Game Objective
In Tiny Epic Game of Thrones: Ice & Fire, players face a desperate struggle for survival in Westeros. In cooperative mode, all players unite as the Treaty of Westeros to face the imminent threat of the Night King and his army of White Walkers. The collective goal is to defeat the Night King in battle before time runs out.
Setup
For cooperative mode, follow these steps:
- Map: Add the 2 North of the Wall Map Mats above the main map to extend it to the north (the NotW mat on the left and NotE on the right). Place the Wall between them.
- Houses: Add the Night's Watch and House Targaryen components to the other houses' components. If House Targaryen is in the game, follow the specific rules for setting up the Dragons.
- Action and Round Boards: Replace the base game's Action Mat and Round Mat with the Ice & Fire Action Mat and Ice & Fire Round Mat, both turned to the COOPERATIVE side. Place the Crown in its normal place. The Vengeance Tokens can be stored in the box.
- Plot Deck: Shuffle the Ice & Fire Plot Cards into the main deck.
- Treaty and Scoring: Place the Treaty Mat turned to the COOPERATIVE side near the Scoring Mat. Place 1 Gold Coin on the Gold Track, starting with double the number of players (e.g., 8 coins for 4 players).
- Night King Components: In a row, place: the Night King Mat with the Night King Figure, the White Walkers Mat with the 13 White Walkers, the Terror Pool Mat, and the Ice Dragon Card turned to the Phase 1 side with the Ice Dragon on top of it.
- Exploration: Shuffle 14 Brown Exploration Tokens and place one face-down on each of the 11 Fief Domains "South of the Wall" and one in King's Landing. Shuffle 14 Blue Exploration Tokens and place one face-down on each of the 8 domains north of the Wall.
- Castle: Place the Castle in the Craster's Keep domain.
- Ranger Deck: Separate the 18 Ranger Cards into 6 piles of 3 cards each, based on the round number. Shuffle each pile and draw 1 card from each without revealing. Place these 6 cards face-down in order, with "Round 6" at the bottom and "Round 1" at the top.
- Difficulty: Choose the difficulty level (Standard, Hard, or Epic) and advance the Night King's Shield and the Treaty Shield on the Scoring Mat according to the manual's table.
Gameplay Flow
In cooperative mode, rounds follow 4 main stages:
- Reveal a Ranger Card: Draw the card from the Ranger Deck that corresponds to the current round. Follow the card's instructions to add Blue Exploration Tokens, add White Walkers, move the Night King to attack a castle, and resolve battles.
- Player Actions/Evoke Terror: Each player performs their turn. After each player's turn, the Night King performs the Evoke Terror action.
- Check Alliances/Terrify: Alliance resolution phase for the Treaty and terror application by the Night King.
- Collect Taxes: Players collect gold and the Night King scores based on the White Walkers on the map.
Stage Details
- Evoke Terror: The Night King steals Power Tokens from non-player houses for the Terror Pool. Draw a card from the Plot Deck; for each shield on the card, resolve the effect (remove a Power Token from a house or add a White Walker to the Terror Pool).
- Checking Alliances/Terrify: Resolve the White Walkers in the Terror Pool (every 2 remove 1 Power Token from the Ally Pool). Then, compare the Treaty's Ally Tokens with the Terror Pool. If the Night King wins, he terrifies the house.
- Collecting Taxes: The Treaty gains gold for each Fief Domain controlled (2 if controlling King's Landing). The Night King gains points for each White Walker on the map.
Actions and How to Play
Players act jointly through the Treaty of Westeros, sharing Gold, castles, and non-player allies.
Movement and Exploration
To gain an Exploration Token, you must enter the domain with an army of at least 3 units via March or Sail.
- Blue Tokens (North): If the Ranger card indicates a domain with a blue token, flip it. If there is no token, add a new one face-down.
- Brown Tokens (South): These are pre-positioned in the domains.
Battles
- Battling the Night King: Only possible if the Treaty's score is equal to or greater than the Night King's. His strength comes from: base 3 + Conscripts (White Walkers in adjacent domains) + Secret Card + mat bonus + Ice Dragon (if in the domain).
- Battling a White Walker: Occurs when entering their domain or if they are added to a domain with units. Strength: base 1 + Secret Card + mat bonus.
- Losing a Battle: Lose 1 unit, and it goes to the Terror Pool (if there is a Power Token in the domain).
Other Actions
- Recruiting: Players can recruit allied Power Tokens from non-player houses to Treaty domains.
- Plotting: You may use any player's shield to gain a Power Token from a non-player house (cost 2) or remove a White Walker from the Terror Pool (cost 1).
- Whispers: Players have hands of cards (max. 4). Discarding cards generates gold for the Treaty's Gold Track.
End of Game and Scoring
Victory Condition: Players win if they defeat the Night King in battle before the end of Round 6.
Defeat Condition: Players lose if the Night King is not defeated by the end of Round 6.
Scoring
Two scoring phases occur (after Round 3 and after Round 5).
- Treaty: Scores 1 point for every 2 Castles controlled. Each player scores individually based on their House Mat objectives.
- Night King: Does not score during scoring phases; he only scores during the Collecting Taxes phase based on the White Walkers on the map.
Tips for Winning
Consult the manual for details regarding this section.