These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
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A GAME OF THRONES:
v1.1
Game:
THE BOARD GAME (2nd Edition)
Publisher: Fantasy Flight Games (2011)
Sep 2013
Page 1: Rules summary p1
Page 2: Rules summary p2
Page 3: Rules summary p3
Page 4: Reference sheet x2 front
Page 5: Reference sheet x2 back
Page 6: Tides of Battle option reference
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
1. THE WESTEROS PHASE You may move all, some, or none of your units from the 1. THE WESTEROS PHASE You may move all, some, or none of your units from the
area assigned the March Order. Units may move together or area assigned the March Order. Units may move together or
1. Advance Game Round Marker separately into several adjacent (unless using ship transport) 1. Advance Game Round Marker separately into several adjacent (unless using ship transport)
areas, and/or remain in the area assigned the March Order. areas, and/or remain in the area assigned the March Order.
Skip this phase during the first game round. Skip this phase during the first game round.
Footmen, Knights, and Siege Engine units may never move Footmen, Knights, and Siege Engine units may never move
Advance the Game Round marker. Advance the Game Round marker.
into sea areas or ports. Ship units may move into friendly into sea areas or ports. Ship units may move into friendly
2. Draw Westeros Cards connected port areas or adjacent sea areas, but may never 2. Draw Westeros Cards connected port areas or adjacent sea areas, but may never
move into a land area. move into a land area.
Reveal the top card of all 3 Westeros decks. Reveal the top card of all 3 Westeros decks.
For each March Order, you may move units into only one For each March Order, you may move units into only one
3. Advance Wildlings Track area containing units of another House. When you move 3. Advance Wildlings Track area containing units of another House. When you move
Count the number of Wildling icons on the 3 one or more units into an area containing units from another Count the number of Wildling icons on the 3 one or more units into an area containing units from another
revealed Westeros cards (if any) and move the house, you start a combat as the attacker. Before resolving revealed Westeros cards (if any) and move the house, you start a combat as the attacker. Before resolving
Wildling Threat token that many spaces on the combat, all other non-combat movement from the area Wildling Threat token that many spaces on the combat, all other non-combat movement from the area
Wildlings track. assigned the March Order must be completed. Wildlings track. assigned the March Order must be completed.
If the Wildling Threat token reaches position 12, The number on each March Order token is the Combat If the Wildling Threat token reaches position 12, The number on each March Order token is the Combat
immediately resolve a Wildling attack. Strength modifier provided to the attacking player when immediately resolve a Wildling attack. Strength modifier provided to the attacking player when
a combat is initiated with that Order. a combat is initiated with that Order.
4. Resolve Westeros Cards 4. Resolve Westeros Cards
In order of deck number (starting with I), resolve each
3. Resolve Consolidate Power Orders In order of deck number (starting with I), resolve each
3. Resolve Consolidate Power Orders
revealed Westeros Card. Repeatedly cycling through the turn order, revealed Westeros Card. Repeatedly cycling through the turn order,
each player resolves one of his Consolidate each player resolves one of his Consolidate
2. THE PLANNING Phase Power Orders until none remain. 2. THE PLANNING Phase Power Orders until none remain.
Remove the Consolidate Power token to gain 1 Power token Remove the Consolidate Power token to gain 1 Power token
1. Assign Orders from the Power Pool, plus 1 additional token for each Power 1. Assign Orders from the Power Pool, plus 1 additional token for each Power
Each player must place 1 Order token facedown on each area icon printed on the area. Each player must place 1 Order token facedown on each area icon printed on the area.
he controls that contains at least one of his units (Footman, he controls that contains at least one of his units (Footman,
Knight, Ship, or Siege Engine). 4. Clean Up Knight, Ship, or Siege Engine). 4. Clean Up
Remove all remaining Support and Defense Orders from the Remove all remaining Support and Defense Orders from the
You may use any of your regular Order tokens, but may only board. Stand all routed units upright. Flip the Messenger You may use any of your regular Order tokens, but may only board. Stand all routed units upright. Flip the Messenger
use a number of Special Order tokens equal to the number Raven and the Valyrian Steel Blade tokens to their available use a number of Special Order tokens equal to the number Raven and the Valyrian Steel Blade tokens to their available
of stars printed next to his position on the Kings Court (non-faded) side. If this was the end of game round 10, the of stars printed next to his position on the Kings Court (non-faded) side. If this was the end of game round 10, the
Influence track. game is over; determine a winner. Influence track. game is over; determine a winner.
