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    New Card Errata : Killer of the Wounder (QoD F16), Threat from the East (QoD F55), Shield Islands Dromond (LotRF46), Castle Battlements (BtNS F23), Archmaester Marwyn (BtNS F55), Griff (BtNS F57), Free Man (ToC F18),Sorrowful Man (ToC F110), Restricted List (p. 5)

    Updated Rules Content: 3.39 Cards enterting play between initiation and resolution of an effect, 4.20 Character Agendas,Framework Action Window (plot phase), Frequently Asked Questions

    7/30/2012 LCG Version 3.3.1

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    This document contains the official rules clarifications, timing structure, frequently asked questions, and errata for the A Game of ThronesLiving Card Game (LCG). All official play and tournaments will use the most recent version of thisdocument to supplement the most recent rulebook, which is found in A Game of Thrones: The Card Gamecore set.

    The version number will appear in front of every individual card entry so you can easily see which changes are made withevery revision of this document. Additionally, new content will always be displayed withred text.

    A Game of Thrones 2012 George R.R. Martin. The A Game of Thrones Living Card Game, Living Card Game, thelogo, card illustrations, and images are 2012 Fantasy Flight Publishing, Inc. All rights reserved. Permission is grantedto distribute this document electronically or by traditional publishing means as long as it is not altered in any way and allcopyright notices are attached.

    Card Clarification and Erratapg. 3

    Official Rules Clarification...pg. 6

    Timing Structurepg. 13

    Frequently Asked Questions.pg. 21

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    A Game of Thrones LCG Official Rules Clarifications and Frequently Asked Questions

    Page 4

    This section contains the official clarificationsand errata that have been made on individualcards or sets in the A Game of Thrones LivingCard Game. The card entries are ordered bythe set in which the specified card was printed,with the most recent set in the front. The errataon any individual card always applies to allreprinted versions of that card.

    Most Recent Printing

    In the case where an LCG card is reprintedwith updated errata text in a later printing, the

    most recent printing is the legal version of thecard. All older LCG printings are assumed to be updated with the errata text. When in doubtover two versions of a card, the most recent printing can be identified by the copyrightdates on the cards in question. FFG will seethat all LCG reprints with updated errata textare also recorded in the FAQ.

    This ruling does not apply to CCG cards thathave been modified and printed in the LCG.CCG copies of cards with text that is in anyway different than their LCG counterparts arenot legal in LCG events.

    A Game of Thrones Core Set

    (v2.4) Grand Maester Pycelle L45Grand Maester Pycelle cannot trigger hiseffect in response to the effect of another copyof Grand Maester Pycelle.

    (v1.0) Lannisport Brothel L56Lannisport Brothel should be unique.

    (v1.1) Robert Baratheon B71Robert Baratheon appears twice in the CoreSet by design. The second copy of RobertBaratheon should be numbered "B90 ."

    (v2.0) Dragonstone Port B91The Plot phase effect should read: "...Limitonce per phase."

    (v3.3.1) Jhogo T117 Its traits should read: " Dothraki. Queensguard. "

    (v1.3) Magister Illyrio T152 Magister Illyrio's effect expires at the end ofthe phase.

    (v2.0) Core Set Rulebook Page 19The second paragraph in the second columnshould read: "Duplicates have no text, titles,traits, or crests."

    Princes of the Sun

    (v1.4) Doran Martell F3

    When an attacker is fulfilling the claim of alost $ challenge because of Doran Martell'seffect, the attacker must move the power fromhis or her House card to the defending player'sHouse card.

    Kings of the Storm

    (v2.1) Narrow Escape F48Should read: "... that were killed or discardedfrom play this phase. (Limit one per phase.)"

    Queen of Dragons

    (v3.3) Killer of the Wounded F16Should have the text: "(Limit 3 times a round.)

    (v2.2) Khal Drogo's Tent F33Should be unique.

    (v2.4) Alliance F47Should read: "Ignore the out-of-House gold penalty to place or play cards from thatHouse."

    (v2.2) Heir to the Iron Throne F48Should be: "House Targaryen only."

    (v3.3) Threat from the East F55

    Should read: "When revealed, you choose one:-Each player draws 3 cards. Each player thatdrew 3 cards discards 3 random cards fromhand.

    -Each player discards 3 random cards fromhand. Each player that discarded 3 cardsdraws 3 cards."

    Lions of the Rock

    (v3.3) Shield Island Dromon F46Should read: "Response : After an opponent plays a location, put Shield Islands Dromon on

    the bottom of your deck to choose that player.That player must either place that locationon the bottom of his or her deck or discard 2 power from his or her House."

    Beyond the Narrow Sea

    (v3.3) Castle Battlements F23Should read: "Attached location is immune toother non-plot card effects."

    (The attached location does not gain immuto Castle Battlements.)

    (v3.3) Before the Black Walls F40"When revealed, name a challenge type.In order to declare any characters to attackor defend during challenges of that type, a player must declare all of his or her eligiblcharacters." is all considered part of the "Wrevealed" effect and is active while the plorevealed or when the "When revealed" effehas been triggered by another River plot card.

    (v3.3) Archmaester Marwyn F55Should read: "The opponent to your leftinstead of "Your opponent "

    (v3.3.1) Griff F57Should read: "House Targaryen only.If Griff would be killed, instead attach himyour House Card as your only agenda withtext: "If you control fewer attachments thaeach opponent, unattach Griff and return h

    to play.Response: After a ~ attachment you controis discarded from play, kneel 1 influence toreturn it to your hand instead.""

    A Tale of Champions

    (v3.3) Free Man F18Its traits should read: "Wildling . Refugee ."

    (v3.2) Myrcella Lannister F43The Any Phase ability should have the tex"This effect cannot be triggered during achallenge."

    (v3.2)Cotter Pyke F86His trait should read "Ironborn."

    (v3.3) Sorrowful Man F110Should read: "...Then, that character'scontroller must either pay you 1 gold or kithat character."

    Secrets of Oldtown

    (v3.0) The Maester's Path F19Should read: "...attach 1Chain from this cardto a printed Maester character you control."

    (v2.2) Support of Saltcliffe F8The response effect should be: "Limit 3 tim per round."

    (v2.4) At the Gates F20Should read: "...search your deck for a neuor in-House Maester character of printed cos3 or lower..."

    (v3.3.1) Snakeskin Veil F54Should read: " Sand Snake character only."

    A Game of Thrones LCG Card Clarification and Errata

    Page 4

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    Official Rules Clarifications and Frequently Asked Questions

    Page 5

    A Game of Thrones LCG(v3.0) The Prince's Plans F74Should have the keyword: "Deathbound."

    (v3.2) Ghaston Grey F34Should read: ...to choose an opponentscharacter of equal or lower printed cost...

    Brotherhood w/o Banners

    (v2.1) Blood Crazed Screamer F 53The Blood Crazed Screamer must be eligibleto participate as an attacker to declare asecond @ challenge using its card ability.Once this effect initiates when the BloodCrazed Screamer's controller wins his first @challenge as an attacker, the "to a maximumof 2" card text applies to any additional @challenge that player would initiate.

    (v2.1) Knights of the Hollow Hill F 59The " Other cards you control do not provide agold bonus" text does not apply to the +2 goldgained by your House card from this agenda.

    (v2.0) Hollow Hill F 78The Any Phase effect should read:"Response :"

    Defenders of the North

    (v2.4) Ahead of the Tide F8Should read: " Response: If an opponentwould win initiative, cancel the determinationof initiative winner. You win initiativeinstead."

    (v2.4) Compelled by the King F26Should read: " Response: If an opponentwould win dominance, cancel thedetermination of dominance winner. You windominance instead."

    (v1.4) Fear of Winter F40Playing or putting a card into Shadows fromyour hand does count against the limitationset by Fear of Winter. Bringing a card out ofShadows does not count against this card'slimitation. Replacement effects that put a cardinto play from a player's hand (such as thoseon PotS Darkstar and PotS House DayneReserves) also count against the limitation set by this card.

    (v2.0) The Rangers F19The Builders F59The Stewards F99

    Should read: "... You may run any number ofThe North agendas that have the words NightsWatch in their text."

    (v2.0) The Free Folk F39The Last Giants F79Blood of the First Men F119

    Should read: "... You may run any numberof The North agendas that have the wordWildling in their text."

    (v1.5) Tarle the Thrice Drowned F107Should read: "...3 or more power..."

    (v3.1) Blood of the First Men F119

    Should read : " Reduce the cost of the firstunique Wildling character you play from yourhand each round by 1."

    King's Landing

    (v1.5) Alchemist's Guild Hall F103Should read: "Limited Response : After acard comes out of Shadows, kneel Alchemist'sGuild Hall to choose and kneel a character orlocation that does not have the | crest. (Limit1 limited response per round.)"

    (v3.2) Robert Baratheon F46The Any Phase ability should have the text:Limit 3 times per phase.

    A Time of Ravens

    (v2.4) Carrion Bird F16 & F35Should read: "...one card with the printed

    Raven trait from play..."

    (v1.3.1) Lion's Gate F17 Should read: "...to discard 1 power from anon-House card in play..."

