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Wow Rules

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277 views8 pages

Wow Rules

rules

Uploaded by

Blackops559
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 8

Quests, rewards, battle, and glory.

Welcome back to the realm of Azeroth.


Component Overview
New Class cards: The new Class cards work
The SHADOW OF WAR expansion for WORLD OF exactly like those in the base game, and offer
WARCRAFT: THE BOARD GAME includes new players more options for improving and cus-
quests, new items, new events, and new character tomizing their characters.
powers and talents. This rulebook explains how
to use all these cards to enhance your WORLD OF New Item cards: The new circle, square, trian-
WARCRAFT: THE BOARD GAME experience. While gle, and special Item cards work exactly like
this expansion is designed to be used in its entire- those from the base game. The new Bonus Item
ty, it is possible to play using only some of the cards (with a green star on their backs) are
new cards, such as the new powers and talents or rewarded primarily by the new blue quests.
the new items, if so desired.

Components
This rulebook
90 Power cards (10 for each of the 9 classes)
90 Talent cards (10 for each of the 9 classes)
32 Triangle Item cards Blue Quest cards: The blue Quest cards includ-
18 Square Item cards ed in this expansion form a new Quest deck of
25 Circle Item cards their own. These blue quests reward players for
20 Special Item cards defeating independent creatures.
103 Bonus Item cards
25 Blue Quest cards
26 Event cards
39 Destiny cards
The SHADOW OF WAR Symbol
All the cards in this expansion are marked with a
broken shield symbol, so that you can differenti-
ate them from the cards in the base game.
New Event cards: The new Event cards work
exactly like those in the base game, and add
more chance events to make each game unique.

Page 2
Destiny cards: The Destiny cards included in When setting up the Quest decks in step 10 of
this expansion are similar to Event cards, but setup, also shuffle the blue Quest deck from this
they have a greater impact on the realm of expansion. Draw the top 3 cards from the blue
Lordaeron. Quest deck and place them faceup beside the
game board near the other available quests.
When shuffling the Event deck in step 12 of
setup, also shuffle in the new Event cards from
this expansion.
In a new, 13th setup step, prepare the Destiny
cards included in this expansion:
First, include only the 6 overlord-specific cards
that correspond to the overlord for the current
Some Destiny cards are overlord-specific: These game, and remove the other overlord-specific
cards have a symbol at the base of the card corre- cards.
sponding to a specific overlord.
Second, shuffle the Destiny deck, reveal the top
card, and put it into play faceup adjacent to the
game board.
Finally, depending on the number in the lower
left corner of the card over the hourglass symbol,
KelThuzad Lord Nefarian either resolve the Destiny card immediately or
Kazzak place a hit token on the turn track (see pages 6-7
for details).
Setup Expansion Rules
When playing with the SHADOW OF WAR expan-
sion, include the following changes to game The following rules detail the elements that are
setup: new to this expansion.
When players select character classes in Step 2
of setup, they should take the 10 new Power
New Powers and Talents
cards and 10 new Talent cards for that class, in The SHADOW OF WAR expansion features 10 new
addition to the 24 Class cards included in the Power cards and 10 new Talent cards for each of
base game. the 9 classes. These new powers and talents fol-
low all the same rules and restrictions as those in
When separating and shuffling the Item cards in the base game.
step 6 of setup, shuffle the new Item cards into
the appropriate decks. Note that the Bonus Item
cards form a fifth Item deck.
Page 3
Equipping Powers Outside the The Spellbook Icon
Character Management Step Many of the new powers in this expansion fea-
One feature of the new Class cards is that many ture a Spellbook icon in the upper right corner of
of them enable you to equip certain powers out- the card.
side the Character Management step. This makes
many of the characters more versatile and adapt-
able, since they are able to equip certain powers
as the need arises rather than only at the end of
the faction turn.
Spellbook icon
When you equip a power outside the Character
Management step, or fast-equip the power, you
must still follow all the normal rules for equip-
ping powers:
The power must be in your Spellbook.
If the power is an active power, you must pay
its Energy cost.
You must match the cards type with the printed This icon indicates that you may fast-equip the
icon above the card area. power, from your Spellbook, at the beginning of
In addition, when you fast-equip a power, you any of your character actions (including taking a
may unequip one power from your character Challenge action or joining a Challenge). In other
sheet and equip the new power in its place. words, treat cards with the Spellbook icon as if
they had the text Start of your action: You may
Example: The Warriors Tactical Mastery talent equip this power. The cards use an icon rather
states: Start of the combat round: You may equip than this text so that you can more easily differ-
one power. You are playing Grumbaz Crowsblood, entiate these fast-equip powers from the other
the Warrior, and you have the Tactical Mastery tal- powers in your Spellbook.
ent. An Alliance character has just taken a
Challenge action initiating PvP combat with you. When equipping a card with a Spellbook icon at
You have Berserker Stance, Pummel, and Heroic the beginning of your character action, you must
Strike equipped, and you have 1 empty card area still follow all the normal rules for equipping pow-
with an instant power icon. You have Defensive ers: The power must be in your Spellbook, you
Stance and Revenge in your Spellbook. At the start must pay the Energy costs of active powers, etc.
of the first combat round, you use Tactical Mastery
to unequip Berserker Stance and equip Defensive
Stance in its place, paying Defensive Stances
Energy cost of 1. At the beginning of the second
combat round, you again use Tactical Mastery, this
time to equip Revenge in the empty instant power
card area on your character sheet.

