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The World of Warcraft Miniatures Game draws from the rich lore
of the Warcraft universe. In this game, youll lead a party of heroes
from either the Horde or the Alliance. Your characters will cast spells
and make daring attacks, moving around a game board as they fight
crafty enemies and guard strategic locations. Just like in the World
of Warcraft online game, time is a precious resource. Catch your
enemies off guard, and youll emerge victorious.
This Starter Set game is for two players.
Check out the World of Warcraft Miniatures Game official website, www.WoWMinis.com.
Alliance
4 Premium, pre-painted
World of Warcraft miniatures
(2 Horde and 2 Alliance)
Horde
Lotherin
Gorebelly
Ruby Gemsparkle
Vindicator Hodoon
4 Character cards
Gorebelly
Orc Warrior Arms
HONOR
6 (Melee)
ARMOR
RESIST
: Damage +1.
HEALTH
Taunt
1 Scenario map
1 Starter Set rulebook
1 Core Set character checklist
Alliance
Health Dial
Personal Clock
Health Dial
Personal Clock
0
RANGE
detachable UBases
(3 Horde and 3 Alliance)
POWER
Horde
Fire Blast
Mage
Fire
: Damage +1.
Score victory points (VPs) equal to your partys combined honor, and you win.
~ You can find each characters honor on the
Honor
~ Each party in this Starter Set game has honor 11, so youll need to score 11 VPs to win.
There are two ways to score VPs:
~ You score 4 VPs for each enemy character your characters destroy.
~ At the end of ticks 5 and 10 on the master clock, you score 1 VP for each of your characters on
or adjacent to the VP location on the game board.
Master Clock
VP Location
How to Play
Setup
Each player chooses a party, either Horde or Alliance.
~ The Horde party has Gorebelly and Lotherin.
~ The Alliance party has Vindicator Hodoon and Ruby Gemsparkle.
Place the Alliance miniatures in the blue UBases and the Horde miniatures in the red UBases.
Place the game board on the play area.
The master clock (located at the side of the game board) starts the game at 1.
Put a marker on 1 at the start of the game.
Find the character cards that go with the miniatures in your party.
Name
Vindicator Hodoon
Race/Class
HONOR
Honor
Talent Specialization
Health
ARMOR
Resist
RESIST
Armor
HEALTH
: Make a
Devotion Aura
4 (Melee)
+1.
Ability
Spawn Point
During each characters turn, it can move up to 2 spaces. See Movement for more information.
In addition, a character must advance its personal clock, usually by taking an action.
See Taking Action! for more information.
A character wont take another turn until the master clock matches its personal clock again.
The master clock will often match the personal clocks of more than one character.
When this happens, do the following:
~ If the characters with the same personal clocks belong to the same player,
that player chooses which of those characters takes the next turn.
~ If both players control the characters with the same personal clocks, whoever didnt control
the last character to take a turn chooses which of their characters with that clock goes next.
The master clock advances by 1 after all characters have taken their turns for the tick. If the master
clock advances and none of the characters personal clocks matches the new game tick, the master
clock advances again by 1, until it matches the personal clock of at least one character.
A round ends on tick 10 after all characters with a personal clock of 10 have taken their turns.
Then, the master clock wraps around to 1 and a new round begins.
Turn Sequence
Movement
Each character starts its turn with 2 movement points. Each movement point lets a character move
1 space on the board. In other words, when its a characters turn, it can move up to 2 spaces.
~ Movement points dont carry over from
turn to turn. If a character spends
only 1 movement point on its turn, the
remaining movement point is wasted.
~ Moving into a forest or hill space takes
2 movement points. Unless a character
gets a movement bonus, it must be
adjacent to a forest or hill at the start
of its turn in order to move into that
space. (See Terrain for more
information about forest and hill terrain.)
Vindicator Hodoon cant
move into the forest this turn.
You can move through allied characters (characters in your party), but you cant move through
enemy characters.
You cant end a characters movement on a space already occupied by another character.
Movement is optional and can be done either before or after taking an action. For example, a
character cant move 1 space, take an action, and then move another space.
Taking Action!