    (v1.3) Maester Aemon F49 The "Any Phase" ability should read:

    "Response : If it is not..."(v1.5) Kraznys Mo Naklos F65Should be: "Limit once per attachment per phase."

    (v1.4) Alannys Greyjoy F89Should read: "...If that opponent does notkneel a character he or she controls withhigher STR than..."

    (v2.0) War of the Five Kings F99Should read: "...a single challenge of his or herchoice..."

    (v1.3) Retreat and Regroup F114 If this event's conditions are met, affectedcharacters are returned to the player's hand atthe end of the challenge phase.

    A Clash of Arms

    (v1.1) Toll Gate F33Should read: "Challenges: Kneel Toll Gate tochoose a non-unique, participating character.Stand that character, and remove it from the

    challenge."

    (v1.3) To Be a Stag F46To Be a Dragon F48These cards cannot be played if there is noeligible character to return from the discardead pile.

    (v1.0) Rhaegar Targaryen F82When the round is brought to an end byRhaegar's ability, the current phase andall phases remaining in the round are alsoconsidered to end. If the round ends duringa challenge, that challenge ends withoutresolution.

    (v1.3) The Gift F78The Land Beyond the Wall F79The Neck F80A card of the specified type must first be played at a reduced cost for the "then" effeto to occur.

    (v1.4) Fury of the Stag F27Should read: "...Take control of that characuntil the end of the phase."

    Multiplayer Titles

    (v1.0) Lord Commander of the KingsguardThe redirect ability on Lord Commander oKingsguard occurs during step 2 (save/canof the resolution of the Framework ActionWindow in which stealth targets are chosenand defenders are (not) declared. It cancelsthe initiation of this Window, and re-opensthe Player Action Window between declari

    attackers (now against the new target) andassigning stealth.

    Restricted List

    The following cards are restricted for LCGtournament melee and joust play. A playermay select 1 card from the restricted list forany given deck, and cannot then play withany other restricted cards in the same deck. A

    player may run as many copies of his chosenrestricted card in a deck as the regular gamerules (or card text) allow.

    Pyromancer's Cache (ACoA F13)Fury of the Wolf (ACoA F25)Fury of the Lion (ACoA F26)Fury of the Stag (ACoA F27)Fury of the Kraken (ACoA F28)Fury of the Dragon (ACoA F29)Fury of the Sun (ACoA F30)Castellan of the Rock (ACoA F93)Venomous Blade (KLE F115)

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    A Game of Thrones LCG Official Rules Clarifications and Frequently Asked Questions

    Page 6

    Fear of Winter (DotN F40)Burning on the Sand (DotN F112) Val (DotN F117)Narrow Escape (KotS F48)The Viper's Bannermen (PotS F16)The Maester's Path (SoO F19)Search and Detain (SoO F120)

    Banned List

    The following cards are banned from LCGtournament melee and joust play:

    Jaqen H'ghar (ACoA F43)Compelled by the Rock (ACoA F106)

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    This section contains the official rulesclarification and enhancements for the A Game of Thrones Living Card Game.Used in conjunction with the most recentrulebook (found in the A Game of Thrones:The Card GameCore Set) and the timingstructure detailed in section III (pages 12-19)of this document, these clarifications andenhancements should enable a player tonavigate through the most complex situationsthat can arise while playing the AGoT LCG.

    Draw, Search, and RevealThe Draw Cap No player may draw more than threeadditional cards per round, regardless of cardeffects. Thus, the game rules allow each playerto draw two cards during the draw phase, andeach player may also (through effects andmodifiers) draw up to a maximum of threeadditional cards in the course of a singleround.

    Cards drawn through an effect that modifiesthe framework draw (such as the benefit of theKings of Summer agenda) do count against thecap of 3 additional cards. Cards that reducethe framework draw (such as the penalty onthe Kings of Summer agenda) donot allow a player to draw any extra additional cards.

    Card effects that search a House deck ordiscard or dead pile for a card, or effectsthat "put" a card into a player's hand, are notconsidered to be drawing. Only effects that usethe word "draw" are considered a draw effect.

    (1.1) Drawing Multiple Cards When a player draws multiple cards (e.g., bydrawing 2 cards during his draw phase, or dueto a card effect like that of Insidious Ways (CORE L163), he is considered to be drawingthem one at a time, not all at once. This isimportant for effects that may trigger by a card being drawn.

    (1.2) Shuffling After a Search If a player searches any deck for any reason,he must shuffle the deck to the satisfaction ofhis opponent(s) upon completion of the search.

    (1.3) Duration of "Reveal" Whenever cards are revealed, they remainrevealed until they arrive at their finaldestination.

    Game Play

    (2.1) Card Effects in Setup Cards revealed during setup do not trigger cardeffects. This includes cards that contain thetext "When put into play" or "When playedfrom your hand." No actions may be takenduring the setup phase.

    (2.2) Plot Effect ResolutionContinuous or constant plot effects takeeffect immediately and simultaneously, assoon as the plot cards are revealed. The first

    player determines the order in which all"when revealed" plot effects are resolved."When revealed" plot effects are essentiallyself-referential passive effects that initiatein response to the revealing of the plot cardwith the "when revealed" effect. They areresolved (in the order determined by the first

    player) during step 4 of the action window inwhich the plot card was revealed. All "whenrevealed" plot effects must resolve before anyother passive effects initiated by the revealingof a plot card(s) are resolved.

    (2.3) Plot States After a plot is used, it is considered to be inthe plot card "used pile." Plots in your plotdeck, as well as your currently revealed plotcard, are not considered to be in your used pile.

    During the game a plot card exists in one ofthree possible states: in your plot deck, inyour used pile, or revealed. Unless prevented by card effects, a player's revealed plot cardmoves to his or her used pile immediatelywhenever a new plot card is revealed from that player's plot deck.

    (2.4) Responses Per Trigger If a response or passive ability is triggered, theeffect can only occur once per trigger. Forexample, ifSansa Stark (CORE S9) is in playand you play an attachment on her,SansaStark' s effect (draw a card) can only betriggered once. (If a second attachment is played on Sansa Stark, her ability can betriggered again.)

    (2.5) Simultaneous but Conflicting Entryinto the Moribund State If a character is killed, discarded, and/orreturned to a player's hand or deck at exactthe same time, the first player decides whicof the destinations applies for the card'sMoribund state. (See "What is Moribund?section III (page 15) for more information

    "Moribund.")(2.6) End of the Phase Each end-of-the-phase Framework ActionWindow should be played without steptwo (Save/Cancel) and without step five(Responses). No triggered effects can be played after the initiation of the end of the phase.

    Until the end of the phase lasting effectsexpire in step 3 of the End of Phaseframework action window.

    At the end of the phase passive effects

    initiate in step 4 of the End of Phaseframework action window.

    (2.7) Infinite Loops It is possible, with certain card combinatioto create an "infinite loop" (such hashaving two cards kneel to stand each otherindefinitely). When executing an infinite lothe resolving player must follow these twosteps:

    1) Clearly display the infinite loop to theopponent (and tournament judge, if theopponent requires it). Thus, the player mudisplay, using all cards involved, one full c

    of the infinite loop.2) State how many times he or she wishesto execute this loop. For example, the playcould say "I will now execute this loopseventeen million times." Then resolve theloop that many times instantly. If the execuof this loop causes the player to win the gathe game is over and the executing playerwins.

    Infinite loops should never be abused to cathe game to stall.

    Card Effects and Abilities

    Paying Costs

    (3.1) The Letter XUnless specified by a preceding card, cardeffect, or granted player choice, the letter "is always equal to 0. Further, any card witha cost of the specified type is assumed to ha cost of 0 for purposes of determining howthat card interacts with triggered effects thneed to count its cost.

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    (3.2) Paying a Cost vs. Triggering an Effect Certain cards refer to "kneel 1 influence to..."or "pay 1 influence to..." In both cases, this isconsidered paying a cost.

    Paying a cost with influence is not consideredtriggering an effect.

    Influence-providing cards with immunity toevents or character abilities follow all rules onimmunity with this special exception: Theymay still be knelt to pay for influence costs.

    (3.3) Effects Per CostWhen a cost is paid for an effect, the samecost cannot be applied to a different effect. Forexample, if a player has two copiesof PoisonedWine (CORE T101) in play, and kneels aninfluence to pay the cost of the Posined Wine'seffect, the player only moves one PoisonedWine. A single cost cannot be applied tomultiple effects.

    (3.4) Paying For Cancelled Effects Effects that are canceled are still consideredto have been played. Only the effects arecanceled. Costs have still been paid, and anytarget is still chosen.

    (3.5) Reduction of Cost You can only reduce gold or influence coststhrough card effects. You can never reducecosts that require you to kneel, discard, or killcards that you control, or those that requireyou to pay the cost with power tokens.

    Card Effect Interpretation(3.6) Triggered Effects Any effect that a player chooses to execute isconsidered a "triggered effect." Thus any effectthat begins with a "Phase :" or "Response :"is a triggered effect. Also note that playingan event card is thus considered a triggeredeffect. A "triggered ability" is a triggered effect printed on a card already in play.