Page 4
Bonus Item Cards rewards, but they are eligible to receive the XP
points from Experience Reward cards.
These are new Item cards that are primarily
rewarded by blue quests. The Bonus Item cards The XP from Experience Reward cards is award-
work like the Item cards from the other Item ed immediately, and then the card is discarded.
decks, with two major differences. Experience Reward cards are not treated as Item
cards for any game purpose: They may not be
Bonus Item Cards and Bag Limits equipped, stored in a characters Bag, traded,
sold to the Merchant, etc. If a character has 7
For the most part, Bonus Item cards represent Bonus Item cards in his Bag and receives an
small items. Therefore, they do not count toward Experience Reward card, he simply receives the
the normal Bag capacity limit of 3 Item cards. experience and then discards the Experience
Instead, a character may have up to 7 Bonus reward card.
Item cards stored in his or her Bag, in addition
to the 3 non-Bonus Item cards. If a character
receives a Bonus Item card but already has 7 Blue Quests
Bonus Item cards underneath his Bag token, he Blue quests are similar to the grey, green, yellow,
must immediately place one of the Bonus Items and red quests, with several important differences:
(either the new Bonus Item card or one of the
Bonus Item cards already underneath his Bag No creatures are spawned on to the board
token) in the Merchant deck without receiving because of blue quests.
any compensation. The blue quests are not faction-specific. Either
faction may complete any of the 3 available
Experience Reward Cards blue quests.
There is one special type of card in the Bonus Blue quests are not tied to a specific region on
Item deck: the Experience Reward card. the board.
When a player receives an Blue quests are completed by defeating inde-
Experience Reward card from pendent (blue) creatures.
the Bonus Item deck, he sim-
ply receives the indicated To complete a blue quest, a character or group
amount of experience. If a must simply defeat a blue creature whose type
group draws an Experience (Murloc, Ogre, etc.) matches one of the two dif-
Reward card, the experience is ferent types of creatures indicated on the blue
divided among the group Quest card.
according to the normal rules
for XP rewards. Experience
Reward cards are not Item
Example cards. This is important
XP Reward card because defeated characters
cannot receive Item cards as

Page 5
Timing of Rewards Quest card also features a Murloc. Although you
defeated one extra Murloc in combat, you cannot
Characters only receive the reward from a quest apply that toward this newly drawn quest.
after combat is fully resolved. So, for example, if
a blue quest involves defeating one blue Murloc, Experience Penalties and
and you are in combat with a group of two blue Bonuses
Murlocs, you must resolve the entire combat
before you receive the reward. (That is, you may Blue quests have no target level, so their
not receive the reward after killing only the first rewards are never subject to experience bonuses
Murloc.) After you complete a blue quest, you or penalties.
receive the rewards for that quest, then draw a If you run out of blue quests, shuffle the discard-
new blue quest and put it into play. ed quests to form a new blue Quest deck.
It is possible to complete multiple blue quests in
a single combat. If a character or group com- Destiny Cards
pletes multiple quests, the rewards for all the These are similar to Event cards but generally
quests are received after the combat is fully have a greater impact on the realm of Lordaeron.
resolved, and new blue quests are drawn in their There is always one (and only one) Destiny card
place after combat. in play at a time. As soon as a Destiny card is
Example 1: There are 2 blue quests in play that resolved, you must immediately reveal a new
each require you to defeat a blue Murloc. You chal- Destiny card and put it into play.
lenge a group of 2 blue Murlocs and defeat them The hourglass symbol on the bottom left corner
both. After combat is fully resolved, you receive the shows the cards Destiny Number, which indi-
rewards from both blue Murloc quests. Finally, the
two completed quests are discarded and 2 new blue cates how many turns the card stays in play.
quests are turned faceup. When you draw a new Destiny card, read the
Destiny Number and place a hit token on the turn
Example 2: There are 2 blue quests in play that track that number of spaces away from the turn
each require 1 blue Murloc. You challenge 1 blue marker (see diagram). As soon as the turn marker
Murloc and defeat it. You have completed 1 of the reaches the space with a hit token, the current
blue Murloc quests (you may pick which one). You Destiny card expires: Resolve any card text that
receive the reward for that quest, then discard it and is triggered by the card expiring, discard it
put 1 new blue quest into play. (unless the card instructs you differently), and put
Example 3: There is 1 blue quest in play that a new Destiny card into play.
requires a blue Murloc. You challenge a group of 2 Some events have a negative effect if they are
blue Murlocs and defeat them both. You have com- not resolved before the card expires, while other
pleted the 1 blue Murloc quest that was in play.
Although you have defeated 2 Murlocs, you only Destiny cards have beneficial effects that only
receive the reward from the quest once. You discard last for a few turns. All Destiny cards with the
the blue Murloc quest, then draw another blue quest word Boss in their title are discarded if that
and put it into play. As it happens, the new blue boss is defeated (again, unless the card instructs
you differently), and many other Destiny cards
Page 6
Revealing a Destiny Card

