4/27/2010 - LCG Version 1.5: New Card Errata: KLE F103 Alchemist's Guild Hall (P. 4), Updated Rules Content
4/27/2010 - LCG Version 1.5: New Card Errata: KLE F103 Alchemist's Guild Hall (P. 4), Updated Rules Content
4/27/2010 - LCG Version 1.5: New Card Errata: KLE F103 Alchemist's Guild Hall (P. 4), Updated Rules Content
5
New Card Errata:KLE F103 Alchemist's Guild Hall (p. 4), Updated Rules Content:
This document contains the official rules clarifications, timing structure, frequently asked questions, and errata for the A Game of Thrones Living Card Game (LCG). All official play and tournaments will use the most recent version of this document to supplement the most recent rulebook, which is found in A Game of Thrones: The Card Game core set. The version number will appear in front of every individual card entry so you can easily see which changes are made with every revision of this document. Additionally, new content will always be displayed with red text. A Game of Thrones 2010 George R.R. Martin. The A Game of Thrones Living Card Game, Living Card Game, the logo, card illustrations, and images are 2010 Fantasy Flight Publishing, Inc. All rights reserved. Permission is granted to distribute this document electronically or by traditional publishing means as long as it is not altered in any way and all copyright notices are attached.
Card Clarification and Erratapg. 3 Official Rules Clarification...pg. 5 Timing Structurepg. 12 Frequently Asked Questions.pg. 20
Official Rules Clarifications Card Clarification and Frequently and Errata Asked Questions
King's Landing (v1.4) Fury of the Stag F27 Should read: "...Take control of that character until the end of the phase."
(v1.5) Alchemist's Guild Hall F103 Should read: "Limited Response: After a card comes out of Shadows, kneel Alchemist's Guild Hall to choose and kneel a character or location that does not have the | crest. (Limit 1 limited response per round.)" This section contains the official clarifications and errata that have been made on individual cards or sets in the A Game of Thrones Living Card Game. The card entries are ordered by the set in which the specified card was printed, with the most recent set in the front. The errata on any individual card always applies to all reprinted versions of that card.
Multiplayer Titles (v1.0) Lord Commander of the Kingsguard The redirect ability on Lord Commander of the Kingsguard occurs during step 2 (save/cancel) of the resolution of the Framework Action Window in which stealth targets are chosen and defenders are (not) declared. It cancels the initiation of this Window, and re-opens the Player Action Window between declaring attackers (now against the new target) and assigning stealth.
A Time of Ravens (v1.3.1) Lion's Gate F17 Should read: "...to discard 1 power from a non-House card in play..." (v1.3) Maester Aemon The "Any Phase" ability should read: "Response: If it is not..." F49
A Game of Thrones Core Set (v1.0) Lannisport Brothel Lannisport Brothel should be unique. L56
(v1.4) Alannys Greyjoy F89 Should read: "...If that opponent does not kneel a character he or she controls with higher STR than..." (v1.3) Retreat and Regroup F114 If this event's conditions are met, affected characters are returned to the player's hand at the end of the challenge phase.
Banned Lists The following cards are banned from LCG tournament melee and joust play: Pyromancer's Cache (ACoA F13) Jaqun H'ghar (ACoA F43) Compelled by the Rock (ACoA F106)
(v1.1) Robert Baratheon B71 Robert Baratheon appears twice in the Core Set by design. The second copy of Robert Baratheon should be numbered "B90." (v1.3) Magister Illyrio T152 Magister Illyrio's effect expires at the end of the phase.
A Clash of Arms (v1.1) Toll Gate F33 Should read: "Challenges: Kneel Toll Gate to choose a non-unique, participating character. Stand that character, and remove it from the challenge." (v1.3) To Be a Stag F46 To Be a Dragon F48 These cards cannot be played if there is no eligible character to return from the discard/ dead pile. (v1.0) Rhaegar Targaryen F82 When the round is brought to an end by Rhaegar's ability, the current phase and all phases remaining in the round are also considered to end. If the round ends during a challenge, that challenge ends without resolution. (v1.3) The Gift F78 The Land Beyond the Wall F79 The Neck F80 A card of the specified type must first be played at a reduced cost for the "then" effect to to occur.
