Warcry JCC - Reglamento

Tiradas Bienvenido a WarCry, el juego de cartas coleccionables de batallas fantásticas. En este folleto tienes todo lo

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Tiradas

Bienvenido a WarCry, el juego de cartas coleccionables de batallas fantásticas. En este folleto tienes todo lo necesario para aprender a jugar, y si no entiendes alguna palabra, consulta el glosario. Objetivo del juego

Cada vez que sea necesaria una Tirada, da la vuelta a la primera carta de tu Mazo de Acción y utiliza el número del icono del dado que hay en la esquina inferior izquierda.

Pruebas

El JCC de Batallas Fantásticas

WarCry se juega en tres turnos, que reciben el nombre de Batalla. Durante cada Batalla, los ejércitos libran varios Combates para decidir quién vence dicha Batalla. El objetivo del juego es ser el primer jugador en ganar dos Batallas.

Reglas

Los Ejércitos

En WarCry, dos ejércitos luchan por el control del Viejo Mundo. La Gran Alianza es un ejército del Bien, compuesto de humanos del Imperio, Altos Elfos y Enanos. Las Hordas de las Tinieblas forman un ejército del Mal que se compone de miembros del Caos, de Elfos Oscuros y de los verdosos Orcos. Algunas fuerzas no se han comprometido con ninguno de los dos bandos. Son Neutrales, y luchan del lado del Bien o del Mal.

Voladores: Un guerrero montado sobre una criatura voladora. Los Voladores pueden atacar a cualquier Unidad enemiga, desde cualquier Línea. Pueden bloquear a la Infantería y a la Caballería, y normalmente no pueden ser bloqueados.

Las cartas WarCry es un juego de cartas coleccionables. Se puede jugar a él únicamente con las cartas de un mazo, aunque tal vez quieras comprar sobres para mejorar el ejército. Cada tipo de ejército tiene un aspecto característico. Las cartas del Bien cuentan con un borde marmóreo azul claro. Las cartas del Mal cuentan con un borde negruzco con huesos y llamas. Las cartas Neutrales tienen un borde verde, con enredaderas.

Carta de Accesorio Los Accesorios ayudan a combatir mejor a tus Unidades. Añaden aptitudes permanentes a tus Unidades y permanecen en juego hasta que la Unidad resulta destruida.

1 2 3 4

Coste en Oro Nombre Única Aptitud

Los accesorios del Bien y del Mal cuentan con las mismas características que sus respectivas Unidades. La mayoría de los accesorios son Neutrales, con lo que pueden usarse con cualquier ejército.

Hay varios tipos de Unidades. Infantería: Los soldados de infantería conforman el tipo de tropas más lento. Pueden ser bloqueados por Caballería y Voladores. Caballería: Soldados montados a lomos de algún tipo de criatura. La Caballería puede bloquear a la Infantería y atacar a la Línea de Batalla del enemigo desde cualquiera de tus Líneas. La Caballería puede ser bloqueada por los Voladores.

Decreto del Rey

Si el texto de una carta contradice una regla, sigue el texto de la carta. ¡Y ahora, vamos a ver cómo se juega!

Fases de la partida En una partida únicamente hay tres pasos: 1 Diseño del mazo y preparación. Tienes que diseñar un mazo con las cartas que hayas coleccionado, encontrar a un rival y después prepararte y jugar. 2 Fase de Movilización. Un par de pasos sencillos para desplegar tu ejército inicial sobre la mesa.

Diseño del mazo y preparación

Las unidades son tus ejércitos, tus soldados. Las cartas de Unidades se utilizan para luchar contra el enemigo y ganar la partida.

Tipos de Unidades

Terror: Algunas Unidades son tan horrendas que las tropas que se enfrentan a ellas son más propensas a Desbandarse o a fallar Pruebas de Liderazgo. El Terror de una Unidad se utiliza en Combate. Antes de que se juegue la primera Táctica, se resta el Terror al Liderazgo de la Unidad rival. El Terror es acumulativo, con lo que una unidad con Terror se puede volver más temible aún con cartas de Acción. Las Unidades con Terror no se ven afectadas por el Terror de otra Unidad.

3 Fase de Batalla. Después de robar las cartas de acción, llega la hora de combatir. El jugador que venza en dos batallas, gana la partida. La Fase de Batalla cuenta con varios pasos, que se explican a continuación. Echemos un vistazo a cada uno de los apartados.

cartas de Unidades

1 Coste en Oro: Lo que cuesta jugar una determinada Unidad. 2 Nombre 3 Fuerza: La Fuerza te ayuda a ganar batallas. 4 Puntos de Táctica: Los Puntos de Táctica se gastan para jugar Tácticas. 5 Única: Esta estrella indica que una carta es Única. Esto significa que sólo puede haber una copia de dicha carta en juego (en algún lugar del Campo de Batalla) en un momento dado. Si una carta Única está en juego y se juega un duplicado de la misma carta, se descarta la copia original. Si esto sucede durante la fase de Movilización, recuperas el oro y puedes jugar otra carta. 6 Liderazgo: Sirve para averiguar si la Unidad huye de la batalla o se queda y lucha. 7 Palabras clave: Las palabras clave ayudan a describir las Unidades. Otras cartas pueden hacer referencia a ellas, o pueden contar con reglas del juego. Algunas cartas tienen más de una palabra clave. 8 Aptitudes: Todo lo que haga la Unidad. 9 Texto descriptivo: Este texto no tiene ninguna utilidad en el juego, pero sirve para hacerse una idea del mundo de WarCry.

En WarCry hay varios tipos de pruebas, como por ejemplo las Pruebas de Liderazgo y las Pruebas de Fuerza. Cuando sea necesaria una prueba, el jugador que la realiza debe efectuar una Tirada y comparar el resultado con el Valor que tiene que sacar. Si el resultado de la Tirada es menor o igual que el Valor necesario, se supera la Prueba.

Diseño del mazo: En primer lugar, decide si quieres jugar con el bando del Bien o del Mal. A continuación, prepara un Mazo de Ejército y un Mazo de Acción, utilizando únicamente las cartas del bando elegido y las cartas Neutrales que quieras (las cartas Neutrales pueden usarse en mazos del Bien o del Mal). Cada mazo debe contar con 30 cartas como mínimo, y no puedes utilizar más de 3 copias de cada carta. Si alguno de los mazos se queda sin cartas durante el juego, baraja el montón de los descartes y reutilízalo. Mazo del Ejército: El Mazo del Ejército se compone de Unidades y Accesorios, y se usa durante la Fase de Movilización para formar el ejército. En el dorso de una carta de Ejército hay un martillo y un escudo dorados.

CARTA DE ACCIÓN

Mazo de Acción: El Mazo de Acción se compone de cartas de Acción, y se usa durante la Fase de Batalla para vencer al rival. En el dorso de una carta de Acción hay un martillo y un escudo plateados.

Durante un Combate, las Acciones ayudan a tus Unidades o perjudican a tu enemigo. Sus efectos suelen durar hasta el nal del Combate.

Mazo del Ejército: El Mazo del Ejército se compone de Unidades y Accesorios, y se usa durante la Fase de Movilización para formar el ejército. En el dorso de una carta de Ejército hay un martillo y un escudo dorados.

Comprometer

Se considera que una Unidad fresca está Preparada. Comprometer signica rotar una Unidad Preparada 90 grados para indicar que la has usado. Las Unidades Comprometidas no pueden emplear sus tácticas, reacciones u órdenes. Una Unidad Comprometida no puede atacar ni realizar ataques de Continuación, aunque puede defenderse. Replegar: Replegar signica girar hasta la posición de Preparada a una carta que previamente haya sido Comprometida. A continuación, podrías usar una acción que requiriera que fuera Comprometida.

