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resources and artifacts lost since the dark age of constructed starter decks provided in this
WARLORD
Soldier. UltramarineS.
Reaction: After an
enemy unit at this
planet is destroyed,
sector, desperately holding back tides of Daemons and Space Marine starter deck: Includes
the warlord card Captain Cato Sicarius
01/09
2
Xenos alike. The foul forces of Chaos seek to plunder
001
and corrupt, furthering their own goals of conquest and (right), all Space Marine cards numbered 6
Illus. Diego Gisbert Llorens
7 7
2014 © Games Workshop
001
The only things that are certain are that blood will be spilt,
WARLORD
Warrior. WarboSS.
0 1/0 9
2
each other faction in the same way, by
003
7 7 7
Warhammer 40,000: Conquest is a head-to-head game including all the cards provided for a
003
Illus. Alberto Bontempi 2014 © Games Workshop
that pits two players against one another in a fight for given faction, and adding 1 copy of each Ork warlord
a sector of the galaxy. Each player takes control of a neutral card.
warlord and the forces under that warlord’s command,
and contests a series of battles over key planets. Play is
at once tactical and strategic, as players must deal with
both the immediate conflict, while also planning and
preparing for future stages of the campaign.
The Living Card Game
Using this Book Warhammer 40,000: Conquest is a two player
This Learn to Play book is written as an introduction game that can be played using just the contents
to Warhammer 40,000: Conquest for new players. It of this core set.
should be used as a guide while learning and playing the
first game. The end of this book also contains the rules In addition, Warhammer 40,000: Conquest
for customizing original decks. is a Living Card Game® (LCG), and the
enjoyment and experience of the game may be
The complete rules of play can be found in the Rules customized and enhanced through the purchase
Reference Guide (RRG), which also addresses more of regularly released 60 card expansions
advanced topics such as the interpretation of card text, called War Packs, as well as larger, deluxe box
resolution of timing conflicts, and a detailed phase expansions. These expansions offer players
sequence. It is recommended that new players learn the a variety of additional cards, adding new
game using the Learn to Play book, and only look up customization options and further means of
details in the Rules Reference Guide as they occur in exploring the vast Warhammer 40,000 setting.
actual play.
Unlike collectible card games, all LCG
expansions have a fixed distribution: there is
no randomization to their contents.
2
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Factions
This core set includes starter decks for seven
factions, as well as a selection of neutral
cards that may be used by any faction. The
core factions are: Initiative Token 2 Command Dials
H Necrons O Tyranids
3
I: K ey Concepts Instant Loss: Warlord Death
If a player’s hale warlord is defeated (has as much or
This section introduces a number of foundational more damage as it has hit points), it is turned over so its
concepts to keep in mind while learning and playing the Bloodied side is faceup. If a player’s Bloodied warlord
game. is defeated, that player instantly loses the game.
01/09
01/09
planets, a player is able to dominate the campaign and 2 2
001
001
win the game.
6 7 7 001
5 001
Each planet has one, two, or three type symbols on it. Illus. Diego Gisbert Llorens 2014 © Games Workshop Illus. Diego Gisbert Llorens 2014 © Games Workshop
The type symbols are material, strongpoint, and tech. Hale Bloodied
These symbols may be found on a planet card on the warlord warlord
upper left side of the title bar.
Type symbols have no inherent abilities, and are only Instant Loss: Decking
used to identify planet types and for tracking “three of a
type” in a player’s victory display. If a player has no cards in his draw deck, he instantly
loses the game.
Each round, a battle is fought at the planet designated
by the first planet token to determine which player adds
that planet to his victory display. A victory display is an
out of play area in front of a player that is used to collect
the planets he has won. A player immediately wins the
game if he has 3 planets in his victory display that share Learning Tip
a common type.
It is possible to begin playing the game
without using the ability text on the cards.
New players who are not familiar with LCGs
may desire to play the first game (or at least
the first round or two) ignoring all textual card
Material Strongpoint Tech abilities. Players may then start using card
abilities after they have grown comfortable
with the basic round structure and game
mechanics.
iridial
4
II: S etup
planet furthest to his left, and leaves the final 2 planets
facedown. He then places the first planet token on the
planet furthest to his left.
