand back to his hand size, the game immediately ends and a winner is determined.

Resolution Phase

Starting with the Hand of the King's scheme and proceeding clockwise, each scheme is resolved by performing the following steps:

- Resolution
- Aftermath

Both steps are fully resolved on a single scheme before proceeding to the next scheme. Once all schemes have been resolved, the Resolution Phase ends.

Resolution

Starting with the Master of Whisperers and proceeding clockwise, each player carries out any Resolution special abilities on their followers assigned to the scheme. Each player carries out the Resolution abilities on all of his followers before passing to the next player. Remember that abilities on followers are mandatory unless stated otherwise.

Once all abilities have been carried out, it is time to determine the winner of the scheme. Each scheme is one of three possible types that match the three skill values on each follower: Leadership, Subterfuge or Influence. To detemine the winner of the scheme, total the strength of all skill values that match the scheme's type of all followers in each allegiance; the allegiance with the higher total wins the scheme. In the case of a tie, the player holding the Iron Throne decides how the tie should be broken.

One a winning allegiance is determined, it is time to award spoils from the scheme.

Awarding Spoils

Awarding spoils involves handing out the resources and/or followers as shown in the middle of the scheme card and possibly gaining the Scheme card itself to be used for its special ability in a later round. Spoils are either armies, power, gold or new followers; each icon represents one resource token of the matching type (or one new follower). In all cases, a single player decides how spoils are awarded; this player is called the awarding player. The process for awarding spoils is slightly different depending on whether the scheme resolved in the favour of the supporting or opposing allegiance.

If the scheme resolved in the opposing allegiance's favour:

- The player who contributed the highest total strength to opposing the scheme is the awarding player. In the case of a tie, the player holding the Iron Throne decides how to break the tie.

- The awarding player must give at least one spoil shown on the Scheme card to each player who had a follower opposing the scheme. Each spoil can only be given to a single player; if there are fewer icons on the card than there were players opposing the scheme, then some players will not receive any spoils.

- If, after giving each player who opposed the scheme 1 spoil, there are still spoils left over, the awarding player may give any remaining spoils to any player(s) he desires (including himself, rival players and/or players not participating in the scheme).

- The Scheme card is then discarded.

If the scheme resolved in the supporting allegiance's favour:

- The awarding player is the scheming player unless the scheming player has no followers assigned to the scheme. If this is the case, the player who contributed the highest total strength in support of the scheme is the awarding player. In the case of a tie, the player holding the Iron Throne decides how to break the tie.

- The awarding player must give at least one spoil shown on the Scheme card to each player who had a follower supporting the scheme. Each spoil can only be given to a single player; if there are fewer icons on the card than there were players supporting the scheme, then some players will not receive any spoils.

- If, after giving each player who opposed the scheme 1 spoil, there are still spoils left over, the awarding player may give any remaining spoils to any player(s) he desires (including himself, rival players and/or players not participating in the scheme).

- The awarding player gains 1 Dominance. If the Scheme card has an Immediate effect, the awarding player carries it out immediately and then discards it. If the Scheme card has a Keep effect, the awarding player places the card behind their player screen for use later.

Gaining Resources and Followers

When being awarded spoils, players will gain some amount of resources (armies, power and gold) and/or new followers.

Whenever a player gains resources for any reason (whether it is part of receiving spoils or from some other special ability effect), those resources are placed in the spoils area of the player's player mat. These will go towards determining how titles are awarded later in the round.

Whenever a player gains a follower, he draws 2 cards from the neutral follower deck, chooses 1 to immediately add to his hand and shuffles the other back into the neutral follower deck.

If a player is awarded a new follower as a result of the spoils of a scheme, the awarding player draws the cards from the neutral follower deck, chooses which one to give to the player receiving the spoil, and shuffles the other back into the neutral follower deck without revealing it.

Aftermath

Once the Resolution step has been resolved on a scheme, play moves to the Aftermath step.

