1
3.1.1: Smooth and Clunky Corners The rotation symbols in these corners can either be ‘Smooth’ or ‘Clunky’: Cards with Smooth corners rotate 90 degrees anti-clockwise (referred to as ‘forwards’) during the Battlefield Phase of a turn (see ‘3.1.2: Rotating Card Example’), whereas cards with Clunky corners do not. For Clunky cards, refer to the card’s description to see when they should rotate. 1. Objective of the Game Warhammer Champions is a 2-player game where the players face off against each other. A player is defeated if their health is reduced to 0. 2. Game Components 2.1 Cards The game consists of three different card types, some with their own sub-categories: Champion Cards Blessing Cards Action Cards Units Spells Abilities A deck must consist of the following: 4 Champions No more than 2 copies of the same Champion. If a Champion is ‘Unique’, the deck can only contain 1 copy of them. The total Cost of all four Champions cannot exceed 20. 4 Blessings No more than 1 copy of the same Blessing. 30 Action Cards No more than 3 copies of the same Action Card. 3.2.1: Stacking Units ‘Stacking’ is a Tag that can be applied to Unit cards. Stacking Units can be deployed on top of any other Unit (even if the other Unit is not stacking), up to a maximum of 3 cards in a stack, to improve their effects. If a Champion controls a Unit with less than 3 cards, they may deploy another stacking Unit and place it on top of the existing Unit. Only the top card's effects are active, and cards underneath go inactive and only contribute to its 'Support' (see ‘5.7: Keywords’ overleaf). When a stacking Unit is deployed onto another one, it starts from its first corner when entering play, regardless of what corner the previous card was on. Cards underneath the top card stay there until the top card leaves play, at which point they go with it (in the same order they are in the stack). If ‘Dormant’, no new Units can be deployed onto the stack. A stack cannot be bigger than 3, meaning a Champion cannot deploy another stacking Unit if the stack already contains 3 cards. A stack still only counts as one Unit, for the purpose of effects. A Champion can only complete one Objective per card per turn (see ‘4: Playing the Game’ overleaf). For example, if a Champion has the Objectives ‘Ability’ and ‘Damage’ and play an Ability card that deals damage, only the ‘Ability’ Objective is completed. However, if playing an Ability triggered a Unit controlled by that Champion to deal 1 damage, the damage Objective would also be completed, as it came from a different card. If a Quest Objective and the Champion’s trait respond to the same effect, the Quest progression goes first. They need to keep completing Objectives until they’ve rotated a full 360 degrees around and are back to their original position. At this point, their Quest is complete and the Blessing stored beneath that Champion is revealed and placed in the Blessing slot behind them. If the revealed Blessing is ‘Instant’, its effects are immediately applied and it is then stored face down in the Blessing slot to show that it has been consumed. If it is ‘Passive’ without any corners, it stays indefinitely. If it is ‘Passive’ with corners, it behaves like a rotating card (see ‘3.1: Rotating Cards’). Once it is ‘Exhausted’, it is turned face down in the Blessing slot to show that it has been consumed. Warhammer Age of Sigmar: Champions © Copyright Games Workshop Limited 2018. GW, Games Workshop, Warhammer, Warhammer Age of Sigmar, Warhammer Age of Sigmar: Champions, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. PlayFusion, the PlayFusion Logo and related rights in and to the mechanics of “Warhammer Age of Sigmar: Champions”, are proprietary to PlayFusion Limited, and are either ©, TM, ®, and or patent protected or pending, or subject to registered or unregistered design rights, variably registered or enforceable around the world, used with permission. All rights reserved to their respective owners. Daemon 13 3 AR C H AO N Champion Warrior Wizard When this Champion Removes a highlighted Unit, Draw 1 card. When this Champion Removes a highlighted Spell, move 1 Spell card from your discard pile to your hand. 016/278 - 01 R All the cards in a deck must be of the same Alliance, or Unaligned cards. The Alliance can be identified by the colour and frame of the card: 2.1.1: Champion Cards Champion Cards represent important characters in your battle. They stay with you throughout the game and use Units, Spells, and Abilities to defeat your opponent. The corners of a Champion card contain their ‘Quest Objectives’. Tags that apply to the Champion. The Champion’s ‘Attributes’. The value in red is its ‘Health Modifier’, the value in green is its ‘Cost’, and a ‘U’ denotes that the Champion is ‘Unique’. The Champion’s name. The Champion’s ‘Class’. The Class is also denoted by the colour highlights on the card: Warrior - Red Wizard - Blue Some Champions’ class is ‘Warrior Wizard’. For the purpose of card effects, they count as a ‘Warrior’ as well as a ‘Wizard’. The Champion’s ‘Trait’. The ‘Subjects’ of the Champion’s ‘Trait’. 1 1 2.1.3.2: Spell Cards Spell cards represent powerful spells that can be deployed by Wizard Champions. The Spell’s corner values. The ‘Spell’ icon. The Spell’s name. The Spell’s effects. The ‘Subjects’ of the Spell’s effects. 3 SANCTION Spell Corners 1 to 2: Highlighted Champions cannot Deploy Spells. Corner 3: damage to your Opponent. 188/278 - 01 U 1 1 1 Orruk Beast X X 1 SWEEPING GORE-GRUNTA Unit damage to your Opponent. Remove any highlighted Units. 122/278 - 01 U 1 2.1.3: Action Cards Action Cards come in three different categories: Units, Spells, Abilities They are cards used by your Champions to grant you advantages in battle. 2.1.3.1: Unit Cards Unit cards represent groups of creatures or individual creatures that can be deployed by Warrior Champions in order to fight for them. The Unit’s corner values. The ‘Unit’ icon. Tags that apply to the Unit. The Unit’s name. The Unit’s effects. The ‘Subjects’ of the Unit’s effects. 