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Action Card
Committing
The Armies
During a Combat, Action cards help your Unit win the combat. Their
effects only last until the end of that Combat. Many Action cards require
tactic points to play. This is a cost of playing the card, and is subtracted
from the units remaining tactic points.
A. Cost
B. Ability
Roll
Rules
Anytime a Roll is required, reveal the top card of your Action Deck
and use the number on the die icon in the lower left corner. That
card is then placed in the discard pile face-up.
Tests
The Cards
WarCry is a collectible card game, or CCG. While the game can
be played out of this box, youll want to buy additional packs of
cards to improve your deck. Each type of army has a distinctive
look (card frame). The Grand Alliance (Good) cards feature
light blue marble with a pool of water. The Hordes of Darkness
(Evil) cards feature blackish faces with bones and fire. Neutral
cards feature green faces, with leafy vines and grass.
Unit Cards
Units are your armies, your soldiers. You use Unit cards to fight
your opponent and win Battles!
A. Gold Cost: How much the Unit costs to play.
B. Name: The title of the unit.
C. Strength: Strength helps you win battles.
D. Tactic Points: Tactic Points are spent to play Action cards.
E. Unique: This star indicates a card is Unique. Unique means
only one of that card can be in play (anywhere on the Field of
Battle) at any one 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 opponent plays a duplicate of that card, the original copy is
discarded. If this happens during the Muster phase, you get your
gold back and may continue with your Muster phase.
F. Leadership: The number that determines how vulnerable your
Unit is to routing.
G. Keywords: Keywords help describe your Units. They may be
referenced by other cards or have game rules. Some cards have
more than one keyword.
H. Abilities: Anything your Unit does.
I. Flavor Text: This text serves no game purpose, but gives special
insight to the world of WarCry!
Veteran: A unit with the Veteran trait has withstood the test of
battle and lived to fight another day. A card with the Veteran trait
will list the name of another card after the Veteran: (for instance
the card Mage Gerhardt Brennand has Veteran: Gerhardt
Brennand, Bright Wizard). This means that this card is considered
the same as the listed card for Uniqueness purposes (thus there
may only be one copy of Mage Gerhardt Brennand or Gerhardt
Brennand, Bright Wizard in play). Some Veterans live much
longer than others and accumulate multiple versions. If a Veteran
trait is followed by two or more other card names divided by a
slash this means that this card counts as both of the listed cards
for Uniqueness purposes (i.e. If the card Gerhardt Brennand of
the Empire had Veteran: Mage Gerhardt Brennand/Gerhardt
Brennand, Bright Wizard there may only be one copy of Gerhardt
Brennand of the Empire, or Mage Gerhardt Brennand or
Gerhardt Brennand, Bright Wizard in play).
There are several types of tests in WarCry, such as Leadership Tests and
Strength Tests. When a Test is called for, the player taking the test Rolls
and compares it to the stat being tested against. If the Roll is equal to or
lower than the named stat, the Test is passed.
Faith: Some units have such extreme devotion to a cause or religion that
it enables them to accomplish feats that lesser units would fail. When a
unit with Faith takes any type of test, they add their levels of Faith to the
referenced number (Leadership, Tactic Points, Strength, etc.). Note: Rout
checks are not tests.
Terror: Some Units are so horrifying that the troops facing them are more
prone to Rout and fail Leadership Tests. A Unit opposing a unit with Terror
has its Leadership immediately lowered by an amount equal to that units
Terror. This reduction takes place before the first Tactic is played. Terror is
cumulative, so a Unit with Terror can grow scarier with Action cards and
Attachments. Units with Terror are immune to Terror, and are thus not
affected by an opposing Units Terror.
Kings Decree
Deck Construction: First, choose whether to play for Good or Evil (Your
deck may not contain both Good and Evil cards). Then, construct an
Army Deck and an Action Deck , using only that type of card, along with
any Neutral cards you wish (Neutral cards may be used with either Good
or Evil decks). Each deck must contain a minimum of 30 cards. You may
not use more than 3 copies of any one card.
Army Deck: An Army Deck consists of Units and Attachments. Used
during the Muster Phase to build your army. The back of an Army card
has a Gold hammer and shield.
Action Deck: An Action Deck consists of Action cards. It is used during
the Battle Phase to defeat your opponent. The back of an Action Card
has a Silver hammer and shield.
Unit Types
If either deck ever runs out of cards during play, shuffle your discard pile
and reuse it.
Attachment Card
To determine who fields the first Unit, 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 who musters first.
Muster your Army. First, draw 5 cards from your Army Deck. Each
player alternates doing one of three things:
Pay the cost of, and play, a Unit card face up in either your Battle Line
(front) or Reserve Line (rear); then draw a card from your Army deck.
Pay the cost of and attach an Attachment card face up to a Unit card
already in play; then draw a card from your Army deck.
Pass. After you pass you may no longer muster additional units or
attachments. The only exception is if your opponent plays a Unique
that removes one of your Unique cards from play. You then resume
mustering normally.
If the Battlefield is empty and your Battle Line is ever eliminated, your
Reserve becomes your new Battle Line.
Attachments are only played on Units you control. You cannot play
two attachments with the same keyword (such as Armor) on a Unit.
Be careful of how many attachments you put in your deck. If you ever
have all attachments in your hand and have no unit to play them on, you
must pass.
