WWE/WWF Raw Deal Rulebook - Revolution

WORLD WRESTLING ENTERTAINMENT® RAW DEAL™ REVOLUTION collectible card game Raw Deal REVOLUTION rulebook vol. 1 © 2006 Wo

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WORLD WRESTLING ENTERTAINMENT®

RAW DEAL™ REVOLUTION collectible card game Raw Deal REVOLUTION rulebook vol. 1 © 2006 World Wrestling Entertainment, Inc. All Rights Reserved. All Trademarks are the exclusive property of World Wrestling Entertainment, Inc. Produced by Comic Images, Saddle Brook, NJ 07663. Printed in Canada. Game Design, Direction, and Design: Mike Foley Game Design, Website Editor, and Rules Manager: Barron Vangor Toth Graphics and Webmaster: Ron Ferrari Photo Editor: Frank Vitucci and Chris Terranova Lead Playtesters: Kevin Fish and Matthew Hatcher Rules Managers and Playtesters: Ryan Alarie, Jason Griffey, and Christopher “Creed” Pate Playtesters: Jordan Beane, Matt Hogg, David Marks, and Bruce Stark Database Manager: Eddie Walker Some Additional Feedback By: Will Alessi, Vick Babikian, Evan Camenzuli, Derek Eads, Aaron Fenwick, Robbie Fischer, Dave Fogle, James Kandziolka, Mark LaRoche, John Macek, Jon Manuel, Tom McKelvey, Nathan Norrod, Allan Sjue, Joe Stempek, Adam Sweenor, Matt Tompkins, Blair Thompson, Andrew Trebing, Steve Wagner, Nate Weiss, and Bryson Yuzyk Never Played a Collectible Card Game Before? A collectible card game (CCG) is not like a regular card game. With a CCG, there are hundreds or thousands of cards. Some are common while others are uncommon, rare, and ultra-rare. You don’t play a CCG with every card. Instead, you build a deck using the available cards to make a 60-card Arsenal/deck (plus up to 12 cards for your Backlash). How do you do this? You buy a starter, which contains common, uncommon, rare, and Superstar-specific cards. This is what you need to start. Later, you can tune your deck by buying booster packs. You’ll find each match you play with your World Wrestling Entertainment Raw Deal Revolution deck will be different because of the mix of cards. When you compete against your friends, each of you will bring your own deck and keep them separate. Visit our website for the latest Tournament Rules, Frequently Asked Questions, and Updates to this rulebook. comicimages.com/rawdeal In WWE Raw Deal Revolution, you become your favorite WWE Superstar and wrestle in a match just like you’d see on TV. From before the ring of the bell and throughout the match, all the excitement of a WWE contest will be simulated and determined by the cards you and your opponent (who will be represented by his favorite WWE Superstar) play. You each have your own deck of cards, showing all the things you’d want to do during a match, so whether you go down for the three-count—or go home with the title belt—is all up to each player. RULES These terms can also be found in the Glossary: Arsenal refers to your deck (your Superstar is not part of your Arsenal). When you have no cards left in your Arsenal at the end of a turn or if you have to overturn cards and you cannot, you lose. Your Arsenal represents what your Superstar brings to a match. Backlash refers to Pre-match and Mid-match cards. Superstars can pack up to 6 of each. They are packed separate to your Arsenal. You can tell which cards are Backlash cards because they are depicted and read horizontally instead of vertically. Superstar refers to the card with a WWE Superstar on it, which isn’t included in your Arsenal, and represents the Superstar you are playing, whether it is Triple H™, John Cena™, or any other WWE Superstar. It is okay for you and your opponent to play the same Superstar in a match (although this is avoided in tournaments). The Superstar is not part of your deck, but must be considered when building the deck and is kept separate. Superstars have a Hand Size, Superstar Value, Superstar Ability and Logo. Cards with that logo can only be packed by that Superstar. Ring refers to the area on the table where your successful Maneuvers, Antics, and Reversals go. If your card is not reversed from your opponent’s hand or Backlash, it stays in your Ring, face up. Ringside refers to your discard pile, where overturned, discarded, and reversed cards are put. Cards can either be discarded from your hand, removed from the Ring by an effect from you or an opponent, by overturning cards from your Arsenal when Damage is taken, or when a card is reversed.

