A Game of Thrones: The Card Game (Second Edition) – Fury of the Storm
A Game of Thrones: The Card Game (Second Edition) – Fury of the Storm Rulebook
Table of Contents
Table of Contents
Agenda
The Prince that was Promised
Prophecy.
After all agendas are announced, name a unique character. Other characters you control cannot gain power. Reaction: After you win a power challenge by 5 or more STR, kneel your faction card to, either: stand the named character and draw a card; or, search your deck, discard pile, and dead pile for the named character, reveal it, add it to your hand, and shuffle your deck.
Plots
Parley at Storm's End
Siege. War. Printed plot values: income 4, initiative 4, claim 1, reserve 6.
When Revealed: Name a challenge type. Until you reveal a new plot card, challenges of that type cannot be initiated.
Outwit
Plot. Scheme.
Interrupt: When the effects of a when revealed ability would initiate, kneel your faction card and a unique Maester character to cancel those effects.
Siege Preparations
Plot. Siege.
Dominance Action: Draw cards until your hand size is equal to your reserve value. (Limit once per phase.)
Rationing
Plot. Edict. Winter.
Players cannot trigger reactions to winning or losing challenges.
Desperate Attack
Plot. War.
While you are the defending player, raise the claim value on the attacking player's revealed plot card by 1.
The Hand's Tourney
Plot. Kingdom. Summer.
Forced Interrupt: When claim is applied for a military challenge, apply power claim instead.
The New Gods
Plot. The Seven.
Each The Seven character you control does not kneel when declared as an attacker in the first challenge you initiate during the challenges phase.
Characters
Robert Baratheon
Lord. King.
Renown. Reaction: After the standing phase begins (choose one):
- other characters with printed cost 5 or higher cannot stand this phase.
- characters with printed cost 4 or lower cannot stand this phase.
- locations cannot stand this phase.
Stannis Baratheon
Lord. King. R'hllor.
Immune to opponents' events. Reaction: After you win a power challenge, draw X cards. X is the claim value on the attacking player's revealed plot card.
Melisandre
Lady. R'hllor.
Stealth. Reaction: After you win an intrigue challenge in which Melisandre is attacking, move 1 power from a character controlled by the losing opponent to Melisandre. Then, if that character has no power, kill it.
Renly Baratheon
Lord. King.
Renown. Action: Kneel your faction card to put a non-baratheon character with printed cost X or lower into play from your hand. X is Renly Baratheon's STR.
Salladhor Saan
Captain. Smuggler.
Reaction: After you marshal a Smuggler character, choose and kneel a location. Then, gain gold equal to that location's printed cost. (Limit once per round.)
Ser Davos Seaworth
Knight. Smuggler. The Seven.
Stealth. Reaction: After you win a challenge in which Ser Davos Seaworth is participating, discard 1 power from the losing opponent's faction card. Then, you may have a King character you control gain 1 power.
Alester Florent
House Florent. Lord. R'hllor.
Reaction: After a House Florent character enters play, draw a card. (Limit once per round.) Interrupt: When Alester Florent leaves play, if you control another R'hllor character, choose and kneel a character an opponent controls.
Selyse Baratheon
House Florent. Lady. Queen. R'hllor.
Reduce the cost of each R'hllor attachment you marshal by 3.
Griffin's Roost Knight
House Connington. Knight.
Interrupt: When the challenges phase ends, if you have not lost a power challenge this phase, stand Griffin's Roost Knight.
Dale Seaworth
Captain.
Reaction: After you marshal Dale Seaworth, choose a baratheon location in your discard pile and return it to your hand.
Ser Imry Florent
House Florent. Knight.
Action: Kill Ser Imry Florent to choose an opponent. You may sacrifice any number of locations. For each location sacrificed this way, that opponent must choose and kneel a standing character he or she controls.
Red Priest
R'hllor.
Reaction: After Red Priest enters play, look at an opponent's hand. Then, choose 1 card in that hand and remove it from the game until Red Priest leaves play.
Shyra Errol
Lady.
Interrupt: When a character is killed, sacrifice Shyra Errol to move each power from that character to its controller's faction card.
Acolyte of the Flame
Ally. R'hllor.
Reaction: After the draw phase begins, kneel Acolyte of the Flame to look at the top 2 cards of an opponent's deck. You may put those cards on the bottom of that player's deck.
Bastard of Robert
Ally. Bastard.
While you control Robert Baratheon, reduce the cost to marshal Bastard of Robert by 2. Reaction: After Bastard of Robert enters play, if you control a King character, draw a card.
Wily Smuggler
Smuggler.
