A Game of Thrones: The Card Game – Princes of the Sun
A Game of Thrones: The Card Game – Princes of the Sun Rulebook
Table of Contents
Table of Contents
Plots
Plot cards are listed in card-number order.
Battle of Oxcross
Plot · Neutral
Military Battle.
Income 4 · Initiative 3 · Claim 1
At the end of the challenge phase, each player who has not won a military challenge must choose and kill 1 character he or she controls.
Let My Porridge Fly
Plot · Neutral
Intrigue Gambit.
Income 3 · Initiative 0 · Claim 1
After you win an intrigue challenge, choose and discard 1 attachment from play.
Threat from the North
Plot · Neutral
Income 2 · Initiative 4 · Claim 1
All characters get -1 STR and are discarded from play (cannot be saved) if their STR is 0.
The Red Wedding
Plot · Neutral
Power Struggle.
Income 4 · Initiative 3 · Claim 1
When revealed, the opponent to your left chooses 1 Lord and 1 Lady character, if able. Then, you must choose and kill 1 of those characters. The other claims 2 power.
Attack from the Sea
Plot · Neutral
Income 4 · Initiative 5 · Claim 1
When revealed, kneel all locations.
Alliance
Plot · Neutral
Income 4 · Initiative 3 · Claim 1
You may play cards from other Houses without paying a gold penalty.
To the Spears!
Plot · House Martell
Income 3 · Initiative 0 · Claim 1
House Martell only.
Characters you control do not kneel to attack this round.
Restricted: Melee.
Characters
Character cards are listed in card-number order.
The Red Viper
Character · House Martell · Unique · Cost 5
Strength 3 · Military 1 · Intrigue 1 · Power 1 · Crest: Noble
Lord.
Renown. Immune to events and character abilities.
The Red Viper does not kneel to attack an opponent who controls more characters than you.
Restricted: Melee.
Arianne Martell
Character · House Martell · Unique · Cost 4
Strength 3 · Intrigue 1 · Power 1 · Crest: Noble
Lady.
Stealth.
While Arianne Martell is attacking, raise the Claim value on your revealed plot card by 1.
Doran Martell
Character · House Martell · Unique · Cost 4
Strength 2 · Intrigue 1 · Power 1 · Crest: Noble
Lord.
If a player loses a challenge as the attacker, that player must fulfill the claim of that challenge, using the Claim value on the defending player's plot card.
Errata text, as printed in the source: When an attacker is fulfilling the claim of a lost power challenge because of Doran Martell's effect, the attacker must move the power from his or her House card to the defending player's House card.
Darkstar
Character · House Martell · Unique · Cost 4
Strength 3 · Military 1 · Intrigue 1
Knight. House Dayne.
House Martell only. Vengeful. Renown.
If Darkstar would be discarded from your hand or deck, put him into play instead.
Areo Hotah
Character · House Martell · Unique · Cost 4
Strength 4 · Military 1 · Power 1 · Crest: War
Ally.
Response: After you lose a challenge by 4 or more total STR, kneel Areo Hotah to choose and kill 1 character.
Sarella Sand
Character · House Martell · Unique · Cost 3
Strength 3 · Military 1 · Intrigue 1
Bastard. Sand Snake.
Stealth.
Response: After you lose a challenge in which Sarella Sand participated as an attacker, kneel 1 influence to choose and stand 1 participating character.
Ellaria Sand
Character · House Martell · Unique · Cost 3
Strength 3 · Intrigue 1 · Power 1
Lady.
Vengeful.
Response: After you lose a challenge, move 1 power from any character to Ellaria Sand.
Harmen Uller
Character · House Martell · Unique · Cost 3
Strength 3 · Military 1 · Power 1
Lord. Ally.
Renown.
While you have 7 or more cards in your hand, Harmen Uller does not kneel to attack.
Ser Arys Oakheart
Character · Houses Lannister and Martell · Unique · Cost 3
Strength 3 · Military 1 · Power 1
Knight. Kingsguard.
Renown. No attachments except Weapon.
Response: After Ser Aerys Oakheart comes into play, choose and discard 1 Ally or Mercenary character from play.
The card text is printed as "Ser Aerys Oakheart" in the source; the card's name is Ser Arys Oakheart.
House Messenger
Character · House Martell · Cost 2
Strength 2 · Intrigue 1
Ally.
After you play House Messenger from your hand, reveal the top 2 cards of your deck to all players. Then, put 1 of those cards into your hand, and the other on the bottom of your deck.
House Dayne Knight
Character · House Martell · Cost 1
Strength 1 · Military 1 · Intrigue 1
Knight. House Dayne.
