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A Song of Ice & Fire: Tabletop Miniatures Game

A Song of Ice & Fire: Tabletop Miniatures Game Rulebook

Table of Contents

Table of Contents

  • Overview & Pre-Game
  • Game Modes & Victory
  • Common Game Terms
  • Game Round
    • Activation Phase
    • Clean-Up Phase
  • Unit Types
    • Combat Units
      • Combat Unit Card Front
      • Combat Unit Card Back
    • Attachments
    • Non-Combat Units
    • Line of Sight
  • Actions
    • Maneuver
    • March
    • Retreat
    • Attack
    • Charge
  • Resolving Attacks
    • Combat Bonuses
  • Morale Tests & Panic
    • Panic Tests
  • The Tactics Board & Non-Combat Units
    • Non-Combat Unit Actions
  • Commanders & The Tactics Deck
    • Army Commander
    • Tactics Deck
    • Playing Tactics Cards
  • Additional Rules
    • Pre-Measuring
    • Timing Conflicts: Orders & Tactics Cards
    • Simultaneous Actions
    • Re-Rolls
    • Ability Stacking and Loss of Abilities
    • Wounds
    • Orders
    • Condition Tokens
    • Dice Roll And Attack Die Modifiers
  • Army Construction
    • Determine Game Size
    • Select Faction
    • Select Commander
    • Construct Tactics Deck
    • Add Units/Attachments
  • Multiplayer
    • Team Games
    • Free-For-All
  • Terrain
    • Terrain Keywords
    • Terrain Examples
  • Game Modes, Victory, & Battlefield Setup
    • Game Modes Summary
    • Victory
    • Battlefield Setup
      • Deployment
      • Beginning The Game
  • Game Modes
    • A Game Of Thrones
    • A Clash Of Kings
    • A Storm Of Swords
    • A Feast For Crows
    • A Dance With Dragons
    • The Winds Of Winter
    • Honed And Ready
    • Fire & Blood
    • Here We Stand
    • Dark Wings, Dark Words
    • Banners & Butchery
  • Credits
  • Rules Summary
    • Combat Unit Actions
    • Attack Bonuses
    • Attack Abilities
    • Conditions
    • Terrain Keywords

Overview & Pre-Game

A Song of Ice & Fire: Tabletop Miniatures Game sees two or more players taking control of the massive armies of Westeros in an attempt to win the War of the Five Kings. Players control various units ranging from basic infantry and thundering cavalry to grand war machines and creatures. In each game, players will attempt to accomplish various goals, ranging from controlling territory to completing secret objectives, in order to claim victory.

To play a game, the following steps should be taken. Each item will be discussed in its relevant section later on:

  • Players construct armies
  • Select Game Mode
  • Setup Battlefield

Once these steps have been completed, the game begins!

Game Modes & Victory

Each game will be played using a different Game Mode, each with its own style of play. These Game Modes will be covered more in depth later (see Game Modes, Victory, & Battlefield Setup).

In each, players will fight to claim Victory Points, based on criteria set out by each Game Mode. The first player to reach this Victory Point criteria at the end of a round is declared the winner. Additional Game Modes may be added, and can be found in the War Council App or at asoiaf.cmon.com.

Common Game Terms

The following is a list of terms that will frequently be referenced by various rules and card effects:

ACTIVATION: Each unit has its own activation each round. It is important to note that some effects and abilities only take place during a unit's activation and would not, for example, happen during a free action given to the unit.

ATTACKER: When a unit attacks, it is referred to as the attacker.

ENEMY: Enemy refers to any unit or card not controlled by you.

ENGAGED: A unit is engaged when it is in contact with one or more enemy units.

DEFENDER: When a unit is attacked, it is referred to as the defender.

FIRST PLAYER: Each round, one player is designated as the First Player. They are the first to activate a unit that round.

FREE ACTION: Many effects will allow a unit to make a free action (such as a free Attack or Maneuver). These actions do not interfere with a unit's normal activation in any way, and they may be performed even if the unit has already activated this round.

FRIENDLY: Friendly refers to any unit or card controlled by you. When an Ability or effect targets a friendly unit, it may include any such unit whose tray is even partially in range of the effect, including the unit from which the effect originates.

HIT/AUTOMATIC HIT: When units are attacked, each success generates 1 Hit. Sometimes an effect will generate a Hit without needing to roll. All Hits/Automatic Hits allow Defense Saves. Unblocked Hits are converted into Wounds.

IN SHORT/LONG RANGE: When an effect targets a unit in Short Range or Long Range, that unit is considered to be in range if any part of its tray is within the listed range. Units are always considered to be within range of their own effects and may target themselves, unless specifically stated otherwise.

MODEL: Models are miniatures that represent either player's army on the table. Terrain and tokens are not models.

MOVE: Whenever a unit's tray is physically repositioned by a rule, that unit is moving (this includes Pivoting and Shifting).

PIVOT: When a unit pivots, it is rotated around its center to any facing, ignoring other units' trays (both friendly and enemy), as long as they do not end overlapping (see Pivoting and Other Units).

ROUND: A Song of Ice and Fire is played over a number of rounds. Each round is composed of a number of turns.

SHIFT: When a unit shifts, it is moved up to the distance listed (eg. Shift 2") directly forward, backwards, or sideways (and never diagonally). Units do not pivot at any point during a shift.

TARGET: This refers to the chosen recipient of an Ability or effect (such as Orders or Tactics Cards).

TERRAIN: Terrain makes up the non-model elements of the battlefield, such as trees, ruins, rocks, etc.

TOKENS: Tokens are used to track various conditions and effects, both on units and the battlefield. Tokens do not physically affect the battlefield in any way unless specifically noted otherwise.

TURN: A player's turn describes when they are performing a unit's activation. Rounds are composed of various player turns.

UNENGAGED: A unit is unengaged when it is not in contact with any enemy units.

WOUNDS: Wounds represent the overall health of a unit. In most cases, when a unit suffers Wounds, 1 model is removed from the unit for each Wound suffered. Some effects will say to deal a unit a number of Wounds. Wounds do not allow Defense Saves. They are automatic damage to the unit (See Wounds).

Game Round

Each game is played over a series of rounds, which are broken into two phases: The Activation Phase and the Clean-Up Phase.

Activation Phase

The Activation Phase is where the majority of gameplay happens. It is comprised of a series of individual turns, in which players will alternate activating their various units. The First Player takes the first turn each round. On a player's turn, they will perform the following steps, in order:

  • Start of Turn: Sometimes, players will have effects that specifically trigger at the start of a turn. These effects are resolved before anything else on a player's turn.
  • Unit Activates: The player will now select 1 of their units that has not yet activated this round to activate. This may be either a Combat Unit or a Non-Combat Unit. This is known as a unit's activation.
  • Unit Selects Action: The unit will then select and resolve 1 Action (see Actions and Non-Combat Unit Actions).
  • End of Turn: Once that unit has completed its action, all players will have 1 additional opportunity to play any cards, trigger Abilities, etc. before the turn ends.

Once these steps have been completed, that player's turn ends and their opponent's turn begins. Players will continue back and forth, alternating turns, until all units have been activated. On their turn, a player must select an un-activated unit to activate. They cannot voluntarily pass if they still have units left to activate! After the Start of a Player's Turn, if they do not have any units left to activate, play proceeds to the End of Turn step. If all units have been activated, then the Activation Phase ends and the Clean-Up Phase begins.

Idleness Means Death

Engaged Combat Units may not choose to forgo performing their Action. They MUST elect to perform an Attack Action or a Retreat Action. If an Ability or effect would allow another special Action to be performed while engaged, that Action may be performed per the effect. If the unit chooses to perform a Retreat Action, it must actively disengage from combat, if possible (eg. it may not elect to perform a Retreat, then choose to not disengage if it rolled well enough to do so).

Clean-Up Phase

During this phase, the following steps should be taken, in order:

  • Resolve any effects that trigger "At the End of the Round".
  • Score Victory Points (if applicable to the chosen Game Mode).
  • Check to see if Victory Conditions have been met (see Victory).
  • Remove all Activation tokens from all units.
  • Remove all models from the Tactics Board.
  • Remove all Influence effects from units.
  • Players may freely discard any Tactics cards from their hand.
  • They will then draw until their hand contains 3 Tactics cards.
    • Each player is limited to a maximum of 5 Tactics cards in their hand at any time. If they should draw cards that puts them above their maximum hand size, they must immediately discard down to their maximum hand size.
    • Tactics Decks are not replenished if they are used up! If a player should ever attempt to draw cards from their deck, but their deck does not contain enough cards, they only get to draw however many they can!
  • Pass the First Player token to your opponent.
  • Advance the Round Track by 1.

Passing A Turn

At the start of the game, both players will count how many total Non-Combat and Combat units they have in their armies. The player with the least amount of total units in their army at this time gains the ability to Pass their Turn twice per game. If both players have the same total number of units, neither player gains this effect.

Once per Round, at the start of their Turn, the player that gained the ability to Pass may elect to forgo activating a unit, instead moving from the Start of Turn step to the End of Turn step. They may do this twice per game.

Unit Types

There are two types of Units: Combat Units and Non-Combat Units, each with their own special rules.

Combat Units

Combat Units are the bands of troops fighting on the battlefield for your cause. There are numerous types of Combat Units, each represented by their own tray of models on the tabletop. Combat Units are identified by their oversized Stat cards and will bear one of the following symbols, representing the type of unit it is: Infantry, Cavalry, Monster, or War Machine.

  • Infantry Units are represented by a tray of 12 models. When you add an Infantry Unit to your army, you gain 1 full tray of the listed models. Models belonging to different units are never mixed together.
  • Cavalry Units are represented by a tray of 4 models. When you add a Cavalry Unit to your army, you gain 1 full tray of the listed models. Models belonging to different units are never mixed together.
  • In addition to the 2 trays listed above, various other types of units, ranging from single warriors, monsters, or large war machines, make use of special trays known as Small Solo Trays and Large Solo Trays, as they are usually comprised of a single model.