Action: Choose 1 card from your hand and place it on top of your deck. Then, at the end of the phase, draw 1 card. (Limit once per round.)
Botley Crew
House Botley. Raider.
Reaction: After an opponent collects income, return 1 gold from that player's gold pool to the treasury.
Ser Gregor Clegane
Knight. House Clegane.
Intimidate. Pillage. Forced Reaction: After you win a challenge in which Ser Gregor Clegane is participating, choose and kill a character you control.
Prince's Attendant
Ally.
Marshaling Action: Kneel Prince's Attendant to reduce the cost of the next martell Lord or Lady character you marshal this phase by 2.
Protectors of the Realm
Army.
No attachments. X is your reserve value.
She-Bear
House Mormont.
Reaction: After you marshal She-Bear, you may put a stark character or attachment with printed cost 3 or lower into play from your hand.
Haggo
Bloodrider. Dothraki.
Reaction: After you win a challenge in which Haggo is participating, discard a card from your hand to choose a Dothraki card in your discard pile and return it to your hand.
Hightower Knight
House Hightower. Knight.
Action: Kneel a non-tyrell Knight character to put Hightower Knight into play from your hand.
Lyn Corbray
House Arryn. Knight.
Stealth. Reaction: After an opponent initiates a power challenge against you, stand Lyn Corbray.
Unlikely Champion
Knight.
While you control a Lord or Lady character, Unlikely Champion gains a power icon.
Anguy the Archer
Brotherhood. R'hllor.
While you control no loyal characters, Anguy the Archer does not kneel when declared as an attacker or defender in a military challenge.
Locations
The Stormlands
Westeros.
You may initiate an additional power challenge during the challenges phase. Reaction: After you win a power challenge, kneel The Stormlands to choose and stand a participating King or Queen character.
Cape Wrath
Westeros.
During power challenges in which you are the attacking or defending player, raise the claim value on the attacking player's revealed plot card by 1.
Lyseni Galley
Warship.
Action: Kneel Lyseni Galley to choose a character. Until the end of the phase, that character gets +1 STR. If that character is a Captain or Smuggler, it gains stealth until the end of the phase.
Lionstar
Warship.
Action: Kneel Lionstar to put a lannister character with printed cost 4 or lower into play from your hand. At the end of the phase, if that card is still in play, discard it from play.
Kingsgrave
House Manwoody.
Reaction: After you lose a power challenge by 5 or more STR, kneel and sacrifice Kingsgrave to choose a participating character and return it to its owner's hand. (You may kill that character instead if it has the King trait.)
Fields of the Reach
The Reach.
Reaction: After you win a power challenge, kneel 3 The Reach locations to raise the claim value on your revealed plot card by 1 until the end of the challenge.
The Hollow Hill
Brotherhood. Westeros.
Dominance Action: If you control no loyal characters, kneel The Hollow Hill to search the top 10 cards of your deck for a non-loyal character, reveal it, and add it to your hand. Shuffle your deck.
Attachments
Azor Ahai Reborn
Legacy. R'hllor.
Unique character you control only. Terminal. Attached character is considered to be participating in each challenge in which you control an attacking R'hllor character.
Hunting Accident
Condition.
Ambush (3). Terminal. Attached character cannot stand.
Warhammer
Weapon.
If attached character's printed STR is 4 or lower, it gets +2 STR. If attached character's printed STR is 5 or higher, it gains intimidate.
Bearskin Cloak
Item.
Attached character gets +1 STR. If attached character has the House Mormont trait, it gains stealth.
Dothraki Steed
Warhorse.
Limit 1 copy per character. While attached character is attacking, it gets +1 STR (+3 STR instead if it has the Dothraki trait).
Lady Forlorn
Valyrian Steel. Weapon.
Attached character gets +1 STR for each neutral location you control. If attached character is Lyn Corbray, he gains a power icon.
Events
"A Cask of Ale"
Song.
Reaction: After you win a power challenge, choose 2 cards controlled by the same player. Move up to 2 power from one of those cards to the other.
Nightfire Visions
R'hllor.
Play only if you control a R'hllor character. Taxation Action: Name a Trait. If an opponent reveals a plot card with that Trait during the next plot phase, draw 3 cards.
Every Captain is a King
Action: Until the end of the phase, each Captain character you control gains the King trait and does not kneel when declared as an attacker in power challenges.
The Horn that Wakes the Sleepers
Reaction: After an opponent initiates a challenge against you, choose and stand a Builder character, a Ranger character, and a Steward character.
Defiance
Challenges Action: Choose and stand a character that has not participated in a challenge this phase. (Max 1 per phase.)