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Learn To Play
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Step 3. Compare STR and determine challenge
winner: Add together the STR of each attacking
character, as well as any modiers the attacking player
has active. is value becomes the total attacking
STR. Next, add together the STR of each defending
character, as well as any modiers the defending player
has active. is value becomes the total defending STR.
e player whose side has the higher total STR wins
the challenge. (Note: in the case of a tie, the challenge
is won by the attacking player.) If this player does not
have a total STR of 1 or higher, and/or if there are no
participating characters on this players side when this
step (i.e., the STR comparison) occurs, neither player
wins or loses the challenge.
If the attacking player wins a challenge of any type
and the defending player has a total defending STR
of 0 (Note: having no defending characters gives a player
a base defending STR of 0), the attacking player gains 1
bonus power for his or her faction. is is known as the
unopposed bonus, and occurs in addition to all other
eects of winning a challenge.
If the defending player wins a challenge, no unopposed
bonus or claim eect takes place.
If the attacking player wins a challenge, one of the
following claim eects occurs, depending on the type of
challenge that is resolving:
󲀈 Military challenge: e defending player must
choose a number of dierent characters under his or
her control equal to the claim value on the attacking
players revealed plot card, and kill those characters.
(e chosen characters do not have to be characters
that participated in the challenge.) Killed characters are
placed in their owner’s dead pile. (Each attachment on
any card that leaves play is returned to its owner’s hand.)
󲀊 Intrigue challenge: e defending player must
discard, at random, a number of cards from his or her
hand equal to the claim value on the attacking players
revealed plot card. (is can be done by shuing the
hand and fanning the cards facedown towards the
opponent, and allowing the opponent to choose which
cards are discarded.)
󲀉 Power challenge: e defending player removes a
number of power counters from his faction card equal
to the claim value on the attacking players revealed
plot card, and moves them to the attacking player’s
faction card.
Phase 5: Dominance
Each player simultaneously counts the total combined
STR of his or her standing characters, and adds 1 to
this total for each gold token in his or her gold pool.
e player with the highest total wins dominance
for the round, and gains 1 power for his or her
faction. If there is a tie for the highest total,
no player wins dominance.
Phase 6: Standing
Simultaneously stand each kneeling card in play.
Phase 7: Taxation
e taxation phase is divided into two steps:
1. Return unspent gold
2. Check reserve
Step 1. Return unspent gold: Each player
simultaneously returns all unspent gold in his or her
gold pool to the treasury.
Step 2. Check reserve: In player order, each player
compares his or her current hand size (i.e., the number
of cards in the players hand) with the reserve value
in the lower right corner of his or her revealed plot card.
If a player’s hand size is higher than his or her reserve
value, that player must choose and discard cards from
hand until the hand size is equal to the reserve value.
e end of the taxation phase also marks the end of
the game round. Play proceeds to the plot phase of the
next game round, and continues until one player wins
the game.
Whats Next?
You now know the basics of how to play
A Game of rones: e Card Game. After playing the
tutorial, you may wish to try dierent out-of-the-box
starter decks, a melee format game, or to build your
own custom decks. Rules for these formats await on
pages 12-15. A quick reference of icons and keywords is
placed on the back cover of this guide. Also remember,
much additional information about the game can be
found in the Rules Reference.
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