Time is a precious resource. Whenever a character takes an action, it must wait a certain amount of
time before it can act again. Characters pay time costs by advancing their personal clocks. When the
master clock matches a characters personal clock, that character is ready to take another turn.
6 (Melee)
: Damage +1.
Attack Type and Power: Attacks are either physical ( ) or magic ( ). An attacks power (the
number after the type icon) tells you how many 10-sided dice you roll to determine the number of hits
the attack creates. The text in parentheses next to the attacks power tells you what type of damage
the attack deals.
Crit: If one or more of your attack dice lands on
one
in a single attack counts as only one crit.
Line of Sight
Enemy characters and certain types of terrain block characters from targeting each other. Your
characters can target other characters only if they have unblocked line of sight to their targets.
You can target or attack through allied characters (characters in your party),
but you cant target or attack through enemy characters.
Enemy characters, forests, and hills block line of sight. If the shortest path between one of your
characters and another character crosses a space occupied by an enemy character, a forest, or
a hill, your character cant target or attack the other character.
~ It doesnt matter if theres a longer path between them thats within the range of your
characters action. If the shortest path is blocked, your character cant target or attack the
other character.
Ruby CRIT
has a
3 Arcane Blast attack. She cant target Gorebelly with it,
however, because the shortest path between them is blocked by a hill.
crit atk
cost
range
phys atk
magic atk
armor
resist
heal icon
health
Combat
To take an attack action, first advance the attackers personal clock by the attacks tick cost.
Then, choose an enemy character thats within the range allowed by the attack. There must be
unblocked line of sight between the attacker and its target. Once that happens:
The attacking player rolls dice equal to the attacks power. Each success (a die roll of 4 up
through ) is a hit, which creates 1 point of damage. If at least one
is rolled, the attack
is a crit and earns the attacks crit effect.
~ If a crit reads, Damage +1, its as if the attacker rolled an additional success in the attack.
If the attack is physical (
armor ( ).
If the attack is magic (
).
Combat continued...
If an attack affects more than one defender, make a separate attack roll and defense roll for
each defender.
(Number of Hits) (Number of Blocks) = Combat damage dealt to the defender.
Track damage on each miniatures UBase by turning its health dial. The characters health is
reduced by the amount of damage dealt. (Note: When turning the health dial, be sure to turn
from the base itself. Do not twist the miniature to turn its health dial.)
Example: Gorebelly takes a mighty swing at Ruby Gemsparkle with his Drake Talon Cleaver, paying 3
ticks for his 6 attack. His controller rolls six dice, rolling a 1, 3, 4, 9, and two
, so Gorebelly has
gotten four successes in the attack. Despite rolling two crits, the attacks crit effect happens only once,
adding an additional point of damage to the attack, for a total of 5.
Ruby defends herself with her lowly 1, since the attack is physical. Her controller rolls a 7, which
is a successful block. One of the 5 damage from the attack is blocked, resulting in 4 damage to Ruby.
Her health dial is turned down from 5 health to just 1.
Terrain
This Starter Set comes with two special types
of terrain: forest and hill. These types of terrain
affect movement, line of sight, and combat.
Hill
10
Character Death
Special Cases
Three characters in this Starter Set have abilities in addition to their main attacks.
Vindicator Hodoon (Paladin)
Vindicator Hodoon has an ongoing ability that continuously affects the game.
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Lotherin (Priest)
Lotherins second ability is an action that you can choose to take instead of his main attack.
Just like an attack, heal abilities ( ) have a tick cost, range, and power.
~ Lotherin can heal his allies or himself.
~ Heal abilities follow the same line of sight rules as attacks. See the Line of Sight section
and the Range entry in the Main Attack Ability section for more information.
Roll three 10-sided dice. Turn the target characters health dial up by 1 for each success
(a die roll of 4 up through
).
Heal actions are not resisted. You do not roll resist
dice to block a heal action.
If at least one
is rolled, the heal is a
crit and earns the heals crit effect
(Lotherin heals 1 additional point
of damage from the target).
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Once youve played your first few games, try playing with an Action Bar for each character.
This opens up a whole new set of options for your characters.
