Warangel Card Game
Warangel Card Game Rulebook
Table of Contents
Table of Contents
Basic Rules
The text on each single card is not translated, because the data you need to play the Card Game are just numbers, written in the upper part of each card: POWER, VITALITY, MOVEMENT and VALUE.
For a family game, studied also for children and beginners, to immediately approach this universe in an easy and funny way.
Complete Rules
The Complete Rules are born to play these warriors on hexed maps of Warangel. Written in the lower part of each card, these rules are not necessary for the Warangel Card Game: they give much more information to players who already know Warangel and are available on request.
They report the SPECIALIZATIONS and ACTIONS that greatly upgrade the tactic possibilities. Many actions, such as Physical Weapons (ARMA FISICA), may be experimented with also in the Card Game.
- ACTIONS may be played only on attack.
- All actions, whatever Physical Weapon (ARMA FISICA, A.F.) or Mental Weapon (ARMA MENTALE, A.M.), do NOT give the defender the possibility to react.
- The defender has the right to defend only when attacked in close combat.
- PHYSICAL WEAPONS cause wounds that may be added to wounds inflicted in close combat.
- If a warrior is wounded but not defeated, at the end of that turn he has his Vitality totally restored.
Example
A SpiderOgre (Pow. 4, Vit. 4) and a Scolopendra (Pow. 2, Vit. 2) attack a Sun (Pow. 5, Vit. 5). Both attackers risk very much by also playing a group attack.
So, BEFORE, they play their ACTIONS against the opponent: Spiderogre may SWEEP (Power 3) and may deliver 3 HITS, each one with Power 1. So he flips 6 Destiny Shields and scores 4 wounds. Scolopendra plays the Action BITE that has Power 2: she flips 2 Shields but scores 0.
The Sun suffered 4 wounds but cannot react (because not attacked in close combat).
Now, IN THE SAME TURN, Spiderogre attacks in close combat: he flips 4 Shields and scores 2 wounds, that added to the previous 4, overcome Sun's Vitality. AT THE SAME TIME the Sun has the right to flip his Shields (because attacked in close combat). He cannot attack the Scolopendra, due to she didn't attack in close combat. So he directs his Power against the Spiderogre.
Sun flips 5 Shields and obtains 3. Spiderogre survives (hardly!) and defeats the Sun.
The Cards
Each warrior race is shown on 9 different cards:
- 1 HISTORICAL CARD, where the genesis of the race is described.
- 1 TACTICAL CARD, with the general characteristics of the army.
- 1 RACE CARD, with a wonderful battle illustration.
- 1 MASTER WARRIOR, the Absolute Dominant of the race.
- 1 WARRIOR of the Dominant Caste.
- 1 WARRIOR of First Intermediate Caste.
- 1 WARRIOR of Second Intermediate Caste.
- 1 WARRIOR of Infantry Caste.
- 1 SPECIAL CARD, with a special weapon or object playable by the warrior who has that card. Every Special Card is playable by any warrior, whatever is its race.
Table Game
With these cards you may set up an amazing table game. Players choose which character they want to play and start the game facing other cards placed covered, forming the map of the game.
You must find out other members of your army, trade your cards with other players, create alliances or fight, you choose! Research weapons and magical objects, create your army and be ready for the final battle.
You will have a new adventure every time, where you can play up to 10 players simultaneously!
History and Tactic Cards
HISTORY CARDS and TACTIC CARDS report much more data about these races, with terms that are obviously more familiar to players who already know Warangel.
Note that History, Tactic and Race Cards have a coloured stripe that represents a particular kind of terrain. If you wish, hide these 30 cards under the tiles that form the "rings" of the table game. In this way some warriors may be placed on their SPECIALIZATION terrain, where they can REFLIP their Shields if they dislike the first obtained score.
Hexed maps of Warangel (see the picture on the leaflet) represent various terrain types: they are enormous islands of "New Earth", generated by fragmented continents. Each race has its own territory, where it developed and is specialized; each map is linkable to others thanks to "Blue Holes", dimensional doors along the coasts that teleport from a territory to another.
Warriors of Warangel are all illustrated on sturdy pre-cut counters, like the one you have in this box.
Adaptation Table
This table is useful when you want to play these 8th Generation warriors on Warangel maps. For each race, find the number of WARRIORS you must place at the beginning of each battle (numbers in brackets indicate the maximum number of warriors reachable during the game) and the VALUE of each single warrior, if you want to create your army with the 100 Points Rule (100 Total Value Points, excluding the Master).
| Race | Warrior | Warriors (max) | Value |
|---|---|---|---|
| Giants | Hurricane | 4 | 10 |
| Giants | Mountain | 5 | 7 |
| Giants | Lava | 7 | 6 |
| Giants | Giant | 15 | 3 |
| Artropods | Spiderogre | 7 | 10 |
| Artropods | Astice | 7 | 6 |
| Artropods | Scolopendra |
Where a number in brackets is given, it is the maximum number of warriors reachable during the game.
If you are interested in knowing Warangel deeply, on RULEBOOK 2000 you find all the Actions available, such as SWEEP, CREATE, HOLD, TRANSFORM and many others, with explanations and examples. You can directly request WARANGEL 2000, the boxed game that contains all necessary to play. The REFERENCE SHEETS of 8th Generation, paged like the one in Warangel 2000, are available. On the WARANGEL WEBSITE you find photos of contents and expansions, the conventions in which the game was awarded, the played tournaments and next dates.