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V Tes Rulebook An Archs

This document provides an overview of the collectible card game WarCry, outlining its basic rules and phases of play. It summarizes: 1) The objective is to be the first player to win two battles by engaging enemy units in combat and determining the winner each battle. 2) The game features two main armies - the Grand Alliance of good factions and the Hordes of Darkness evil factions - that use distinctive card designs. 3) Play proceeds through three phases - deck construction and setup, the muster phase where starting armies are built, and the battle phase where players take turns attacking, playing commands, and moving units.

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0% found this document useful (0 votes)
76 views2 pages

V Tes Rulebook An Archs

This document provides an overview of the collectible card game WarCry, outlining its basic rules and phases of play. It summarizes: 1) The objective is to be the first player to win two battles by engaging enemy units in combat and determining the winner each battle. 2) The game features two main armies - the Grand Alliance of good factions and the Hordes of Darkness evil factions - that use distinctive card designs. 3) Play proceeds through three phases - deck construction and setup, the muster phase where starting armies are built, and the battle phase where players take turns attacking, playing commands, and moving units.

Uploaded by

goy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tests Ending the Muster Phase.

When
elcome to WarCry, you pass, your Muster Phase
the collectible card ere are several types of tests in WarCry,
such as Leadership Tests and Strength immediately ends. When both
game of fantasy players have passed, each player
battle! This simple sheet Tests. When a Test is called for, the player
taking the test Rolls and compares it to discards any remaining cards in
teaches you everything their hand and Battle begins!
you need to know to the Value called for. If the Roll is equal or
play. Be sure to check lower than the named Value, it passes. Battle Phase
out the Glossary if is is where the bulk of the game
theres a word you dont Terror: Some Units are so horrifying is played.
understand. The CCG of that the troops facing them are more
Fantasy Battles prone to Rout or fail Leadership Tests. A Setup: Each player draws 5 cards
Object of the Game Units Terror is used in Combat. Before from their Action Deck. Check
WarCry is played in three turns, the rst Tactic is played, the opposing your Units. Whoever has more
called Battles. During each Battle, Units Leadership is immediately Tactic Points in their Reserve
your armies engage in several lowered by his opponents Terror. Terror takes the rst Command.
Combats to determine the winner
of that Battle. e object of the Rules is cumulative, so a Unit with Terror can
grow scarier with Action cards. Units
Scouts: Scouts help gain the rst
Command. Any Scout unit in the
game is to be the rst player to win with Terror are not affected by another Battle Line adds its Scout rating
two Battles. Units Terror. to the overall Tactic Point total to
e Armies determine who goes rst.
WarCry features two main armies Kings Decree
If text on a card counteracts a rule, follow If the totals are tied, Roll to see
vying for control over the Old who goes rst.
World. e Grand Alliance is the text of the card.
an army of Good, made up of And now, heres how to play! Commands
the humans of the Empire, the opposing Unit from either Rank. ey can Commands are each players turn
High Elves, and the Dwarfs. e block Infantry or Cavalry, and they cant during the Battle Phase. Each
normally be blocked.
Hordes of Darkness is an army of
Evil consisting of the marauding
Phases of player takes a turn doing one of
the following actions:
Chaos, the Dark Elves, and the
greenskinned Orcs. Some forces
the game Attack with a Unit
ere are only three steps to the game: Make a Ranged Attack
have not committed to one side
or the other. ey are Neutral and Attachment 1 Deck Construction and Set-up. You Play a Command on a card
ght with Good or Evil. Card construct a deck using the cards you Move a Reserve Unit to the Battle
collect, nd an opponent, then set up Line
and play. Pass
The Cards Attachments help your Units ght better. 2 Muster Phase. A couple of simple steps Retreat
WarCry is a collectible card game. ey add permanent abilities to your let you build your starting army on the
at means the game can be
Declaring an Attack with a
Units and stay in play until the Unit is table. Unit
played out of the box, but youll destroyed. 3 Battle Phase. After drawing your action Choose one of your Ready
want to buy packs of cards to
cards, you battle. e player that wins units in the Battle Line or a
improve your army. Each type
two battles, wins the game. e Battle Ready Cavalry or Flyer unit in
of army has a distinctive look.
Phase has several steps within it. ese either rank and place it into the
e Grand Alliance (Good) cards
are covered below. Battleeld. Choose any Unit in
feature light blue marble faces.
your opponents Battle Line to
e Hordes of Darkness (Evil) Now, lets take each step individually.
attack. If your opponent has no
cards feature blackish faces,
featuring bones and re. Neutral
Deck Construction Ready units in the Battle Line you
cards feature green faces, with and Setup may choose any Unit in Reserve. If
Deck Construction: First, choose your attacking Unit is a Flyer, you
leafy vines.
whether to play for Good or Evil. en, can attack any opposing Unit.
construct an Army Deck and an Action Opposing Player Blocks
Deck , using only that type of card, along To block an attack, the opposing
with any Neutral cards you wish (Neutral player chooses a Ready unit that is
Unit Card cards may be used with either Good or faster than the attacking unit.
Evil decks). Each deck must contain a
