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Prologue
In the chilling struggle for Westeros, the once-disparate Seven Kingdoms have
found themselves united in the ultimate battle between the living and the dead.
Players must set aside the differences of their houses, and all must fight as one to
vanquish the Night King and his army of White Walkers.
Amidst the mounting fear, two powerful leaders emerge: Daenerys Targaryen, the
Mother of Dragons, and Jon Snow, the King in the North. They unite their forces
with the realm and embark on a perilous campaign against the relentless advance
of the Night King! The fate of Westeros hangs in the balance. With your help,
there is hope for its survival!
Expansion Overview
This rulebook describes two different modes of play; choose one before
setting up:
Ice & Fire Standard Gameplay (see pg15)
This game mode adds two new playable houses to the standard gameplay:
1. The Night's Watch, with its home in Castle Black, led by Jon Snow,
2. House Targaryen, with its home in Dragonstone, led by Daenerys
Targaryen, and in control of 3 Dragons (see pg15).
These House Mats and components may be used as players, or as non-players,
as per the standard rules. The Ice & Fire plot cards should be shuffled into the
main deck to accommodate these new houses.
Ice & Fire Cooperative Gameplay (see pg4)
In this game mode, players unite as the Westeros Kingdoms to confront the
imminent threat of the Night King and his undead army of White Walkers.
Players strive for a collective triumph by defeating the Night King in battle.
They lose if he is undefeated after 6 game rounds.
The Wall
The Wall is a barrier against the undead hordes.
In the beginning of the game, the Wall shows that
the Night King has not yet attacked "South of the
Wall." Players CANNOT march or sail to any
domain "North of the Wall" while it is standing.
As soon as the Night King attacks any domain
South of the Wall, the Wall is destroyed and
players can now move North, and the Wall is then
replaced with the Ice Dragon Token (see p12).
2
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Components
Terror Pool Mat
2 North of the
Wall Map Mats
Treaty Mat
Action Mat
Round Mat
17 Plot
Cards
18 Power Tokens
18 Ranger Cards
Ice
Dragon
Ice
Dragon
Card
Castle
Night King
Figure
Night King
Mat
Night King
Shield
White
Walker Mat
13 White
Walkers
2 Hero Cards
2 Hero Figures
2 House Shields
2 House Mats
28 Exploration Tokens
3 Dragons
Dragon
Card
Wall Construct
3 Eggs
Action Die
Gold Coin
2 Solo Hero
Cards
3
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Cooperative Setup
1. Add the 2 North of the Wall Map Mats
above the Map to extend it north, NotW
on the left and NotE on the right.
A. Place the Wall between the NW and
NE Map Mats and the 2 mats.
2. Add the Night's Watch and Targaryen
House Components to the other houses,
before selecting players and non-player
houses. If Targaryen House is in the
game, see rules for setting up the
Dragons on pg15.
3. Replace the base game Action Mat with
the Ice & Fire Action Mat, flipped to the
COOPERATIVE side.
4. Replace the base game Round Mat with
the Ice & Fire Round Mat, flipped to the
COOPERATIVE side. Place the Crown on
its normal spot. The Vengeance Tokens
can be returned to the box as they will not
be used in this mode of play.
5. Shuffle in the Ice & Fire Plot Cards.
6. Place the Treaty Mat, flipped to the
COOPERATIVE side, by the Scoring
Mat. Place 1 Gold Coin on the Gold
Track, setting it at 2x the number of
players. For example, in a four-player
game, start with 8 gold.
7. Place these 4 components in a row:
A. The Night King Mat, with a Night
King Figure on it.
B. The White Walkers Mat, with the 13
White Walkers on it.
C. The Terror Pool Mat.
D. The Ice Dragon Card flipped to its
"Phase 1" side, with the Ice Dragon
on it.
8. Shuffle the 14 Brown Exploration
Tokens ( ) face-down, placing 1 into
each of the 11 Fief Domains "South of
the Wall" and 1 into King's Landing.
