Fief GoT rules .pdf

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2.4.3 Good Weather (5 cards)
2.4.4 Taxes (5 cards)
2.4.5 Tallage can be played by:
2.4.6 Warden Tax can be played by:
2.4.7 Multiple Different Fortune cards
Phase 3. Income
Phase 4. Purchase
4.1 Ransom
4.2 Troops
4.2.2 Mercenary (5 total) bid (TE)
4.2.2.1 Bidding for Mercenaries
4.2.2.2 Using Mercenaries
4.2.2.3 Mercenary Upkeep
4.2.3 Men at Arms (13 per Player) 1 Gold Dragon
4.2.4 Archers (3 per Player) 2 Gold Dragons (TE)
4.2.4 Knights (8+1 per Player) 3 Gold Dragons
4.2.5 Bannermen Captains (3 per Player) 4 Gold Dragons (TE)
4.3 Buildings
4.3.1 Strongholds (10 Gold Dragons)
4.3.2 Mills (3 Gold Dragons)
4.3.3 Septs (4 Gold Dragons) (NWE)
4.4 Titles
4.4.1 Fief Titles
4.4.2 Master of Coin
Phase 5. Movement
5.1 Controlling a Village
5.2 Raids
5.3 Joining the fight on the Wall (NWE)
5.3.1 Consequences of having a Noble on the Wall (NWE)
5.3.2 Renegades (NWE)
Phase 6. Battles
6.1 PreBattle (TE)
6.1.1 preBattle attacking Fortification
6.2 Battle Progression
6.3.1 Attacker Penalties
6.2.2 Taking Losses
6.2.3 Captives
6.3 End of a Battle
6.4 Sieges and Siege Engines
6.4.1 Siege Effects
6.4.2 Siege Engine Effects in Battle
6.5 Pillage
Phase 7. On the Wall (NWE)
7.1 Repelling the wildling attack (1st round on the Wall) (NWE)
7.1.1 Determine Hierarchy (NWE)
7.1.2 Place Wall objectives (NWE)
7.1.3 Choosing Objectives (NWE)
7.1.4 On the Wall Battles (Repelling the wildling attack) (NWE)
7.1.5 Objective gains (NWE)
7.1.6 Escorting Maester Aemon Objective (NWE)
7.2. Mance Rayder’s Reinforcement (2nd round on the Wall) (NWE)
7.2.1 On the Wall Battles (Mance Rayder’s reinforcement) (NWE)
7.2.2 End of the Battle at the Wall (NWE)
7.2.3 Assassinating a Noble on the Wall (NWE)
7.2.4 Captives of Mance Rayder (NWE)
Phase 8. End Round
8.1 Solo Victory
8.2 Alliance Victory
8.3 Ties
9. Diplomacy
10. Court Event Opportunity Cards
10.1 Mother of Dragons (1 card)
10.2 Join the Small Council (3 cards)
11. Opportunity Cards
11.1 Uprising (4 cards)
11.2 Secret Passage (3 cards)
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