GotSequence


Image result for playing cards icon
Image result for playing cards icon

Game of Sequences 

Iron Throne Clipart - ClipartXtras
Iron Throne Clipart – ClipartXtras

Premise

This is a ‘Game of Thrones’ inspired modification to the ‘Sequence’ board game.  The intent is to provide additional gameplay, strategy, and fun to spice up Sequence.

The game follows all of the existing rules of Sequence (with a modification that Joker cards can be used to claim the ‘corner slots’ of the board).  It then enhances those rules based on which ‘Game of Thrones’ characters you draw to your starting deck.  

I’ve leveraged the ‘Hand of the King’ board game to provide a series of Game of Thrones character cards.  In the ‘Hand of the King’ there are big sized cards (each aligned to a great house of Westeros, e.g. Cersei Lannister, Jaime Lannister, Ned Stark, Bran Stark, Theon Greoyjoy, etc.) as well as smaller sized cards (e.g. aligned to important individual characters such as Jon Snow, Littlefinger, the Hound, etc.).  If you don’t have this game, you can write the GoT character names on pieces of paper and draw them from a hat (be sure to separate the big/primary card names from the small/secondary card names).  

Each ‘Game of Thrones’ character grants ‘special abilities’.  These special abilities grant the player with unique ways to gain a strategic advantage in the game of sequence, such as:

  • Ability to swap hand with opponent

  • Ability to remove chips from sequences

  • Ability to gain sequences in non-conventional ways (e.g. zig-zag sequences, sequences by claiming a majority of Queen cards, etc.)

  • Ability to play with more cards in your hand

  • Ability to look at multiple cards when drawing from the deck

  • Ability to force opponent to discard cards

  • Ability to move your (or your opponent’s) chips to alternate positions on the board

  • Ability to play chips off of the standard game board

  • Ability to protect chips from being removed

Abilities can get stronger with synergies.  For example, all of the smaller ‘secondary’ character cards have a basic ability that gets stronger if paired with a specific set of ‘primary’ cards.  These relationship synergy bonuses are tied to the Game of Thrones narrative.  For example, if you draw ‘Jon Snow’ as your secondary card, his abilities are enhanced if you have one of Ned Stark, Bran Stark, Sansa Stark, Daenerys, Robb Stark, etc. as your primary card.  

The game is designed to work for 2-player games, but it can be modified to work in 3-player games (although you may need to use your best judgement in interpreting the rules when doing so).  

Each of the character abilities are outlined below.  You do not need to read the full guide prior to playing.  I recommend you start by drawing your special character cards – and then reference this guide to understand what those specific character cards do.  Over time, you’ll get the hang of it!

#ForTheThrone  

General Rules

  • In order to play, you need a standard ‘Sequence’ Board, two complete decks of cards, and access to the ‘Hand of the King’ game set of cards.

  • ‘Primary’ cards include:

Arya Stark

Daenerys Targaryen

Eddard (Ned) Stark

Robb Stark

Tywin Lannister

Asha Greyjoy

Euron Greyjoy

Margaery Tyrell

Robert Baratheon

Varys

Bran Stark

Jaime Lannister

Olenna Tyrell

Sansa Stark

Catelyn Stark

Joffrey Baratheon

Renly Baratheon

Theon Greyjoy

Cersei Lannister

Kevan Lannister

Rickon Stark

Tyrion Lannister

  • ‘Secondary’ cards include:

Brienne of Tarth

Hodor

Jon Snow

Melisandre

Sandor Clegane

Bronn

Illyn Payne

Khal Drogo

Petyr Baelish

Shae

Gendry

Jaqen Hghar

Loras Tyrell

Ramsay Snow

  • If you draw the same primary or secondary card two games in a row, you are allowed to draw another primary or secondary card.  That said, if you do, your opponent may also exchange their primary or secondary card if they wish.  

  • If an ability requires you to draw a card at random from a deck, then unless explicitly stated in the rules, if you draw a Joker, you should draw again.  Also, unless explicitly stated, you should shuffle the drawn card(s) back into the deck.  

  • These rules may not be ‘perfect’, so if there is ambiguity, use your best judgement collectively (and update the rules for next time!)

  • If playing with three teams, you must play as a Catelyn vs. Daenerys vs. Cersei (and you’ll need two sequences to win)

  • Order of operations:

    • Each player should draw a primary card at random

    • Each player should draw a secondary card at random

    • Follow the instructions for that primary card

    • Deal the deck

  • When playing an iteration of Catelyn vs. Daenerys vs. Cersei, primary cards should be divided as follows below.  Note that you will draw Primary cards at random from your faction.  You will all draw from the same Secondary card pool.  

Team Catelyn

Team Daenerys

Team Cersei

Ned Stark

Tyrion Lannister

Jaime Lannister

Robb Stark

Varys

Tywin Lannister

Sansa Stark

Asha Greyjoy

Kevan Lannister

Bran Stark

Theon Greyjoy

Euron Greyjoy

Arya Stark

Olenna Tyrell

Joffrey Baratheon

Rickon Stark

Margaery Tyrell

Robert Baratheon

Primary Cards

Arya Stark

Ability Description:

  1. When you play an Ace of Spades/Clubs, remove an opponent’s chip from the board (can include an opponent’s first sequence)

  2. When your opponent plays an Ace of Spades/Clubs, choose a card at random that an opponent must discard

Ability Notes:

  • Arya is a trained assassin with a long kill list.  Whenever you play an Ace of Spades/Clubs, take a name off that list by removing an opponent’s chip from the board (like a One-Eyed Jack).  Note that you can remove chips from an opponent’s first sequence.  Note also that when you play the card – removing the chip from the board does not constitute an additional turn (e.g. adding the Ace of Spades/Clubs to the board AND removing the opponent’s chip collectively only requires one turn)

  • Note that after your opponent plays an Ace of Spades/Clubs, they should replenish their hand (by drawing a card).   You can then strike another name of Arya’s list by removing a card at random (e.g. without actually looking at their cards) from their existing hand and discard it.  The opposing player will play their next turn with one less card in their standard hand.  Following that turn, the opposing player can replenish their hand by picking up two cards.  Note that the act of removing the card from your opponent’s hand does not constitute a turn.  

Asha Greyjoy

Ability Description:

  1. Whenever you play a Joker, you may add a second chip to any existing chip you own on the board.  This means that this space cannot be removed by a one-eyed Jack (or via any special ability). 

