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World Of Warcraft Wow Rulebook17aug2006 En

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"OFFICIAL RULEBOOK There are only a few rules you need to follow when building your deck: ❂ Deckbuilding Quick Reference Your deck must include at least 60 cards, not counting your starting hero. Your hero starts the game in play, and it isn’t considered a part of your deck. You can’t include more than four copies of a single card in your deck unless that card has “unlimited” in its type line. You may include any number of unlimited cards in your deck. Some ability cards can only be used by a hero who has a certain talent spec. Those cards will have “[Talent Spec] Hero Required” in bold in their text box. You can include only cards that share one or more trait icons with your hero in your deck. Some neutral cards don’t have any trait icons. You can put those cards into any deck. ❂ ❂ ❂ Check out the WoW TCG websites: UDE.com/wow, WoWRealms.com, WoWCards.org, WoW.TCGPlayer.com, WarcraftCCG.com, WoWTCGDB.com Introduction.......................... 1 Game.Overview..................... 1 Object.of.the.Game................ 2 What’s.in.the.Starter.Box....... 2 About.This.Rulebook. ............ 2 . Traits. ............................... 3 Table of Contents 1. 2. 3. Turn.Sequence...................... 18. Start Phase Action Phase End Phase Basic.Combat........................21. . 1. 2. 3. The Combat Step Combat with a Hero Protecting in Combat Keywords..............................22. . Deckbuilding.........................24 Advanced.Concepts.................25 The.Chain.and.Responding. ...25. . . 1. 2. 3. The Chain Responding Resolving Parts.of.a.Card...................... 5.......... Basic.Game.Terms................. 6. 1. 2. 3. 4. 5. 6. Ready and Exhaust Resources Costs Powers Target Uniqueness Damage................................28. . . 1. 2. 3. 4. Sources and Types of Damage Healing Damage Preventing Damage Armor Game.Zones.......................... 9. Card.Types............................ 11 1. 2. 3. 4. 5. 6. 7. Hero Ally Weapon Armor Item Ability Quest Multiplayer.Rules..................30 Sealed.Pack.Formats.............31 Glossary...............................32. Credits. ...............................39 Quick.Reference.Rules..........44 Setup. ............................... 17. ® Welcome to the World of Warcraft™ trading card game! Introduction In this game, you control a hero in the world of Azeroth. As you play, your hero can invite allies to join your party, complete quests, find weapons and armor, and play abilities and talents directly from the World of Warcraft online game. The World of Warcraft TCG draws from the rich lore of the Warcraft universe. Two factions are battling for supremacy over Azeroth—the Horde and the Alliance—and each time you play, you choose a hero from one of these factions to represent you. This TCG was created by loyal World of Warcraft fans and the best trading card game designers in the world. We hope you enjoy it! T rading card games (TCGs) are different from other games in two ways. First, the cards in a TCG Second, you get to choose the cards you want to play in your deck. You decide which hero to play, what items and abilities you will use, which allies you will invite into your party, and what quests you will perform. In this game, you have total control over the power of your deck. Game Overview can change or go beyond the game’s basic rules. The card is always right. That means you should always do what the card says—even if the rules say something different. 1 In the World of Warcraft TCG, you control a hero. Your hero is the leader of your party who fights alongside your allies. The cards that you play will allow you to equip your hero with weapons and armor, use spells and talents, invite allies into your party, and complete quests. The object of the game is to defeat your opponents before they defeat you. Over the course of the game, your hero and allies will deal damage to your opponents’ heroes and allies, and that damage is permanent unless it is healed. If your hero takes damage equal to or greater than his or her health, you’re out of the game. You’re also out of the game if you run out of cards in your deck and can’t draw another card, so you must defeat your opponents before that happens. Object of the Game Deal 27 damage to this hero, and you win. Each starter box contains: ❂ What’s in the Starter Box? A deck of 30 cards, wrapped together with a hero card and two UDE Points cards. The deck has been preconstructed to go with its hero card. You’ll play your first few games with this deck and its hero. There are 9 different starter decks, one for each class. Two booster packs of additional cards. Feel free to open them up, but don’t mix them with the preconstructed deck yet. Three random oversize hero cards. You can use these cards in games, or just collect them. ❂ ❂ The rest of this rulebook is divided into