2.2: Play Areas The play area is divided up into a few different parts: Deck - Your shuffled Action Cards, placed face down on the board. No player is allowed to go through the deck, unless instructed by an effect. Hand - Action Cards you may look at and play. You are not allowed to look at the cards in another player’s hand. Discard Pile - Action Cards that have left play. These are stored face up on the board in a pile, in the order they left play. A player may look through any discard pile. Battlefield - Where cards that are ‘in play’ are kept. Limbo - A temporary area that any card goes through when it moves from any play area to another. DEADLY CHOP Ability Any Remove a highlighted Spell or Unit. 1 damage to your Opponent. 215/278 - 01 C 2.1.3.3: Ability Cards Ability cards represent powerful moves or abilities that can be performed by your Champions. The ‘Ability’ icon. The Ability’s name. What Class of Champion can use the Ability (Warrior or Wizard). Some Abilities say “Any”, meaning any Class can use them. The Ability’s effects. The ‘Subjects’ of the Ability’s effects. 1 1 2.2.2: Limbo A card is considered in Limbo as it moves from one play area to another. For example, a played Ability card is in Limbo while its effects are resolved and an ‘Exhausted’ Action Card (see ‘4: Playing the Game’ overleaf) is in Limbo while it deals with any effects due to leaving play. 3: Game Tags and Mechanics 3.1: Rotating Cards Cards with ‘corners’ are also known as ‘rotating cards’. These include Blessings, Spells, and Units. While Champions are technically also rotating cards, they behave a bit differently from the rest (see ‘3.3: Quests’). When determining the effects of a rotating card, its current top left corner is referenced. If the top left corner has an ‘X’ in it, it means nothing happens (ignore any effects on the card, even ones that don’t reference any corner values). If it’s an empty symbol or it has a number in it, apply its effects. A rotating card immediately applies its effect after entering play if the first corner doesn’t have an ‘X’ in it, and if it is allowed to trigger in the action phase (for example, a card that specifically calls out that its effect is applied at the ‘start of the turn’ cannot apply its effect outside of that phase). If the effect contains a rotation symbol ( ), read it as the current value in the card’s top left corner. If the current top left corner of a rotating card has no rotation symbol in it, or if it has rotated all the way around to its starting position (past its final corner), it means it is ‘Exhausted’ and leaves play. A Unit or Spell that leaves play is discarded and goes to the top of the discard pile, while a Blessing that leaves play is turned over and kept face down in its Blessing slot. The current Objective is the one in the Champion’s current top left corner. If the Champion completes the Objective, they rotate 90 degrees anti-clockwise. The Objectives are completed accordingly: Unit - A Unit must be deployed onto the Champion. Some Unit Objectives also contain the image of a Tag in them, in which case the deployed Unit must contain that Tag in order for the Champion to achieve the Objective. See the special Unit Objective example below. Spell - A Spell must be deployed onto the Champion. Ability - The Champion must play an Ability card. Damage - Deal 1 or more damage to either player from a card under the Champion’s control. Heal - Grant 1 or more health to either player from a card under the Champion’s control. Remove - Remove a Unit or Spell (via a ‘Remove’ effect on a card) from any Champion on either player. 3.3: Quests Each Champion card has four Quest Objectives in their corners, represented by the following icons: SPELL UNIT ABILITY HEAL DAMAGE REMOVE 2.2.1: Battlefield The Battlefield for each player is divided up into three rows of four columns each (sometimes referred to as ‘lanes’). Each column belongs to a Champion, and they are kept in the middle slot of that column. The slot in front of a Champion is where their Action Cards go. The slot behind a Champion is where their Blessing go once they have completed their Quest (until then, they are stored face down under their Champion card). Champion 1’s Action Card Champion 2’s Action Card Champion 3’s Action Card Champion 4’s Action Card Champion 1’s Blessing Discard Pile Deck Champion 1 Champion 2 Champion 3 Champion 4 Champion 2’s Blessing Champion 3’s Blessing Champion 4’s Blessing 3.2: Tags Tags are used to describe a Champion or Unit, and are also referenced by certain cards. DAEMON AELF VAMPIRE BEAST MORDANT STACKING SPIRIT VEHICLE GROT ORRUK RISEN STORMCAST 3.1.2: Rotating Card Example Because its 1 st corner is an X, nothing happens after it enters play. Its top left corner is now without a rotation symbol, meaning the card is ‘Exhausted’ and is discarded. The acting player deploys the following Unit card: During the player’s next Battlefield Phase, it rotates again, to its 3 rd corner: During the player’s next Battlefield Phase, the Unit rotates 1 step forwards (90 degrees anti-clockwise), to its 2 nd corner: Its top left corner now has a rotation symbol without an X in it, so its effects trigger. In this case, it first removes a ‘highlighted Unit’ (if there is one), and it then deals 2 damage to the Opponent. Risen X 2 CHARGING BLACK KNIGHT Unit Remove a highlighted Unit. damage to your Opponent. 086/278 - 01 U Risen X 2 CHARGING BLACK KNIGHT Unit Remove a highlighted Unit. damage to your Opponent. 086/278 - 01 U Risen X 2 CHARGING BLACK KNIGHT Unit Remove a highlighted Unit. damage to your Opponent. 086/278 - 01 U 2 2 2 NECROMANTIC BLOODLINE Blessing Passive When a highlighted Champion Deploys a Spell, Draw cards and Rotate this 1 step forwards. 