PDF Archive

Easily share your PDF documents with your contacts, on the Web and Social Networks.

Share a file Manage my documents Convert Recover Search Help Contact



Winds of Winter Rulebook .pdf



Original filename: Winds of Winter Rulebook.pdf
Author: Sam Williams

This PDF 1.5 document has been generated by Microsoft® Publisher 2013, and has been sent on pdf-archive.com on 21/01/2016 at 16:52, from IP address 31.205.x.x. The current document download page has been viewed 8456 times.
File size: 2.1 MB (7 pages).
Privacy: public file




Download original PDF file









Document preview


OVERVIEW
Chaos rules in Westeros. House Stark and the North lie
in ruins, carrion for the vultures of House Greyjoy and
House Bolton. Noble houses engage in all-out war for the
right to rule the Seven Kingdoms. A Queen returns home
at the head of an army, with three dragons at her side. The
dead rise and prepare to march on the Wall, intent on
bringing the world of the living to an end. And through it
all, a child sits upon the Iron Throne. Winter has come,
and all men must die.

...
The Winds of Winter is a fan-made expansion for the
Game of Thrones board game, exclusive to Tabletop
Simulator. This expansion adds the Targaryens as a
playable house and is intended to be played with 6 to 8
players. As well as the Winds of Winter scenario, all
previous scenarios (including the original game) are
included and available to play. With the exception of
anything included in this rulebook, the rules for the
Winds of Winter scenario are identical to the original. The
rulebook for the original game can be found here:
http://tinyurl.com/nbgw336
If you have never played the original game before, it is
strongly recommended that you read these rules.

...
The Winds of Winter includes new elements that can
be used with alternate scenarios and setups. Feel free to
mix and match, but it is strongly suggested that all new
elements be used when playing the Winds of Winter scenario. There are also some changes that have been made
to the core game for balance and thematic reasons.

CHANGES
King’s Landing now has it’s own port.
The Eyrie is now a stronghold.
The Fingers now contains a castle and a port.
‘The Wildling’ track has been renamed to ’The
Wall’ track to represent the presence of a new
threat to the Night’s Watch.
House Arryn now has it’s own dedicated tokens
and pieces. It no longer has to borrow from the
Tyrells.

The appearance of the influence tracks has been
changed to accommodate 8 players.
6 cards from the ‘Feast for Crows’ Westeros deck
have been permanently added to the Westeros I
deck.

NEW ADDITIONS
House Targaryen tokens, pieces and house cards.
Page 6
House Arryn tokens, pieces and house cards.
New unit: Archer
Page 3
New unit: Dragon
Page 3
5 new cards for the Wildling / Wall deck.
Page 2
2 new cards for the Westeros I deck.
Page 2
4 new cards for the Westeros II deck.
Page 2
6 new cards for the Westeros III deck.
Page 2
King’s Court influence track overlays for playing
with 3-4 players and 5-6 players.

A brand new scenario to play.
Page 5

Call for Aid
Units must be given
up and removed from the
board to prevent an
attack on the Wall. Units
are bid secretly, the same
as with power tokens.

Winter has come, and the Wight Walkers have
returned. These cards represent a dire threat and have
devastating effects on the game.

Night’s King
Losing this battle dramatically
increases the stakes of the next.
A victory grants the highest
bidder a huge tactical advantage
for one turn. They can play one
order token during the action
phase, after everyone else has
revealed their orders.

The Dead Rise
When this card is in
play, whenever a unit
dies, the Wall track is
increased by one step.

March of the Dead
Anyone relying heavily on
footmen will either experience a
huge advantage or disadvantage.
Players with few or no footmen
may want to consider bidding no
power tokens at all. If someone
wants to save their footmen,
they’ll have to pay a heavy cost.

Battle Cards
Securing these
locations before the end
of the turn grants a
number of power
tokens.

Wights Attack
A red herring of sorts. The
player with the Messenger Raven
can potentially make great use of
this card. If the battle is lost, the
Wall track is reset to the number
of power tokens bid (rounded
up). If 11 or more power tokens
are bid, the Wall is instantly
attacked again and a new card is
drawn.

Taken Hostage
Allows players to use
house cards not native to
their deck. You must
show this card if anyone
asks to see it outside of
combat.

Spoils of War
Owners of dominance
tokens become tempting
targets while this card is
in play. Stealing the
Valyrian Steel Sword can
be particularly useful.

Ice Spider Swarm
If this battle is won, the
highest bidder can take an
aggressive stance with little fear
of an attack from behind. A loss
may potentially grant an
advantage to players who are
higher on the victory track.
Enemies in areas adjacent to
castles and strongholds may be
vulnerable.