three parts: game rules, advanced concepts, and the For comprehensive tournament rules, visit www.ude.com/wow. About This Rulebook glossary. The game rules will tell you everything you need to know to start playing the World of Warcraft TCG. You can reference the glossary or advanced concepts section whenever you wish. 2 What a hero can do in the World of Warcraft TCG is determined by his or her traits. Your hero has five traits: faction, talent spec, professions, race, and class. ❂ Traits FACTION: The war between the Horde and the Alliance has settled into a tenuous peace. While open warfare may be over, the hostility is not, and skirmishes often break out between the two sides. The Alliance: The Alliance is made up of four races: the noble humans of Stormwind, the mysterious night elves of Darnassus, the mighty dwarves of Ironforge, and the gnomes, refugees of the irradiated city of Gnomeregan. They are bound by ties of loyalty dating back to the Second War, when they fought side by side to defeat the Horde. In addition, the draenei will be featured in the TCG’s second set. The Horde: The races of the new Horde came together under Warchief Thrall in the wake of the Second War and the flight to Kalimdor. The Horde is made up of the bloodthirsty orcs, the Darkspear trolls, the noble tauren, and the Forsaken, undead who broke free of their enslavement to the Lich King. You’ll also find a sneak peek of the blood elves in the first set. ❂ TALENT SPEC: Each hero specializes in a talent tree. Your hero’s talent spec is located on the hero card as shown here: Talent Spec Professions ❂ PROFESSIONS: Each hero has two professions, which will be important in future World of Warcraft TCG expansions. Future sets will include cards like Glimmering Mithril Insignia for Blacksmiths and Smoking Heart of the Mountain for Enchanters. RACE: In future World of Warcraft TCG expansions, there will be cards that can be used only by members of a certain race. For example, the Undead will have a Cannibalize card. CLASS: All nine classes are represented in the TCG. Druid: Keepers of the natural order of the world, druids can shape-shift into different animal forms. They harness the power of nature to heal their allies and harm their enemies. Druids have powerful spells to help themselves and their friends, such as Mark of the Wild and Innervate. In this first TCG set, Druids will have access to bear form. More forms will be added with each set. ❂ ❂ 3 Hunter: Hunters are deadly marksmen who share a special bond with the beasts of Azeroth. Hunters have access to powerful offensive cards like Aimed Shot, Aspect of the Hawk, Multi-Shot, and Rapid Fire. There are four Hunter Pets in this first TCG set and many more in upcoming sets. Mage: Masters of the arcane arts, mages have access to powerful direct damage and area of effect spells that can disable many enemies at once. Their offense from this first TCG set includes cards such as Fire Blast, Frostbolt, Flamestrike, and Pyroblast. Mages can utilize tricks like Blink, Counterspell, Frost Nova, and Polymorph to outlast their opponents despite their lower starting health. Paladin: These upholders of the Light are powerful fighters and solid healers. Their unwavering pursuit of justice makes them stalwart defenders of the Alliance. Paladins are very powerful as heroes or as allies in your party. Paladins have offensive capabilities with cards such as Blessing of Might, Hammer of Justice, and Retribution Aura, and defensive capabilities with cards such as Blessing of Protection, Cleanse, Devotion Aura, and Divine Shield. Priest: The priests of Azeroth are spread across many races and faiths, but all share powerful healing abilities. Those who lean toward shadow have great power to melt faces, while those who specialize in holy pursuits are incredible healers. In this first TCG set, Priests have access to a wide range of offensive, defensive, and utility cards, including Dispel Magic, Flash Heal, Mind Blast, Mind Control, Prayer of Healing, Psychic Scream, and Shadowform. Rogue: Masters of stealth and subtlety, rogues are deadly assassins. They complement their skills in combat with a seemingly endless arsenal of tricks. Rogues in the TCG have access to Poisons, stealth, Combo cards, and Finishing Moves. Cards in the first set include Backstab, Cold Blood, Crippling Poison, Expose Armor, Premeditation, and Sinister Strike. Shaman: Shamans have an arsenal of weapons at their disposal along with healing spells and totems that buff the entire party. In this first TCG set, Shamans have cards such as Chain Lightning, Earthbind Totem, Ghost Wolf, Purge, Windfury Totem, and the mighty Frost Shock. Warlock: Warlocks channel demonic energies to destroy their enemies with curses, DOTs, and the most powerful debuffs in the game. Warlocks have access to four useful Pets in the first TCG set, with more upcoming in future sets. Some key Warlock spells from the first set include Life Tap, Rain of Fire, Shadow Bolt, Fear, and Curse of Agony. Warrior: The masters of melee combat. As tanks or damage dealers, warriors are most at home in the thick of battle. Warriors have access to the most weapons, armor, and shields. They are the best tanking class, which is represented by the protector ability in the TCG. Some Warrior cards in the first set include Battle Shout, Charge, Demoralizing Shout, Execute, Last Stand, Mortal Strike, Shield Bash, and Sunder Armor. 