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Quests, rewards, battle, and glory.
Welcome back to the realm of Azeroth.
The S
HADOW OF
W
AR
expansion for W
ORLD OF
W
ARCRAFT
: T
HE
B
OARD
G
AME
includes new
quests, new items, new events, and new character
powers and talents. This rulebook explains how
to use all these cards to enhance your W
ORLD OF
W
ARCRAFT
: T
HE
B
OARD
G
AME
experience. While
this expansion is designed to be used in its entire-
ty, it is possible to play using only some of the
new cards, such as the new powers and talents or
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
18 Square Item cards
25 Circle Item cards
20 Special Item cards
103 Bonus Item cards
25 Blue Quest cards
26 Event cards
39 Destiny cards
The S
HADOW OF
W
AR
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.
Component Overview
New Class cards: The new Class cards work
exactly like those in the base game, and offer
players more options for improving and cus-
tomizing their characters.
New Item cards: The new circle, square, trian-
gle, and special Item cards work exactly like
those from the base game. The new Bonus Item
cards (with a green star on their backs) are
rewarded primarily by the new blue quests.
Blue Quest cards: The blue Quest cards includ-
ed in this expansion form a new Quest deck of
their own. These blue quests reward players for
defeating independent creatures.
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
this expansion are similar to Event cards, but
they have a greater impact on the realm of
Lordaeron.
• When setting up the Quest decks in step 10 of
setup, also shuffle the blue Quest deck from this
expansion. Draw the top 3 cards from the blue
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
game, and remove the other overlord-specific
cards.
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,
either resolve the Destiny card immediately or
place a hit token on the turn track (see pages 6-7
for details).
Expansion Rules
The following rules detail the elements that are
new to this expansion.
New Powers and Talents
The S
HADOW OF
W
AR
expansion features 10 new
Power cards and 10 new Talent cards for each of
the 9 classes. These new powers and talents fol-
low all the same rules and restrictions as those in
the base game.
Some Destiny cards are overlord-specific: These
cards have a symbol at the base of the card corre-
sponding to a specific overlord.
Kel’Thuzad Lord
Kazzak
Nefarian
Setup
When playing with the S
HADOW OF
W
AR
expan-
sion, include the following changes to game
setup:
• When players select character classes in Step 2
of setup, they should take the 10 new Power
cards and 10 new Talent cards for that class, in
addition to the 24 Class cards included in the
base game.
• When separating and shuffling the Item cards in
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
Character Management Step
One feature of the new Class cards is that many
of them enable you to equip certain powers out-
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.
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 card’s type with the printed
icon above the card area.
In addition, when you fast-equip a power, you
may unequip one power from your character
sheet and equip the new power in its place.
Example: The Warrior’s Tactical Mastery talent
states: “Start of the combat round: You may equip
one power.” You are playing Grumbaz Crowsblood,
the Warrior, and you have the Tactical Mastery tal-
ent. An Alliance character has just taken a
Challenge action initiating PvP combat with you.
You have Berserker Stance, Pummel, and Heroic
Strike equipped, and you have 1 empty card area
with an instant power icon. You have Defensive
Stance and Revenge in your Spellbook. At the start
of the first combat round, you use Tactical Mastery
to unequip Berserker Stance and equip Defensive
Stance in its place, paying Defensive Stance’s
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.
The Spellbook Icon
Many of the new powers in this expansion fea-
ture a Spellbook icon in the upper right corner of
the card.
Spellbook icon
This icon indicates that you may fast-equip the
power, from your Spellbook, at the beginning of
any of your character actions (including taking a
Challenge action or joining a Challenge). In other
words, treat cards with the Spellbook icon as if
they had the text “Start of your action: You may
equip this power.” The cards use an icon rather
than this text so that you can more easily differ-
entiate these “fast-equip” powers from the other
powers in your Spellbook.
When equipping a card with a Spellbook icon at
the beginning of your character action, you must
still follow all the normal rules for equipping pow-
ers: The power must be in your Spellbook, you
must pay the Energy costs of active powers, etc.
Page 4
Bonus Item Cards
These are new Item cards that are primarily
rewarded by blue quests. The Bonus Item cards
work like the Item cards from the other Item
decks, with two major differences.
Bonus Item Cards and Bag Limits
For the most part, Bonus Item cards represent
small items. Therefore, they do not count toward
the normal Bag capacity limit of 3 Item cards.
Instead, a character may have up to 7 Bonus
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
Bonus Item cards underneath his Bag token, he
must immediately place one of the Bonus Items
(either the new Bonus Item card or one of the
Bonus Item cards already underneath his Bag
token) in the Merchant deck without receiving
any compensation.
Experience Reward Cards
There is one special type of card in the Bonus
Item deck: the Experience Reward card.
When a player receives an
Experience Reward card from
the Bonus Item deck, he sim-
ply receives the indicated
amount of experience. If a
group draws an Experience
Reward card, the experience is
divided among the group
according to the normal rules
for XP rewards. Experience
Reward cards are not Item
cards. This is important
because defeated characters
cannot receive Item cards as
rewards, but they are eligible to receive the XP
points from Experience Reward cards.
The XP from Experience Reward cards is award-
ed immediately, and then the card is discarded.
Experience Reward cards are not treated as Item
cards for any game purpose: They may not be
equipped, stored in a character’s Bag, traded,
sold to the Merchant, etc. If a character has 7
Bonus Item cards in his Bag and receives an
Experience Reward card, he simply receives the
experience and then discards the Experience
reward card.
Blue Quests
Blue quests are similar to the grey, green, yellow,
and red quests, with several important differences:
• No creatures are spawned on to the board
because of blue quests.
• The blue quests are not faction-specific. Either
faction may complete any of the 3 available
blue quests.
• Blue quests are not tied to a specific region on
the board.
• Blue quests are completed by defeating inde-
pendent (blue) creatures.
To complete a blue quest, a character or group
must simply defeat a blue creature whose type
(Murloc, Ogre, etc.) matches one of the two dif-
ferent types of creatures indicated on the blue
Quest card.
Example
XP Reward card
Page 5
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