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The Basics (A quick refresher for those who have viewed the illustrated tutorial)


 

   One game of Warcardz involves two players, each of which must have a player deck.  That deck consists of ten character cards and three tactics cards.  In addition, there will be two side decks -- the attribute deck and the variable deck -- which can influence play during the game.
  
   Each player picks 5 character cards as their starters and places them into positions.  There are three positions in a player's line : post, guard, flank.  Put your cards face down in a horizontal line, the outermost two are the flanks, the center is the post, and the remaining two are guards.  At no point may the total value your 5 fighters exceed 25.  The value of a card is found in the upper left corner.
  
   Next, shuffle the side decks and place the two separate decks and place them next to the lines.  Flip over the top cards of the attribute and variable decks.  These are the initial conditions for the battle.
  
   The game plays out in a turn-based manner, flip a coin to see who goes first.  Each turn allows a player one of three actions : attack, bring in a reserve, use a tactics card.
  
   Reserves are those character cards that didn't start the match.  If you've got fewer than 5 fighters on the field and one of the positions in your line is open, you may place a reserve there.  The 25-point value limit still holds.
  
   Using a tactics card, one can influence the side decks and turn over new cards to change the battlefield situation.  Some tactics cards must be played before you attack.  Ones that cause new attribute or variables cards to be flipped over fall into that category.  Others are instant effects.  They may temporarily raise character attributes.
  
   Finally, there's the heart and soul of Warcardz, the attack.  Each character has seven attributes, written vertically down the left side of the card : attack, defense, hand-to-hand, small arms, heavy weapons, energy, explosive, frenzy.
  
   Pretend it's your turn and your Resistance soldier, with 3 attack and 1 defense is attacking a New Tek cyborg with 2 attack and 4 defense.  Currently, the attribute card that's flipped over and active reads "small arms."  This means combat between these two units will be heavily influenced by their small arms attributes.  Say your Resistance soldier has 5 for small arms and the cyborg only has 1.  You announce your attack and compute the outcome.  The Resistance soldier has an attack of 3 and a small arms score of 5.  5 + 3 = 8 total attacking power.  The New Tek cyborg has a defense of 4 and 1 for small arms.  4 + 1 = 5.  8 is bigger than 5, so the cyborg loses.  He is removed from the field of play.  The soldier now has the option to move into the position that used to be occupied by the cyborg.  This is only possible immediately after combat has expired.
  
   The match is over when one side surrenders or has zero troops left on the field.

 

 

Rules



  
Attack Directions
      There are six attack directions : front, left front, right front, left, right, aft.  Few cards can attack to the aft.  Most cards can only attack in two or three directions.  Note that attack direction has no effect on the movement capability of a character after combat.  The direction that a character may attack is indicated by a small graphic beneath the card code.  There are six lights, each corresponding to an attack direction.  If the light is red-orange, the character may launch an attack on the card in that direction; otherwise, it cannot.

   Attribute Side Deck
      Stack of cards which determine what attribute(s) will be used during combat.  There is only one attribute card in play at any one time.  One is flipped over initially and only thru player intervention will it change.  

   Attributes
      Attributes are scores which rank competency in certain areas of warfare.  Each character has attack/defense, small arms, heavy weapons, hand-to-hand, energy, explosive, and frenzy.  Normally, any one character is only proficient in a handful of attributes.  Attack matters when you initiate an assault on another fighter.  Defense comes into play when a combatant attacks one of your troops.  Those two items are found right under the value.  The other attributes start on the lefthand side and march vertically downwards.  Each score has a small graphic denoting which attribute you're looking at.  Frenzy is never used by itself, but occasionally in conjunction with other attributes.

  
Card Code
      Unique card ID found in the upper right corner of every character card.

   Character Card  
(also see layout diagram)   
      A character card holds all the important values, so most of the rules involve knowing what numbers to pay attention to and when.
     
      First off, in the upper left corner is the value.  The sum of the values of your fighters may never exceed 25.  In the upper right corner is the card code.  These are unique identifiers, nothing more.  Below the value is the attack/defense.  The attack is the number on the left half and defense is on the right.  Below the card code is the attack direction of the character.
     
      Next, there are attributes below attack/defense.  In order from top to bottom, we have : hand-to-hand, small arms, heavy weapons, energy, explosive, frenzy.  The first five can be thought of as damage types and are used to resolve combat.
     
      The most conspicuous feature of the cards is the artwork.  Marvel in wonder.  Below the portrait, you'll find the character name, faction, and class.  Immediately below that info is some flavour text, and any class/faction/other bonuses.  To the left of that is the character's preferred (but not required) position.  Playing characters in their preferred position confers a +1 bonus to all attribute scores, although you may play them anywhere you want.
  
   Combat  
      Combat takes place among the many fighters on the battlefield.  What follows is a formulaic way to resolve any battle ...
     
      1) Attacking player declares which fighters he's attacking with.  He then declares a target.  Obviously, each attacking character must be able to attack the target.  Those that cannot are ignored for future calculations.
     
      2) Note the attribute card in play.  It will be one of the following : hand-to-hand, small arms, heavy weapons, explosive, energy.  For each attacker, look up the score corresponding to the attribute card and add it to the attack score.  Every now and then, an attribute card will also instruct you to add the frenzy score.  Finally, add in the faction/class/position/misc. modifiers that may be in play.  When you figure out this number for each attacker, sum them all.  This is called the combat score.
     