minimum of 30 cards. You may not use Cavalry units are faster than
1 Gold Cost more than 3 copies of any one card. If Infantry units.
Units are your armies, your
2 Name either deck runs out of cards during play, Flyers are faster than Cavalry
soldiers. You use Unit cards to ght
3 Unique shuffle your discard pile and reuse it. and Infantry units.
your opponent and win the game!
4 Ability
Army Deck: An Army Deck consists of Normally, this is the only way a
Units and Attachments. Used during the Unit can be blocked.
Good and Evil attachments feature some Muster Phase to build your army. e
back of an Army card has a Gold hammer Time for Battle! e targeted
of the same features as their perspective
and shield. unit or the blocking unit is placed
Units. Most attachments are Neutral,
into the Battleeld. Both players
meaning they can be used with any army. Action Deck: An Action Deck consists of draw an Action card and Combat
Action cards. It is used during the Battle begins. Go to the Combat Section!
Phase to defeat your opponent. e back
of an Action Card has a Silver hammer Make a Ranged Attack
and shield. A Unit with Ranged Attack may
initiate a combat against an
Action Card Muster Phase opposing Unit. Neither Unit moves
To determine who goes rst, roll. e from its Line. e Attacking Unit
person with the highest roll chooses uses its Ranged Attack Value
During a Combat, Actions help your Units who elds rst. If tied, roll again. In instead of its Strength.
or hurt your enemy. eir effects usually subsequent Battles, the loser of the
What target is valid in ranged
last until the end of the Combat. previous battle chooses who elds rst.
1 Gold Cost: How much a Unit costs to attacks depends on the type of
play. Field your Army. First, draw 5 cards from attack the Unit has:
2 Name your Army Deck. Each player alternates
3 Strength: Strength helps you win battles. doing one of three things: 1 Ranged Attack: is Unit can
4 Tactic Points: Tactic Points are spent to choose an opposing Unit two
play Tacticrds. Pay the cost of, and play, a Unit card face Lines away.
5 Unique: This star indicates a card is up in either your Battle Line (front) or
Unique. Unique means only one of that 2 Short Ranged Attack: is Unit
Reserve Line (rear); then draw a card can only choose an opposing
card can be in play (anywhere on the
Field of Battle) at any one time. If a from your Army deck. Unit one Line away.
Unique card is in play and a duplicate is Pay the cost of and attach an Attachment
played, the original copy is discarded. 3 Long Ranged Attack: is Unit
card face up to a Unit card already in can choose any opposing Unit.
If this happens during the Muster phase,
you get your gold back and may play play; then draw a card from your Army
Cards that affect a Units strength
another card. deck.
do not affect a Units Ranged
6 Leadership: The number that determines Pass.
how vulnerable your Unit is to routing; Attack value.
also used in Leadership Tests. If your Battle Line is ever eliminated, Units that make a Ranged Attack
7 Keywords: Keywords help describe your your Reserve becomes your Battle Line. commit after resolution of the
Units. They may be referenced by other
cards or have game rules. Some cards 1 Cost Attachments can usually be played on any Ranged Combat, same as normal
have more than one keyword. 2 What the Card does Unit in play. You cannot play two same Units.
8 Abilities: Anything your Unit does. attachments with the same keyword (such Time for Battle! Go to the Combat
9 Flavor Text: This text serves no game Committing as Armor) on the same Unit. Section.
purpose, but gives special insight to the A fresh Unit is considered Ready. Commit
world of WarCry! Gold Supply: e number Play a Command
means you rotate a Ready Unit 90 degrees of Units and Attachments
to indicate youve used it. Committed Some cards have actions you
you can play is determined can take. ese have specic,
Unit Types Units cannot use their tactics, reactions, by your Gold Supply. Each
ere are several different types or commands. A committed Unit cannot immediate effects that are clearly
player has 20 gold to spend spelled out on the card. Once you
of Units. attack or make Follow-up attacks, though during your rst Muster Phase. During
Infantry: e slowest type of it can defend itself. use a Command Action, your turn
the second Muster Phase each player is over. Your opponent may now
troop; these are your foot-soldiers. starts with 25 gold. In the third Muster
ey can be blocked by Cavalry Rally: Rally means to turn a card thats make a Command.
Phase each player starts with 30 gold.
and Flyers. been Committed back to its Ready
position. You could then use an action When you play a card, subtract its cost Strategies: Strategies are Action
Cavalry: Troops mounted on
on it that requires it to Commit. from whatever gold you have. You may cards that remain in play until
some type of beast. Cavalry can
not spend more gold than you have. the end of the battle. ey are
block Infantry and attack your played as Commands. Set the
opponents Battle Line from either Roll Count your gold expenses on the cards
Anytime a Roll is required, ip the top Strategy card face-up where both
of your Lines. Cavalry can be in play, right before each battle phase. If
card of your Action Deck and use the players can see it. e card tells
blocked by yers. you have accidentally exceeded your gold
number on the die icon in the lower left you what it does.
Flyers: A warrior mounted on a cost, discard the last Unit placed until
corner. you are below that Battles Gold supply.
ying beast. Flyers can attack any
Your Muster phase ends immediately.
Move Special Note: If a Committed Unit wins
WarCry Play Credits
You may move a Unit in Reserve up a Combat, the opposing Unit is not
to the Battle Line. You cannot move
backward. Once you make a Move,
destroyed. Both Units return to their
Battle Line, Committed. If the result is a
Sequence WarCry Designers:
Luke Peterschmidt and Ryan Miller