WWE Raw Deal Revolution is a two player game where one person has a wrestling match against the other. You can find multiplayer rules and other variations of the game at the site listed above. In this rulebook, just one-on-one matches are described. Start of Game a. Pick a Superstar b. Shuffle Arsenals (your deck of cards) c. Reveal Superstars d. Draw Starting Hands e. Play Pre-match cards Pre-match Phase This is the only time you can play Pre-match cards. They are played alternately, starting with the Superstar with the highest Superstar Value. You cannot have more than 3 Pre-match cards in your Ring. The Pre-match phase ends when both players in a row pass playing a Pre-match card. Start of Turn 1. Draw: draw a card if there is at least one in your Arsenal (deck). 2. Turn: do the following in any order, making sure your Fortitude is equal to or greater than the Fortitude of the card played: • use Superstar ability • play a Maneuver (Assault, Hold, Throw, Trademark, or Extreme) • play an Antic Card Values With the exception of the World Wrestling Entertainment Superstar card and Pre-match cards, all cards have two basic values: Fortitude and Damage (sometimes abbreviated to “F” and “D” in this rulebook). [ graphics of F and D? ] Fortitude You start with a Fortitude of 0 (zero). Through your Maneuvers, Reversals, and Antics, you gain Fortitude equal to the amount of printed Damage indicated on those cards in your Ring. As your Fortitude increases, you’re able to play higher Fortitude cards. To play a card, the card’s Fortitude must be less than or equal to your Fortitude in your Ring. Example: It is the start of the game and in your hand you have the Maneuvers “Belly to Belly Suplex” (F:0) and “Head Vise” (F:3). Since it is the start of the game, the Fortitude in your Ring is 0. You’d like to play “Head Vise,” but it has Fortitude of 3, so you cannot. But you can play “Belly to Belly Suplex,” because it has a Fortitude of 0. If it is not reversed, it will stay in your Ring and do 3 Damage to your opponent. It will also increase the Fortitude in your Ring to 3. Now you can play “Head Vise.” Damage Damage is the amount of punishment a Superstar deals. The Damage of a card is printed in a box in the lower right corner. Your Fortitude is equal to the combined printed Damage of all cards in your Ring. Damage occurs after a card’s effect. For each point of Damage a Superstar takes, he must overturn the top card of his Arsenal and place it Ringside (discard pile). When your Arsenal is empty at the end of a turn or if you have to overturn cards and you cannot, you lose the game. Example: The Reversal “Kick” has an F Value of 0 and a D Value of 5. It can reverse any Hold with printed 5D—7D. If your opponent plays a “Front Face Lock,” which is printed 5D, you can play “Kick” from your hand to reverse it and prevent any Damage from that Maneuver. It also does 5 Damage to your opponent and ends his turn. Successfully Playing a Maneuver or Antic If your Maneuver or Antic is not reversed, it goes into your Ring and effects indicated on the card take effect before your opponent takes Damage. Once all effects and Damage take place, the card remains in the Ring (even if reversed by your opponent when overturning), and if your turn continues you may play another Maneuver or Antic. You may play cards until your turn ends—your opponent reverses a card played, you have nothing to play, or you choose not to play anything. If your turn ends for any reason without you playing a Maneuver, overturn 6 cards. The Maneuver doesn’t have to be successfully played; you needn’t overturn 6 if your Maneuver was reversed. Reversing a Maneuver or Antic Playing a Reversal – You may only play a Reversal if your Fortitude is equal to or greater than the Fortitude of the Reversal and the Reversal is appropriate to reverse the card played. If both conditions are met, the Maneuver or Antic is reversed and put in your

opponent’s Ringside and your Reversal is put into your Ring. Any effects listed on the Reversal take effect, and then any Damage in the Damage Box is dealt to the player whose card was reversed and his turn ends. You are not required to play a Reversal. Overturning a Reversal – When you take Damage, you overturn cards from the top of the deck equal to the amount of Damage. If while doing so, you overturn an appropriate Reversal and your Fortitude is equal to or greater than the Fortitude of the Reversal, you stop taking Damage and your opponent’s turn ends. That card stays in his Ring. That Reversal ends up in your Ringside. You do not apply any of the text effects or deal any Damage indicated on an overturned Reversal. Remember: any time your card is reversed, whether from your opponent’s hand, Backlash, or Arsenal, your turn ends. Winning the Game You win if your opponent cannot overturn cards from his Arsenal when required (a Pinfall Victory) or when your opponent has no cards at the end of any turn (a Count Out Victory). Cards Basic Types of Cards: 1. Maneuver 2. Antic 3. Reversal Other cards include Hybrid cards (hybrids are combinations of the above: a Maneuver/Reversal, for example). Superstar Card This card, which isn’t in your Arsenal, represents the Superstar you are playing, whether it is Triple H™, John Cena™, or any other WWE Superstar. It is okay for you and your opponent to play the same Superstar in a match (although this is avoided in tournaments). The Superstar is not part of your deck, but must be included when building the deck. Superstars each have a logo, and cards with a logo can only be packed by that Superstar. Maneuver Cards (yellow cards) The five types: 1. Assault 2. Hold 3. Throw 4. Trademark 5. Extreme (Revolution only contains one Extreme maneuver—the Unique promo card “A New Breed Unleashed”—but there are more Extremes in later Revolution sets) Since a Maneuver is an attack, you can only play them on your turn. There are several different types of Maneuvers. Note the different types of Maneuvers, since some are affected by other cards you play, and some Reversals can only reverse certain types. Some Maneuvers have effects when played successfully (i.e., the card is not reversed from your opponent’s hand or Backlash). These effects take place before any Damage is dealt but after the card is put into your Ring. The amount of Damage dealt to your opponent is equal to the number printed in the Damage Box, plus or minus any bonuses. Example: The Maneuver “Bear Hug” has a Fortitude of 2 and a Damage Value of 3 and it says, “Put 1 card from your hand on the top or bottom of your Arsenal. Your opponent discards 1 random card.” If it is successfully played, if you have a card in your hand, you must choose 1 and put it on the bottom of your Arsenal. Then your opponent discards 1 random card from his hand. After that, he overturns cards until the “Bear Hug” is reversed or until he has applied its 3 Damage. You will notice all Maneuvers have a “Target”— “Punch” lists “head” as the “Target” above the Damage box as, normally, you punch someone in their head. You will also notice all Maneuvers are Core, Mean, or Colossal. Various cards interact with the Maneuvers based on these attributes. Antic Cards (green cards) Antic cards replicate the shenanigans inside a wrestling ring and can only be played on your turn. Antic cards have a variety of effects explained on the cards. Antic cards are played, go into your Ring, and take effect. Reversed Antics go into the Ringside. As with all other cards, to play an Antic card, the F Value on the card must be less than or equal to your Fortitude in your Ring. Reversal Cards (red cards) Since a Reversal is a defensive move, you can only play these during an opponent’s turn to defend against Antics or Maneuvers.