Tides of Doom
Ships are essentially
useless while this card is
in play. Relying too
heavily on ships may
leave you vulnerable.

Winds of Winter
Archers are essentially
useless while this card is
in play. Dragons may
potentially be vulnerable.

Pale Rider
Anyone relying heavily on
knights will either experience a
huge advantage or disadvantage
depending on the outcome of this
battle. Players with few or no
knights may want to consider
bidding no power tokens at all.

Before starting, choose a scenario to play:
A Game of Thrones (3 to 6 players)
A Feast for Crows (4 players)
A Dance With Dragons (3 to 6 players)
The Winds of Winter (6 to 8 players)
Then, decide which houses players will use. This can be
done by using the “Random House Selection” bag. Shuffle
the contents of the bag and then have each player draw a
token from it. The token represents which house they will
play.
After this is done, place influence, victory and supply
tokens. Players should also place their units and garrison
tokens in the correct areas.
If using the Feast for Crows or Dance With Dragons
scenarios, deployment instructions can be found on cards
which are present on the game table. Deployment
instructions for A Game of Thrones (the original scenario)
can be found on page 4. Instructions for The Winds of
Winter can be found on page 5.
Once the scenario has been set up, the game begins.
Remember that you can save a table state within Tabletop
Simulator, allowing you to skip setup next time you play.

NEW UNITS
Archers
Costs 2 points of mustering (or 1 point if upgraded
from a footman).
Adds 1 combat strength under normal
circumstances.
Adds 2 combat strength when directly defending a
castle or stronghold. Archers do not gain this bonus
when supporting a castle or stronghold which is
under attack (or supporting from a castle or
stronghold).
Counts as 1 unit for the purposes of supply.

Can support adjacent combat in land and sea areas.
Can support combat in adjacent land areas, even if
a river separates the areas.

Dragons
Cannot be mustered. Dragons can only be brought
into play with the Daenerys Targaryen house card.
Adds 4 combat strength.
Counts as 1 unit for the purposes of supply.
Can move over land and sea areas. Rivers do not
prevent dragons from moving.
There are only 3 dragon pieces in the game. Thus,
no more than 3 dragons can be in play at any time.
House Targaryen is the only house to possess any
dragon pieces.
If another player manages to take the Daenerys
Targaryen house card with the ‘Taken Hostage’
Westeros card, that player can use it to steal an
unused dragon piece from the Targaryen player and
bring it into play. The dragon then remains under
the control of said player until it is killed. The piece
is then returned to the Targaryen player.

House Stark
Position 3 on the Iron Throne track
Position 4 on the Fiefdoms track
Position 2 on the King’s Court track
Position 1 on the Supply track
Position 2 on the Victory track
1 Ship in The Shivering Sea
1 Knight and 1 Footman in Winterfell
1 Footman in White Harbor

House Greyjoy
Position 5 on the Iron Throne track
Position 1 on the Fiefdoms track
Position 6 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in Ironman’s Bay
1 ship in the port at Pyke
1 Knight and 1 Footman in Pyke
1 Footman in Greywater Watch

House Tyrell
Position 6 on the Iron Throne track
Position 2 on the Fiefdoms track
Position 5 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in Redwyne Straights
1 Knight and 1 Footman in Highgarden
1 Footman in Dornish Marches

House Lannister
Position 2 on the Iron Throne track
Position 6 on the Fiefdoms track
Position 1 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in The Golden Sound
1 Knight and 1 Footman in Lannisport
1 Footman in Stoney Sept

House Baratheon
Position 1 on the Iron Throne track
Position 5 on the Fiefdoms track
Position 4 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
2 Ships in Shipbreaker Bay
1 Knight and 1 Footman in Dragonstone
1 Footman in the Kingswood

House Martell
Position 4 on the Iron Throne track
Position 3 on the Fiefdoms track
Position 3 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in Sea of Dorne
1 Knight and 1 Footman in Sunspear
1 Footman in Salt Shore

House Stark
Position 3 on the Iron Throne track
Position 4 on the Fiefdoms track
Position 2 on the King’s Court track
Position 1 on the Supply track
Position 2 on the Victory track
1 Ship in The Shivering Sea
1 Archer and 1 Footman in Winterfell
1 Footman in White Harbor

House Greyjoy
Position 6 on the Iron Throne track
Position 1 on the Fiefdoms track
Position 7 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in Ironman’s Bay
1 ship in the port at Pyke
1 Archer and 1 Footman in Pyke
1 Footman in Greywater Watch

