
Targaryen Dragons
Dragons are a special unit available only to House Targaryen.
The Targaryen player should recieve three to muster at the
beginning of the game, represented by the black, green and
white ships placed upright on their sterns. These three are a
limit - dragons cannot be remustered once removed from the
board. When a dragon is lost, place it back in the box and out
of play. Dragon units have a base strength of three on attack and
defense, but still only count as one unit against supply. A dragon
may be mustered only by upgrading a knight at the cost of one
mustering point. You cannot muster a dragon from a footman,
even if you have two mustering points available at a stronghold.
Dragons can never be created from siege engines.
Dragons are land units, but they are capable of attacking sea
areas as well as supporting sea battles. They cannot, however,
occupy a sea area at the end of their move (even if a friendly
fleet is located in that sea area). Dragons can use sea transport
to attack just as other units.
If a dragon attacks a sea area and loses the battle, they may
retreat as normal (unless killed by sword icons). For this retreat,
ship transport may be used. If they win the battle, they must
either return to the space they made the attack from, or redeploy
into an open or friendly land area directly adjacent to the sea
area in which the battle was fought. For this redeployment, ship
transport may not be used (unless returning to the area of
origination) - the dragon(s) must move into an area physically
adjacent to the sea area. Multiple dragons must all move into the
same area. They may not move into an area containing enemy
forces, or an enemy power token. In this manner, a dragon can
defeat an enemy fleet and take an open adjacent area in a single
move. Dragons may never enter ports.
Dragons may never switch sides under any circumstances.
Cards that might allow this do not affect dragon units.
Note that if an army containing dragon(s) is given a support
order, the army's entire strength would be applied while
supporting an adjacent land battle - but only the dragon's
strength would be applied to an adjacent sea battle.
Optional Rules
Division of Power
If players are eliminated from the game, their 24 power tokens
are divided among the remaining players. This power would
beome that house's, and become available to them as part of
their pool. This would be resolved in iron throne order, one
token at a time, meaning that if there was a remainder after
dividing the lost house's power tokens, the houses with the
highest iron throne positions would recieve the extras.
Secret House Cards
Play with people's house cards being secret - both their hand
and discard pile. In this way, card-counters are rewarded, just
as house lords who kept an eye on their enemies would be.
Additionally, it adds another layer of diplomacy and lies as
others call out what cards a player has available during a battle.
Road Movement
There are three road areas on the map: Kingsroad, Roseroad,
and Goldroad. These special spaces allow units from different
houses to coexist in the same area without fighting. Once an
army has moved into a road area, it can only place march and
raid orders. Special orders may not be placed in a road area.
Players marching into a road area can decide to attack or not
to attack any armies present. Only one house’s army may be
attacked at once. Armies in road areas are subject to supply -
each house may have only one army in the area. You may,
however, attack another army in a road area with an outside
army, even if you already have an army in that road area. That
army simply may not move in beyond your supply if victorious.
Tactic Cards (or, “Rock, paper, scissors on crack”)
When it comes time for a battle, players
secretly play one of their nine provided
tactic cards in addition to playing a house
card. On the tactics chart, cross reference
the card the attacker played against the
defender’s card. A halberd indicates a +1
bonus for the attacker, and a helmet
indicates a +1 for the defender. This
bonus is applied immediately and
modifies the battle accordingly. A blank
space on the chart results in no bonus for either side. The
interactions of each tactic are also printed directly onto the
cards, in two columns: one if the card is played as an attack
tactic, and the second if the card is played by the defender. If
a unit icon is located in the upper left of the tactic card, that
card can only be played if your army contains that type of unit.
Note that “arrow volley” can be played if your army has either
footmen or ships. If there is no unit icon, that tactic can be
played by any fleet or army irrespective of its composition. If
a player plays a tactic card illegally, his opponent recieves the
+1 bonus automatically. Tactic cards are never discarded.