Reversals state which type of Maneuvers or Antics they can reverse and, if applicable, will give restrictions such as the amount of Damage reversed. You must have Fortitude in your Ring equal to or greater than the Fortitude on the Reversal to play it. Reversals cards can only be played during your opponent’s turn, so it is impossible to reverse a reversal. There are two ways a Reversal can be played or used: 1. Played from Hand or Backlash – When defending from a Maneuver or Antic played by an opponent, you may play an appropriate Reversal from your hand or Backlash (remember to meet the Fortitude). In playing a Reversal, you show you’ve successfully stopped your opponent’s card, thereby ending his turn. He then places the Maneuver or Antic into his Ringside. Your successful Reversal stays in your Ring and its Damage gets added to your Fortitude. 2. Overturned from the Arsenal – If your opponent plays a Maneuver or Antic you can’t reverse from your hand or Backlash (or you don’t want to reverse), you take the Damage indicated in the Damage of the card. In taking the Damage, you overturn one card from your Arsenal into your Ringside for each point of Damage indicated. While overturning, it is still possible to reverse your opponent’s card by overturning the appropriate Reversal for the card your opponent has played. It is important to remember you still need to have Fortitude at least equal to the Fortitude on the overturned Reversal. Once you overturn the appropriate Reversal and are able to use it, you stop taking Damage and your opponent’s turn ends. Reversals that are revealed while overturning do not go into the Ring, they stay in your Ringside. However, your opponent’s Maneuver does stay in the Ring, adding to his Fortitude. Reversals have Damage Values. When you successfully reverse an opponent’s Maneuver or Antic, you do Damage to him equal to the Damage Value printed on the card. Overturned Reversals do no Damage. Some Reversals also have effects. When played from your hand or Backlash, these effects take place. Such effects do not occur when a Reversal is overturned. Example: The Reversal “Inverted Atomic Drop” has a F Value of 0 and a D Value of 7. It can reverse any Maneuver that is an Assault: Mean. If your opponent plays a “Knee Lift,” which is an Assault: Mean, you can play “Inverted Atomic Drop” from your hand to prevent any Damage from that Maneuver, do 7 Damage to your opponent, and end your opponent’s turn. But before you deal the 7 Damage, you must discard 2 cards of your choice from your hand if you have them (if you have only 1 card, you discard it, and if you have 0, you discard nothing) and then overturn 1 card. If you do not have a card to overturn, you lose the game via Pinfall Victory. After you have done that in whatever capacity you can, then he overturns 7 Damage and his turn is over. However, if you were unable to reverse your opponent’s Maneuver and had to take Damage by overturning cards from your Arsenal into your Ringside, overturning an “Inverted Atomic Drop” would stop you from taking further Damage but would not cause any Damage to your opponent, nor would you have to discard 2 cards or overturn 1 card. Your opponent’s turn would still end. Hybrid Cards (multicolor cards) Hybrid cards are not a card type but they are a mix of 2 or more card types. Hybrid cards can be played on your turn or your opponent’s turn, depending on the function you choose. As with all cards, to play a Hybrid, the Fortitude on the card must be less than or equal to your Fortitude in your Ring. Example: “Slap” is a Hybrid Maneuver (yellow) and Reversal (red) card. On your turn you can use the “Slap” as an Assault: Core Maneuver, or you can save the card to use on an opponent’s turn on the chance of reversing your opponent’s card he plays a printed 1D—7D (1D, 2D, 3D,…or 7D) Hold. Superstar-specific Cards (which can be any of the types of cards mentioned before) These cards are special Maneuvers (Trademarks), Reversals, or Antics made famous by the Superstar whose logo appears on that card. Only those Superstars can use those cards and they can only go in the Arsenal and Backlash of those Superstars. ARSENAL This is your 60-card deck of cards that contain all the Antics, Maneuvers, and Reversals you might perform during a WWE match. Prematch and Mid-match cards (those that are horizontally oriented) cannot go into your Arsenal. Only vertically oriented cards can. You cannot pack more than 3 of any specific card (unless it is a Follow-up card). At the start of the game, your Arsenal should be shuffled and all cards should be face-down. You cannot look through your Arsenal unless something in the game tells you to do so (a Superstar Ability or a card). At the start of each turn you draw a card off the top of this deck and put it into your hand. BACKLASH These decks, which are separate and apart from your 60-card Arsenal, simulate the pre-game madness of World Wrestling Entertainment matches. They also represent special mid-game effects. The cards that go in this are Pre-match cards and Mid-match