Paramour
Character · House Martell · Cost 1
Strength 1 · Intrigue 1 · Influence 1
Ally.
Lord Edric's Knight
Character · House Martell · Cost 2
Strength 2 · Military 1
Knight. House Dayne.
Stealth.
House Dayne Skirmisher
Character · House Martell · Cost 3
Strength 2 · Military 1 · Intrigue 1
House Dayne.
No attachments.
Any Phase: Kill House Dayne Skirmisher (cannot be saved) to draw 1 card. Then, each opponent chooses and discards 1 card from his or her hand.
Orphan of the Greenblood
Character · House Martell · Cost 0
Strength 0
Ally.
Any Phase: Discard Orphan of the Greenblood from play (cannot be saved) to choose 1 character. Until the end of the phase, that character loses a military, an intrigue, and a power icon.
Restricted: Joust.
The Viper's Bannermen
Character · House Martell · Cost 7
Strength 7 · Military 1 · Power 1
Army.
Stealth. Deadly. No attachments.
Response: After The Viper's Bannermen comes into play or leaves play, reveal the top 2 cards of your deck, then put them into your hand.
Restricted: Joust. Melee.
House Dayne Reserves
Character · House Martell · Cost 8
Strength 6 · Military 1 · Intrigue 1 · Power 1 · Crest: War
Army. House Dayne.
House Martell only. No attachments.
If House Dayne Reserves is discarded from your hand for the claim of an intrigue challenge, put it into play instead of your discard pile.
Any Phase: Kneel 1 influence to return House Dayne Reserves to its owner's hand.
Ser Jorah Mormont
Character · Houses Stark and Targaryen · Unique · Cost 2
Strength 3 · Military 1 · Intrigue 1 · Power 1
Knight. Traitor.
Stealth.
After Ser Jorah Mormont leaves play, all characters you control get -1 STR until the end of the phase.
The Hound
Character · Houses Stark and Lannister · Unique · Cost 1
Strength 4 · Military 1
Ally.
No attachments except Weapon.
After a character's STR is lowered, return The Hound to his owner's hand.
Joffrey Baratheon
Character · Houses Lannister and Baratheon · Unique · Cost 2
Strength 2 · Power 1
Lord.
Renown.
Response: After a Small Council event is played, kneel 3 influence or kneel 1 [Noble] character to choose and discard from play 1 character with 1 or more power on it.
Brienne of Tarth
Character · Houses Stark and Baratheon · Unique · Cost 3
Strength 3 · Military 1 · Power 1
Lady.
While Brienne of Tarth is participating in a challenge, opponents cannot trigger effects.
Theon Greyjoy
Character · Houses Stark and Greyjoy · Unique · Cost 3
Strength 3 · Military 1 · Power 1
Lord. Ironborn.
Stealth.
After any player loses a challenge by 4 or more total STR, he or she names either "character" or "location", then chooses and discards from play (cannot be saved) 1 card of the named type he or she controls, if able.
Denys Mallister
Character · Neutral · Unique · Cost 3
Strength 3 · Military 1 · Power 1
Night's Watch.
No attachments.
Any Phase: Kneel 1 influence to choose 1 Night's Watch character. Until the end of the phase, that character gets +1 STR.
Mag the Mighty
Character · Neutral · Unique · Cost 4
Strength 4 · Military 1
Wildling.
Deadly.
Challenges: Kneel 1 influence to choose 1 Wildling character. Until the end of the phase, that character gets +1 STR.
Kingsguard Squire
Character · Neutral · Cost 1
Strength 1 · Power 1
Ally.
Any Phase: Kneel Kingsguard Squire to choose and stand 1 Kingsguard character.
Former Champion
Character · Neutral · Cost 3
Strength 5 · Military 1
Knight.
Renown.
Former Champion gets -2 STR for each power on him. While Former Champion has 3 or less STR, he gains a power icon and deadly. While Former Champion has 1 or less STR, he gains an intrigue icon and stealth.
Locations
Location cards are listed in card-number order.
Dornish Fiefdoms
Location · House Martell · Cost 1
Influence 1
Dorne.
Limited.
Marshalling: Kneel Dornish Fiefdoms to lower the cost of the next [Martell] card you play this phase by 1.
Lord Doran's Chambers
Location · House Martell · Unique · Cost 1
Gold income 1 · Influence 1
Dorne.
You may choose to play Lord Doran's Chambers as an attachment to your House card.
Summer Sea
Location · Houses Martell and Targaryen · Cost 0
Influence 1
Westeros.
Marshalling: Discard Summer Sea from play to reduce the cost of the next [Targaryen] or [Martell] character you play this phase by 2.