      3) The target must now try to beat or tie the combat score.  Look up the scores that the attribute card tells you to, but add in defense this time.  Apply any faction/class/position/misc. modifiers.  If this number is equal to the combat score in (2), then the battle is a draw and nothing happens.  If the defender beats the combat score, all attackers are removed from the table.  If the defender cannot beat the combat score, he is removed from the table.
     
      4) If the attacker wins, he may elect to move into the square his enemy used to inhabit.
     
   Discard (Card Sacrifice)
      A player may use his turn and discard exactly one card from his hand.  In exchange, that player may flip over a new variable or attribute card.  Discarded cards may not be used again till the current game is concluded.
  

   Duplicates
      A player may have as many duplicates of one card in their hand and/or in play as they wish . It may not be smart, but it is legal.


   Game
     One game of Warcardz consists of two players laying down their character cards and continuing to fight until one side is completely eliminated.
  
  
Lines  (also see layout diagram)
      A line refers to the physical layout of a player's fighters on the table.  The line is horizontal in nature and should initially consist of five character cards.  Here's how it should look to begin with (call our two teams "red" and "blue") ...
     
      Red1 (Flank) ||| Red2 (Guard)  ||| Red3 (Post)  |||  Red4 (Guard)  |||  Red5 (Flank)
      Blue1 (Flank)||| Blue2 (Guard) ||| Blue3 (Post) |||  Blue4 (Guard) ||| Blue5 (Flank)     
  
   Movement 
(also see layout diagram)
      A character may only move if the following conditions are met : (i) that character has won a fight his turn, and (ii) the vacant square is forward, aft, left, or right.  Note that a character does not have to move after winning combat.  Here's an example with blue and red again ...
     
      Say that it's blue's turn and he elects to attack with his post fighter.  That fighter can only attack front, left, and right.  He attacks front and wins his combat.  Things now look like...
     
      Red1 (Flank) ||| Red2 (Guard)  |||              |||  Red4 (Guard)  |||  Red5 (Flank)
      Blue1 (Flank)||| Blue2 (Guard) ||| Blue3 (Post) |||  Blue4 (Guard) ||| Blue5 (Flank)
     
      In addition, blue decides he wants to move into the square.  It now looks like...
     
      Red1 (Flank) ||| Red2 (Guard)  ||| Blue3 (Post) |||  Red4 (Guard)  |||  Red5 (Flank)
      Blue1 (Flank)||| Blue2 (Guard) |||              |||  Blue4 (Guard) ||| Blue5 (Flank)     
     
   Player Deck
      Collection of Warcardz, made up of character and tactics cards.  At the beginning of a match, a player chooses ten character cards and three tactics cards from his deck.
  
   Positions
      There are five positions in a player's line.  Post is the center position.  It has two cards on its left and two on its right.  The flank positions are on the outside.  The remaining two positions immediately to the left and right of the post are the guards.
  
   Reserves (characters)
      Initially, players choose ten characters from their deck.  The first five laid down in a line are the starters.  The remaining five are the reserves.  Before combat during his turn, a player may elect to fill exactly one vacant spot in his line if he has fewer than five fighters currently in play.
  
   Starting Conditions
      Each player should have ten character cards and three tactics cards.  Each player should lay five starting characters face down in a combat line.
  
   Tactics Card
      Tactics cards fall into two categories.  There are those that can be played instantly during combat and those that must be played before combat.  Each player begins a game with three tactics cards from his player deck.

 

   Ties

        If a battle results in the same total value for both the attacker and the defender, both cards remain in play and the bout is considered a draw. If two identical cards meet up in battle, both cards are removed from the game.
     
   Turn
      During his turn, a player may do several things.  Firstly, he may put in at most one reserve or play a tactics cards.  He may also discard at most one card to alter the attribute or variable card in play.  Finally, he may elect to attack one enemy fighter with as many of his soldiers as possible.  If he attacks and wins, he may select one character to move into the enemy's vacated position.
     
   Value (character)
      The value of a character card is located in the upper left corner.  The total value of one player's fighters on the battlefield may not exceed 25.
     
  
Variable Side Deck
      Stack of cards which confer some blanket bonus over the battlefield.  Variable cards typically have some positive effect on a particular class, position, or faction.  There is only one attribute card in play at any one time.  One is flipped over initially and only thru player intervention will it change.

 

 

Tutorials


   Visual Aids
      Click on a thumbnail to view a larger picture. The following diagrams will help you understand table and card layout. Eventually, there will be tutorial videos available here as well.

 

    

 

 

 

   Advanced Play
      After you've mastered the basics you can begin formulating your own strategies using the different Warcardz gameplay elements like the use of tactics cards, flipping the attribute and variable cards, and using movement.

 

     One of the most powerful elements of Warcardz is a multiple-card attack. This happens when you have an opponents card trapped between two or more of your cards. Multiple-card attacks count the attributes of all attacking cards as one... of course, if you lose the battle you also lose ALL of the attacking cards as well. There area couple places near the post positions where cards can be attacked by up to three cards at once. We call this situation a "vice," which happens only rarely. You want to avoid a vice position at all times because it is rare to find one card that can defend itself against the combined stats of three others.

 

     Another strategy is to "block" your opponents reserve lines by moving your cards into his vacant positions. This keeps your opponent from placing his reserve cards on the table. The opposite method of thought is also commonly used...  by leaving vacant spaces open, you may coax your opponent into burning up his reserve cards faster. If you have a strong card on the table next to a vacancy, it can actually work in your favor if your opponent places a reserve there... and in many cases your opponent won't use the vacant position if he doesn't have a strong reserve card to use.

 

© 2009 Warcardz Trading Card Game