249/278 - 01 C 2.1.2: Blessing Cards Blessings represent powerful effects that are bestowed on your Champions when they complete their Quests. They come in two different forms: Instant Blessings and Passive Blessings. The Blessing’s corner values (not all Blessings have them). The Blessing’s name. Whether the Blessing is ‘Passive’ or ‘Instant’. The Blessing’s effects. The ‘Subjects’ of the Blessing’s effects. 1 1 THE TRADING CARD GAME QUICK RULES For the most up to date rules and game information visit: UNIT ORRUK ORRUK UNIT 4: Playing the Game Before getting started, each player should shuffle their four Blessings and place them face down into each of the Champion slots on the Battlefield. Which Blessing is in which Champion slot is hidden information from both players. They should then shuffle their 30 Action Cards and place them face down in the deck slot. Finally, they should pick up their four Champion cards, select who goes first, and enter the Placement Phase. 4.1: Placement Phase During this phase, each player’s Champions will take turns entering the Battlefield. The first player begins by placing one of their Champions face up in one of their Champion slots, on top the Blessing card in that slot. The second player then places down two of their Champions. The first player then places two of their remaining Champions. The second player then places their last two Champions. Finally, the first player places their last Champion. Once all Champions have been placed, each player determines their starting health value. First, add up all health modifiers on the four Champions and then add 30. This number cannot exceed 35 and is the player’s starting health value. At the end of the Placement Phase, the first player draws 4 cards from the deck to their hand and the second player draws 5 cards. 4.1.1: Moving a Champion If a Champion ever swaps position with another Champion, any cards on them go with them and maintain their current rotations. This applies to Action Cards as well as Blessings, regardless of whether or not they are active. 4.2: Taking Turns Each player now takes turns until the game is over. A turn consists of five phases, each of which is fully concluded before the turn passes over to the other player. 4.2.1: Phase 1 - Start of Turn Handle any cards that have an effect that applies “at the start of your turn”. If multiple cards have such effects, they are resolved in ‘Standard Order’ (see ‘5.1: Standard Order’). 4.2.2: Phase 2 - Battlefield Phase All cards in the Battlefield now resolve their effects through four sub-phases. Rotate all ‘Smooth’ rotating cards 1 step forwards (90 degrees anti-clockwise). Update the state of any passive effects. All passive effects on rotating cards that are not about to be ‘Exhausted’ and are not on a corner with an ‘X’ are now considered active, while the rest are inactive. A passive effect is an effect that modifies other effects, trigger as a response to other effects, or ‘Last Stand’ effects (see ‘5.7: Keywords’). Discard all ‘Exhausted’ cards, in Standard Order (see ‘5.1: Standard Order’). Trigger instant effects on all applicable cards, in Standard Order. An instant effect is one that does not linger. For example, dealing damage, gaining health, or drawing cards. 4.2.3: Phase 3 - Action Phase The acting player may now spend their actions. By default, they have 2 actions to spend, but this can be added to or subtracted from by cards in play. An action can be used on one of the following: Play a card from Hand. Use a ‘Heroic Act’ on a card in play. Heroic Acts can appear on Champions, Blessings, Units, and Spells. Pass. There are a few restrictions to be aware of: • Cards are always played through a Champion. Only one Heroic Act can be used per turn. The same card cannot be played more than once in the same turn, even if the player has multiple copies of it. Spell and Unit cards cannot be played if the chosen Champion cannot ‘Deploy’ it (see ‘5.7: Keywords’). A Champion already controlling an Action Card cannot Deploy a new card (with some exceptions; see ‘3.2.1: Stacking Units’ overleaf). Units can only be deployed by Warrior Champions, while Spells can only be deployed by Wizard Champions. Some Champions are ‘Warrior Wizards’, meaning they can deploy both Unit and Spell cards. A Wizard controlling a Spell cannot play Ability cards. 4.2.4: Phase 4 - Draw Phase For each action that was ‘Passed’ during the Action Phase, draw 1 card from the deck. Note that drawing cards for passing does not happen until after the Action Phase, so they cannot be drawn and played on the same turn. 4.2.5: Phase 5 - End of Turn Handle any cards that have an effect that applies “at the end of your turn”, in Standard Order (see ‘5.1: Standard Order’). 4.2.5.1: Empty Deck Check If the acting player has no cards left in their deck (even if the last card was drawn during this turn’s Draw Phase), they need to perform an ‘Empty Deck Check’. Has a card moved from their Hand onto the Battlefield or Discard Pile this turn? If not, they need to do one of the following: Move an Action Card in play to the Discard Pile. Turn an active Blessing face down. Move a card from their Hand to the Discard Pile. If they could not complete the previous step (due to having no active cards in play or cards in their hand), they are defeated. 5: Important Terms and Keywords 5.1: Standard Order Whenever an effect is resolved, it does so in what is referred to as ‘Standard Order’. This is the order in which the player goes through the cards in play to see if anything reacts to or modifies the current effect. This starts with the card’s owner before looking at the opponent’s cards. Each active Blessing, in order left to right. Each Champion, in order left to right. Each Action Card in play, in order left to right. If another card triggers an effect, that effect is resolved before resuming the resolution of the previous effect. 