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elcome to WarCry, the collectible Action Card

card game of fantasy battle! This During a Combat, Action cards help your Unit win the combat. Their
simple sheet teaches you everything effects only last until the end of that Combat. Many Action cards require
you need to know to play. Be sure to tactic points to play. This is a cost of playing the card, and is subtracted
from the unit’s remaining tactic points.
check out the Glossary if there is a
term you don’t understand. A. Cost
B. Ability
Object of the Game Committing
WarCry is played as a best two out of three turns, called Battles.
A fresh Unit is considered Ready. To Commit a Ready Unit means you
During each Battle, your armies engage in several Combats to
rotate it 90 degrees to indicate you’ve used it. Committed Units cannot
determine the winner of that Battle. The winner of the game is
use their tactics, reactions, or commands. A committed Unit cannot
the first player to win two Battles.
attack or make Follow-up attacks, though it can defend itself.
The Armies Rally: Rally means to turn a card that’s been Committed back to its Ready
WarCry features two armies to choose from: The Grand position.
Alliance, the army of Good; and The Hordes of Darkness, the
Roll
army of Evil. Both are constantly vying for control over the
Old World. Some forces have not committed to one side or the
other; they are Neutral (Dogs of War) and may fight with either
Anytime a Roll is required, reveal the top card of your Action Deck
and use the number on the die icon in the lower left corner. That
Rules
The Grand Alliance or The Hordes of Darkness. card is then placed in the discard pile face-up.
Tests
There are several types of tests in WarCry, such as Leadership Tests and
The Cards Strength Tests. When a Test is called for, the player taking the test Rolls
and compares it to the stat being tested against. If the Roll is equal to or
WarCry is a collectible card game, or CCG. While the game can lower than the named stat, the Test is passed.
be played out of this box, you’ll want to buy additional packs of
Faith: Some units have such extreme devotion to a cause or religion that
cards to improve your deck. Each type of army has a distinctive
it enables them to accomplish feats that lesser units would fail. When a
look (card frame). The Grand Alliance (Good) cards feature
unit with Faith takes any type of test, they add their levels of Faith to the
light blue marble with a pool of water. The Hordes of Darkness
referenced number (Leadership, Tactic Points, Strength, etc.). Note: Rout
(Evil) cards feature blackish faces with bones and fire. Neutral
checks are not tests.
cards feature green faces, with leafy vines and grass. Gold Supply: The number of Units and Attachments
Terror: Some Units are so horrifying that the troops facing them are more you may play is determined by your Gold Supply. At
Unit Cards prone to Rout and fail Leadership Tests. A Unit opposing a unit with Terror
Units are your armies, your soldiers. You use Unit cards to fight the beginning of the game, each player has 20 gold
has its Leadership immediately lowered by an amount equal to that unit’s to spend during the first Muster Phase. During the
your opponent and win Battles! Terror. This reduction takes place before the first Tactic is played. Terror is second Muster Phase each player starts with 25 gold. In the
A. Gold Cost: How much the Unit costs to play. cumulative, so a Unit with Terror can grow scarier with Action cards and third Muster Phase each player starts with 30 gold.
B. Name: The title of the unit. Attachments. Units with Terror are immune to Terror, and are thus not
affected by an opposing Unit’s Terror. Note: If you carried over surviving units or attachments from
C. Strength: Strength helps you win battles. the previous battle, their gold costs count against your Gold for
D. Tactic Points: Tactic Points are spent to play Action cards. King’s Decree the new Battle. Additionally, unspent gold may not be ‘saved’
E. Unique: This star indicates a card is Unique. Unique means If text on a card contradicts a rule, follow the text of the card. for future battles.
only one of that card can be in play (anywhere on the Field of
Battle) at any one time. You may not play a copy of a Unique card And now, here’s how to play! When you play a card, subtract its cost from whatever gold you
you already have in play. If you have a Unique card in play and have. You may not spend more gold than you have.
your opponent plays a duplicate of that card, the original copy is
discarded. If this happens during the Muster phase, you get your Count your gold expenses on the cards in play, right before
gold back and may continue with your Muster phase.
