A Game of Thrones: The Card Game – A King in the North
A Game of Thrones: The Card Game – A King in the North Rulebook
Table of Contents
Table of Contents
Characters
Osha
Character · House Stark · Unique · Cost 2
Strength 2 · Military 1 · Intrigue 1 · Wildling.
Challenges: Stand Osha to remove her from the current challenge.
Treacherous Watchman
Character · House Lannister · Cost 1
Strength 1 · Military 1 · Power 1 · Ally. Traitor.
After you play Treacherous Watchman from your hand, choose and discard 1 Lannister character from play.
Stannis Baratheon
Character · House Baratheon · Unique · Cost 4
Strength 3 · Military 1 · Power 1 · Crest: Noble · Lord. King.
Renown.
Night's Watch characters you control get +1 STR.
Raiding Fleet
Character · House Greyjoy · Cost 8
Strength 8 · Military 1 · Power 1 · Crest: War · Ironborn. Army.
No attachments.
Response: After you play Raiding Fleet from your hand, discard the top 8 cards of each opponent's deck.
White Hatchling
Character · House Targaryen · Unique · Cost 1
Strength 1 · Military 1 · Creature. Dragon.
No attachments.
Stealth.
Discard White Hatchling from play any time you control Viserion. White Hatchling gains a power icon during power challenges initiated against you.
Formal Escort
Character · House Martell · Cost 3
Strength 3 · Military 1 · Power 1 · Army.
No attachments.
Noble characters you control are immune to opponent's events.
Defenders of the North
Character · Neutral · Cost 7
Strength 8 · Crest: War · Night's Watch. Army.
No attachments except Weapon.
Deadly.
Reduce the cost to play Defenders of the North by 1 for each The North agenda you are running.
Steward of the Watch
Character · Neutral · Cost 2
Strength 2 · Night's Watch.
No attachments.
Response: After you play Steward of the Watch from your hand, each opponent must choose and discard 1 card from his or her hand.
Varamyr Sixskins
Character · Neutral · Unique · Cost 2
Strength 2 · Military 1 · Power 1 · Wildling. Skinchanger.
Any phase: Put 1 Creature character into play from your hand to return Varamyr Sixskins to your hand. At the end of the phase, if that Creature is still in play, discard it from play (cannot be saved).
Rattleshirt's Raiders
Character · Neutral · Cost 3
Strength 4 · Military 1 · Power 1 · Wildling. Army.
Discard Rattleshirt's Raiders from play at the end of any challenge phase in which they did not attack.
Plots
The Songs of Bael the Bard
Plot · Neutral
Income 3 · Initiative 3 · Claim 1
When revealed, choose 1 non-Noble character. That character gains 1 Trait of your choice until you reveal a new plot card.
Locations
Golden Tooth Vaults
Location · House Lannister · Cost 1
Westeros.
Any phase: Kneel Golden Tooth Vaults and discard up to 2 cards from your hand to take an equal amount of gold from the treasury and add it to your gold pool.
Attachments
Deep Freeze
Attachment · House Stark · Cost 1
Condition.
Attach to a player's House card. The controller of attached House card needs 2 additional power to win the game. (3 additional power instead if it is Winter.)
R'hllor's Blessing
Attachment · House Baratheon · Cost 1
Boon. Condition.
After you play R'hllor's Blessing, draw 1 card.
Attached character gets +2 STR.
Climbing Spikes
Attachment · Neutral · Cost 1
Item.
Attach to a location.
If you control at least 1 Wildling character, treat attached location as if its printed text box were blank. If you control at least 2 Wildling characters, Climbing Spikes is immune to opponents' triggered effects.
Events
Return of the Kraken
Event · Neutral
Response: Save 1 Greyjoy location from being discarded from play. Then, if that location is unique, attach Return of the Kraken to it as a duplicate.
True Power
Event · House Targaryen
House Targaryen only.
Response: If an opponent would win a power challenge against you, cancel the determination of challenge winner. You automatically win the challenge.
Serve. Obey. Protect.
Event · House Martell
House Martell only.
Any phase: Kneel 3 influence to choose 3 characters. Until the end of the phase, one of those characters gains a military icon, the second gains an intrigue icon, and the third gains a power icon.
The Feast of the Crows
Event · Neutral
Any phase: Kneel 3 influence to choose 3 Night's Watch characters. Until the end of the phase, one of those characters gains stealth, the second gains deadly, and the third gains renown.
Agendas
The Stewards
Agenda · Neutral · Unique
The North.
You may run any number of The North agendas that have the words Night's Watch in their text. You need 2 additional power to win the game.
Night's Watch characters you control gain an intrigue icon.