Warage is a turn based strategy card game with gameplay similar to a traditional role-playing game. Each player plays a hero characterized by race and class traits, which will grant the hero specific bonuses, abilities, and skills.
In the 1st Edition, you will find:
- 4 races: Humans, Elves, Orcs, Angels
- 3 classes: Warrior, Paladin, Mage
Warage is based on the clash of two or more heroes: a hero is created by choosing 1 race and 1 class card and can be equipped with weapons, armors, helms, spells and other items and abilites using the cards available in your hero deck.
Utilizing these cards gives players the ability to strengthen their hero's powers in order to defeat their adversaries.
- 4 pre-built hero Decks
- 20 Season Cards
- 107 additional cards
- 4 Dices
Object of the Game
There are two ways to win a Warage match: when you are the last hero standing or by reaching infinite hit points (HP).
There are also two ways of losing a match: by reaching a total of zero or less HP or by being unable to draw a card from your hero deck because it is depleted.
At the beginning of the game, players should have theft own race and class cards, a hero deck and a life pile of five empty spaces, (whenever a card is played to the life pile, it occupies one space. When all five spaces have been filled, it is no longer possible to play cards to the life pile).
Players will also share a common seasons deck, which should be placed in the middle of the game setup.
As the game progresses, players will also need a discard pile, which will be composed of all used flash, equipment and spell cards as well as destroyed, sold, sacrificed, or discarded helper and amulet cards.
At the start of each match, players choose which hero deck to use (as described in the Deck Building section) and put their own class and race cards in play. These cards will remain in game for the entire match. Players can choose any possible combinations of race and class.
The following features characterize every' race card (Human, Elf, Orc, Angel):
Hit points (HP): each race has a predetermined starting number of HP. This value may be increased during a game without any restrictions
Seasonal buffs/debuffs: buffs and debuffs are race-specific statuses that can either benefit or hinder a hero. (A buff is an addition to an ability. A debuff is a subtraction to an ability)
Special race abilities: these are specialized abilities that are only usable during specific seasons
All heroes' abilities can only be used during their own round, and within that round, they can be used once.
The following features characterize every class cards (Warrior, Paladin, Mage):
Attack (A): attack determines the hero's ability to deal a blow in Melee
Defense (D): defense influences the hero's ability to defend themselves from the opposing heroes' attacks
Magic (M): magic refers to the hero's ability to cast spells
Equipment slots (in red): these slots determine the maximum number of equipment and amulets the hero can have in-game
Magic slots (in blue): the magic slots determines the maximum number of spells the hero can have in game
Note: some equipment, amulet, and spell cards occupy more than one slot.
All players must have a hero deck of at least 50 cards (1 race card, 1 class card and a minimum of 48 cards composed of equipment, amulet, spell, helper, and flash cards) formed with the cards at their disposal.
To build a hero deck there are five types of cards a player can choose in addition to their I race card and one class card. Color and other features distinguish these cards from one another: equipment, amulet, spell, helper and flash cards.
No more than three identical copies of a card are allowed in a hero deck
In addition, all amulet cards in the deck must be unique - only a single copy per amulet
Every card contained in the hero deck includes a purchasing cost expressed in HP and a description of the cards effect (with the exception of the race and class cards).
For example, if a player utilizes the Lunar Shield, which has a purchasing cost of 4 HP, the hero must pay 4 hit points. Effects apply immediately after players declare their intentions to purchase these cards.
Equipment cards are colored gray. They can be played only during your own equipment phases.
Equipment cards have a purchasing cost (expressed in HP), a selling value (also expressed in HP), and an amount of available slots necessary to equip the card (red for equipment slots). Equipment effects are immediate and lasts as long as the card remains in play.
Some equipment cards have an encumbrance symbol as well. These symbols are:
At most, each hero can be equipped with one helmet, one armor, and either two one-handed weapons or one two-handed weapon. To equip more weapons than allowed by the available encumbrance see the section on 1st equipment phase rules under the Organization of turns, rounds & phases section.
There are no limits to the amount of equipment cards that can be purchased each round.