Regardless of the type of tray, they all share the following features:

  • Front Arrow: The front arrow on a tray is used to mark its facing, as well as the origin point for the unit's Ranged Attacks.
  • Individual Models: Models represent the overall health of a unit, and are usually removed as the unit suffers damage. Usually, 1 model represents 1 Wound. Some Abilities and special rules, however, might modify this (see Wounds). When the last Wound is lost from a unit, it is destroyed and removed from the battlefield.
  • Line of Sight Arcs: These guides are used to determine what a unit can and cannot see, and also if another unit is in its Front, Flank, or Rear. This will be covered more in Line of Sight.
  • Ranks: While the individual models on a tray represent the unit's overall health, the remaining ranks in a unit determine most game effects. Each Infantry Unit is composed of 3 ranks, while each Cavalry Unit is composed of 2 ranks. Solo units only ever have a single rank.

Many effects will reference a unit's remaining ranks. A rank is only lost when the very last model in it is removed, which means that if even 1 model remains in the rank, the unit gains the full benefits of having that rank. When models are removed from a unit, they are always removed from the last remaining rank, moving from right to left, only moving to the next rank when all models from the previous rank have been destroyed.

Example: If a unit were to suffer 3 Wounds (thus removing 3 models), it would still have 3 ranks, as there is still at least 1 model remaining in that rank. Should this last model be destroyed, then the unit would be reduced to only 2 remaining ranks.

Combat Unit Card Front

Each Combat Unit's stat card front shows the following information:

  • Speed: This represents how fast the unit moves across the battlefield.
  • Range: Short Range and Long Range values for the unit's ranged attacks (if any).
  • Morale: The mental resolve of the unit. A lower number indicates a better Morale.
  • Defense: This shows how adept a unit is at blocking enemy attacks. A lower number indicates a better defense.
  • Unit Name and Affiliation: The name of the unit.
  • Unit Type: Some effects may reference a unit's type. There are four different unit types: Infantry, Cavalry, Monster, and War Machine.
  • House Emblem: The Faction the unit belongs to.
  • Attack: Each unit will have one or more attacks, which are broken up into the following information:
    • Attack Name: This is the name of the attack.
    • To Hit Value: How skilled a unit is with its weapons. A lower number is better.
    • Attack Dice: When a unit uses the chosen attack, it rolls a number of Attack dice based on its remaining ranks: the Green value for full ranks, the Yellow value for 1 destroyed rank, and the Red value if the unit has 2 destroyed ranks.
  • Abilities: Units may have one or more Abilities. Each Ability is unique and lists its full rules. Sometimes, an Ability will have a symbol next to its box. This acts as a visual reminder for when the Ability is used. Some examples:
    • Melee/Ranged Attack: This shows that the Ability is tied to the unit's melee/ranged attack.
    • Order: Orders are a special type of Ability that can be used once per round (see Orders).
    • Innate Abilities: Innate Abilities cannot be canceled or removed by Abilities or effects.

Unless specifically noted otherwise, all Abilities are always active on a unit and are not optional.

Combat Unit Card Back

Each Combat Unit's stat card back shows the following information:

  • House Emblem: The Faction the unit belongs to.
  • Unit Name and Affiliation: Sometimes an effect will reference a Combat Unit's name (such as gaining a bonus when targeting a House Umber Combat Unit specifically). This references the Unit Name of that specific Combat Unit. Attachments have no interaction unless stated otherwise (example: An effect referencing House Umber has no interaction on a unit with the Umber Champion Attachment. It only checks if the Combat Unit itself is House Umber).
  • Point Value: This shows how many points it costs to include 1 full tray of these models in your army.
  • Unit Type: The unit's type (see previous section).
  • Background: This will give you a brief overview of the unit's history in A Song of Ice and Fire, as well as their role on the battlefield.

Attachments

Attachments are powerful individuals that are added to Combat Units, giving them Abilities they otherwise would not possess. The following rules apply to Attachments:

  • As part of army creation (see Army Construction), you may purchase a Unit Attachment for a Combat Unit. Once this is done, it is added to that unit and considered part of that unit for all purposes. Unless an effect specifically says so, Attachments cannot be singled out of their unit for any reason.
  • Solo units can never have Attachments.
  • You may only ever purchase 1 Attachment for each unit.
  • An Attachment can only be added to a unit of the same Unit Type as itself (Infantry, Cavalry, etc).
  • When adding the Attachment's model to the unit, it replaces 1 of the basic models in that unit and always replaces the left-most model in the front rank of the unit. Attachments are always the last model destroyed in a unit.
  • In some exceptional situations, a unit could have multiple Attachments in it. In the case of 2+ Attachments in a single unit, the second left-most model in the front rank is replaced for the second Attachment, and so forth. This order is decided by the Combat Unit's owner.

Attachment cards slot under a Combat Unit's card. An Attachment card front shows the Unit Type it can join. The Attachment card back shows the Attachment Name, its Abilities (any Abilities on an Attachment are added to the unit they are attached to, and considered originating from that Combat Unit for all gameplay purposes — Example: If the Combat Unit ever loses its Abilities, all Abilities from Attachments are also lost), the Point Value (how many points it costs to include the Attachment in your army), and the Unit Type it can join.

Non-Combat Units

Non-Combat Units (or NCUs) represent influential individuals working away from the battlefield to further the goals of their chosen House. These models are not deployed to the battlefield, but instead interact with the Tactics Board (see The Tactics Board & Non-Combat Units). NCU cards are identified by a special icon on their Stat card.

An NCU's card front shows the Unit Name and the NCU Icon (used to show that the unit is a Non-Combat Unit). The card back shows the unit's Abilities (each NCU has a unique Ability, with the full rules defined on their card) and its Point Value (how many points it costs to include the NCU in your army).

Combat Units and NCUs are organized by House: House Stark, House Lannister, House Baratheon, House Targaryen, House Greyjoy, House Martell, House Bolton, Night's Watch, Free Folk, Brotherhood without Banners, and Neutrals.

Line of Sight

A unit's Line of Sight (LoS) determines what it can and cannot see. This is important for a number of reasons, but it is mostly used to determine what it can target when making attacks, as well as where it will contact an enemy when Charging.

On each unit's tray, there are notches used to denote its Line of Sight Arcs. Each unit has four Line of Sight Arcs: their Front, Rear, and two Flanks.

To check what a unit can see, if an unbroken and unblocked line can be drawn from any point in their front arc, from their tray to any part of their target's tray, the target is in Line of Sight. Note that other units (and some Terrain pieces) block Line of Sight.

Example: The Lannister Guardsmen unit can see the Umber Berserker unit because at least part of their tray is in the Lannister Guardsmen's Front Arc. The Lannister Guardsmen unit cannot see the Umber Berserkers because no part of their tray is in the Lannister Guardsmen's Front Arc (in a different arrangement). The unit of Lannister Crossbowmen cannot see the Stark Bowmen, as 2 units in front of them are blocking any potential Lines of Sight.

What Line of Sight Arc a unit is in is very important, as units gain bonuses for Attacking and Charging enemies in their Flank and Rear (see Charge, and Combat Bonuses).

If a unit ever crosses multiple Line of Sight Arcs for another unit, they will be in the Line of Sight Arc that the majority of their tray is in. This is always checked from the target unit's perspective.

Example: The Umber Berserkers wish to Charge the Lannister Guardsmen. They must first check what Line of Sight Arc they are in, as that determines where they will contact the Guardsmen. The Umber Berserkers' tray crosses over the FRONT and FLANK LoS Arcs of the Guardsmen, but the majority of the tray is in their FLANK. This means that, if the Berserkers Charge, they will contact the Lannisters's FLANK. Not a good position for the Guardsmen!

Actions

When a Combat Unit activates, it may select 1 of the following actions to perform: Maneuver, March, Retreat, Attack, or Charge.

Alternatively, a Combat Unit may choose to forgo performing any action at all during its activation (though this is seldom beneficial). Once a unit has completed its action (or forgoes its action), its activation ends (place an Activation token on the unit to mark this).

Free Actions

Sometimes an effect will allow a unit to make a free action. This action does not interfere with a unit's normal activation in any way, and it may be taken even if the unit has already activated in the round.

Pivoting

Pivoting is a type of move that allows a unit to be rotated along its center to any facing, usually done as part of another movement effect. When pivoting, a unit ignores other unit's trays (both friendly and enemy), as long as after all movement has been completed it is not overlapping any other tray.

Moving and Other Units

  • Units may never end a move within 1" of an enemy, except when moving as part of a Charge action (see Roll Charge Distance and Move Attacker, under Charge).
  • While moving, units may freely pass through (but never end overlapping) friendly units.

Example: Here, we see the unit of Stark Sworn Swords pivot, move directly forward their Speed (which is 5"), and then pivot again to a new facing.

Maneuver

The Maneuver action allows a unit to reposition itself around the battlefield, changing its facing and advancing to a better position.

A Maneuver action may not be performed while engaged.

When a Combat Unit performs a Maneuver action, it may first be pivoted to face any direction. You may then move it directly forward up to its Speed Stat. Once this move is completed, the unit may then again be pivoted to face any direction.

March

The March action allows a unit to swiftly cross large distances on the battlefield.

A March action may not be performed while engaged.

When a Combat Unit performs a March action, it may be moved directly forward up to twice its Speed Stat (note that it does not get to pivot before this move). Once this move is completed, the unit may then be pivoted to face any direction.

Example: Here, the Stark Sworn Swords unit performs a March action. It may move up to 10" (twice its Speed Stat of 5) and then pivot.

Retreat

The Retreat action allows an engaged unit to break away from its enemy, falling back out of combat.

A Retreat action may only be performed while engaged with an enemy unit.

When a Combat Unit performs a Retreat action, you first roll a D6. The Combat Unit may then move up to its Speed Stat + the result of the D6 backwards or sideways (or forward, if enemies are engaging from the Flank or Rear) in a straight line (this is a rare case where a tray can be moved sideways or backwards without changing its facing). Once this move is completed, the unit may then pivot to any facing.