Cuando juegues una carta, resta su coste del oro que te quede. No puedes gastar más oro del que tienes. Cuenta el gasto en oro de las cartas que hay en juego, justo antes de cada fase de batalla. Si has superado sin querer tu coste en oro, descarta la última Unidad colocada hasta que vuelvas a estar por debajo de la Reserva de Oro de esa Batalla. Tu Fase de Movilización termina de inmediato. Final de la Fase de Movilización. Cuando pases, la Fase de Movilización acaba de inmediato. Cuando ambos jugadores hayan pasado, cada jugador descarta las cartas que le queden en la mano y comienza la Batalla.

Fase de Batalla

Aquí es donde transcurre gran parte del juego. Inicio: Cada jugador roba 5 cartas de su Mazo de Acción. Comprobad vuestras Unidades. El que tenga más Puntos de Táctica en su Reserva consigue la primera Orden. Exploradores: Los Exploradores ayudan a obtener la primera Orden. Cualquier unidad de Exploradores de la Línea de Batalla añade su puntuación de Exploración al total de Puntos de Táctica para decidir quién actúa en primer lugar. Si se produce un empate, haz una Tirada para ver quién actúa en primer lugar.

Órdenes

Las Órdenes son los turnos de cada jugador durante la Fase de Batalla. Cada jugador emplea un turno llevando a cabo una de las siguientes acciones: • Atacar con una Unidad. • Realizar un Ataque a Distancia. • Jugar una Orden sobre una carta. • Trasladar una Unidad de la Reserva a la Línea de Batalla. • Pasar. • Retirarse.

Atacar con una Unidad

Escoge una de tus unidades Preparadas de la Línea de Batalla o una unidad Preparada de Caballería o Voladora que esté en cualquiera de las líneas y ponla en el Campo de Batalla. Escoge a qué Unidad de la Línea de Batalla de tu rival vas a atacar. Si tu contrincante no tiene unidades Preparadas en la Línea de Batalla, puedes elegir una unidad cualquiera de la Reserva. Si tu Unidad atacante es Voladora, puedes atacar a cualquier Unidad enemiga.

Bloqueos del rival

Para bloquear un ataque, el rival ha de escoger una unidad Preparada que sea más rápida que la unidad atacante. • Las unidades de Caballería son más rápidas que las de Infantería.

Mazo de Acción: El Mazo de Acción se compone de cartas de Acción, y se usa durante la Fase de Batalla para vencer al rival. En el dorso de una carta de Acción hay un martillo y un escudo plateados.

• Las unidades Voladores son más rápidas que las unidades de Caballería e Infantería. Normalmente, una Unidad sólo puede ser bloqueada de este modo.

Fase de Movilización

¡Llega la hora de la Batalla! La unidad objetivo o la unidad que bloquea se coloca en el Campo de Batalla. Ambos jugadores roban una carta de Acción y comienza el Combate. Pasa al apartado de Combate.

Para ver quién actúa en primer lugar, haced una tirada. La persona que obtenga el mejor resultado decide quién despliega en primer lugar. Si se produce un empate, volved a tirar. En las Batallas posteriores, el vencido de la batalla anterior decide quién despliega primero.

1 Coste 2 Lo que hace la carta

Reserva de Oro: La Reserva de Oro determina la cantidad de Unidades y Accesorios que se pueden jugar. Cada jugador tiene 20 puntos de oro durante la primera Fase de Movilización. Durante la segunda Fase de Movilización, cada jugador comienza con 25 puntos de oro. En la tercera Fase de Movilización, cada jugador empieza con 30 puntos de oro.

Desplegar el Ejército. En primer lugar, roba 5 cartas de tu Mazo del Ejército. Los jugadores van, por turnos, haciendo una de estas tres cosas: • Pagar el coste de una carta de Unidad y ponerla en juego boca arriba en la Línea de Batalla (frente) o la Línea de Reserva (retaguardia); después, se roba una carta del mazo de Ejército. • Pagar el coste y acoplar una carta de Accesorio boca arriba a una carta de Unidad que ya está en juego; después, se roba una carta del mazo de Ejército. • Pasar. Si la Línea de Batalla es eliminada, la Reserva se convierte en la Línea de Batalla. Normalmente, los Accesorios pueden jugarse sobre cualquier Unidad que esté en juego. No puedes jugar dos accesorios con la misma palabra clave (como “Armadura”) sobre la misma Unidad.

Realizar un Ataque a Distancia Una Unidad preparada con Ataque a Distancia puede iniciar un combate contra una Unidad enemiga. Ninguna de las Unidades se mueve de su Línea. La Unidad Atacante emplea la Puntuación de Ataque a Distancia en lugar de su Fuerza.

La validez de un objetivo en los ataques a distancia depende del tipo de ataque que tenga la Unidad: • Ataque a Distancia: Esta Unidad puede escoger a una Unidad rival que esté a dos Líneas de distancia. • Ataque a Corta Distancia: Esta Unidad sólo puede escoger a una Unidad rival que esté a una Línea de distancia. • Ataque a Larga Distancia: Esta Unidad puede escoger a cualquier Unidad rival. Las cartas que afectan a la Fuerza de una Unidad no afectan al Ataque a Distancia de una Unidad.

Las Unidades que realizan un Ataque a Distancia quedan comprometidas tras la resolución del Combate a Distancia, igual que las Unidades normales. ¡Llega la hora de la Batalla! Pasa al apartado de Combate.

Jugar una Orden

Algunas cartas cuentan con acciones que puedes llevar a cabo, y que tienen efectos especícos e inmediatos descritos con claridad en la carta. En cuanto usas una Acción de Orden, tu turno acaba. A continuación, tu rival puede llevar a cabo una Orden. Estrategias: Las Estrategias son cartas de Acción que permanecen en juego hasta el nal de la batalla. Se juegan como las Órdenes. Coloca la carta de Estrategia boca arriba donde ambos jugadores podáis verla. La carta indica el efecto que tiene.

Mover

Puedes mover una Unidad de la Reserva a la Línea de Batalla. No puedes mover en sentido contrario. En cuanto haces un Movimiento, acaba tu turno. A continuación, tu rival puede llevar a cabo una Orden.

Pasar

Un jugador puede pasar en su turno. Cuando ambos jugadores pasen consecutivamente, resuelve la Fase de Batalla viendo quién ha conquistado el Campo de Batalla. Consulta el apartado Conquistar el Campo de Batalla.

¡Retirada!

Empleando una Orden, cualquier jugador puede Retirarse. La retirada implica que pierdes automáticamente dicha Batalla, y las Unidades que te queden pueden resultar descartadas. Debes realizar una Prueba de Liderazgo por cada Unidad que quieras conservar. No se pueden jugar modificadores ni reacciones. Si fallas, se descarta la Unidad. Si tienes éxito, la Unidad puede ser recogida durante la Limpieza.

Combate Inicio del Combate

Una vez que se declara un Ataque o un Ataque a Distancia y se escoge el objetivo, ambos jugadores roban una carta de sus respectivos Mazos de Acción. Cada jugador, empezando por el que declaró el Ataque, emplea un turno en jugar una Táctica o Pasar.