cards: no other card type can be put into your Backlash. Your Backlash may have a maximum of 12 cards. Up to 6 cards may be Prematch cards and up to 6 cards may be Mid-match cards. These cards have a horizontal orientation. You can’t pack more than 3 of any specific card (unless it is a Follow-up card). You may look at your Backlash any time during the match and, unless specified otherwise, your opponent may not look at the cards in your Backlash during the game. Pre-match and Mid-match cards may be forced out of the Ring into your Ringside, but they may never be shuffled into your Arsenal or placed in your hand. Pre-match Cards (purple cards) These cards can only be played in the beginning of the game and simulate the backstage actions that take place before events. Prematch cards can only be played during the Pre-match phase. When played, some Pre-match cards take effect immediately and/or have a cost, like overturning a certain number of cards. Most other times a Pre-match card will say it has an effect that takes place during the match. You cannot have more than 3 Pre-match cards in your Ring. Example: “I Walk Alone” says that you “discard 2 cards,” so when you play the card, that’s what you do. If you have 1 or 0 cards, you can still play it, you just fulfill the obligation as much as you can. While this Pre-match is in play, you get its effects listed. Mid-match Cards (same colors as the cards they represent) Mid-match cards are played during a match like normal Antics, Maneuvers, or Reversals (i.e. after the Pre-match phase). You may not have more than 3 Mid-match cards in your Ring. Mid-match cards are not drawn into the hand, but are played when needed though you still need to meet any requirements and have the Fortitude for playing the card. Also, opponents may reverse Mid-match cards following the normal rules for reversing. Cards from the Backlash are not considered played from the hand. CARD EFFECTS Some cards have effects printed on them. A card effect takes place when the card is successfully played and it has been put into your Ring. A card is considered successfully played if it is not reversed from an opponent’s hand or Backlash. Remember, Damage occurs after a card effect. However, many Pre-match cards have effects generated throughout the match whenever something (like successfully playing a type of card) occurs. Card effects can be mandatory or optional. If mandatory, the card will say you do something. An optional effect will use the word “may” or present you some option. Mandatory Effects If an opponent plays a card that forces you to do something and you cannot, you do as much as possible and ignore the rest. This never applies to taking Damage. If you have to overturn cards to take Damage and you can’t, you lose the match. If you play a card that forces you to do something—like discard cards as part of its text—likewise do this to the best of your ability. Example: “Forget the History” says, “Requirement: Fewer Cards in Hand. Your opponent discards 5 cards.” Like all cards with a Requirement, you must meet the Requirement to play or use the card. In this case, you need fewer cards in your hand. If your opponent has 4 cards and you have 4 (one of which is “Forget the History”) you cannot play it as you do not have fewer cards in your hand. But if you have 3 or fewer to his 4, you can, and he has to discard 5 cards. He does as much as he can and discards the 4 cards in his hand. Requirement Definitions: Cards with a “Requirement: X” which create specific conditions, and often can only be played if X condition is met, or they will only work when overturned. There are 7 types of Requirements: 1. Fewer Cards in Hand—these Antics (“All I Got Left Is My Pride” and “Forget the History”) can only be played when you have fewer cards in your hand than your opponent—and you count the card you’re going to play from your hand with that total. 2. Less Fortitude—these Antics (“Muster Some Moves,” “Shock the World,” and “Layla El: Diva to the Core”) can only be played when you have less Fortitude than your opponent. 3. Lower Superstar Value—this Pre-match (“Climbing the Ladder”) can only be played when you have lower Superstar Value than your opponent (other cards may later make you have higher Superstar Value, but that doesn’t matter—you count when it’s played). 4. Higher Superstar Value—this Pre-match (“Your Chance in the Limelight”) can only be played when you have higher Superstar Value than your opponent (other cards may later make you have lower Superstar Value, but that doesn’t matter—you count when it’s played). 5. Not Your Opponent’s First Card This Turn—these Mid-match Reversals (“Talk Is Cheap” and “Keep Your Eyes Open or It’s Game Over”) cannot reverse your opponent’s first card played of the turn. 6. Overturned—these Reversals (“You Telegraphed It” and “Masochist at Heart”) cannot be played from your hand, they only work on the overturn. 7. Extremist—“A New Breed Unleashed” can only be packed by Extremists, and cannot be included in the Arsenal if the Superstar does not have an “Extremist Ability.”

Optional Effects Example: the Triple H Superstar card says that “once during each of your turns, you may discard 1 Maneuver: put up to 1 non-unique Maneuver from your Ringside into your hand.” You can only do this once a turn—but you can opt not to discard a Maneuver if you don’t want to do so. Also, since it says “up to,” you may decide you want to discard a Maneuver and then not pick one up. Special Card Effects Follow-up cards—noted with the format Follow-up: X—can only be played if you successfully played X type of card right before it this turn. Example: “Cinch It In” is a Follow-up: Maneuver, so it can only be played if the card you played before it this turn was a successfully played Maneuver. Another special card effect is cards with Momentum: these cards can only be reversed by cards that specifically reverse Momentum cards. Example: the Follow-up noted above (“Cinch It In”), if successfully played, makes it that if your next card played this turn is a Hold, it would have Momentum. This means that Hold can only be reversed by cards that specifically reverse Momentum, like “You Telegraphed It” (which only works when overturned) or “Inertia.” Momentum supersedes any other way of reversing it once it has been applied. SAMPLE GAME: WrestleMania 22 Re-match Player 1: 121/130 (STARTER DECK – FOIL – Triple H) Triple H (Superstar Card) Starting Hand Size: 7 Superstar Value: 7 Superstar Ability: Once during each of your turns, you may discard 1 Maneuver: put up to 1 non-unique Maneuver from your Ringside into your hand. *versus* Player 2: John Cena (Superstar Card) Starting Hand Size: 6 Superstar Value: 6 Superstar Ability: Once during each of your turns, you may discard 1 Hold: draw up to 2 cards. After players have picked their Superstar (in this case, Player 1 is Triple H while Player 2 is John Cena), they shuffle their Arsenals, reveal their Superstars, and then each draw their Starting Hand Size. Player 1 draws 7 cards whereas Player 2 draws 6. While it isn’t required, it may be a good idea while getting used to the game to sort your cards according to Fortitude, the lower F cards first working up to the higher ones. Especially at the beginning of the game, this will be a good way to see which are your F:0 cards. Triple H’s opening hand: 21/130 Standing Side Headlock Hold: Core / Reversal: printed 4D—7D Throw neck F:0 D:4 37/130 Belly to Belly Suplex Throw: Core / Reversal: printed 3D—7D Assault back F:0 D:3 35/130 Headlock Takedown Throw: Core / Reversal: printed 1D—7D Assault

back F:0

D:1

122/130 (STARTER DECK – FOIL – Triple H) The Triple H High Knee Trademark: Mean Put up to 1 card from your Ringside on the bottom of your Arsenal. Unique head F:5 D:8 30/130 Abdominal Stretch Hold: Core Look at the top 5 cards of your opponent’s Arsenal: put 1 into his Ringside and the rest on the bottom of his Arsenal. back F:6 D:7 56/130 Why Don’t You Kiss My A%$? Reversal: Antic F:7 D:0 125/130 (STARTER DECK – FOIL – Triple H) Behold The King Antic Your opponent overturns 7 cards. Put up to 3 cards from your Ringside into your hand. Unique F:13 D:0 John Cena’s opening hand: 01/130 Slap Assault: Core / Reversal: printed 1D—7D Hold head F:0 D:1 20/130 Arm Bar Hold: Core / Reversal: printed 3D—7D Throw arm F:0 D:3 35/130 Headlock Takedown Throw: Core / Reversal: printed 1D—7D Assault back F:0 D:1 26/130 Bear Hug Hold: Core Put 1 card from your hand on the top or bottom of your Arsenal. Your opponent discards 1 random card. chest F:2 D:3 60/130 Cinch It In