To setup a game of Warhammer 40,000: Conquest,
players resolve the following steps, in order: 6) Take command dials. Each player takes one
command dial and places it in front of him.
1) Select warlords and decks. Each player selects a
deck to play. Each player places his warlord on the table 7) Prepare token bank. Place all the token units,
in front of him, hale side up, in an area that is called his resource tokens, and damage tokens in a token bank
“headquarters” (HQ). within easy reach of both players.
2) Shuffle decks. Each player thoroughly shuffles his 8) Draw starting hand. Each player draws a number
deck to the satisfaction of his opponent. Each player of cards from the top of his deck equal to his warlord’s
then places his deck in his HQ, next to his warlord. starting hand size value (see below). A player may take
one mulligan (see Rules Reference Guide, page 11) if he
3) Set planets. Shuffle does not like his starting hand.
P lannum
the 10 planet cards and
deal 7 of them in a line, 9) Collect starting resources. Each player takes a
facedown, between the number of resources from the token bank equal to his
players. Remove the warlord’s starting resource value and places them in his
remaining 3 planet cards resource pool. A warlord’s starting hand size and
from the game without
1 Battle: Move a non-warlord unit you control
to a planet of your choice. 1 resource value information is found at the bottom center
Illus. Wibben 2014 © Games Workshop 176
looking at them. Planet cards look like this. of the warlord card, as shown below.
5) Reveal planets. The player with the initiative Left value: Right value:
token turns the first 5 planets faceup, starting with the 7 Starting Cards 7 Starting Resources
001 7 7 6
001
2
01/09
Tom
worlds, the bringers of
kings, the destroyers of
“We are the slayers of
gain 1N.
planet is destroyed,
enemy unit at this
Reaction: After an
Soldier. UltramarineS. WARLORD
1 1 2 0 2 0 1 1 1 1
Battle: Search the top 3 cards of your deck
Battle: Trigger the Battle ability of another for a card. Add it to your hand, and place the Battle: Discard 1 card at random from your Battle: Deal 1 damage to each enemy unit at a Battle: Move a non-warlord unit you control
planet in play. remaining cards on the bottom of your deck opponent’s hand. target HQ or adjacent planet. to a planet of your choice.
in any order.
Illus. Sam Burley 2014 © Games Workshop 180
Illus. Matt Bradbury 2014 © Games Workshop 179 Illus. Mark Molnar 2014 © Games Workshop 178 Illus. Matt Bradbury 2014 © Games Workshop 177 Illus. Wibben 2014 © Games Workshop 176
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Illus. Alberto Bontempi 2014 © Games Workshop
5
III: P hase S equence
A card’s cost can be found as a numeric value in the
upper left corner of the card. A card’s type can be found
beneath its cost.
Warhammer 40,000: Conquest is played over a number
of rounds. Each round consists of four phases. In some When a player deploys an atrox P rime
phases the players act simultaneously and in others, the army unit card, it must be
players act in sequence. The phases are, in order: placed on his side of the table
at one of the faceup planets,
1. Deploy indicating which planet the
unit has been deployed at. 1 Battle: Deal 1 damage to each enemy unit at a
target HQ or adjacent planet. 1
2. Command Illus. Matt Bradbury 2014 © Games Workshop 177
2 rokkitBoy
When a player deploys an
3. Combat
ARMY
Phase 1: Deploy
the Flying keyword.
attachment. 2
What goes up…
066
Deploying a Card
WARLORD
Soldier. UltramarineS.
Reaction: After an
enemy unit at this
planet is destroyed,
gain 1N.
WARLORD
2
6
Cato S iCariuS
2014 © Games Workshop
ARMY
01/09
2
a number of resource tokens equal
001
6 7 7
to the card’s cost from his resource
001
001
001 01/09
6
Phase 2: Command Step 2: Command Struggles
The command phase represents the strategic aspect of During this step, the players resolve a command struggle
the military campaign in the Traxis sector. During this at each faceup planet. A command struggle represents
phase, each player secretly commits his warlord to one a strategic battle for resources and influence at each of
of the planets in an effort to gain a strategic edge at that these planets.
planet. Then, the superior command force at each planet
Starting with the first planet and proceeding in order
acquires the bonuses available there for the round.
down the line of faceup planets, resolve each planet’s
The command phase is broken into two steps, the command struggle based on the forces each player has
commitment step and the command struggles step. present at that planet, as follows:
These steps are explained in detail below.
