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RAVAGED WORLDS GUIDE

Well, this is the big one, the Guide! Ravaged Worlds should be easy to pick up in a few games, but it will take some time to learn every rule, trait and ability, but don't let that discourage you. We have a great community and there are always plenty of people to give you advice.

Here you can pick up the basics to get your started and once on your way, this will serve as knowledge base for everything about Ravaged Worlds.

TURN PHASES
RESOURCES

Gather resources, unlock cards, heal injured cards and draw a new card from your Library

DEPLOYMENT

Spend resource points in your first deployment phase to deploy cards and use events or traits

COMBAT

Attack your opponent using your ready Creatures or defend yourself against your enemies

DEPLOYMENT

Spend resource points in your second deployment phase.

RESOLUTION

The final phase to save your creatures and assess your damage before passing to the next player

RESOURCES

Once a game has been started from the Arena, the game will enter all players into battle and each will draw their first five cards from the top of their deck library. The starting player and play order will be randomly determined by the game. Every turn starts with the Resource Phase and is actually made up of four steps; Gather Resources, Unlock Cards, Healing and Draw.

Gather Resources: Resources represent the facilities and stock at the disposal of the player. They are spent in exchange for deploying cards and/or using card abilities. At the beginning of each player's turn they receive 1 Resource point, plus an additional point for each unlocked Territory card they control, which is stored in a virtual pool. This pool will continue to receive Resource points throughout the game unless prevented by other cards. Resources can also be be provided by other cards.

Unlock Cards: Unless prevented by other cards or additional effects, all locked cards will automatically unlock in this phase.

Healing: Any injured creature deployed by the player will heal one Hit Health point in this phase. There are some cards that will also provide additional healing, such as those with the Healer ability. Territory cards do not heal in this phase.

Draw:The player now draws a new card from the top of their Deck into their hand. At the end of the complete turn the player can hold no more than seven cards and must discard all cards over this limit. If the player cannot draw a card (their deck is empty) they will lose one Capital point.

RESOURCE POOL LIMIT: Ravaged Worlds utilises a Resource Pool that determine the maximum number of Resources you can stack or store at the end of your turn. This limit is equal to 5, plus 1 for each Territory card you have in play - it is also possible for other cards to affect this pool limit. Any Resources beyond this limit will be lost at the end of your turn and your maximum limit will be shown in game as X / X (resources held / max pool).

EVENTS AND THE EVENT CHAIN: Event cards are designed to interrupt a game by directly effecting another card, a player or the global environment. As an event card is played it will enter a chain that will resolve 10 seconds after the last in-game action. Multiple events can be played in succession into the chain and the whole chain will process in reverse order. i.e. the last card will be resolved first.

There are three sub-types of Event cards;

  • Flash: These cards can be played at anytime and in any players turn, unless noted otherwise, and last only until the end of the turn.
  • Strategy: Like Flash cards these Events can be played anytime, but the effect of these cards remains in play for one turn for each Resource paid to deploy.
  • Gambit: These Event cards can be played in any phase, unless noted otherwise, but can only be played in the owners turn.

DEPLOYMENT

In these pre and post-combat phases the player may put as many Creature or Attachment cards from their hand into play as they wish - and up to one Territory card - paying the Resource Points cost of each card before it can be deployed. If the player does not have enough Resources Points available the card cannot be deployed. Each card displays their Resource Points cost in the upper left corner.

FACTION RESTRICTIONS: You can only deploy a Creature, Event or Attachment card if you have either a Capital or Resource card as the same faction. Neutral Creatures, Events or Attachments can be deployed without restriction. With such a restriction in mind, it is possible to play a game with a Neutral Capital, which if anything would make an interesting deck...

LOCKING: A card 'locks' whenever called upon as an Attacker, Defender or when using some Non-Passive abilities. Whenever a card is declared as an Attacker or Defender the card and all its attached cards (the stack) is locked. This indicates that the cards in the stack cannot be used again until they are unlocked. A card can also not use any Non-Passive abilities whilst it us unlocked. All cards unlock at the beginning or their controller turn, unless otherwise prevented.

COMBAT

The player may declare any number of their creatures as attackers, although creatures deployed in the same turn cannot attack, unless otherwise allowed. The opposing player must then declare which of their creatures will be defending. The defending creature cards are lined up against the attacking creatures at any ratio the player wishes. There is no limit to how many defending creatures can line up against a single attacker. Although, a defender cannot line up against more than one attacker, unless otherwise allowed.

Non-Passive Effects: Some cards have additional effects that only occur when extra Resources are paid. This value is given in the cards description alongside the effect. These effects can be played during any phase of either player's turn but can only be used once per turn, unless otherwise explained on the card.

Unchallenged Creatures: The attacking player may reposition any of their unchallenged creatures to aid their allies or give them one of two new objectives should they also have the trait; Flanking or Siege.

ROLLING OUTCOME: Once all attackers and defenders are declared it is time to determine the outcome of the battle. For each set of creatures both players must subtract their Att Attack rating from their opponent's Def Defence rating. This number is then added to a value of 4 to give the minimum number required on a D6 (a six-sided dice) to successfully hit. For example, a creature with an Attack value of 3 attacking an opponent with a Defence of 4 would require a 5+ on the D6 to successfully hit - The 3 is subtracted from the 4 giving a +1 modifier. This is then added to the base roll of 4, therefore raising the roll required to 5. If the attacker had an Attack rating of 6 the minimum roll required to hit would be 2 or more. A roll of a 6 is always a hit and a roll of a 1 is always a miss regardless of the combat capabilities of the opponents. Cards with an Attack rating of zero (0) cannot attack at all.

Creatures that successfully hit inflict an amount of damage equal to their Pwr Power after applying any modifiers from other cards. The Hit Health of the opponent is then reduced by this amount.

RESOLUTION

All damage determined in combat is now applied to the creatures and the results of any unchallenged attacks are applied. Any card reduced to zero or less Health at the end of this phase is 'Ravaged' and removed from play. As both creatures typically attack each other simultaneously it is possible for both to be defeated in this way. All temporary stats modifications are also removed at the end of this phase prior to the start of the next turn.

Discard: If a player has more than seven cards in their hand at this phase they must discard enough cards to reduce their hand to seven before they can continue.

Twilight Dragon
This creature is deceptively dangerous. For a relatively low cost, this creature has high enough hit it is difficult to kill easily, and can do a surprising amount of damage while your opponent scrambles to deal with it. 
A good card to draw your opponent's easy kill options (fatal blow etc.) leaving room for even more dangerous options later to emerge with no answer...
Witchlyn Institute
Each player needs this card! It is very important for your first gauntlet game at each run to start with the highest capital possible. In a non-gauntlet game this also fits for an event-based deck, also spells played by your enemy will boost your capital. Keep this in mind, if you play against it.