Antic: Follow-up: Maneuver / Reversal: Follow-up Antic: if your next card this turn is a Hold, it has Momentum. Reversal: discard 1 card and if your first card on your next turn is a Hold, it has Momentum. F:5 D:1 103/130 (STARTER DECK – FOIL – John Cena) Chain Gang Headlock Trademark: Mean Search your Arsenal for up to 1 Unique, reveal it, put it into your hand, and shuffle your Arsenal. Unique head F:7 D:10 It is now time to play Pre-match cards. Since Player 1 has a Superstar Value of 7 (which is higher than Player 2’s Superstar Value of 6), Player 1 will play the first Prematch and it will alternate back and forth until each has three Pre-match in their Ring or both players pass playing further cards. Since Triple H has a higher Superstar Value than John Cena, he can play and he decides to play: 80/130 Your Chance in the Limelight Pre-match: Event Requirement: Higher Superstar Value Your opponent discards 1 random card. He starts the match. John Cena fans out his cards face-down, allowing Triple H to point to the back of one of the cards. John Cena discards the card—“Collar & Elbow Lockup”—which is put faceup in his Ringside, next to his Arsenal. John Cena may now play a Pre-match, and he plays: 76/130 Hardcore Hell Pre-match: Event If your Fortitude is less than your opponent: your first non-F:0 Core of this turn cannot be reversed from his hand. Triple H then plays: 72/130 Previously Unannounced Match Pre-match: Event The maximum number of Mid-match your opponent may have in his Ring is equal to the number of Pre-match you have in your Ring. John Cena plays: 73/130 Ring Psychology: Assault Pre-match: Event Successfully play an Assault: put up to 1 Hold or 1 Throw from your Ringside into your hand. Triple H could play “A New Plan”— 71/130 A New Plan Pre-match: Event Put all cards in your hand on the bottom of your Arsenal: draw the same number of cards. —but since he likes his opening hand, he opts not to do so, instead passing. John Cena then plays: 75/130 Ring Psychology: Throw

Pre-match: Event Successfully play a Throw and you have an Assault and a Hold in your Ring: draw up to 1 card. Since John Cena has three Pre-match in his Ring, he cannot play more. However, since Triple H has only two in his Ring, he can still play another. He decides not to play another card. Now that both players have passed consecutively, the Pre-match ends. Both players not only have their opening hands and Pre-match cards in their respective Rings, but they each have Mid-match cards at their disposal. Triple H’s Mid-match (remember: much as you can pack up to 6 Pre-match, you can pack up to 6 Mid-match): 82/130 Wreckless Intent Mid-match Antic Reveal the top 2 cards of your Arsenal: put up to 1 Maneuver into your hand and put the rest into your Ringside. F:1 D:0 83/130 Knife-Edge Chop Mid-match Assault: Mean Discard 1 card. chest F:10 D:8 84/130 Boston Crab Mid-match Hold: Mean Your opponent draws up to 1 card. back F:11 D:9 John Cena’s Mid-match: 81/130 Before This Gets Out of Hand Mid-match Reversal: Mean Overturn 3 cards. If the reversed card was played from your opponent’s hand, it goes into his hand instead of his Ringside. F:0 D:0 87/130 Layla El: Diva to the Core Mid-match Antic Requirement: Less Fortitude Discard up to 3 Means and/or Colossals: search your Arsenal for up to that many Cores, reveal them, put them into your hand, and shuffle your Arsenal. F:0 D:0 84/130 Boston Crab Mid-match Hold: Mean Your opponent draws up to 1 card. back F:11 D:9 Triple H would normally start the match due to having the higher Superstar Value, however, since he played “Your Chance in the Limelight,” John Cena instead gets to start the game. John Cena draws 1 card for his turn. He then uses his Superstar Ability, discarding the “Bear Hug,” which allows him to draw 2 more cards. With 0 Fortitude in his Ring, he chooses to play “Arm Bar.” It is successfully played, and Triple H must overturn cards until the “Arm Bar” is reversed or until he’s overturned its Damage of 3. 1…2…3 cards are overturned and on the third card, Triple H overturns