EE If only one player has a ready warlord present
at a planet, that player automatically wins that
Step 1: Commitment planet’s command struggle.
During this step each player must secretly commit his EE If each player has a ready warlord present at a
warlord to one of the faceup planets. This will help a planet, or if neither player has a ready warlord
player win the command struggle at that planet, and also present at a planet, the player with the most
ensure that a battle is fought at that planet this round. command icons on ready units at the planet wins
that command struggle. If the result is a tie, neither
Each player selects a number on his command dial that
player wins the command struggle.
corresponds with one of the faceup planets in play. The
first planet always corresponds to the number 1 on the
5 l and r aider
dial, with each subsequent planet (as you move down ARMY
the planet he wishes to commit to (usually a number 3 Command icons planet cannot be targeted by enemy card
abilities.
7
between 1 and 5, but as the game moves to the latter Illus. Jeff Porter
017
2014 © Games Workshop
After each player has secretly made his selection and set When a player wins a command struggle, he earns the
his dial, both players reveal their dials simultaneously. right to take both, either, or none of that planet’s
Each player simultaneously commits his warlord, as resource and card bonuses. If neither player wins a
well as all units that are currently at his headquarters (a command struggle, these planet bonuses are ignored.
player may find himself with non-warlord units in his
HQ as the result of a game rule or card effect), to the
P lannum
planet that he has chosen, by moving those cards to that
planet, noting that:
7
Resolving Command Struggles
Example 1 (Below): When no warlords are Example 2 (Below): When only one ready
present, compare only the command icons on warlord is present, it automatically wins the
ready units at the planet. Tom wins this command command struggle. Tom wins this command
struggle, as his Land Raider has more command struggle, as he controls Captain Cato Sicarius, the
icons (3) than the combination of Goff Nob (0) only ready warlord present.
and Nazdreg’s Flash Gitz (1). Note that Tom’s 10th
Company Scout does not contribute its command If both warlords were present and ready, they would
icon because it is exhausted. negate one another and the command struggle
would be resolved by counting command icons on
ready units at the planet.
Tom Tom
2014 © Games Workshop Illus. Jeff Porter 2014 © Games Workshop Illus. Diego Gisbert Llorens
017 001 7 7 6
7
abilities.
001
planet cannot be targeted by enemy card 2
2014 © Games Workshop
truly means to be an Adeptus Astartes, an Angel
012
01/09
No Wargear Attachments.
10 th company S cout
ScoUt. UltramarineS.
planet is destroyed,
enemy unit at this
ARMY
1
Reaction: After an
ARMY
Soldier. UltramarineS. WARLORD
and have a go then, ya runty little wimp!” to ready it. (Limit once per phase.) F unit at this planet, reduce its cost by 1. Vehicle units.
–Gasgrakh, Goff Nob
The only thing Flash Gitz like better than “I smashed more ‘umies dan you lot put “It’s a hamma! Wiv a rokkit! We’s needs two!”
003
shooting guns is shooting loud guns. togetta! Stay outta my way or I smash you too!” –Tankbusta Grazguz
8
Phase 3: Combat
For the remainder of this combat round and for all future
combat rounds in this battle, starting with the player
The combat phase represents the direct clash of armies who has initiative and then alternating between players,
on the field of battle. It is the most tactical aspect of the a player:
game, and the phase in which the players may directly
EE attacks using a ready unit, or
engage one another’s forces and vie for supremacy.
EE passes if he cannot attack.
During the combat phase, a battle is fought:
If one player has passed, his opponent continues to make
EE at the first planet, and
attacks until he is also forced to pass. When both players
EE at each planet (after the first planet) at which at pass consecutively, the combat round is complete.
least one warlord is present.