  2. Once during the game, at any point in the game, you may draw one non-Jack card of your choice from the discard pile.  

Ability Notes:

  • Asha is loyal and protective of her allies.  When you have Asha, you have the ability to protect your chips on the board whenever you play a Joker. Note, adding a second chip on top of your existing chip does not constitute an additional turn. 

  • What is dead may never die… and that includes the discard pile.  Once during the game, you can draw any card of your choice from the discard pile following completion of a turn (note, you must wait until the end of your turn to draw from the discard pile, and you cannot also draw from the deck when doing this).  

Bran Stark

Ability Description:

  1. When you play a Three of Spades/Clubs, pick a card at random from your opponent’s hand.  They must play that card as their next move.  

  2. May choose from the top two cards of the deck when replenishing hand.  Place unused card randomly into the middle of the deck.  Bran may use this ability whenever you are tied or trailing in the game.  

Ability Notes:

  • Bran is a warg capable of controlling others.  Therefore. whenever you play a 3-of-Spades or a 3-of-Clubs, you can choose one card from your opponent’s hand at random (e.g. without actually looking at their cards).  Your opponent must play this card during their following turn (even if it is a Jack/Joker/etc.).   This constitutes a turn for your opponent.  

  • Bran is a three-eyed-raven, capable of seeing the future.  Therefore, whenever you are tied or trailing (e.g. cannot use this ability when you are leading by 1+ sequences), you should draw the top two cards when replenishing your hand.  You can choose to keep one of those two cards.  The unselected card should be randomly inserted into the middle or bottom of the deck. 

Catelyn Stark

Ability Description:

  1. Note, if you draw Catelyn Stark as your starting primary card, your opponent is allowed to trade their primary starting card for Cersei Lannister (or Daenerys if a 3-player game).

    1. If they do, any time a Queen of Clubs or Hearts is played (by you or your opponent) you may draw another primary or secondary card (see notes below for 3-player).

    2. If they do not, at the start of the game, draw an additional primary card at random.  If that card is a Stark (Arya, Bran, Ned, Rickon, Robb, Sansa), you may add that primary card to your hand.  If that card is either Tywin, Cersei, or Jaime Lannister, your opponent may add that card to their hand.  If that card is neither a Stark nor a Lannister, return the card to the deck.  

  2. You can earn a sequence by playing all of the following cards: Ace-of-Hearts, Two-of-Hearts, Three-of-Hearts, Four-of-Hearts, Five-of-Hearts. 

Ability Notes:

  • Note that you may agree with your opponent at the start of the game whether you want to both mutually play as Cersei vs. Daenerys or Catelyn (which creates a unique game mode involving numerous primary cards).  Alternatively, you may make this decision IF one of you draws Cersei, Catelyn, or Daenerys to start the game.  

    • Note for three player games. Any time a Queen of Diamonds is played, Cersei may draw another primary card.  Any time a Queen of Hearts is played, Catelyn may draw another primary card.  Any time a Queen of Clubs is played, Daenerys may draw another primary card.  Any time a Queen of Spades is played, you may all draw another primary card. 

  • If you choose not to play Catelyn vs. Cersei / Daenerys, then Catelyn has the unique potential to still involve additional primary cards into the game.  Catelyn Stark loves her family (other than Jon…).  You earn the right at the start of the game to potentially add them (or Ned) to your deck.  Given Catelyn was at the Red Wedding, there is some risk here as well.  If you draw Tywin/Jaime Lannister, then your opponent will get stronger.  Given there are 6 possible Stark Cards that can help you and only 2 possible Lannister cards that can hurt you, it is a gamble worth taking!  Note, you do not have to exercise this ability (e.g. you can simply choose not to draw another primary card at the start of the game).  

  • If/when you place chips on the 1-5 of Hearts (e.g. Ace, 2, 3, 4, 5 of Hearts) during the game, this counts as a sequence.  One for each of the Stark children.  Note that an opponent can remove this sequence with a standard One-Eyed-Jack (provided it is your first sequence).  Note that you do NOT need all 10 slots on the board (e.g. both Ace-of-Hearts, both Two-of-Hearts, both Three-of-Hearts, etc.), you just need one of each.

Cersei Lannister

Ability Description:

  1. Note, if you draw Cersei Lannister as your starting primary card, your opponent is allowed to trade their primary starting card for Daenerys Targaryen (or Catelyn Stark if 3-player game).  

    1. If they do, any time a Queen of Spades or Diamonds is played (by you or your opponent) you may draw another primary or secondary card.

    2. If they do not, then any time a Queen of Spades or Diamonds is played (by you or your opponent) they must display their hand to you, and you can select a card to add to your deck

  2. You can earn a sequence by playing any 5 Queens. 

Ability Notes:

  • Note that you may agree with your opponent at the start of the game whether you want to both mutually play as Cersei/Daenerys (which creates a unique game mode involving numerous primary cards).  Alternatively, you may make this decision IF one of you draws Cersei or Daenerys to start the game.  

    • Note for three player games. Any time a Queen of Diamonds is played, Cersei may draw another primary card.  Any time a Queen of Hearts is played, Catelyn may draw another primary card.  Any time a Queen of Clubs is played, Daenerys may draw another primary card.  Any time a Queen of Spades is played, you may all draw another primary card

  • If you choose not to play Cersei vs. Daenerys or Catelyn, then Cersei can ‘shame’ opposing players into revealing their hand whenever a Queen of Diamonds or Spades is played.  Select one card from their hand that you can add to your own hand.  Note that the act of bearing/adding the card does not constitute a turn.  Your opponent can draw two cards following their next turn to replenish their hand.

    • Note, you may collectively choose to keep these rules in affect in addition to pulling primary card!

  • Cersei rules from the iron throne.  Collect and play any Five ‘Queens’ (of either Hearts, Diamonds, Spades, or Clubs) to earn a sequence.  Note that unlike a standard sequence, this sequence can be removed by a normal one-eyed jack (provided it is the first/active sequence).  

Daenerys Targaryen

Ability Description:

  1. Note, if you draw Daenerys Targaryen as your starting primary card, your opponent is allowed to trade their primary starting card for Cersei Lannister (or Catelyn Stark if 3-player game).  

    1. If they do, any time a Queen of Clubs or Hearts is played (by you or your opponent) you may draw another primary or secondary card.

    2. If they do not, then any time a Queen of Clubs or Hearts is played (by you or your opponent) they must display their hand to you, and you can select three cards that must be discarded or added to back the deck.