Amulet cards are colored gold. Amulet cards follow the same rules as stated for equipment with two exceptions:
Players may only have one copy of each amulet in their hero deck
Players may only put one amulet into play during each of their rounds (unless they have specific abilities that allow otherwise)
As with equipment, the same rules apply for any amulets that have an encumbrance symbol.
Spell cards are colored blue. They can be played exclusively during your equipment phases, they feature a purchasing cost (expressed in HP), a selling value (also expressed in HP), and an amount of available slots necessary to have that spell card in play.
Spells represent a magical skill that your hero can only use once each Turn. The spell card itself defines the moment a skill can be used.
A magic attack spell can only be used during your own magic phase
Attack spells are specifically labeled as "magic attack" and include spell buffs listed in their description
Any non-attack spell can be used in the same manner as flash cards
Spell cards are not available when they are first played.
They may be used anytime after the opening phase of your next round after their purchase
Tlhey may only be used once per turn
Example: A player purchases a Magic lightining spell card. It enters play inactive and is activated in the opening phase of the hero's next round. If used to perform a magical attack, it deactivates until the hero's next opening phase.
'lhere are no limits to the amount of spells that may be purchased each round.
The helper cards are colored green. They can be put into play only during your own equipment phases. The helper cards have a purchasing cost expressed in HP), a selling value (also expressed in HP) and do not occupy any equipment or magic slots.
Every helper possesses an attack (A), a defence (D), and magic (M). A helper card summoning hero specific buffs/abilities or to generate specific effects against an opposing hero.
The helpers cannot attack nor be used to parry enemy attacks (unless a particular ability described on the helper card allows it do so). However, a helper can be the target of an attack (either melee or magic), according to the rules described in the Organization of turns, rounds & phases section.
There are no limits to the amount of helper cards that can be purchased each round or to the number of helper cards in game.
The flash cards are denoted by their red color, and they can be put into play at any time, whether it's during your own round or your opponent's round; these cards can even act as a reply to the activation of any other card or ability played.
Flash cards are only labeled with a purchasing cost, and they do not require any empty slot to be put into play. The effect of a flash card is immediate, and they are afterwards thrown into your own discard pile.
Ever}' card that has a selling value can be sold during the game in the same manner that flash cards are played. When sold, the card is put in the hero's discard pile and the hero is credited with an amount of HP equal to the selling value of the card.
The Seasons Deck
The seasons deck is used to determine the season in which the game is set. The deck includes base seasons cards and special seasons cards.
Base season cards: these cards define the season in which the game is set and the subsequent effects; they can be either Spring , Summer , Autumn , Winter .
Special season cards: these cards have specific effects that can further modify the setting created by a season card.
Each phase of the game occurs in the season established by the season card in play
The match starts with a player shuffing the season deck and putting the top season card into play
There will be a change of seasons during the round closing phase if at least 1 of the die rolls in either the melee or magic phases resulted in a 6
Certain card effects can also change the season when they are played
If the season deck is exhausted, reshuffle the used season cards to reset the season deck
Each season grants buffs and debuffs depending on the race of the heroes being played:
Human: Humans have no status effect in any season.
Elf: Elves receive +1 on attack and defense (both melee and magic) in Spring. Elves receive -1 on attack and defense (both melee and magic) in Autumn.
Orc: Orcs receive +1 on attack and defense (both melee and magic) in Autumn. Orcs receive - 1 attack and defense (both melee and magic) in Spring.
Angel: Angels receive + 1 on attack and defense (both melee and magic) in Winter. Angels receive -lQUon attack and defense (both melee and magic) in Summer.
Additionally, each race possesses a season-specific ability that can only be activated during that determined season. These abilities may only be activated during the indicated season. These abilities may only be used once each turn Humans are an exception as they can use their ability in any season.
Note: activating an ability works the same as activating a flash card; it is, therefore, possible to declare the use of an ability in response to a change of season.
Organization of Turns, Rounds & Phases
A turn is composed of a number of rounds equal to the number of players. For instance, in a match with 4 players, a turn is considered to be the made up of the 4 player rounds. A round designates the time during which an active player completes actions based on the six phases. A phase is a specific part of the round (opening, 1st equipment, melee, magic, 2nd equipment and closing phase).
At the beginning of a match, players randomly determine a first player, put their race and class cards in play and then draw 5 cards from their shuffled hero deck. A player may decide to re-shiffle their hero deck and redraw 4 cards to start, one card less than the normal starting draw.