Return the 2 unplaced tokens to the box.
9. Shuffle the 14 Blue Exploration
Tokens ( ) face-down pile, placing
1 into each of the 8 domains north
of the Wall. Place the unused tokens
in a face-down pile nearby to be
used later.
10. Place the Castle onto the Craster's
Keep Domain.
11. Prepare the Ranger Deck:
A. Separate the 18 Ranger Cards
into 6 stacks of 3 cards each,
based on the round number on
each cards' back.
B. Shuffle each stack and draw 1 card
from each without revealing it.
Return the unused cards to the
box. Place these 6 cards face-down
and in order with "Round 6" on
the bottom and "1" on the top,
making a face-down deck of 6
cards (one for each round).
12. Take the Night King Shield and
the Scoring Mat. Choose one Player
Shield to represent the collective
score of the Treaty (the other shields
can be returned to the box). Select
the Treaty's degree of difficulty
(Standard, Hard or Epic) and advance
either the Night King's Shield
("NK") and the Treaty Shield ("T")
on the Scoring Mat based on that
difficulty and the number of players
in the Treaty:
Standard | Hard | Epic
T +10 | T +5 | -
T +5 | - | NK +5
- | NK +5 | NK +10
NK +5 | NK +10 | NK +15
The other shield begins with no score.
---
Night King
and Night King
Mat
2
Night's Watch
and Targaryen
Components
Blue
Exploration
Tokens
Only Gold Coin
7
12
Night
King &
Treaty
Shield
Treaty Mat
Set Shields to
Select Difficulty
4
Ice & Fire
Round Mat
White Walkers
and White
Walkers Mat
7B
7A
THE NIGHT KING
WHITE WALKERS POOL
TERROR POOL
2 North of the Wall Map Mats
10
Castle
The Wall
Ice
Dragon
7C
7D
Terror Pool Mat
Ice Dragon
Card on "Phase
1" Side
ROUND 1
RANGERS' REPORT
11
Ranger Card
Deck
Brown
Exploration
Tokens
8
Ice & Fire
Action Mat
3
I&F
GAME
OF
THRONES
GAME
OF
THRONES
5
Ice & Fire
Plot Cards
5
---
Cooperative Gameplay Overview
Players work together as the Westeros Treaty and play
against the Night King and his icy horde of White
Walkers. The movements of the Night King and his
army are directed through the Ranger Cards, which
serve as vital intelligence reports from the valiant
Rangers of the North. Each round a Ranger Card
is revealed, marking the Night King's whereabouts
and his destructive plan. To stand a chance against
this formidable foe, players must embark on daring
expeditions, both North of the Wall and in the Seven
Kingdoms, in search of invaluable weapons and other
resources to aid in their epic battle.
ROUND 1: does not attack.
Victory for the Treaty is achieved if the players can vanquish the Night King
before the conclusion of the final round. Players lose if they cannot defeat the
Night King before the end of round 6. The Shields on the Score Track are not
used in determining victory. They are only used in determining if the Treaty
has enough morale to attack the Night King (see Battling the Night King, pg9).
Cooperative Round's Order
Rounds in the cooperative mode follow these 4 Steps:
1. Reveal a Ranger Card: Draw the top card of the Ranger Deck (its number should
match the current round). Follow its directions, and resolve the Night King's
attack and any battles with players.
2. Perform Player Actions/Evoke Terror: Each player takes a turn; after each turn,
draw a Plot Card from the deck to Evoke Terror on the houses.
3. Check Alliances/Terrify: Alliances for the Treaty and terror for the Night King.
4. Collect Taxes: Players collect gold, and the Night King has the opportunity to
score points based on White Walkers in the game.