  2. You can earn a sequence by playing any 5 Queens. 

Ability Notes:

  • Note that you may agree with your opponent at the start of the game whether you want to both mutually play as Cersei/Daenerys (which creates a unique game mode involving numerous primary cards).  Alternatively, you may make this decision IF one of you draws Cersei or Daenerys to start the game.  

    • Note for three player games. Any time a Queen of Diamonds is played, Cersei may draw another primary card.  Any time a Queen of Hearts is played, Catelyn may draw another primary card.  Any time a Queen of Clubs is played, Daenerys may draw another primary card.  Any time a Queen of Spades is played, you may all draw another primary card

  • If you choose not to play Cersei vs. Daenerys or Catelyn, then, as the breaker of chains & mother of dragons, break your opponent’s hand by forcing them to remove three cards whenever a Queen of Diamonds or Spades is played (note these discarded cards should be added to the middle of the draw pile as opposed to the discard pile).  Note that the act of bearing/discarding the card does not constitute a turn.  Your opponent can draw four cards following their next turn to replenish their hand. 

    • Note, you may collectively choose to keep these rules in affect in addition to pulling primary card!   

  • Daenerys is on a quest to rule all of Westeros.  Collect and play any Five ‘Queens’ (of either Hearts, Diamonds, Spades, or Clubs) to earn a sequence.  Note that unlike a standard sequence, this sequence can be removed by a normal one-eyed jack (provided it is the first/active sequence).  

Euron Greyjoy

Ability Description:

  1. Once during the game at the end of your turn, you may name any card at random.  If your opponent has this card in their hand, they must give it to you. 

  2. Once during the game, Euron can be used as a One-Eyed Jack

Ability Notes:

  • Euron takes what he wants.  At any point in the game at the end of your turn, you may name any card in the game (e.g. 3-of-Clubs, Jack-of-Diamonds, Joker, etc.).  

    • If your opponent has this card:

      • Your opponent must surrender the card to you

      • Your opponent will need to play their next hand before replenishing their hand (e.g. they will draw two cards following their next hand)

      • You will not draw from the deck this turn

    • If your opponent does not have this card, then you’ve gambled wrong! 

      • Simply draw a card from the deck following your turn

  • In the books, Euron wears a patch over his left eye.  It is only appropriate that he can also be used as a one-eyed Jack.  Note, using Euron as a One-Eyed Jack constitutes a turn. 

    • Note, to help keep track of abilities, I recommend that you start the game with your primary cards beside the board.  Once you’ve used one ability, slide the card under the board (so only the name is showing).  Once you’ve used both abilities, turn the card over.  

Jaime Lannister

Ability Description:

  1. Draw top card from the deck.  If it is a ‘Queen’, you may add an unclaimed Cersei Lannister to your side (see notes for if Cersei is claimed).  If it is a ‘King’, you may add an unclaimed Tywin Lannister to your side.  If it is a ‘Joker’, you may add an unclaimed Joffrey Baratheon to your side.  If it is a ‘Jack’ you may add an additional secondary card.  Otherwise, you must play with one less card in your hand when tied or winning.      

  2. One time, at any point during the game, you may remove chips on all Kings of a single color (e.g. Red or Black) from the board.

Ability Notes:

  • If you drew Jaime at the start of the game, then at the start of the game, you may draw the top card from the deck.  

    • If it is a ‘Queen’ (of any suit), you may add an unclaimed Cersei Lannister to your side.

      • Note, if your opponent drew Cersei Lannister at the start of the game, then you must exchange Jaime for Daenerys and reshuffle the Queen back into the deck

      • If you add Cersei Lannister to your side note that her ability to add a primary card is voided, and you must reshuffle the Queen back into the deck

    • If it is a ‘King’ (of any suit), you may add an unclaimed Tywin Lannister to your side.

      • Note, if your opponent drew Tywin Lannister at the start of the game, then you may exchange Jaime for another card OR you may add an additional secondary card.  Reshuffle the King back into the deck.

      • If you add Tywin Lannister to your side, you must reshuffle the King back into the deck. 

    • If it is a ‘Joker’, you may add an unclaimed Joffrey Baratheon to your side.  

      • Note, if your opponent drew Joffrey Baratheon at the start of the game, then you may exchange Jaime for another card OR you may add an additional secondary card.  Reshuffle the Joker back into the deck.

      • If you add Joffrey Baratheon to your side, you must reshuffle the Joker back into the deck.  

    • If it is a ‘Jack’, you may add an additional secondary card and reshuffle the Jack back into the deck. 

    • Otherwise, if you draw any other card, then just as Jaime lost his right hand, you must play without a card in yours whenever tied or winning (e.g. you can only play with 6 cards in your hand).  It is a risky move – but, “the things I do for love”! 

  • If you drew Jaime during the game (after having drawn Cersei at the start of the game), then upon drawing Jaime, draw the top card from the deck:

    • If it is a Diamond, you may add an additional primary card

    • If it is a Heart, your opponent may add an additional primary card

    • If it is a Spade or a Club, you may add an additional secondary card

  • At any point during the game, the Kingslayer may remove the chips from ALL Kings of a single color (black or red) from the board.  Choose wisely, and note – you must remove both your opponent chips AND your chips from the board.  


Joffrey Baratheon

Ability Description:

  1. Throughout the game, you can use your Jokers as Jacks (one-eyed or two-eyed).

  2. Fuck you, Joffrey.  

Ability Notes:

  • Joffrey is a joker and he has a tendency of turning Knights into jesters.  In this case, he can use his jokers as jacks (either one-eyed or two-eyed).  Of course, using the joker constitutes a turn.  

  • Joffrey is a bastard, and an asshole.  He doesn’t get any other abilities.  In fact, if you have Joffrey – you’re responsible for cleaning up after the game.  

Kevan Lannister

Ability Description:

  1. Upon selecting Kevan Lannister, you may draw the top card from the deck.  If it is a Diamond, you may draw an additional secondary card.  If not, Kevan can be used as any non-face Diamond card.

  2. Once during the course of the game, you can move a chip on any Diamond slot to its opposite Diamond card.  This can be your chip or your opponent’s chip (and it can eliminate an opponent’s first sequence). 

Ability Notes:

  • The rich get richer – Kevan has the potential to unlock additional allies in the form of secondary cards (if you draw a Diamond from the top of deck).  If not (e.g. if you draw a non-Diamond card), you can use Kevan as a ‘limited’ two-eyed Jack to claim any non-face (e.g. not a Queen or King) diamond card on the board.  Using Kevan to claim a diamond card does constitute a turn.  

