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Rules
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In cases other than those listed below, the rules of the 2nd edition apply.
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https://images-cdn.fantasyflightgames.com/ffg_content/agot-bg-2nd-ed/support/VA65_AGoT2_Rulebook_web.pdf
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Units available
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The following numbers of units are available for each player: 7 Ships, 6 Knights, 10 Footmen, 2 Siege Engines, 3 Dragons.
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Dragons
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Dragons are land units with a strength of 3.
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The Dragon may be recruited in the very rare case when a player controls all three Influence tracks or has the lowest position on all three Influence tracks. It costs 2 muster points to recruit a Dragon. It is not possible to convert a Footman unit into a Dragon spending 1 muster point.
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Dragon flight range is limited up to 3 areas. The seas also are counted in this number, but cannot be the final target. In case of dragon flight all border lines are treated the same, because for dragon wings barriers such as mountains and rivers do not matter. Defeated Dragons can also retreat in range up to 3 areas from the battlefield (unless they were attacking – in that case they must retreat where they came from). You can designate an other retreat area for defeated Dragon(s) than for a rest of defeated units. Dragons cannot use ship transport.
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Privileges of House Targaryen
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At the start of the round 2 House Targaryen may search the first or second Westeros deck for a card of their choice. Shuffle the remaining cards and place the chosen card on top of the deck.
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If House Targaryen controls Duskendale, the player may discard a certain number of his available Power tokens to add a castle to that area at the end of a round, renaming it Aegonfort. The cost of building a castle in the first round is 10 tokens and decreases by 1 with each subsequent round.
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Crisis cards
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These cards are resolved when the "Crisis" event is drawn in the 3rd Westeros deck or when the Crisis marker is on 18. There are 3 Crisis triggers in the game instead of 3 Wildling Attacks. The other Westeros cards remain unchanged.
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Victory condition
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A player wins the game by capturing 7 Castles or Strongholds.
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If none of the players meet this condition before the end of round 8, the tiebreaker rules are followed.
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Tiebreaker
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Victory points > Controlled land areas > Supply > Higher position on the Iron Throne track
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GameInitial mapDragon flight rangeTargaryens' units on an initial mapHoare ships on an initial map
Duration of the game
CrisisThe cost of building Aegonfort in Round 1Recruiting dragon requirements
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PBF #1https://tiny.pl/7k63jUnlimitedDragonstone: 2 DR, Duskendale: DR, FMIronman's Bay 2 SH, Seagard-Port 1 SH10 RundsA crisis token on 18 does not cause a Crisis.20 (and -2 for each subsequent round; building it is possible at any time)When player controls all three Influence tracks.
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PBF #2https://tiny.pl/7k63jUnlimitedDragonstone: 2 DR, Duskendale: DR, FMIronman's Bay 2 SH, Seagard-Port 1 SH8 RoundsA crisis token on 18 does not cause a Crisis.20 (and -2 for each subsequent round; building it is possible at any time)When player controls all three Influence tracks.
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PBF #3https://tiny.pl/7vvnrFlying and retreating up to 3 areas, no ship transport etc.Dragonstone 3 DR, Duskendale: FMIronman's Bay 2 SH, Seagard-Port 1 SH8 RoundsA crisis token on 18 does not cause a Crisis.10 (and -1 for each subsequent round; building it is possible at any time)When player controls all three Influence tracks.
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PBF #4https://tiny.pl/r89zlFlying and retreating up to 3 areas, no ship transport etc.Dragonstone 3 DR, Duskendale: FMBlazewater Bay 1 SH, Ironman's Bay 1 SH8 RoundsA crisis token on 18 results in a Crisis.
10 (and -1 for each subsequent round; building it is possible at the end of the round only)
The player controls all three Influence tracks or has the lowest position on all three Influence tracks.
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