Additionally, if the enemy unit (or units) are now unengaged after the Retreat is completed, each of those enemies may immediately perform a free pivot.

Example: The Lannister Guardsmen wish to Retreat from the Stark Sworn Swords. They roll a D6 and the result is 2. They may move up to 6" (2 + their Speed Stat of 4) directly backwards or sideways. Once their move has been completed, the Guardsmen may pivot. Since the Stark Sworn Swords unit is no longer engaged, it also gets to pivot for free.

Note that a Retreat is subject to all normal movement rules, including not being able to move over, or end a move overlapping, an enemy unit's tray. This means there can be situations where a unit cannot legally perform a Retreat action (such as being surrounded from all sides, or there not being enough room for it to move and not end up within 1" of an enemy unit).

Attack

The Attack action allows a unit to perform either a Melee or Ranged Attack on an enemy unit.

When a Combat Unit selects an Attack action, it must choose whether it will perform a Ranged Attack or a Melee Attack. Each of these has its own special rules:

Ranged Attack:

  • Ranged Attacks may not be performed while engaged.
  • A unit must have a Ranged Attack, and a viable target within their maximum range (including after their shift, see below).
  • When a unit performs a Ranged Attack, it may first shift up to 2", so long as, at the end of that shift, a viable target is still within their maximum range and Line of Sight.
  • Once this shift is completed, the unit will then select 1 enemy unit in Line of Sight and within range of its Ranged Attack and resolve an attack against that enemy (see Resolving Attacks).

Checking Range

  • All Ranged Attacks list whether they are Short Range or Long Range. Short Range attacks have a maximum targeting range of 6". Long Range attacks have a maximum targeting range of 12".
  • To determine whether a unit is in range, place the ruler in contact with the Front Arrow/center of the attacker's front arc and measure to any part of the target's tray. If any part of their tray is within the maximum range of that attack, that enemy may be targeted (assuming they are in Line of Sight).

Example: The Stark Bowmen wish to make a Ranged Attack against the Lannister Guardsmen. Their "Arrow Volley" attack is Long Range (12"). Placing the ruler in contact with their Front Arrow, they see the Guardsmen are in range. In another example, after shifting, while the Lannister Guardsmen are in the Front Arc of the Stark Bowmen, they are unfortunately out of range, meaning the Bowmen cannot target them for a Ranged Attack!

Melee Attack:

  • Melee Attacks may only be performed while engaged.
  • A unit must have a Melee Attack to select the Melee Attack option.
  • When a unit performs a Melee Attack, and it is engaged with only 1 enemy unit, it may first choose to change its facing so that it is facing said enemy head-on (in the case of an enemy being in its Flank or Rear). A unit engaged from multiple sides may not change its facing. The enemy has prevented them from doing so! The unit may then choose to reposition its tray so that its tray is 100% aligned center-to-center with its enemy, or choose to reposition so that their trays are only 50% aligned (as to allow another friendly unit to later engage that enemy in that same Arc).
  • Once these moves are completed, the unit will then select and resolve 1 of its Melee Attacks against an enemy it is engaged with (see Resolving Attacks). Note that said enemy does not need to be in the attacker's Line of Sight. The attacker may freely target any enemy unit it is engaged with!

Example: The unit of Umber Berserkers has been engaged on its Flank by the Lannister Guardsmen. When it makes a Melee Attack, the Berserkers may choose to change their facing towards the Lannister Guardsmen, as well as shift to 50% engagement. In another case, the Berserkers are being attacked on two sides, meaning they cannot change facing at the start of their action. However, they can still target either enemy unit with their attack, regardless of LoS.

Firing into Melee

Sometimes, desperate measures must be taken, and destroying an enemy is all that matters. Units may freely fire at enemies that are engaged with friendly units (assuming they have Line of Sight to said enemy), but by doing so, they will force all friendly units that were engaged with that enemy to suffer a Panic Test (see Panic Tests) once that attack has been completed!

Charge

The Charge action allows a unit to rapidly advance forward into an enemy, using their momentum to make a powerful attack!

A Charge action may not be performed while engaged.

When a unit performs a Charge action, it must first declare a valid target for its charge. For an enemy unit to be a valid target, the following must apply:

  • The targeted enemy must be in the attacker's Line of Sight at the start of the action.
  • The LoS Arc (see below) of the target unit must have space for the attacker's tray to align to at least 50% contact with the target's tray without being obstructed by another unit/terrain.
  • The enemy must be within the maximum distance the attacker may be able to move (including the die roll, see below). A unit may never declare a Charge action it cannot complete.

If all of the above conditions are met, the enemy is a valid target for the charge. You will then perform the following steps, in order (Note that all steps, pivoting, moving the attacker, aligning with the target, etc., are all part of the same move.):

  • Determine Line of Sight Arc: You must first determine which of the defender's Line of Sight Arcs (see Line of Sight) the attacker is in. If the charge is successful, the attacker will end up contacting the enemy in whichever Line of Sight Arc it began in. If the attacker's tray crosses into several of the defender's Line of Sight Arcs, use the one the majority of its tray is in. In the event it is exactly 50/50 across different LoS Arcs, the attacker may choose the arc.
  • Pivot Attacker: The attacker may then pivot, as long as the targeted enemy remains in its Line of Sight and will potentially contact the target during its move.
  • Roll Charge Distance and Move Attacker: The attacker will then roll a D6. This roll, plus the attacker's Speed Stat, is its total charge distance. The attacker is then moved directly forward its total charge distance, stopping only if it would contact another unit it cannot cross or a Terrain piece it cannot cross (in which case, it will stop 1" away from that unit/Terrain piece). If, at any point during this move, it contacts the targeted enemy's tray, then it was a Successful Charge. If it fails to contact the targeted enemy's tray for any reason (such as rolling too low on its total charge distance), the result is a Failed Charge (see below). Additionally, if the attacker rolls a 1 for its charge distance roll, it suffers a Disorderly Charge (see below).
  • Align with Enemy: On a Successful Charge, the attacker's tray is then aligned to the targeted enemy's tray. Place the attacker so that it is aligned to either 50% or 100% (center-to-center) to the defender's tray. If the attacker cannot be aligned directly at 50% or 100% their tray must be aligned as close to one of these two as possible (remembering that for a Charge to be valid the attacker must have been able to align to at least 50%).

Example: The Stark Sworn Swords are 8" away from the Lannister Guardsmen. Their Speed is 5. They will need to roll a 3+ to successfully charge the Lannister Guardsmen. In this example, the majority of the Stark Sworn Swords' tray is in the Flank Arc of the Lannister Guardsmen. Assuming they roll high enough to contact them, they will align with the Flank of the Guardsmen, gaining additional benefits when attacking!

Disorderly Charge

Several things can complicate a charge, leading to delayed orders, improper coordination, and other issues that might hinder a unit's effectiveness while Charging. In the event that the attacker rolls a 1 for its charge distance, they suffer a Disorderly Charge: they do not gain the Charge Bonus (see Combat Bonuses) for this attack, and the attacker may not play Tactics cards for the remainder of the player's turn.

Failed Charge

Many things can lead to a unit not contacting its target when it charges, the most common of which is failing to roll high enough for its total charge distance. Whatever the reason, if the attacker does not contact its target during its move, the result is a Failed Charge. The attacker suffers a Panic Test (see Panic Tests), and then its activation immediately ends.

Example: The Stark Sworn Swords are 8" away and have a Speed of 5. They need to roll a 3+ but unfortunately only roll a 2. They will move 7" directly forward, falling 1" short of contacting the Lannister Guardsmen. Not a good position to be in!

Engaging Multiple Enemies

In some cases, after making a Successful Charge, the attacker might end up in contact with other enemies beside the target of their charge. If those enemies are in the same arc as the defender, they will be aligned so they are engaging the attacker at 50%. If they cannot be aligned to 50%, or were in a flank arc, they are instead moved, by their owner, to 1" away from the attacker (or the shortest distance if 1" is not possible) to avoid being engaged.

Perform Attack: Once in their final positions, the Attacker will then perform 1 Melee Attack (this is not a separate Action) against the Defender (see Melee Attack). This attack gets the bonus of being able to re-roll any attack dice (see Combat Bonuses).

Resolving Attacks

To resolve an attack, take the following steps, in order:

  • Determine Attack Dice: Each attack lists a number of dice it rolls, which is in turn based on the unit's remaining ranks.
  • Roll Attack Dice: Each roll equalling or exceeding the attack's To Hit Value is a Hit. Each roll failing to meet this value is a Miss. Additionally, each die that rolls a 1 is always a Miss, and each die that rolls a 6 is always a Hit, regardless of modifiers.
  • Apply Attack Die Re-rolls: If either player has effects that would cause Attack Dice to be re-rolled, they are applied now. Once the final results have been generated, any effects that trigger "After Attack Dice are rolled" may be used.
  • Defender Rolls Defense Dice: For each Hit, the defender will then roll 1 die. Each roll equaling or exceeding their Defense Stat is a success and blocks 1 of the attacker's Hits. Additionally, each die that rolls a 6 is an automatic success and always blocks a Hit, regardless of modifiers. A roll of 1 is always a failure, regardless of modifiers.
  • Apply Defense Die Re-rolls: If either player has effects that would cause Defense Dice to be re-rolled, they are applied now. Once the final results have been generated, any effects that trigger "After Defense Dice are rolled" may be used.
  • Defender Suffers Wounds: For each unblocked Hit, the defender suffers 1 Wound. Unless otherwise noted by the unit, each Wound removes 1 model from the unit.
  • Defender Makes Panic Test: Once Wounds have been dealt, the defender then makes a Panic Test (see Panic Tests). If the defender did not suffer any Wounds from the attack (by either blocking all incoming Hits, or if the attacker simply missed with all their dice), they do not need to roll. They automatically pass this Panic Test. (It is important to note, however, that they still count as having taken the test, even if they automatically pass, as various Abilities or effects might trigger off of this!)
  • Attack Completed: Once all these steps have been performed, the attack will be completed. After this, any Abilities/effects that trigger "After a unit is attacked" can be played. Once this is done, in the case of a Melee Attack, the attacker may also be able to Surge Forth (see below).