Step 1: Reveal a Ranger Card
At the start of each round, flip over and read
aloud the card from the Ranger Deck that
matches the current round. For example, the
first card revealed in the game is the "Round 1"
card. This card directs you to perform 4 actions:
1. Add/reveal Blue Exploration Tokens (see next page).
2. Add White Walkers to the domains North of the Wall (see pg8).
3. Move the Night King to a Castle Domain to attack (see pg8).
4. Resolve any Night King/White Walker battles (see pg9).
ROUND 2
RANGERS' REPORT
6
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Exploration Tokens
Across the map are Exploration Tokens for players to gain;
you must enter the domain with an army of at least 3 units,
via either a March, a Sail, or moving as the result of an Event
Card. If this results in a battle, it must be resolved before an
unrevealed token can be revealed. There are 2 colors of token:
Blue Tokens (North of the Wall) - When resolving a Ranger Card, if a domain
on the card marked with a blue token matches one with a face-down token,
immediately flip that token (and resolve it if it is a negative effect). If there is no
token in the domain marked by the card, or there is already a face-up token in
that domain, add a new face-down token to that domain. If there you already have
an army with 3+ units in the domain, reveal and resolve the token.
Brown Tokens (South of the Wall) - At the start of the game 12 of the 14 tokens
are placed face-down, one into each of the 11 Fief Domains (domains with a )
and 1 in King's Landing.
Both blue and brown tokens have a variety of effects:
Dragon Glass - These relics reduce the overall strength of the Night King
(see Battling the Night King, pg9). Each must be picked up by an army 3+
units from its domain, even if revealed. However, you first must win a
battle against the Ice Dragon to do so (see pg12). Place it on the rightmost
spot on the Night King's Mat.
Valyrian Steel - These heirlooms reduce the overall strength of the
White Walkers (see Battling the White Walkers, pg9). Place it on the
rightmost spot on the White Walkers Mat.
Three-Eyed Raven - A cryptic glimpse into the Night King's plan!
Immediately flip next round's Ranger Card to view it before next
round. Discard this token afterward.
Remove a White Walker - Immediately remove 1 White Walker from
anywhere on the map and return it to its pool. This token does not have to
be picked up when revealed; it may be picked up later and remain face-up
in its domain. Discard this token afterward.
Cache of Gold - Gain the listed amount of gold (). This token does
not have to be picked up when revealed; it may be picked up later and
remain face-up in its domain. Discard this token afterward.
Loss of Gold - When this token is revealed, the Treaty immediately loses 3
gold, or as much as possible. Discard this token afterward.
Add a White Walker - Immediately add a White Walker to that domain
(see next page). If a player has revealed this token in a Treaty-controlled
domain, then resolve the battle. Discard this token afterward.
Evoke Terror - Immediately perform an Evoke Terror action (see pg13) and
discard this token afterward.
7
---
Adding White Walkers
White Walkers can be added from their pool in 4 ways:
1. Into domains marked on the round's Ranger Card.
2. Into the Night King's domain and each adjacent domain after he attacks and
gains control of a domain (see below).
3. The result of resolving certain blue Exploration Tokens.
4. Into the domain of the Night King when moving with the Ice Dragon (see pg12).
If a player has units in that domain, this immediately results in a battle (see next
page). If there are only units of a NP house in the domain, one unit is placed onto the
Terror Pool and the remaining units must retreat. If there is already a White Walker
in a domain, then the Night King instead gains a Victory Point. There may only be 1
White Walker per domain.
Likewise, if all the White Walkers are on the map and more must be placed, the Night
King gains 1 per White Walker that cannot be placed (this is listed on the White
Walker Mat). Players may decide which order they are placed and in which order
battles are resolved. If a White Walker occupies a domain with a castle, it receives the
defense bonus, but the castle remains on the map.
The Night King Attacks
At the start of each round (except for Round 1 and possibly 2), the Night King attacks
a castle. Place the Night King's figure in the domain listed on the bottom of that
round's Ranger Card. He does not move through connected domains like a normal
player, and his movement cannot be blocked—he moves directly to the castle.