Jugar Tácticas

Existen dos tipos de Tácticas, y las Tácticas aparecen en dos sitios. Tipos de Tácticas: El tipo de Táctica determina la Unidad sobre la que puede jugarse. • Una Táctica de Combate sólo puede jugarla una Unidad preparada que esté implicada en un combate. • Una Táctica de Apoyo sólo puede jugarla una Unidad preparada ajena al combate, dirigida hacia una Unidad en combate. ¡Grito de Guerra!: Un Grito de Guerra es una Táctica de Combate especial. Debe ser tu primera acción en combate (si pasas ya no puedes jugar un Grito de Guerra). Los Gritos de Guerra cuentan como Tácticas de Combate. Dónde aparecen las Tácticas: Las Tácticas aparecen en las cartas de Acción o como Aptitud de Táctica de una Unidad. Cartas de Táctica: Está claramente indicado cuándo una carta de Acción cuenta con una Táctica. Cada carta tiene un Coste de Táctica. La Unidad que usa la táctica debe gastar Puntos de Táctica para jugarla. Las Unidades con muchos Puntos de Táctica tal vez puedan jugar más de una carta de Táctica, aunque cada carta debe jugarse en una acción independiente. Cuando juegues una Carta de Táctica, colócala en el Campo de Batalla. Esto servirá para llevar la cuenta de los Puntos de Táctica que has gastado, y de tener en cuenta los benecios que proporciona la carta. Cuando se resuelva ese combate, descártala de inmediato. Aptitudes de Táctica: Las Aptitudes de Táctica aparecen en cartas de Unidad o de Accesorio. No suelen tener un coste en Puntos de Órdenes, pero sólo pueden jugarse una vez por Combate. Recuerda que no puedes jugar Tácticas sobre Unidades o Accesorios si están comprometidas.

Reacciones: Las Reacciones indican cuándo deben jugarse. No puedes usar la Reacción de una Unidad más de una vez por situación, pero puedes jugar tantas reacciones distintas como quieras. Las Reacciones no equivalen a emplear un turno o una Orden.

Pasar

Cuando ambos jugadores pasen consecutivamente, resuelve el combate.

Resolución del Combate

Cada jugador realiza una Tirada y suma el resultado a la Fuerza de su Unidad combatiente. Por supuesto, se tienen en cuenta todas las Tácticas. Quien obtenga un resultado total mayor, vence el combate. El vencedor realiza un Chequeo de Desbandada y se descarta la Unidad derrotada.

¡Matanza!

En caso de empate, se descartan ambas unidades. Acaba el turno del jugador actual. Nota especial: Si una Unidad Comprometida gana un Combate, la Unidad rival no resulta destruida. Ambas Unidades regresan, Comprometidas, a su Línea de Batalla. Si el resultado es una Matanza, ambas Unidades resultan destruidas.

Resolución de los Ataques a Distancia

Los Ataques a Distancia se resuelven del mismo modo que un Combate normal, aunque tienen resultados algo distintos. Si la suma de la Tirada y la puntuación de Ataque a Distancia es mayor o igual que la Fuerza de la Unidad enemiga, la Unidad objetivo queda Comprometida. Si dicha Unidad ya se encontraba Comprometida, se descarta. Si pierde la Unidad que realiza el Ataque a Distancia, no pasa nada más. En cualquier caso, la Unidad que ataca a distancia queda Comprometida de manera normal al nal del combate. El turno del jugador actual naliza. Las Unidades con Ataque a Distancia no pueden realizar ataques de Continuación, ni tampoco forzar Chequeos de Desbandada.

Chequeo de Desbandada

Los chequeos de Desbandada determinan si el vencedor puede realizar un ataque de Continuación presionando a las demás tropas de su enemigo. Tienes que realizar el chequeo de Desbandada, aunque no estás obligado a continuar con los ataques.

Los empates son para los débiles

Si las sumas de las Fuerzas de los jugadores son iguales cuando ambos pasan, se produce un Combate nal para decidir el vencedor. Cada jugador realiza una Tirada. La persona que obtiene el resultado superior elige una Unidad y la coloca, preparada, en el Campo de Batalla. Se considera que está atacando. El jugador con el resultado inferior escoge la Unidad que va a ser objetivo del ataque, que se coloca, preparada, en el Campo de Batalla y tiene lugar un Combate. Al nal del Combate, cuenta las Fuerzas de los supervivientes para ver quién conquista el Campo de Batalla. Si el resultado sigue siendo un empate, repite el proceso hasta que se obtenga un vencedor. Si no le quedan Unidades a ninguno de los jugadores, van robando del mazo del Ejército hasta que aparezca una Unidad. En ese caso, haced una tirada para ver quién ataca.

Limpieza

Después de ver quién conquista el Campo de Batalla, ambos jugadores descartan sus manos. Las Unidades supervivientes pueden ser descartadas. A continuación, las Unidades restantes pueden volverse a colocar en cada Línea. Su coste en Oro se resta del Oro que se da para gastar en el siguiente turno.

Secuencia de Juego de WarCry

Una vez que ambos jugadores pasen consecutivamente, determina quién ha conquistado el Campo de Batalla.

¡Victoria!

Suma los puntos de Fuerza de las unidades que queden en juego. El jugador con más puntos conquista el Campo de Batalla. Si se trata de su segunda victoria, ¡gana la partida! Victoria +/-: Algunas Unidades cuentan con la aptitud de destruir con facilidad otras tropas, pero no sirven de mucho al determinar las condiciones de victoria. Cuando se calcula quién conquista el Campo de Batalla, se ha de sumar o restar al total de Fuerza la puntuación de Victoria de una Unidad.

Mazo de acción: Este mazo tiene un escudo plateado en el dorso y contiene las tácticas y reacciones. Mazo de ejército: Este mazo tiene un escudo dorado en el dorso y contiene las unidades y accesorios. Movilizar: Poner una carta en juego durante la fase de movilización. Preparada: Una carta en posición vertical. Prueba de liderazgo: Para realizar una prueba de liderazgo, haz una tirada. Si el resultado es menor o igual que el liderazgo de la unidad, tienes éxito. Reserva: La segunda la de Unidades en el campo.

Unidad de la línea de reserva: Una unidad situada en una línea de reserva cualquiera.

Fase de Movilización

Despliega tu Ejército: Roba 5 cartas del Mazo del Ejército. Coloca las Unidades en dos líneas. Reserva de Oro: 20/25/30.

Fase de Batalla

Inicio: Roba 5 cartas del Mazo del Ejército.

Ataque o Ataque a Distancia: Pasa a Combate.

Combate

Roba una carta del Mazo de Acción. Juega Tácticas Tácticas de Combate: Sólo las unidades combatientes sobre sí mismas. Tácticas de Apoyo: Sólo las unidades ajenas al combate, sobre las unidades combatientes.

Ataques a Distancia: Si vence la Unidad que ataca a distancia, el perdedor se compromete o descarta. No hay desbandadas.

Conquistar el Campo de Batalla

Línea de reserva: La segunda la de unidades de cada jugador

Barajar

Elección de la Unidad defensora. El jugador que perdió el combate inicial elige la Unidad atacada en la Continuación. Debe escoger una unidad Preparada como objetivo del ataque de la Continuación. Si no dispone de unidades Preparadas, el atacante escoge la unidad a la que va a atacar.

Limpieza del Combate: Al nal del combate, después de cualquier ataque de Continuación, la Unidad vencedora queda comprometida y se sitúa en su Línea de Batalla.

Línea de batalla: La vanguardia de unidades de cada jugador.

Unidad de la línea de batalla: Una unidad situada en una línea de batalla cualquiera.

Resuelve el Combate: Haz una Tirada y suma la Fuerza de las Unidades en combate.

Las Continuaciones se consideran Combates nuevos. Cualquier Aptitud de Táctica jugada en el combate inicial puede jugarse en la Continuación, suponiendo que aún pueda pagarse. A diferencia de los Combates normales, cuando una unidad resulta derrotada durante un ataque de Continuación, el jugador vencedor no realiza un chequeo de Desbandada.

Línea: Un término genérico para tus líneas de Reserva y Batalla y las de tu oponente.

Máximo de 3 copias de cada carta. No puede incluir cartas del Bien y del Mal al mismo tiempo.

