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We’re finalizing the first version of the rulebook with pictures, references, and a full glossary. In the meantime, learn the basics of Dead World TCG.
The first leader to have one of their characters successfully land an attack that causes damage to the opposing leader wins the game. You cannot attack the opposing leader if they have any defending characters on the battlefield.
After the Skirmish and deciding player roles, each player places their Battlefield Condition or Defending Location cards. These cards may trigger events before the game begins. Any cards played during the Set Up phase come from your side deck, unless noted otherwise. Once all cards are played and players have gathered their game materials, the Set Up phase ends.
Once both players have played all the cards they can during the Set Up phase, shuffle your deck, cut the other player's deck, and begin the game. The attacking player starts by going first. Most games will not allow a player to attack until turn 3 or 4, depending on the Battlefield Conditions. This gives you time to prepare for battle and defend yourself.
At the start of your turn, reset your energy pool, draw 1 card from your main deck, and add it to your hand. You can then play up to 3 cards per turn, one of each type: character, item, and resource. After playing cards, you enter the action phase, where you can move, declare attacks, and perform other actions. Once you’ve exhausted your energy pool or made all possible moves, the action phase ends, and your turn is over. Your energy pool resets for defense.
Most attacks follow these steps: 1) declare the attack, 2) target an opponent, and 3) attempt the attack.
To attempt an attack, you must meet the energy requirements by tapping your energy pool, then roll a die to determine if the attack is successful. The higher a character's speed, the more likely the attack will land on the opponent. Example: If a character has a speed of 4, they may roll a 1, 2, 3, or 4 for a successful attempt, and any roll of 5 or 6 is a miss.
*Some attacks don’t require a die roll, while others may require 2 dice.
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