If any player has units in that domain, this may start a battle (see next page). If no
player units are in the domain, he immediately takes control of the domain. If the
Night King gains control of the domain, the follow steps occur:
1. The castle is destroyed for the remainder of the game. Lay the castle
on its side to indicate that it is destroyed. It still offers the +1 defensive
bonus but can no longer be controlled by the players.
2. If there are any non-player units in the domain, he gains a Terror
Token. Place 1 non-player Power Token from the domain into the
Terror Pool. All other units from that domain must retreat to the
nearest friendly or unoccupied domain, with players choosing which
one if there are multiple options.
3. Add 1 White Walker to that domain, and then add 1 to each adjacent
domain (this is listed on the Night King's Mat). If this results in
additional battles, resolve each in any order you wish (see next page).
Attacking King's Landing: The Night King does not need to control any
castles to enter King's Landing or place a White Walker there. This gives
him control of the Iron Throne, which counts as a "wild" Terror Token
when checking alliances (see pg13).
8
---
Battling the Night King
Defeating the Night King in battle is the only way for players to win the game. You can
be attacked by him (you are the defender), and the only time you can battle the Night
King (either as the attacker or the defender) is if the Treaty's score on the Score Mat is
equal to or greater than that of the Night King's (that is, you are beating or are tied with
him). If he attacks a domain you control, and the Treaty's score is less than the Night
King's, you must lose a unit and retreat (see previous page). The Night King's total
strength comes from 5 sources:
1. A base of 3
2. Conscripts ( ): He gains the total from each White
Walker in his current domain and adjacent domains.
3. A Secret card ( ) drawn from the deck (a counts
as a since he does not retreat).
4. Bonuses listed on the Strength Track on his mat that
are not covered by Dragon Glass tokens.
5. 3 from the Ice Dragon if it is in his domain.
THE NIGHT KING
Note: He DOES NOT gain strength from castles or The Iron Throne in his domain.
Battling a White Walker
Players may attack a White Walker by entering its domain (you are the attacker), or
if one is added to a domain where a player has at least 1 unit (you are the defender).
Each White Walker's strength is totalled by these 3 sources:
1. A base of 1
2. A Secret card ( ) drawn from the deck (a counts
as a since they do not retreat).
3. Bonuses listed on the Strength Track on their mat that
are not covered by Valyrian Steel tokens.
WHITE WALKERS POOL
Note: They DO NOT gain strength from castles or The Iron Throne in their domain.
If you defeat a White Walker: the Treaty gains for winning the battle and returns
the White Walker to its pool on the White Walker Mat.
Losing a Battle
TERROR POOL
When a battle is lost against the Night King or a White Walker, 1 unit
must be lost from the domain before retreating (if you played a card,
you ignore this). If at least 1 non-player Power Token was in the domain,
that unit must be lost and it is placed in the Terror Pool (see pg12).
If it is a non-player Hero, it returns to its House Mat (gain its benefit like normal) and
the Night King takes 1 Power Token from the house's mat and places it in the Terror
Pool. If only your units are in the domain, you must return 1 unit to your House Mat
before the remaining units retreat. 'The Night King and White Walkers never gain
victory points for winning battles.
9
---
Step 2: Player Cooperative Actions
After resolving the Ranger Card and all of
the Night King's effects, players take turns,
starting with the player with the Hand of
the King. After each turn, the Night King
Evokes Terror (see pg12).
Players are allied together as the Westeros
Treaty. They share gold, castles, and non-
player (NP) allies using the Treaty Mat.
There are several key changes to the game
for cooperative play:
1 2 3 4 5
WESTEROS
TREATY
7 8 9 10
House Mats, Shared Gold, and Shared Alliances: Ignore the Gold Track and Ally
Pool on your House Mat. Instead, the Treaty uses the Gold Track and Ally Pool on
the Treaty Mat. Whenever you spend , use this shared track to reduce the Treaty's
current holdings. When you gain through collecting taxes on Fief Domains,
turning in cards, and so forth, raise the marker on the track (max 10).