After a combat round is completed (usually, when all
The battle at the first planet is fought first, followed by units at the planet are exhausted), each unit at that planet
each additional battle, proceeding in order down the line readies simultaneously. Each player (starting with the
of planets. No battle is fought at any planet that does not player with initiative for the battle) has one opportunity
meet at least one of the above criteria. to retreat any number of his units from the battle, by
moving them to his headquarters. After this retreat
In a battle, players use their units at a planet to attack the opportunity, a new combat round begins.
opponent’s units at that same planet. The goal of a battle
is to be the only player with units remaining at the planet Each opportunity to attack or pass during a battle is
where the battle is being fought. known as a player’s combat turn.
9
Making an Attack Shields
To attack, follow these steps: When a unit is attacked or dealt damage by an effect, its
controller may discard one card with one or more
1) Declare attacker. The attacking player chooses one printed shield icons from his hand, to prevent an amount
ready unit he controls at the planet, and exhausts it to of damage up to the number of shield icons on the
attack. This declares the unit as the “attacker.” discarded card. A card used in this manner is called a
“shield card.” Each time a unit is dealt damage, no more
2) Declare defender. The attacking player chooses
than 1 shield card can be used. Shield icons appear as
an enemy unit at the planet, and declares this attack is
shown on the card below:
against it. This declares the unit as the “defender.”
3 B attle cry
3) Resolve attack. Deal damage equal to the attacker’s EVENT
5 l and r aider
ARMY
poWer.
Play only during a battle.
Attack value (ATK) Combat Action: Each F unit you control gets +2
ATK until the end of the battle.
WAAAGH!!!
070
Vehicle. tank. elite. Illus. Sergio Camarena Bernabeu 2014 © Games Workshop
Damaged Units
Non-Vehicle units you control at this
planet cannot be targeted by enemy card
abilities.
7
If an army unit has as much (or more) damage on it as it
017
Illus. Jeff Porter 2014 © Games Workshop
10
Winning a Battle Warlord Retreat
When a player wins a battle at a planet, he may first A player’s warlord may exhaust to retreat from a battle
choose to resolve that planet’s Battle ability if he desires. any time it would exhaust to attack. If a player takes this
option, he exhausts his warlord and announces that it is
When a player wins a battle at the first planet, he also retreating instead of attacking, and places the warlord in
wins that planet, and places it in his victory display. his HQ, exhausted. This consumes the player’s combat
His surviving units at that planet are then placed in his turn, and the other player takes the next combat turn.
headquarters, maintaining the state (ready or exhausted) Only warlords may retreat in this manner.
they were in at the end of the battle. The first planet
token is placed in the area just vacated by the planet; it Strategy Tip: When a warlord is Bloodied, it loses much
does not yet move to the next planet. of its utility, and if a Bloodied warlord is defeated, its
controller loses the game. When the odds seem stacked
It is recommended that players keep their victory against you in a battle involving your warlord, it is
displays behind their discard piles and out of the way usually a good idea to retreat that warlord so it may
of the general play area. Remember, once a player has continue the fight in a future battle, hopefully under
3 different planets that share a common type in his more favorable circumstances.
victory display, he instantly wins the game.
11
Battle Example
1 Combat Round 1
2014 © Games Workshop Illus. Nicholas Gregory 2014 © Games Workshop Illus. GW Design Studio
021
020
Many Space Marine recruits leap into action
with little regard for themselves, desiring to
1 3
ScoUt. UltramarineS.
with little regard for themselves, desiring to
Many Space Marine recruits leap into action Trained by the Adeptus Mechanicus on Mars,
e ager recruit
Tom
ARMY
P lannum
All units in the battle are now exhausted,
and the combat round ends. Each unit at the
5 goFF noB planet readies, each player passes on the
opportunity to retreat units, and a new round
ARMY
begins.
Illus. Sergio Camarena Bernabeu
ARMY
6
2
–Gasgrakh, Goff Nob
and have a go then, ya runty little wimp!”
“We’re da best. Think different do ya? Come
Warrior. noB. elite.
Kris
goFF noB
6
059
059
Illus. Sergio Camarena Bernabeu 2014 © Games Workshop
3
2014 © Games Workshop Illus. Nicholas Gregory
020
Combat Round 2
Many Space Marine recruits leap into action
with little regard for themselves, desiring to
1
ScoUt. UltramarineS.
with little regard for themselves, desiring to
Many Space Marine recruits leap into action
e ager recruit
e ager recruit 1
All units in the battle are now exhausted, and the P lannum
ARMY
6
4
–Gasgrakh, Goff Nob
and have a go then, ya runty little wimp!”