4 World of Warcraft TCG cards have: ❂ Parts of a Card A card name A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand. Trait icons, which are used when you construct your deck. (See the “Traits” and “Deckbuilding” sections for more information.) A type line between the art and the text box, which tells you what type of card it is. A card’s type line may have one or more tags (such as “Pet” or “Axe”) that other cards may reference. A text box under the type line, which tells you the card’s powers. A collector number that tells you the card’s number within the set and what set it’s from. The color of the collector number also tells you the card’s rarity: white for common, green for uncommon, blue for rare, purple for epic, and orange for legendary. ❂ ❂ ❂ ❂ ❂ Play Cost Name Type Line Trait Icons Collector Number Card Power 5 1. Ready and Exhaust Basic Game Terms When a card enters play, it starts out in the ready position, as shown here. Ready Exhausted At the start of each of your turns, you ready all of your cards in play. When you want to use a card in play, you usually exhaust it. To exhaust a card, turn it sideways as shown. You can only exhaust a card that’s ready. 2. Resources Resources are like currency in this game. You exhaust resources to pay the costs of various actions, such as inviting allies into your party or using your hero’s abilities. On each of your turns, you may choose any card from your hand to place (put into play) as a resource. To place a resource, put it into play in your resource row. (See the “Game Zones” section for more information.) Quests can be placed face up; other cards can only be placed face down. 3. Costs A cost is anything you must pay to play a card, use a power, or perform any other game action. Resource costs on a card or power are represented by a number within the resource cost symbol. You pay a resource cost by exhausting that number of resources. For example, a card that you must exhaust two resources to play will have a 2 in its upper left corner, and a power that you must exhaust two resources to use will have a 2 as part of its cost. 6 4. Powers The text in a card’s text box tells you that card’s powers. Read the text and follow the instructions to use the card’s power. Many powers have costs to use them. 5. Target If a card tells you to target something, you must choose one target. If a card tells you to target more than one thing, you must choose that number of targets. Example: You play an ability that reads, “Exhaust target ally.” You play the card and choose one ally your opponent controls. Your opponent exhausts that ally. You must choose the target as you play that card. If there is no legal target (a target in play that fits the description given on the card), you can’t play that card. Once you choose a target, you can’t change your mind, even if something happens to the target you picked. 6. Uniqueness Some cards have the “unique” keyword on their type line. Any time you control more than one unique card in play with the same name, you must put all but one of them into their owners’ graveyards. You choose which one to keep. This happens as soon as more than one copy of the same unique card are in play on your side. 7 Some cards have a tag on their type line followed by a number in parentheses. That number tells you how many cards with that tag you can control at the same time. Any time you control more than that number of cards with that tag, you must immediately put all but that number of them into their owners’ graveyards. You choose which to keep. Example: Searing Totem has the Fire Totem (1) tag as shown here. This means you can have only one Fire Totem in play. Any time you have more than one Fire Totem in play, you must immediately put all but one of them into their owners’ graveyards. You choose which one to keep. Only heroes, unique cards, and cards with restricting tags (as shown above) have limits on how many you can have in play on your side. For example, you can have more than one copy of the ally Grint Sundershot in play at the same time, because Grint Sundershot does not have the “unique” keyword. Some cards have the tag “Two-Handed” followed by a weapon type (such as Axe) on their type line. You can’t have both a Two-Handed weapon and a card with the “Off-Hand” tag (usually an item, weapon, or armor) in play at the same time. Any time you control a Two-Handed weapon and an Off-Hand card, you must immediately put one of them into its owner’s graveyard. You choose which one to keep. Note that