Similarly, players gain and lose alliances with individual NP houses jointly, using
the Treaty Mat to hold all the Treaty's NP Shields and Power Tokens. Any player can
recruit or lead any NP house in the Treaty. Hero Cards of NP house leaders may only
be used by a player sharing a domain with that leader. White Walkers can never be
taken as Ally Tokens and the Night King can never be an ally. The Night King does not
make alliances, but instead evokes fear to make the NP houses Terrified (see pg12).
Dice and Actions: Playing rounds are the same as in the Standard Game. You cannot
use any other player's House ability, but you can use any NP ally's ability. For 2- and
3-player games, the starting player still rolls additional dice to place in the bottom
slots of the Action Mat.
Scoring: The Treaty gains victory points in all the same ways as in the base game,
noting the changes to scoring rounds on pg14. Use a single Shield Token to track
but note that the only use for is to determine if the alliance is able to battle the
Night King.
Battling: Players cannot attack other players' domains, or the domains of NP
houses already in the Treaty. NP houses who are not in the Treaty may be attacked,
following the same rules as in the base game. When you defeat an NP house, the Ally
Token you gain is placed in the pool on the Treaty Mat. Terrified houses gain +
when battling against players (see pg12). Conscripts () includes any adjacent allied
unit — a powerful option, indeed!
Castles: All castles controlled by the Treaty are placed on the spaces on the Treaty Mat
(it is possible to control more than the 10 castles listed on the mat). During the scoring
phases, players score for every 2 they control. Destroyed castles remain in their
domains lying on their sides and do not count as being controlled by the Treaty. The
Treaty must control at least 6 in order to enter King's Landing. (Instead of 3 in the
base game. A reminder of this is listed on the Treaty Mat).
10
---
Movement: Players may move their armies through domains controlled by other
players, but units of two players cannot end a turn occupying the same domain.
Allied NP units are shared by all players and may be picked up or dropped off in
domains you pass through, but all results must still follow the Domain Unit Limit.
Players must stop movement in domains occupied by a non-allied house, a White
Walker, or the Night King, unless an event's effect allows them to move through
"enemy domains."
Recruiting: Allied NP Power Tokens can be recruited by any player from that NP's
House Mat and added to any domain controlled by the Treaty, even one controlled
by another player.
Plotting: In addition to using NP Shields, players can use any player's Shield to
gain any NP Power Token by paying 2. They can also use ANY Shield on their
card and pay 1 to remove 1 White Walker from the Night King's Terror Pool,
returning it to the White Walker Pool. (A reference of these costs are listed on the
Ice & Fire Round Mat.) If there are no Power Tokens remaining on an NP House
Mat, plotting instead returns Power Tokens from the Terror Pool back to the NP
House Mat.
Whispers: Players still have individual player hands that hold a maximum of 4
cards (in addition to Hero Cards). Gold gained from disscarding cards adds to the
shared Treaty's Gold Track.
Events: There are several changes to how text is interpreted on Plot and Hero
Cards:
• Text that refers to "your Ally Pool," means the Ally Pool on the Treaty Mat.
• Text that refers to the "enemy," "opponent," or "another player," means the
Night King. For instance, if it says to remove tokens from an "another player's
Ally Pool," consider that the Terror Pool. In another example, an "enemy unit on
the map" can refer to a White Walker or a non-allied house's unit.
• White Walkers on the Map are considered "Power Tokens" in terms of
"eliminating," however they cannot ever be added to "your Ally Pool," and
instead are returned to the White Walker Pool. White Walkers cannot be
"transferred," however NP Power Tokens on in Terror Pool can.
• The Night King's Figure or the Ice Dragon cannot be targeted as "Heroes" (since
they are not Heroes).