“We’re da best. Think different do ya? Come
6
this battle was at the first planet he would then add the
“We’re da best. Think different do ya? Come
and have a go then, ya runty little wimp!”
–Gasgrakh, Goff Nob
2014 © Games Workshop
059
Illus. Sergio Camarena Bernabeu 2014 © Games Workshop
12
Phase 4: Headquarters
The headquarters phase represents a chance for the
warlords to regroup their forces at their respective
What’s Next?
headquarters, resupply with vital resources, and reassess
You now know the basics of how to play
the state of the conflict. It offers a respite for the weary
Warhammer 40,000: Conquest. You may
armies before the next stage of the campaign.
want to read the game round example on
During the headquarters phase, the following steps the following page. After you have played
occur, in order: a couple of practice games, try some of the
game’s other factions. Remember, each starter
1) Place the first planet token on the leftmost faceup deck can be assembled by using all the cards
planet (from the perspective of the player who started from a given faction and one copy of each
the game with the initiative token). This is the new first neutral card (numbered 169–174) in the
planet. core set.
2) Reveal the leftmost facedown planet (from the Once you’ve tried a few more practice games
perspective of the player who started the game with the and are starting to get a good feel for the
initiative token), if any remain. starter decks, you are ready to explore the
rewarding process of deckbuilding, which
3) Each player must draw 2 cards. allows players to conceptualize and create
their own original decks. Complete rules on
4) Each player must take 4 resources from the token
deckbuilding are found at the end of this book.
bank.
Finally, the Rules Reference Guide has a lot of
5) Each player readies all exhausted cards he controls.
additional information about the finer points
6) Pass the initiative token to the other player. of the game. All players wishing to explore the
game on a deeper level are encouraged to read
Play now proceeds to the deploy phase of the next game that book in its entirety.
round.
13
Game Round Example
ss
Tom
2014 © Games Workshop Illus. Nicholas Gregory 2014 © Games Workshop Illus. GW Design Studio
020 021
X X
prove themselves to their battle-brothers.
1 weaponry and vehicles.
3
with little regard for themselves, desiring to Techmarines are the stewards of their chapter’s
Many Space Marine recruits leap into action Trained by the Adeptus Mechanicus on Mars,
during the combat phase.) 2 enemy unit at this planet. 1
Ambush. (You may deploy this card This unit gains 1 command icon for each
A
ScoUt. UltramarineS. Soldier. iron handS.
001 7 7 6
001
2
01/ 09
ARMY ARMY
C
all its forms.”
ruination and death in
worlds, the bringers of
C
kings, the destroyers of
“We are the slayers of
gain 1N.
planet is destroyed,
enemy unit at this
Reaction: After an
Soldier. UltramarineS. WARLORD
1 1 2 0 2 0 1 1 1 1
Battle: Search the top 3 cards of your deck
Battle: Trigger the Battle ability of another for a card. Add it to your hand, and place the Battle: Discard 1 card at random from your Battle: Deal 1 damage to each enemy unit at a Battle: Move a non-warlord unit you control
planet in play. remaining cards on the bottom of your deck opponent’s hand. target HQ or adjacent planet. to a planet of your choice.
in any order.
Illus. Sam Burley 2014 © Games Workshop 180 Illus. Matt Bradbury 2014 © Games Workshop 179 Illus. Mark Molnar 2014 © Games Workshop 178 Illus. Matt Bradbury 2014 © Games Workshop 177 Illus. Wibben 2014 © Games Workshop 176
5 goFF noB
WARLORD
Warrior. WarboSS.
Each other unit you ARMY
ARMY
6
5
gains Brutal. (Each
unit with Brutal gets
B
+1 ATK for
goFF noB
means ta mess wit
da Bad Moons!”
003
059
and have a go then, ya runty little wimp!”