Princes of the Sun (v1.4) Doran Martell F3 When an attacker is fulfilling the claim of a lost $ challenge because of Doran Martell's effect, the attacker must move the power from his or her House card to the defending player's House card.
Defenders of the North (v1.4) Fear of Winter F40 Playing or putting a card into Shadows from your hand does count against the limitation set by Fear of Winter. Bringing a card out of Shadows does not count against this card's limitation.
Page 4
(2.1) Card Effects in Setup Cards revealed during setup do not trigger card effects. This includes cards that contain the text "When put into play" or "When played from your hand." No actions may be taken during the setup phase. This section contains the official rules clarification and enhancements for the A Game of Thrones Living Card Game. Used in conjunction with the most recent rulebook (found in the A Game of Thrones: The Card Game Core Set) and the timing structure detailed in section III (pages 12-19) of this document, these clarifications and enhancements should enable a player to navigate through the most complex situations that can arise while playing the AGoT LCG. (2.2) Plot Effect Resolution Continuous or constant plot effects take effect immediately and simultaneously, as soon 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 essentially self-referential passive effects that initiate in response to the revealing of the plot card with the "when revealed" effect. They are resolved (in the order determined by the first player) during step 4 of the action window in which the plot card was revealed. All "when revealed" plot effects must resolve before any other passive effects initiated by the revealing of a plot card(s) are resolved. (2.3) Plot States After a plot is used, it is considered to be in the plot card "used pile." Plots in your plot deck, as well as your currently revealed plot card, are not considered to be in your used pile. During the game a plot card exists in one of three possible states: in your plot deck, in your used pile, or revealed. Unless prevented by card effects, plot cards move from the revealed pile to the used pile at the end of each round. Any time a new plot card is revealed and there is currently a revealed plot, the previous plot card is placed in the used pile. (2.4) Responses Per Trigger If a response or passive ability is triggered, the effect can only occur once per trigger. For example, if Sansa Stark (CORE S9) is in play and you play an attachment on her, Sansa Stark's effect (draw a card) can only be triggered once. (If a second attachment is played on Sansa Stark, her ability can be triggered again.) (2.5) Simultaneous but Conflicting Entry into the Moribund State If a character is killed, discarded, and/or returned to a player's hand or deck at exactly the same time, the first player decides which of the destinations applies for the card's Moribund state. (See "What is Moribund?" in section III (page 15) for more information on "Moribund.")
Draw, Search, and Reveal The Draw Cap No player may draw more than three additional cards per round, regardless of card effects. Thus, each player draws two cards during the draw phase, and through card effects may draw up to a maximum of three additional cards in the course of a single round. Card effects that search a House deck or discard or dead pile for a card, or effects that "put" a card into a player's hand, are not considered to be drawing. Only effects that use the word "draw" are considered a draw effect. (1.1) Drawing Multiple Cards When a player draws multiple cards (e.g., by drawing 2 cards during his draw phase, or due to a card effect like that of Insidious Ways (CORE L163), he is considered to be drawing them one at a time, not all at once. This is important 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 of his opponent(s) upon completion of the search. (1.3) Duration of "Reveal" Whenever cards are revealed, they remain revealed until they arrive at their final destination.
Paying Costs
(3.1) The Letter X Unless specified by a preceding card, card effect, or granted player choice, the letter "X" is always equal to 0. Further, any card with no cost of a specified type is assumed to have a cost of 0 for purposes of determining how that card interacts with triggered effects that need to count its cost. (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 is considered paying a cost. Paying a cost with influence is not considered triggering an effect. Influence-providing cards with immunity to events or character abilities follow all rules on
Page 6
Immunity
(3.14) Effects of Immunity A card with immunity ignores the effects of card types to which it is immune. When determining immunity to event cards and character abilities, check the effect of each card. A card's immunity only extends to effects that would ordinarily be applied to cards of the immune card's type. Specifically: When an event card resolves, the effect cannot be applied to a card that is immune to events. The effects of a character ability cannot be applied to a card that is immune to character abilities. (3.15) Targetting and Immunity A card cannot be chosen as a target of effects to which it is immune. (3.16) Direct Interaction Immunity only extends to effects: It does not apply to the other elements of an event card or character ability, including costs and play restrictions. (3.17) Self-Immunity A card with immunity is not immune to its own abilities. (3.18) Timing of Immunity Immunity is only considered when a triggered effect (or a passive ability) first resolves. A card cannot gain immunity to a triggered effect (or a passive ability) with a lasting duration once that effect has first resolved. Constant abilities are constantly affecting a card, and immunity from a constant ability can be acquired at any time and cut off that ability's effect. (3.19) Terminal Effects A "terminal effect" is any effect that would cause a card to become Moribund and would still cause that card to be Moribund even after the card was saved.