• Text that allows you to steal gold from the Night King or his White Walkers
always is successful (even though he has no Gold Track). You however cannot
steal gold from non-players or Terrified Houses.
Open Hands: You may (and should) show your hand to the other players, but you
can't use or receive another player's cards.
11
---
The Ice Dragon
The Ice Dragon enters the game when the Wall is
destroyed. It is not initially placed in a domain, but
instead is placed in the space where the Wall was.
The Ice Dragon acts differently in its 2 phases (noted by each side of its card):
1. It protects the Dragon Glass found North of the Wall until all 3 Dragon Glass
Tokens have been collected by the players.
2. Once all 3 Dragon Glass Tokens have been collected, it serves the Night King
and provides him additional movement to attack castles after he Evokes Terror.
Phase 1: Protecting the Dragon Glass
When you would collect Dragon Glass, players must win a battle
against the Ice Dragon. After entering a domain with a Dragon Glass
Token, immediately move the Ice Dragon to that domain. The player
is considered the defender in this battle and the Ice Dragon (and a
White Walker if it was already in the domain) is the attacker. The Ice
Dragon has a strength of 3 and draws a Secret Card (4):
* If you win the battle, collect the Dragon Glass Token and the
Ice Dragon is returned to the spot where the Wall was.
* If you lose the battle, you suffer the standard cost of losing and must retreat from
that domain. The Dragon Glass Token remains face-up in that domain, however
the Ice Dragon stays in that domain as well. When you enter that domain again,
you are attacking the Ice Dragon this time.
Phase 2: Serving the Night King
Once all 3 Dragon Glass Tokens have been collected, flip the Ice
Dragon Card to its "Phase 2" side and move the Ice Dragon to the
domain with the Night King. The Ice Dragon moves with the Night
King until the end of the game.
Attacking Castle Domains
In Phase 2, after Evoking Terror (see next page), the Night
King and the Ice Dragon together move to attack the
nearest castle that isn't destroyed, controlled by White
Walkers, or controlled by a Terrified House. If there is a tie
for nearest, he prefers to move to a castle controlled by one
of the players. If still tied, it is the players' choice.
Immediately add 1 White Walker to that domain, If a player in that domain is
able to battle the Night King then they must. If not, they must retreat (see Battling
the Night King, pg9). If they lose or retreat, then the Night King gains control of
the domain and the castle in that domain is destroyed (laid on its side).
12
---
Evoke Terror
After each player has taken their turn, and players resolve
any "follow" actions, the Night King Evokes Terror (noted by
the icon next to each die slot on the Action Mat). This occurs
following each player's turn.
GAME
THRONES
Envoking is similar to plotting, however the Night King steals non-player Power
Tokens from House Mats to place in his Terror Pool. Reveal the top card from the
Plot Deck, and for each the shield on it, resolve as follows:
• One of the 4 non-player house shields in the game: Take 1 Power
Token from that House Mat (if available) and add it to the Terror Pool.
• ANY other shield: Move 1 White Walker from the White Walker
Mat's pool to the Terror Pool. If there are not enough White
Walkers in the pool to move, the Night King immediately gains
for each Shield that did not result in moving a White Walker (this
is marked on the White Walker Mat).
After Evoking Terror, place the card into the discard pile.
TERROR POOL
Step 3: Checking Alliances/Terrifying
After the players' actions are completed, first resolve
any White Walkers in the Terror Pool: for every 2
White Walkers, the Treaty must move 1 Power Token
of their choice from the Treaty's Ally Pool, moving
tokens into the Terror Pool. Afterward, return all
White Walkers from the Terror Pool back to the White
Walker Mat.
ALLY POOL
TERROR POOL
13
TERROR POOL
Then players check alliances, comparing their Ally Tokens
with tokens in the Terror Pool. The Treaty are always
considered first in turn-order and therefore wins all ties
when checking alliances. The Iron Throne counts as a wild
Terror Token if the Night King controls it (meaning counts
as one of any non-player house). If the Night King wins an
alliance, he terrifies that NP house (see below).