–Gasgrakh, Goff Nob
7 7 7 003 6
Illus. Alberto Bontempi 2014 © Games Workshop
059
Illus. Sergio Camarena Bernabeu 2014 © Games Workshop
Kris
This is an example of the first round of a game. Kris wins the battle. Normally, Kris’s surviving
Tom (playing Space Marines) wins initiative, the unit would return to his HQ, but Kris resolves the
planet to his far left is turned faceup and becomes Battle ability on the planet and moves his Goff
the first planet, and the next 4 planets in the line Nob to planet 2. Since he won the battle, Kris then
are also turned faceup. The final 2 planets remain places the planet in his victory display. At this
facedown. time, the first planet token is not on any planet in
the line: there is no first planet.
During the deploy phase, Tom deploys an Iron
Hands Techmarine to planet 1. Kris (playing Orks) A battle is then fought at planet 3, which Kris wins
deploys a Goff Nob to planet 1. Tom deploys an since Tom doesn’t have any units present. Kris
Eager Recruit to planet 1. Both players pass and triggers the Battle ability on planet 3 and discards
the deploy phase ends. 1 random card from Tom’s hand.
A) During the command phase Kris commits his A battle is then fought at planet 5, which Tom wins
warlord to planet 3, and Tom commits his warlord because Kris doesn’t have any units present. Tom
to planet 5. Command struggles resolve in order triggers the Battle ability on planet 5, which lets
starting with planet 1. Tom wins the Command him resolve the Battle ability on any other planet.
struggle at planet 1 and gains 1 resource and draws He chooses planet 3 and discards 1 random card
1 card; Kris wins at planet 3 and draws 2 cards; from Kris’s hand.
Tom wins at planet 5 and gains 1 resource and
draws 1 card. C) During the Headquarters phase, the first planet
token is placed on the planet currently labeled as
B) During the combat phase, battles are fought “Planet 2”. The facedown planet adjacent to planet
at planet 1 (the first planet), planet 3, and planet 5 is turned faceup. Kris and Tom each draw 2
5 (because each of those latter planets has a cards and collect 4 resources. They ready all their
warlord present). The battle at planet 1 plays out exhausted cards and the initiative token passes to
as described in “Battle Example” on page 12. Kris. A new round is ready to begin.
14
2 the F ury oF S icariuS
07 / 09
Reaction: After a MWhen
unit damages an enemy
constructing a deck, up to 3 copies of each non-
non-warlord unit by an attack, destroy the
Why Build a Custom Deck? Soldier. darkcannot attacked unit. signature card, by title, may be included. Other warlords
001
angelS be. e lite.
added to a deck. No signature cards other than
Deckbuilding is a process by which a 2 “Where they stand, none shall pass.”
player–Grand
may Master Belialthe 8 designated cards in the chosen warlord’s signature
customize his deck to challenge his opponents with squad may be chosen.010 Running additional copies of key
original strategies and ideas. This allows aIllus. player
Imaginaryto cards is an excellent means of creating stronger, more
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FS Pte Ltd 2014 © Games Workshop
experience the game in new ways; instead of adapting consistent decks.While there are only 1 or 2 copies
his play to the strategy of a starter deck, he can construct of most cards in the core set, additional core sets and
a deck that functions as he desires. Custom decks open expansions may be 023
used when customizing a deck.
up new layers of possibility, and lead to games in which
Illus. Aidan Wilson 2014 © Games Workshop
a player feels more invested. When a player constructs A deck must include a minimum of 50 cards, not
his own deck, he doesn’t just participate in the game; he counting the warlord, but counting the 8 signature cards
actively shapes how it is played. in the warlord’s signature squad. There is no upper limit
on the number of cards that may be included in a deck. A
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This diagram represents the alliance possibilities in Warhammer 40,000: Conquest.
A player may use cards from one faction that neighbors (i.e. is joined by a line on
the alignment wheel) his warlord’s faction when constructing his deck, as long as the
selected cards do not have a loyal or signature symbol.
The Necrons and Tyranids will be introduced in upcoming deluxe expansions. The
Necrons, with their dark possession abilities, are able to utilize non-loyal, non-
signature units from the seven core factions on the wheel. The Tyranids represent an
outside threat that aligns with no one, and they seek to devour all in their path.