F. Leadership: The number that determines how vulnerable your
Phases of the game each battle phase. If you have accidentally exceeded your
gold cost, discard the last Unit placed until you are below that
Unit is to routing. There are three steps to the game: Battle’s Gold supply. Your Muster phase ends immediately.
G. Keywords: Keywords help describe your Units. They may be 1 Deck Construction and Set-up. You and an opponent construct a deck Ending the Muster Phase: When you pass, your Muster Phase
referenced by other cards or have game rules. Some cards have using the cards you have collected, then set-up and play. immediately ends. Once both players have passed, each player
more than one keyword.
discards any remaining Army cards in their hand and Battle
H. Abilities: Anything your Unit does. 2 Muster Phase. A couple of simple steps let you build your starting begins!
I. Flavor Text: This text serves no game purpose, but gives special army on the table.
insight to the world of WarCry!
3 Battle Phase. After drawing your action cards, you battle. The player
Veteran: A unit with the Veteran trait has withstood the test of that wins two battles, wins the game. The Battle Phase has several steps
Battle Phase
This is where the bulk of the game is played.
battle and lived to fight another day. A card with the Veteran trait within it. These are covered below.
will list the name of another card after the Veteran: (for instance Setup: Each player draws 5 cards from their Action Deck.
the card “Mage Gerhardt Brennand” has Veteran: Gerhardt Now, let’s take each step individually.
Check your Units. Whoever has more Tactic Points in their
Brennand, Bright Wizard). This means that this card is considered Reserves takes the first Command.
the same as the listed card for Uniqueness purposes (thus there Deck Construction and Setup
may only be one copy of Mage Gerhardt Brennand or Gerhardt Scouts: Scouts help gain the first Command. Any Scout unit in
Deck Construction: First, choose whether to play for Good or Evil (Your the Battle Line adds its Scout rating to the overall Tactic Point
Brennand, Bright Wizard in play). Some Veterans live much deck may not contain both Good and Evil cards). Then, construct an
longer than others and accumulate multiple versions. If a Veteran total when determining who goes first.
Army Deck and an Action Deck , using only that type of card, along with
trait is followed by two or more other card names divided by a any Neutral cards you wish (Neutral cards may be used with either Good If the totals are tied, Roll to determine who goes first.
slash this means that this card counts as both of the listed cards or Evil decks). Each deck must contain a minimum of 30 cards. You may
for Uniqueness purposes (i.e. If the card “Gerhardt Brennand of not use more than 3 copies of any one card. Commands
the Empire” had “Veteran: Mage Gerhardt Brennand/Gerhardt Commands are each player’s turn during the Battle Phase.
Brennand, Bright Wizard” there may only be one copy of “Gerhardt Army Deck: An Army Deck consists of Units and Attachments. Used Each player takes a turn doing one of the following actions:
Brennand of the Empire,” or “Mage Gerhardt Brennand” or during the Muster Phase to build your army. The back of an Army card
“Gerhardt Brennand, Bright Wizard” in play). has a Gold hammer and shield. • Attack with a Unit

Exception to normal Unique rule: If you have a copy of a Unique Action Deck: An Action Deck consists of Action cards. It is used during • Make a Ranged Attack
card in play you may play a Veteran version of that card. The the Battle Phase to defeat your opponent. The back of an Action Card
• Play a Command
original is discarded and you get the gold from the original back. has a Silver hammer and shield.
