Posted Apr 25, 2008 at 01:12PM by Enrico S.
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Now that we've discussed the different cards in the first part of our World of Warcraft Trading Card Game (TCG) primer, we can move on to actually playing the game. We're going to assume that you went over the primer or have some knowledge of the different types cards, so if not, now's your chance to catch up! In this article, we're going to discuss deck construction, basic gameplay concepts, how each turn is structured, and how to start a game. Sounds complicated? Don't worry, soon all these concepts will become second nature as you gain more experience with the TCG. Deck Construction: There are certain
limitations on the number of cards a player puts in their decks as well
as the kinds of cards that can be added to the deck.Each deck must have a minimum of 60 cards, not including the Hero a player plans to use. In addition, the deck may not have more than four of any card unless it has the keyword "unlimited" written on it. While this may not seem very important at the moment, you'll soon learn that these limitations will play an important part of your deck design. Newcomers to TCG's should know that the bare minimum is also the recommended size for a deck. The simple reason for this is that a smaller deck will allow you to draw the more important cards in the deck. The chances of drawing a specific single card (even when there are four copies) in a 60 card deck are much better than drawing from a 70, 80, 90, or god forbid, a 100 card deck. The second limitation is based on your hero's class and faction. Players can only place ability cards of their hero's class, share the same faction, or are neutral (i.e. doesn't have any class or faction markings on it). Gameplay concepts: The game area is divided into different zones. Here's a useful diagram from the World of Warcraft TCG manual to help you get acquainted with each area, you might want to spend some time looking at it since we will be referring this from time to time: Do notice, some cards are exhausted (oriented horizontally) while others are ready (oriented vertically). A card is often exhausted when it is used to perform an action, thus preventing players from repeatedly using (or spamming) one or two cards multiple times in one turn. Here's a clearer image for reference:
Just because a card is exhausted doesn't mean that a player will never be able to use it again. All of the cards are ready at the start of their turn. Which brings us to the next part of this article... Turn Phases: Each turn is played out in roughly the same manner. There are three phases, namely: the start phase, action phase, and the end phase. So let's begin with the first part of every turn, the Start Phase. In the Start phase, players first ready all of their exhausted cards unless an effect or ability prevents them from doing so. After this, the player has to draw a card from his or her deck. An exception to this is the first player's first turn which requires the player to skip the draw step. Once this is done, the player can then move on to the Action phase. During the Action phase is when most of a player's actions are made. A player has the option to either:
However, if for some reason you don't have a quest, any other card will do. The card will come into play face down and will be unplayable for the rest of the game unless that specific card is destroyed. Playing an ability, a weapon, some armor, or recruiting an ally, is actually pretty simple. Look at the upper-left corner of the card, there's a number written there. That is the number of resources you will have to exhaust in order play the card. Using a power is simple. Select a card in play with an activated ability. How do you tell if a card has an activated ability? Just look at the text box of the card and look for an arrow pointing to the right. See the picture of the text box below as reference: To the left of the arrow is the cost, or what you have to do to use the power (i.e. scream "Leeroy Jenkins", pay four resources, etc.), to the right of the arrow is the effect the card generates. Finally, we can move to declaring attacks. A player can chose to attack with any ready ally or their hero card, as many times as they wish. Allies and heroes attack one at a time and can only attack one specific target (an opposing ally or hero) per attack declared. The ally or hero is then exhausted to show that the attack has taken place. After the attack resolves, the attacking and defending ally or hero deals damage to each other equal to its attack value. Damage is then put on both cards and will stay there unless an ability or power heals this. If at any point an ally has damage equal or exceeding its health then the card immediately goes to the graveyard.
After you've done everything you wanted to in the action phase, you then enter the End Phase. During this phase, players can no longer play a resource, declare combat or use any ability which doesn't have the instant on it. Players can however complete quests, or use powers on their cards. Once all the players have completed playing the cards they want to in this phase, the person taking the turn then checks his hand to see if he or she has more than the maximum hand size (the default is seven). If the number of cards exceeds the maximum hand size, the player will have to discard cards from his or her had to the graveyard until the maximum hand size is reached. The player has then finished his turn and his or her opponent can now move on to their Start Phase. Playing the game: Now that you have a basic idea of how the each turn is structured,
we can move on to actually playing the game. Like most games, it is best to come prepared with all the tools you will need to play the game. Aside from your deck and hero card, we recommend getting a good set of dice for tracking damage on heroes and allies as well as for determining who goes first. You and your opponent each roll one six sided dice, the player who gets the highest number determines who goes first in the game. Draw seven cards from your deck and look through them, if you feel that you have a good mix of quests, abilities, and allies then you can go ahead and play it. Otherwise, you have the option to "Mulligan" or reshuffle your hand back into your deck and draw another seven cards. When both players are ready, the person who was designated as the first player can then move on to taking the first turn. Let the Beatdown Begin! Now that you've got the basic concepts, you can start playing the game. However, don't expect to be competitive right off the bat and start owning other players from the get go. There's more to becoming a good player than simply knowing the rules and the basics as you will discover over the course of your playing. As a final note, we recommend that newer players always keep a copy of the game's manual with playing as a reference guide just in case a term or concept pops up that you aren't too familiar with. That said, we hope you enjoyed our primer on the World of Warcraft Trading Card Game. So what are you waiting for? Go and try playing the game for yourself! |
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