    • Note, if you draw Kevan at the start of the game, you should draw the top card from the deck at the start of the game.  

    • If you draw Kevan during the game, you should draw the top card from the deck upon drawing Kevan.  

    • Reshuffle the top card back into the deck. 

  • There are two of every Diamond on the board at the start of the game (e.g. two Five of Diamonds, two Nine of Diamonds, etc.).  At any point in the game (at the start of your turn), you can move a chip from any non-face Diamond (e.g. Ace of Diamonds through Ten of Diamonds) position to its other Diamond slot on the board (e.g. from one Three of Diamond position to the other Three of Diamond position).  This can be your chip or your opponent’s chip (even if it breaks their first sequence).  Note, activating this ability does constitute a turn.    


Ned Stark

Ability Description:

  1. Upon drawing Ned Stark, add a chip to any unclaimed 'joker corner' on the board

    1. Note, if you draw Ned Stark at the start of a game, you can also add any additional chip in that quadrant of the board

    2. If you draw Ned Stark during the course of the game, you can only add the Joker Corner upon drawing him (this does not constitute an additional turn)

  2. At any point during the game, at the start of your turn, you may remove an opponent’s chip from the quadrant of the board that contains your ‘Joker corner’

Ability Notes:

  • Ned Stark is Warden of the North and the Lord of Winterfell.  When you draw Ned Stark, declare any corner of the board as “Winterfell” and place a chip on that corner.  

    • If you draw Ned Stark at the start of the game, you can place a chip on that corner prior to the start of the game (this does not constitute a turn).  You may also place an additional chip anywhere in that same quadrant.

    • If you draw Ned Stark during the game, you may place a chip on any unclaimed Joker corner upon drawing him (without constituting a turn).  That said, you cannot place an additional chip in the quadrant.  

      • Note, if all four Joker corners are claimed, you may ‘mount’ an opponent’s Joker corner (which allows you both to use that corner)

  • The one who passes the sentence should swing the sword.  Defend the ‘north’ and use Ned Stark to remove any chip from the board that is in your ‘Winterfell’ quadrant of the board (as defined in the prior ability).  Note, activating this ability does constitute a turn.  

Margaery Tyrell

Ability Description:

  1. Upon selecting Margaery Tyrell, you may draw the top card from the deck.  If it is a Heart, you may draw an additional secondary card.  If not, Margaery can be used as any non-face Heart card.

  2. Once during the course of the game, you can replace your opponent’s chip on any Queen with your own chip.  This does constitute a turn and this cannot eliminate an existing standard sequence.  

Ability Notes:

  • Margaery works hard to pull at the heart strings of royalty.  It doesn’t always work (see Renly)… but when it does – it sets the Tyrell family up as one of the most powerful in Westeros.  When you draw Margaery, you have a chance to find your next lover (in the form of a secondary card)!  If you draw a ‘Heart’ card from the top of the deck, add a secondary card.  Otherwise (if you do not draw a heart), you can use Margaery as any non-face (e.g. non-Queen, non-King) ‘Heart’ card one time during card during the course of the game (this constitutes a turn).

    • Note, if you draw Margaery at the start of the game, you should draw the top card from the deck at the start of the game.  

    • If you draw Margaery during the game, you should draw the top card from the deck immediately upon drawing her.  

    • Reshuffle the top card back into the deck. 

  • Margaery has a penchant for bedding (or at least trying to bed) Kings in order to become the Queen.  You can use Margaery as a one-eyed Jack AND two-eyed Jack combination to remove a chip from any Queen and to replace it with your own chip.  This does constitute a turn.  Margaery hasn’t always been successful in her attempts – so this move does come with limitations.  Specifically, this ability cannot be activated if it would eliminate an opponent’s standard sequence.  

    • Note, this does not impact or activate an ability for Cersei/Daenerys/Catelyn 

    • Note, this CAN eliminate a ‘special’ sequence (e.g. controlling 5 Queens for Cersei/Daenerys)


Olenna Tyrell

Ability Description:

  1. If you control the ‘center four’ hearts of the board (e.g. the center 2, 3, 4, and 5 of Hearts) this constitutes a sequence (note this sequence can be removed by a standard one-eyed Jack).

  2. Once during the course of the game, you can replace your opponent’s chip on any King with your own chip.  This does constitute a turn and this cannot eliminate an existing standard sequence.

Ability Notes:

  • Olenna is the ruler of ‘Highgarden’.  If you control the center of the board (the 2-of-Hearts, 3-of-Hearts, 4-of-Hearts, and 5-of-Hearts in the center of the game board), this constitutes ‘Highgarden’ and a sequence.  Note, unlike normal sequences, this sequence can be removed with a standard one-eyed Jack card (provided it is the first/active sequence).  

  • Tell Cersei, it was me!  Olenna is a ‘King Slayer’ of her own accord.  You can use her as a one-eyed Jack AND two-eyed Jack combination to remove a chip from any King and to replace it with your own chip.  This does constitute a turn.  This ability cannot be activated if it would eliminate an opponent’s sequence.  

Renly Baratheon

Ability Description:

  1. Upon drawing Renly Baratheon, you may draw two cards from the top of the deck.  If either is a 'Jack', you may keep them.

  2. Renly can be used as a Jack (either one-eyed or two-eyed) one time during the game.

Ability Notes:

  • When you draw Renly Baratheon (at the start of the game, or during the course of the game), you may draw the top two cards from the deck.  If either one of those cards is a Jack (or if they both are), you can add them to your hand.

    • If one of the two cards if a Jack, keep the jack (in exchange for any card from your deck)

    • If both cards are Jacks, keep them both (in exchange for any two cards from your deck)    

  • Renly fancied himself a ‘King’, but he was never truly the heir to the throne.  That said, in the game of Sequence, a ‘Jack’ can be far more powerful than a King.  Renly can be used as a Jack (either one-eyed or two-eyed) once during the game at the start of your turn.  Note that activating this ability constitutes a turn.  