House Tyrell
Position 7 on the Iron Throne track
Position 2 on the Fiefdoms track
Position 5 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in Redwyne Straights
1 Knight and 1 Footman in Highgarden
1 Footman in Dornish Marches

House Arryn
Position 8 on the Iron Throne track
Position 5 on the Fiefdoms track
Position 6 on the King’s Court track
Position 2 on the Supply track
Position 2 on the Victory track
1 Knight in the Mountains of the Moon
1 Knight and 1 Footman in The Eyrie
1 Footman in Crackclaw Point

House Lannister
Position 2 on the Iron Throne track
Position 8 on the Fiefdoms track
Position 1 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in The Golden Sound
1 Knight and 1 Footman in Lannisport
1 Footman in Stoney Sept

House Baratheon
Position 1 on the Iron Throne track
Position 6 on the Fiefdoms track
Position 3 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
2 Ships in Shipbreaker Bay
1 Knight and 1 Footman in Dragonstone
1 Footman in the Kingswood

House Martell
Position 5 on the Iron Throne track
Position 3 on the Fiefdoms track
Position 4 on the King’s Court track
Position 2 on the Supply track
Position 1 on the Victory track
1 Ship in Sea of Dorne
1 Knight and 1 Footman in Sunspear
1 Footman in Salt Shore

House Targaryen
Position 4 on the Iron Throne track
Position 7 on the Fiefdoms track
Position 8 on the King’s Court track
Position 0 on the Supply track
Position 0 on the Victory track
No units present in Westeros initially
See page 6 for more information

Her armies are raised, her plans are set, her children are
grown. Now, the Mother of Dragons returns to Westeros
to claim her birth right. House Targaryen will rise again
and its enemies will know nothing but fire and blood.

GUIDE
House Targaryen has no holdings in Westeros and
precious few allies, but they have two key advantages over
their contenders: dragons and the element of surprise. At
the start of the game, the Targaryens start at 0 on the
victory and supply tracks. They also have no units present
on the continent.
Once the first planning phase has ended and every
other player has flipped their order tokens, house
Targaryen’s invasion will commence. The Targaryen
player must pick 2 unoccupied sea areas (adjacent to the
edges of the board) and places 1 ship in each. They must
then, for each ship, place 1 footman in an adjacent,
unoccupied land area. After this is done, the Targaryen
player may place order tokens as they wish. The game
then continues as normal, with players resolving their
orders based on the Iron Throne track. House Targaryen is
eliminated from the game if they have no units present on
the continent after the initial planning phase.

Tips for Playing as House Targaryen
Be extremely careful during the early stages of your
invasion. It can be tempting to immediately engage
another house in combat and get a dragon in play,
but if they win the fight with certain house cards
(Ned Stark, Gregor Clegane etc) and destroy your
initial invasion force, it can cripple you for the rest of
the game.
Sometimes, it can be a good idea to ally yourself
with another house to gain additional board
presence. Just be wary of the inevitable betrayal…

Your dragons will always escape rather than allow
themselves to be killed. Like other units, dragon
pieces become available to play again when they are
‘killed’ in battle. When all 3 of your dragons are in
play and you have Daenerys Targaryen available,
they become far more expendable.
Focus on capturing territory and acquiring power
tokens as soon as possible. Your dragons will help to
bolster your army, but your low ranking on the
influence tracks will eventually start to hinder your
progress.
Think about adopting unconventional tactics when
faced with a difficult situation. Dragons can move
over rivers and seas, opening up additional angles of
attack.

Tips for Playing against House Targaryen
The Targaryens are far more vulnerable when the
Daenerys Targaryen house card is not available to
play. They will be unable to bring another dragon
into play and some of their others cards will be
weaker. Try to anticipate when the Targaryen
player will use Missandei. This will make for an
easy victory.
Dragons cannot be brought into play if the
Targaryen player cannot support additional units
within the embattled area. By keeping the
Targaryens low on the supply track, you can make
it difficult for them to play any dragons.
When the ‘Winds of Winter’ Westeros card is in
play, dragons cannot move from their current
location. Use this opportunity to go on the
offensive.
Dragons are powerful and mobile, but can only be
in one place at a time. When threatened, spread
your army thinly and focus on capturing territory
rather than fighting.


Related documents


PDF Document daenerys targaryen costume
PDF Document winds of winter rulebook
PDF Document fief got rules pbf3
PDF Document fief got rules v3
PDF Document scenario 9
PDF Document scenario 1


Related keywords