No True King

No True King

(Definitely not a War of Whispers knock-off using the Game of Thrones board game and pieces)

In “No True King”, five great houses vie in a bloody civil war for control of the Realm. But in truth, they are but pieces on a playing board, and moved at the whims of insidious puppet masters, engaged in a far greater game. The players take the role of one of those puppet masters, placing agents in the Houses and through them marshalling troops in an effort to ensure their conspiracy has the ear of the winning House when the fighting stops.

No True King is played using the board and many of the pieces from the “A Game of Thrones” board game produced by Fantasy Flight Games. It’s rules and theme are strongly inspired by “A War of Whispers”, produced by Starling Games.

Pieces

The Loyalty Card tracks which House your conspiracy favors, and which ones it dismisses. The more accurate your Loyalty card is at the end of the game, the more points you receive.

Loyalty Tokens have, on one side, a House symbol and on the other side your Conspiracy symbol.

Agent Tokens have your Conspiracy symbol with a star on them.

Use the Order tokens from the Houses of “A Game of Thrones” for the Loyalty and Agent tokens. The Loyalty card will have to be hand-produced.

I recommend using the Crown, the Torch, the Helm, and the Gauntlet as the Conspiracy icons.

Number values on any Loyalty or Agent token should be ignored.

The House Action Cards will have to be hand produced

Footmen, Knights, and Ships Use the wooden tokens from “A Game of Thrones” for these pieces

House Banners Use the House power tokens for these.

The House Ranking card will have to be hand-produced

House Ranking tokens Use the octagonal House pieces for these.  


Setup

  • Place the House Ranking card and each of the House Action cards around the board where they are visible and accessible to all players.

  • Place the House footmen, knights, ships, and banners, near their House action cards.

  • Put down the initial footmen, knights, and ships as per the five player setup of “A Game of Thrones” boardgame.

  • Each player should take one conspiracy card, and the loyalty and agent tokens for that conspiracy.

  • Each player then SECRETLY sets up their initial loyalty selections. There will be one Loyalty token left over; it should also be kept nearby and secret.

  • Display the initial House Rankings (Baratheon > Stark > Lannister = Greyjoy > Tyrell)

  • Randomly select the first player.


On Your Turn

  • Each player, starting with the first player and rotating clockwise, will place one Agent on any available House action. This repeats until each player has placed three Agents.

  • Each House has three available Actions: Lord, Marshall and Maester.

  • Once all Agents have been placed, starting with the first player and moving clockwise, each player resolves Agents.

  • Until all Maester agents are resolved, no Marshall Agents may resolve. Until all Marshall Agents are resolved, no Lord Agents may resolve.

  • After resolving an Agent, the active player rotates clockwise.

  • If the active player has no Agents they can resolve, proceed to the next player.

  • After all Agents are resolved, determine the new House Ranks. Then, starting with the first player and rotating clockwise, each player has the option to exchange any two of their Loyalty tokens. To do so, they must reveal one of the exchanged tokens. If both tokens are already revealed, they must instead reveal another Loyalty token.

  • Finally, first player passes to the next clockwise player.

Agents

  • When resolving a Maester Agent, select any one of Muster Troops, Move Troops, or Draw a House Card action

  • If there is not an Agent in the Marshall space for that House, the Agent then moves up from the Maester to the Marshall space. Otherwise, return the Agent to the player.

  • When resolving a Marshal Agent, take both a Muster Troops and Move Troops action.

    • If there is not an Agent in the Lord space for that House, the Agent then moves up from the Marshall space to the Lord space. Otherwise, return the Agent to the player.

  • When resolving a Lord Agent, select any two of Muster Troops, Move Troops, or Draw a House Card action. Then return the Agent to the player.

Actions

  • Muster Troops: Add troops for that House to the board, equal to the number of Barrels that House controls.

    • Each Barrel the House controls allows you to add 1 footman, to add 1 ship, or to promote a footman to a knight.

    • You cannot add more footmen or ships to a territory than the number of barrels on that territory.

    • Footmen can be promoted to knights anywhere on the board.

    • Ships can only be added on territories adjacent to a sea territory. Once a ship is added, it immediately moves to an adjacent sea territory.

  • Move Troops: Move any number of troops of that House from one territory to an adjacent territory.

    • Footmen and Knights can only move into sea territories if there are sufficient ships; each ship can carry one footman or knight.

    • If the last unit is moved out of a territory, leave a House Flag behind to indicate that House that controls the territory. If any other House moves troops into that territory, remove the House Flag.

    • When troops from one House move into territory which contains troops of another House, combat occurs.

  • Draw a House Card: Draw one of the face-down House cards. These cards can offer an advantage to that House during combat.

Combat

When troops from one House move into territory which contains troops of another House, combat occurs.

  • The winner of combat is determined by the House with the greatest total power.

  • On land, each footman adds 1 power and each knight adds 2 power.

  • On sea, each ship and knight adds 1 power. Footmen add 0 power.

  • Towns provide +2 power to the defender.

  • Castles provide +4 power to the defender.

  • Starting with the active player and moving clockwise, each player may choose to play a House Card to add to that House’s power in the combat. You may only play a House Card of a House involved in the combat, and it always benefits the House of the card.

  • In the event of a tie, the active player determines the winning and losing side.

  • The losing side must retreat to a neighboring territory they could move to without initiating combat. If no such territory is available, they are killed and removed from the board.

  • The losing side must kill two figures, the winning side must kill one figure. Figures are lost in order of footmen, then knights, then ships.

  • Sword icons on House cards increase the number of figures killed. Tower icons on House cards reduce the number of figures killed.

House Rankings

House Rankings are determined by the territories held. Houses are ranked first by the number of Crowns in their territories.

If there is a tie, then the number of castles, then towns, and then barrels are used as tie-breakers.

If two Houses are equal in all those, then they are ranked equally.

End of the Game

After each player has completed a turn as the first player, the game ends.

Players then receive points for each House they correctly predicted it’s final ranking.

Correctly placing the First Rank House is worth 6 points.

Correctly placing the Second Rank House is worth 4 points.

Correctly placing the Third Rank House is worth 3 points.

Correctly placing the Fourth Rank House is worth 2 points.

If two or more players have a tie, then the player with the fewest revealed loyalty tokens at the end of the game wins. If there is still a tie, then the player with the greatest number of House Cards from the First Rank House wins; if there is still a tie, proceed to the Second Rank House and so on.

If there is still a tie, the player closest to going next if there were another turn wins.

House Cards

Several of “A Game of Thrones” House Cards refer to concepts that do not have a direct reference within “No True King”; when played, they have the following replacement effects.

  • Brienne of Tarth: House Tyrell may ignore the defense bonus of towns or castles for this combat.

  • Asha Greyjoy: If House Greyjoy wins, the player who played Asha Greyjoy may immediately make a Move Troops action for House Greyjoy.

  • Cersei Lannister: If House Lannister wins, the player who played Cersei Lannister may remove one unresolved Agent from House Lannister.

  • Jaime Lannister: If House Lannister wins, the player who played Jaime Lannister may immediately make a Muster Troops action for House Lannister.

  • Melisandre: If House Baratheon wins, the player who played Melisandre may look at the House Cards of one opponent, and then force him to discard one of her choice.

  • Saalador Saan: Add power equal to the number of Baratheon ships in adjacent sea territories of the contested territory to House Baratheon for this combat.

  • Catelyn Stark: House Stark may double the defense bonus of towns or castles for this combat.

Full sized images, by request

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