your turn is over. Your opponent Slaughter, both Units are still destroyed. Deck Construction Card Design:
Ryan Miller, Luke Peterschmidt, Steve
may now make a Command. Maximum 3 of any one card. Horvath, Ian Ryan, and Jason Dawson
Resolution of Ranged Attacks
Pass Ranged Attacks work the same as normal Army Deck: Units and Attachments. Brand Manager:
Minimum of 30 cards. Steve Horvath
A player may pass his turn. When Combat, with slightly different results. Production Manager:
both players pass consecutively, If the Roll, plus the Ranged Attack Action Deck: Action Cards. Minimum of Hans Reifenrath
resolve the Battle Phase by seeing value, equals or is higher than the 30 cards. May not include both Good and Design Director:
who has won the Field of Battle. opposing Units Strength, the targeted Evil cards. Bo Geddes
Skip ahead to Winning the Field Unit Commits. If that Unit was already Commissioning Art Director:
Committed, it is discarded. If the Range Shuffle Dqniel Kaufman
of Battle.
Production:
Retreat!
Unit loses, nothing further happens. Muster Phase Joel Ehly
Either way, the Ranged Unit Commits as Field your Army: Draw 5 cards from the
As a Command, any player may Marketing Manager:
normal at the end of combat. e current Army Deck. Place Units in two Lines. Keith Strohm
Retreat. Retreating means you
players turn is over. Ranged Units cannot Rulebook Written by:
automatically lose that Battle; Gold Supply: 20/25/30.
do Follow-up attacks, nor do they force Dqniel Kaufman
any of your remaining Units may Battle Phase
Rout Checks. Playtesters:
be discarded. You must make a Setup: Draw 5 cards from the Action Shane Anderson, Jonathan Antonik, Bill
Leadership Test for each Unit you Rout Check Minister of Homeland Defense Altig,
Deck.
want to keep. No modifiers or Rout checks determine if the winner can Dennis Bartels, Ed Bolme, John Sober
make a Follow-up attack by pressing into Highest Reserve Tactic Points goes rst. Robot Bowen, Jake Bowlin, Brad Carey,
reactions can be played. Failure Scott Chelette, Anthony Coleman, Sherre
means that Unit is discarded. his opponents other troops. You must Commands: Attack, Ranged Attack, Costello, Crystal Crabb, Jeremy Dale,
Success means that Unit can be make a Rout check, but you can choose Command, Move, or Pass. Sean Dastas, Jessica Dawson, Eric Slick
carried over during Clean-Up. not to Follow-up. Devlin, Fred Ehrhardt, John Elder, Mike
Attack or Ranged Attack: Go to Combat. Faneros, Eddie Farkhiev, Sean Fish,
Patrick Fitzgerald, Steven Frstner, Sven
Combat Forstner, David Gerrard, Steven Green,
Combat Draw a card from the Action Deck. Dave Nethack Haas, Aaron Hahner,
Donnie Hart, Ray Harwell, Scott Hebert,
Begin Combat Play Tactics Wyatt Hebert, Heath Hickman, Minsha
Ho, Clas Holmquist, Bernard Hsiung, Lang
Once an Attack or Ranged Attack is e player who won the combat makes Snaggletooph Johnson, Ryan Kauzlarich,
a Roll and compares it to the defeated Combat Tactics: Only by units in combat.
declared and the target is chosen, Tom Kennedy, Chris Kiritz, Tom Kohler,
both players draw a card from Units Leadership. If the Roll is equal Support Tactics: Only by units outside of Col. Joe Krone, T. Carl Subjugator Titan
to or higher than the defeated Units Kwoh, Gary Lane, David Laue, Eric
their Action Deck. Each player, combat, directed at units in combat. Linden, Sean Maroney, Randy Martin, Chris
starting with the person that Leadership, it Routs. e winner can Martinez, Tom Merrigan, Alan Merrett,
Resolve Combat: Roll and add Strength
declared the Attack, takes a turn to make a Follow-up attack. If the Roll is David McElhannon, Andy Miles, Martin
