how to
play
play
Battle against your opponent in an old school, dice-rolling, creature battle.
become the warlord
Step into Planet WARD. Gather a powerful warband of creatures and power them up with magic.
You will battle other Warlords in many different ways to become the champion.
The goal of the match is for you to destroy enough of your opponent’s creatures to get 300 of their creature Health Points into their own card cemetery at one time.
This is done using an incredibly fun 6 sided dice rolling battle system.
What You need to start playing
- 30 Ward Cards
- At least One 6-Sided die (The more, the better)
- A calculator or paper to keep track of health points
- And of course, an opponent.
card types
step by step
how to play
This is a full game of Ward TCG being played from the first crack of the starter pack, to the final victory. Ward is incredibly fun and will be your new favorite TCG. Nothing compares to the easy to learn battle system with its DnD STYLE DICE ROLLING BATTLES!!!
how to start
Mastering WARD is easier than you think! We’ve simplified the turn steps below so you can focus on the fun. For those tricky ‘”what-if” moments or a complete look at the mechanics, feel free to consult the master document anytime!
Turn Explained
Game Setup
Shuffle: Both players shuffle their decks.
Roll for Order: Both players roll 1 die. The lowest roll decides who goes first.
Draw 5: Both players draw 5 cards to start.
First Turn Rule: Both players must summon a creature on their first turn. No attacking is allowed until both players have taken their first turn.
DRAW
The first step of your turn is to draw a card from your deck and place it in your hand. During your first turn of the match you will draw 5 cards. Every turn following, you will only draw 1 card at the beginning of your turn.
Magic and Creatures
After drawing a card, the next part of your turn is to use magic and summon a creature.
There must always be a creature on your side of the field at all times. If your creature dies, you must replace it immediately from your hand. You can only have ONE single creature on the field.
You can play as many magics during your turn as you like. There is NO cost for using magic.
While low-level creatures are free to play, powerful ones with an Armor Level (AL) of 7 or higher require you to “sacrifice” creatures from your hand or field to the cemetery first. You must sacrifice 1 creature for AL 7-11 and 2 creatures for AL 12.
*A players AL can never exceed 12.
Battle
Check Speed: The creature with the higher SPD strikes first.
Hit Roll: The attacker rolls 2 Dice + Modifier.
Hit: If the total equals or beats the defender’s Armor Level (AL), you hit!
Crit: Rolling double 6s = Critical Hit (Double Damage!). Rolling double 1s = Critical Miss (You take 1 die of damage!).
Damage Roll: If you hit, roll your Attack Dice + Modifier. Subtract that total from the enemy’s HP.
Counter-Attack: If the defending creature is still alive, they attack back.
Magic Again
After you have battled, you now have another chance to use any magics in your hand before ending your turn.
This can be a great time to play magics that may protect you now that your opponent is about to begin their turn.
You cannot summon/sacrifice creatures during this portion of your turn. Only Magics.
ONLY 5 INFINITE MAGICS CAN BE ON YOUR SIDE OF THE FIELD. SINGLE USE AND LIGHTNING MAY STILL BE PLAYED.
End of Turn
Once you have finished taking all the steps of your turn, you will pass to your opponent.
They will then begin their turn with all the steps you took.
THERE IS NO BATTLE ON THE FIRST TURN
how to
win
You and your opponent will continue to exchange turns, battle with your creatures, play magics, and manage your cemetery Health Points (HP). Once a player has 300 or more HP in their card cemetery, or they have no playable creatures in their hand/deck, they lose.
extra rules
Sacrificed Creatures
Sacrificed creatures count toward your cemetary HP.
Hand Limit
You can only have 8 cards in your hand. You only have to discard down to 8 during your turn, immediately following drawing your card for the turn.
Damage over time
Any damage over time is taken at the end of the battle phase.
Limited Summons
A Limited Summon aids your active creature in battle with standard Hit and Attack rolls, though it cannot suffer damage, trigger effects, or be used as a sacrifice.
No creatures in hand
If at any point you have no cards in your hand and your creature is destroyed, draw from the top of your deck until you have a playable creature. Shuffle the rest back into the deck.
Reveal & Shuffle
Run out of creature cards in your hand? No problem! Simply reveal your hand, shuffle those cards into your deck, draw the same number of cards fresh, and try again.
Play Your Way!
There are many ways to play Ward. We encourage the community to find fun and new custom match types to try out.
Standard 1V1
The base way to play Ward TCG, and the start to playing all the other types.
Team Match
Grab a friend or two and play in a team match against your opponents.
RPG Mode
Don't build a character, build a deck in this role playing campaign version of WARD.
Boss battles
Play solo or gather your raid party and take down an incredibly challenging pre-built boss deck.