Page 7
Dynamic Situations
(3.20) Attachment Restrictions Any attachment that has a restriction (such as "Lord or Lady only" or "attach to an opponent's character") is immediately discarded from play at any time that restriction is not met, regardless of immunity. Such restrictions are constant effects, and the attachment should be immediately discarded any time a restriction is not met. 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 in the game, Tom uses Seductive Promise (Core Set T175) to take control of the House Tully Recruiter. Because the Recruiter is no longer "an opponent's character" from the perspective of Tom's Motley card, Motley is immediately discarded from play. Unless specifically stated otherwise on the card, attachments always attach to a character. (3.21) Replacement Effects Replacement effects are passive effects that change a part of the framework of the game. Some of them apply to a card's destination as it reaches a moribund state. Others change the way in which game events (such as the effect of a challenge's claim, or the drawing of a card) are handled. Examples of replacement effects can be found on The Hound (CORE L42), and the "deathbound" keyword. (3.22) Card Type Changes to Attachment An attachment is defined as a card in your deck, hand, discard pile, or dead pile, of the actual "attachment" card type, as well as any card in play that is considered to be "attached" to another card. Facedown attachments are also considered attachments, but with the following additional rule: If a facedown attachment leaves play for
Page 8
Page 9
A play restriction is an element that controls when or how often the event may be played. A Lannister Pays His Debts has the play restriction: "Response: After you lose a challenge..." The event can only be played as a response to losing a challenge. Other play restrictions include things like "Challenges:" (the card can only be played during the Challenges phase), "House Lanister only" (the card can only be played in a Lannister deck, or "limit 1 per phase" (the card can only be played once per phase. The text "Any Phase:" is a way of specifying that an event does not have a phase play restriction (though it may have other play restrictions). If you cannot meet the play restrictions of an event, you may not play that event. Not all events have play restrictions. Cost The cost of an event is the resources you must pay to play the event. A Lannister Pays His Debts has a cost of "kneel one of your ^ characters." Other costs might include kneeling influence, paying gold, or discarding cards. An easy way to identify the cost is the formula "Do X to do Y" in which the first part, do X, is the cost. If you cannot pay the cost of an event, you may not play that event. Not all events have a cost. Target The target identifies what card or cards the event's effect is applied to. The word choose is always used to denote a target. If an event does not have the word "choose," then it does not have a target. A Lanister Pays His Debts has a target of "a participating character controlled by the winning opponent." If an event read "Stand all characters," then it would not be considered to have a target (because it does not include the word "choose). If you do not have a valid target for an event, you may not play that event. Not all events have a target. Effect The effect of an event is what the event card does when played. A Lannister Pays His Debts has an effect of killing the targeted character. Note that some event cards may have detrimental effects in addition to beneficial effects, which should not be confused with a cost. For example, an event might read "Draw
Character Abilities Following is a breakdown of the different elements of a character ability. These items are useful in understanding how character abilities interact with different cards and the wide array of different effects in the game. Character abilities can contain up to four different elements (though most have only some of these elements). These are: Play Restriction, Cost, Target, and Effect. Viserion (CORE T112) is an example of a character card that contains all four elements of a character ability. Play Restrictions A play restriction is an element that controls when or how often the character ability may be triggered. Viserion's ability has one play restriction. In its text, "Dominance:" restricts which phase the ability may be triggered. If a character ability has the text "Any Phase:" it is a way of specifying that the ability does not have a phase play restriction (though it may have other play restrictions). If you cannot meet the play restrictions of a character ability, you may not trigger that character ability. Not all character abilities have play restrictions. Cost The cost of a character ability is the resources you must pay in order to trigger the effect.
