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Quintain – The “Unofficial” A Game of Thrones LCG Solitaire Rules by Ricky Wilkins, 2012

Basic Principles • Separate the four types of cards (Characters, Locations, Attachments and Events) from Quintain’s
house deck into four separate decks. Shuffle each of these decks and place them face-down on
These rules provide a framework in which you can play AGoT LCG solitaire against an AI opponent called Quintain’s player area.
Quintain. • Give Quintain 4 Unallocated Tokens from the supply.
• Reveal one Event card and place it in Quintain’s hand with an Allocated Token from the supply.
The game can only be played as a two-player joust – you against Quintain. • Put one Character and one Location in play. If the cost of these two cards is less than 5 gold, then
continue to put additional cards into play as per the rules of the Marshalling Phase (but re-roll any
The game will be played exactly the same as a regular AGoT two-player joust, except that a set of rules “Event” card roll ), until the cost of cards played is 5 or more gold.
(the AI) have been introduced to decide what actions Quintain will take during the game. • Finally, add Unallocated Tokens to Quintain’s hand until the sum of the number of Allocated and
Unallocated Tokens is 7.
In addition, since you should not see your opponent’s hand, Quintain’s hand is represented by Tokens
instead. We will use “Unallocated Tokens” to represent cards in Quintain’s hand which you have not seen, For the rest of the game you will play each Round as normal. Quintain will instead use the following
and “Allocated Tokens” to represent cards in Quintain’s hand which you can or have seen. additional rules for each phase of the game:

In this way, the unseen cards remain as a surprise to you as the player, and they will remain represented Plot Phase
by these “Unallocated” tokens until they are put into play, sent to the discard or dead pile, or otherwise • Once you have chosen your plot for the round, select the top card of Quintain’s plot deck as his plot
revealed, at which point the token will be replaced by an actual card. card for this Round.
• If Quintain wins initiative he always chooses to go first.
In addition, once a card in Quintain’s hand becomes known, the real card is placed in Quintain’s hand and
given an “Allocated Token” to distinguish it from unknown cards, and Quintain will put these cards into Draw Phase
play as soon as his AI allows. If this card comes from Quintain’s hand then the Allocated Token replaces • Give Quintain 2 Unallocated Tokens (instead of drawing cards).
an Unallocated Token; if this card comes from a place other than Quintain’s hand (e.g. Quintain’s deck) • [OPTIONAL] Add 1 Power to Quintain’s House Card (except during the 1st Round of the game), for a
then the Allocated Token comes from the supply and no Unallocated Tokens are lost from Quintain’s tougher challenge.
hand.
Marshalling Phase
• Quintain takes his income as per normal rules. Continue to roll 2D6 and put a card into play according
You Will Need
to the Marshalling Table.
• If the roll indicates a type of card be played which is in Quintain’s hand (with an Allocated Token)
In addition to the core game, you will need:
then play that card.
• If the roll indicates a type card be played which is not in Quintain’s hand, and as long as Quintain has
• this Rulebook;
Unallocated Tokens in his hand, then draw the top card from the respective deck and put it into play,
• two regular six-sided dice;
discarding an Unallocated Token to represent this card.
• a number of tokens of two distinguishable types (e.g. a set of green tokens and a set of red
• If the card would break the Limited rule, or is an Attachment with no suitable target, then instead put
tokens) to represent the Allocated and Unallocated Tokens. Note: there is no hand-size-limit in
that card in Quintain’s hand, discarding an Unallocated Token and replacing it with an Allocated
AGoT LCG, so you may need quite a few – perhaps 10 or more;
Token, and re-roll.
• Quintain’s player area, included in this rulebook;
• Each time a card is put into play, remove the gold cost from Quintain’s income. If Quintain does not
• three distinguishable counters to be used on the Challenge Track of Quintain’s player area (one
have enough gold to pay for the card then just remove as much gold as Quintain has and put it into
to mark Quintain’s “Aggressiveness”, one to mark Quintain’s Score, and one to mark the Player’s
play anyway.
score during a challenge).
• Except during Setup or on the first Round, if Quintain would put a character into play and he currently
has no characters in play then instead put TWO characters into play and have Quintain pay their
How To Play combined cost in gold (and only if Quintain has enough Unallocated Tokens, or tokens allocated to
Character cards, to do so).
You should create a House and Plot deck for you and for Quintain. You may also choose an agenda for • Continue to do this until Quintain has no more gold or runs out of Tokens.
you and for Quintain if you wish. You decide the make-up of Quintain’s deck, depending on the type of
challenge you wish to get from the game. Challenges Phase
• Use the ATTACK SEQUENCE and DEFEND SEQUENCE tables to determine how Quintain plays during
Set-Up this phase.
• Shuffle Quintain’s plot cards and place them face-down on the table. Quintain will select plot cards
randomly from this deck each Round. Dominance, Stand and Taxation Phases
• The Dominance, Stand and Taxation phases all play as per the normal rules.
The Golden Rules • Rule 9: If Quintain plays an attachment, or must select a character to gain power, use the
Important Character Table to choose the character to attach it to.
During gameplay, when rules are not provided by any other section of this rulebook, you should apply the • Rule 10: If Quintain is required to select a location, use Quintain’s Important Locations table, to
Golden Rules. The Golden Rules aim to provide a course of action for each eventuality that can come up determine either the most-important or least important location depending on whether it is a positive
in a two-player joust of AGoT LCG. (from Quintain’s perspective) effect on a location or a negative effect on a location respectively.
• Rule 11: When choosing a character to kill, Quintain will use the Defending Character table, and will
Adding & Removing Cards to Quintain’s Hand or Deck always use any abilities he can to save the character from being killed. If he has to kill 2 or more
• Rule 1: If a card is removed from Quintain’s hand, you must determine whether it will be a characters, he will choose the characters and kill them in order of most important to least important.
face-up card from his hand or an unallocated token. To do this, shuffle the allocated and unallocated NOTE: in a Military challenge, when Quintain is choosing a character to kill for claim, if there is only
tokens from Quintain’s hand together and select one token at random. If you select an allocated one participating defender and the attacker has more attacking characters with Deadly, then ignore
token then discard one of the face-up cards from Quintain’s hand at random (e.g. shuffle them and “1. can be saved” for the participating defending character only, unless the sole participating defender
draw); If you selected an unallocated token then simply discard it back to the supply and select 1 card can be saved more than once.
from Quintain’s house decks using the “Marshalling Table”.
Using Keywords
• Rule 2: If a non-specific card (e.g. draw 1 card) is added to Quintain’s hand, instead add one
unallocated token to Quintain’s hand. If a specific card is added to Quintain’s hand (e.g. searching for • Rule 12: when attacking with Stealth, Quintain will choose characters on the defending side to