“Chop,” which reverses Holds of 2D—7D. John Cena’s “Arm Bar” stays in his Ring, Triple H’s “Chop” stays in his Ringside and since it was overturned, it deals no Damage to Cena. However, it is now Triple H’s turn. After drawing his card for the turn, Triple H decides to not use his Superstar Ability and instead decides to throw a “Belly to Belly Suplex” at John Cena. John Cena looks at his hands, finds no cards that can reverse the “Belly to Belly Suplex” (Triple H doesn’t know that, though—for all he knows John Cena may have a Reversal and is just saving it for something else), he says to Triple H that he is not reversing it from his hand or Backlash. It is now successfully played, Triple H puts the “Belly to Belly Suplex” into his Ring, it has no game text, so now it’s onto Damage. John Cena must overturn cards from his Arsenal into his Ringside until he overturns 3 cards (the Damage of the “Belly to Belly Suplex”) or until the “Belly to Belly Suplex” is reversed on the overturn. 1…2…3 cards are overturned without a Reversal that would stop a D:3 Throw. Triple H now has 3 Fortitude (the Damage of the “Belly to Belly Suplex” in his Ring). While he would like to play “The Triple H High Knee” or an “Abdominal Stretch” or one of the other high Fortitude cards in his hand, he cannot. So he instead plays “Standing Side Headlock.” John Cena this time has an answer—“Slap,” which reverses any Hold with printed Damage from 1D up through 7D—and he puts the “Slap” into his Ring. This reverses the “Standing Side Headlock,” so it goes into Triple H’s Ringside, and then Triple H takes 1 Damage from the “Slap,” overturning 1 card from his Arsenal and putting it into his Ringside. Since a card of Triple H’s was reversed, it is now John Cena’s turn. John Cena now has 4 Fortitude in his Ring. He uses his Superstar Ability, discarding 1 Hold, and then drawing 2 cards. He then plays “Wrist Lock” (a card he drew) which is successfully played as Triple H doesn’t reverse it from his hand or his Backlash, it goes into John Cena’s Ring, and now Triple H overturns 2 cards looking for a Reversal to the “Wrist Lock.” It doesn’t happen so it’s still Cena’s turn. He can now play “Cinch It In” (Fortitude: 5) which as a Follow-up: Maneuver can only be played after a successfully played Maneuver. Triple H does not reverse the card, so it is successfully played, so if John Cena’s next card this turn is a Hold, it’ll have Momentum, and now Triple H overturns 1 card for the “Cinch It In” Damage. He doesn’t reverse the card, so it’s still Cena’s turn. Finding himself now with 7 Fortitude in his Ring, Cena throws “Abdominal Stretch.”. It only costs 6 Fortitude so he has enough to play it. Since it is a Hold, it has Momentum from the “Cinch It In,” which means that it can only be reversed by cards that specifically reverse cards with Momentum. Triple H has no cards in his hand or Backlash that reverse Momentum so it is successfully played. Before dealing its 7 Damage, it goes into John Cena’s Ring and then its text occurs: John Cena looks at the top 5 cards of Triple H’s Arsenal, puts 1 into Triple H’s Ringside and puts the rest on the bottom of Triple H’s Arsenal in whatever order John Cena wants. Now the “Abdominal Stretch” does its 7 Damage 1…2…3…4…5…6…7—on the 7th card, Triple H overturned “You Telegraphed It,” which only works on the overturn and only reverses cards with Momentum: however, Triple H only has 3 Fortitude and “You Telegraphed It” is F:4. So the “Abdominal Stretch” is not reversed and it is still Cena’s turn. Cena continues to pound on Triple H by playing the “Chain Gang Headlock.” It is successfully played, so it goes into John Cena’s Ring and he applies its text, searching his Arsenal for 1 Unique card—he chooses the “Freestyle Shoulder Block”—he shuffles up his Arsenal, allows Triple H to cut, and shows Triple H the card he got, puts it into his hand, and now Triple H takes the 10 Damage from the “Chain Gang Headlock.” It is not reversed on the overturn so John Cena continues the rampage by going for the “Freestyle Shoulder Block.” It too is successful, goes into his Ring, he applies the text—both players discard 1 random card—and it goes all the way through for its 8 Damage. John Cena elects to end his turn as he doesn’t want to play further cards, he’s up to 32 Fortitude, and he let’s Triple H have a turn. Triple H is down, but certainly not out as he draws 1 card for his turn and thinks about his options. With 3 Fortitude, he plays “Wreckless Intent” from his Mid-match. John Cena does not reverse it from his hand or Backlash, so it is successfully played, it goes into Triple H’s Ring, and then he follows its text, revealing the top 2 cards of his Arsenal, putting a Maneuver into his hand and the other card into his Ringside. He then discards a Maneuver for his Superstar Ability, retrieving “Chin Lock” from his Ringside. He could’ve gotten a Maneuver that cost more—it only costs 1 Fortitude—but with John Cena only having 1 card in his hand, Triple H wants the card’s text. Cena doesn’t reverse the card, so it is successful, it goes into Triple H’s Ring, and its text occurs, so Cena must put 1 random card in his hand on the bottom of his Arsenal. Seeing as how he only has 1 card, it goes on the bottom. Then Cena has to overturn cards for the Damage, in this case: 2. The “Chin Lock” is not reversed on the overturn, so Triple H is now up to 5 Fortitude and he continues his turn. With only 15 cards left in his Arsenal compared to the 42 in Cena’s, Triple H runs at Cena with “The Triple H High Knee,” which Cena decides not to reverse it from his Backlash (he cannot reverse it from his hand as he has no cards). It goes into Triple H’s Ring, the text is considered—Triple H puts a card from his Ringside on the bottom of his Arsenal—and then Cena takes 8 Damage. It is not reversed on the overturn so Triple H continues his turn. He attempts “The Cerebral Sleeper.” John Cena now decides that enough is enough and he uses his Mid-match “Before This Gets Out of Hand” to reverse the card, as it is a “Mean” Maneuver and “Before This Gets Out of Hand” reverses Mean Maneuvers. “Before This Gets Out of Hand” goes into John Cena’s Ring and the text takes effect: Cena overturns 3 cards and then “The Cerebral Sleeper,” which would normally go to Triple H’s Ringside, instead goes back into Triple H’s hand. It is now John Cena’s turn. John Cena draws 1 card for his turn. It isn’t a Hold, so he cannot discard it for his Superstar Ability in order to draw 2 more cards. He