Page 10
Page 11
The following is a detailed outline of the timing rules for the A Game of Thrones Living Card Game as they relate for specific timing windows and responses. General During the course of the game, players may take many different types of actions. For the purposes of these rules, an action is defined as any time a player plays a card (including marshalling), or chooses to use an ability on a card already in play, including responses. A passive ability is defined as an ability on a card already in play that triggers automatically, without a choice from the player. Actions and passive abilities are separate terms that are not interchangeable; if a card has a passive ability, using that ability is not considered taking an action. Most effects in A Game of Thrones resolve immediately after being triggered, but some effects last for a set period of time, or even indefinitely. Effects that last for longer than a single action are considered lasting effects. Both actions and passive abilities can be lasting effects. Active and First Player The player that was chosen to go first during initiative is the first player. During the marshalling and challenges phases, the active player is the player currently taking his/her turn. Passive Effects Conflict If two passive effects are triggered at the same time, the first player always chooses the order in which these effects are resolved. First Actions and Responses The first player always takes the first action at the beginning of every "Player Actions" segment (refer to the game flow charts at the end of section III of this document). Within any action window (see The Action Window in Detail," on page 18), the player to the left of the player who initiated the action always has the option to initiate the first
Lasting Effects Conflict Even if not triggered at the same time, multiple Lasting Effects may affect the same card at the same time. For example: a character without the Power icon is affected by two lasting effects. One (such as Slander) removes a Power icon from the character, and one (such as Lordship) adds the Power icon to that character. In this example the two lasting effects cancel each other, and the character is left unchanged. The order in which the lasting effects take place is irrelevant: the net sum result 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 remains unchanged). A character can never have more than one icon of a specified kind. Lasting effects that affect other character attributes work in the same fashion. For example, 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 another Lasting Effect (such as Gutter Rat's Cunning gives the character +2 STR, the net sum modifier 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 0 after all effects are applied, its STR is rounded up to 0. If, at any time, two (or more) lasting effects create an endless loop that cannot successfully resolve itself, resolve the loop as if neither lasting effect were occurring. Wheels within Wheels On occasion players will notice that there are some instances in AGOT where cards seem to interact in very complex ways. Sometimes there seem to be good arguments on both sides for how and when a card effect should be implemented. When discussing these cards and situations, you may come to realize that there is a fundamental "clockwork" or "engine" behind the game, more subtle and complex than the simple AGOT rules reveal at first glance. Presented here is the AGOT timing system in detail, defining a solid timing resolution process, and hopefully providing players with a
Page 13
Page 14
Page 15
Both players (starting with the Baratheon player) now have the opportunity to play a save/ cancel response (step 2) to this framework event. Neither player has a valid save/cancel response, so the framework event resolves (step 3). The Baratheon player wins the challenge. Play proceeds to the next framework event in the window. B) The second challenge resolution framework event initiates: challenge result is implemented. The Lannister player chooses one of his characters to die for claim. Both players have the opportunity to play a save/cancel response to the challenge result; neither player does, and the chosen character becomes moribund. Play proceeds to the next framework event in the window. C) The third challenge resolution framework event initiates: reward for unopposed challenge is awarded. The challenge was opposed, so no reward is awarded. Play proceeds to the next framework event in the window. D) The fourth challenge resolution framework event initiates: renown is awarded. Robert Baratheon is going to claim a power for renown. Both players have the opportunity to play a save/cancel response to Robert claiming power for renown. Neither player has a valid save/ cancel response, so Robert claims 1 power for renown. This is the final framework event in the action window, so play proceeds to step 4. E) Passive effects that are triggered due to any of proceeding framework events are initiated. Robert Baratheon's passive ability reads "When Robert Baratheon claims power for renown, he claims an additional power." Since Robert did claim a renown power during the challenge resolution, this passive ability is now automatically triggered, and Robert claims one additional power. (Both players have the opportunity to save/cancel this effect, but they pass.) F) Responses are now played. The first player may take the first response. The Baratheon player, who won the military challenge, plays the card Put to the Sword from his hand and chooses a Lannister character to be killed. As a save/cancel response, the Lannister player cancels Put to the Sword by playing a Treachery card (the Lannister kneels the standing Moribund character, who was killed in the challenge, to pay for cost of playing the Treachery event card).