5.2: Increasing and Reducing Effects Cards that increase or reduce values do so additively, and are dealt with in Standard Order (see ‘5.1: Standard Order’). At no point can a value be reduced below 0. If the card whose effect is being resolved has its own modifier (e.g. “increase this damage if a condition is met”), that modifier is applied before any other cards’. Modifiers are applied before an effect is delivered. For example, damage is not considered to have been dealt until after damage modifiers have been applied. 5.3: Health Gaining health adds to a player’s total health, but it can never go beyond 35. If a player was already at 35 health when they received more, or if the health gained value was reduced to 0, they do not count as having gained any health at all. A player cannot gain health if they are on 0 health. Damage subtracts from a player’s health, but can never go below 0. If a damage value is reduced to 0, or if a player was already on 0 health, they are not considered to have taken any damage. 5.4: Moving Cards If a card’s effect explicitly calls out to ‘move’ itself or another card, that card bypasses normal restrictions that may apply. For example, a card that is ‘moved’ into the Battlefield is not considered as being ‘played’, a card that is ‘moved’ to the discard pile is not considered as being ‘discarded’, and a card that is ‘moved’ from the deck to the hand is not considered as being ‘drawn’. 5.5: Effects That Trigger ‘As a Card Enters Play’ If a card specifically calls out that it applies an effect ‘as it enters play’, this happens while the card is in Limbo (i.e. before it’s actually in the Battlefield). Note that such effects trigger even if the card’s first corner is an ‘X’, and also from the appropriate Champion’s position on the Battlefield. 5.6: Moving Cards Between Play Areas Some card effects make players move cards between play areas (for example, moving cards from the discard pile to the hand), outside of simply ‘Drawing’ cards. Whenever this is done, the recipient of the effect chooses which cards are moved (within the restrictions of the effect) and they are revealed to the opponent. This includes effects that shuffle cards back into the deck. 5.7: Keywords Many cards contain words that appear in black boxes ; these words are referred to as ‘Keywords’. Clunky - Refers to an irregular shaped corner of a Blessing, Spell, or Unit (one that does not rotate automatically during the Battlefield phase). Deploy - The act of getting a Unit into the Battlefield, through any means (including ‘move’). All regular restrictions apply; if an effect attempts to Deploy a card that cannot be Deployed, the effect fails. The ‘Deploy’ is always considered to be done by the Champion receiving the card, even if another card instigated it. Discard - Move a card from the source to the discard pile. Disengaged - A Champion is 'Disengaged' if they are not controlling a Spell or Unit. Dormant - The affected card does not apply its effects and cannot 'Rotate' or 'Restart', even from other card effects. Draw - The act of 'Drawing' a card from the deck. Unless otherwise specified, cards are drawn from the top. If a card is ‘moved’ from the deck, it is not considered to have been 'Drawn'. Engaged - A Champion is 'Engaged' if they are controlling a Spell or Unit. Exhaust - A Blessing, Spell, or Unit that has rotated past its last corner is 'Exhaust- ed'. Any such Spell or Unit is discarded, and a Blessing is turned face down. Some effect cause cards to prematurely 'Exhaust', in which case they are immediately discarded (they ignore any remaining corners, if there are any). A card is not considered to have ‘Exhausted’ if it is 'Removed'. Last Stand - The effect following ‘Last Stand’ triggers if a Unit is about to be ‘Removed’. Note that the ‘Last Stand’ effect is resolved before the ‘Remove’ happens, so it is still on the board at this time. Play - The act of 'Playing' a card. If a card is moved into play as part of an effect, it is not considered to have been 'Played'. Rend - Damage that is applied with 'Rend' bypasses any damage reducing effects. Restart - Set an affected card to its first corner. This is not considered a 'Rotation', so any corners "passed over" do not trigger. If a 'Restarted' card was not on its first corner before 'Restarting', and the first corner has an effect on it, that effect triggers when the card 'Restarts'. Rotate - Rotate an affected card in the described direction. If 'Rotated' from a card effect, corners passed over or landed on immediately trigger, if applicable (e.g. a Heroic Act wouldn't trigger as it requires an action to activate). Cards cannot 'Rotate' backwards past their first corner, but can be 'Rotated' forwards past their last corner (in which case they are 'Exhausted'). Remove - Remove a card of a specified type from play and discard it. If multiple cards are Removed, they trigger any ‘Last Stand’ effects in ‘Standard Order’ (see 5.1: Standard Order’)and then go to Limbo simultaneously, before going to the Discard Pile in the left-to-right order they were in on the Battlefield. Support - The number of cards under a stacking Unit. If a stacking Unit consists of 3 cards, its 'Support' is considered 2 (for the 2 cards underneath the top card). 5.8: Subject Images Cards that affect 'highlighted' cards contain a subject image, showing which positions are affected. Those highlighted in red show enemy positions and those highlighted in green show allied positions. A position may refer to a Champion slot, Action Card slot, Blessing slot, or any combination of those three. If the subject image contains a dark dot, that refers to the position of the card applying the effect and affected cards are relative to that position. 6: Golden Rules If the description of a card contradicts the rules, the card takes precedence. The effects of a card are not optional, unless a card says they are (e.g., if the card text features the word ‘may’). The effects on a card are resolved in the order they are written, one at a time. If a card says that something can’t happen, it takes priority over a card that says something can happen. Action Cards Champions Blessings 3 2 1 SMOOTH CLUNKY