Terrified Houses
The Night King does not have alliances, but instead place
that house's Shield in the Terror Pool (if that house's Hero
is in the game, return its card and figure to its House Mat)
and follow rules for losing an alliance as in a standard
game. All terrified houses' domains can be attacked by
players, but they are +1 when they are defending.
TERROR POOL
---
Culling Ally and Terror Tokens
After resolving alliances and terrifying, Ally
Tokens are culled from the Treaty Mat, and Terror
Tokens from the Terror Pool. All Power Tokens on
both mats are reduced to **2 per non-player house**,
returning all culled tokens to their House Mats.
Step 4: Collecting Taxes
After the Check Alliances Phase is complete, collect taxes with the following
changes:
* Players collectively gain 1 per Fief Domain the Treaty controls, and 2
if they control King's Landing. They DO NOT gain gold from open spaces
on their House Mats' Force Tracks, however they may each **draw new Plot
Cards** based on their Force Track icons and pick up Hero Cards.
* The Night King then gains for each **White Walker on the Map**.
Scoring Phases
There are only 2 Scoring Phase: one after Round 3 and after 5. The last Round's
Scoring does not matter since either players win by defeating the Night King or
else they lose if the Night King survives. On a scoring phase:
Treaty Scoring - All victory points the players score are tracked collectively
using only one of the player's Shield (players decide which):
* Score for every **2 Castles** on the Treaty Mat.
* Each player individually scores based their **House Mat's Objectives**
(based on tokens not on the Force Track like in the base game). For the Fief
Domain objectives, only count Fiefs that you individually occupy. Fiefs that
SOLELY are occupied by allied NP units do not count. A player only scores
for King's Landing if one of their house's occupies it.
The Night King Scoring - The Night King does not score during a Scoring
Phase. Instead, he only scores for each White Walker on the Map during the
Collecting Taxes Phase (see above).
End of the Game
If the players defeat the Night King before
6 complete rounds, they are victorious!
Players lose if they do not defeat the
Night King by the end of round 6.
14
---
The Mother of Dragons
Daenerys Targaryen would not be complete without
her dragons. These loyal and dangerous beasts can be
implemented in both a standard or cooperative game
when House Targaryen is in play, and either as a player
or a non-player house! Place the 3 Dragons, the 3 Eggs,
and the Dragons Card near the Targaryen Mat.
3 Dragons
3 Eggs
Dragons
Card
Gameplay: If you have Daenerys's Hero Figure and Card, you also gain her Dragons.
Take all of the components listed above and place them next to your House Mat. This
also means that if House Targaryens are a NP and you choose not to take Daenerys as a
hero, then you do not get her Dragons.
Daenarys's Hero Card Event: Played as an event, you spend 3 gold to place an Egg (all
3 are the same) into any domain you control (as noted on Daenerys's card). You may
place multiple Eggs if you can afford to pay the 3 gold for each. You may also place more
than 1 in the same domain (subject to domain limits).
Eggs: While on the map, these units count toward the Domain Unit Limit, but do not
offer any strength in a battle. If another player attacks the domain and wins the battle,
the Egg is the unit that is lost and is returned to their House Mat. An Egg can NEVER
be the only unit in a domain.
At the end of the Collecting Taxes Phase, an Egg in any domain
"hatches" and is swapped with a Dragon matching that color (marked
by the House Targaryen's ability). There can only ever be 3 Dragons in
play (not counting the Ice Dragon).
Dragons: They are treated like Heroes for the purpose of events, and therefore count as
2 in a battle. Each Dragon gains 1 additional gold when Collecting Taxes.
Flying: Dragons may March or Sail with other units normally, OR they may Fly.