Rickon Stark

Ability Description:

  1. Upon drawing Rickon Stark, play one card from your deck ‘face down’.  You have an ‘invisible’ chip on this slot.  See the notes for additional details

  2. If you ‘zig-zag’ any non-Joker set of six slots on the board, this constitutes a ‘sequence’.  

Ability Notes:

  • Rickon was basically invisible throughout the entire Game of Thrones franchise.  As such, when you draw Rickon Stark as your primary card (at the start of the game or during the game) play your first card (cannot be a Joker, Jack, Queen, King or Ace) as ‘face down’.  This grants you an ‘invisible’ chip over either slot on the board for that card (e.g. your opponent does not know what card you have the chip on).  Note that this ‘invisible’ card must become ‘visible’ when:

    • If you are ‘leading’ by one sequence, you must reveal the invisible card

    • If your opponent plays that card and you wish to block them, you must reveal the invisible card.  For example, if the ‘Two-of-Spades’ is the invisible card, and your opponent later plays a ‘Two-of-Spades’, you can block them from placing it on the board by revealing your invisible card.  Note that this can apply to a Two-Eyed Jack as well.  Your opponent can then play their ‘Two-of-Spades’ on the other unclaimed matching slot on the board (or discard it in exchange for another card if the other ‘Two-of-Spades’ is already claimed).  

    • If you choose NOT to block them, then your card can remain invisible on the other matching unclaimed slot until it completes a sequence (or until you are leading by a sequence).    Note, i your opponent later tries to take that other slot (with a two-eyed Jack or the Two-of-Spades), you must then reveal your card/chip to block them.

    • Note that once the invisible chip is revealed, this chip can be removed by a standard one-eyed Jack (provided it is not the winning/second sequence).

  • Oh Rickon – why couldn’t you zig zag?  I mean seriously… why did you just run in a straight line with Ramsay shooting at you?  Don’t make the same mistake twice.  With Rickon, a ‘zig-zag’ of six chips can constitute a sequence!  Note that unlike a standard sequence, this sequence can be removed with a one-eyed Jack (provided it is the first/active sequence).  

    • An example of a ‘zig-zag’ would be: Ace-of-Clubs, Eight-of-Spades, Queen-of-Clubs, Ten-of-Spades, Nine-of-Clubs King-of-Spades, (2) Queen-of-Diamond

    • Another example of a ‘zig-zag’ would be: Ace-of-Spades, Six-of-Hearts, Nine-of-Diamonds, King-of-Hearts, Four-of-Hearts, Two-of-Hearts

Robb Stark

Ability Description:

  1. Upon drawing Robb Stark, draw a card from the top of the deck.  If it is ‘black’ (e.g. Spades/Clubs), you may draw an additional primary and secondary card.  If it is a Heart, your opponent can draw an additional secondary card.  If it is a Diamond, you must discard Robb Stark.  

  2. Once during the game at the start of your turn, you may move a chip (either your chip or your opponent’s chip) to its alternate space on the board.  

Ability Notes:

  • Robb was the star of the ‘red wedding’.  When you draw Robb Stark you are faced with extreme risk/reward.  You have the opportunity to add an additional primary AND secondary card if you are able to draw a Club or Spade card from the top of the deck.  However, you are faced with risk when drawing a Heart or a Diamond.  You’ll need to discard Robb Stark if you draw a Diamond (as the Lannister’s send their regards).  If you draw a Heart, then you’ll face the same peril as Robb did (following his heart helped cause his demise) – as your opponent will get stronger by adding an additional secondary card.  Note, be sure to reshuffle the card back into the deck. 

  • Robb showed strong war tactics as King of the North and he never lost a battle (until he lost the war).  Put these tactics to good use, as you’ll have the ability to alter the battle field.  One time during the game, at the start of your turn, you may move a chip to its alternate space on the board.  For example, if you (or your opponent) have a chip on the ‘Three-of-Hearts’ you can move that chip to the unclaimed alternate ‘Three-of-Hearts’ space on the board.  

    • Note that activating this ability constitutes a turn

    • Note that you cannot activate this ability if the alternate space on the board is already claimed

    • Note activating this ability can eliminate your opponent’s sequence (provided it is their first/active sequence).  

    • Note that activating this ability can complete your own sequence.  

Robert Baratheon

Ability Description:

  1. If you can connect 8 chips in a row (diagonally, horizontally, or vertically) this constitutes two sequences.

  2. One time during the game at the start of your turn, you may swap hands with your opponent.

Ability Notes:

  • Robert was a conqueror and managed to defeat the greatest dynasty ever seen in Westeros.  He should have a leg-up in conquering the game of sequence.  Typically, any two sequences can only share ONE chip.  When you’re playing with Robert, any two sequences can share TWO chips (e.g. 8 sequential chips make two sequences).  Vertical, diagonal, and Horizontal examples of 8-chip double sequences include: 

  • Robert Baratheon was not afraid to ask for help.  He came to Winterfell and called Ned Stark to come serve as Hand of the King.  Exercise similar powers to call for your own hand of the king!  At any point in the game during the start of your turn, you may swap your entire hand for your opponent’s entire hand.  Note, swapping hands does not constitute a turn.  

Sansa Stark

Ability Description:

  1. Once during the game, Sansa may play a chip ‘off the board’.  This chip can be used to complete sequences (with only four chips on the actual board).  

  2. Upon drawing Sansa Stark, draw a card from the top of the deck.  If it is a ‘Heart’, you may activate the first ability twice (e.g. you may play two chips off the board).  If it is a ‘Spade’ or a ‘Club’, draw an additional secondary card.  If it is a ‘Diamond’, your opponent may draw an additional secondary card.   

Ability Notes:

  • Sansa was taught to manipulate circumstances from the very best (via tutelage from Littlefinger).  Leverage her knack for schemes/plots by playing a chip OFF the board.  Note, placing this chip does constitute a turn.  Note that this chip cannot be removed (unless explicitly stated as a special ability).

    • Example of placing a chip off the board can be seen below.  The chip was placed underneath the Two-of-Diamonds.  This allows you to complete a sequence with only four chips on the board itself (e.g. King-of-Hearts, Ten-of-Diamonds, Six-of-Hearts, Two-of-Diamonds in the example below)

  • Sansa has followed her Heart throughout the Game of Thrones.  She followed her Heart to Kings Landing with Joffrey, chose not to escape to marry Loras.  This has typically gotten her in trouble (e.g. see Ramsay).  At the start of the game (or during the game if you happen to draw Sansa later), draw the top card from the deck.  If you draw a ‘Heart’, you’ll need to double down on your mastery of manipulation by getting to play two chips off the board (in two separate turns).  If you draw a ‘Diamond’ then sadly, your pursuits did not work out too well – your opponent can add a Secondary card.  If you draw a Club or a Spade, then forge a new alliance by drawing an additional secondary card of your own.  Reshuffle the card you drew back into the deck.  