    (3.7) Card Abilities "Card abilities" (i.e. "Character ability,""Location ability," or "Attachment ability")refers to anything in a card's text box, except

    for traits, keywords, and flavor text. "Cardabilities" also refers to any abilities (again,keywords and traits are excluded) gained bycard effects

    (3.8) Gaining Abilities If any card effect has the text "charactergains...," any ability (traits, keywords, iconmodifiers, or STR modifiers are not consideredabilities) following the word "gains" isconsidered to now be a character ability.

    However, that effect is not assumed to be a part of that character's text box. Any effect that blanks a card's text box is assumed to blankthat card's printed text box.

    (3.9) Icons in the Text Box Gold modifiers, influence, and initiativemodifiers are not called out with an outline,and are therefore a part of a card's text box.Challenge icons and crests are differentiatedfrom the text box of a card by a solid outline,and therefore are not considered a part of thatcard's textbox.

    (3.10) Card Ability Types Card abilities are divided into three types.These types are:

    Triggered Abilities : Any ability on a card in play that begins with "Phase :" or "Response :"is a triggered ability. These abilities areoptional, and must be triggered by the playercontrolling the card at the appropriate time

    for their effect(s) to occur. An example of atriggered ability is theDominance : effect onCersei Lannister (CORE L39).

    Passive Abilities : Passive abilities mustinitiate when applicable. These abilities areidentified by their card text, which indicateswhen the ability initiates. Passive abilities arenot affected by cards that prevent or canceltriggered effects or abilities. An example ofa passive ability is the ability of Knight of Flowers (CORE B147).

    Constant Abilities : Constant abilities arethose that are continuously affecting the game

    state. Because there is no point of initiation,they cannot be canceled. Examples of constantabilities include the ability ofWinter Castle (CORE S25).

    (3.11) Definition of VariablesConstant Abilities will constantly check and(if necessary) update the definition or count oftheir variables.

    Triggered Effects and Passive Abilities defineor count their variables once (when the effectis initiated), and the variable is then constantthroughout the duration of the effect.

    When an effect checks a variable but there isno number present or has no quality capableof being checked (STR, power, cost, etc.) thevariable is counted as 0.

    (3.12) Self-Referential Cards When a card refers to its own name (e.g., theCatelyn Stark (CORE S6) card that reads,"Response: After Catelyn Stark is declaredas a defender..."), it is referring to itself only.This response cannot be triggered when an

    opponent'sCatelyn Stark is declared as adefender.

    (3.13) Out of Play States Attachment, location, and character cardeffects can only be triggered (or affect thegame) when the card is in play. Event cardcan be triggered from your hand using anaction. In general, card effects on non-evencards in a player's hand, deck, shadows arediscard pile, and dead pile are not considerto be actionable unless the card specificallstates that it can be triggered while in its oof-play state.

    Example: The cardKhal Drogo (CORE T107reads "Response: After you win a challeng putKhal Drogo into play from your hand..." Normally, actions on character cards in haare not active, and thus may not be trigger In this case, however, as the card specificarefers to itself and executes an effect "from your hand," it allows the effect to be triggeeven if the card is out of play (this examplbeing in your hand).

    Also note that cards that return to hand onldo so if they are still in play, or their gametext specifically states that said card can bereturned while in its out-of-play state.

    (3.14) Canceling Effects with Built inLimits.Canceling an effect with a built in limit orrestriction (such as "Limit 1 per phase" or"Limit once per round") does not cancel ornegate the limit. An effect is still considerehave been triggered (or an event card playeven if its effect does not successfully reso

    Immunity

    (3.14) Effects of Immunity A card with immunity ignores the effects ocard types to which it is immune.

    When determining immunity to event cardand character abilities, check the effect of card. A card's immunity only extends to efthat would ordinarily be applied to cards oimmune card's type.

    Specifically:

    When an event card resolves, the effect ca be applied to a card that is immune to even

    The effects of a character ability cannot beapplied to a card that is immune to charactabilities.

    (3.15) Targetting and Immunity A card cannot be chosen as a target of effeto which it is immune.

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    (3.16) Direct Interaction Immunity only extends to effects: It does notapply to the other elements of an event cardor character ability, including costs and playrestrictions.

    (3.17) Self-Immunity A card with immunity is not immune to itsown abilities.

    (3.18) Timing of Immunity Immunity is only considered when a triggeredeffect (or a passive ability) first resolves. Acard cannot gain immunity to a triggered effect(or a passive ability) with a lasting durationonce that effect has first resolved.

    Constant abilities are constantly affecting acard, and immunity from a constant abilitycan be acquired at any time and cut off thatability's effect.

    (3.19) Scope of Immunity Immunity only protects a card itself. Peripheralentities attached to or associated with acard, such as attachments, duplicates, powercounters, gold tokens on the immune card,and also including triggered effects originatingfrom the immune card, can still be affected bycards of the type to which that card is immune,as long as the affecting cards do not target theimmune card.

    (3.20) Terminal Effects A "terminal effect" is any effect that wouldcause a card to become Moribund and wouldstill cause that card to be Moribund even afterthe card was saved.

    A card cannot be saved from a terminal effectunless that saving effect also removes it fromthe terminal state.

    For example:Flame-Kissed (CORE T103)is played onSelyse Baratheon (CORE B70),who has a STR of 2. Selysecannot be saved from the effect ofFlame-Kissedunless the save also removes her from the terminal state,either by boosting her STR, discarding theFlame-Kissedcard, or removing Selyse fromthe play area.Viserys Targaryen (CORE T108)is an example of a card with a save effect thatwould remove itself from the terminal effect ofFlame-Kissed.

    Dynamic Situations

    (3.20) Attachment Restrictions Any attachment that has a restriction (suchas " Lord or Lady only" or "attach to anopponent's character") is immediatelydiscarded from play at any time that restrictionis not met, regardless of immunity. Suchrestrictions are constant effects, and the

    attachment should be immediately discardedany time a restriction is not met includingduring setup.

    For example : Tom has played the card Motley(Core Set B67) on Kris's House Tully Recruiter(Core Set S21). Motley has the text:"Attach to an opponent's character." Later inthe game, Tom uses Seductive Promise(CoreSet T175) to take control of the House Tully Recruiter. Because the Recruiter is no longer"an opponent's character" from the perspectiveof Tom's Motley card, Motley is immediatelydiscarded from play.

    Unless specifically stated otherwise on thecard, attachments always attach to a character.

    (3.21) Replacement Effects Replacement effects are passive effects thatchange a part of the framework of the game.Some of them apply to a card's destination asit reaches a moribund state. Others change the

    way in which game events (such as the effectof a challenge's claim, or the drawing of acard) are handled. Examples of replacementeffects can be found onThe Hound (CORE L42), and the "deathbound" keyword.

    (3.22) Card Type Changes to AttachmentAn attachment is defined as a card in yourdeck, hand, discard pile, or dead pile, of theactual "attachment" card type, as well as anycard in play that is considered to be "attached"to another card.

    Facedown attachments are also consideredattachments, but with the following additionalrule: If a facedown attachment leaves playfor any reason, it is immediately put into itsowner's discard pile. Facedown attachmentshave no traits, no abilities, and no card typeother than "attachment."

    When a card is "attached," it loses any othercard type (character, location, event) it mayhave.

    (3.23) Card Type Changes to Character Any time a non-character card type becomesor counts as a character, it loses all other cardtypes it might possess while it is a character.

    If for any reason, a non-character card that isfunctioning as a character is killed, said card is

    placed in the discard pile instead. Effects thattrigger from said card being killed may stillapply.

    Similarly, if a non-character card type becomesa character and claims power, that powercounts towards your victory total.

    If at any time said card is no longer acharacter, the power that it has claimed thufar is not discarded, but it no longer countstowards your victory total.

    If said card once again becomes a characteany power it has claimed will again counttowards its controller's victory total.

    (3.24) Opponent's Character Abilities"Opponent's character abilities" refers toany ability on a character controlled by anopponent. Abilities on characters you contare considered your character abilities eventhey are triggered by an opponent.

    When a card refers to an "opponent," it isalways referring to opponents of the playecontrolling the card making the reference.

    (3.25) Taking Control ofa Card With Attachments Any time control of a card switches via a ceffect during a game, the new controlling player gains control of said card and allduplicates.

    Unless specified in game text, the newcontrolling player does not gain control ofattachments on said character.

    (3.26) Duration of Control Change Unless otherwise stated (for example, withspecified duration), the change of control i permanent until the card that switched sideleaves play or control of the card switchesagain via a card effect.

    Note that attachments that grant control efend when the attachment granting controlleaves play.

    (3.27) Unique Cards and Changing Control You may not play, put into play, or take conof a unique card already in play that you oor control (except for putting a duplicate oa card that you own and control), or that isyour dead pile.

    Thus you cannot take control of a uniquecharacter that you already have in play. Yocannot play a unique card if your opponentaken control of another copy of that uniqucard that you own.

    Duplicates can only be played or put into pon cards you own and control.

    (3.28) Changing Control Mid-Challenge If a character participating in a challengechanges control during that challenge, thatcharacter is removed from the challenge. Isaid character was the only character in thechallenge, the challenge ends.