WH Quick Guide combined web TEMP OPT · Warhammer Champions is a 2-player game where the players face off against each other. A player is defeated if their health is reduced to 0

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Page 1: WH Quick Guide combined web TEMP OPT · Warhammer Champions is a 2-player game where the players face off against each other. A player is defeated if their health is reduced to 0

3.1.1: Smooth and Clunky CornersThe rotation symbols in these corners can either be ‘Smooth’ or ‘Clunky’:

Cards with Smooth corners rotate 90 degrees anti-clockwise (referred to as ‘forwards’) during the Battlefield Phase of a turn (see ‘3.1.2: Rotating Card Example’), whereas cards with Clunky corners do not. For Clunky cards, refer to the card’s description to see when they should rotate.

1. Objective of the GameWarhammer Champions is a 2-player game where the players face off against each other. A player is defeated if their health is reduced to 0.

2. Game Components2.1 CardsThe game consists of three different card types, some with their own sub-categories:

• Champion Cards• Blessing Cards• Action Cards

UnitsSpellsAbilities

A deck must consist of the following:• 4 Champions

No more than 2 copies of the same Champion.If a Champion is ‘Unique’, the deck can only contain 1 copy of them.The total Cost of all four Champions cannot exceed 20.

• 4 BlessingsNo more than 1 copy of the same Blessing.

• 30 Action CardsNo more than 3 copies of the same Action Card.

3.2.1: Stacking Units‘Stacking’ is a Tag that can be applied to Unit cards. Stacking Units can be deployed on top of any other Unit (even if the other Unit is not stacking), up to a maximum of 3 cards in a stack, to improve their effects.

If a Champion controls a Unit with less than 3 cards, they may deploy another stacking Unit and place it on top of the existing Unit. Only the top card's effects are active, and cards underneath go inactive and only contribute to its 'Support' (see ‘5.7: Keywords’ overleaf).

When a stacking Unit is deployed onto another one, it starts from its first corner when entering play, regardless of what corner the previous card was on. Cards underneath the top card stay there until the top card leaves play, at which point they go with it (in the same order they are in the stack). If ‘Dormant’, no new Units can be deployed onto the stack.

A stack cannot be bigger than 3, meaning a Champion cannot deploy another stacking Unit if the stack already contains 3 cards.

A stack still only counts as one Unit, for the purpose of effects.

A Champion can only complete one Objective per card per turn (see ‘4: Playing the Game’ overleaf). For example, if a Champion has the Objectives ‘Ability’ and ‘Damage’ and play an Ability card that deals damage, only the ‘Ability’ Objective is completed. However, if playing an Ability triggered a Unit controlled by that Champion to deal 1 damage, the damage Objective would also be completed, as it came from a different card.

If a Quest Objective and the Champion’s trait respond to the same effect, the Quest progression goes first.

They need to keep completing Objectives until they’ve rotated a full 360 degrees around and are back to their original position. At this point, their Quest is complete and the Blessing stored beneath that Champion is revealed and placed in the Blessing slot behind them.

If the revealed Blessing is ‘Instant’, its effects are immediately applied and it is then stored face down in the Blessing slot to show that it has been consumed.

If it is ‘Passive’ without any corners, it stays indefinitely.

If it is ‘Passive’ with corners, it behaves like a rotating card (see ‘3.1: Rotating Cards’). Once it is ‘Exhausted’, it is turned face down in the Blessing slot to show that it has been consumed.

Warhammer Age of Sigmar: Champions © Copyright Games Workshop Limited 2018. GW, Games Workshop, Warhammer, Warhammer Age of Sigmar, Warhammer Age of Sigmar: Champions, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. PlayFusion, the PlayFusion Logo and related rights in and to the mechanics of “Warhammer Age of Sigmar: Champions”, are proprietary to PlayFusion Limited, and are either ©, TM, ®, and or patent protected or pending, or subject to registered or unregistered design rights, variably registered or enforceable around the world, used with permission. All rights reserved to their respective owners.

Daemon 13

3

ARCHAONChampion Warrior Wizard

When this Champion Removes a highlighted Unit, Draw 1 card.

When this Champion Removes a highlighted Spell, move 1 Spell card from your discard pile

to your hand.

016/278 - 01 R

All the cards in a deck must be of the same Alliance, or Unaligned cards. The Alliance can be identified by the colour and frame of the card:

2.1.1: Champion CardsChampion Cards represent important characters in your battle. They stay with you throughout the game and use Units, Spells, and Abilities to defeat your opponent.

The corners of a Champion card contain their ‘Quest Objectives’.

Tags that apply to the Champion.

The Champion’s ‘Attributes’. The value in red is its ‘Health Modifier’, the value in green is its ‘Cost’, and a ‘U’ denotes that the Champion is ‘Unique’.

The Champion’s name.

The Champion’s ‘Class’. The Class is also denoted by the colour highlights on the card:

Warrior - RedWizard - BlueSome Champions’ class is ‘Warrior Wizard’. For the purpose of card effects, they count as a ‘Warrior’ as well as a ‘Wizard’.

The Champion’s ‘Trait’.

The ‘Subjects’ of the Champion’s ‘Trait’.

11

2.1.3.2: Spell CardsSpell cards represent powerful spells that can be deployed by Wizard Champions.

The Spell’s corner values.

The ‘Spell’ icon.

The Spell’s name.

The Spell’s effects.

The ‘Subjects’ of the Spell’s effects.

3

SANCTIONSpell

Corners 1 to 2: Highlighted Champions cannot Deploy Spells.

Corner 3: damage to your Opponent.

188/278 - 01 U

11

1

Orruk

Beast

X

X

1

SWEEPING GORE-GRUNTAUnit

damage to your Opponent. Remove any highlighted Units.