• Move a Unit from the Reserves to the Battle Line
Unit Types If either deck ever runs out of cards during play, shuffle your discard pile
There are several different types of Units. and reuse it. • Pass
Infantry: The slowest type of troop; these are your foot-
soldiers. They can be blocked by Cavalry and Flyers. They • Retreat
attack from your Battle Line to your opponent’s Battle Line. Muster Phase Declaring an Attack with a Unit
To determine who fields the first Unit, roll. The person with the highest
Cavalry: Troops mounted on some type of beast. Cavalry roll chooses who fields first. If tied, roll again. In subsequent Battles, the Choose one of your Ready Infantry units in the Battle Line or
can block Infantry and may attack your opponent’s Battle loser of the previous battle chooses who musters first. a Ready Cavalry or Flyer unit in either the Battle line or the
Line from either your Battle Line or Reserves. Cavalry can be Reserves and place it into the Battlefield. Choose any Unit in
blocked by flyers. Muster your Army. First, draw 5 cards from your Army Deck. Each your opponent’s Battle Line to attack. If your opponent has no
player alternates doing one of three things: Ready units in the Battle Line you may choose to attack his
Flyers: A warrior mounted on a flying beast. Flyers can attack Units in the Reserves. If your attacking Unit is a Flyer, you can
any opposing Unit from either your Battle Line or Reserves. • Pay the cost of, and play, a Unit card face up in either your Battle Line
attack any opposing Unit, even one in the reserves.
They can block Infantry or Cavalry, and they can’t normally (front) or Reserve Line (rear); then draw a card from your Army deck.
be blocked. • Pay the cost of and attach an Attachment card face up to a Unit card Opposing Player Blocks
already in play; then draw a card from your Army deck. To block an attack, the opposing player chooses a Ready unit
Attachment Card that is faster than the attacking unit.
Attachments are played on your Units. They add permanent • Pass. After you pass you may no longer muster additional units or
abilities and always follow the card position of the unit they are attachments. The only exception is if your opponent plays a Unique • Cavalry units are faster than Infantry units.
on (i.e., they become committed when the Unit commits and that removes one of your Unique cards from play. You then resume • Flyers are faster than both Cavalry and Infantry units.
are ready when the Unit is ready). Attachments are destroyed mustering normally.
when the unit they are attached to is destroyed or discarded. Time for Combat! The targeted unit or the blocking unit is
If the Battlefield is empty and your Battle Line is ever eliminated, your placed into the Battlefield. Both players draw an Action card
A. Gold Cost Reserve becomes your new Battle Line. and Combat begins. Go to the Combat Section!
B. Name
C. Unique Attachments are only played on Units you control. You cannot play Make a Ranged Attack
two attachments with the same keyword (such as ‘Armor’) on a Unit. A Unit with Ranged Attack may initiate a combat against an
D. Ability
Be careful of how many attachments you put in your deck. If you ever opposing Unit. The Attacking Unit uses its Ranged Attack
Most attachments are Neutral, meaning they can be used in have all attachments in your hand and have no unit to play them on, you
any army. If an attachment is Good or Evil they can only be Value instead of its Strength and Units do not move onto the
must pass. Battle Field. A valid target in ranged attacks is determined by
used by the corresponding army.
the type of ranged attack the Unit has:
• Ranged Attack: This Unit can choose an opposing Unit two
example: unit card Example: attachment card example: action card Lines away.

A B C A B • Short Ranged Attack: This Unit can only choose an opposing


A
Unit one Line away.
• Long Ranged Attack: This Unit can choose any opposing
Unit.
D
C Cards that affect a Unit’s strength have no effect on that unit’s
E
Ranged Attack value.
Units that make a Ranged Attack commit after resolution of
the Ranged Combat.
Time for Combat! Go to the Combat Section.
F
Play a Command
G Some cards have actions you can take. These have specific,
immediate effects that are clearly spelled out on the card.
H D B Once you use a Command Action, your turn is over and it is
your opponent’s turn.
I Strategies: Strategies are Action cards that remain in play until
the end of the Battle. They are played as Commands. Set the
Strategy card face-up where both players can see it. The card
tells you what it does.
Move owner of the unit making the Follow-up attack is considered to be the Battle Line: Each player’s front rank of units.
You may move a Unit in your Reserves up to the Battle Line. attacker even if that player was originally the defender. Committed
Units cannot make Follow-up attacks. Combat Roll: Each player rolls, adding the strength of their
You cannot move backward. Once you make a Move, your turn
unit (including the bonuses of any tactics they played) to their
is over.
Choosing the target of a Follow-up attack. The player who lost the roll. The highest number wins the combat.