goes into his Backlash and plays “Boston Crab.” Triple H doesn’t reverse it, so it goes into John Cena’s Ring, Triple H is allowed to draw up to 1 card (he elects to do so), and now Triple H must take Damage. After a few cards, he overturns “Try to Get Away,” which reverses Mean Maneuvers, and since “Boston Crab” is a Mean Maneuver, it is reversed. While “Try to Get Away” says that you discard 2 cards when you play it, since he is overturning it from his Arsenal, he doesn’t follow that text—he has enough Fortitude (the card is F:4 and he has F:13) and it is an applicable Reversal, so that’s all that matters. John Cena’s turn is over and both players notice that due to Triple H’s “Previously Unannounced Match,” since Triple H only has 2 Pre-match in his Ring, John Cena can only have 2 Midmatch in his Ring. Barring either or both of his Mid-match that’s he’s played being moved out of his Ring, he will not be able to play Mid-match cards for the rest of this game. Triple H, being at F:13, attempts to play “The Cerebral Sleeper” (F:11) again. This time it is successfully played, so before Damage is applied, it goes into Triple H’s Ring and he can put up to 2 cards from John Cena’s Ring into his Ringside. Since John Cena has plenty of Fortitude, Triple H instead decides to decimate his Pre-match strategy, putting the “Ring Psychology: Assault” and “Ring Psychology: Throw” from John Cena’s Ring into his Ringside. The 9 Damage from “The Cerebral Sleeper” goes all the way through so Triple H continues his turn. He then plays “Smacked with the Sledgehammer” which Cena doesn’t reverse from his hand or Backlash either, so it goes into his Ring, Triple H searches his Arsenal for 1 card, puts it into his hand, shuffles, and Cena starts taking the 20 Damage from this Trademark: Colossal maneuver. Over halfway through the 20 Damage, John Cena overturns “Masochist at Heart” which reverses Colossals. Triple H’s turn is over and it’s now John Cena’s turn. Cena draws a card for the turn. It’s a Hold, so he discards it to his Superstar Ability to draw 2 additional cards. Since he’s at 41 Fortitude and Triple H is at 40, his Pre-match “Hardcore Hell” isn’t applicable yet. John Cena attempts a “Sleeper” but Triple H responds from his hand with “Bow Before the Throne” which reverses Holds. Cena’s “Sleeper” goes into his Ringside, Triple H’s “Bow Before the Throne” goes into his Ring, Triple H can draw up to 2 cards (due to his Arsenal being so depleted, he opts to draw 0), and now John Cena has to take 3 Damage from the Reversal played. It’s Triple H’s turn. He discards 1 Maneuver to his Superstar Ability and puts a non-unique Maneuver from his Ringside into his hand. Then he plays “Behold The King.” John Cena doesn’t reverse it, so it goes into Triple H’s Ring and its text takes effect: John Cena overturns 7 cards, leaving himself with only 1 card left in Arsenal. The rest of the card then occurs and Triple H puts 3 cards from his Ringside into his hand. Triple H tries to finish John Cena off with an “Abdominal Stretch” but John Cena has “Slap” in his hand which reverses Holds of printed 1D through 7D. The “Abdominal Stretch” goes into Triple H’s Ringside, the “Slap” goes into John Cena’s Ring, and Triple H takes 1 Damage from the “Slap,” overturning 1 card. (Note: during this overturn Triple H overturned a card that reverses Assaults, which “Slap” is; “Slap” was played as a Reversal, first of all, and second of all, you cannot reverse cards on your turn—so the Damage must be taken.) Triple H is down to only 5 cards and John Cena is down to just 1 card. It’s John Cena’s turn and he draws the final card in his Arsenal. Note: he only loses if he ends his turn without any cards in his Arsenal, as long as his turn continues, he will not lose yet. While he could try for a bigger Maneuver, all he has to do is hit Triple H for enough Damage to get rid of his Arsenal: 5 cards will earn a count-out victory whereas 6 or more will be a pinfall. Unfortunately, Triple H has a handful of cards. John Cena plays “Bow & Arrow,” a D:6 Hold. Triple H attempts to play “Kick,” which will reverse the “Bow & Arrow” and do 5 Damage to John Cena, beating him. But before Triple H can celebrate his victory, John Cena reminds the game of their Fortitude: John Cena has 42 whereas Triple H has 43, which means John Cena’s “Hardcore Hell” takes effect, and since “Bow & Arrow” is his first non-F:0 Core of the turn, it cannot be reversed from Triple H’s hand. It isn’t reversed from his Backlash either, so it is successfully played, going into John Cena’s Ring. Its text occurs so Cena shuffles in 4 cards from his Ringside into his Arsenal of which there were no cards remaining, so the 4 cards are shuffled and returned to the Arsenal, and then its 6 Damage is dealt to Triple H’s 5 cards: 1…2…3…4…5…6—and it’s not reversed, so Triple H has to overturn a 7th card, he cannot, so he loses the game via Pinfall Victory. John Cena wins! MODIFYING AND CONSTRUCTING DECKS After you’ve played a number of games with your starter deck and you’ve purchased more cards in booster packs, you’ll want to modify your Arsenal and Backlash. There are a few tips you’ll want to remember as well as rules to follow when creating your own customized Arsenal and Backlash around your favorite World Wrestling Entertainment Superstar. You should have a good mix of cards that allows you to play cards early as well as late in the game. Start with small Core Maneuvers to add to your Fortitude so that you can build up to the bigger Mean and Colossal Maneuvers. So having an Arsenal with just “Figure Four Leg Lock” and “Press Slam” and other high Fortitude cards isn’t a good idea. Try to have a balance that, even with a random draw, will allow you to play cards on the first turn (plenty of F:0 cards) as well as more powerful cards you can play later in the game. It’s also a good idea to have a well-balanced mix of Maneuvers, Reversals, and Antics. Eventually you’ll find a balance of cards that works effectively for your Arsenal of your specific Superstar. Through playing, you’ll come up with a style of wrestling you enjoy. For instance, some people would rather wrestle more defensively, so they would be more inclined to include more Reversals in their Arsenals. Others may be more aggressive and put in more Maneuvers. Still others, more Antics. It’s all up to you. Your starter deck comes with all the cards you need to play a competitive game or you can create your own deck. Each Arsenal (deck) must have 60 exactly cards plus the Superstar itself (unless you’re just playing it straight from the starter).