Perform either a March or a Sail action to directly move only 1 Dragon (either alone or
with Daenerys) to a domain up to 3 domains away.
Game Variants
1-4 Player Competitive with Ice & Fire - When setting up for a standard, competitive
game, DO NOT add these Cooperative Play components to the game, as the Night
King cannot be used: Night King components (his mats, figure, and shield), Ice & Fire
Action and Round Mats, the Treaty Mat, Blue and Brown Exploration Tokens, Ranger
Cards, the 2 North of the Wall Map Mats, and the single castle for Craster's Keep.
Instead, set up components this way:
1. Use the Action Mat and Round Mat from the base game (instead of Ice & Fire).
2. Shuffle the Ice & Fire Plot Cards into the deck.
3. Shuffle the Night's Watch and House Targaryen into the house components.
5-Player Competitive - Use the additional Action Die and Coin for a fifth player!
Instead of using the base game's Round Mat, flip the Ice & Fire Round Mat to its
5-PLAYER side. Note that there are only 5 rounds and the scoring phases are different.
5-Player Cooperative - All the fun of a regular co-op game, now with 5-players!
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Solo vs. The Night King
When playing a solo game against the Night King, he is still your enemy. However, the
Rival is not playing against you, and is instead your "Teammate."
Solo Cooperative Setup
An Ice & Fire solo game is the same as the base game, but you are also setting up all of
the cooperative components, with these changes: Flip the Ice & Fire Action Mat, Round
Mat, and 'Treaty Mat to their SOLO sides. Then after choosing your Solo Teammate,
shuffle and place the Teammate Action Cards (previously "Rival") on the left side of
the 'Treaty Mat, and place the Solo Hero Card on the right side.
Solo Round Structure
This flows the same as the solo base game, but with steps for the Night King added:
1. Reveal and resolve the Ranger Card.
2. You take your first turn.
3. The Night King Evokes Terror.
4. The Teammate takes a first turn.
5. You take your second turn.
6. The Night King Evokes Terror.
7. The Teammate takes a second turn.
8. Checking Alliances/Terrify, Collecting Taxes, and Cleanup.
The Teammate's Gameplay
Roll a die for the Teammate and draw a Teammate Action Card. Like the base game, the
Teammate does not use gold to perform its actions and does not have a hand of Plot Cards.
However, any domains and castles they control contributes to the Westeros 'Treaty.
When the Teammate moves, they still use an Action Card to direct movement. If the
Teammate is told to move to NEXT TARGET, they instead target the nearest domain
with a White Walker and start a battle. The Teammate cannot travel North of the Wall
until 'The Wall comes down. If the 'Teammate ends up in a domain North of the Wall,
when performing a ⚔️/🛡️, it is considered to be in the North-row of Map Cards. Any
action the Teammate performs that refers to "you" instead refers to the "Night King."
"Alliances" for the Night King therefore refers to "Terrified Houses." Any Teammate
Hero Card ability that mentions a "👑" anywhere is replaced with "The Teammate is
+⚔️ when they battle with ❄️/🛡️."
Credits
Designer: Scott Almes
Illustrator: Nikoletta Vaszi
Cartographer: Daniel Cunha
Graphic Designer: Benjamin Shulman
Sculptor: Jason Wiebe
GAMELYN
usacpoly
HBO
HOME BOX OFFICE™
TEGOT-IF01
Lead Developer: Michael Coe
Developers: Jason Washburn, Benjamin
Shulman, Darren Werner, Nathan Hatfield
Editor: David Ladyman
GAME OF THRONES and all related characters and elements © & ™ Home Box Office, Inc. (s24)
The OP is a trademark of USAopoly, Inc. © 2024 USAopoly, Inc. All Rights Reserved. ©2024 Gamelyn
Games, LLC. All rights reserved. No part of this product may be reproduced without specific permission.
Tiny Epic, Gamelyn Games, and the TE logo are trademarks of Gamelyn Games, LLC.
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