Cuando una Unidad Desbanda a otra Unidad, puede llevar a cabo un ataque sobre una de las unidades restantes del enemigo. Es un Combate nuevo, así que recuerda robar una carta de Acción al principio. Por supuesto, las Unidades Comprometidas no pueden declarar ataques de Continuación.

Combate de Continuación

Hacer una tirada: Descartar la primera carta del mazo de Acción y usar el dado para determinar el resultado.

Mazo de Acción: Cartas de Acción. Mínimo de 30 cartas.

Mazo del Ejército: Unidades y Accesorios. Mínimo de 30 cartas.

Órdenes: Ataque, Ataque a Distancia, Orden, Mover o Pasar.

Ataques de Continuación

Destruida: Las cartas destruidas se colocan en el montón de los descartes de su propietario.

Tirada de combate: Cada jugador realiza una tirada, sumándole la fuerza de su unidad (incluyendo las bonicaciones de cualquier táctica que jugaran) al resultado. La cifra más alta vence el combate.

Diseño del mazo

El que tenga más en la Reserva de Puntos de Táctica actúa en primer lugar.

El jugador que venció el combate realiza una Tirada y compara el resultado con el Liderazgo de la Unidad vencida. Si el resultado de la Tirada es mayor o igual que el Liderazgo de la Unidad vencida, ésta se Desbanda. E l vencedor puede realizar un ataque de Continuación. Si e l resultado de la Tirada es inferior, la Unidad no se desbanda y no pasa nada más. El turno del jugador actual naliza.

Dado: En las Cartas de Acción. Véase el Diagrama de una Carta.

¡Victoria! Realiza los chequeos de Desbandada. ¡Matanza! Se produce un empate y ambas unidades se descartan.

Desbandadas

Si se falla el chequeo de Desbandada, se descarta el perdedor. El vencedor queda comprometido en la Línea de Batalla. Si se supera el chequeo de Desbandada, el perdedor se Desbanda.

Ataques de Continuación (Desbandadas)

El Defensor escoge una unidad Preparada. Si no hay unidades Preparadas, elige el Atacante.

Conquistar el Campo de Batalla

¡Victoria! Suma las Fuerzas de las Unidades en juego. Vence el total superior. Limpieza: Las manos se descartan.

Glosario Accesorios: Cartas de objetos, armas y armaduras que puedes acoplar a tus cartas de unidad para ayudarlas en combate. Aptitudes: Todo lo que se encuentre en la zona de Aptitud de una carta, como Grito de Guerra, Táctica de Combate, Ataque a Distancia o Terror. Ataque: Se considera que una Unidad está Atacando en cuanto declara cualquier ataque, aunque sea un ataque de continuación. Campo de batalla: El espacio entre jugadores rivales que se usa para resolver el combate. Comprometida: Cuando una carta de unidad está girada de lado a partir de su posición de preparada. Chequeo de desbandada: El vencedor de una batalla realiza una tirada; si el número es mayor o igual que el liderazgo de la unidad vencida, dicha unidad se desbanda.

Créditos Diseñadores de WarCry: Luke Peterschmidt y Ryan Miller Diseño de las cartas: Ryan Miller, Luke Peterschmidt, Steve Horvath, Ian Ryan y Jason Dawson Director de la línea: Steve Horvath Director de producción: Hans Reifenrath Director de diseño: Bo Geddes Director artístico: Daniel Kaufman Producción: Joel Ehly Director de marketing: Keith Strohm Textos del reglamento: Daniel Kaufman Traducción: Óscar Díaz Pruebas de juego: Shane Anderson, Jonathan Antonik, Bill ‘Ministro de Defensa de la Patria’ Altig, Dennis Bartels, Ed Bolme, John ‘Robot Sobrio’ Bowen, Jake Bowlin, Brad Carey, Scott Chelette, Anthony Coleman, Sherre Costello, Crystal Crabb, Jeremy Dale, Sean Dastas, Jessica Dawson, Eric ‘Slick’ Devlin, Fred Ehrhardt, John Elder, Mike Faneros, Eddie Farkhiev, Sean Fish, Patrick Fitzgerald, Steven Förstner, Sven Forstner, David Gerrard, Steven Green, Dave ‘Nethack’ Haas, Aaron Hahner, Donnie Hart, Ray Harwell, Scott Hebert, Wyatt Hebert, Heath Hickman, Minsha Ho, Clas Holmquist, Bernard Hsiung, Lang ‘Snaggletooph’ Johnson, Ryan Kauzlarich, Tom Kennedy, Chris Kiritz, Tom Kohler, Coronel Joe Krone, T. Carl ‘Titan Subjugator’ Kwoh, Gary Lane, David Laue, Eric Linden, Sean Maroney, Randy Martin, Chris Martinez, Tom Merrigan, Alan Merritt, David McElhannon, Andy Miles, Martin Novosel, John O’Shea, Avrom Oliver, Eric Overton, Sean Overton, Inq. Ashley Palma, Andreas Papenfuß, Brian Piorkowski, Adam Potts, Ed Proctor, Brad Randall, Scott Redman, Mark Renye, Rich Romo, Jeremy ‘Mozork’ Rood, omas Ryan, Anthony Salazar, Kristen Sanders, DJ Singley, Damian Small, Ray Snyder, Jonathan Stark, Richard ‘e Emperor’ Steele, Jeff Stutzman, Scott Sunkel, Bryce Taylor, Dan Tibbles, Nicholas Trombino, Paul ‘Hambre’ Unsworth, Chris Vanderborg, Luca Volpino, Danny Walker, John Walker, Robert Wendt, Tony West, Charles Wiesenhart, Benjamin Wommack, Eric Wood, Andrew Yip, Mike Zinski y muchos más. Agradecimientos especiales: A Alan Merrett, Jim Butler, Gordon Davidson, Gav orpe, Marco Gascoigne, Chris Lucas, nada menos.

Tournament Rules v2.1 These rules are current as of October 21, 2004.

Introduction In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication. See the Sabertooth Games website for the current version of the official rules. http://sabertoothgames.com/warcry/downloads.jsp

Contents 1. The Game 100. General 101. Starting the Game 102. Winning and Losing 103. The Golden Rule 2. Cards 200. General 201. Parts of a Card 202. Name 203. Card Cost 204. Strength 205. Tactic Points 206. Unique 207. Leadership 208. Illustration 209. Text Box 210. Die 211. Collector's Line 212. Card Type 213. Zones 3. Game Structure 300. General 301. Muster Phase 303. Battle Phase 303. Battle Resolution 4. Abilities and Effects 400. General 401. Abilities 402. Activated Abilities 403. Triggered Abilities 404. Static Abilities 405. Ability Subtypes 406. Adding and Removing Abilities

407. Effects 408. One-Shot Effects 409. Continuous Effects 410. Replacement and Prevention Effects 411. Targeting and Restrictions 412. Combat Tactics 413. Support Tactics 414. WarCrys 415. Reactions 416. Handling Illegal Actions 5. Additional Rules 500. Keyword Abilities 501. Negative Numbers

1. The Game 100. General 100.1. These WarCry rules assume a game between two players. Optional rules allow for more players but aren’t discussed here. These rules can be found at the Sabertooth Games website at www.sabertoothgames.com. 100.2. In constructed play, each player needs his or her own deck, consisting of two separate decks of at least thirty cards, small objects to represent any tokens and counters, and some way to clearly track strength of units. A constructed deck can have no more than three of any card with a particular English name. 100.3. Sealed and limited play rules. 100.4. There is no maximum deck size. 100.5. Most WarCry tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from some older sets. 101. Starting the Game 101.1. At the start of the game, each player shuffles his or her own decks so that the cards are in a random order. Each player may then shuffle his or her enemy's decks. 101.2. After the decks have been shuffled, the players determine who choose which player goes first by discarding the top card of their action decks. Whoever rolls higher chooses which player goes first.