2. Reveal Orders 2. Reveal Orders
All orders assigned to the board are simultaneously flipped
SPECIAL Order Tokens All orders assigned to the board are simultaneously flipped
SPECIAL Order Tokens
faceup, revealing their order types. Raid Special Order: Use as a normal Raid Order, or remove faceup, revealing their order types. Raid Special Order: Use as a normal Raid Order, or remove
any one adjacent Defense Order (remove both tokens). any one adjacent Defense Order (remove both tokens).
3. Use Messenger Raven 3. Use Messenger Raven
The player holding the Messenger Raven token may perform March +1 Special Order: +1 Combat Strength to the attacker The player holding the Messenger Raven token may perform March +1 Special Order: +1 Combat Strength to the attacker
one of these actions (he may decide to perform neither): when combat is initiated by this Order. one of these actions (he may decide to perform neither): when combat is initiated by this Order.
Replace an Order Token: Swap one of his Order tokens on Defense +2 Special Order: Gives the defending player in its Replace an Order Token: Swap one of his Order tokens on Defense +2 Special Order: Gives the defending player in its
the board for one of his unused Order tokens. area +2 Combat Strength. the board for one of his unused Order tokens. area +2 Combat Strength.
Look at the Top Wildling Card: Look at the top card of the Support +1 Special Order: The supporting Combat Strength Look at the Top Wildling Card: Look at the top card of the Support +1 Special Order: The supporting Combat Strength
Wildling deck, then either return it facedown to the top of the from this area is +1. Wildling deck, then either return it facedown to the top of the from this area is +1.
deck, or place it facedown at the bottom. He may share the Consolidate Power Special Order: Use as a normal deck, or place it facedown at the bottom. He may share the Consolidate Power Special Order: Use as a normal
card information with others, but may not show it to them. Consolidate Power Order token, or to initiate mustering in its card information with others, but may not show it to them. Consolidate Power Order token, or to initiate mustering in its
area following normal rules. Only the area that was assigned area following normal rules. Only the area that was assigned
3. THE ACTION Phase the Special Order is mustered. If there is no Castle or 3. THE ACTION Phase the Special Order is mustered. If there is no Castle or
Stronghold there, no mustering can take place. Stronghold there, no mustering can take place.
1. Resolve Raid Orders 1. Resolve Raid Orders
Repeatedly cycling through the turn order, each player Winning the Game Repeatedly cycling through the turn order, each player Winning the Game
resolves one of his Raid Orders, until none remain. resolves one of his Raid Orders, until none remain.
At the end of the 10th game round, the player with the At the end of the 10th game round, the player with the
Choose one enemy Support, Raid, or Consolidate Power highest position on the Victory track wins the game. If a Choose one enemy Support, Raid, or Consolidate Power highest position on the Victory track wins the game. If a
Order adjacent to the Raid Order. The chosen order and the House, at any time, reaches the seventh position on the Order adjacent to the Raid Order. The chosen order and the House, at any time, reaches the seventh position on the
resolved Raid Order are both removed from the board. Victory Track the game immediately ends and he wins. resolved Raid Order are both removed from the board. Victory Track the game immediately ends and he wins.
Combat 6. Combat Resolution Combat 6. Combat Resolution
The player resolving the March Order is the attacker and the 1. Determine Victor The player resolving the March Order is the attacker and the 1. Determine Victor
opponent occupying the contested area is the defender. Any The player with the highest final Combat Strength wins the opponent occupying the contested area is the defender. Any The player with the highest final Combat Strength wins the
supporting units (via a Support Order from an adjacent area) combat; his opponent is defeated. On a tied result, the player supporting units (via a Support Order from an adjacent area) combat; his opponent is defeated. On a tied result, the player
are supporting (they are not attacking or defending). with the higher position on the Fiefdoms track wins. are supporting (they are not attacking or defending). with the higher position on the Fiefdoms track wins.
4. Modify Casualties
Each player then adds any Sword or Fortification icons on his
Tides of Battle card to his House card (as if they were printed
on his played House card).
After resolving casualties from Sword icons, players resolve
any Skull icons on drawn Tides of Battle cards:
If a players Tides of Battle card features a Skull icon, the
opposing player must suffer one casualty regardless of which
player was victorious in the combat.
This casualty is in addition to any other casualties dealt
during combat, and cannot be prevented by Fortification
icons. Removing this casualty follows all other normal rules
and restrictions.