122/278 - 01 U

1

2.1.3: Action CardsAction Cards come in three different categories: Units, Spells, AbilitiesThey are cards used by your Champions to grant you advantages in battle.

2.1.3.1: Unit CardsUnit cards represent groups of creatures or individual creatures that can be deployed by Warrior Champions in order to fight for them.

The Unit’s corner values.

The ‘Unit’ icon.

Tags that apply to the Unit.

The Unit’s name.

The Unit’s effects.

The ‘Subjects’ of the Unit’s effects.

2.2: Play AreasThe play area is divided up into a few different parts:

• Deck - Your shuffled Action Cards, placed face down on the board. No player is allowed to go through the deck, unless instructed by an effect.• Hand - Action Cards you may look at and play. You are not allowed to look at the cards in another player’s hand.• Discard Pile - Action Cards that have left play. These are stored face up on the board in a pile, in the order they left play. A player may look through any discard pile.• Battlefield - Where cards that are ‘in play’ are kept.• Limbo - A temporary area that any card goes through when it moves from any play area to another.

DEADLY CHOPAbility Any

Remove a highlighted Spell or Unit. 1 damage to your Opponent.

215/278 - 01 C

2.1.3.3: Ability CardsAbility cards represent powerful moves or abilities that can be performed by your Champions.

The ‘Ability’ icon.

The Ability’s name.

What Class of Champion can use the Ability (Warrior or Wizard). Some Abilities say “Any”, meaning any Class can use them.

The Ability’s effects.

The ‘Subjects’ of the Ability’s effects.

1

1

2.2.2: LimboA card is considered in Limbo as it moves from one play area to another. For example, a played Ability card is in Limbo while its effects are resolved and an ‘Exhausted’ Action Card (see ‘4: Playing the Game’ overleaf) is in Limbo while it deals with any effects due to leaving play.

3: Game Tags and Mechanics3.1: Rotating CardsCards with ‘corners’ are also known as ‘rotating cards’. These include Blessings, Spells, and Units. While Champions are technically also rotating cards, they behave a bit differently from the rest (see ‘3.3: Quests’).When determining the effects of a rotating card, its current top left corner is referenced. If the top left corner has an ‘X’ in it, it means nothing happens (ignore any effects on the card, even ones that don’t reference any corner values). If it’s an empty symbol or it has a number in it, apply its effects. A rotating card immediately applies its effect after entering play if the first corner doesn’t have an ‘X’ in it, and if it is allowed to trigger in the action phase (for example, a card that specifically calls out that its effect is applied at the ‘start of the turn’ cannot apply its effect outside of that phase). If the effect contains a rotation symbol ( ), read it as the current value in the card’s top left corner.

If the current top left corner of a rotating card has no rotation symbol in it, or if it has rotated all the way around to its starting position (past its final corner), it means it is ‘Exhausted’ and leaves play. A Unit or Spell that leaves play is discarded and goes to the top of the discard pile, while a Blessing that leaves play is turned over and kept face down in its Blessing slot.

The current Objective is the one in the Champion’s current top left corner. If the Champion completes the Objective, they rotate 90 degrees anti-clockwise.

The Objectives are completed accordingly:• Unit - A Unit must be deployed onto the Champion.

Some Unit Objectives also contain the image of a Tag in them, in which case the deployed Unit must contain that Tag in order for the Champion to achieve the Objective. See the special Unit Objective example below.

• Spell - A Spell must be deployed onto the Champion.• Ability - The Champion must play an Ability card.• Damage - Deal 1 or more damage to either player from a card under the Champion’s control.• Heal - Grant 1 or more health to either player from a card under the Champion’s control.• Remove - Remove a Unit or Spell (via a ‘Remove’ effect on a card) from any Champion on either player.

3.3: QuestsEach Champion card has four Quest Objectives in their corners, represented by the following icons:

SPELLUNIT ABILITY HEALDAMAGE REMOVE

2.2.1: BattlefieldThe Battle�eld for each player is divided up into three rows of four columns each (sometimes referred to as ‘lanes’). Each column belongs to a Champion, and they are kept in the middle slot of that column. The slot in front of a Champion is where their Action Cards go. The slot behind a Champion is where their Blessing go once they have completed their Quest (until then, they are stored face down under their Champion card).

Champion 1’sAction Card

Champion 2’sAction Card

Champion 3’sAction Card

Champion 4’sAction Card

Champion 1’sBlessing

DiscardPile Deck

Champion 1 Champion 2 Champion 3 Champion 4

Champion 2’sBlessing

Champion 3’sBlessing

Champion 4’sBlessing

3.2: TagsTags are used to describe a Champion or Unit, and are also referenced by certain cards.

DAEMON AELF VAMPIRE BEAST MORDANT STACKING

SPIRIT VEHICLE GROT ORRUK RISEN STORMCAST

3.1.2: Rotating Card Example

Because its 1st corner is an X, nothing happens after it enters play.

Its top left corner is now without a rotation symbol, meaning the card is ‘Exhausted’ and is discarded.

The acting player deploys the following Unit card:

During the player’s next Battlefield Phase, it rotates again, to its 3rd

corner:

During the player’s next Battlefield Phase, the Unit rotates 1 step forwards (90 degrees anti-clockwise), to its 2nd corner:

Its top left corner now has a rotation symbol without an X in it, so its effects trigger. In this case, it first removes a ‘highlighted Unit’ (if there is one), and it then deals 2 damage to the Opponent.

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CHARGING BLACK KNIGHTUnit

Remove a highlighted Unit. damage to your Opponent.