Ending the Muster Phase: When you pass, your Muster Phase
immediately ends. Once both players have passed, each player
discards any remaining Army cards in their hand and Battle
begins!
Battle Phase
Commands
Retreat
Muster Phase
Play a Command
G
H
D
I
Some cards have actions you can take. These have specific,
immediate effects that are clearly spelled out on the card.
Once you use a Command Action, your turn is over and it is
your opponents turn.
Strategies: Strategies are Action cards that remain in play until
the end of the Battle. They are played as Commands. Set the
Strategy card face-up where both players can see it. The card
tells you what it does.
Move
Choosing the target of a Follow-up attack. The player who lost the
initial combat chooses the Unit to be attacked in the Follow-up. You
must choose a Ready unit for the target of the Follow-up attack. If you
have no Ready units, the attacker chooses which committed unit to
attack.
Retreat!
Follow-up Combat
Pass
Combat
Begin Combat
Play Tactics
If the Strength plus victory totals are equal when both players pass, there
is a Final Combat to declare the winner. Each player Rolls. The person
with the highest Roll chooses a Unit and places it in the Battlefield,
ready. It is now attacking. The player with the lowest Roll chooses the
Unit to be attacked. That Unit is placed in the Battlefield, ready, and a
Combat takes place.
At the end of the Combat, count surviving Strength totals to determine
who wins the Field of Battle. If the result is still a tie, repeat the process
until a winner is determined.
After the winner of the Field of Battle is determined, both players discard
their hands. Any surviving units may be discarded. Remaining Units
may then be rearranged in either Line. Their Gold cost is subtracted
from the Gold given on the next turn to spend.
Shuffle
Muster Phase
Glossary
Abilities: Anything in a cards Ability area, such as a WarCry, Combat
Tactic, or Support Tactic.
Action deck: Contains your commands, tactics and reactions, this deck
has a silver shield on the back.
Follow-up Attacks
Action Deck: Action Cards. Minimum of 30 cards. May not include both
Good and Evil cards.
The player who won the combat makes a Roll and compares
it to the defeated Units Leadership. If the Roll is equal to
or higher than the defeated Units Leadership, it Routs. The
winner can make a Follow-up attack. If the Roll is lower, the
Unit does not Rout and the surviving unit is returned to the
Battle Line committed. The current players turn is over.
Slaughter!
Rout Check
CREDITS
WarCry Lead Design and Line Development: Erik Yaple
Pass
Deck Construction
Setup: Draw 5 cards from the Action Deck. Highest Reserve Tactic
Points goes first.
Roll: Discarding the top card of your Action deck and using the
die printed on the card to determine the result.
Spells: Some action cards and abilities have the word Spell at
the beginning of their header and are followed by a number in
parenthesis, for example: Spell Combat Tactic (2): This unit
gets +2 strength. The number in parenthesis is the number of
spell points that must be spent by the player to play the card. This
is a cost of playing the card. Spells can be Commands, Reactions,
Combat Tactics, Support Tactics and WarCrys.
Victory +/-: Some Units have the ability to destroy other troops easily,
but dont count for as much when determining victory conditions.
Add or Subtract a Units Victory rating from your Strength total, when
determining who wins the Field of Battle.
Field your Army: Draw 5 cards from the Army Deck. Place Units into
either the Battle Line or Reserves.
Resolve Combat
Tokens: Some cards require you to put tokens into play. The
card will tell you what the token represents. Anything can be
used as a token as long as it is clear to both players. Common
tokens are glass beads, pennies, and dice. Example: (Combat
Tactic: If you win this combat, put a Victory: +1 token on
your unit). In this example, a token which gives Victory: +1 is
added you your unit if it wins the combat.
Add-up the Strength plus Victory totals of units left in play. The player
with the highest total wins that Battle. If that is his second victory, he
wins the game!
Spell Points: After the muster phase, each player receives 5 initial
spell points plus 1 additional point for each level of Wizard they
have in their army. After the battle, each player loses all of their
remaining spell points. The keyword Runesmith counts as
Wizard. A Wizard unit is a unit with the Wizard keyword.
Victory!
Clean-up
Reactions: Reactions tell you when to play them. You cannot use
a Units Reaction more than once per event, but you can play as
many different reactions as you want. Reactions do not count as
taking a turn or Command. The attacking player gets the first
opportunity to play Reactions.
Test: To make a test you must roll equal to or lower than the stat
being tested. For example, to make a leadership test, roll. If you
roll equal to or less than the units leadership, you succeed.
Once both players Pass consecutively, determine who has won the Field
of Battle.
If neither player has any Units left, they draw from their Unit deck until
a Unit is revealed. In that case, roll to see who attacks.
Units with high Tactic Points may be able to play more than
one Action card, though each card must be played as a separate
action.
Army deck: Contains your units and attachments, this deck has a gold
shield on the back.
Army Keyword: Most units have an Army Keyword to represent which
subfaction or race the unit originates from. The current Army Keywords
are: Bretonnian, Chaos, Dark Elf, Dwarves, Empire, High Elf, Skaven,
Orc and Wood Elf.
Attachments: Item, weapon, character, and armor cards that you attach
to your unit cards to help them in combat.
Battlefield: The space between opposing players used to resolve combat.