Example: A unit of Lannister Guardsmen and Stark Sworn Swords are engaged. It is the Lannister Guardsmen's activation, so they choose to perform a Melee Attack on the Stark Sworn Swords. They have full ranks so, looking at their Stat card, we see they roll 6 Attack dice with a to Hit value of 4+. Rolling their 6 dice, they score 4 Hits and 2 Misses. Not bad! The Stark Sworn Swords will roll 4 Defense dice, 1 for each Hit. They have a Defense Stat of 4+, so every roll of 4+ will block 1 Hit. They block only 2 of the 4 Hits. This means the unit suffers 2 Wounds, which removes 2 models from the unit.

Surge Forth!

If the attacker completely destroys the defending unit with a Melee Attack (including the Panic Test), their momentum allows them to Surge Forth! Once all Abilities, effects, and/or cards that trigger from the attack's resolution (including units being destroyed) have been resolved, the attacker may make 1 free Maneuver action (assuming they are unengaged). Additionally, any other friendly units that were engaged with that enemy (and only that enemy) may make a free pivot.

Combat Bonuses

There are various bonuses that a unit can gain when attacking, primarily based on whether it Charged and which Line of Sight Arc it is attacking its target in:

  • CHARGE BONUS: When a unit makes a Melee Attack resulting from the Charge action, it may re-roll any attack dice for that attack. Note that while many Abilities and effects might trigger from charges, Charge Bonus specifically refers to only the aforementioned re-roll!
  • FLANK BONUS: When a unit makes a Melee or Ranged Attack while in a Flank Arc of an enemy, that enemy suffers -1 to their Defense Dice rolls, as well as a -1 to their Panic Test roll.
  • REAR BONUS: When a unit makes a Melee or Ranged Attack while in the Rear Arc of an enemy, that enemy suffers -2 to their Defense Dice rolls, as well as a -2 to their Panic Test roll.

Morale Tests & Panic

Many effects will call for a unit to make a Morale Test. When a unit makes a Morale Test, it rolls 2 dice. If the combined result is equal to or higher than the unit's Morale Stat, they have passed the test. Otherwise, they have failed. Each effect that causes a Morale Test will list what happens on a pass or failure.

Additionally, a roll of 6 on both dice is always an automatic success, regardless of modifiers. A roll of 1 on both dice is always a failure, regardless of modifiers.

Example: A unit of Stark Sworn Swords has a Morale Stat of 6+ and is forced to make a Morale Test. They roll 2 dice for a combined result of 8 — they have passed their test!

Panic Tests

The most common type of Morale Test a unit will be forced to make is a Panic Test. Panic Tests usually happen after a unit is attacked, but many other effects can cause them as well.

When a unit makes a Panic Test, it rolls 2 D6 dice and the D3 die and compares the combined result of the D6 dice to its Morale Stat, as explained above. If it passes this test, nothing happens. On a failure, however, the unit will suffer the result of the D3 in Wounds (meaning no Defense Dice are rolled!). Also note that if an Ability or effect would allow any dice to be re-rolled during a Panic Test, this includes the D3 die as well!

Example: The same unit of Stark Sworn Swords has just been attacked and, due to the attack, must now make a Panic Test. They roll 2 D6 dice and the D3 die. The combined result on the D6 dice is only a 4. This is 2 lower than their Morale Stat, meaning they have failed the test! They suffer 1 Wound, the result of the D3 die! In another example, the Stark Sworn Swords must make a Panic Test, rolling a combined total of 4 on their 2 dice. Compared to their Morale Stat of 6+, they have failed their Panic Test, and will suffer D3 additional Wounds (1 in this case), resulting in the unit having lost a total of 3 models from this attack.

The Tactics Board & Non-Combat Units

The Tactics Board represents the political and behind-the-scenes machinations of war, and it is used by players' Non-Combat Units. The Tactics Board is comprised of 5 different zones, each granting a unique power when it is claimed by an NCU. The zones are the following:

  • CROWN: The Crown zone represents political manipulation and subterfuge.
  • WEALTH: The Wealth zone represents your House using its resources to bring reinforcements into the battle.
  • TACTICS: The Tactics zone represents communication and strategic plotting across the battlefield.
  • COMBAT: The Combat zone represents orders to take aggressive actions on the battlefield.
  • MANEUVER: The Maneuver zone represents orders to swiftly advance across the battlefield.

Influence

One of the most common Abilities on Non-Combat Units are Influence Abilities. These effects state that when they claim a zone on the Tactics Board, they then attach their card to a Combat Unit (friendly or enemy), causing various effects while attached. Influence Abilities have the following rules:

  • A unit may only have 1 friendly and 1 enemy Influence effect on it at any time.
  • NCU cards attached to units are not Attachment cards.
  • All Influence effects are removed from a unit during the Clean-Up Phase.
  • If an effect ever causes a Combat Unit to lose all Abilities, note that this does not include Influence Abilities unless specifically mentioned.

Non-Combat Unit Actions

When a Non-Combat Unit is activated, it only has 1 action available to it: moving onto an empty zone of the Tactics Board. This immediately triggers the effect of that zone, as described under it. While on that zone, the NCU controls it (which may trigger effects on other cards).

Alternatively, a Non-Combat Unit may choose to forgo performing any action at all during its activation (though this is seldom beneficial).

A Full Tactics Board

If the Tactics Board is full, then NCUs may no longer be Activated that Round, or until an Ability or effect would create an open slot on the Tactics Board.

Commanders & The Tactics Deck

Army Commander

Each army is led by a powerful individual known as the Army Commander. Your Commander is chosen as part of Army Construction (see Army Construction) and determines a number of things about how your army will function on the battlefield.

  • Commanders can be identified by the Commander keyword on their Stat card and a (C) on their point cost.
  • Commanders are typically an Attachment, but, in some rare cases, might be otherwise. This will be noted on their individual Stat card.
  • Commanders function exactly as a unit of their type (Attachment, NCU, etc) except that they also add cards to your Tactics Deck (see below).
  • Commanders do not cost any points to add to your army (see Army Construction).

Example: The Jaime Lannister: The Kingslayer Commander card happens to be an Attachment. It functions in all ways as a normal Attachment, except that it also lists the specific cards that Jaime adds to your Tactics Deck.

Tactics Deck

In addition to your various units, your army will also make use of a special deck of cards known as your Tactics Deck, representing the various strategies your chosen Faction uses when it goes to war.

Each Tactics card lists the following information:

  • Name: The name of the Tactics card.
  • Trigger: Each Tactics card lists a specific trigger noting when it can be played. It is important to note that triggers are based off of gameplay events and steps, not the specific wording of the trigger. The unit triggering the Tactics card (if any) is the target of that Tactics Card, but note that its effect might list additional targets as well.
  • Effect: Each Tactics card lists its specific effect. Additionally, many Tactics cards gain additional benefits if you control specific zones of the Tactics Board.

Your Tactics Deck is constructed of 7 different Faction Tactics cards, determined by your chosen Faction, and 3 different Commander Tactics cards, determined by your Army Commander. There are 2 copies of each card, combining to form a 20-card Tactics Deck. You will begin the game with a hand of 3 Tactics cards, drawing more as the game goes on (see Army Construction, and Game Round).

Playing Tactics Cards

Each Tactics card lists a specific trigger at the top, showing when the card can be played. Once a card is played, it is placed in your deck's discard pile, faceup. The discard pile is open information for all players.

Note that sometimes you might have multiple Tactics cards with the same trigger. However, a player may only ever activate 1 effect for each trigger (see Timing Conflicts).

Additional Rules

Pre-Measuring

A player may check distances at any time and for any reason.

Timing Conflicts: Orders & Tactics Cards

Sometimes a player will have multiple Tactics Cards and/or Order Abilities with the same triggering event (such as "When a friendly unit attacks" or "Start of the round"). In these situations, that player may only ever use 1 Order or Tactics Card in response to that trigger.

Also note that when an Order or Tactics Card is used in response to a trigger, all the targets to that card must be declared before the effect is resolved.

Example: Player A has a Tactics Card that triggers When a friendly unit attacks. One of their Attachments also has an Order Ability that triggers When a friendly unit attacks. When their unit attacks, they may only select 1 of these effects to activate.

Simultaneous Actions

Situations may arise where both players wish to trigger an effect or play a card at the same time, or multiple effects would trigger simultaneously. When this happens, they are resolved in the following order:

  • If all effects are controlled by the same player, they may choose the order in which they resolve.
  • If the effects are controlled by different players, the player whose turn it is will have first opportunity to trigger their effect. If they choose not to activate any effects, then their opponent will get the opportunity to activate their effects. Once the player whose turn it is passes to their opponent, they may not then respond with their effects. They have given up their chance to do so!
  • Once both players have declared any effects they wish to trigger, those effects will then be resolved, beginning with the player whose turn it is resolving their effect first, followed by their opponent.

Example 1: It is Player A's turn and they have a Tactics card with the trigger When a friendly unit attacks. Player B has a Tactics card with the trigger When an enemy unit attacks. Player A must declare their use of their card first. Player B, upon seeing this, may then decide whether or not they wish to use their card.

Example 2: In the same scenario as above, Player A has decided not to use their Tactics card. Player B then has the opportunity to play their card and chooses to do so. Player A may not at this point play their card, having given up the chance to do so when they passed to Player B.

Re-Rolls

Numerous effects might allow for dice to be re-rolled. When re-rolling dice, the following rules apply:

  • A die may only ever be forced to be re-rolled once by each player.
  • If both players have an effect that would cause a die to be re-rolled, the player whose turn it is will first declare and utilize their effects. Once the new results have been generated, their opponent may opt to utilize their effects that would force re-rolls.
  • Previous results from a re-rolled die are discarded and have no effect on gameplay, being replaced by the new result entirely.