Theon Greyjoy

Ability Description:

  1. Upon drawing Theon Greyjoy, draw a card from the top of the deck.  If the card is either Diamonds, Hearts, or Spades then your opponent must play with one ‘blind’ card in their hand whenever they are leading.  If it is a Clubs, then you must always have one ‘blind’ cards in your hand whenever you are leading. If the card is a Joker, discard Theon.   

  2. Use a card twice in one turn.  These spots cannot be removed by a one-eyed jack.

Ability Notes:

  • Is he Theon or is he Reek?  Does he embody courage or cowardice?  Let’s find out.  When you draw Theon Greyjoy (either at the start of the game or during the game), draw the top card from the deck.  If the card is a Diamond, Heart, or Spade, then you’re Theon! Your opponent must play with one ‘blind’ card in their hand whenever they are leading.  If the card is a Club, then you’re Reek.  You must have one ‘blind’ cards in your hand whenever you are leading.  Reshuffle the card back into the deck.  Note if the card is a joker, you must discard Theon.  

    • Blind means that when you draw your next card, you must draw it face down (so you cannot see it).  If you look at the blind card, you MUST play it that turn.  Once you play that blind card, the next card you draw must be blind again.  If you play another (non-blind) card from your hand, then the next card you draw does not need to be blind (you only need one blind card in your hand at any given time).  The net effect of blind cards is that you’re essentially playing with one less card in your hand.

    • If you (or your opponent) ties the game, then the next turn HAS to involve playing the blind card (even if it is a Jack).  

  • What is dead may never die! When you use a card (that has unclaimed spaces in both spots on the board), you may use this one card to place chips on both spaces.  For example, if there are no chips on either ‘Five-of-Diamonds’ spaces on the board, and you play the ‘Five-of-Diamonds’ during your turn, you can place chips on both spots.  Both of these spaces are protected from standard one-eyed Jacks.    

Tyrion Lannister

Ability Description:

  1. Upon drawing Tyrion Lannister, declare ‘Trial by Combat’.  Draw three cards from the deck – these three cards are your Champions.  Your opponent may then draw one card from the deck to represent them.  If any of your cards are bigger than your opponent’s card, then you may draw an additional Secondary card.  If your opponent’s card is bigger than all three of your cards, you must discard Tyrion.

  2. Whenever a player removes one of your chips (whether via a one-eyed Jack or via a special ability), you may declare ‘Trial by Combat’ again, only this time – you draw one card from the deck and your opponent draws three cards.  If you win, you can block your opponent from removing the chip.  If you lose, your opponent can move forward with removing the chip.  

Ability Notes:

  • Tyrion is no stranger to trials by combat.  Bron stood for him in the Eerie, and Oberyn stood for him in Kings Landing.  One could argue that he’s stood for himself on some occasions as well.  The stakes were always high – and they are high here as well.  If you win the trial by combat – you’ll be able to add a champion of your own via an additional secondary card.  But if you lose, your opponent will get stronger (but hey – it beats death).  The player with the ‘largest’ card wins the trial by combat.  

  • Fortunately for Tyrion, you can call a trial by combat whenever your opponent tries to remove a chip from the board.  Unfortunately for Tyrion, a Lannister always pays their debts.  This time around, your opponent will have the better odds of success.  If you manage to block your opponent’s move, they must discard their One-Eyed Jack (and/or burn their special ability) BUT they can take a second turn.  

  • Note, for determining ‘size’ during a trial by combat, note the following:

    • Joker > Ace > King > Queen > Jack > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2

    • E.g. the ‘Joker’ is the ‘biggest’ card and ‘two (2)’ is the ‘smallest’ card

    • Reshuffle all cards back into the deck following the trial by combat

    • If there is a tie, redraw the cards for another trial by combat

Tywin Lannister

Ability Description:

  1. May remove a chip from an opponent’s second active sequence.  Note if the removed chip intersects with the first sequence, then Tywin can remove both sequences with this move.  

  2. Tywin may be used once during the game as a Joker.

Ability Notes:

  • The Reigns of Castemere was written about how Tywin Lannister absolutely destroyed the House of Reynes.  Destroy your enemies again by removing a chip from an opponent’s second (e.g. ‘winning’) sequence.  Note, if your opponent’s ‘winning’ sequence happens to share a chip with their first sequence, then I’d recommend you remove THAT chip (it will eliminate their first AND second sequence in one move) so the reigns can weep o’er their halls with not a soul to hear.   Note, this move constitutes a turn.  

  • Tywin is the lord of Casterly Rock.  If you draw Tywin at the start of the game, then you may start with a chip on any ‘joker corner’ (and call it Casterly Rock).  If you happen to draw Tywin during the course of a game instead, then at any point during the game, at the start of your turn, you may use Tywin as a standard ‘Joker’ (with this move constituting a turn).  As badass as Tywin is, let’s not forget that he died an unheroic death whilst taking a dump.  

Varys

Ability Description:

  1. Your opponent must play with three cards showing whenever you are trailing.  Your opponent must play with two cards showing whenever you are tied.  Your opponent must play with one card showing whenever you are leading.

  2. Once during the game, at the end of your turn, you can force your opponent to discard a card of your choice from the ‘open’ portion of their hand OR you may take a card at random from the ‘un-shown’ portion of their hand (and add it to your hand).

Ability Notes:

  • Varys is the Master of Whispers and his little birds just happen to give you critical insights into your opponent’s hand.  Your opponent must display (e.g. place ‘face-up’) a portion of their hand at all times.  If your opponent plays one of their ‘displayed’ card, they must choose another card to display after replenishing their hand.

    • If you are winning (e.g. leading by 1 sequence), your opponent only needs to display one card from their hand

    • If you are tied, your opponent must display two cards from their hand

    • If you are losing, your opponent must display three cards from their hand   

  • Varys the spider had an opportunity to trust the devil he knew (e.g. the Lannisters) or trust the devil he didn’t know (e.g. Daenerys).  We know what choice he made – but what choice will you make?  Will you force your opponent to discard the card you know (perhaps you intend to build a sequence around that card), or will you take a card you don’t know from your opponent’s hand to add it to your own (maybe you’ll take a Jack).  Note, forcing your opponent to discard a card (or choosing to take a card from your opponent) does not constitute a turn. 

    • If you take a card from your opponent, you will not draw an additional card to replenish your hand that turn. 

    • If you force your opponent to discard a card OR if you take a card from your opponent, they will not replenish their hand until the end of their following turn (at which point they can draw two cards).  Note, if you force your opponent to discard a shown card, they do not have to display another card until after their following turn.  