2. Righteous Crusade has a Destiny Number of 4, so


the players place a hit token on the turn track, 4 spaces
away from the turn marker.

3. At the end of the 4th faction turn, the turn marker is


1. In the final step of game advanced to the 5th space on the turn track. Since it has
setup, the top card of the now reached the hit token, the hit token is removed from
Destiny deck is revealed. The the track and Righteous Crusade expires. Righteous
card is Righteous Crusade. Crusade is discarded and a new Destiny card is revealed.

may also be discarded before they expire: If this If a card effect requires you to advance the turn
happens, remove the associated hit token from marker several spaces, ignore the icons on the
the turn track. spaces that the turn marker passes over. That is,
do not add any Item cards to the Merchant deck
Some Destiny cards have a zero on their hour- or draw new Event cards unless the turn marker
glass symbol. Resolve these cards immediately, actually stops on the space with the relevant icon.
then draw a new Destiny card. If a zero
Destiny card is drawn at the end of the setup pro- When a Destiny card expires, resolve its text
cedure, resolve it immediately and draw a new before performing any other actions associated
Destiny card (and repeat if another zero card is with that space on the turn track (such as drawing
drawn). an Event card or adding Item cards to the
Merchant deck).

Page 7
Optional Rule Hsieh, Carl Kent, Daniel Klooster, Corey
Konieczka, Brian Modreski, Patric Sette, Frank La
If you draw a blue quest and none of the required Terra, Anthony La Terra, Barac Wiley, and the
creatures are on the board, you may discard the Blizzard North team.
Quest card and draw a new one. You may only
do this once per quest. 2006 Blizzard Entertainment, Inc. All rights
reserved. Shadow of War, and Warcraft, World of
Credits Warcraft and Blizzard Entertainment are trade-
WORLD OF WARCRAFT: THE BOARD GAME Game marks and/or registered trademarks of Blizzard
Design: Christian T. Petersen Entertainment, Inc., in the U.S. and/or other coun-
SHADOW OF WAR Expansion Game Design: John tries. All other trademarks referenced herein are the
Goodenough properties of their respective owners.
Additional Development: Corey Konieczka and
Robert Vaughn
Blizzard Design and Development: Bob Fitch,
Shawn Carnes, and Ben Brode
Rulebook and Editing: James Torr
Blizzard Editing: Bob Fitch, Ben Brode, and
Shawn Carnes
Graphic Design: Brian Schomburg
Card Art Touchups: Carlo Bocchio, Frank Walls,
Banu Andaru, Tamara Gray, Mike Capprotti, Ucha
Guillermo, and John Goodenough.
Other Artwork: As provided by BLIZZARD
ENTERTAINMENT, INC.
Production Manager: Darrell Hardy
Executive Developer: Greg Benage
Publisher: Christian T. Petersen
Blizzard Graphics Coordination and Approvals:
Ben Brode, Chris Metzen, Glenn Rane, Samwise,
and Gloria Soto
Blizzard Business Development Manager: Lisa
Pearce
Blizzard Executive Business Development
Manager: Paul Sams
Lead Playtester: Mike Zebrowski
Playtesters: Lisa Bjornseth, Ben Brode, Shawn
Carnes, Brad Carp, Dan Clark, Bob Fitch, Brian

Page 8

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