a specific card from the house deck, or putting a card in-play back into Quintain’s hand), add it face- stealth past, in order, according to the “Attacking Character Table”.
up to Quintain’s hand and add one “allocated token” to it. • Rule 13: when playing a card with “Ambush” Quintain will spend influence to pay for the card when
• Rule 3: If you are required to count the number of cards in Quintain’s hand, just count the able. (Also, see Rule 15, for when Quintain has a face-up card in his hand with the “Ambush” ability).
number of tokens. • Rule 14: Quintain will always stand characters with “Vigilant” when able to.
• Rule 4: If you get to look at Quintain’s hand then, for each Unallocated Token in Quintain’s hand, Using Abilities & Responses
draw cards according to the “Marshalling Table”, place them face-up in Quintain’s hand and allocate
unallocated tokens to them. • Rule 15: If one of Quintain’s cards in play has an ability or response (or is a face-up card in
Quintain’s hand with an ability that allows it to be played from his hand) then, during each phase in
• Rule 5: when adding a card to the top of a Quintain’s house deck, if you have seen the card then which it is applicable, make a decision check to see whether this ability or response is activated. If a
place it face-up on top of the deck. When shuffling cards back into Quintain’s decks, if any face-up decision involves choosing a character then use the important character table unless Quintain is
cards would remain on top of the deck, leave them face-up on top of the deck, in the same order, attacking or defending in the challenges phase, in which case they use the respective attacking or
instead of including them in the shuffle. defending table. NOTE: If a Response effect has no negative impact on Quintain then he will always
• Rule 6: If an effect or event asks that Quintain play or discard a specific card or type of card choose to execute the effect, without a decision check (e.g. “discard 1 card at random from the losing
from his hand and he has a card face-up in his hand which matches the requirement, then use this opponent’s hand”).
card. If they do not have such a card, then instead draw a number of cards equal to the number of Playing Event Cards
unallocated tokens, from Quintain’s house decks according to the “Marshalling Table”, and as soon as
you find a card which matches the criteria specified by the effect or event then use that card to • Rule 16: Quintain’s hand may contain one or more face-up Event cards. Quintain will always play
resolve the effect/event. All other cards are shuffled back into their respective decks (unless you got these event cards at the first opportunity. If more than one event can be played at the same time,
to look at them, in which case use Rule 4 instead). For example, imagine we used the event card randomly determine which Quintain will play first (shuffle them and draw, for example). If the event
“His Vipers Eyes” against Quintain (which says “Response: After you lose a challenge in which at least involves making a decision, use the decision check table as appropriate.
1 Sand Snake character participated, kneel 1 influence to look at an opponent's hand. Discard 1 event
card from that hand, if able”). So, if Quintain has no event cards in his hand but has 4 unallocated Using Locations & Influence
tokens, we would roll 2 dice 4 times, and draw cards according to the “Marshalling Table”, placing • Rule 17: when spending Influence (i.e. kneeling cards with influence), Quintain will always use his
them face-up in Quintain’s hand, allocating unallocated tokens to them, and we would get to discard House Card first (e.g. when using the “Knights of the Hollow Hill” agenda), then Locations, and then
one of them if it is an event card. Characters, in least important first order.
• Rule 7: To draw a card from the top of Quintain’s deck, use the Marshalling Table. • Rule 18: Quintain will ALWAYS kneel/discard locations, if they have that ability, to get their cost
Selecting Cards reduction bonuses in the Marshalling phase. Quintain will always do this in the most efficient manner
possible (i.e. it will choose the largest cost reduction first, unless there is another card which will
• Rule 8: If Quintain is required/able to search his house deck for a non-specific character, reduce the cost more efficiently – e.g. if a card costs 1 Quintain will kneel/discard a location providing
attachment, or location use the “Important Character Table”, “Important Attachment Table” or a 1 cost reduction before kneeling/discarding a location providing a 2 cost reduction). Kneeling or
“Important Location Table” to choose which card to search for. discarding a location is classified as a negative effect on a location in the context of Rule 10.
Marshalling Table Attacking Character Table Important Character Table Important Location Table
2D6 Dice Roll Card Type 1 Highest COST 1 Most POWER 1 Highest COST
2-3 Event 2 Highest STRENGTH 2 Highest COST 2 UNIQUE
4-6 Location 3 STEALTH 3 No CREST 3 LIMITED
*Stark – 6 is Character 4 RENOWN 4 Highest STRENGTH 4 Limited X Per Deck
7-10 Character 5 Least # CHALLENGE ICONS 5 Most # CHALLENGE ICONS 5 Lowest Card #
*Greyjoy – 10 is Location 6 CREST 6 Lowest Card #
11-12 Attachment 7 Lowest Card #
Important Attachment Table
Decision Check Table 1 Has a named CHARACTER in play
Challenge Order Table Defending Character Table 2D6 Dice Roll Card Type 2 Has a named TRAIT in play
2D6 Dice Roll Challenge Order 1 Can be SAVED 2-5 No 3 Highest COST
7-12 Power Military Intrigue 2 No POWER and can be returned to 6-12 Yes 4 UNIQUE
6 Military Power Intrigue HAND rather than DEAD PILE 5 LIMITED
5 Power Intrigue Military 3 Least POWER 6 Limited X Per Deck
4 Military Intrigue Power 4 Lowest COST 7 Lowest Card #
3 Intrigue Power Military 5 Lowest STRENGTH
2 Intrigue Military Power 6 Least # CHALLENGE ICONS
7 No CREST DEFEND SEQUENCE
8 NON-UNIQUE
9 Highest Card # □ Set Player’s Score equal to the sum of all eligible ATTACKING characters’ STRENGTH.
□ Roll 2D6 for Aggressiveness. Set Quintain’s Score on TYPE OF CHALLENGE at the point
ATTACK SEQUENCE corresponding to Aggressiveness on the Challenge Track.