ARSENAL (DECK) CONSTRUCTION RULES You can have no more than 3 of any specific card. So no deck can have more than 3 “Body Slam” for example, but you can have 1 or 2 of a “Body Slam” or none at all. Exceptions: Follow-up Cards: These are a sub-type (i.e., “Snatch & Lift” or “Throw into the Ring Ropes”). There is no limit to how many non-unique Follow-up cards with the same name you can have in your Arsenal, provided there are exactly 60 cards. Unique Cards: You can only have one of a specific Unique card in your Arsenal or Backlash even if it is a Follow-up card. Universally Unique: Like Unique cards, you can only have one of a specific Universally Unique card in your Arsenal and Backlash. However, it differs from Unique in that only one of a specific Universally Unique card may be in one player’s Ring in the same game. Example: If you play the “ Intercontinental Title Belt,” your opponent cannot play a copy of it as it is Universally Unique. However, you or he can play another Universally Unique card: like “ Heavyweight Title Belt.” RAW DEAL REVOLUTION: OVER SIX YEARS IN THE MAKING WWE Raw Deal first debuted in the summer of 2000. Six-and-a-half years later brings “Revolution.” An easy way to tell what cards are part of the Revolution is to reference the checklist located at the end of this rulebook or look at the cards: Revolution cards have a Revolution logo. While every Revolution card is legal for use in all Raw Deal events, only Revolution cards are legal in Revolution events. The rules in this book are Revolution rules. There are slightly altered rules (and a lot more mechanics) in previous formats. GLOSSARY Antics: can only be played on your turn. If they are not reversed from your opponent’s hand or Backlash, they go to your Ring. If they are reversed, they have no effect and go into your Ringside. Arsenal: your 60-card deck. Assault: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can reverse any Maneuver or specifically this type of Maneuver. Backlash: a special deck made up of no more than 12 horizontally-oriented cards, containing no more than 6 Pre-match cards and 6 Mid-match cards. The Backlash is in addition to, and separate from, your 60-card Arsenal. Card Effects: some cards have effects when successfully played. These take place before any Damage is dealt by the card, if any. Some effects are optional and some are mandatory. Colossal: these are the biggest Assaults, Holds, Throws, Trademarks, or Extremes, dealing 15 Damage or more. A card that reverses Colossals will do so regardless of what type the Colossal is (Assault, Hold, Throw, Trademark, or Extreme). Core: these are the smallest Assaults, Holds, Throws, Trademarks, and Extremes, dealing 7 Damage or less. A card that reverses Cores will do so regardless of what type the Core is (Assault, Hold, Throw, Trademark, or Extreme). Count Out Victory: if you end a turn with no cards in your Arsenal, you lose the match due to count out. Damage: or D. The amount of Damage done to you, as indicated in the Damage Box of a card (lower right corner), equals the number of cards you overturn from your Arsenal. Discarding: taking a card from your hand and putting it into your Ringside. Draw: the phase of your turn in which you draw a card. Draw 1 card if there is a card in your Arsenal. Extreme: the fifth type of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can reverse any Maneuver or specifically this type of Maneuver. There is only one Extreme maneuver in the first set of Revolution (the Unique promo card “A New Breed Unleashed”). Follow-up: noted with the Follow-up: X—can only be played if you successfully played X type of card right before it this turn. Fortitude: or F. This number, found on the upper right corner of a card, must be equal to or less than your Fortitude to play it. You start the game with a Fortitude of 0. Your Fortitude is equal to the amount of Damage in the Damage Boxes of the cards in your Ring. Add them up to get your total Fortitude.

Hold: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can reverse any Maneuver or specifically this type of Maneuver. Hybrid: are not a card type but they are a mix of 2 or more card types. Hybrid cards can be played on your turn or your opponent’s turn, depending on the function you choose for the Hybrid card. Maneuver: this is how you “hit” your opponent. They can only be played on your turn. If successful, they stay in your Ring; if reversed, they go to your Ringside. Mean: these are the medium Assaults, Holds, Throws, Trademarks, and Extremes dealing 8-14 Damage. A card that reverses Means will do so regardless of what type the Mean is (Assault, Hold, Throw, Trademark, or Extreme). Mid-match Card: special Maneuver, Antic, or Reversals in a Backlash that can be played during a match. Momentum: these cards—whether they have Momentum or have been given Momentum by another card—can only be reversed by cards that specifically reverse Momentum cards. Overturning: when an effect causes you to overturn a card, you overturn only from your Arsenal. Pack: cards you put in your Arsenal or Backlash are said to be “packed.” Pin Victory: if you have no cards in your Arsenal and you must overturn a card, you are pinned and lose the match. Pre-match Card: cards in the Backlash that are played before a match starts, after Superstars have been revealed and hands drawn. There are Pre-match: Events, Objects, and Storyline cards. Requirement: you must meet the Requirement of a card to pack it, play it, or to have it work when overturned from your Arsenal. Reversal: this is how you can stop an opponent from damaging you. They can only be played on your opponent’s turn in response to a Maneuver or Antic. You can play a Reversal from your hand or Backlash to stop Damage, or by overturning a Reversal when taking Damage. Either way, a Reversal ends your opponent’s turn. Ring: cards you play from your hand or Backlash that are not reversed from your opponent’s hand or Backlash deck go into this area, face up. Ringside: your discard pile. This is where cards that are reversed from your opponent’s hand or Backlash go, as well as cards that are discarded from your hand, or cards overturned from your Arsenal (this includes overturned cards from taking Damage). Successful: a card is successful if it is not reversed from the hand or Backlash. Successful cards go in the Ring, then have their text take place, then Damage dealt, and their Damage adds to your Fortitude. Superstar Card: designates which Superstar you will be during the match. Each Superstar has a Hand Size, Superstar Value and a Superstar ability. Target: the area on your opponent’s body where you focus your attack, listed above the Damage on Maneuvers. Throw: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can reverse any Maneuver or specifically this type of Maneuver. Trademark: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can reverse any Maneuver or specifically this type of Maneuver. Turn: the phase in which you may play your Maneuvers and Antics and use some Superstar abilities. Your Reversals can be played during an opponent’s Turn. Visit our web site for the latest information on Tournament Rules and Frequently Asked Questions. comicimages.com/rawdeal