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Remove a highlighted Unit. damage to your Opponent.

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NECROMANTIC BLOODLINEBlessing Passive

When a highlighted Champion Deploys a Spell, Draw cards and Rotate this 1 step forwards.

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2.1.2: Blessing CardsBlessings represent powerful effects that are bestowed on your Champions when they complete their Quests. They come in two different forms: Instant Blessings and Passive Blessings.

The Blessing’s corner values(not all Blessings have them).

The Blessing’s name.

Whether the Blessing is ‘Passive’ or ‘Instant’.

The Blessing’s effects.

The ‘Subjects’ of the Blessing’s effects.

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THE TRADING CARD GAME

QUICK RULES

For the most up to date rules and game information visit:

UNIT ORRUK ORRUK UNIT

4: Playing the GameBefore getting started, each player should shuffle their four Blessings and place them face down into each of the Champion slots on the Battlefield. Which Blessing is in which Champion slot is hidden information from both players.

They should then shuffle their 30 Action Cards and place them face down in the deck slot.

Finally, they should pick up their four Champion cards, select who goes first, and enter the Placement Phase.

4.1: Placement PhaseDuring this phase, each player’s Champions will take turns entering the Battlefield.

The first player begins by placing one of their Champions face up in one of their Champion slots, on top the Blessing card in that slot.

The second player then places down two of their Champions.

The first player then places two of their remaining Champions.

The second player then places their last two Champions.

Finally, the first player places their last Champion.

Once all Champions have been placed, each player determines their starting health value. First, add up all health modifiers on the four Champions and then add 30. This number cannot exceed 35 and is the player’s starting health value.

At the end of the Placement Phase, the first player draws 4 cards from the deck to their hand and the second player draws 5 cards.

4.1.1: Moving a ChampionIf a Champion ever swaps position with another Champion, any cards on them go with them and maintain their current rotations. This applies to Action Cards as well as Blessings, regardless of whether or not they are active.

4.2: Taking TurnsEach player now takes turns until the game is over. A turn consists of five phases, each of which is fully concluded before the turn passes over to the other player.

4.2.1: Phase 1 - Start of TurnHandle any cards that have an effect that applies “at the start of your turn”. If multiple cards have such effects, they are resolved in ‘Standard Order’ (see ‘5.1: Standard Order’).

4.2.2: Phase 2 - Battlefield PhaseAll cards in the Battlefield now resolve their effects through four sub-phases.

• Rotate all ‘Smooth’ rotating cards 1 step forwards (90 degrees anti-clockwise).

• Update the state of any passive effects. All passive effects on rotating cards that are not about to be ‘Exhausted’ and are not on a corner with an ‘X’ are now considered active, while the rest are inactive.

A passive effect is an effect that modifies other effects, trigger as a response to other effects, or ‘Last Stand’ effects (see ‘5.7: Keywords’).

• Discard all ‘Exhausted’ cards, in Standard Order (see ‘5.1: Standard Order’).

• Trigger instant effects on all applicable cards, in Standard Order.An instant effect is one that does not linger. For example, dealing damage, gaining health, or drawing cards.

4.2.3: Phase 3 - Action PhaseThe acting player may now spend their actions. By default, they have 2 actions to spend, but this can be added to or subtracted from by cards in play.An action can be used on one of the following:

• Play a card from Hand.

• Use a ‘Heroic Act’ on a card in play.Heroic Acts can appear on Champions, Blessings, Units, and Spells.

• Pass.There are a few restrictions to be aware of:

• Cards are always played through a Champion.

• Only one Heroic Act can be used per turn.

• The same card cannot be played more than once in the same turn, even if the player has multiple copies of it.

• Spell and Unit cards cannot be played if the chosen Champion cannot ‘Deploy’ it (see ‘5.7: Keywords’).

A Champion already controlling an Action Card cannot Deploy a new card (with some exceptions; see ‘3.2.1: Stacking Units’ overleaf).

• Units can only be deployed by Warrior Champions, while Spells can only be deployed by Wizard Champions. Some Champions are ‘Warrior Wizards’, meaning they can deploy both Unit and Spell cards.

• A Wizard controlling a Spell cannot play Ability cards.

4.2.4: Phase 4 - Draw PhaseFor each action that was ‘Passed’ during the Action Phase, draw 1 card from the deck. Note that drawing cards for passing does not happen until after the Action Phase, so they cannot be drawn and played on the same turn.

4.2.5: Phase 5 - End of TurnHandle any cards that have an effect that applies “at the end of your turn”, in Standard Order (see ‘5.1: Standard Order’).

4.2.5.1: Empty Deck CheckIf the acting player has no cards left in their deck (even if the last card was drawn during this turn’s Draw Phase), they need to perform an ‘Empty Deck Check’.

• Has a card moved from their Hand onto the Battlefield or Discard Pile this turn?

• If not, they need to do one of the following:Move an Action Card in play to the Discard Pile.Turn an active Blessing face down.Move a card from their Hand to the Discard Pile.

• If they could not complete the previous step (due to having no active cards in play or cards in their hand), they are defeated.

5: Important Terms and Keywords

5.1: Standard OrderWhenever an effect is resolved, it does so in what is referred to as ‘Standard Order’. This is the order in which the player goes through the cards in play to see if anything reacts to or modifies the current effect. This starts with the card’s owner before looking at the opponent’s cards.

• Each active Blessing, in order left to right.

• Each Champion, in order left to right.

• Each Action Card in play, in order left to right.

