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wow_cr_v401_20091202

wow_cr_v401_20091202

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Published by: Edgar Sánchez Cortés on Sep 20, 2010
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11/01/2011

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World of Warcraft
®
TCG Comprehensive Rules version 4.01
Updated December 2, 2009
Contents
1. FUNDAMENTALS ............................................. 2
 
100.
 
B
UILDING A DECK
.......................................... 2
 
101.
 
S
TARTING A GAME
......................................... 2
 
102.
 
W
INNING AND LOSING
.................................... 3
 
103.
 
C
ONTRADICTIONS
.......................................... 3
 
104.
 
N
UMERIC VALUES
.......................................... 3
 
2. CARD PARTS...................................................... 4
 
200.
 
N
AME
............................................................. 4
 
201.
 
C
OST
.............................................................. 4
 
202.
 
T
YPE LINE
...................................................... 4
 
203.
 
T
EXT BOX
....................................................... 5
 
204.
 
C
OLLECTOR NUMBER
..................................... 5
 
205.
 
ATK
AND DAMAGE TYPE
................................ 5
 
206.
 
T
RAITS
........................................................... 6
 
3. CARD TYPES ...................................................... 7
 
300.
 
O
VERVIEW
..................................................... 7
 
301.
 
H
EROES
.......................................................... 7
 
302.
 
A
LLIES
........................................................... 8
 
303.
 
W
EAPONS
....................................................... 8
 
304.
 
A
RMOR AND
I
TEMS
........................................ 8
 
305.
 
A
BILITIES
....................................................... 9
 
306.
 
Q
UESTS AND
L
OCATIONS
............................... 9
 
4. GAME CONCEPTS .......................................... 10
 
400.
 
A
TTACHMENTS
............................................. 10
 
401.
 
C
ONTROL AND OWNERSHIP
.......................... 11
 
402.
 
C
OPYING
...................................................... 12
 
403.
 
C
OSTS
.......................................................... 12
 
404.
 
C
OUNTERS AND TOKENS
............................... 13
 
405.
 
D
AMAGE
...................................................... 14
 
406.
 
D
UAL WIELD
................................................ 15
 
407.
 
H
EALING
...................................................... 16
 
408.
 
P
ACKETS
...................................................... 17
 
409.
 
P
LAYING CARDS
........................................... 19
 
410.
 
P
RIORITY
...................................................... 19
 
411.
 
R
EADY AND EXHAUSTED
.............................. 21
 
412.
 
R
ESOURCES
.................................................. 21
 
413.
 
S
EARCHING
.................................................. 22
 
414.
 
U
NIQUENESS
................................................ 22
 
415.
 
Z
ONES
.......................................................... 23
 
5. TURN SEQUENCE ........................................... 27
 
500.
 
O
VERVIEW
................................................... 27
 
501.
 
S
TART PHASE
............................................... 28
 
502.
 
A
CTION PHASE
............................................. 29
 
503.
 
E
ND PHASE
................................................... 29
 
6. COMBAT ........................................................... 30
 
600.
 
O
VERVIEW
................................................... 30
 
601.
 
C
OMBAT PROPOSAL
...................................... 30
 
602.
 
C
OMBAT STEP
............................................... 31
 
603.
 
C
OMBAT CONCLUSION
................................. 32
 
7. POWERS, LINKS, AND MODIFIERS ........... 33
 
700.
 
P
OWERS
 ........................................................ 33
 
701.
 
P
AYMENT POWERS
....................................... 33
 
702.
 
R
EWARD POWERS
......................................... 34
 
703.
 
T
RIGGERED POWERS
..................................... 35
 
704.
 
C
ONTINUOUS POWERS
.................................. 36
 
705.
 
L
INKS
........................................................... 36
 
706.
 
T
ARGETS
...................................................... 37
 
707.
 
A
DDING LINKS
.............................................. 38
 
708.
 
T
RIGGERED EFFECTS
.................................... 39
 
709.
 
R
ESOLVING LINKS
........................................ 40
 
710.
 
E
NTERING PLAY
........................................... 42
 
711.
 
I
NTERRUPTING LINKS
................................... 43
 
712.
 
M
ODIFIERS
................................................... 43
 
713.
 
O
NE
-
SHOT MODIFIERS
.................................. 44
 
714.
 
C
ONTINUOUS MODIFIERS
.............................. 44
 
715.
 
T
RIGGERED MODIFIERS
................................ 45
 
716.
 
R
EPLACEMENT MODIFIERS
........................... 46
 
717.
 
R
EPLACING AND PREVENTING DAMAGE
....... 47
 
718.
 
M
ODIFIER INTERACTION
............................... 49
 
719.
 
M
ODIFIER DEPENDENCY
............................... 50
 
8. ADDITIONAL CONCEPTS ............................. 51
 
800.
 
C
ARD
-
SPECIFIC RULES
.................................. 51
 
801.
 
A
DDITIONAL DOCUMENTS
............................ 52
 
802.
 
S
IMULTANEITY
............................................. 52
 
803.
 
L
OOPS
.......................................................... 53
 
9. CREDITS ........................................................... 54
 
10. GLOSSARY ..................................................... 54
 
 
Page 2
1.
 