Pass initial combat chooses the Unit to be attacked in the Follow-up. You
must choose a Ready unit for the target of the Follow-up attack. If you Committed: When a unit card is turned (rotated) sideways
A player may pass his turn. When both players pass from its ready position.
consecutively, resolve the Battle Phase by seeing who has won have no Ready units, the attacker chooses which committed unit to
the Field of Battle. Skip ahead to Winning the Field of Battle. attack. Destroyed: Destroyed cards are placed in their owner’s
discard pile.
Retreat! Follow-up Combat
As a Command, any player may Retreat. Retreating means you Follow-up attacks are considered new Combats. Any Tactic Abilities Muster: To put a card into play during the muster phase.
automatically lose that Battle; any of your remaining Units played in the initial combat may be played in the Follow-up, provided
they can still be paid for. Unlike normal Combats, when a unit is Ready: A card in the upright position.
may be discarded. You must make a Leadership Test for each
Unit you want to carry over. No modifiers or reactions can be defeated during a Follow-up attack, the winning player does not make Reserves: Each player’s rear rank of units.
played. Failure means that Unit is discarded. Success means a Rout check.
that Unit can be carried over during Clean-Up. Note: If you Roll: Discarding the top card of your Action deck and using the
Combat Clean-up: At the end of combat, after any Follow-up attacks, die printed on the card to determine the result.
carry over a unit that has attachments, you must keep the the winning Unit returns to the Battle Line committed.
attachments on that unit. Rout Check: the winner of a battle rolls; if the number is equal
to or greater than the defeated unit’s leadership, the unit
Winning the Field of Battle routs.
Once both players Pass consecutively, determine who has won the Field
Combat of Battle. Test: To make a test you must roll equal to or lower than the stat
being tested. For example, to make a leadership test, roll. If you
Begin Combat Victory! roll equal to or less than the unit’s leadership, you succeed.
Once an Attack or Ranged Attack is declared and the target is Add-up the Strength plus Victory totals of units left in play. The player
with the highest total wins that Battle. If that is his second victory, he Tokens: Some cards require you to put tokens into play. The
chosen, both players draw a card from their Action Deck. Each card will tell you what the token represents. Anything can be
player, starting with the person that declared the Attack, takes wins the game!
used as a token as long as it is clear to both players. Common
turns playing Tactics or Passing. Victory +/-: Some Units have the ability to destroy other troops easily, tokens are glass beads, pennies, and dice. Example: (Combat
but don’t count for as much when determining victory conditions. Tactic: If you win this combat, put a “Victory: +1” token on
Play Tactics Add or Subtract a Unit’s Victory rating from your Strength total, when
There are two types of Tactics. The type of Tactic determines your unit). In this example, a token which gives “Victory: +1” is
determining who wins the Field of Battle. added you your unit if it wins the combat.
what Unit it can be played on.
Ties Are for the Weak Note: Unless otherwise stated, tokens stay in play as long as
• A Combat Tactic ability may only be played by a ready unit If the Strength plus victory totals are equal when both players pass, there
in combat. the unit they are placed on is in play. If a Unit is carried over, it
is a Final Combat to declare the winner. Each player Rolls. The person keeps any tokens on it.
• A Support Tactic may only be played by a ready card outside of with the highest Roll chooses a Unit and places it in the Battlefield,
combat, directed at a Unit in combat. ready. It is now attacking. The player with the lowest Roll chooses the Wizard: A unit or attachment with the Wizard keyword. At the
Unit to be attacked. That Unit is placed in the Battlefield, ready, and a end of the muster phase, you receive 1 additional spell point for
WarCry!: A WarCry is a special Combat Tactic. It must be your Combat takes place. each level of Wizard you control.
first action in combat (if you pass you can no longer play a
WarCry). WarCrys count as Combat Tactics. Support WarCrys At the end of the Combat, count surviving Strength totals to determine
are just like Support Tactics, except they must be your first action who wins the Field of Battle. If the result is still a tie, repeat the process
in combat. until a winner is determined. CREDITS
Where Tactics Appear: Tactics appear on your Action cards or If neither player has any Units left, they draw from their Unit deck until WarCry Lead Design and Line Development: Erik Yaple
as a Tactic Ability on a Unit. a Unit is revealed. In that case, roll to see who attacks.