□ TYPE
Roll 2D6 for the Challenge Order and Roll 2D6 for Aggressiveness. REPEAT the following for EACH □ Consider only the MINIMUM NUMBER of eligible characters needed to successfully defend the
challenge, in Defending Character Table order.
OF CHALLENGE as given by the Challenge Order Table:

□ Set Player’s Score equal to the sum of all eligible DEFENDING characters’ STRENGTH. □ If Quintain CAN successfully defend the challenge with these characters then:
□ corresponding st nd
Set Quintain’s Score on (Quintain 1 ) TYPE OF CHALLENGE or (Quintain 2 ) SPECIAL, at the point o (Quintain•
st
1 ) DEFEND the challenge with this character only if:
this is a MILITARY challenge, OR
to Aggressiveness on the Challenge Track.
• clearly the FINAL challenge, OR

□ Consider: Quintain’s score is <= zero.
st
(Quintain 1 ) the first eligble character ONLY in Attacking Character Table order or
(Quintain 2nd) ALL characters who are ONLY eligible for this type of challenge
o (Quintain

nd
2 ) DEFEND the challenge with this character only if:
this is a MILITARY challenge and there are only 1 or 2 Quintain characters in play,
OR
□ confirmed
REPEAT the following for the newly added participating character(s), until either the challenge is
or there are no more eligible characters to consider:
• this is a MILITARY challenge OR clearly the FINAL challenge, and after moving
Quintain’s score to it’s current position multiplied by “-1”, adding the STRENGTH of
o Check if character(s) can STEALTH past any defending character in Attacking Character
Table order, and reduce Player’s Score by any defending characters stealthed past.

the Defending characters, and Quintain’s Score > Player’s Score, OR
this is a POWER or INTRIGUE challenge and Quintain’s original score is <= zero.

o Add character(s) STRENGTH to the Challenge Track. □ Ifeligible


Quintain CHOSE NOT to, or CANNOT successfully defend the challenge then consider just the first
character in Defending Character Table order, and perform the following:
o Ifcharacters.
Quintain’s Score >= Player’s Score then PERFORM THE CHALLENGE with all participating
o Ifwiththisthisis acharacter.
MILITARY challenge, or clearly the FINAL challenge, then DEFEND the challenge

□ character.
Consider the NEXT eligible character, in Attacking Character Table order, as a newly participating o corresponding
Otherwide, if 1D6 >= the defending character’s STRENGTH + POWER + SPECIAL [at the point
to Aggressiveness on the Challenge Track] then DEFEND the challenge with this
character.
CHARACTERS LOCATIONS ATTACHMENTS EVENTS

AGGRESSION 2 3 4 5 6 7 8 9 10 11 12
8 9 20 21 32

CHALLENGE TRACK
MILITARY -4 -3 -2 -1 0 1 2 3 4 5 6 7 10 19 22 31

POWER -5 -4 -3 -2 -1 0 1 2 3 4 5 6 11 18 23 30

INTRIGUE -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 12 17 24 29

SPECIAL -2 -1 0 1 2 4 13 16 25 28

PLAYER’S
0 1 2 3 14 15 26 27
SCORE

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