of Units in combat. Novosel, John OShea, Avrom Oliver, Eric
either play a Tactic or Pass. lower, the Unit does not Rout and nothing
Overton, Sean Overton, Inq. Ashley Palma,
further happens. e current players Victory! Check for Routs.
Play Tactics turn is over.
Andreas Papenfu, Brian Piorkowski,
Slaughter! A tie, both units discarded. Adam Potts, Ed Proctor, Brad Randall, Scott
ere are two types of Tactics and Redman, Mark Renye, Rich Romo, Jeremy
two places Tactics appear. Follow-up Attacks Ranged Attacks: Ranged Unit wins, loser Mozork Rood, omas Ryan, Anthony
When a Unit Routs another Unit, it committed or discarded. No Routs. Salazar, Kristen Sanders, DJ Singley,
Types of Tactics: e type of may carry out an attack on one of your Damian Small, Ray Snyder, Jonathan
Tactic determines what Unit it can opponents remaining units. It is a new Routs Stark, Richard e Emperor Steele, Jeff
be played on. Stutzman, Scott Sunkel, Bryce Taylor, Dan
Combat, so remember to draw an Action Rout Check fails, loser discarded. Winner Tibbles, Nicholas Trombino, Paul Famine
A Combat Tactic may only be card at the beginning. Committed Units, Committed in Battle Line. Rout Check Unsworth, Chris Vanderborg, Luca Volpino,
passed, loser Routs. Danny Walker, John Walker, Robert Wendt,
played by a ready Unit in combat. of course, cannot declare Follow-up Tony West, Charles Wiesenhart, Benjamin
attacks. Follow-up Attacks (Routs) Wommack, Eric Wood, Andrew Yip, Mike
A Support Tactic may only be Zinski and many more!
played by a ready Unit outside Choosing the defending Unit. e player Defender chooses Ready unit. If no Ready
units, Attacker chooses. Special anks:
of combat, directed at a Unit in who lost the initial combat chooses the Alan Merrett, Jim Butler, Gordon Davidson,
combat. Unit attacked in the Follow-up. You must Winning the Field of Battle Gav orpe, Marco Gascoigne, Chris Lucas,
choose a Ready unit for the target of the Victory! Add Strength totals of units in
and half a duck.
WarCry!: A WarCry is a special Follow-up attack. If you have no Ready play. Highest total wins.
Combat Tactic. It must be your units, the attacker chooses which unit to
rst action in combat (if you pass attack. Clean-up: Discard hands.
you can no longer play a War Follow-up Combat
Cry). WarCrys count as Combat
Tactics.
Follow-ups are considered new Combats.
Any Tactic Abilities played in the initial
Glossary
combat may be played in the Follow-up, Abilities: Anything in a cards Ability
Where Tactics Appear: Tactics provided they can still be paid for. Unlike area, such as a WarCry, Combat Tactic, or
appear on your Action cards or as normal Combats, when a unit is defeated Ranged Attack.
a Tactic Ability on a Unit. during a Follow-up attack, the winning Action deck: Contains your tactics and
Tactic Cards: An Action card with player does not make a Rout check. reactions, this deck has a silver shield on
a Tactic is clearly indicated on the Combat Clean-up: At the end of combat, the back.
card. Each card has a Tactic Cost. after any Follow-up attacks, the winning Army deck: Contains your units and
e Unit using the tactic must Unit commits and is placed in his Battle attachments, this deck has a gold shield
spend Tactic Points to pay for it. Line. on the back.
Units with high Tactic Points Winning the Field Attachments: Item, weapon, and armor
may be able to play more than
one Tactic card, though each
of Battle cards that you attach to your unit cards to
Once both players Pass consecutively, help them in combat.