101.3. Once the starting player has been determined, each player draws a hand of five cards from their army deck. 102. Winning and Losing 102.1. If a player wins two battles during a game, he or she wins the game. 103. The Golden Rule 103.1. The Golden Rule: Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. If an instruction requires taking an impossible action, it’s ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.) 103.2. When one effect says something can happen and another says it can’t, the “can’t” effect wins. For example, if one effect reads “This unit may not be blocked” and another reads “This unit may block any attack,” the effect that keeps you from blocking wins out. Note that adding abilities to cards and removing abilities from cards don’t fall under this rule.

2. Cards 200. General 200.1. When a rule or text on a card refers to a “card,” it means a WarCry card with a WarCry card front and the WarCry card back. Tokens aren’t considered cards. 201. Parts of a Card 201.1. The parts of a card are name, gold cost, strength, tactic points, leadership value, text box, collector’s line (which includes the expansion designator, rarity, collector number, and artist credit). Some cards may have none or more than one of any or all of these parts. 201.2. A card's characteristics are name, gold cost, army, rules text, strength, tactic points, and leadership. Any other information about a card isn’t a characteristic. Characteristics don’t include any other information, such as whether a card is committed, a card's target, a card's controller, and so on. Characteristics cannot have their printed value changed by cards or effects. 202. Name

202.1. The name of a card is printed at the top of the card for Units and Attachments. The name of an Action card is printed in the left hand side of the card. 202.2. Card text that refers to the card it’s on by name means just that particular card and not any other duplicates of it, regardless of any name changes caused by game effects. Also, if a card has an effect on or grants an ability that includes that card’s name to another card, the name refers only to the card generating the effect or granting the ability, not to duplicates of cards with the same name. 202.3. Two cards have the same name if the English versions of their names are identical, regardless of anything else printed on the cards. 203. Card Cost 203.1. Unit and attachment cards have a gold cost. This is indicated by the number in the upper left corner. 203.2. Action cards have a tactic point cost. This is indicated by the number in the upper left corner. 203.4. Any additional cost listed in a card’s rules text isn’t part of the card cost. Such costs are paid at the same time as the card’s other costs. 204. Strength 204.1. The strength of cards is indicated in the upper right corner. Strength may be modified or set to a particular value. 204.2. Attachment cards give a strength bonus to the unit they are attached to. For example, an attachment with a strength of "+1" gives the unit it is attached to +1 strength. 204.3. Action cards can give a strength bonus to a unit. Action cards which do give a strength bonus have a reminder number as a strength. 205. Tactic Points 205.1. The tactic points of cards is indicated in flag in the upper right corner. Tactic points may be modified or set to a particular value. 205.2. Attachment cards give a tactic points bonus to the unit they are attached to. For example, an attachment with a tactic points of "+1" gives the unit it is attached to +1 tactic points.

206. Unique 206.1. This star indicates a card is Unique. There can only be one of a Unique card in play at a time. You may not play a copy of a Unique card you already have in play. If you have a Unique card in play and your enemy plays a duplicate of that card, the original copy is put into the discard pile. If this happens during the Muster phase, you get your gold back and may continue with your Muster phase. 207. Leadership 207.1. The leadership of cards is indicated in center of the card. Leadership may be modified or set to a particular value. 208. Illustration 208.1. The illustration is printed on the upper half of a card and has no game significance. For example, a unit isn't a flyer unless stated in its rules text, even if it’s depicted as flying. 209. Text Box 209.1. The text box is printed on the lower half of the card. It usually contains rules text stating what the card does and any special requirements for playing it. 209.2. Keywords 209.2.1. Keywords are located at the top of the text box. 209.2.2. The current army keywords are: Beastmen, Bretonnian, Chaos, Chaos Dwarf, Dark Elf, Dogs of War, Dwarf, Empire, High Elf, Khemri, Kislev, Lizardmen (or Lizard Men), Orc, Skaven, Undead, and Wood Elf. 209.2.3. Unit cards have a troop type keyword. This determines the way a unit attacks. 209.2.3.1. Infantry units can attack from your battle line, to your enemy's battle line. 209.2.3.2. Cavalry units can attack from either your battle line, or your reserves, to your enemy's battle line.

209.2.3.3. Flyer units can attack from either your battle line, or your reserves, to either your enemy's battle line, or your enemy's reserves. 209.2.4. A unit may only have one of an attachment with a specific attachment keyword. The attachment keywords are: Armor, Blade, Character, Hilt, Item, Shard, Standard, Weapon. 209.2.5. Action cards with the strategy keyword stay in play once they have been played. These are placed into the discard pile at the end of the battle. 209.3. The text box may also contain italicized flavor text, which has no game function, but like the illustration, adds artistic appeal to the game. 210. Die 210.1. Action cards have a die in their lower left corner. This is utilized for rolling. 211. Collector's Line 211.1. The collector’s line is at the bottom of the card. It provides information about what set the card comes from, the rarity, the collector number, the artist credits and the copyright information. It has no game effect. 212. Card Type 212.1. All cards have one or more card types: unit, attachment, or action. The type (and subtype, if applicable) of a card is determined by the graphical elements on the card. 212.2. Action cards have a grey shield on their card back as well as featuring a die on their lower left hand corner. 212.2.1. Combat tactics cards feature a yellow coin behind the flag and a numeral on top of the flag. This element is found in their upper left hand corner of the card. 212.2.2. Reaction cards feature a red coin behind the flag and no numeral on top of the flag. This element is found in their upper left hand corner of the card. 212.2.3. Command action cards feature a blue coin behind the flag and no numeral on top of the flag. This element is found in their upper left hand corner of the card.

212.3. Unit cards are denoted by the yellow shield on their card back as well as a wooden text area graphic. Also denoting the card as a unit is the white numeral for its gold cost as well as a symbol placed in the middle of the card with a numeral for the unit’s leadership. 212.4. Attachment cards are denoted by the yellow shield on their card back as well as a scroll graphic on the text area. Also denoting the card as an attachment is the black numeral for its gold. 213. Zones 213.1. A zone is a place where WarCry cards can be during a game. There are five basic zones: deck, hand, discard pile, in play, and removed from the game. Each player has his or her own set of zones, except for the inplay zone, which is shared. 213.1.1. If a card would go to any deck, discard pile, or hand other than its owner’s, it goes to the corresponding zone of its owner’s instead. 213.1.2. The order of cards in a deck or in a discard pile can’t be changed except when effects allow it. Cards in other zones can be arranged however their owners wish, although who controls those cards, their orientation, and attached cards must remain clear to both players. 213.1.3. A card that moves from one zone to another is treated as a new card. Effects connected with its previous location will no longer affect it. 213.2. Deck 213.2.1. Each deck must be kept in face-down piles. Players can’t look at or change the order of cards in a deck. 213.2.2. Any player may count the number of cards remaining in either player’s deck at any time. 213.2.3. If an effect puts two or more cards on the top or bottom of a deck at the same time, the owner of those cards may arrange them in any order. That deck’s owner doesn’t reveal the order in which the cards go into his or her deck. 213.2.4. When a player's deck is empty, they shuffle their discard pile into their deck. If they have no cards in the discard pile or deck, they are unable to draw cards or make rolls. Any tests or rout checks are automatic failures, and combat rolls are equal to 0.