Gather the two Action Bar cards that go with each character and place both of them face down
next to the bottom edge of the appropriate character card. These are the Action Bar cards that the
character can use during the game.
Gorebelly
Orc Warrior Arms
HONOR
6 (Melee)
ARMOR
RESIST
HEALTH
: Damage +1.
Taunt
Gorebellys
Action Bar
13
Restrictions
Range
Power
and
Attack Type
Action Bar
Card Type
(Damage Type)
Talent Tree
Ability
Flavor Text
14
15
Cost
Charge
Restrictions
Warrior
Gorebelly: Charge
Ruby Gemsparkle: Fire Blast
Instant
Talent Tree
Arms
Ability
Gorebelly and Ruby Gemsparkle each have an instant card. A character with an instant card has a
slightly different turn sequence.
On a characters turn, it can do each of the following things once, in any order:
Move
Take an action (either from the character card or from a ready Action Bar card)
Play a ready instant card
At the end of a characters turn, if it hasnt advanced its personal clock, you must advance its clock
by 1. Because instants have 0 tick cost, if a character has played only an instant by the end of its
turn, you must advance that characters personal clock by 1.
React Cards
Cost
Ice Barrier
Restrictions
Mage
React
Frost
Talent Tree
Ability
A react is the only card type that can be used during another characters turn.
Ice Barrier must be played before any attack or defense dice are rolled.
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The cards that come with your characters arent the only ones they can use. When you collect more World
of Warcraft miniatures, youll find a wide variety of different Action Bar cards. The Action Bar offers a
chance to customize your characters and spring some surprises on your opponent at the same time.
A character can have a card in its Action Bar only if the Action Bar cards restriction matches that
character. Most Action Bar cards are restricted by class, but some are restricted by talent specialization
as well, and a few are restricted by race or a specific character. Any character can use a generic card
(Action Bar cards without restrictions).
A character cant have two copies of the same card in the same Action Bar.
Party Building
For casual play, you and your opponent can play with any number of characters, but you should play with
the same number in each party. Theres no limit to how much honor a party can have.
All characters in a party must be from the same faction: Horde, Alliance, or Monster. You cannot mix
and match between the factions in the same party. You can have multiples of the same character in the
same party.
Players who have collected a wide variety of cards may wish to play with an expanded Action Bar. For fans
of dueling, try playing a one-on-one battle in which each character has between four and seven Action Bar
cards. Each character should have the same number of cards in its Action Bar.
Each players party typically has two, three, or five members (not counting pets). Most Organized Play
events run by Upper Deck Entertainment will feature three-character parties with two cards in each Action
Bar. The combined honor of your party is up to you, unless the tournament scenario says otherwise.
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English language:
www.WoWMinis.com/rulebook
French language:
www.WoWMinis.com/rulebook/fr
German language:
Italian language:
Spanish language:
www.WoWMinis.com/rulebook/de
www.WoWMinis.com/rulebook/it
www.WoWMinis.com/rulebook/es
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Credits
19
Credits
2008 UDC. 985 Trade Drive, North Las Vegas, Nevada 89030. All rights reserved. Patent pending. Upper Deck Europe BV, Flevolaan 15, 1382 JX Weesp, The Netherlands. 2008
Blizzard Entertainment, Inc. All rights reserved. Warcraft, World of Warcraft and Blizzard Entertainment are trademarks and/or registered trademarks of Blizzard Entertainment,
Inc., in the U.S. and/or other countries. All other trademarks referenced herein are the properties of their respective owners.
Made in China.
2008 UDC. 985 Trade Drive, North Las Vegas, Nevada 89030. Tous droits rservs. En attente de brevet. Upper Deck Europe BV, Flevolaan 15, 1382 JX Weesp, Pays-Bas. 2008
Blizzard Entertainment, Inc. Tous droits rservs. Warcraft, World of Warcraft et Blizzard Entertainment sont des marques et/ou des marques dposes de Blizzard Entertainment,
Inc. aux tats-Unis et/ou dans dautres pays. Toutes les autres marques rfrences ici sont la proprit de leurs ayants droit respectifs.
Fabriqu en Chine.
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on
, the effect following this icon
happens once.
Heal Power:
Success = 4 up through