Page 16
responses
III. Passive ability is executed. IV. Other (now triggered) passive abilities are initiated.
I. Response is initiated. II. Save/cancel responses III. Response is executed. Follow steps I through V, etc.
5. Responses
I. Passive action is initiated. II. Save/cancel responses III. Passive ability is executed. IV. Other (now triggered) passive abilities are initiated. Follow steps I through V, etc.
III. Response is executed. IV. Passive abilities (now triggered) are initiated.
PLOt PHASE
1. Plot Phase begins FRAMEWORK ACTION
DRAw PHASE
1. Draw Phase begins FRAMEWORK ACTION
MARSHALLING PHASE
1. Marshalling Phase begins FRAMEWORK ACTION FRAMEWORK ACTION
PLAYER ACTIONS
PLAYER ACTIONS
First Player starts as Active Player 1. Each player draws two cards FRAMEWORK ACTION 1. Active Player counts income
PLAYER ACTIONS
FRAMEWORK ACTION
2) Character, Location, Duplicate, and Attachment cards can only be played during this player action segment.
1. Active Player declares he has no more actions that cost gold. 2. The next player becomes the Active Player A player can only be Active Player once per phase FRAMEWORK ACTION
FRAMEWORK ACTION
1. Choose and reveal plots 2. Initiative is counted 3. High initiative player appoints First Player 4. "When revealed" plot effects resolve (In order determined by First Player)
FRAMEWORK ACTION
PLAYER ACTIONS
PLAYER ACTIONS 1) Only the Active Player is allowed to take actions that cost gold.
CHALLENGES PHASE
1. Challenges Phase begins First Player starts as Active Player PLAYER ACTIONS FRAMEWORK ACTION FRAMEWORK ACTION
DOMINANCE PHASE
FRAMEWORK ACTION 1. Dominance Phase begins
1. Active Player declares challenge type and opponent Active Players Next Challenge Opportunity 2. Active player kneels attacking characters PLAYER ACTIONS FRAMEWORK ACTION
StANDING PHASE
FRAMEWORK ACTION 1. Standing Phase begins FRAMEWORK ACTION 1. All kneeling cards stand PLAYER ACTIONS FRAMEWORK ACTION 1. Standing Phase ends Proceed to Taxation Phase
TAXAtION PHASE
FRAMEWORK ACTION 1. Taxation Phase begins FRAMEWORK ACTION 1. Return unspent gold to treasury PLAYER ACTIONS FRAMEWORK ACTION 1. Taxation Phase ends Proceed to next Plot Phase
1. Active Player is finished with challenges 2. Next player becomes Active Player A player can only be Active Player once per phase
FRAMEWORK ACTION
This section applies the material covered in the previous chapters and answers some of the more frequently asked questions that arise while playing the A Game of Thrones Living Card Game. If there is a particular question that you frequently find yourself explaining to newer players and would like to see it covered in the FAQ, please submit the question for consideration to: nfrench@fantasyflightgames.com Frequently Asked Questions If my character loses a military icon in the middle of a military challenge, is that character removed from the challenge? No. Once a character is in a challenge, it can only be removed from that challenge by an effect that specifically removes the character from a challenge, an effect that removes the character from play, or by an effect that changes control of that character. Gaining or losing icons mid-challenge does not affect the attacking or defending status of that character. What happens if I take control of one of my opponent's characters that is attacking me? Is it now defending? Whenever a character changes control during a challenge, it is immediately removed from that challenge. If my card says something like "Kneel Cersei Lannister to produce an effect" and my opponent also has Cersei Lannister in play, can I use my Cersei Lanister's ability and kneel my opponent's Cersei Lannister to pay for it? No. You can only pay costs with cards that you control. If my card says something like "Discard a Wildling character to kill a Nights Watch" can I discard any Wildling character in play? Discarding the Wildling character is a cost, and you can only pay for a cost with cards that you control.
Page 21
Page 22