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    If that character was the only attacker ordefender, that player's STR during thechallenge is considered to be zero. All playersmay trigger effects or pay costs as longas there is at least one other participating

    character.(3.29) Changing Control and Leaving Play A card a player owns is a card he or she brought to the game in his or her deck. A player may lose control over a card, but he orshe is still considered the card's owner.

    When a card leaves play for any reason, italways returns to its owner's discard pile, dead pile, hand, deck, or shadows area (dependingon the specific circumstances).

    (3.30) Dead and Discard Pile You may not change the order of cards in yourdiscard or dead pile. You may look at any player's discard or dead pile at any time.

    (3.31) Participated andRemoval From ChallengeA character is only considered to have participated if they remain in the challengethrough its resolution. If they are removedfrom a challenge, there is no memory of thatcharacter having participated in that challenge.

    (3.32) Plot RotationWhen a player's plot deck is empty, that player's used plot cards move from his or herused pile to his or her plot deck as a passivegame effect of resolving the revealed plot.

    (3.33) No Characters in a ChallengeIf, at any time after a challenge beginsand attackers are declared, there are no

    participating characters in that challenge, thechallenge ends immediately without resolution.

    (3.34) Multiple Epic PhasesIf multiple epic phases are created in a singleround, they are played in the order in whichthey were created, after the dominance phaseand before the standing phase.

    (3.35) Gaining an Ability from a TriggeredEffectWhen a card gains an ability or additionalcard text from a triggered effect, it retains thatability throughout the duration of the effect,even if the original source of the triggeredeffect is blanked or leaves play. This rule holdstrue when a card provides itself with additionaltext through one of its own triggered effects.

    (3.36) Additional Challenges through CardEffectsA player can never initiate an additionalchallenge during the resolution of a priorchallenge.

    For example: Shadow Politics (KLE F18)allows a player to initiate an additional # challenge as a standard player action. Thisaction cannot be taken during the resolution ofanother challenge.

    (3.37) Unique Cards Entering Play from theDead PileWhen putting a unique card into play fromyour dead pile, that copy of the card does not

    prevent itself from entering play. Multiplecopies of a unique card will prevent oneanother from entering play from your dead

    pile, unless those copies would all enter playsimultaneously.

    (3.38) Saving from "Then" Effects

    Any "Then" effect that would removea character from play creates a specialopportunity for players to play saveresponses to the terminal Then effect. Onlysave responses can be played during thisspecial opportunity.

    (3.39) Cards entering play betweeninitiation and resolution of an effectIf a card enters play after the initiation of ageneral (non-targeting) effect, but before thateffect's resolution, it may be affected by thegeneral effect.

    Definitions and Terms

    (4.1) House Affiliation The House affiliation of a card is defined aswhich of the Great Houses the card belongs to.This is identified by the card's House Shieldlocated in the upper right hand corner of thecard. House affiliations are specifically: Stark,Baratheon, Lannister, Greyjoy, Targaryen, orMartell.

    Some cards (such as neutrals) have no Houseaffiliation.

    (4.2) Duplicates The text from page 19 of the Rulebook shouldread: If one of your unique cards is about toleave play, as a triggered Response: effect,you may discard an attached duplicate tosave the unique card from leaving play. Thisincludes, but is not limited to, an effect thatkills, discards, returns the card to hand, deck,shadows, or removes the card from the game.

    Playing a duplicate is not considered to be playing an attachment. Duplicates may not be played during setup.

    Using a duplicate to save a characteris considered to be a gained triggered"Response :" action. Thus, it is treated as atriggered effect and may be canceled, but because it is gained (and therefore an abiliof the card attempting to use the response)character who is "immune to triggered effecan be saved by using a duplicate, as a car

    cannot be immune to its own abilities.(4.3) The word "cannot" If an effect has the word "cannot" in itsdescription, then it is an absolute: That effmay not be overridden by other effects.

    For example, ifWildfire Assault (CORE L191) is played, which has an effect that kcharacters and "cannot be saved," then a calikeBodyguard (CORE T150) that saves thacharacter would not work. Also note that icard cannot be saved, a player cannot evenattempt to save it with a saving card or effe

    Note, however, thatWildfire Assault may still be canceled, because it does not have the t"cannot be canceled."

    A character that cannot be killed/saved/etcmay not be chosen for that effect.

    (4.4) "Play" and "Put into Play" Character, Location, and Attachment cardsplayed from the hand during the marsha phase, by taking a player action and payintheir gold cost.

    Event cards are played by placing the caon the table, paying the specified cost, and

    triggering the effect."Put into play" effects are not considered t"played." Similarly, when a card is "put int play," it does not trigger any "when playedeffects, and vice versa. Both, however, wotrigger effects that occur when a card "cominto play or enters play.

    "Put into Play" is a game mechanic that bypasses all costs (including all gold penaand play restrictions.

    For example:Bran the Builder's Legacy(CORE S159) lets you put into play a locaof printed cost 2 or lower. You would not nto pay the gold cost to bring the new locatiinto play, and you could bring in a limitedlocation even if you had already played alimited card that turn.

    (4.5) Leaving Play A card "leaves play" when it moves from ain play state to an out of play state. Out of play states are the dead pile, the discard pi players hand, and a players deck.

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    A card is killed if it is moved from play bya kill effect. Unless affected by a replacementeffect, killed cards are placed in the dead pilewhen they leave the moribund state.

    A card is discarded from play if it isremoved from play by a discard effect. Unlessaffected by a replacement effect, cards thathave been discarded from play are placed inthe discard pile when they leave the moribundstate.

    (4.6) Eliminated From the Game If a player is eliminated from the game beforethe end of that game (i.e., in a multiplayergame), every card that player owns or controlsleaves play, and is placed at the bottom of itsowner's deck.

    (4.7) Deathbound Cards with the "deathbound" keyword areonly placed in the dead pile when they wouldotherwise be placed in the discard pile from

    play.Event cards that have the deathbound keywordare placed in the dead pile only after being played from hand.

    (4.8) Card Title A player may only include up to 3 copies of acard with the same title in his or her draw deckregardless of card type. This restriction doesnot include the usage of plot cards.

    (4.9) The word "then" If a card has multiple effects, all effects on thecard are resolved, if possible, independently

    of whether any other effects of the card aresuccessful, with the following importantexception:

    If a card uses the word "then," then the preceding effect must have been resolvedsuccessfully for the subsequent dependenteffect to be resolved.

    Take for example the cardYou've Killed theWrong Dwarf(CORE L167):

    "Any phase : Choose and kneel a non-{character, Then, that character claims 1 power."

    In this example, because of the use of theword "then," claiming power on the characteris dependent upon that character first kneeling.In other words, the card cannot be played onan already-kneeling character to claim powerfor that character.

    By contrast, the cardCersei Lannister (COREL39) does not use the word "then," and itseffects are not dependent on one another:

    "Dominance : Kneel Cersei Lannister and pay 2 gold to choose a character. Kneel thatcharacter if it is standing. That characterdoes not stand during the standing phase thisround."

    In this case, the two effects (kneeling thecharacter and preventing it from standing) areconsidered separately: The chosen characterwill be prevented from standing if it was knelt by Cersei's effect, or if it was knelt previouslyin the round.

    (4.10) House Cards House cards are considered to be "in play,"and cannot be removed from play for anyreason.

    (4.11) Agenda Cards Agenda cards are not considered to be in play.Further, the effects of an Agenda card cannot be canceled.

    (4.12) The Hand Any reference made to a players handrefers to that hand as a single entity, anddoes not refer to any of the individual cardsin that hand. Thus, it is possible to discard ahand of 0 cards. Further, if you do discardyour hand, you are not considered tohave discarded any of the individual cardsthat make up that hand (for the purpose ofinitiating other card effects).

    Revealing your hand is not consideredrevealing any of the individual cards in yourhand, and adding a card to a revealed hand isnot considered revealing that card.

    Note that it is possible, through card effects,to reveal individual cards from a hand that isrevealed in its entirety.

    (4.14) KeywordsKeyword effects with a point of initiation(such as ambush) cannot be canceled.Characters can be saved from the effects of akeyword like deadly.

    (4.15) Playing a card into Shadows Playing a card into Shadows is considered to

    be playing a card from hand.

    (4.16) Cards in Shadows A facedown card that is in Shadows has nocharacteristics other than "card in Shadows."

    (4.17) Bringing a Card Out of Shadows The game rules allow each player to bring 1card out of Shadows at the beginning of each

    phase. Card effects that bring cards out ofShadows at any other time are not restricted bythis allowance.

    (4.18) Canceling an effect that"Would" Occur When attempting to cancel an effect that"would" occur, that effect would have to occur(if it were not canceled) by the end of step 3 ofthe action window the cancel interrupts.

    For example: The event card Insidious Ways(CORE L163), has an immediate effect that

    gives one attacking character +2 STR. Thecard also creates a lasting effect that reads, "If

    you win the challenge, draw 2 cards." Sincethis lasting effect does not occur during step3 of the resolution of Insidious Ways, a cardlike Wildling Wisewoman (DotN F77), which

    specifically cancels effects that "would" allowan opponent to draw cards, cannot be used tocancel this effect.