Palace Fountains
Location · House Martell · Cost 0
Dorne.
Limited.
Marshalling: Kneel Palace Fountains to reduce the cost of the next [Martell] card you play this phase by 1.
Water Garden
Location · House Martell · Cost 0
Gold income 1
Dorne.
Limited.
Dorne
Location · House Martell · Unique · Cost 3
Westeros.
Marshalling: Kneel Dorne to choose 1 Trait. Until the end of the phase, reduce the gold cost for you to marshall cards with that Trait by 1.
The Old Palace
Location · House Martell · Unique · Cost 1
Dorne.
Characters without an intrigue icon cannot declare stealth.
The Spear Tower
Location · House Martell · Unique · Cost 1
Dorne.
Characters without a military icon get -1 STR.
Tower of the Sun
Location · House Martell · Unique · Cost 1
Dorne.
Characters without a power icon cannot claim power for renown.
Events
Event cards are listed in card-number order.
Blood for Blood
Event · Neutral
Response: After 1 of your [Martell] characters is killed, choose and kill 1 character with equal or lower STR. (Limit 1 per phase.)
He Calls It Thinking
Event · House Martell
House Martell only.
Response: Cancel the effects of a response without an influence cost. Then, attach He Calls It Thinking to a [Martell] character (counts as a Boon attachment with the text "Attached character gets +2 STR.").
The Prince's Wrath
Event · House Martell
House Martell only.
Challenges: Kneel 1 influence to choose 1 character. Until the end of the phase, that character loses a military, an intrigue, and a power icon.
Someone Always Tells
Event · House Martell
House Martell only.
Response: After you lose dominance, kneel 2 influence to return all standing characters to their owner's hands.
Scheming on the Sand
Event · House Martell
House Martell only.
Plot: Kneel 5 influence or 2 [Noble] characters to choose and reveal a new plot card. (If it is Summer, you may play Scheming on the Sand during the Challenge phase.)
Red Vengeance
Event · House Martell
House Martell only.
Response: After you lose a challenge as the defender, kneel 2 influence to cancel the claim effect of that challenge. Then, choose an opponent to satisfy the claim of that challenge as if he or she had lost the challenge as the defender.
Parting Blow
Event · Neutral
Response: After a character you control leaves play, choose and kneel 1 character controlled by an opponent. Then, draw 1 card.
Wars Are Won with Quills
Event · Neutral
Response: After you win an intrigue challenge by 4 or more total STR, choose a challenge type. Until the end of the phase, the losing opponent cannot attack or defend during that challenge type. Limit 1 per phase.
Make an Example
Event · Neutral
Restricted: Melee.
Response: After you win a challenge and count 8 or more total STR, claim 3 power for your House. (Limit 1 per phase.)
The Dragon's Tail
Event · Neutral
Marshalling: Choose 1 opponent. You and that opponent each draw 2 cards.
When I Woke...
Event · Neutral
Response: After a military challenge resolves, kneel 1 influence to have the losing player choose 1 participating character and put that character on top of its owner's deck.
Attachments
Attachment cards are listed in card-number order.
Taste for Blood
Attachment · House Martell · Cost 1
Boon.
Attached character gets +1 STR.
Response: After you lose a challenge as the defender, attached character claims 1 power.
Locked Away
Attachment · House Martell · Cost 0
Condition.
Any Phase: Kneel 1 influence to have attached character lose 1 icon of your choice until the end of the phase.
Formal Petition
Attachment · Neutral · Unique · Cost 3
Condition. Decree.
Attach to your House card. Limit 1 per House card.
You need 2 fewer power in order to win the game.
Court Advisor
Attachment · Neutral · Cost 1
Title.
After you play Court Advisor, draw 1 card. Attached character gains an intrigue icon.
The Art of Diplomacy
Attachment · Neutral · Cost 0
Skill.
Attached character gains a power icon. While any revealed plot card has the Power Struggle trait, attached character gets +4 STR.
Rusted Sword
Attachment · Neutral · Cost 1
Item. Weapon.
Attached character gets +2 STR and gains a military icon.
Any Phase: Kneel 1 influence to attach Rusted Sword from your hand to a character you control.
A Pinch of Powder
Attachment · Neutral · Cost s0
Item. Weapon.
Crest: Shadow.
After A Pinch of Powder comes out of Shadows, attach it to a character.
Limited Response: After you win an intrigue or power challenge by 3 or more STR, return the attached character to its owner's hand. Then, you may kneel 3 influence to return A Pinch of Powder to Shadows. (Limit 1 limited response per round.)