WarCry Original Design: Luke Peterschmidt and Ryan Miller
Tactic Cards: An Action card with a Tactic is clearly indicated Clean-up
on the card. Each card has a Tactic Cost. The Unit using the After the winner of the Field of Battle is determined, both players discard Card Design: Jason Dawson, Steve Horvath, Ryan Miller, Luke
tactic must spend Tactic Points to pay for it. their hands. Any surviving units may be discarded. Remaining Units Peterschmidt, Ian Ryan and Erik Yaple
may then be rearranged in either Line. Their Gold cost is subtracted
Units with high Tactic Points may be able to play more than
from the Gold given on the next turn to spend. Brand Management: Steve Horvath
one Action card, though each card must be played as a separate
action. Project Manager: T. Carl Kwoh

When an Action Card is played, place it in the Battlefield. Creative Director: Bo Geddes
This will help you keep track of the Tactic Points you have
spent, along with any benefit the card gives you. Discard these
WarCry Play Sequence Commissioning Art Director: Daniel Kaufman
immediately upon resolution of that combat. Deck Construction Production Manager: Joel Ehly
Tactic Abilities: Tactic Abilities appear on Unit or Attachment Maximum 3 of any one card. Production: Ben Misenar
cards. They do not have a Tactic Point cost, but may only be Army Deck: Units and Attachments. Minimum of 30 cards. May not
played once per Combat. Remember, you cannot play abilities Rulesheet written by: Daniel Kaufman, Jason Dawson and
include both Good and Evil cards. Erik Yaple
on Units or Attachments if they are committed.
Action Deck: Action Cards. Minimum of 30 cards. May not include both Rulesheet designed by: Joel Ehly
Reactions: Reactions tell you when to play them. You cannot use Good and Evil cards.
a Unit’s Reaction more than once per event, but you can play as Playtesters:Shane Anderson, Jonathan Antonik, Bill ‘Minister
many different reactions as you want. Reactions do not count as Shuffle of Homeland Defense’ Altig, Dennis Bartels, Jake Bowlin,
taking a turn or Command. The attacking player gets the first Brad Carey, Scott Chelette, Crystal Crabb, Sean Dastas, Fred
opportunity to play Reactions. Muster Phase
Ehrhardt, John Elder, Mike Faneros, Eddie Farkhiev, Sean
Spell Points: After the muster phase, each player receives 5 initial Field your Army: Draw 5 cards from the Army Deck. Place Units into Fish, Patrick Fitzgerald, David Gerrard, Steven Green, Dave
spell points plus 1 additional point for each level of Wizard they either the Battle Line or Reserves. ‘Nethack’ Haas, Aaron Hahner, Donnie Hart, Ray Harwell,
have in their army. After the battle, each player loses all of their Heath Hickman, Minsha Ho, Clas Holmquist, Bernard Hsiung,
Gold Supply: 20/25/30. Lang ‘Snaggletooph’ Johnson, Tom Kennedy, Tom Kohler,
remaining spell points. The keyword “Runesmith” counts as
Wizard. A Wizard unit is a unit with the Wizard keyword. Battle Phase Col. Joe Krone, Gary Lane, Eric Linden, Sean Maroney, Randy
Martin, Chris Martinez, Martin Novosel, Brian Piorkowski,
Spells: Some action cards and abilities have the word “Spell” at Setup: Draw 5 cards from the Action Deck. Highest Reserve Tactic Adam Potts, Ed Proctor, Brad Randall, Scott Redman, Mark
the beginning of their header and are followed by a number in Points goes first. Renye, Rich Romo, Jeremy ‘Mozork’ Rood, DJ Singley, Damian
parenthesis, for example: ”Spell Combat Tactic (2): This unit Small, Ray Snyder, Jonathan Stark, Jeff Stutzman, Scott
gets +2 strength.” The number in parenthesis is the number of Commands: Attack, Ranged Attack, Command, Move, or Pass. Sunkel, Bryce Taylor, Nicholas Trombino, Chris Vanderborg,
spell points that must be spent by the player to play the card. This Attack or Ranged Attack: Go to Combat. Luca Volpino, Danny Walker, John Walker, Robert Wendt,
is a cost of playing the card. Spells can be Commands, Reactions, Tony West, Charles Wiesenhart, Eric Wood, Andrew Yip, Mike
Combat Tactics, Support Tactics and WarCrys. Combat Zinski and many more!