    (4.19) Printed Any reference made to "printed" be it costSTR, icons, etc. only refers to the referencitem physically printed on the card itself. Acard like Summer Reserves(Scattered ArmiesF119) does not have a printed cost or STR forinstance. Any card effect that looked for the

    printed cost of a card without a printed costwould fail to find any cost and would return anull value, no item that could be referenced.

    (4.20) Character Agendas A character agenda is any card with the prcharacter type that, through a card affect, hattached to a player's House card as an ageA character agenda cannot attach to a Houcard if you already have an agenda of anytype on your House card. Once attached as

    agenda a character agenda loses all other ctypes and follows all rules regarding agendcards.

    Event Cards

    Following is a breakdown of the differentelements of an event card. These items areuseful in understanding how event cardsinteract with different cards and the wide aof different effects in the game.

    Event cards can contain up to four differenelements (though most have only some ofthese elements). These are: play restrictioncost, target, and effect. A Lannister Pays His Debts (CORE L165) isan example of an event card that contains four elements.

    Play Restrictions

    A play restriction is an element that controwhen or how often the event may be playe A Lannister Pays His Debts has the play

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    restriction:"Response: After you lose achallenge..." The event can only be played asa response to losing a challenge.

    Other play restrictions include things like"Challenges :" (the card can only be playedduring the Challenges phase), "House Lanisteronly" (the card can only be played in aLannister deck, or "limit 1 per phase" (the cardcan only be played once per phase. The text"Any Phase :" is a way of specifying that anevent does not have a phase play restriction(though it may have other play restrictions).

    If you cannot meet the play restrictions of anevent, you may not play that event. Not allevents have play restrictions.

    Cost

    The cost of an event is the resources youmust pay to play the event. A Lannister Pays His Debts has a cost of "kneel one of your^ characters." Other costs might includekneeling influence, paying gold, or discardingcards. An easy way to identify the cost is theformula "Do X to do Y" in which the first part,do X, is the cost.

    If you cannot pay the cost of an event, youmay not play that event. Not all events havea cost.

    Target

    The target identifies what card or cards theevent's effect is applied to. The word chooseis always used to denote a target. If an eventdoes not have the word "choose," then itdoes not have a target. A Lanister Pays His Debts has a target of "a participating charactercontrolled by the winning opponent." If anevent read "Stand all characters," then it wouldnot be considered to have a target (because itdoes not include the word "choose).

    If you do not have a valid target for an event,you may not play that event. Not all eventshave a target.

    Effect

    The effect of an event is what the event carddoes when played. A Lannister Pays His Debts has an effect of killing the targeted character. Note that some event cards may havedetrimental effects in addition to beneficialeffects, which should not be confused with acost. For example, an event might read "Drawthree cards. Kneel three of your characters."Kneeling your characters is an additionaleffect, not a cost, because it was not phrasedin "Do X to do Y" format. Thus you could still play this card even if you had no characters

    in play. If the event had read, "Kneel threeof your characters to draw three cards," thenkneeling your characters would be a cost, andyou would have to kneel three characters to play the event.

    All event cards have an effect, and may be played whether or not the effect has any result.

    Additional Notes

    Some event cards may have two or morecompletely separate effects, each with its own play restrictions, cost, or targets. Separateeffects will always be separated in a different paragraph. Treat each separate effect as itsown card. Unless the event card specificallysays otherwise, one effect has no impact uponthe other.

    Character Abilities

    Following is a breakdown of the different

    elements of a character ability. These items areuseful in understanding how character abilitiesinteract with different cards and the wide arrayof different effects in the game.

    Character abilities can contain up to fourdifferent elements (though most have onlysome of these elements). These are: PlayRestriction, Cost, Target, and Effect.

    Viserion(CORE T112) is an example of acharacter card that contains all four elementsof a character ability.

    Play Restrictions

    A play restriction is an element that controlswhen or how often the character ability may be triggered.Viserion's ability has one playrestriction. In its text, "Dominance :" restrictswhich phase the ability may be triggered. If acharacter ability has the text "Any Phase :" itis a way of specifying that the ability does nothave a phase play restriction (though it mayhave other play restrictions).

    If you cannot meet the play restrictions ofa character ability, you may not trigger thatcharacter ability. Not all character abilitieshave play restrictions.

    Cost

    The cost of a character ability is the resourcesyou must pay in order to trigger the effect.Viserions ability has a cost of "pay 4 gold."Other costs might include kneeling a characteror discarding cards. An easy way to identifythe cost is the formula "Do X to do Y" inwhich the first part, do X, is the cost. Notethat some older character abilities are nottemplated this way.

    If you cannot pay the cost of a characterability, you may not trigger its effect. Not acharacter abilities have a cost.

    Target

    The target identifies what card or cards thecharacter ability's effect is applied to. Theword choose is always used to denote atarget. If a character ability does not have tword "choose," then it does not have a targViserion'sability has a target in "choose (ankill) a kneeling character." If the ability rea"Stand all characters," then it would not beconsidered to have a target (because it doenot include the word "choose.")

    If you do not have a valid target for thecharacter ability, you may not trigger itseffects. Not all character abilities have a ta

    Effect

    The effect of a character ability is what theability does when triggered.Viserion'sabilityhas the effect of killing the targeted charac

    Note that some character abilities may havdetrimental effects in addition to beneficiaeffects, which should not be confused withcost. For example, a character ability mighread "Draw three cards. Kneel three of youcharacters." Kneeling your characters is anadditional effect, not a cost, because it was phrased in "Do X to do Y" format. Thus ycould still trigger this effect even if you ha2 characters in play. If the ability had read"Kneel three of your characters to draw thr

    cards," then kneeling your characters woul be a cost, and you would have to kneel thrcharacters to trigger the effect.

    All character abilities have an effect, and m be triggered whether or not the effect has aresult.

    Additional Notes

    Some character abilities may have two ormore completely separate effects, each witits own play restrictions, cost, or targets.Separate effects will always be separated idifferent paragraph. Treat each separate effas its own card. Unless the character cardspecifically says otherwise, one effect has impact upon the other.

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    The following is a detailed outline of thetiming rules for the A Game of Thrones LivingCard Game as they relate for specific timingwindows and responses.

    General

    During the course of the game, players maytake many different types of actions. For the purposes of these rules, an action is definedas any time a player plays a card (includingmarshalling), or chooses to use an ability ona card already in play, including responses.

    A passive ability is defined as an ability on acard already in play that triggers automatically,without a choice from the player. Actions and passive abilities are separate terms that are notinterchangeable; if a card has a passive ability,using that ability is not considered taking anaction.

    Most effects in A Game of Thrones resolveimmediately after being triggered, but someeffects last for a set period of time, or evenindefinitely. Effects that last for longer thana single action are considered lasting effects.Both actions and passive abilities can be

    lasting effects.Active and First PlayerThe player that was chosen to go first duringinitiative is the first player.

    During the marshalling and challenges phases,the active player is the player currently takinghis/her turn.

    Passive Effects ConflictIf two passive effects are triggered at the sametime, the first player always chooses the orderin which these effects are resolved.

    First Actions and ResponsesThe first player always takes the first actionat the beginning of every "Player Actions"segment (refer to the game flow charts at theend of section III of this document).

    Within any action window (see The ActionWindow in Detail," on page 18), the playerto the left of the player who initiated theaction always has the option to initiate the

    first response (normal and/or save/cancelresponses). The first player always hasthe option to initiate the first response in aframework action window.

    Action/response options always continueclockwise in this fashion until all playersconsecutively pass.

    Lasting Effects ConflictEven if not triggered at the same time,multiple Lasting Effects may affect thesame card at the same time. For example: acharacter without the Power icon is affected by two lasting effects. One (such asSlander )removes a Power icon from the character, andone (such as Lordship) adds the Power icon tothat character. In this example the two lastingeffects cancel each other, and the character isleft unchanged. The order in which the lastingeffects take place is irrelevant: the net sumresult of all lasting effects is applied to the

    character (the net sum of -1 Power icon and+1 Power icon is 0, thus the character remainsunchanged). A character can never have morethan one icon of a specified kind.

    Lasting effects that affect other characterattributes work in the same fashion. Forexample, if a character has a base STR of 2,and a lasting effect (such as Forever Burning )lowers that character's STR by 1, and anotherLasting Effect (such asGutter Rat's Cunning gives the character +2 STR, the net summodifier affecting the character is +1 STR (-1+2 = +1). Thus, the character has a total STR

    of 3. If a character's STR is ever lower than 0after all effects are applied, its STR is roundedup to 0.

    If, at any time, two (or more) lasting effectscreate an endless loop that cannot successfullyresolve itself, resolve the loop as if neitherlasting effect were occurring.

    Wheels within Wheels

    On occasion players will notice that there aresome instances in AGOT where cards seemto interact in very complex ways. Sometimesthere seem to be good arguments on both sidesfor how and when a card effect should beimplemented. When discussing these cards andsituations, you may come to realize that thereis a fundamental "clockwork" or "engine" behind the game, more subtle and complexthan the simple AGOT rules reveal at firstglance.