213.2.5. A player's deck may contain Grand Alliance cards or Hordes of Darkness cards, but not both. Any deck may use Dogs of War cards. 213.3. Hand 213.3.1. The hand is where a player holds cards that have been drawn but not yet played. 213.3.2. There is no maximum or minimum hand size. 213.3.3. A player may arrange his or her hand in any convenient fashion and look at it as much as he or she wishes. A player can’t look at the cards in another player’s hand but may count those cards at any time. 213.4. Discard Pile 213.4.1. Any card that’s used, discarded, or destroyed is put on top of its owner’s discard pile. Each player’s discard pile starts out empty. 213.4.2. Each discard pile is kept in a single face-up pile. A player can examine the cards in any discard pile at any time but can’t change their order. 213.4.3. If an effect puts two or more cards into the same discard pile at the same time, the owner of those cards may arrange them in any order. 213.5. In Play 213.5.1. Most of the area between the players represents the in-play zone. The in-play zone starts out empty. Cards a player controls are kept in front of him or her. 213.5.2. A card or ability affects and checks only the in-play zone unless it specifically mentions a player or another zone. 213.5.3. Whenever a card enters the in-play zone, it’s considered a brandnew card and has no relationship to any previous time that card was in play. 213.5.4. A card not in the in-play zone isn’t “in play” and isn’t considered either committed or ready. Cards that aren’t either in play aren’t controlled by either player. 213.6.5. Units may be in one of three places while in play. They may be in the battle line, the reserves, or the battlefield.

213.6.5.1. The battle line is the front row of a player's in-play area. 213.6.5.2. The reserves is the back row of a player's in-play area. 213.6.5.3. The battlefield is the area where the units involved in a combat go. 213.6.5.4. If your battle line is ever empty, and you have no units in the battlefield, your reserves become your battle line. 213.6. Removed from the Game 213.6.1 Effects can remove cards from the game. Some effects may provide a way for the card to return to play and use the term “set aside.” Cards that are set aside this way are still removed from the game, even though that removal may be temporary. 213.6.2. Cards in the removed-from-the-game zone are kept face up and may be examined by either player at any time. Cards “removed from the game face down” can’t be examined by either player except when instructions allow it. 213.6.3. Cards that might return to play should be kept in separate piles to keep track of their respective ways of returning. Cards with no way of returning may be kept in one pile for each player, regardless of what removed them.

3. Game Structure 300. General 300.1. 300.2. A phase or step ends when both players pass consecutively. No game events can occur between phases or steps. 300.3. When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire. When a phase or step begins, any effects scheduled to last “until” that phase or step expire. 301. Muster Phase 301.1. To determine who musters first, roll. The person with the highest roll chooses who fields first. If tied, roll again. In subsequent Battles, the loser of the previous battle chooses which player musters first.

301.2. In the first battle, each player has a 20 gold allotment to spend raising an army. In the second battle, this amount increases to 25, and in the third battle, it increases again to 30. 301.3. Each player draws 5 cards from their army deck. 301.4. Beginning with the first player, each player alternates choosing one of these three steps: -Pay the cost of, and play, a unit card face up in either your battle line or reserves. -Pay the cost of and attach an attachment card face-up to one of your Unit cards. -Pass. After you pass you may no longer muster additional units or attachments. The only exception to this is if your enemy plays Unique card which removes one of your Unique cards from play or plays an ability that increases the amount of gold you may spend this muster phase. You then resume mustering normally. 301.5. During the muster phase, after you play a unit or attachment, draw 1 card from your army deck. 301.6. At the conclusion of the Muster Phase, each player puts his hand into the discard pile. 302. Battle Phase 302.1. Setup 302.1.1. Each player draws 5 cards from their action deck. 302.1.2. Each player gets 5 spell points, plus 1 for each level of wizard units and attachments they control. 302.1.3. To determine who gets the first command, each player counts the number of tactic points they have in the reserves plus the amount of scout in the batteline. The player with the most gets the first command. In case of a tie, each player rolls, and the highest roll gets to go first. 302.2. Battle Definition 302.2.1. A battle consists of each player alternating turns, called commands, attacking or playing actions until both players pass in succession.

302.3. Attack 302.3.1. Declaring an Attack 302.3.1.1. On your turn, you may declare an attack with one of your units. Choose one of your ready infantry units in the battle line or a ready cavalry unit or flyer unit in either your battle line or reserves and place it into the battlefield. Choose one ready or committed unit in your enemy's battle line to be the target of the attack. If your enemy has no ready units in the battle line, you may choose to attack a unit in your enemy's reserves. If your attacking unit has the 'flyer' keyword, you may choose one of your enemy's units in either the battle line or reserves. 302.3.2. Blocking an Attack 302.3.2.1. After the attacker declares the defending unit for a nonranged attack, the defender has an opportunity to block the attack with one of their other units. The defender chooses one of his other ready units, and this unit now becomes the defending unit. Cavalry can block attacking infantry units, and flyers can block attacking infantry units or cavalry units. 302.3.2.2. Place the defending unit into the battlefield with the attacking unit. 302.3.3. Each player draws 1 action card. 302.3.3. Combat 302.3.3.1. During a combat, starting with the attacker, each player gets the chance to play combat or support tactics. After a player has played a tactic, the opportunity passes to the next player, continuing in this fashion until both players pass consecutively. 302.3.4. Resolution of an Attack 302.3.4.1. After both players pass consecutively during an attack, the attack moves to the resolution stage. Each player makes a combat roll, and adds the combat roll to their unit's strength. There are three possible results: -The attacking unit has a higher total than the defending unit: If the attacking unit has a higher total, then the attacking unit wins the combat.

-The defending unit has a higher total than the attacking unit: If the defending unit has a higher total, then the defending unit wins the combat. -Both units have the same total: This is called a 'slaughter'. In this case, both units are destroyed. Neither unit wins in case of a slaughter. 302.3.5. Rout Check 302.3.5.1. The controller of the winning unit makes a rout check. To do so, they roll off their deck, and if the roll is greater or equal to the losing unit's leadership, then the losing unit is routed. 302.3.5.2. There is no rout check after a follow-up attack. 302.3.5.3. If a card effect makes the winning unit rout the losing unit, additional follow-up attacks may occur. 302.3.6. Destroy the Losing Unit 302.3.6.1 After the rout check (if any), if the winner is ready, the losing unit is destroyed. 302.3.7. Follow-up Attacks 302.3.7.1. After a successful rout check, a ready unit may make a follow-up attack. 302.3.7.2. The unit initiating the combat is now the attacking unit. 302.3.7.3. The defending player chooses one of their ready units to be the defending unit. If they have no ready units, the attacking player may choose one of the defending player's units to be the defending unit. 302.3.7.4. Follow-up attacks have no blocking step. 302.3.7.5. Combat proceeds like a normal attack (see Rule 302.3., "Attack"). 302.3.7.6. There is no rout check during a follow-up, though card effects may allow additional rout checks or automatic routs. 302.3.8. At the conclusion of all follow-ups, return any surviving units in the battlefield to their respective batteline committed.

302.4. Ranged Attack 302.4.1. Declaring an Attack 302.4.1.1. To declare a ranged attack, choose your attacking unit with a ranged attack ability. Then choose a ready or committed unit within range of your attack to be the target of the attack. Units with Ranged Attack may choose any unit either 0 or 1 ranks away on the battlefield (i.e. Reserves to opposing Battle Line, or Battle Line to opposing Reserves, or Battle Line to opposing Battle Line). Units with Short Ranged Attack may choose any unit 0 ranks away (i.e. Battle Line to opposing Battle Line). Units with Long Ranged Attack may choose any unit 0, 1, or 2 ranks away (i.e. Reserves to opposing Battle Line, or Battle Line to opposing Reserves, or Battle Line to opposing Battle Line, or Reserves to opposing Reserves). 302.4.2. Each player draws 1 action card. 302.4.3. Combat 302.4.3.1. During a combat, starting with the attacker, each player gets the chance to play combat or support tactics. After a player has played a tactic, the opportunity passes to the next player, continuing in this fashion until both players pass consecutively. 302.4.4. Resolution of a Ranged Attack 302.4.4.1. After both players pass consecutively during an attack, the attack moves to the resolution stage. The attacking makes a combat roll, and adds that to his ranged attack; the defender makes a combat roll, and adds that to his strength. There are two possible results: -The attacking unit has a higher or equal total than the defending unit: If the attacking unit has a higher or equal total, then the attacking unit wins the combat. If the losing unit is ready, then it becomes committed; if it was already committed, destroy it. At the end of the attack, the attacking unit becomes committed. - The defending unit has a higher total than the attacking unit: If the defending unit has a higher total, then the defending unit wins the combat. It is not committed or destroyed by the combat. At the end of the attack, the attacking unit becomes committed.

