Warsong Glossary and Compendium
Please use this Glossary to read about key Warsong Terms. Reading this may provide valuable insights in the case of questions or ruling. Remember that cards are written in a particular way to determine the order and exact operation of a card. This is the same compendium that referees will use to determine rulings. We will make an effort to post Questions & Answers as they arise as well.
You can use "CTRL + F" or the search function to find specific words or phrases.
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A Note on AI ART: Please see Card Art.
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Adjacent (Next to or touching): Any card that is around it [the card being referenced] in any of the available 8 spaces. Cards that are diagonal to each other are adjacent just as cards next to a quadrant.
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Anchor or "Anchoring": The first player that cannot play on their turn. You become the anchor on the turn you cannot play, not on the turn you play your last card. Meaning they cannot place cards from their hand. You must play if you can from your hand, even if it means giving cards for capture. Please see ending the game.
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Arcane Missile: This card can choose to attack a card either diagonal to it or one space beyond its normal range instead of attacking normally. It cannot do multiples of each.
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Army: Means deck. Generally referred to as an Army while in play.
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Assassin: This card wins ties and may return to its owner's hand after capturing a card.
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Attack Type: Attack types, usually located in the four quadrants of a card are used to determine their strengths and weaknesses. Balanced in a wheel on the back of the Warsong card, each normal attack type defeats the next two (always going clockwise) and is defeated by the next two. Heavy, Sneak, Range, Magic, and Sentinel. The non-normal attack types have special rules and are; Empty, Flee, and Worldly.
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Banish or Banished: A card that is banished is removed from the game, meaning that the card sits off to the side, separate from the battlefield, Army, capture pile and discard. This is an area where players might keep sideboards, coins, dice, proxies, tokens, rules snips, scoring sheets, and other game adjacent material, but it is not counted as "in-game" meaning things placed here cannot affect the game from a mechanical function. Proxies and spawn may be "summoned" to play.
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Banner: See Faction.
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Bastion: A bastion is a location. Bastions must be played adjacent to at least three or more allies. You can only have one bastion in play at a time. Bastions cannot capture.
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Battlefield (Grid): The grid in which the cards are placed shared by the competing players. This does not include the Army piles, discard piles, or capture piles.
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Bushido: This card can only be attacked by one at a time. You choose the attacker if multiple were to occur.
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Captured: Destroyed cards and captured cards are different terms. Cards that are captured are placed in the capture pile and not in the discard pile. Unless otherwise stated, the capture pile is the main way Renown is scored in Warsong, at the end of the Game.
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Card Art: CER LARP, Warsong, and Jake Wallin are the sole owners of all symbols, card design and card art. Some of the card art was generated using artificial intelligence; however, the models used in the generation of this art was trained on a closed system using artist references submitted by the artist themselves with fair compensation. Meaning they willingly knew and helped me train the models. All the artists are aware of the ethical implications of artificial intelligence artwork, which is why we elected to make our art in this way hoping that it was the most ethical approach using the tools which are AI and stable diffusion. A project of this scale would not be possible with the resources or time of CER LARP, or the artists involved. For this reason, the artist have chosen to stay anonymous and did not wish to elect which pieces are original and which are “AI”. Upwards of 30% of our artwork is still traditional and 100% of the symbols and card design elements are traditional, non-AI sourced.
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Card Border Color: See Faction.
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Card Number: This number tells you the number of the card in the series. Keep an eye out for variations and alternate versions of cards which can be recognized by the Number variation.
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Card Sleeves: Card sleeves are a valuable tool when playing Warsong. They can be marked to determine ownership in larger games or just used to protect your cards. It is highly recommended that you always use card sleeves to protect your cards, especially during play. Any markings on card sleeves should be on the face of the card. All card sleeves in a deck, when viewed from the back, should be indistinguishable from each other, so that no cheating can occur.
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Clockwise (Default Direction): Unless otherwise stated, the default rotation is clockwise or from left to right. This applies to all directional things in Warsong such as turn rotation and attack order on cards. Clockwise is determined from the player’s turn it currently is.
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Cleave: If this card captures two cards and there is an enemy in between them, capture that card too. This also works with destroyed creatures. Also see Critical Cleave.
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Coins and Dice: Coins and dice may be used for play if it is evenly balanced, fair, adequately marked (heads and tails are obvious or agreed upon) and readable by all players. Coins flips and dice rolls must land on the table or surface being used, with no restriction to result viewing, and on a result with no discernable room for interpretation or the result is void. It is a good idea to announce the result and agree with all players before continuing. Digital dice roller and coin flip programs are allowed if they meet the same criteria as above. All coins, proxies, dice, or any game peripherals are subject to inspection by judges at any time. Excessive rerolls and result questioning may result in penalties, especially during sectioned events.
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Copyright: Warsong TCG is the sole property of CER LARP and Jake Wallin 2024 ©. All names, locations, themes, factions, and other elements including game design are property of Warsong TCG. Do not Copy or distribute under penalty of the law unless express permission is granted such as making tokens and proxies for play, which may never be sold or distributed. Counterfeit cards are illegal and will be treated as so, being prosecuted under the fullest extent of the law. Warsong was written and developed by Jake Wallin with crucial feedback from CER LARP.
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Creature: One of the four types of cards currently in Warsong TCG. The creature card is the basic type of card and all cards that are not Bastions, Relics, or Spawn are creature cards.
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Critical Cleave: This card can cleave in any direction and multiple directions at the same time. Also see Cleave.