During the first turn, players are not allowed to declare melee or magic attacks. There are no hand-size limits and no limits to the maximum attainable HP during the game.
Priority queue for resolution of card effects in warage
The active player begins with priority and can put a card into play or activate an ability. That card or ability starts the priority queue of effects waiting to be resolved.
The active player can then put additional cards or abilities into play, each of which becomes the new top of the queue. Once the active player chooses to pass, the priority now passes to the next player (opponent) who can now add new effects to the priority queue.
This continues with all players having the chance to play effects or pass (alternating sides around the table). Once all players have passed sequentially, the priority queue resolves, beginning with the effect at the top of the queue (the last one put into play).
All effects are resolved in order(last played is first resolved). After all effects have been resolved, the active player regains priority and may start a new queue.
Every round is divided in 6 phases:
1. Opening Phase
First and foremost, players must address the effects that take place during the opening phase.
First resolve the effect of cards controlled by the new active player, then resolve the effects of cards controlled by allied heroes and finally resolved the the effects of the card controlled by opponent heroes
Also resolve any effects that involve a cost in HP for the active player: first any that provide an advantage to the active player, and then any that cause a disadvantage
After all opening round effects have been resolved, the active player may draw 2 cards
Before looking at each card, the active player may choose to play the unseen card into his life pile (if there are remaining slots available)
Playing the card to the life pile gains HP for the hero equal to the HP purchase cost of the card.
If the hero has an effect that allows drawing additional cards, these may also be chosen for the life pile in the same manner
2. 1st Equipment Phase
In the 1st equipment phase, heroes can be fitted with equipment, amulet, spell or helper cards from their hand by losing HP to cover the purchasing cost.
Generally, the amulet and equipment cards occupy equipment slots (indicated in red) while spell cards occupy magic slots (indicated in blue). Heroes may be fitted with these cards until their available slots are occupied (the total number of equipment and magic slots available to each hero is indicated on the class card).
During this phase, it is possible to choose which in-game (purchased) equipment and amulet cards (weapon type, armor and helmet) your hero will have ready during the round by moving them into the proper position around the hero.
For instance, if you have purchased two helmets, you may decide which one to ready during the round by positioning it beside your race card. The unready helmet will not provide any buffs during the turn, even though it still uses up the required equipment slots.
Some items could work differently based on their unique characteristics specifies on their card.
3. Melee Phase
During the melee phase, a hero can launch a melee attack on an adversary hero. A melee attack can use weapons or be barehanded if no weapon is being wielded. You can declare only 1 melee attack during each melee phase.
The attacking hero may choose to target any adversary hero or helper.
When attacking another hero, the attacker compares his total attack value against the defending hero's total defense value.
'The total attack value is calculated by adding the hero's attack characteristic on his hero's class card (A) plus any buffs/debuffs derived from equipment, amulet, helper, flash or other cards plus the roll of 1 + seasonal effects.
the total defense value is calculated by adding the defender's defense characteristic on the defender's class card (D) plus any buffs/debuffs derived from equipment, amulet, helper, flash or other cards plus the roll of 1 .
If the difference between the total attack and defense values is above zero then that difference is the number of HP the defending hero must lose. If the total defense value is equal to or greater than the total attack value then the fight is resolved without consequence to either hero.
Remember: the number of dice to roll in order to calculate attack and defense is influenced by the current season as described in the Seasons Deck section.
If the attacking hero chooses to attack a helper, the attacking hero's total attack value is compared to the helper's defense value. If the total attack value is higher than the helper's defense value, the helper is eliminated and the helper card is thrown into the discard pile. If not, there is no effect.
4. Magic Phase
Spell cards may only be used once per turn; and, attack spells, unless otherwise indicated, may only be used in your own magic phase. Remember, when a spell is first purchased it comes into play inactive and cannot be activated until the hero's next round begins.
In order to cast a magic attack, the hero must have an attack spell card equipped and active.
The attacking hero may choose to target any adversary hero or helper.
When using magic to attack another hero, the attacker compares his total magic value against the defending hero's total defense value.