302.4.4.2. There is no rout check after a ranged attack, nor is there a follow-up attack for the winner. 302.4.4.3. At the conclusion of the ranged attack, commit the attacking unit. 303.5. Combat Roll 303.5.1. To make a combat roll, a player reveals the top card of their action deck, and places it into their discard pile. The roll is equal to the die on the revealed card. 303.6. Command 303.5.1. On your turn you may play a command card or command ability. 303.7. Move Forward 303.7.1. On your turn you may move one of your reserve units to your battle line. 303.8. Retreat 303.8.1. On your turn you may concede the battle. If you do, all of your units must take leadership tests. If they fail, they are placed in your discard pile. 303.9. Pass 303.9.1. On your turn, you may pass instead of taking an action. 303. Battle Resolution 303.1. Holding Ground 303.1.1. To determine the winner of a battle, each player counts up their remaining strength. The player with the most remaining strength is the victor. 303.1.2. If one player has no units during this step, and the opposing player has one or more units, the player with remaining units wins, even if they have a strength total of 0 or less. 303.2. Ties

303.2.1. In case of a tie, there is a final combat to determine the winner. Each player rolls. The player with the highest roll chooses one of their units, and places it into the battlefield, ready. It is the attacking unit. The other player chooses one of their units, and places it into the battlefield, ready. It is now the defending unit. 303.2.2. After the resolution of the combat, recount remaining strength to determine the winner. In case of a tie, repeat this process until one player wins. 303.2.3. If neither player has any units left, each player reveals the top card of their army deck until they reveal a unit. That unit is put into play, in the battlefield. In this case, roll to determine which player is the attacker. 303.3. Rally all Surviving Units 303.3.1. Return all units to the ready card state. 303.4. Carry Over 303.4.1. Each player may choose to place in the discard pile any of their units they do not wish to keep for the next battle. Any units they do keep, and attachments on those units, count against their gold allotment for the next battle. 303.4.2. You cannot choose to discard an attachment without choosing to discard the unit it is attached to. You cannot choose to discard a unit without also discarding all of that unit's attachments.

4. Cards and Abilities 400. General 400.1. An ability is text in a card's text box that generates an effect. Reminder text, flavor text and characteristic setting text are not abilities. Abilities generate effects only from the in-play zone unless they state otherwise. Text itself is never an effect. Activated abilities and triggered abilities generate effects when they resolve. Static abilities generate continuous effects. 401. Abilities 401.1. An ability is text on a card that’s not reminder text, flavor text, or characteristic-setting text. The result of following such an instruction is an effect. (See rule 407, “Effects.”) Abilities can affect the cards or cards

they’re on; they can also affect other cards, and/or players. Abilities can grant abilities to other cards or to the cards they're on; they do so when the words “has,” “have,” “gains,” or “gain” are used. 401.2. Abilities can be beneficial or detrimental. For example, “[This unit] can’t block” is an ability. 401.3. Once activated or triggered, an ability exists independently of its source (the card on which it’s printed). Destruction or removal of the source after that time won’t affect the ability. 401.4. A card may have several abilities. Aside from certain defined abilities that may be strung together on a single line (see rule 500, “Keyword Abilities”), each period break in a card’s text marks a separate effect. A card may also have multiple instances of the same effect. Each effect must be fully resolved before moving unto the next. This may or may not produce more effects than a single instance; refer to the specific ability for more information. 401.5. Abilities function only while the card with the ability is in play unless the ability states otherwise or unless the ability can only work, trigger, or be played in a zone other than the in-play zone. Example: An ability with a cost that includes “discard this card from your hand” can be played only if the card is in your hand. 401.6. Some cards have abilities that can be played when the card is not in play. These are clearly marked (for example, “Play this ability only if [this card] is in your discard pile”). 401.7. There are three general types of abilities: activated, triggered, and static. Abilities can generate one-shot effects or continuous effects. 402. Activated Abilities 402.1. An activated ability can exist on either a card in-play or on a card outside the in-play zone. An activated ability is written as “Timing cost: effect.” The activation cost is everything before the colon (:). The ability’s controller must pay its activation cost to play it. Example: Hasty Maneuver has the text "Combat Tactic Discard a random card: This unit gets +4 strength." To play this card, you must discard 1 random card in addition to paying tactic points. 402.2. Only a card's controller (or a card’s owner, for cards outside the in-play zone) can play its activated ability unless the card specifically says otherwise.

402.3. If an activated ability has a restriction on its use (for example, “Play this ability only once each turn”), the restriction continues to apply to that card even if its controller changes. 403. Triggered Abilities 403.1. A triggered ability begins with the word “when,” “whenever,” or “at.” The phrase containing one of these words is the trigger condition, which defines the trigger event. A delayed triggered ability will also contain one of these three words, although that word won’t usually begin the ability. 403.2. Triggered abilities aren’t played. Instead, a triggered ability automatically “triggers” each time its trigger event occurs. 403.3. A triggered ability may read “When/Whenever/At . . . , if [condition], [effect].” The ability checks for the stated condition to be true when the trigger event occurs. If it is, the ability triggers. On resolution, the ability rechecks the condition. If the condition isn’t true at either of those times, the ability does nothing. This rule is referred to as the “intervening ‘if’ clause” rule. Note that the word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition. 404. Static Abilities 404.1. Some cards have text on a card that in not proceeded by a bold face term. These are traits. They are always active – you may not choose to activate them or not activate them, they are always active. Some may prevent or restrict certain types of actions, while others may grant some bonus. A trait’s effect resolves before an activated ability (command, reaction, or tactic). 404.2. In the case of resolution of multiple static effects, the attacker resolves theirs in the order they choose, and then the defender resolves theirs in the order they choose. 405. Ability Subtypes 405.1. Delayed Triggered Abilities 405.1.1. An effect may create a delayed triggered ability that can do something at a later time. 405.1.2. Delayed triggered abilities come from cards or other abilities that create them on resolution. That means a delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred

just beforehand. Other events that happen earlier may make the trigger event impossible. 405.1.3. A delayed ability that refers to a particular card still affects it even if the card changes characteristics. 405.1.4. A delayed ability that refers to a particular card will fail if the card leaves play (even if it returns again before the specified time). Similarly, delayed triggered abilities that apply to a card in a particular zone will fail if the card leaves that zone. 406. Adding and Removing Abilities 406.1. Effects can add or remove abilities of cards. If two or more effects add and remove the same ability, in general the most recent one prevails. 406.2. A card's characteristic set by an effect is different from an ability granted by an effect. When a card “gains” or “has” an ability, it can be removed by another effect. If an effect defines a characteristic of the card (“[card] is [characteristic]”), it’s not granting an ability. 406.3. Effects that remove an ability from a card remove all instances of it on that card. 407. Effects 407.1. When a card or ability resolves, it may create one or more effects. There are three main types: one-shot effects, continuous effects, and replacement and prevention effects. 407.2. Effects apply only to cards in play unless the instruction’s text states otherwise or they clearly can apply only to cards in one or more other zones. Example: An effect that changes all attachment cards to units won’t alter attachment cards in the players’ discard piles. 407.3. If an effect attempts to do something impossible, it does only as much as possible. Example: If a player is holding only one card, an effect that reads “Discard two cards” causes him or her to discard only that card. If an effect moves cards out of the deck (as opposed to drawing), it moves as many as possible. 407.3.1. If an effect is only partially resolved you do not move onto the next effect. 408. One-Shot Effects