    Presented here is the AGOT timing systemin detail, defining a solid timing resolution

    process, and hopefully providing players wa solid foundation of how to master AGOTtiming conflicts.

    The "Action"The first fundamental concept forunderstanding AGOT timing is the action.Actions are the fundamental building block

    of the game, as the game moves forward w players executing a string of actions until awinner is determined.

    The action defines most things that playersdo during AGOT (such as playing cards,triggering abilities, etc). There are twofundamental actions in the game: the playeaction and the framework action.

    To understand this section better, it is helpfif you refer to the timing flowcharts foundthe back of this section of the document.

    While studying the flowcharts you will seethat every phase contains one or more grey boxes that dictate certain measures to be ta by players. We will, from now on, call thegrey boxes framework actions. Frameworkactions provide the basic structure of the phases representing the rules and underlyinengine of AGOT.

    Example : During the draw phase, the instanwhere players must simultaneously draw twcards each is considered a framework actio

    Other than framework actions, the timing

    flowchart is filled with white boxes, whichcall player actions. It is during these stagesthat players may play/trigger most card effas well as play cards from their hands.

    What is a "Player Action"?When the game flow arrives at a player acsegment, the first player is always allowedtake the first action. After the first action h been fully resolved, the opportunity to takanother action goes to the player to the leftand so on (continuing in clockwise order).After all players have consecutively passedon taking additional actions, then this playaction segment is over, and the game proceto its next framework action or to the next phase.

    To "take a player action" is to do one of thfollowing:

    1) Play a character, location, or attachmentcard from your hand (during the marshalli phase, and by the active player only).

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    2) Play an event card from your hand (this isalso called "triggering" an event card ability).

    3) Trigger a card effect printed on one of thecharacter, location, or attachment cards youcontrol in play (or, in rare circumstances, fromout of play).

    For the instances 2 and 3 above, the cardtext effect will always be preempted by theexact phase in which the action is allowed.Examples areMarshalling :, Challenges :, orAny Phase :.

    Note that executing passive abilities (cardabilities that must be activated without choicefrom the player) does not constitute an action.

    Example: The cardKnight of Flowers (CORE B147) reads, "At the beginning of thedominance phase, Knight of Flowers gains1 power if he is standing." This is a passive

    ability, and does not cost Boros's owner his first action.

    Important exception: All card abilities thatare preempted by the wordResponse : arespecifically not actions and may not betriggered unless allowed inside an "ActionWindow" (see below).

    Marshalling ActionsEven though actions always pass back andforth between players, the types of actions thatcan be taken during the marshalling phase area special exception.

    During the marshalling phase, only the active player may marshall cards with a gold cost printed in its upper left corner. (A printed goldcost of 0 is still considered a gold cost.)

    It is important to note that even if only theactive player may take actions that cost gold,after he resolves each of his actions, opponentsmay still trigger effects and play event cards,even if they are not the active player.

    The Action WindowWhen an action is taken, it is always fullyresolved before the next action may be taken.The actual resolution of an action, however,and the state of cards during this process,can be complex. When an action is triggered,it opens an action window governed by thefollowing rules.

    1) Action is initiated

    2) Save/cancel responses

    3) Action is executed

    4) Passive abilities, triggered by the action, areresolved: I) Initiate passive ability II) Save/cancel responses (only forthe preceding passive ability) III) Execute passive ability IV) Initiate passive abilities

    triggered by the passive ability(following I through IV) 5) Responses (in clockwise order until all players consecutively pass) are resolved. Foreach response: a) Initiate response b) Save/cancel responses (only forthe preceding response) c) Execute response d) Initiate passive abilities triggered by the response (follow I through IV above) 6) Action is resolved (end of action)

    (You may also refer to the charts at the endof this document for a graphical presentationof both the framework and player actionwindow).

    ResponsesResponses are not actions, but are effects thatmay be triggered by players when a specificopportunity arises within an action window.Each specific response will dictate when andunder what circumstances it may be triggered.There are two types of responses: save/cancelresponses (that contain the word "save" or"cancel" in their text) and normal responses

    (which have an effect different than that ofsaving a card from being killed/discarded orcanceling the preceding action, response, or passive ability.)

    Response "Opportunities"When the requirements (or "play restrictions")for playing a response are met, the responseis said to have an "opportunity." The first possible opportunity may arise with the veryaction that started the action window itself, but other opportunities within an actionwindow may arise when other responses, and/or passive abilities (executed within the sameaction window), are resolved. You can think of opportunities as "gates"that open up, allowing you to play specificresponses during an action window. The actionitself may open a "gate," and subsequentresponses and passive abilities executed withinthe current action window may open additional"gates." These opportunities (or "gates") stayopen until Step 6, when the action finally endsand the action window closes. Exception:

    Save/cancel responses work differently, astheir "gates" are closed after all players paon playing a save/cancel response immediafter an action/passive ability/response istriggered (see below).

    After the action window is entirely resolve(Step 6), the game moves on to the next pl

    action or framework action. Any unusedresponse opportunities (or "open gates")are now lost, and players holding unusedresponses must wait for another opportuniduring a later action window.

    Save/Cancel ResponsesWe noted above that opportunity "gates" fonormal responses stay open for the duratiothe action window. This means that you ca play a normal response at any time during action window as long as a "gate" has openup sometime prior during the current actiowindow. This is not the case for save/cance

    responses.After Step 1, in which the action itself isinitiated, proceed to Step 2 where players, clockwise order, have the opportunity to plsave/cancel response that would either canthe action or save a target card from beingkilled or discarded as a result of the actionOnly after all players consecutively pass osave/cancel opportunity is the action execuand resolved. After Step 3, players will nolonger have the option to cancel its effectssave its targets from being killed or discard Note that this also holds true for the resolu

    of passive abilities and all responses. Thiseven holds true in the rare case when a plawishes to cancel a "cancel" response just played.

    In other words, the opportunity "gate" forsaving/canceling is closed immediately aftall players consecutively pass on playing asave/cancel response.

    The Action Window in Detail

    1) Action is initiated

    After a player initiates an action, the timinwindow starts.

    For the initiation stage of any player action player must go through the following subsin order. The first step is always revealing card or declaring the intent to use an abilitThen:

    a) Determine the cost (to either marshal thcard or pay for the card's effect) or costs (i

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    multiple costs are necessary for the intendedaction). b) Check play restrictions, includingverification of applicable targets.c) Apply any penalties to the cost(s). (Anyeffects that modify a penalty are applied to that penalty before it becomes a part of the cost.)d) Apply any other active modifiers (including

    reducers) to the cost(s).e) Pay the cost(s).f) Marshal the card, or trigger the effect.Choose targets (if applicable) and proceed tostep two.

    2) Save/cancel responsesIn clockwise order, players now have theopportunity to cancel the action, or to savea chosen target from being killed, discarded,etc. If all players pass, then the action will beexecuted, and can no longer be canceled or itstarget(s) saved.

    3) Action is executedThe active player now executes the effects ofthe action. If this action discards one or morecards, kills one or more characters, returns oneor more cards to a player's hand or deck, ormoves a card to a player's shadows area, thesecards do not yet leave play. Cards that arekilled, discarded, or returned to hand or deck(including their attachments) during the actionwindow are considered Moribund for theremaining duration of the Action Window, anddo not physically leave play until Step 6.

    What is "Moribund"?After a card is forced to leave play (by beingkilled, discarded, returned to its owner's handor deck, or moved to its owner's shadowsarea) that card is considered Moribund for theduration of the action window. This includescards that have been killed, discarded, orreturned to hand/deck in order to pay a cost.The Moribund "state" lies after the effect thatforced the card out of play, but before the cardis physically placed in the dead/discard pile.

    A Moribund card (and its attachments) isconsidered to have been killed, discarded,returned to its owner's hand or deck, or movedto its owner's shadows area, but only for the purposes of triggering responses and passiveabilities. This includes responses and passiveabilities triggered by a card being placed inthe appropriate out-of-play area. A Moribundcard is, for all other purposes, still consideredin play.

    Example:WhenBenjen Stark (CORE S135)is killed, all players must shuffle their dead

    piles back into their decks. This passive abilityis triggered and executed whenBenjen Starkbecame moribund (because he is considered tohave been killed/discarded), butBenjen Starkhimself would not be in the dead pile, andtherefore is not shuffled back into his owner'sdeck.

    In other words, a Moribund card is consideredto have left play but is physically still in playand retains its abilities (including attachmentsand their abilities) and is allowed to interactwith the game as normal until it is finally (and physically) placed in the discard/dead pile orreturned to hand/deck during Step 6 of theaction window.

    This means that any response ability or passiveeffect on a Moribund card can be triggered forthe remaining duration of the action window,and other abilities that trigger when a cardleaves play (in either of the four ways) can be

    triggered (even if the card has not physicallyleft play yet). When the card finally leaves thegame in Step 6, it loses its abilities (as cardsdo when they actually leave play), and ceasesto be Moribund. Attachments also lose theirabilities (and are discarded).