If another card triggers an effect, that effect is resolved before resuming the resolution of the previous effect.

5.2: Increasing and Reducing EffectsCards that increase or reduce values do so additively, and are dealt with in Standard • Order (see ‘5.1: Standard Order’). At no point can a value be reduced below 0. If the card whose effect is being resolved has its own modifier (e.g. “increase this damage if a condition is met”), that modifier is applied before any other cards’.

Modifiers are applied before an effect is delivered. For example, damage is not considered to have been dealt until after damage modifiers have been applied.

5.3: HealthGaining health adds to a player’s total health, but it can never go beyond 35. If a player was already at 35 health when they received more, or if the health gained value was reduced to 0, they do not count as having gained any health at all. A player cannot gain health if they are on 0 health.

Damage subtracts from a player’s health, but can never go below 0. If a damage value is reduced to 0, or if a player was already on 0 health, they are not considered to have taken any damage.

5.4: Moving CardsIf a card’s effect explicitly calls out to ‘move’ itself or another card, that card bypasses normal restrictions that may apply. For example, a card that is ‘moved’ into the Battlefield is not considered as being ‘played’, a card that is ‘moved’ to the discard pile is not considered as being ‘discarded’, and a card that is ‘moved’ from the deck to the hand is not considered as being ‘drawn’.

5.5: Effects That Trigger ‘As a Card Enters Play’If a card specifically calls out that it applies an effect ‘as it enters play’, this happens while the card is in Limbo (i.e. before it’s actually in the Battlefield). Note that such effects trigger even if the card’s first corner is an ‘X’, and also from the appropriate Champion’s position on the Battlefield.

5.6: Moving Cards Between Play AreasSome card effects make players move cards between play areas (for example, moving cards from the discard pile to the hand), outside of simply ‘Drawing’ cards. Whenever this is done, the recipient of the effect chooses which cards are moved (within the restrictions of the effect) and they are revealed to the opponent. This includes effects that shuffle cards back into the deck.

5.7: KeywordsMany cards contain words that appear in black boxes ; these words are referred to as ‘Keywords’.

Clunky - Refers to an irregular shaped corner of a Blessing, Spell, or Unit (one that does not rotate automatically during the Battlefield phase).

Deploy - The act of getting a Unit into the Battlefield, through any means (including ‘move’). All regular restrictions apply; if an effect attempts to Deploy a card that cannot be Deployed, the effect fails. The ‘Deploy’ is always considered to be done by the Champion receiving the card, even if another card instigated it.

Discard - Move a card from the source to the discard pile.

Disengaged - A Champion is 'Disengaged' if they are not controlling a Spell or Unit.

Dormant - The affected card does not apply its effects and cannot 'Rotate' or 'Restart', even from other card effects.

Draw - The act of 'Drawing' a card from the deck. Unless otherwise specified, cards are drawn from the top. If a card is ‘moved’ from the deck, it is not considered to have been 'Drawn'.

Engaged - A Champion is 'Engaged' if they are controlling a Spell or Unit.

Exhaust - A Blessing, Spell, or Unit that has rotated past its last corner is 'Exhaust-ed'. Any such Spell or Unit is discarded, and a Blessing is turned face down. Some effect cause cards to prematurely 'Exhaust', in which case they are immediately discarded (they ignore any remaining corners, if there are any). A card is not considered to have ‘Exhausted’ if it is 'Removed'.

Last Stand - The effect following ‘Last Stand’ triggers if a Unit is about to be ‘Removed’. Note that the ‘Last Stand’ effect is resolved before the ‘Remove’ happens, so it is still on the board at this time.

Play - The act of 'Playing' a card. If a card is moved into play as part of an effect, it is not considered to have been 'Played'.

Rend - Damage that is applied with 'Rend' bypasses any damage reducing effects.

Restart - Set an affected card to its first corner. This is not considered a 'Rotation', so any corners "passed over" do not trigger. If a 'Restarted' card was not on its first corner before 'Restarting', and the first corner has an effect on it, that effect triggers when the card 'Restarts'.

Rotate - Rotate an affected card in the described direction. If 'Rotated' from a card effect, corners passed over or landed on immediately trigger, if applicable (e.g. a Heroic Act wouldn't trigger as it requires an action to activate). Cards cannot 'Rotate' backwards past their first corner, but can be 'Rotated' forwards past their last corner (in which case they are 'Exhausted').

Remove - Remove a card of a specified type from play and discard it. If multiple cards are Removed, they trigger any ‘Last Stand’ effects in ‘Standard Order’ (see ‘5.1: Standard Order’)and then go to Limbo simultaneously, before going to the Discard Pile in the left-to-right order they were in on the Battlefield.

Support - The number of cards under a stacking Unit. If a stacking Unit consists of 3 cards, its 'Support' is considered 2 (for the 2 cards underneath the top card).

5.8: Subject ImagesCards that affect 'highlighted' cards contain a subject image, showing which positions are affected. Those highlighted in red show enemy positions and those highlighted in green show allied positions. A position may refer to a Champion slot, Action Card slot, Blessing slot, or any combination of those three.If the subject image contains a dark dot, that refers to the position of the card applying the effect and affected cards are relative to that position.

6: Golden RulesIf the description of a card contradicts the rules, the card takes precedence.

The effects of a card are not optional, unless a card says they are (e.g., if the card text features the word ‘may’).

The effects on a card are resolved in the order they are written, one at a time.If a card says that something can’t happen, it takes priority over a card that says something can happen.

Action Cards

Champions

Blessings

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