all Two-Handed weapons have the “Melee (1)” tag, so you can’t control both a Two-Handed weapon and another Melee weapon at the same time. However, you can control both a Melee weapon and a Ranged weapon at the same time. Dual-wielding will be introduced in upcoming sets. 8 Game Zones Your cards can be in any one of six game zones. Each player has a deck zone, a hand zone, a graveyard zone, and a removed from game zone. All players share the chain zone and the play zone. While you’re playing a game, your zones will look something like this: 9 ❂ You shuffle your deck and allow your opponent to cut it before each game starts. During a game, cards in your deck are face down, and you can’t look through any player’s deck. Your hand is where you hold the cards you draw. Only you get to see the cards in your hand. Your graveyard is where your “dead” cards go. Cards that have been destroyed or discarded go into your graveyard. Cards in a graveyard are face up, and you can look through any player’s graveyard. The chain is where cards and effects go after you play them but before they have an impact on the game. You don’t need to know more about the chain until you get to the advanced concepts section. The play zone is where most of the game’s action happens. Allies, weapons, armor, items, resources, and ongoing abilities enter play here. Each player has an ally row for allies; a hero row for weapons, armor, items, ongoing abilities, and his or her hero; and a resource row for resources. To see where the different types of cards belong in the play zone, look at the diagram on the facing page. The removed from game zone is where players put cards that have been removed from the game. The removed from game zone isn’t the same as the graveyard, so cards in the removed from game zone aren’t accessible by cards like Resurrection, for example. ❂ ❂ ❂ ❂ ❂ 10 1. Hero Card Types Your hero card represents you, the leader of your party. Each hero has a health value printed in the lower right corner, which tells you how much damage the hero can take. If your hero takes damage greater than or equal to his or her health (fatal damage), you’re out of the game. Your hero can attack and defend against opposing heroes and allies, but to deal damage in combat, you usually must strike with a weapon. Your hero can also use armor and items to help in combat. Each hero card has a type line with several traits on it. You can find your hero’s race, talent spec, and class on the left side of the type line. Your hero’s professions are on the right side of the type line. Each hero also has a faction trait icon in the upper left corner and a class trait icon in the upper right corner. Each hero card is two-sided. You start the game with the side that has the trait icons on it face up. During the game, you may use your hero’s power, which causes the hero to be flipped over to the side that has full artwork. Hero Card Front Hero Card Back 29 Graccus 11 2. Ally At the start of the game, your party contains only your hero, but as the game progresses you may invite allies to join your party. Allies can attack and defend against opposing heroes and allies, and many of them have powers that you can use during the game. ❂ You can attack with an ally or use its the start of your turn. powers only if it has been in your party since When you play an ally, it enters play in your ally row. Each ally card has: ❂ A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand. An attack value (or ATK) in the lower left corner, which tells you how much damage the ally deals in combat. There’s also a symbol around the ATK that tells you what kind of combat damage the ally deals. While the kind of combat damage dealt has no impact on the game, other cards may refer to it. ❂ These are the eight damage symbols: Arcane Fire Frost Holy Melee Nature Ranged Shadow ❂ A health value in the lower right corner, which tells you how much damage the ally can take. An ally that takes fatal damage (damage equal to or greater than its health) is destroyed and goes to its owner’s graveyard. Cost Name Type Line Restriction ATK Health 12 3. Weapon Weapon cards can only be used by your hero and only if your hero’s class matches one of the class icons on the weapon card. Weapons and other equipment in the TCG use the “common sense” method of class restriction. Therefore, Warriors won’t be able to use equipment intended for casters, and vice versa. For example, in the TCG Warriors can’t equip a Mooncloth Robe or an Inventor’s Focal Sword. Likewise, a Mage can’t equip a Krol Blade or Heartseeker. Your hero sta..."

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World Of Warcraft Wow Rulebook17aug2006 En

World of Warcraft, often referred to as WoW, is a massively multiplayer online role-playing game (MMORPG). It is Blizzard Entertainment's fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994. World of Warcraft takes place within the...
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