    Example: During the marshalling phase, anopponent triggers an ability that kills yourJoffrey Baratheon (CORE L36) character.Joffrey Baratheon's ability is a response thatmay be triggered to claim a power every timea Lord or Lady character is killed.

    No player (yourself included) could saveJoffrey Baratheon during Step 2, so he nowbecomes Moribund. A Moribund character isnot entirely out of the game yet, however, andJoffrey Baratheon is not yet placed in the dead pile. During Step 5 of the action window, sincea Lord character ( Joffrey Baratheon himself)was killed, you can trigger his response andhaveJoffrey Baratheon claim one power. Ifthis was the last power you needed to win the game, you will win. Otherwise, during Step6 of the action window, you must place thekilledJoffrey Baratheon in the dead pile, anddiscard his power back to the power pool (anyattachments would also be discarded at thistime).

    Rules ExceptionAlthough considered in play, a Moribund cardcannot be removed from play (or targeted to be removed from play) again by any effect orany attempt to pay a cost for the remainder ofthe action window. However, the "state" of aMoribund card can be changed by an effectthat does not actually attempt to remove it

    from play a second time.

    Moribund State For EventsWhen an event card is played during steps1, 2, or 5 of an action window, it enters a

    moribund state and is only actually movedthe discard or dead pile in step 6 of the actwindow in which it is played.

    4) Passive abilities are triggeredAny passive abilities that are triggered as aresult of the action (or a save/cancel respohereto), are now initiated. As with the actioitself, before a passive ability is executed, players have the option to cancel it or to saa target of the passive ability. If all players pass on the save/cancel option, the abilityis executed. Remember that if two passiveabilities are triggered at the same time, the

    order of resolution is determined by the fir player.Any cards that are killed, discarded, orreturned to hand as a result of the passiveability are considered Moribund, and do noactually leave play until Step 6.

    5) ResponsesAfter any passive abilities triggered as aresult of the action or save/cancel responseare resolved, players may now play normaresponses in clockwise order (starting with player to the left of the player who initiatethe action). As described above, a player m

    trigger normal responses for any opportunthat has occurred at any time during thisAction Window - either spurred from theaction itself, or spurred from other responsor passive abilities, resolved previously duthe Action Window.

    For every response, players must go througthese steps before the response is fullyexecuted:

    1) Initiate response2) Save/cancel responses (only for t preceding response)3) Execute response4) Resolve passive abilities triggere by the response, etc. (following the same

    steps as Step 4 (I through IV of thaction window))

    Any cards that are killed, discarded, orreturned to a player's hand as a result of aresponse are considered Moribund, and doactually leave play until Step 6.

    A Game of Thrones LCG Timing Structure and Flowcharts

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    Example: SinceJaime Lannister was killedas the result of a lost @ challenge (andis now Moribund), the Lannister playerdecides (when it is his turn again to take aresponse during step 5) to play the event cardA Lannister Pays His Debts , which reads:" Response : after you lose a challenge, kneelone of your ^ characters to choose and kill

    a participating character controlled by thewinning opponent." The Lannister playerinitiates his response by kneeling Ser Jaime Lannister to pay the cost of the event card.(Jaime can be used to pay this cost eventhough he is moribund.) The other playersnow have the option to cancel the event card. No opponent plays a cancel save or canceleffect to theA Lannister Pays His Debtscard, so the effect executes. The targeted character goes moribund until the challenge until thechallenge action window closes in step 6.

    Step 5 is not over until all players have

    consecutively passed on taking additionalresponses.

    6) Action is resolved (end of action)The action window is now complete, and allcards that were Moribund now physicallyleave play by whatever effect that causedthem to do so (either being killed, discarded,or returned to their owner's hand). Allattachments and duplicates on Moribundcharacters are placed in the discard pile. Allresponse opportunities are now closed.

    Framework Actions

    All framework actions, including the "start" ofevery phase, work very similarly to the waythat player actions work. Here is the timingresolution for framework actions.The biggest difference between frameworkactions and player actions is that theframework action initiates several eventsdictated by the rules of the game, rather than player choice.

    Please see the detailed diagram on how tounderstand the framework action at the end ofthis section (pages 18-20).

    Below is a comprehensive example of how toresolve the challenge resolution frameworkaction:

    The Baratheon player has initiated amilitary challenge against the Lannister

    player. After both attackers and defendershave been declared and all player actionsresolved, the framework action windowrepresenting challenge resolution begins. Theentire challenge resolution is handled by a

    framework action window. This is executed inthis manner:

    A) The first challenge resolution frameworkevent is initiated (step 1), determine winnerof challenge . The strength of the twoopposing sides are totaled and compared (withBaratheon having the most STR).

    Both players (starting with the Baratheon player) now have the opportunity to playa save/cancel response (step 2) to thisframework event. Neither player has a validsave/cancel response, so the framework eventresolves (step 3). The Baratheon player winsthe challenge. Play proceeds to the nextframework event in the window.

    B) The second challenge resolutionframework event initiates: challenge result isimplemented. The Lannister player choosesone of his characters to die for claim.

    Both players have the opportunity to play asave/cancel response to the challenge result;neither player does, and the chosen character

    becomes moribund. Play proceeds to the nextframework event in the window.

    C) The third challenge resolution frameworkevent initiates: reward for unopposedchallenge is awarded . The challenge wasopposed, so no reward is awarded. Play

    proceeds to the next framework event in thewindow.

    D) The fourth challenge resolution frameworkevent initiates: renown is awarded. Robert

    Baratheon is going to claim a power forrenown.

    Both players have the opportunity to play asave/cancel response to Robert claiming powerfor renown. Neither player has a valid save/cancel response, so Robert claims 1 power forrenown. This is the final framework event inthe action window, so play proceeds to step 4.

    E) Passive effects that are triggered due toany of proceeding framework events areinitiated. Robert Baratheon's passive abilityreads "When Robert Baratheon claims powerfor renown, he claims an additional power."

    Since Robert did claim a renown power duringthe challenge resolution, this passive abilityis now automatically triggered, and Robertclaims one additional power. (Both playershave the opportunity to save/cancel this effect,

    but they pass.)

    F) Responses are now played. The first playermay take the first response. The Baratheon

    player, who won the military challenge, playsthe card Die by the Sword from his hand and

    chooses a Lannister character to be killed. Asa save/cancel response, the Lannister playercancels Die by the Sword by playing the card

    Paper Shield .

    It is now the Lannister player's turn to play aresponse, but he passes. Then the Baratheon

    player may once again take a response, but heis out of responses and also passes. Since both

    players have now passed consecutively, theframework action window is now closed, andthe Moribund Lannister character is placed inthe dead pile.

    A Game of Thrones LCG Timing Structure and Flowcharts

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    T HE P LAYER A CTION W INDOW

    1. Action is initiated.

    6. End of Action.Moribund cards leave play.

    5. Responses

    4. Passive abilities(now triggered) are initiated.

    2. Save/cancel responses

    3. Action is resolved.

    I. Passive action is initiated.

    IV. Other (now triggered) passive abilities are initiated.

    III. Passive ability is executed.

    II. Save/cancel responses

    I. Response is initiated.

    IV. Passive abilities(now triggered) are initiated.

    III. Response is executed.

    II. Save/cancel responses

    Follow stepsI through IV, etc.

    Follow stepsI through IV, etc.

    T HE F RAMEWORK A CTION W INDOW1. Framework event

    initiates.

    5. Responses

    4. Passive abilities (nowtriggered) are resolved.

    2. Save/cancel respons-es to framework event.

    3. Framework eventresolves.

    I. Passive action is initiated.

    IV. Other (now triggered) passive abilities are initiated.

    III. Passive ability is executed.

    II. Save/cancel responses

    I. Response is initiated.

    IV. Passive abilities(now triggered) are initiated.

    III. Response is executed.

    II. Save/cancel responses

    Follow stepsI through IV, etc.

    Follow stepsI through IV, etc.

    N e x

    t F r a m e w o r

    k E v e n t

    6. End of Action.Moribund cards leave play.

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    P LOT P HASE

    1. Plot Phase begins

    FRAMEWORK ACTION

    PLAYER ACTIONS

    PLAYER ACTIONS

    1. Choose and reveal plots 2. Initiative is counted 3. High initiative player

    appoints First Player 4. "When revealed" ploteffects resolve (In orderdetermined by First Player)

    FRAMEWORK ACTION

    Proceed to Draw Phase

    1. Plot Phase ends

    FRAMEWORK ACTION

    D RAW P HASE

    1. Draw Phase begins

    FRAMEWORK ACTION

    PLAYER ACTIONS

    1. Each player draws twocards

    FRAMEWORK ACTION

    PLAYER ACTIONS

    1. Draw phase ends

    FRAMEWORK ACTION

    Proceed to Marshalling Phase

    M ARSHALLING P HASE

    1. Marshalling Phase begins

    FRAMEWORK ACTION

    First Player starts as Active Player

    1. Active Player countsincome

    FRAMEWORK ACTION

    1) Only the Active Player isallowed to take actions thatcost gold.

    2) Character, Location,Duplicate, and Attachmentcards can only be playedduring this player actionsegment.