Ability Stacking and Loss of Abilities

Sometimes a unit will be granted an ability it already had, such as playing a Tactics card that grants Sundering onto a unit that already had Sundering. Effects and Abilities with the same name are not cumulative. Note, however, that sometimes Abilities might grant similar effects but do not have the same name. In these cases, the effects are cumulative.

Additionally, sometimes an Ability or effect will remove Abilities from a Unit. When this happens, the unit loses the effects of all non-Innate Abilities printed on their card, as well as non-Innate Abilities and effects from any Attachments on the unit. Removing a unit's Abilities will have no effect on Abilities/effects granted by other sources unless specifically mentioned.

Wounds

Some units might have Abilities that state each model in the unit has multiple Wounds. Each Ability will also state how many Wounds each of these models has. When that unit suffers Wounds, they are distributed exactly as normal, except each model is only removed when it suffers the listed amount of Wounds. Wounds cannot be spread across multiple models in a unit. Whole models must be removed.

If units with Wounds are ever healed, Wounds would first be removed from existing models. If there are no currently-wounded models, and models have been destroyed in the unit, then a model is restored to the unit, with Wounds based on however much it was healed.

Orders

Orders are powerful Abilities that may be activated only once per round. Each Order lists a specific trigger noting when it can be activated. It is important to note that triggers are based off of game-play events and steps, not the specific wording of the trigger. The unit with the Order is the target of that Order (if any), but note that its trigger and effect might list additional targets as well.

Condition Tokens

Some Abilities and effects might cause Condition tokens to be placed on units. There are three primary types of Condition tokens, and, while they each have their own unique effect, the following rules apply to all of them:

  • A unit may only have 1 Condition token of each type at any time.

  • Condition tokens remain on the unit until they are expended by the enemy player or otherwise removed by an Ability or effect.

  • Each token has a specific trigger for when it can be expended, as well as a specific effect. Expending a token is optional: your opponent may choose if they wish to expend the token each time the trigger is met.

  • PANICKED: Expend this token after an enemy rolls a Morale Test to force them to re-roll any/all of those dice.

  • VULNERABLE: Expend this token after an enemy rolls Defense dice to force them to re-roll any/all of those dice.

  • WEAKENED: Expend this token after an enemy rolls Attack dice to force them to re-roll any/all of those dice.

Note that sometimes an Ability or effect will expend a token to grant a different effect than listed above. See that specific Ability/effect for more details.

Dice Roll And Attack Die Modifiers

Some effects modify a specific die roll, such as Sundering (Defenders suffer -1 to Defense Dice rolls). It is important to note that these effects modify the result of the roll but not the actual die-facing itself. This means that if you had another effect that specifically triggered on rolls of a 6, it refers to the actual die-facing and not the roll after modifiers.

Additionally, effects can never reduce a die-roll below 0 or an individual die-result above 6.

Example: A unit with a Morale Stat of 6+ is forced to make a Panic Test and is currently suffering a -4 modifier. They roll dice totalling 2 before modifiers. Their result would be 0, as their final total cannot be reduced below that.

Sometimes Abilities/effects will have a unit roll its Highest Attack Die Value or its Lowest Attack Die Value. If both of these effects are on the same unit, the unit will roll its Lowest Attack Die Value.

Army Construction

Determine Game Size

The first step in constructing your army is selecting how many Points you and your opponent(s) will be playing this game. Each Unit and Attachment has a Point Value, shown on the back of their card, that lists how many of your total army points it takes to field that unit. When selecting your Units and Attachments, their total combined Point Values cannot exceed the agreed upon amount. Games can be played with any number of Points, but the suggested amounts are as follows:

  • SMALL GAME: 30 Points
  • MEDIUM GAME: 40 Points
  • LARGE GAME: 50 Points

Additionally, you have extra points that can only be used when selecting Attachments from your chosen Faction, their total combined Point Values cannot exceed the amount agreed upon. The suggested extra amounts are as follows:

  • SMALL GAME: 3 Points
  • MEDIUM GAME: 4 Points
  • LARGE GAME: 5 Points

Select Faction

Once you have determined the Game Size, you will choose your Faction. Each unit belongs to a specific Faction, identified by the House Icon on their Stat card. When selecting Units and Attachments for your army, you may only include Units/Attachments from your chosen Faction and Neutral Units, but your army Commander can only be selected from your chosen Faction. You cannot trust an entire army to a sellsword.

Select Commander

Choosing your Commander is one of the most important parts of constructing your army, as they are not only powerful individuals, but they also add their unique Tactics cards to your Faction's Tactics Deck. Commanders do not cost Points, and each army may only ever include a single Commander.

Neutral Units

Throughout Westeros (and beyond), there exist a number of Minor Houses, Mercenary Companies, and noteworthy individuals who do not align themselves with any specific Faction, instead fighting for their own self-interests. These are collectively known as Neutral Units and can be included in any army.

When fielding Neutral Units, the only limitation is that you may never include more than 30% of your total points worth of Neutral Units.

Example: You are playing a Medium Size Game (40 Points) and have chosen House Stark as your Faction. Your army could include up to 12 Points worth of Neutral Units, but the remaining 28 Points must come from the House Stark Faction.

Alternatively, Neutral Units may also be played as their own Faction. If a player selects this option, their army may only include Neutral Units and Attachments. Other Factions may not be added.

Construct Tactics Deck

Once you have chosen your Commander, gather your Faction's Tactics Deck and shuffle in your Commander's 6 Tactics cards (2 copies each of the 3 different Tactics cards listed on their Attachment card) to create your 20-card Tactics Deck.

Add Units/Attachments

When adding Units and Attachments into your army, there is no restriction to the number of each individual Unit and/or Attachment that you may field, with the following exceptions:

  • Your army may only include 1 Commander. If your Commander is an Attachment, your army must include a unit for the Commander to be attached to.
  • Units and/or Attachments that list CHARACTER on their Stat card are unique. Only 1 copy of each of these Units/Attachments may be included in your army (though you can have several different Characters in your army). Note that several Characters might have multiple versions (such as Jaime Lannister "Kingslayer" and Jaime Lannister "The Young Lion"). These are still the same Character for uniqueness.
  • When adding Attachments into your army, they must be included in a Combat Unit, and each Combat Unit may only ever have 1 Attachment. You cannot add an Attachment into your army if there is no available Unit to place it in.
  • Additionally, sometimes a Unit and/or Attachment may list special requirements or restrictions to be fielded. See that Unit/Attachment's specific Stat card for more information.

Multiplayer

Team Games

If you wish to play a Team Game, the following rules apply:

  • All players should agree to a Game Size and then construct their own army per the normal rules. For quicker Team Games (2v2), the recommended Game Size is 20 Points per player.
  • Character restrictions carry across all friendly armies, meaning a Character can only appear once throughout the entire team.
  • Each player has access to their own Tactics Deck, per the normal rules.
  • Setup is the same for each Game Mode.
  • The First Player token is passed between teams, not individual players.
  • On a team's turn, they will decide between 1 of their collective units to activate, and then play passes to the opposing team.
  • Victory Points are earned by the team, not an individual. All Victory Conditions apply as normal.
  • All effects from your teammate(s) are friendly, and your units are all considered friendly units.

Free-For-All

If you wish to play a Free-For-All Multiplayer game, the following rules apply:

  • All game modes except A Storm of Swords may be used.
  • Standard Deployment Zones are replaced with each player choosing a table edge. Their Deployment Zone is a 12" (Long Range) box from each table edge.
  • Once the battlefield is set up, all players will roll a die, with the highest roll becoming First Player (re-roll in case of ties).
  • The First Player begins each round, with the player to their left taking the next turn, and so forth, until all units have been activated (per normal).
  • At the end of each round, the First Player token is passed to the player to the left of the current First Player.
  • Play continues until 1 player has achieved the Victory Condition(s) for the given Game Mode.
  • If all of a player's Combat Units are destroyed, they are eliminated from the game.

Terrain

Terrain plays an important part in every battlefield. Each type of Terrain is unique, with its own special keywords that define its rules. This Rulebook details the Terrain pieces below, but note that new Terrain pieces may be introduced in other A Song of Ice & Fire: Tabletop Miniatures Game products. If a chosen Terrain piece does not fall into one of the listed categories, you should discuss with your opponent what keywords the Terrain has.

Unless a Terrain piece has the Impassable keyword, any unit may end a move on top of it. If there would be difficulty with the unit standing on the Terrain piece, it is acceptable to remove the Terrain piece from the table (noting where it is) until the unit moves in such a way that the Terrain piece could be placed back down.

Terrain Keywords

Here is a list of the most common keywords associated with Terrain pieces:

  • BLOCKS LINE OF SIGHT: Line of Sight may not be traced through this Terrain piece by units not inside this Terrain piece.
  • COVER: When tracing Line of Sight for Ranged Attacks, Line of Sight may not be traced through this terrain piece by units not inside this terrain piece.
  • DANGEROUS: Units performing Actions while in this terrain piece suffer D3+1 Wounds before resolving that Action. Units moving into this terrain piece suffer D3+1 Wounds (unit only suffers damage once during a Charge).
  • DESTRUCTIBLE: While in 1" of this Terrain piece, units may perform a Melee Attack Action targeting it to automatically remove it from play.
  • ELEVATED: Units on this Terrain piece may ignore intervening units and Terrain when making Ranged Attacks.
  • FORTIFIED: If the Attacker moved through or ended on this Terrain piece during a Charge, the defender gains +1 to their Defense Dice Rolls vs. their attack.
  • HINDERING: If the Attacker moved through or ended on this Terrain piece during a Charge, they do not gain their Charge Bonus.
  • HORRIFIC: While within Short Range of this Terrain piece, units suffer -1 to Morale Test rolls.
  • IMPASSABLE: Units may pivot over, but otherwise never move into, through, or end overlapping, this Terrain piece.
  • INSPIRING: While within Short Range of this Terrain piece, units gain +1 to Morale Test rolls.
  • ROUGH: Units moving into, out of, or through this Terrain piece subtract 1" from the total distance they would move.