Starting with the Master of Whisperers and proceeding clockwise, each player carries out any Aftermath special abilities on their followers assigned to the scheme. Each player carries out the Aftermath abilities on all of his followers before passing to the next player. Remember that abilities on followers are mandatory unless stated otherwise.

Once every player has carried out all Aftermath abilities on all of their participating followers, all followers assigned to that scheme are discarded and play moves to the next scheme to be resolved (in clockwise order). Once all schemes have been resolved (with a Resolution and Aftermath step for each), play moves to the Titles Phase.

Titles Phase

The Titles Phase is a cleanup phase where players gain Dominance, titles are awarded and victory is determined.

Gain Dominance

Each player gains an amount of Dominance equal to the number of resource tokens in the spoils area of their player mat by moving their token forward the corresponding number of spaces on the Dominance track.

Award Titles

The player with the most of each of the three resources in their spoils area gains the Title card that corresponds to that resource.

- The player with the most armies in their spoils area gains the Hand of the King.

- The player with the most power in their spoils area gains the Master of Whisperers.

- The player with the most gold in their spoils area gains the Master of Coin.

Additionally, the player with the highest Dominance on the Dominance track gains the Iron Throne title.

In the case of a tie, the player who held the Iron Throne at the start of this step decides how to break the tie.

It is possible for a single player to hold multiple titles.

Clear Spoils

Each player takes all resources from their spoils area and places them behind their player screen.

Check for Victory

If any player's Dominance marker has reached or passed space 25 of the Dominance track, the game immediately ends.

Alternatively, if any player's Dominance marker has passed space 15 of the Dominance track, the player who holds the Iron Throne title may declare the end of the game at this point. If he does, he may gain any 1 resource from the supply before determining victory.

Determining Victory

All players reveal all resources behind their player screens. Each player's score is equal to the number of resource tokens they have the fewest of. In the case of a tie, the player holding the Iron Throne title decides how to break the tie.

Other Rules

Some important terms that are found in some special abilities:

Kill: If a follower is killed, it is removed from play and placed in the Dead Pile (next to the neutral followers deck). Typically, followers in the dead pile are inaccessible for the rest of the game, though some special abilities may allow killed followers to re-enter the game.

Exile: If a follower is exiled, it is shuffled into the neutral followers deck. Any player may be able to gain and control that follower in the future if they draw that card when gaining followers.

Capture: When a follower is captured, that follower is immediately added to the capturing player's hand of followers. That player now controls that follower.

Most followers also feature one or more traits in bold italics, such as Noble, Night's Watch or Female. These traits have no inherent abilities, but will be referenced by other card effects.

Military Schemes

Some Leadership schemes feature the Military Scheme keyword. As described on the Scheme card itself, this allows players to spend armies to increase their final strength during the Resolution step of the scheme.

To do this, at the end of the Resolution step (after all follower abilities have been triggered but before calculating the final strength of each allegiance), each player participating in the scheme may secretly take any number of armies from behind his player screen and then hold them out in his closed fist in a blind bid. All players then reveal their bid armies and may add strength as indicated on the Scheme card (usually +4 per army) to any allegiance that contains one of their followers.

If such a player has followers in both allegiances, then the player must decide which allegiance to add it to. If there are multiple such players, those players decide in clockwise order from the player to the left of the Hand of the King

All armies bid in this way are discarded (by all players, regardless of the winning allegiance).
 
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Chris J Davis
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Rules are now finished.
 
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Ltn Koen
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Sounds very intriguing.

Will the files be available somewhere?

It looks like this could be played with cards from the Game of Thrones LCG, for instance by sleeving the cards and adding the text description from this game into the sleeves...
 
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Chris J Davis
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Ltn Koen wrote:
Sounds very intriguing.


I see what you did there.

Quote:
Will the files be available somewhere?


Maybe eventually. But I have so many games in development, and this one has moved a little to the back-burner, unfortunately.
 
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