Secondary Cards

Brienne of Tarth

Standard Ability:

  • You may play a mulligan at the start of the game, or at any point when trailing by one sequence (shuffle all of your cards into the deck for a new set)

Relationships:

  • If you own Renly, Catelyn, Sansa, Arya, or Jaime, you may select which cards you trade out as part of your mulligan (e.g. you do not have to mulligan your entire hand)

  • If your opponent owns Tywin, Cersei, Ramsay, Sandor, or Petyr, they can take one of the cards you choose to mulligan in exchange for their own cards

Bronn

Standard Ability:

  • Draw top card from the deck. If it is a diamond, you may draw/keep an additional secondary card.  Reshuffle the card back into the deck.  

  • Once during the game at the end of your turn, you may use Bron to take a card at random from your opponent's hand. 

    • Note, if you take a card from your opponent’s hand following your turn, you will not draw from the deck to replenish your hand that turn.  Your opponent will not replenish their hand until the end of their following turn (at which point they may draw two cards).  

Relationships:

  • If you also own Tyrion, you may draw +1 card whenever declaring ‘Trial by Combat’.  

  • If you also own Jaime, then you may ‘save’ a chip from being removed when activating Kingslayer ability.

  • If your opponent owns Cersei, then if the top card you draw from the deck is a Club, you must discard Bronn.  If it is a Spade/Heart, then there is no consequence.  


Gendry

Standard Ability:

  • Once during the game, when placing a chip on the board – you may stack a second chip on the space to protect it from removal via one-eyed Jacks or special abilities (e.g. if you are playing the two-of-diamonds and want to protect this space, place two chips on the board instead of one).  

Relationships:

  • If you own Arya or Robert then you may use Gendry’s ability twice. 

  • If your opponent owns Joffrey or Melisandre, then Gendry’s protected space on the board CAN be removed, but it requires a combination of one-eyed Jacks (and/or special abilities)


Hodor

Standard Ability:

  • Once during the game, you may ‘hold’ (e.g. reserve) a spot on the board that would complete your sequence.  Holding the spot constitutes a turn.  Your opponent cannot place a chip on this protected spot.   

Relationships:

  • If you also own Bran, you can carry/draw an additional secondary card.

  • If your opponent owns Bran, you must discard Hodor. 


Illyn Payne

Standard Ability:

  • Illyn can be used as a one-eyed Jack  

Relationships:

  • If you own Cersei, Illyn’s use as a one-eyed Jack can include removing a chip from an opponent’s first ‘vertical’ sequence (see Robert Baratheon’s notes above to understand what direction a ‘vertical’ sequence is)

  • If your opponent owns Ned, Illyn can additionally be used to remove Ned’s Joker corner when activating his ability (e.g. you can remove a chip from the board AND you can remove Winterfell in the same turn).  

  • If your opponent owns Cersei, discard Illyn

  • If your opponent owns Joffrey, and if you do NOT own Cersei, then Illyn’s can only be used to remove a chip from a Face (King/Queen/Ace) card.  


Jaqen Hghar

Standard Ability:

  • Jaqen Hghar can be used once to remove any pair of face cards from the board in a single turn (e.g. both King-of-Hearts, or both Queen-of-Diamonds, etc.).  This move constitutes a turn.  

Relationships:

  • If you own Arya, then you may remove a matching third face card of your choice from the board when activating Jaqen’s ability (e.g. two King-of-Hearts and a King-of-Diamonds, or two Queen-of-Diamonds and a Queen-of-Spades, etc.).  

  • If your opponent owns Arya, then Jaqen can only be used to remove a single Face card from the board. 


Jon Snow

Standard Ability:

  • Jon Snow can be used to remove a chip from an opponent’s first/active ‘horizontal’ sequence (see Robert Baratheon notes above to understand what direction a ‘horizontal’ sequence is).  If your opponent’s first sequence is diagonal or horizontal, then Jon can be used as a standard one-eyed Jack.  

Relationships:

  • For each non-Catelyn Stark you own (Ned, Sansa, Arya, Robb, Rickon), you can remove that many chips from the board when activating Jon’s ability (up to a maximum of five removed chips).  For example, if you own four Stark cards, then when you activate Jon’s ability to remove a chip from a horizontal sequence, you can actual remove all five chips from that sequence in a single turn!  If you own three Stark cards, then you would have been able to remove 4 chips from that sequence in that turn.  

  • If your opponent owns Daenerys or Catelyn, then regardless of the aforementioned relationships, you may only use Jon as a standard one-eyed Jack (e.g. cannot remove a sequence and can only ever remove one chip from the board). 

Khal Drogo

Standard Ability:

  • When playing a card during your turn, you can choose to ‘mount’ it onto an already-claimed spot on the board.  For example, if you’re playing an Ace-of-Spades, and your opponent already has a chip on an Ace-of-Spades slot on the board, you can place your chip on top of their chip (which allows both you and your opponent to share this space on the board).  Note, mounting constitutes a turn. 

Relationships:

  • If you own Daenerys, then when mounting a chip, you can also remove your opponent’s chip (meaning only you will own the space).  Claiming the space and removing your opponent’s chip collectively only count as a single turn.  

  • If your opponent owns Daenerys, you must give them Khal Drogo (BUT you do not gain the synergy benefit of removing your opponent’s chip when mounting)


Loras Tyrell

Standard Ability:

  • Loras can be used as a standard ‘Joker’ (note, this does not activate Joffrey’s ability).  Using Loras as a Joker (or as Jack per the below synergies) constitutes a turn. 

Relationships:

  • If you own Renly, you can use Loras as a one-eyed or two-eyed Jack

  • If you own Olenna, you can use Loras as a standard two-eyed Jack

  • If you own Margaery, you can use Loras as a standard one-eyed Jack 

  • If your opponent owns Cersei, then regardless of the aforementioned relationships, Loras must be discarded 


Melisandre

Standard Ability:

  • Melisandre can be used to revive a chip that is removed from the board.  For example, if your opponent attempts to remove a chip from the board, Melisandre can revive the chip during your following turn.  

Relationships:

  • If your opponent owns Renly, then he can only be used as a two-eyed Jack and he loses all relationship synergies.

