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A GAme of Thrones
If the wildling strength exceeds the strength of the Night’s
Watch, the wildlings are victorious. Players now resolve
the “Consequences of a Wildling Attack” as described in the
section below.
5.
A W T: If the Night’s Watch are
victorious, immediately reset the Wildling reat token to “0“ on
the Wildlings track. If the wildlings are victorious, however, the
Wildling reat token is only moved back two positions (to a
minimum of “0”).
6.
D P: All Power tokens bid by players,
regardless of victory or defeat, are discarded to the Power Pool.
Consequences of a Wildling Attack
After the outcome of a wildling attack has been determined
(during step 4 above), players face the ramifications of success or
failure, as follows:
1.
R W C: Draw
the top card of the Wildling deck
to determine the reward or penalty
players will receive.
2.
R W C:
If the Night’s Watch successfully
defeated the wildlings, the player
who bid the highest amount of
Power receives the reward indicated
under “Night’s Watch Victory” on the
Wildling card.
If the wildlings are victorious, the
player who bid the least amount of
Power suffers a severe penalty while the other players suffer a
lesser penalty. Both the severe and lesser penalties are described
on the Wildling card under “Wildling Victory”.
3.
B W C: Place the used Wildling card
facedown on the bottom of the Wildling deck.
As elsewhere in A Game of rones: e Board Game, the outcome
of ties in bidding are decided by the holder of the Iron rone
token. For example, if the lowest bid is tied between two players, the
holder of the Iron rone token decides which of these two players is the
lowest bidder.
e wildling attack is now over and the game proceeds.
Note: In rare circumstances, it’s possible for the wildlings
to attack twice during one Westeros Phase. is would occur if
enough Wildling icons were drawn to make the Wildling token
reach the “12” position on the Wildling track, and the Westeros
card “Wildlings Attack” was revealed.
ship TrAnsporT
e use of ships to transport land-based units is a very important
aspect of A Game of rones: e Board Game. It allows Knights,
Footmen, and Siege Engines to take advantage of the seas to travel
much faster than they would be able on foot.
Any two land areas are considered adjacent for the purposes of
marching and retreating when they are connected by consecutive
sea areas (or a single sea area) each containing one or more
friendly Ship units. In other words, Ship units in consecutively
adjacent sea areas form a direct “bridge” for Knights, Footmen, and
Siege Engines to move directly from a coastal area to another coastal
area in one move.
ere is no limit to the number of times a player can use the
same Ship unit(s) for ship transport in any given round. e same
Ship unit(s) may even be used multiple times within the same
March Order, transporting units from the area assigned a March
Order to different destinations. However, a player may never use
ships of another House as transports, even if given permission by
that House.
Other ruleS fOr Ship tranSpOrt
Ship units can facilitate ship transport regardless of the
type of Order token currently assigned to their sea area.
A routed Ship may be used for transport.
Footmen, Knight, and Siege Engine units may, via ship
transport, march into an enemy area and start combat
there (remember, only one combat can be started for each
March Order).
Ship units cannot move using ship transport.
While land areas connected by ship transport are
considered adjacent for purposes of marching and
retreating, they are not considered adjacent for any other
purpose (including supporting and raiding).
E  S T
Tyrell has one Ship in the Redwyne Straights, one Ship in
the West Summer Sea, and one Ship in the East Summer Sea.
As these sea areas are consecutively adjacent, any Tyrell unit in
Highgarden can, with a single March Order, move directly to
Sunspear (or any other coastal area adjacent to the ships).
23

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