card must be played as a separate
determine who has won the Field of
action. Battleeld: e space between opposing
Battle.
players used to resolve combat.
When a Tactic Card is played,
place it in the Battleeld. is will
Victory! Battle Line: Each players front rank of
Add-up the Strength totals of units left
help you keep track of the Tactic units.
in play. e player with the highest total
Points you have spent, along with
wins the Field of Battle. If that is his Battle line unit: A unit in any battle line.
any benet the card gives you.
second victory, he wins the game! Combat Roll: Each player rolls, adding
Discard it immediately upon
resolution of that combat. the strength of their unit (including the
Victory +/-: Some Units have the ability bonuses of any tactics they played) to
Tactic Abilities: Tactic Abilities to destroy other troops easily, but dont their roll. e highest number wins the
appear on Unit or Attachment count for as much when determining combat.
cards. ey usually do not have victory conditions. Add or Subtract a
a Tactic Point cost, but may only Units Victory rating from your Strength Committed: When a unit card is turned
be played once per Combat. total, when determining who wins the (rotated) sideways from its ready position.
Remember, you cannot play Field of Battle. Destroyed: Destroyed cards are placed in
Tactics on Units or Attachments if their owners discard pile.
they are committed. Ties Are for the Weak
If the Strength totals are equal when both Leadership Test: To make a leadership
Reactions: Reactions tell you players pass, there is a nal Combat to test, roll. If you roll equal to or less than
when to play them. You cannot declare the winner. Each player Rolls. e the units leadership, you succeed.
use a Units Reaction more than person with the highest Roll chooses a Unit Muster: To put a card into play during the
once per event, but you can play and places it in the Battleeld, ready. It is muster phase.
as many different reactions as now attacking. e player with the lowest
you want. Reactions do not count Ready: A card in the upright position.
Roll chooses the Unit to be attacked. at
as taking a turn or Command. Unit is placed in the Battleeld, ready, and Reserve line: Each players second rank
a Combat takes place. of units.
Pass Reserve line unit: A unit in any reserve
At the end of the Combat, count surviving
When both players pass
Strength totals to determine who wins line.
consecutively, resolve combat.
the Field of Battle. If the result is still a Roll: Discarding the top card of your
Resolve Combat tie, repeat the process until a winner is Action deck and using the die to
Each player makes a Roll and adds determined. determine the result.
it to the Strength of their Unit in If neither player has any Units left, they
combat. Any Tactics are taken into Rout Check: e winner of a battle rolls; if
draw from their Unit deck until a Unit the number is equal to or greater than the
account, of course. Whoever has is revealed. In that case, roll to see who
the higher total, wins the combat. defeated units leadership, the unit routs.
attacks.
A Rout Check is made by the
winning player and the losing Unit Clean-up
is discarded. After the winner of the Field of Battle
Slaughter! is determined, both players discard
In case of a tie, both units are their hands. Any surviving units may be
discarded. e current players discarded. Remaining Units may then be
turn is over. rearranged in either Line. eir Gold cost
is subtracted from the Gold given on the
next turn to spend.

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