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[
Learn To Play
]
utorial Joust
Game Setup
To setup the tutorial game, players perform the
following steps, in order. (Setup rules for all other
formats are in the RR under the heading “setup.)
1. Select decks. e tutorial is a joust (two player)
game using a Stark starter deck and a Lannister
starter deck. Each player selects one of the decks
described below.
House Stark: is player’s draw deck consists of
all the Stark cards (141-159, 203A), 1 copy each
of Littlenger (28), Rattleshirts Raiders (30),
and Milk of the Poppy (35), and 2 copies each of
e Kingsroad (39) and e Roseroad (40). e
Stark player should use the following plot deck:
Summons, Wildre Assault, A Noble Cause,
Calling the Banners, Filthy Accusations, Calm
Over Westeros, Supporting the Faith.
House Lannister: is players draw deck consists
of all the Lannister cards (84-102, 200A), 1 copy
each of Littlenger (28), Rattleshirt’s Raiders (30),
and Milk of the Poppy (35), and 2 copies each of
e Kingsroad (39) and e Roseroad (40). e
Lannister player should use the following plot
deck: Summons, Wildre Assault, Marching
Orders, A Clash of Kings, Power Behind the
rone, Taxation, A Feast for Crows.
Note that these starter decks are smaller than standard
decks, so it is more likely the tutorial game will end
with a player running out of cards. If this occurs, the
player with the most power counters on cards he or she
controls wins. is is an exception to the standard rules.
2. Determine rst player. Randomly determine a
player to be denoted as first player while setting
up the game. Place the rst player token in front of
this player.
3. Place factions. Each player places the faction card
(200A or 203A) indicating his or her faction faceup
in his or her play area.
4. Create treasury. Place all the gold tokens, power
counters, and inuence tokens in a pile within reach
of each player. is area is known as the treasury.
5. Place plot deck. Each player places the seven
plot cards (listed in step one) facedown and in a stack
next to his or her faction card.
6. Shue draw decks. Each player shues his or her
draw deck (i.e., all the cards denoted for his or her
deck that are not the faction card or the plot cards
already placed in steps three and ve).
7. Draw setup hands. Each player draws seven cards
from his or her draw deck. Each player has the
option to take a single mulligan by shuing those
seven cards back into his or her deck and drawing
seven new cards. A mulligan is recommended if a
player does not receive a decent starting hand—for
instance, drawing no characters would be a good
reason to take a mulligan.
8. Place setup cards. Each player, in player order (see
page 6), may place up to a total of 8 cost worth of
character, location, and attachment cards from his
or her hand as setup cards. Setup cards are placed
facedown in a players play area. A cards cost is
indicated in the upper left corner, within the gold
token graphic. A card’s type (character, location,
attachment, or event) is found just below its cost.
When placing setup cards, the following
restrictions must be observed:
No more than 8 total cost worth of cards may be
placed.
No more than one card with the “Limited
keyword may be placed.
Only character, location, and attachment cards
may be placed.
Each attachment that is placed must be attached
to an eligible target under its owner’s control
when the attachment is revealed in the next
step. Attachments must always be attached
to an eligible character, unless the text on the
attachment states otherwise.
9. Reveal setup cards. All players turn their
setup cards faceup. If attachment cards need
to be attached, each player attaches his or her
attachments in player order.
10. Replenish opening hand. Each player draws cards
until there are seven cards in his or her hand. e
game is now ready to begin.
4

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