Terrain Examples

  • Forest — Cover, Fortified
  • Weirwood Tree — Inspiring
  • Corpse Pile — Hindering, Horrific
  • Palisade — Blocks Line Of Sight, Destructible, Impassable
  • Bog — Hindering, Rough
  • Stakes — Dangerous, Destructible
  • Low Wall / Ruined Wall — Destructible, Fortified, Hindering
  • Hedge — Cover, Destructable, Rough

Game Modes, Victory, & Battlefield Setup

Game Modes Summary

Each game of A Song of Ice and Fire is played using 1 of the 10 Game Modes listed below. These modes all offer unique methods of achieving victory, as well as having their own rules that modify gameplay.

  • A Game of Thrones: Armies fight to claim various Objectives across the battlefield, each granting a unique power.
  • A Clash of Kings: Armies fight to claim three Objectives across the battlefield. Their Commanders gain special abilities.
  • A Storm of Swords: One army must hold off their opponent in a mighty castle siege.
  • A Feast for Crows: The mental fatigue of the battlefield takes its toll on units as bodies stack up during the fight.
  • A Dance With Dragons: Units pick up and contest three key objectives across the battlefield.
  • The Winds of Winter: Both armies take to the battlefield to complete secret missions, hidden from their opponents.
  • Honed and Ready: Players vie for control over objectives while fighting off barrages of arrows.
  • Fire and Blood: Units are marked for death and glory!
  • Here We Stand: Combat Units as well as NCUs fight for control of various areas of the Battlefield.
  • Dark Wings, Dark Words: Both players contest over a number of shared missions.

Victory

Each Game Mode, in addition to its other special rules, will also list a method by which players can gain Victory Points, which are used to determine the winner of the game.

The following rules apply to all Game Modes:

  • Victory is declared if, at the end of any round, a player has accumulated a specific number of Victory Points (based on game size) and has more Victory Points than any opponent (so in the event of both players having the required number of Victory Points at the end of the round, no winner would be declared and the game would continue).
  • The number of Victory Points needed to win is based on game size:
    • Small (30 pts): 8 Victory Points
    • Medium (40 pts): 10 Victory Points
    • Large (50 pts): 12 Victory Points
    • (Increase Victory Point requirement by 2 for every 10 additional points being played).
  • If, after the 6th round has been completed, Victory has not been declared, the winner is the player with the most Victory Points. If this is tied, then the tied player with the most points remaining on the battlefield wins. If this is still tied, the game ends in a draw.
  • If a player ever has no Combat Units remaining on the table, they are eliminated. In a 2-player game, this means their opponent immediately wins, regardless of total Victory Points.

Victory Through Combat

In addition to any methods listed in the Game Mode, a player always earns 1 Victory Point when they destroy an enemy Combat Unit. In the event that a unit is destroyed by an effect generated by their owner, or an effect not controlled by any player, each of their opponents will earn 1 Victory Point.

Battlefield Setup

Once a Game Mode has been selected, it is time to set up the battlefield. The standard battlefield size is 4'x4'. Though if playing larger-sized games, players may wish to extend this to 6'x4'.

To set up the battlefield, the following steps should be completed, in order:

  • Mark Deployment Zones: Before continuing, players should mark off the Deployment Zones listed in the Game Mode, as various restrictions for setting up the battlefield are determined by these zones.
  • Place Objective Tokens: Some Game Modes might list Objective tokens to be placed on the battlefield. See that specific Game Mode for rules on placing these tokens. Terrain with the Impassable keyword may never be placed on these tokens.
  • Place Terrain: There are three methods to setting up terrain:
    • Chosen by Players: Both players should roll a die (re-roll ties). The player rolling highest will select 1 Terrain piece from those available to them and place it anywhere on the battlefield outside a Deployment Zone and at least 6" (Short Range) from any other Terrain piece. Their opponent will then do the same. Continue alternating between players until 4 Terrain pieces have been placed. (If agreed upon, players may choose more than 4 Terrain pieces to use, for those who prefer a denser table or are playing on a larger-sized area.)
    • Randomized Pool: Instead of selecting their Terrain pieces, the amount and pool of available pieces can be randomly determined. First, roll a D3 to determine how much Terrain will be placed this game, with the amount being 2 + the number rolled on the D3. Once the amount has been determined, for each of those pieces, players should take turns rolling 2 D6 dice to determine what that piece is. Once that is done, continue set-up as above.
      • [2-3]: Corpse Pile · [4]: Bog · [5]: Palisade · [6]: Hedge · [7]: Player's Choice · [8]: Wall · [9]: Stakes · [10]: Forest · [11-12]: Weirwood Tree
    • Battlefield Layouts: Instead of selecting their Terrain pieces, the amount and pool of available pieces can be randomly determined. Any one of the players may roll 1 D6 die to determine which Battlefield Layout is available. Once that is done, continue set-up as above.
      • Weirwood Clearing: Weirwood x1, Forest x2, Hedge x1
      • Somber Battlefield: Stakes x1, Corpse Pile OR Forest x2, Low Wall OR Bog x1
      • Wetlands: Bog x2, Forest OR Corpse Pile x1, Hedge OR Stakes x1
      • Fortified Battlelines: Low Wall x2, Palisade OR Stakes x2
      • War-torn Settlement: Forest x1, Low Wall OR Hedge x2, Bog OR Corpse Pile x1
      • Unassuming Battlefield: Low Wall x1, Weirwood OR Forest x1, Forest OR Bog x1, Hedge OR Stakes x1

Deployment

  • Once the battlefield has been set up, each player should then roll a die (re-roll ties). The player who rolls highest may choose their Deployment Zone or pass this choice to their opponent. The player who does not choose their Deployment Zone will choose who will be the First Player when the game begins.
  • The player who chose their Deployment Zone also chooses who deploys first, then each player alternates deploying 1 Combat Unit to the battlefield, continuing until all Combat Units have been deployed.
  • Combat Units may be deployed anywhere in a friendly Deployment Zone, so long as their tray remains fully within the boundaries of that zone.
  • Attachments must be deployed into the unit they are attached to.
  • Non-Combat Units are not deployed to the battlefield. They should instead be placed near the Tactics Board.

Beginning The Game

  • Once all Combat Units have been deployed, each player will draw 3 cards from their Tactics Deck.
  • The player who did not choose their Deployment Zone chooses who will be the First Player, and then the first game round will begin.

Game Modes

A Game Of Thrones

Deployment: 10" from table edge.

Setup

  • Place 1 Objective token in the center of the table, then place 4 additional tokens: 18" from the Deployment Table Edge and 6" from each Flank Table Edge.

Special Rules (Objectives)

  • Before Deployment, randomly draw 1 card from the Objective Deck and place it face-up near each Objective. That is the Ability of that token for this game.
  • A unit ending a move with its tray entirely overlapping a token Claims that token.
  • A unit Controls a token it has Claimed as long as it is not engaged by an enemy Combat Unit with more remaining Ranks than it. The moment this happens it immediately stops Controlling that token.
  • Solo units count as having remaining Ranks equal to their remaining Wounds for Controlling and Contesting Objectives.
  • Tokens that are not entirely overlapped by a unit's tray are not Claimed and are not Controlled by any unit.

Special Scoring

  • Beginning on Round 2, each player scores 1 Victory Point for each Objective they Control at the end of each Round.

A Clash Of Kings

Deployment: 10" from table edge.

Setup

  • Place 1 Objective token in the center of the table.
  • Place 1 Objective token 6" from each Flank Table Edge.

Special Rules (Commander)

  • Take Objective Cards 6-10.
  • After determining the First Player, beginning with whomever is not the First Player, players will alternate selecting from these Objectives, until each player has 2.
  • When your Commander's unit Activates, you may select 1 of these cards. Until the end of the Round, your Commander's unit gains the effect listed on that card, as if they were Controlling an Objective. Each effect may only be used once per game.

Special Rules (Objectives)

  • A unit ending a move with its tray entirely overlapping a token Claims that token.
  • A unit Controls a token it has Claimed as long as it is not engaged by an enemy Combat Unit with more remaining Ranks than it. The moment this happens it immediately stops Controlling that token.
  • Solo units count as having remaining Ranks equal to their remaining Wounds for Controlling and Contesting Objectives.
  • Tokens that are not entirely overlapped by a unit's tray are not Claimed and are not Controlled by any unit.

Special Scoring

  • Beginning on Round 2, players will score 1 Victory Point for each Objective token they Control at the end of each Round.
  • Score 1 Victory Point each time your Commander's unit destroys an enemy unit with an Ability or Attack. If they destroy the Commander's unit, score 2 Victory Points instead.

A Storm Of Swords

This Game Mode is not used for tournament play.

Deployment:

  • Defender: LONG RANGE
  • Attacker: 18" from table edge.

Setup

  • Each player rolls a die (re-roll ties). Whoever rolls highest chooses whether they will be the Attacker or the Defender.
  • Before placing Terrain pieces, place 3 Castle Walls 3" from the Defender's table edge, with the first being centered to their deployment zone and the remaining 2 Castle Walls 4" away on each side.
  • Terrain is not placed as normal. Instead, the Defender may place up to 4 Terrain pieces of their choosing anywhere further than Short Range from their Deployment Zone and any other Terrain piece.

Special Victory Conditions

  • The Attacker wins via normal Victory Point accumulation.
  • The Defender does not gain Victory Points, but automatically wins at the end of Round 6.

Special Rules (Attacker + Defender)

  • At the beginning of the game, before Deployment, each player draws 3 cards at random from their respective Siege Strategy Decks. These are the Siege cards available to them this game. Each Siege card lists its effects and when it is played.

Special Rules (Attacker)

  • At the start of the round, the Attacker may redeploy any friendly Combat Units that were previously destroyed, placing them anywhere in their Deployment Zone. Characters do not redeploy and are instead permanently destroyed (replaced by a generic model from the unit they were in, if applicable).