Fundamentals
100.
 
Building a deck
100.1
 
The minimum deck size for Constructed play is 60 cards. The minimum deck size for Limitedplay is 30 cards. There is no maximum deck size. Decks can’t include heroes unless they areMaster heroes (100.2e).100.2
 
A card that can be included in a player’s deck is called a "legal" card for that player.100.2a
 
Some cards have one or more trait icons (206). A player can include a card with one or moreclass icons in his deck only if it shares a class icon with his hero. A player can include a cardwith one or more faction icons in his deck only if it shares a faction icon with his hero. Cardswith no trait icons can be included in any deck.100.2b
 
Some cards have bold text that reads, “[Trait] Hero Required.” A player can include such acard in his deck only if his hero has that [Trait].100.2c
 
Some cards have bold text that reads, “[Description] Reputation.” These words are neitherkeywords nor powers. A deck can include cards of one Reputation only if it contains no cardsof any other Reputation.100.2d
 
Some heroes have bold text that reads, “Deckbuilding” followed by inclusions andexclusions. These words are neither keywords nor powers. Such inclusions are the only cardsthat can be legally included with such a hero, and may be exceptions to applicable parts of 100.2. Exclusions take precedence over inclusions.100.2e
 
A deck can include a Master hero (301.4) with a certain name only if it contains no Masterheroes with any other name.100.3
 
Some tournaments allow players to have an optional side deck. Players must start each matchwith their main deck, but may swap cards between side deck and main deck between games in amatch. For Constructed play, a side deck is exactly 10 cards and can include any cards that couldbe included in the main deck. For Limited play, a side deck is all cards in a player’s card pool thatare not being played in the main deck.100.4
 
A deck for Constructed play (including the side deck, if applicable) can include a total of onlyfour copies of any card with the same name. Decks for Limited play can include any number of cards with the same name. Cards with the unlimited tag are an exception to this rule. Decks caninclude any number of cards with the unlimited tag. This rule applies only while building a deck.
101.
 
Starting a game
101.1
 
Each player needs a deck and starts the game with a hero in play. Players then use a randommethod to determine who will choose the player to go first. Before starting the first turn, eachplayer shuffles his deck, and then puts the top seven cards into hand.101.2
 
Once per game, after reviewing his opening hand but before starting the first turn, each playermay mulligan. To mulligan, a player shuffles his hand back into his deck, and then puts the topseven cards of that shuffled deck into hand. The first player decides whether to mulligan, and thenthe next player clockwise, and so on. After all players have decided, all players that decided tomulligan do so simultaneously, and then the first turn starts.
 
Page 3
102.
 
Winning and losing
102.1
 
Players win the game if no opponents remain in the game.102.1a
 
A player immediately loses the game if his hero is destroyed, or he becomes decked (410.6b).If all remaining players lose the game simultaneously, the game is a draw.102.1b
 
A player may concede at any time to remove him or herself from the current game.102.2
 
A player that loses the game is removed from the game, and vice versa. All cards that playerowns are removed from the game. Any links that player controlled are interrupted by the game(103.3). Cards that player controlled but doesn’t own follow 401.3b. Continuous modifiers thatplayer controlled no longer apply.102.3
 
Game losses can occur at any time, even before or during PPP (410.5). If a player loses the game,he is removed from the game before it continues.
103.
 
Contradictions
103.1
 
If the text of a card specifically contradicts these rules, that card takes precedence.103.2
 
If a modifier says that [something] can’t happen, and another modifier or rule tries to make[something] happen, that “can’t” modifier takes precedence (but see 103.3). If an action can’t beperformed, any cost involving that action can’t be paid. “Can’t” modifiers are not replacementmodifiers (716). Events that “can’t” happen can’t be replaced.103.3
 
A rule that says that a card is destroyed, removed from the game, or interrupted “by the game”can’t be stopped, even if that card can’t be destroyed, removed from the game, or interrupted. Inaddition, such destruction, removal, or interruption can’t be replaced (716).103.4
 
If a modifier says that [something] “can’t” happen or is otherwise stopping [something] fromhappening, and that modifier ends at the same time another modifier or rule tries to make[something] happen, then [something] doesn’t happen.
 Example
: You control Valthak Spiritdrinker and a hero with fatal damage. An opponent attacks Valthak with his hero, and both deal fatal combat damage to each other. The first wave of pre-priority checks (410.6) destroys Valthak and the opposing hero, but doesn’t destroy your hero because Valthak’s modifier says that can’t happen. As a result, that opponent loses the game before you. If there are any other players remaining in the game, your hero is destroyed in the next wave of checks.
Valthak Spiritdrinker, 4, Horde, Ally—Undead Warlock, 3 [Shadow] / 4 HealthYour hero can't be destroyed.
104.
 
Numeric values
104.1
 
Players asked to choose “any number” can choose 0 or any positive integer. Players can’t choosea fractional or infinite numeric value. If a card requires an infinite numeric value, its controllerchooses any positive integer greater than 1 million. You can’t deal, heal, or put an amount of damage (405) that's not a positive integer unless a card explicitly allows it.104.2
 
A negative value is treated as 0 unless it’s being used in a calculation or a comparison. Undefinedvalues that would be numeric are treated as 0.

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