Pass Both players draw a card from their Action Deck. Special Thanks: Alan Merrett, Jim Butler, Gordon Davidson,
When both players pass consecutively, resolve the combat. Gav Thorpe, Marco Gascoigne, Chris Lucas, Hans Reifenrath.
Play Tactics
Combat Tactics: Only by units in combat.
Resolve Combat
Each player makes a Roll and adds it to the Strength of their Support Tactics: Only by units outside of combat, directed at units in
Unit in combat. Any Tactics are taken into account, of course. combat.
Whoever has the higher total, wins the combat. A Rout Check is
then made by the winning player. The losing Unit is destroyed. Resolve Combat: Roll and add Strength of Units in combat.
Place any played tactic cards into the discard pile face-up. Victory! Check for Routs.
Slaughter! Slaughter! A tie, both units discarded.
In case of a tie, both units are destroyed. This is called a
slaughter. The current player’s turn is over. Ranged Attacks: Ranged Unit wins, loser committed or discarded. No
Routs or Follow-up attacks.
Special Note: If a Committed Unit wins a Combat, the
opposing Unit is not destroyed. Both Units return to their WarCry: A combat or support tactic that can only be played first.
Battle Line, Committed. If the result is a Slaughter, both Units
Routs
are still destroyed.
Rout Check fails, loser discarded. Winner Committed in Battle Line.
Resolution of Ranged Attacks Rout Check passed, loser Routs.
Ranged Attacks work the same as normal Combat, with slightly
different results. If the Roll, plus the Ranged Attack value, Follow-up Attacks (Routs)
equals or is higher than the opposing Unit’s Strength, the
targeted Unit Commits. If that Unit was already Committed, Defender chooses Ready unit. If no Ready units, Attacker chooses.
it is destroyed. If the attacking Unit loses, nothing further Winning the Field of Battle
happens. Either way, the Ranged Unit Commits as normal at
the end of combat. The current player’s turn is over. Victory! Add Strength totals of units in play. Highest total wins.
Note: After a ranged attack, there is no Rout check and no Clean-up: Discard hands. Surviving units may be carried over.
follow-up attacks can be made.
Rout Check
Rout checks determine if the winner can make a Follow-up
attack by pressing into his opponent’s other troops. You must
Glossary
make a Rout check, but you can choose not to Follow-up. Abilities: Anything in a card’s Ability area, such as a WarCry, Combat
Tactic, or Support Tactic.
Action deck: Contains your commands, tactics and reactions, this deck
has a silver shield on the back.
The player who won the combat makes a Roll and compares Army deck: Contains your units and attachments, this deck has a gold
it to the defeated Unit’s Leadership. If the Roll is equal to shield on the back.
or higher than the defeated Unit’s Leadership, it Routs. The
winner can make a Follow-up attack. If the Roll is lower, the Army Keyword: Most units have an Army Keyword to represent which
Unit does not Rout and the surviving unit is returned to the subfaction or race the unit originates from. The current Army Keywords
Battle Line committed. The current player’s turn is over. are: Bretonnian, Chaos, Dark Elf, Dwarves, Empire, High Elf, Skaven,
Orc and Wood Elf.
Follow-up Attacks
When a Unit Routs another Unit, it may carry out an attack on Attachments: Item, weapon, character, and armor cards that you attach
one of your opponent’s remaining units. This is a new Combat, to your unit cards to help them in combat.
so remember to draw an Action card at the beginning. The Battlefield: The space between opposing players used to resolve combat.

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