Special Rules (Defender)

  • The Defender does not begin with all Combat Units in play. They must select half of their total Combat Units (rounded up) to begin in Reserve. The rest are deployed as normal.
  • Beginning on Round 3, the Defender may deploy any unit from Reserve fully within Short Range of any Flank table edge. This is done at the start of the unit's activation and is not their action for the turn.

Special Rules (Castle Walls)

  • Castle Walls are not Terrain Pieces or Combat Units. They are a unique structure and are not affected by any rules or effects except those specifically mentioned below:
  • Castle Walls may be Charged and targeted by Melee Attacks as if they were enemy units. This is the only way Castle Walls may be damaged. They do not roll Defense Saves, never make Morale Tests, and award 5 Victory Points when destroyed.
  • Castle Walls are not removed from the battlefield when destroyed.
  • Units may not move through or deploy (for any reason) behind Castle Walls.
  • Each non-destroyed Castle Wall segment may be activated by the Defender (just like a Combat Unit). When a Castle Wall segment is activated it may only perform the Arrows Ranged Attack (Castle Walls do not shift) or pass its action.

A Feast For Crows

Deployment: 10" from table edge.

Setup

  • Corpse Piles may not be selected as Terrain pieces by players.
  • If Terrain is being randomly selected, the Corpse Pile result should be re-rolled.
  • Place 1 Objective token at Short Range from each Flank table edge, along the center of the battlefield, and then place 1 Corpse Pile under each token. These Corpse Piles are placed in addition to any other Terrain pieces.
  • When placing other Terrain pieces, these Corpse Piles may be ignored so long as no other Terrain piece is placed within 1" of them.

Special Rules (Objectives)

  • Assign 1 random Objective card to each Objective token at the start of the game, or when it is placed. This is the effect linked to that Objective.
  • Each Objective is linked to the Corpse Pile it is on.
  • A unit ending a move with any part of its tray on an Objective token Claims it; place that token on the unit's tray to show that it has Claimed and is now Controlling that token.
  • A unit may only Control 1 Objective token at any time. If a unit Controlling an Objective token ends a move over another token, their opponent places that token anywhere touching its linked Corpse Pile.
  • If a unit Controlling an Objective ends a Move or an Action not touching its linked Corpse Pile, it drops the token. Your opponent places the token anywhere touching its linked Corpse Pile.
  • If a unit holding an Objective token fails a Panic Test, or is destroyed, 1 enemy unit (chosen by the opponent) that it is engaged with Claims the token. If there was no enemy engaged with that unit, your opponent places the token anywhere within 2" of the unit's tray, so long as the token is not over Impassable Terrain or another unit's tray.
  • After completing a Melee Attack on a unit Controlling an Objective, if the Attacker has more remaining ranks than the Defender, they Claim the Objective token from them.

Special Rules (Corpse Piles)

  • If there are less than 4 Corpse Piles already in play, each time an Infantry Unit is destroyed, before removing its tray, its owner places 1 Corpse Pile anywhere completely within Long Range and at least 1" from any other Terrain piece or unit's tray. They then place 1 Objective token in the center of that Corpse Pile.

Special Scoring

  • Beginning on Round 2, each player scores 1 Victory Point for each Objective they Control at the end of each round.

A Dance With Dragons

Deployment: 10" from table edge.

Setup

  • Place 1 Objective token in the center of the table.
  • Place 1 Objective token 6" from each Flank Table Edge.
  • Before Deployment, draw 1 random Objective card for each Objective token. That is the effect of that token this game.

Special Rules (Objectives)

  • A unit ending a move with any part of its tray on an Objective token Claims it; place that token on the unit's tray to show that it is Controlling the token. While Controlling an Objective token, that unit may never March, and its Speed is reduced to 2. This cannot be increased by any means.
  • A unit may only Control 1 Objective token at any time. If a unit Controlling an Objective token ends a move over another token, their opponent places that Objective token anywhere within 2" of the unit's tray, so long as the token is not over Impassable Terrain or another unit's tray.
  • If a unit holding an Objective token fails a Panic Test, or is destroyed, 1 enemy unit (chosen by the opponent) that it is engaged with Claims the token. If there was no enemy engaged with that unit, your opponent places the token anywhere within 2" of the unit's tray, so long as the token is not over Impassable Terrain or another unit's tray.
  • After completing a Melee Attack on a unit Controlling an Objective, if the Attacker has more remaining ranks than the Defender, they Claim the Objective token from them.

Special Scoring

  • Beginning on Round 2, players will score 1 Victory Point for each Objective token they Control at the end of each Round.

The Winds Of Winter

Deployment: 10" from table edge.

Setup

  • Place 1 Objective token in the center of the table, then place 4 additional tokens: 18" from Deployment Table Edge and 6" from each Flank Table Edge.

Special Rules (Mission Deck)

  • This Game Mode utilizes the Mission Decks.
  • Each player takes 1 Mission Deck, then takes 1 copy of Mission cards 11 and 12 and selects 4 additional Mission cards, creating a hand of 6 cards.
  • Beginning on Round 2, at the start of each Round and beginning with the First Player, each player selects and reveals 1 Mission card from their hand.
  • Revealed Mission cards are discarded at the end of the Round.

Special Rules (Objectives)

  • A unit ending a move with its tray entirely overlapping a token Claims that token.
  • A unit Controls a token it has Claimed as long as it is not engaged by an enemy Combat Unit with more remaining Ranks than it. The moment this happens it immediately stops Controlling that token.
  • Solo units count as having remaining Ranks equal to their remaining Wounds for Controlling and Contesting Objectives.
  • Tokens that are not entirely overlapped by a unit's tray are not Claimed and are not Controlled by any unit.

Special Scoring

  • Mission cards list various ways players can score additional Victory Points.
  • Each revealed Mission may be scored by each player if the requirements are met.
  • Objectives do not grant Victory Points unless specifically stated by a Mission card.

Honed And Ready

Deployment: 10" from table edge.

Setup

  • Place Objective tokens as shown in the deployment diagram (paired at 6" from each Flank Table Edge, at two depths on the battlefield).
  • Place 2 Castle Walls as shown in the deployment diagram.

Special Rules (Objectives)

  • A unit ending a move with its tray entirely overlapping a token Claims that token.
  • A unit Controls a token it has Claimed as long as it is not engaged by an enemy Combat Unit with more remaining Ranks than it. The moment this happens it immediately stops Controlling that token.
  • Solo units count as having remaining Ranks equal to their remaining Wounds for Controlling and Contesting Objectives.
  • Tokens that are not entirely overlapped by a unit's tray are not Claimed and are not Controlled by any unit.

Special Rules (Terrain)

  • Terrain with the Impassable keyword may not be placed.
  • When placing Terrain pieces, Castle Walls may be ignored so long as no other Terrain piece is placed within 1" of them.

Special Rules (Castle Walls)

  • Castle Walls are Terrain Pieces with the Impassable keyword.
  • Each time Victory Points are scored from the Objectives closest to Castle Walls, those Walls rain down arrows upon the unit Controlling the Objectives. Those units each suffer D3+2 Hits (these are not Attacks).

Special Rules (NCUs and Tactics Board)

  • When a friendly NCU Claims any zone, you may replace that zone's effect with: "1 unit Controlling an Objective other than the Center Objective suffers D3+2 Hits."

Special Scoring

  • Beginning on Round 2, players will score 1 Victory Point for each Objective token they Control at the end of each round.

Fire & Blood

Deployment: 18" from table edge.

Setup

  • Take Objective Cards 6-10.
  • Once units have been deployed, beginning with the First Player, each player will alternate selecting 1 of their opponent's Combat Units and placing 1 Objective token on each of them, until 2 units on each side have been selected. These tokens represent Marked Units. When a unit is Marked, its owner selects 1 Objective Card and assigns it to that Unit. It gains the effect listed on that card until the end of the game, as if it were Controlling an Objective.

Special Rules (Terrain)

  • Terrain may be placed anywhere on the Battlefield as long as it is at least 6" from any Table Edge or another Terrain piece.

Special Rules (Commander)

  • When your Commander's unit activates, you may select 1 enemy Combat Unit within Long Range and place 1 Victory Point token on that unit.

Special Scoring

  • Each time a friendly Marked Unit destroys an enemy with an Attack or Ability, gain 1 Victory Point.
  • Gain 2 Victory Points when a Marked Enemy Unit is destroyed.
  • Each time any enemy unit with Victory Point tokens is destroyed, gain Victory Points equal to the Victory Point tokens on that unit.

Here We Stand

Deployment: 18" from table edge.

Special Rules (Terrain)

  • Terrain may be placed anywhere on the Battlefield as long as it is at least 6" from any Table Edge or another Terrain piece.

Special Rules (Quadrant)

  • Divide the battlefield into 4 equal Quadrants.
  • Units are considered to be in the Quadrant that the majority of their tray is in. In the case where they are split exactly between multiple Quadrants, the owner's opponent chooses which Quadrant that unit is in.
  • A player Controls a Quadrant if they have at least 5 army points in that Quadrant (in total between all Attachments, Combat Units, and NCUs), and more total army points than their opponent in that Quadrant.

Special Rules (NCUs)

  • As their Action, instead of Claiming a zone, NCUs may be placed in a Quadrant. The NCU's army points will be added to the Sector for determining Control of that Quadrant. Each player may only have 1 NCU in each Quadrant.

Special Rules (Commanders)

  • Commanders add 3 army points for determining Control of a Quadrant.

Special Scoring

  • Beginning on Round 2, at the end of each Round, players score 1 Victory Point for each Quadrant they Control.

Dark Wings, Dark Words

Deployment: 10" from table edge.

Setup

  • Place 1 Objective token in the center of the table.
  • Place 1 Objective token 6" from each Flank board edge.