  • If your opponent owns Jon, you must give them Melisandre and draw a new secondary card.  Note if you give your opponent Melisandre, then she cannot be used to impact Renly


Petyr Baelish

Standard Ability:

  • You can remove a chip from an opponent’s first/active diagonal sequence.  If your opponent’s first sequence is horizontal/vertical, then you may use Petyr as a standard one-eyed Jack.  Note, activating Petyr’s standard ability constitutes a turn. 

Relationships:

  • If you own Sansa, then in addition to Petyr’s standard ability, he can be used one-time at the start of your turn to move your or your opponent’s chip to any neighboring space on the board (diagonally, vertically, or horizontally).  This move constitutes a turn (and cannot make or break a sequence).  

  • If you own Catelyn, then in addition to Petyr’s standard ability, he can be used one time at the start of your turn to move your or your opponent’s chip to any unclaimed position of the opposite suit of the same color (e.g. if you have a chip on the King-of-Hearts, you can move it to either of the unclaimed King-of-Diamonds spaces).  This move constitutes a turn (and cannot make or break a sequence). 

  • If you own Varys, then your opponent must play with an additional card showing/displayed under all circumstances (e.g. 2 cards showing when you’re leading, 3 cards showing when you’re tied, 4 cards showing when you’re losing). 

  • If your opponent owns Arya, then all of Petyr’s relationship based synergies (e.g. the aforementioned synergies with Sansa, Catelyn, and Varys) are negated/voided.  

  • If your opponent owns Ned, then Petyr’s ‘Standard Ability’ is nerfed to only work as a standard one-eyed Jack (e.g. you cannot remove a chip from an opponent’s active diagonal sequence; but your synergies with Catelyn, Sansa, and Varys can still apply).

  • If your opponent owns Varys, then they may add an additional secondary card. 

Ramsay Snow

Standard Ability:

  • Once during the game at the start of your turn, you may replace an opponent’s chip on a ‘joker corner’ with a chip of your own.  Note that this constitutes a turn.  

Relationships:

  • If you own Joffrey, congratulations – you represent the assholes of the world.  When you initiate Ramsay’s standard ability (to claim a corner), you can also remove an opponent’s chip from anywhere else on the board (as a standard one-eyed Jack) in that same turn.  Note, this CAN remove an opponent’s first sequence.    

  • If you own Theon, then you do NOT need to draw a card to initiate Theon’s first ability.  You are Reek, and you’re Reek by choice.  Your opponent must play with a blind card throughout the entirety of the game.  If you draw Ramsay after having already failed Theon test, then you can make the change following drawing Ramsay.  

  • If your opponent owns Theon, then either a Spade or a Club on the initial draw will make him ‘Reek’ (meaning your opponent will need to play with a blind card if they draw Spade or Club).  If you draw Ramsay after your opponent initiated the Theon vs. Reek test, then they must do the draw again.    

  • If your opponent owns Eddard (Ned), then you must infiltrate ‘Winterfell’.  You cannot replace his ‘joker corner’, but you can ‘mount’ it (so you both share the space).  If you control 15 of the 25 spaces in that quadrant, you gain a ‘sequence’.  If your opponent (with Ned) gain control of 16 of the 25 spaces, then your opponent gains a ‘sequence’.  

  • If your opponent owns Sansa, draw the top card of the deck.  If it is a Heart/Diamond, then your opponent may draw an additional secondary card.  If it is a Spade/Club, then you may draw an additional secondary card.  

  • If your opponent owns Jon, Ramsay can only be used as a standard ‘Joker’ (e.g. you can only place a chip on an unclaimed joker corner).  Note, if your opponent owns Jon and Eddard, then you can still mount Winterfell.  If your opponent owns Jon and you own Joffrey, you can still remove an opponent’s chip when activating Ramsay as a standard Joker.   If your opponent owns Jon and either of you own Theon – then this negates Ramsay’s relationship with Theon described in the above (e.g. you can ignore the Theon bullets in the above).  


Sandor Clegane

Standard Ability:

  • Once during the game at the start of your turn, you may take two cards at random from your opponent’s hand.  Keep one, discard the other.  Note, this does not constitute a turn.  Also note that you will not replenish your hand following your next turn (as you will still have 7-cards after taking your turn).  Your opponent may not replenish their hand until following their next turn.    

Relationships:

  • If you own Arya, then when activating Sandor’s aforementioned standard ability, your opponent must sacrifice any Ace of Spades or Ace of Clubs that they own in their hand (you can keep these cards). Note, if you are given one Ace, you can still select one more card at random from your opponent’s hand.  If you are given two Aces, you will not select a card from your opponent’s hand (but you can keep both).  If your opponent has three Aces (of Clubs/Spades), they only need to surrender two of them.  

  • If your opponent owns Joffrey, then ‘fuck the king’.  When activating Sandor’s aforementioned standard ability, your opponent must sacrifice any Jokers that they own in their hand (up to two max). Note, if you are given one Joker, you can still select one more card at random from your opponent’s hand.  If you are given two Jokers, you will not select an additional card from your opponent’s hand (you can keep one and discard the other).  If your opponent has three or more Jokers, they only need to surrender two of them.   

  • If your opponent owns Arya or Brienne, you may only take one card from your opponent’s hand (and then you can decide whether to keep or discard it). 

  • If you own Daenerys or if your opponent owns Cersei, prepare for the Clegane Bowl.  Ignore prior relationships (for Arya, Joffrey, and Brienne).  Upon drawing Sandor (when either you own Daenerys or your opponent owns Cersei), immediately do the following:

    • Draw the top card from the deck.  If it is a Joker, Ace, King, Queen, Jack, 10, or 9, team ‘Cersei’ (the Mountain) wins.  Your opponent may draw an additional primary or secondary card.  If it is an 8, 7, 6, 5, 4, 3, or 2, then team ‘Daenerys’ (the Hound) wins.  You may draw an additional primary or secondary card. Reshuffle the card you drew back into the deck.  


Shae

Standard Ability:

  • You may play with +1 card in your hand whenever you are tied or trailing (e.g. on a standard 2v2 game, you may play with 8 cards in your hand as opposed to 7). 

Relationships:

  • If you own Tywin, you may play with +1 card in your hand even when you’re winning. 

  • If your opponent owns Tyrion, you may draw an additional card in your favor when your opponent executes a ‘Trial by Combat’. 

  • Note if you own Tywin and your opponent owns Tyrion, you can activate both of the above synergies. 

  • If you own Tyrion, then draw the top card from the deck.  If it is a ‘Heart’, you may exchange Shae for another secondary card.  If it is any other suit, you must discard Shae.  Reshuffle the card your drew back into the deck.      

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