408.1. A one-shot effect does something just once and doesn’t have a duration. 408.2. Some one-shot effects instruct a player to do something later in the game (usually at a specific time) rather than when they resolve. This kind of effect actually creates a new ability that waits to be triggered. (See rule 405.1, “Delayed Triggered Abilities.”) 409. Continuous Effects 409.1. A continuous effect modifies characteristics of cards or modifies the rules of the game for a fixed or indefinite period. A continuous effect may be generated by the resolution of a card or ability or by a static ability of a card. 410. Replacement and Prevention Effects 410.1. Replacement and prevention effects are continuous effects that watch for a particular event to happen and then completely or partially replace that event. (A prevention effect replaces an event with nothing or with a lessened version of the event.) These effects act like “shields” around whatever they’re affecting. All replacement effects use the word “instead” to indicate what events will be replaced with other events, and prevention effects use “prevent” to indicate what events will not occur. Abilities that contain “instead” or “prevent” generate replacement or prevention effects, respectively. 410.2. Replacement and prevention effects apply continuously as events happen—they aren’t locked in ahead of time. 410.3. There are no special restrictions on playing a card or ability that generates a replacement or prevention effect. Such effects last until they’re used up or their duration has expired. 410.4. Replacement or prevention effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. 410.5. If an event is prevented or replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the player simply ignores the impossible instruction. Some abilities read, “Whenever [X], you may [Y]. If you do, [Z].” The “if you do” clause refers to doing any part of the event Y. If Y is replaced entirely or in part by a different event, the “if you do” clause refers to the event that replaced Y.

410.6. Replacement Effects 410.6.1. A replacement effect doesn’t invoke itself repeatedly and gets only one opportunity for each event. 410.6.2. Some cards and abilities replace part or all of their own effect(s) when they resolve. Such effects are called “self-replacement effects.” When applying replacement effects to an event, apply self-replacement effects first, then apply other replacement effects. 410.7. Prevention Effects 410.7.1. A prevention effect prevents an effect from happening. Example: "Prevent your unit from being destroyed." 410.8. Interaction of Replacement or Prevention Effects 410.8.1. If two or more replacement or prevention effects are attempting to modify the way an event affects a card or player, the affected card's controller or the affected player chooses one to apply to that card or player. Then the other applies if it is still appropriate. If one or more of the applicable replacement effects is a “self-replacement effect” (see rule 412.6.2.), that effect is applied before any other replacement effects. 410.8.2. A replacement effect can become applicable to an event as the result of another replacement effect that modifies the event. 411. Targeting and Restrictions 411.1. Cards with targeting restrictions must first be met. Example: Blade of the Assassin has the text "This Dark Elf unit gets +2 strength and the enemy unit gets -2 tactic points." This card is only playable if you have a Dark Elf unit in combat. 411.2. For a card or ability to be played, all restrictions on the card or ability must first be met. Example: Furious Charge has the text "Only playable while you have more cards in your hand than your enemy." This card is playable if you have 6 cards in your hand (including Furious Charge), and your enemy has 5 cards; but not if you have 4 cards, and your enemy has 5 cards. 412. Combat Tactics

412.1. Combat Tactics are special activated abilities which may only be played during the combat phase (see Rule 303.2.3, "Combat"). 412.2. Combat Tactic abilities may only be played by a unit in combat. 412.3. Combat Tactic abilities may only be played once per combat. 413. Support Tactics 413.1. Support Tactics are activated abilities on cards in play. They cannot be played by a unit in combat. 414. WarCrys 414.1. WarCry cards and abilities are a special type of combat tactic or support tactic. These may only be played as a player's first tactic during a combat. If a player passes instead of playing a tactic, they may no longer play a WarCry. 415. Reactions 415.1. Reactions are a special type of activated ability. They can come from cards in-play or from cards in your hand. Each reaction will tell you the trigger event for it to be played. 416. Handling Illegal Actions 416.1. If a player realizes that he or she can’t legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. Players may not reverse actions that moved cards to a deck or from a deck to any other zone. Players may not reverse actions that involved a random choice or random zone change.

5. Additional Rules 500. Macro Abilities 500.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the card lists only the name of the ability as a “Macro." 500.2. Faith

500.2.1. Faith is a triggered ability that makes you more likely to pass tests involving that unit. 500.2.2. When a unit with Faith is involved in a test, raise the number which is being tested against by the unit's levels in Faith. Example: If a unit with leadership 3 and "Faith: 2" takes a leadership test, it will pass on a roll of 5 or less, instead of 3 or less as normal. 500.3. Ranged Attack 500.3.1. Ranged Attack is a static ability. 500.3.2. Units with Ranged Attack may begin a ranged attack (see rule 303.3, "Ranged Attack"). 500.3.3. Units with Long Ranged Attack may make a ranged attack from your reserves or your battle line to your enemy's reserves or your enemy's battle line. 500.3.4. Units with Short Ranged Attack may make a ranged attack from your battle line to your enemy's battle line. 500.4. Scout 500.4.1. Scout is a static ability. 500.4.2. Scout units in the Battle Line adds its Scout level to their controller's Tactic Point total when determining who goes first. 500.5. Terror 500.5.1. Terror is a static ability. 500.5.2. Units opposing a unit with Terror has it's leadership reduced by the Terror levels. Example: A unit with leadership 4 is opposing a unit with "Terror: 2" in combat, and has it's leadership reduced to 2. 500.5.3. Units with Terror are immune to Terror. 500.6. Veteran 500.6.1. Veteran is a static ability that modifies the Unique rules for cards.

500.6.2. If you have a copy of a Unique card in play, you may play a Veteran version of that card. The original is discarded and you get the gold from the original back. 500.7. Victory 500.7.1. Victory is a static ability. 500.7.2. Units with "Victory" either hold more or less ground than their strength. During the Battle resolution phase, modify their strength by the "Victory" ability they have. 500.8. Wizard 500.8.1. Wizard is a static ability. 500.8.2. During the setup step of the Battle Phase, when you get spell points, you get 1 additional spell point for each level of wizard you control. 501. Negative Numbers 501.1. Any numbers in WarCry can be modified into the negative range of numbers. Glossary of Terms Action Deck Contains your combat tactic, reaction and command cards. This deck has a silver shield on the back. Army Deck Contains your unit and attachment cards. This deck has a gold shield on the back. Attachments These are cards that you attach to your unit cards to help them in combat. See Rule 209.2.4. for a list of attachment types. Battlefield The space between opposing players used to resolve combat. Battle Line Each player's front rank of units. Battle Line Unit

A unit in a battle line. Bonus Any effect which raises a number or numbers is a bonus. Bonuses will either use a "+" or the word "bonus." Committed To commit a card is to turn it sideways. Destroyed Destroyed cards are placed in their owner's discard pile from play. Discard A player discards a card by putting a card from his or her hand into his or her discard pile. By default, cards and abilities that cause a player to discard a card allow the affected player to choose which card to discard. Some cards and abilities, however, require a random discard or allow another player to choose which card is discarded. Muster To put a card into play during the muster phase. Ready A card in the upright and unused position. Reserve Line Each player's second rank of units. Roll To roll, a player reveals the top card of their action deck and places it into their discard pile. The die on the discarded card is used as the roll. Test There are many types of tests in WarCry, such as Leadership tests or Strength tests. When a test is called for, the player taking the test rolls and compares is with the characteristic that is called for. If the roll is equal to or less than the characteristic, than the test is passed.