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Get Lost in the Magic
In a bustling tavern in the coastal tent city of Carnivaile, the air hums with anticipation as players gather around worn wooden tables, their hands clutching well-loved decks of cards. The murmur of conversation quiets as a minstrel begins to strum his lute, his voice rising in a haunting Warsong that speaks of ancient battles and forgotten heroes. With each note, magic weaves through the room, and the cards on the table shimmer and come to life. Miniature Dwarves, Elves, and Dragons emerge from the cards, engaging in fierce yet mesmerizing battles that captivate the entire tavern.
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Players deftly place their cards on the strategic grid, their moves a blend of careful planning and daring strategy. Each deck represents a faction from CER LARP, and players fight for Valor and Renown, their imaginations fueled by the living magic before them. As the battles rage on the table, the tavern patrons cheer and gasp, drawn into the fantastical world of Warsong. This card game, an extension of the high magic and high adventure of CER LARP, offers a unique way to experience the lore and excitement of Medius.
Dominate your Opponents
Warsong's Alpha Playtest set, "The Diamond of the North," launches with Starter Theme Decks available on June 7th, followed by 8-card Booster Packs in late summer 2024.
Available exclusively at The Paper Escape located in Dixon, Illinois and CER LARP, Warsong promises to bring the magic of Medius to life for all who dare to play. Additionally, Players attending CER LARP's overnight festivals will receive a special foil promo card, a treasure as coveted as the Valor and Renown they seek in the game. So, gather your cards, listen to the bard's Warsong, and prepare to embark on a new adventure.
**Approximate Pack Contents; Common 4 pack, Uncommon 2 per pack, Rare 1 per 3 packs (12.5%), Legendary 1 per 16 packs (6.25%), Mythic 1 per 33 packs (3.125%)
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**Pull probability based on randomized preferred pack distribution and the following rarity ratios; Common 1:16, Uncommon 1:8, Rare 1:4, Legendary 1:2, Mythic 1:1
Choose Your Faction
​In the CER LARP WARSONG TCG you have the choice of four exciting factions. But, choose wisely, since each modified deck can only have up to two factions!
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The Kingdom of Northbourne. Knights and Dwarves living in the icy North of Medius to defy the will of Dragons, The Northbourne Faction in The Diamond of the North Warsong Set focus on Defence and Hitting Heavy.
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Clan Dyr. Tribal Warriors and Protectors of the Great Fae Tree, The Dyr Faction in The Diamond of the North Warsong Set focus on Aggressive Attacks and Ferocity.
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The Sansurian Brigade. The Scientifically and Culturally advanced Sansurians dominate the skies through the use of their warships and Napali cannons, The Sansurian Faction in The Diamond of the North Warsong Set focus on Versatile Deployment and making a big boom.
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The Victuun. The Dynasty of the Victuun led by the Separate heads of the Shogun, Sultan, and Koneen; believe in destiny through expansion and martial honor, The Victuun Dynast in The Diamond of the North Warsong Set focus on Board Control and walking the path of the Martial Arts.
Overview
Warsong TCG is a strategic card game where players use a deck of cards to battle on a grid. Each card has unique attributes and abilities that influence gameplay. The objective is to strategically place and use cards to defeat opponents and capture their cards, ultimately scoring points through Valor and Renown.
Setting Up the Game
To begin, each player constructs a deck of 20 cards. A deck cannot contain more than four copies of any single card and must be comprised of cards from no more than two factions, with monster cards being unaligned. Additionally, players can include up to two unique copies of a Legend in their deck. Shuffle your deck and draw five cards to form your starting hand. Maintain a hand size of five cards throughout the game. The game is played on a grid, with standard 2-player games using a 4x5 grid where each player's starting zone comprises the first two rows on their side.
Basic Rules and Gameplay
The player with the higher level (age or score) goes first, with turns proceeding clockwise. Each turn, a player may place one card on the grid. Cards can only be placed in the starting zone initially and must be properly staged to advance. Staging requires a card to be placed in a row where the player already controls a card in the row behind it. Proper staging is necessary for advancing cards beyond the starting zones. At the end of each turn, draw back up to five cards if you have fewer.
