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A GAme of Thrones
Westeros Card: Clash of Kings
From the invasion of the First Men to the reign of the Andal
kings; from the fiery conquest of the Targaryens to the rebellion of
Robert Baratheon, the continent of Westeros has known constant
military upheaval. Yet, the game of thrones is not always played
on the battlefield. Intrigue, betrayal, and assassinations have felled
many a contender, and so has lack of support from the minor houses
of Westeros. A House that dares set its eyes on the Iron rone must
turn many wheels within wheels to achieve its ends.
e “Clash of Kings” Westeros card simulates the intrigue and
plotting quietly taking place behind the curtain of war, affecting it in
many subtle (and some not-so-subtle) ways.
To resolve “Clash of Kings,” first remove all Influence tokens
from the three Influence tracks on the game board. Players then
bid available power for position on the three tracks. e bidding
is resolved one track at a time, starting with the Iron rone
track, followed by the Fiefdoms track, and ending with the King’s
Court track.
Bidding on the Influence Tracks
When bidding on each Influence track, players first hide all
their available power tokens behind their player screens. en each
player secretly places any number of his available power tokens
into his hand, hiding them in a closed fist. Once all players have
made their selections, everyone simultaneously reveals their bid by
opening their hands.
e player with the highest bid places one of his Influence
tokens on the “1” position of the track being bid upon. e player
with the second highest bid places one of his Influence token on
the “2” position of the same track, the third highest player on the
“3” position, etc.
e outcome of all ties in bidding is decided by the player
holding the Iron rone token. is player places the Influence
tokens of tied players on the highest (i.e., left-most) available
positions on the track, in the order of his choice.
All power tokens bid by players, regardless of outcome, are
discarded to the Power Pool.
After all Influence tokens have been placed on the track
undergoing bidding, the player occupying the track’s “1” position
is awarded its Dominance token (Iron rone, Valyrian Steel Blade,
or Messenger Raven token, see page 11 for more detail on
Dominance token abilities), then players proceed to bid on the next
Influence track.
After bidding for the King’s Court track is completed and the
Messenger Raven awarded, the Clash of Kings Westeros card has
been resolved and the game continues. All remaining Power tokens
are returned to the front of each players’ screen.
During a five-player game, a “Clash of Kings” card has been
drawn in this round’s Westeros Phase. Players have already
finished bidding on the Iron rone track (with House Greyjoy
winning the first place and the Iron rone Dominance token).
Bidding now proceeds to the Fiefdoms track. Each player
hides his available power behind his player screen and secretly
places a number of Power tokens in his hand, making a closed
fist. e bids are then revealed simultaneously, with the
following results:
L: 4 Power
B: 3 Power
S: 3 Power
T: 2 Power
G: 0 Power
I T B E
Lannister claims the first spot on the fiefdoms track, placing his
Influence token on the “1” position.
Baratheon and Stark are tied for the second-highest bid.
Greyjoy (who currently controls the Iron rone Dominance token)
decides that Baratheon’s Influence token will be placed on the “2”
position and Stark on the “3” position.
Tyrell, being the fourth-highest bidder, places his influence
token on the “4” position, while Greyjoy, who bid the least, places
his token on the “5” position. e “6” position will remain unused
as this is a five-player game.
After all Influence tokens have been placed on the track, House
Lannister takes the Valyrian Steel Blade token as his reward for
claiming the first spot on the Fiefdoms track.
10

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