    PLAYER ACTIONS

    1. Active Player declares hehas no more actions thatcost gold.

    2. The next player becomesthe Active Player

    A player can only be Active Player once per phase

    FRAMEWORK ACTION

    1. Marshalling Phase ends

    FRAMEWORK ACTION

    Proceed to Challenges Phase

    N e x

    t A

    c t i v e

    P l a y e r

    1. (Melee format only)Players select titles (firstplayer selects first, then inclockwise order)

    FRAMEWORK ACTION

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    1. Challenges Phase begins

    First Player starts asActive Player

    FRAMEWORK ACTION

    1. Active Player declareschallenge type and opponent

    2. Active player kneelsattacking characters

    FRAMEWORK ACTION

    PLAYER ACTIONS

    PLAYER ACTIONS

    1. Active Player choosesStealth targets

    2. Defending player kneelsdefending characters

    FRAMEWORK ACTION

    PLAYER ACTIONS

    1. Determine winner of

    challenge

    2. Challenge result isimplemented

    3. Reward for unopposedchallenge is awarded

    4. Renown is awarded

    FRAMEWORK ACTION

    1. Active Player is finishedwith challenges

    2. Next player becomesActive Player

    A player can only be Active Player once per phase

    FRAMEWORK ACTION

    1. Challenges Phase ends

    FRAMEWORK ACTION

    Proceed to Dominance Phase

    C HALLENGES P HASE

    A c t

    i v e

    P l a y e r s

    N e x

    t C h a l l e n g e

    O p p o r

    t u n i

    t y

    N e x t A

    c t i v e P l a y

    e r

    D OMINANCE P HASE

    1. Dominance Phase beginsFRAMEWORK ACTION

    1. Reward Dominance

    FRAMEWORK ACTION

    PLAYER ACTIONS

    1. Dominance Phase endsFRAMEWORK ACTION

    Proceed to Standing Phase

    S TANDING P HASE

    1. Standing Phase beginsFRAMEWORK ACTION

    1. All kneeling cards standFRAMEWORK ACTION

    PLAYER ACTIONS

    1. Standing Phase endsFRAMEWORK ACTION

    Proceed to Taxation Phase

    T AXATION P HASE

    1. Taxation Phase beginsFRAMEWORK ACTION

    1. Return unspent gold totreasury

    FRAMEWORK ACTION

    PLAYER ACTIONS

    1. Taxation Phase endsFRAMEWORK ACTION

    Proceed to next Plot Phase

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    This section applies the material covered inthe previous chapters and answers some ofthe more frequently asked questions that arisewhile playing the A Game of Thrones LivingCard Game. If there is a particular questionthat you frequently find yourself explaining tonewer players and would like to see it coveredin the FAQ, please submit the question forconsideration to:

    [email protected]

    Frequently Asked Questions

    If my character loses a military icon inthe middle of a military challenge, is thatcharacter removed from the challenge?

    No. Once a character is in a challenge, it canonly be removed from that challenge by aneffect that specifically removes the characterfrom a challenge, an effect that removesthe character from play, or by an effect thatchanges control of that character. Gaining orlosing icons mid-challenge does not affect theattacking or defending status of that character.

    What happens if I take control of one of myopponent's characters that is attacking me? Isit now defending?

    Whenever a character changes control during achallenge, it is immediately removed from thatchallenge.

    If my card says something like "KneelCerseiLannister to produce an effect" and myopponent also hasCersei Lannister in play,can I use myCersei Lanister's ability and kneelmy opponent'sCersei Lannister to pay for it?

    No. You can only pay costs with cards that youcontrol.

    If my card says something like "Discard aWildling character to kill a Nights Watch "can I discard anyWildling character in play?

    Discarding theWildling character is a cost,and you can only pay for a cost with cards thatyou control.

    Can I play a card with a dominance phaseaction before we count STR for dominance andclaim power?

    No. There is no opportunity for player actionsuntil after dominance STR is counted and thewinner of dominance (or a tie) is determined.

    If I destroy, blank, or take control of myopponent's income providing locations beforethat player's turn to marshal, does he still getthe gold those locations provide?

    No. Income is counted at the beginningof each "Active Player's" portion of themarshalling phase, and it is only counted bythe current Active Player. Any locations thatare lost or negated before a player becomesthe Active Player do not add to that player'sIncome for that round.

    Do I still count gold from a location if it is

    kneeling?Yes. A card provides an income bonusregardless of whether it is kneeling orstanding.

    Can I choose to not draw my two cards in thedraw phase?

    Drawing two cards during the draw phase isnot optional. There are some card effects thatcould prevent you from drawing your twocards in the draw phase, but if you are able todraw at this point of the game, you must.

    Is there a difference between moving powerand claiming power?

    Moving power is not considered claiming power. If an effect prevents you from claiming power for your House card, you cannot bring power into the game from the power pooland place it on your House card. You can,however, move power that is already in thegame onto that House card by, for example,winning a power challenge.

    If an effect allows me to draw 3 cards, but Ihave already drawn a card that phase, can I still play the effect?

    Since cards are drawn one at a time, you can play the effect and draw until you reach thedraw cap, at which point it will then kickin and prevent the rest of the draw fromoccurring.

    Do I have to trigger a response?

    Triggered response actions (identified by t boldResponse :) are always optional, with thchoice being made by the player controllinthe card.

    Can I ignore a passive ability if I don't like

    effect? No. A passive ability must initiate whenevgame occurrence would dictate its initiatio

    If I take an action and my opponent passes I have the option to take another action?

    Yes. An action window stays open until all players have consecutively passed.

    If I play a response and my opponent passdo I have the option to play another respon

    Yes. A response window stays open until a players have consecutively passed.

    Who gets to take the first action in a Playe Action Window?

    The "First Player" always has the opportunto take the first action in any Player ActionWindow.

    Who gets the first opportunity to play aresponse?

    If the response is to a player action, the pla

    to the left of the person who initiated theaction has the first opportunity to respond.Response opportunity then passes clockwiaround the table. Note that responses to bringing a card out of Shadows are handlethis fashion, with the player to the left of th person who brought a card out of Shadowhaving the first response opportunity.

    In a Framework Action Window, the "FirstPlayer" always has the first opportunity torespond. Response opportunity then passesclockwise around the table. Note thatchallenge resolution is a framework actionwindow, so the First Player has response priority regardless of his status as attacker defender.

    If there is a tie between the attacking anddefending STR in a challenge, who wins thchallenge?

    Unless otherwise noted by a card effect, thattacker always wins ties in challenges.

    A Game of Thrones LCG Official Rules Clarifications and Frequently Asked Questions

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    If two players count the same amount of standing STR, who wins dominance?

    If there is a tie for dominance and no cardeffect breaks the tie, neither player winsdominance and no power is claimed.

    If a card effect allows a player to search hisor her deck for a specific type of card, but theeffect does not ask the player to reveal thecard, how do I verify that that player is pullingthe appropriate category of card from his orher deck?

    Any time a player searches his or her deckfor a card of a specific type, that player mustreveal the found card to his or her opponent(s),to verify that it falls under the search

    parameters.

    If one of my characters turns into an Agenda,is that character considered to have left play?Can I then play another copy of that characteras a character card?

    Agendas are not considered "in play." Whenyou play a character and it changes into anAgenda card, it is considered to have left play.You can then play additional copies or otherversions of that character as a character card.

    Are card sleeves mandatory at sanctionedtournaments?

    Card sleeves are mandatory at sanctionedregional, national, invitational, and world

    championship events. At local events, cardsleeves are not required. However, it isadvisable that players sleeve their cards, as ameans to protect themselves against suspicionof trying to mark or manipulate cards.

    How does Red Vengeance ( Princes of the SunF25 ) work during a power challenge?

    The opponent chosen to satisfy the claim ofa $ challenge moves power from his or herHouse card to the attacking player's Housecard. In some instances, this could amount toa single player moving power from his or herHouse card back to his or her House card.

    Some LCG cards are reprints of CCG eracards. Can CCG versions of these cards beused at LCG events?

    CCG cards that have identicals stats, icons,and game text as the LCG version can beused at an LCG event. If the stats, icons, orgame text have been updated for the LCG, theoriginal CCG card cannot be used.

    How does the timing on Val (DotN F117)work?

    Triggering Val's ability is an "Any Phase"action. Within that action, you are going tohave a Response opportunity. If you reveal/draw a Response effect (like an event) and donot play it during that very next opportunity,the card is discarded. Because it was revealed,your opponent will be able to monitor this.Similarly, if you reveal/draw a card thatrequires a standard action to play (a "Phase"event, or a character/attachment/locationduring your marshalling phase) and do not

    play it on your very next action opportunity(i.e., the next opportunity you have to playan action after triggering Val), the card isdiscarded. Note that if you can play the cardyou drew with Val on your next action, youmust. You may not choose to discard it instead.

    Do Shadow attachments have two chances toattach when they come out of Shadows, onceby the rules and once by the text on the card?

    No. The text on a Shadow attachment explainsand clarifies how a Shadow attachmentattaches when it comes out of Shadows. Ifthe Shadow card cannot legally attach (orthe attempt


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