Understanding the Cards
Each card has four quadrants: Front (top), Left Flank, Right Flank, and Blind Spot (bottom). Symbols on each quadrant indicate attack types, affecting combat outcomes. The key attack types are:
• Heavy (Axe): Defeats Sneak and Range, but is defeated by Magic and Sentinel.
• Sneak (Dagger and Cloak): Defeats Range and Magic, but is defeated by Sentinel and Heavy.
• Range (Bow): Defeats Magic and Sentinel, but is defeated by Heavy and Sneak.
• Magic (Star and Wand): Defeats Sentinel and Heavy, but is defeated by Sneak and Range.
• Sentinel (Shield): Defeats Heavy and Sneak, but is defeated by Range and Magic.
• Flee (Silhouette): When attacked from the quadrant with the Flee symbol, the card returns to the player's hand.
Card Rarity
Rarity is indicated by the symbol in the top right corner of the card:
• Common (Copper Bar): Basic cards that are easily obtainable.
• Uncommon (Silver Shield): Slightly rarer cards with enhanced abilities or attributes.
• Rare (Golden Crown): Powerful cards that are harder to find.
• Legendary (Krahnic Scale): Very powerful and rare cards with unique abilities.
• Mythic (Diamond of the North): The rarest and most powerful cards in the game.
Promo cards, which are not part of the normal set rotation, are obtainable only through special events and promotions.
Rule Snips
Each booster pack and deck will contain a type of card called a Rule Snip. These cards are not used directly in the game but serve as reference tools to clarify rules. On the backside of Rule Snips is one of four pieces used to create a placement for large creatures on the grid. These cards have no trade or game value beyond their use for reference. However, players should be aware that Rule Snips are available to them and that they explain new and developing rules in each set.
Resolving Combat
When opposing cards face each other on the grid, a challenge is triggered based on their quadrants. The attacking card wins if its attack type trumps the defender's. If both cards have the same attack type, neither is destroyed. Cards without an attack symbol on a side are always defeated in conflict. The defeated card is captured and placed in the victor's capture pile, contributing to Renown.
Special Abilities
Some cards possess special abilities that can alter the flow of the game:
• Flee: When attacked from the quadrant with the Flee symbol, the card returns to the player's hand.
• Cleave: If this card destroys two cards and there is an enemy in between them, the enemy is also destroyed.
• Large: Occupies four squares and can only be destroyed by multiple attackers.
• Horde: If adjacent to two other goblins, when destroyed, it is replaced with another goblin from any capture pile.
• Arcane Missile: Can attack diagonally or beyond normal range.
• Sentry: Protects adjacent allies from being destroyed by conventional means.
Examples of Gameplay
Example 1: Basic Conflict Resolution
Player A places Goblin Cut-Throat on the grid. Player B places Hin-Mun Missionary directly in front of the Goblin Cut-Throat, causing their front quadrants to face each other (Range vs. Sneak). In this conflict, Sneak (Hin-Mun Missionary) defeats Range (Goblin Cut-Throat), resulting in the Goblin Cut-Throat being captured by Player B.
Example 2: Using the Flee Ability
Player A places Goblin Cut-Throat on the grid. Player B places Hin-Mun Missionary behind the Goblin Cut-Throat, facing its Blind Spot. The Goblin Cut-Throat's Flee ability is triggered, causing it to return to Player A’s hand. Player A must discard a card if they already have five cards in hand.
Example 3: Hyperborean Wolf's Large Ability
Player A places Hyperborean Wolf on the grid, occupying four squares. Player B attacks the Hyperborean Wolf with two cards. The Hyperborean Wolf can only be destroyed if both attacking cards successfully defeat it based on their attack types. If not, the Wolf remains on the field.
Deck Building Guidelines
When constructing your deck, ensure it contains exactly 20 cards. You cannot have more than four copies of any single card, and your deck can include cards from up to two factions, with monster cards being unaligned. You are allowed up to two unique copies of a Legend in your deck. Multiple copies of a Legend are allowed if they are different versions.
Winning the Game
The game ends when a player can no longer play cards and their deck is empty. The player with the most combined points of Valor (cards on the field) and Renown (captured cards) wins the game. Matches are typically best 2 out of 3 rounds.