The total magic value is calculated by adding the hero's magic characteristic on his hero's class card (A) plus any buffs/debuffs derived from equipment, amulet, helper, flash or other cards plus the roll of 1 + seasonal effects.
The total defense value is calculated by adding the defender's defense characteristic on the defender's class card (D) plus any buffs/debuffs derived from equipment, amulet, helper, flash or other cards plus the roll of 1 .
If the difference between the total magic and defense values is above zero that difference is the number of HP the defending hero must lose.-If the total defense value is equal to or greater than the total attack value then the fight is resolved without consequences to either hero.
Remember: the number of dice to roll in order to calculate magic and defense is influenced by the current season as described in the season deck section.
If the attacking hero chooses to magically attack a helper, the attacking hero's total magic value is compared to the helper's defense value. If the total magic value is higher than the helper's defense value, the helper is eliminated and the helper card is thrown into the discard pile, If not, there is no effect.
If a hero has more than one active attack spell in play, multiple magic attacks are available.
Two Magic Attacks
A Mage (M=14) equipped with a Bone Collar (+4M buff) who has active both a Fireball spell (+5M magic attack) and a Lightning spell (+7M magic attack) may choose to make two magic attacks.
Both attacks will have a base magic value equal to 18(14 from class card and 4 from the Bone Collar) and will add their spell magic value to that. Thus the Mage can cast magic Fireball with a total magic value of 23 (18 base + 5 for Fireball) and amagic Lightning with a total magic value of 25 (18 base + 7 for lightning).
The defending hero will compare his total defense to each of the two magic attacks to determine how many (if any) HP are lost from each spell.
Combined Magic Attacks
A Mage (M=14) equipped with a Scepter of the lich (+6M buff) who has two magic Fireball spells active may choose either to declare two separate magic attacks as above or to declare a single combined magic attack.
Copies of the same attack spell card combined in this way must still be considered as two separate cards with each occupying the required magic slots.
The two separate magic attacks in this example will have a total magic value of 25 each (14 from class card +6 from Scepter and +5 for the Fireball).
The combine magic attacks in this example will have a total magic value of 30 (14 from class card +6 from Scepter and +10 for the two Fireballs combined).
5. 2nd Equipment Phase
In the 2nd equipment phase players can again purchase equipment, amulet, spell or helper cards from their hand following the same rules as in the 1st equipment phase.
However, unlike in the 1st equipment phase, players may NOT move equipment or amulet cards with encumbrance from ready to unready positions.
6. Closing Phase
Players must address any effects that take place during the closing phase. These effects are applied in the same manner as in the opening phase.
In addition, if at last one of the dice rolls made during either the melee or magic phases resulted in a 6, the season will change. The top card of the season deck will be revealed to replace the current season card in play.
Warage is structured as a card game, yet it retains the soul of a role-playing game. In addition to the classical 2-player 1vs1 play, there are also two other game modes designed for more than two players.
1. Brawl Mode
This mode is a challenge between many heroes (minimum of three). Each turn is composed of a number of rounds equal to the number of heroes participating in the brawl.
At the beginning of the brawl players randomly determine player order and seat themselves in player order, clockwise around the board. During their own melee/magic phases, heroes may choose to attack any adversary, hero or helper.
The rules for combat resolution are the same as those given for the 1vs1 game mode. The brawl ends when there is only one hero standing or if a hero reaches infinite HP, in both cases, that hero wins.
2. Guild Mode
Groups of players may organize themselves into guilds and challenge other guilds to a match. As in the brawl mode, every turn is composed of a number of rounds equal to the number of the heroes participating in the match.
In this mode, each guild must be composed of the same number of heroes. Guild play order is determine randomly and the players seat themselves in ' guild play order clockwise around the table alternating players from each guild.
Example: guilds A and B each have three players. Guild order is randomly determined to be A then B. Players will be seated clockwise as Al, Bl, A2, B2, A3, B3 with Al having the first round.
During each hero's melee/magic phase, they may attack any adversary guild hero or helper of their choice. The rules for combat resolution are the same as those given for the 1vs1 game mode.
The match ends when all heroes of a guild are defeated, resulting in the victory of the opposing guild; or, when a hero of a guild reaches infinite HP, deciding the victory in favor of their own guild.