Special Rules (Mission Deck)

  • This Game Mode utilizes Mission cards.
  • Take 1 Mission Deck. Remove Mission cards 10-12. Shuffle the remaining cards and place the deck face-down.
  • Before deployment, draw and reveal 2 Mission cards. These are the Active Missions. Then draw and reveal 2 additional Mission cards and place them near the Active Missions. These are the Reserve Missions.
  • Beginning on Round 3, at the start of each Round, discard the 2 Active Missions and replace them with the 2 Reserve Missions. Draw 2 Missions from the Mission Deck to replace the Reserve Missions. If the Mission Deck runs out of cards, shuffle all discarded Missions to form a new deck.

Special Rules (Replacing Missions)

  • When a friendly NCU Claims a zone, you may replace that zone's effect with: "Discard 1 Active Mission and replace it with a Reserve Mission, or discard 1 Reserve Mission, drawing a new Reserve Mission from the deck."
  • During their Activation, your Commander may forfeit their Action. If they do, you may discard 1 Active Mission and replace it with a Reserve Mission, or discard 1 Reserve Mission, drawing a new Reserve Mission from the deck.

Special Rules (Objectives)

  • A unit ending a move with its tray entirely overlapping a token Claims that token.
  • A unit Controls a token it has Claimed as long as it is not engaged by an enemy Combat Unit with more remaining Ranks than it. The moment this happens it immediately stops Controlling that token.
  • Solo units count as having remaining Ranks equal to their remaining Wounds for Controlling and Contesting Objectives.
  • Tokens that are not entirely overlapped by a unit's tray are not Claimed and are not Controlled by any unit.

Special Scoring

  • Mission cards list various ways players can score additional Victory Points.
  • Each revealed Active Mission may be scored by each player if the requirements are met.
  • Beginning on Round 2, players will score 1 Victory Point for each Objective token they Control at the end of each Round.

Banners & Butchery

Deployment: 24" from the table edge.

Setup

  • Place 4 Objective tokens: 12" from Deployment Table Edge and 12" from each Flank Table Edge.

Special Rules (Terrain)

  • Terrain may be placed anywhere on the Battlefield as long as it is at least 6" from any table edge or another Terrain piece.
  • Terrain with the Impassable keyword may not be placed.

Special Rules (Deployment)

  • A unit may never be deployed within 1" of an enemy unit.

Special Rules (Objectives)

  • A unit ending a move with its tray entirely overlapping a token Claims that token.
  • A unit Controls a token it has Claimed as long as it is not engaged by an enemy Combat Unit with more remaining Ranks than it. The moment this happens it immediately stops Controlling that token.
  • Solo units count as having remaining Ranks equal to their remaining Wounds for Controlling and Contesting Objectives.
  • Tokens that are not entirely overlapped by a unit's tray are not Claimed and are not Controlled by any unit.
  • Objective tokens placed on the player's Deployment Zone counts as a Friendly Objective token.
  • Objective tokens placed on the enemy's Deployment Zone counts as an Enemy Objective token.
  • Beginning on Round 2, a unit Controlling an enemy Objective token may Destroy that Objective with an Attack Action.
  • Each time an Objective token is Destroyed, its owner places 1 Friendly Objective token anywhere fully within their Deployment Zone and at least 6" from any other Objective token and table edges.

Special Scoring

  • Score 3 Victory Points each time a friendly unit destroys an enemy Objective Token.
  • Score 1 Victory Point each time your Commander's unit destroys an enemy Objective token.
  • Score 1 Victory Point each time your Commander's unit destroys an enemy unit with an Ability or attack.
  • The rule Victory Through Combat is not applicable in this scenario.

Credits

Based on the best-selling novels by George R. R. MARTIN.

GAME DESIGN: Michael SHINALL, Fábio CURY, Eric M. LANG GAME DEVELOPMENT: Felipe Galeno (Lead) LICENSING: George R. R. MARTIN, Raya GOLDEN, Jim LUDWIG, DARK SWORD MINIATURES INC LEAD PRODUCER: Rebecca HO PRODUCTION: Thiago ARANHA, Marcela FABRETI, Vincent FONTAINE, Guilherme GOULART, Raphael GUITON, Isadora LEITE, Nicholas SIA, Kenneth TAN, Gregory VARGHESE ENGINEERING: Kirsty COTRELL, Vincent FONTAINE, Aragorn MARKS SCULPTING DIRECTORS: Hugo Gomez BRIONES, Aragorn MARKS COVER ARTIST: Pavel GOLOVII, Tomasz JEDRUSZEK, Stefan KOPINSKI, Stefano MORONI, Filipe PAGLIUSO, John SCHOLES, Prosper TIPALDI, Halil URAL LEAD ARTIST: Pedro NUÑEZ ART MANAGER: Jose Manuel PALOMARES ART & SCULPT COORDINATOR: Nuria SEVILLANO ARTISTS: Júlia FERRARI, Ivan GIL, Diego GISBERT, Giovanna GUIMARÃES, Sebastian LUCA, Henning LUDVIGSEN, Antonio MANZANEDO, Pedro NUÑEZ, Adrian PRADO, Marc SIMONETTI ART DIRECTOR: Mathieu HARLAUT LOGO: Fabio DE CASTRO GRAPHIC DESIGNERS: Marc BROUILLON, Louise COMBAL WRITING: Eric KELLEY EDITING: Jared MILLER PROOFREADING: Lucas MARTINI, Jason KOEPP, Colin YOUNG SCULPTING: David ARBERAS, Arnaud BOUDOIRON, Daniel FERNANDEZ-TRUCHAUD, Ricardo GARIJO, Ivan GIL, Hugo GOMEZ, Carl GONZALEZ, Aragorn MARKS, Africa MIR, Alejandro MUÑOZ, Carlos PEREZ, Edgar RAMOS, Adrian RIO, Raul Fernandez ROMO, Jesús RUIZ, Ivan SANTURIO, Benito SEVILLA, Edgar SKOMOROWSKI PAINTERS: Sergio CALVO, Rodrigo CIPRES, Jaime DE GARNICA, Antonio GARCIA, Jennifer HALEY, Ruben MARTINEZ, Marc MASCLANS, Miguel MATIAS PUBLISHERS: Chern Ann NG, David DOUST, David PRETI PLAYTESTING: Rafael ASSAF, Thyago BERARDINELLI, Pedro CREPALDI, Rodrigo DENICOL, Alexandre HEPNER, Victor LOPES, Fernando MONTEIRO, Euclides RIBEIRO, Marco SACCOMANI, Rodrigo SAMPAIO

© 2023 Dark Sword Miniatures, all rights reserved. No part of this product may be reproduced without specific permission. Dark Sword Miniatures logo is a trademark of Dark Sword Miniatures, Inc. A Song of Ice and Fire: Tabletop Miniatures Game logo, CMON, and CMON logo are trademarks of CMON Global Limited. A Song of Ice and Fire is © and ™ George R.R. Martin. Used with permission. Actual components may vary from those shown. Figures and plastic components included are pre-assembled and unpainted. Made in China.

Rules Summary

A quick-reference summary of the core rules, for use once you already know the full rules above.

Combat Unit Actions

When a unit activates, it may perform 1 of the following actions:

  • MANEUVER: Pivot → Move up to Speed → Pivot
  • MARCH: Move up to 2x Speed → Pivot
  • CHARGE: Pivot → Move Speed + 1D6 → Attack
  • ATTACK (Melee): Shift/Change Facing → Attack
  • ATTACK (Ranged): Shift up to 2" → Attack
  • RETREAT: Move Speed + 1D6 → Pivot

Morale Test: Unit rolls 2D6 and must roll their Morale Value or higher to pass.

Panic Test: Special type of Morale Test. On failure, unit loses D3 Wounds.

Attack Bonuses

  • CHARGE BONUS: Re-roll any Attack dice.
  • FLANK: Defenders suffer -1 to their Defense Dice rolls and -1 to their Panic Test roll.
  • REAR: Defenders suffer -2 to their Defense Dice rolls and -2 to their Panic Test roll.

Attack Abilities

Listed below are the 4 most common Attack Abilities:

  • CRITICAL BLOW: For each Attack Die roll of 6, the Defender suffers +1 Hit.
  • PRECISION: For each Attack Die roll of 6, the Defender does not roll a Defense Die, but instead suffers 1 Wound.
  • SUNDERING: Defenders suffer -1 to Defense Dice rolls.
  • VICIOUS: Defender suffers -2 to their Panic Test roll.

Conditions

Enemies expend Condition tokens to cause the following effects:

  • PANICKED: Expend this token after an enemy rolls a Morale Test to force them to re-roll any/all of those dice.
  • VULNERABLE: Expend this token after an enemy rolls Defense Dice to force them to re-roll any/all of those dice.
  • WEAKENED: Expend this token after an enemy rolls Attack Dice to force them to re-roll any/all of those dice.

Terrain Keywords

  • BLOCKS LINE OF SIGHT: Line of Sight may not be traced through this Terrain piece by units not inside this Terrain piece.
  • COVER: When tracing Line of Sight for Ranged Attacks, Line of Sight may not be traced through this terrain piece by units not inside this terrain piece.
  • DANGEROUS: Units performing Actions while in this terrain piece suffer D3+1 Wounds before resolving that Action. Units moving into this terrain piece suffer D3+1 Wounds (unit only suffers damage once during a Charge).
  • DESTRUCTIBLE: While in 1" of this Terrain piece, units may perform a Melee Attack Action targeting it to automatically remove it from play.
  • ELEVATED: Units on this Terrain piece may ignore intervening units and Terrain when making Ranged Attacks.
  • FORTIFIED: If the Attacker moved through or ended on this Terrain piece during a Charge, the defender gains +1 to their Defense Dice Rolls vs. their attack.
  • HINDERING: If the Attacker moved through or ended on this Terrain piece during a Charge, they do not gain their Charge Bonus.
  • HORRIFIC: While within Short Range of this Terrain piece, units suffer -1 to Morale Test rolls.
  • IMPASSABLE: Units may pivot over, but otherwise never move into, through, or end overlapping, this Terrain piece.
  • INSPIRING: While within Short Range of this Terrain piece, units gain +1 to Morale Test rolls.
  • ROUGH: Units moving into, out of, or through this Terrain piece subtract 1" from the total distance they would move.