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Deck (Army): A deck is your army and vise-versa. Generally, a deck is the term used out of play when referring to construction and building. Army is the term generally used when a deck is being used in play. A deck may only have 18 cards if it is a preconstructed starter deck, otherwise a deck must be exactly 20 cards. You may only have a max of 4 copies of each card in your deck, unless it is a key figure which then you may only have 2 copies per unique card. (Example you can have 2 copies of Tordek, Stone-Wise and only 2 copies of Tordek Bloodsteele in your deck. Two each because they are unique. You can have up to 4 copies of Lobbed Gobby though.)
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Defecting: See Key Figures.
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Depleted Army (“Decking Out”): Players that cannot draw anymore are considered to have a depleted army. This does not cause a player to end the game, but it does severely inhibit their ability to keep playing at their previous pace. There are cards that allow cards to return to the Army. A player with a depleted army will likely become the Anchor, but running out of cards does not cause that player to become the anchor. Please see ending the game.
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Destroyed: Destroyed cards and captured cards are different terms. Cards that are destroyed are placed in the discard pile and not in the Capture pile. Any card that is destroyed by a card ability through an attack is considered “a normal/conventional means of destruction” any card that destroys a card that is not a direct cause of attacking is considered a “non-conventional means of destruction”. As an example, a card destroyed by a “Lobbed Gobby” is a non-conventional means of destruction where if a card is destroyed by a “Stout-Paw Alpha” it is a normal means. Destroyed cards are not scored unless otherwise stated.
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Diagonal Attacking: Some cards have abilities that allow them to target or attack/defend diagonally. In a circumstance where the attack type symbols are the same, the diagonal attack or defending player is just the same as the attack types present (unless otherwise stated by a card). When attacking, and while having multiple attack types, you can choose the attack type. As a defender, and while having multiple attack types, you can choose the attack type to defend with. Attackers declare first, defenders second. This information must be stated aloud.
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Discarding: You may only discard cards when a cards ability tells you to, or you have to discard down for hand size. Discarding cards does not count as "playing" which means you can discard cards on the same turn you "anchor".
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Disengage: This card can choose to attack in only one direction instead of attacking normally.
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Drawing: At the end of your turn, you may draw back up to 5 cards in your hand. If you forget to draw and you pass your turn you must wait until the end of your next turn to draw back up. At no time should you draw at the beginning of your turn, unless a card specifically tells you to. If it is your opponent's turn and they make you draw more than 5 cards, you must immediately discard down to five. Likewise, if it is your opponent's turn and they make you discard cards, you must wait until the end of your next turn to draw cards back up to 5. Follow these rules unless a card states otherwise. If a card raises your max hand size use that new number to draw back up to, unless the hand size is unlimited, then you may choose to draw up to 5 through 7, but MUST draw at the end of your turn.
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Duelist: When defending, return all adjacent cards, other than the singular attacker, to their owner's hands.
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Effect Tome: If a card has an ability, it will be located here in the open spell tome.
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Elemental Tag: Located above the art information, the elemental tag specifies if and what elements the card is associated with.
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Empty Attack Type: If a card has an empty attack type it is automatically captured when attacked. It cannot attack only defend. Empty attack type cannot trigger flee or another empty attack type.
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Ending of Game (Anchoring and “Decking Out”): A game’s final turn is on the person directly after the anchor. The first person that cannot play, not just cannot draw, becomes the “anchor”. In a four-player game this rule still works the same meaning that the rest of the players do not play until they return to the anchor because the turn that is after the anchor is the last.
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Explosive: When this card is destroyed, not captured, destroy all creatures adjacent to it, including allies. Cards destroyed in this way are discarded, not captured.
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Faction: You can tell the faction of a card by the card border and Banner of a card. Currently in Diamond of the North, our first set, there are 4 factions: Clan Dýr (red cloth border), The Army of Northbourne (blue wood border), The Sansurian Brigade (gold border), and the Victuun Dynasty (violet leather border). You may only have up to two separate factions in your deck so choose wisely! You may however choose to run a single faction or an unaligned deck. Unaligned cards do not have a faction so may be played in any deck. Unaligned cards do not have a banner and have a dark grey rocky border. Faction is different than tribes. Some cards have tribes that belong to multiple factions. You can play a ‘tribal deck’ if you do not break the two faction per deck rule.
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Ferocious: When this card captures one or more cards by attacking, move it one adjacent space and attack one more time.
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Flee Attack Type: If a card has a flee attack type it is automatically returned to its owner’s hands when attacking or defending. Flee attack types can trigger other flee attack types. If you have a flee attack type and you lie a card down that would traditionally, under normal circumstances, cause an attack; you may choose to attack or not.
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Flying: Ignore staging and place this card in any open space.
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Front Quadrant: The Front of the Card and its attack type. It is the area located to the right of the card name and type. Sometimes this area may be empty, in that occurrence it is considered the Empty Attack Type.
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Gridlock: Gridlock is when the board is full and there are no other options available or viable for any players. Gridlock is a legitimate means of ending a game, meaning that a "gridlocked" game is a "game played to completion". Just like normal, score and end the game on the turn after the anchor.
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Horde “Creature Type of the Horde Card”: If this card is adjacent to at least 2 other similar creature types; when it is captured or destroyed, replace it with another creature card of that type from any capture pile.
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Indomitable “Attack Type”: This card can only be captured by the attack type specified. It may still be destroyed.
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Key Figures & Leveling Up: There may only be one version of a "Key Figure" card on the battlefield at a time. Key Figures are cards that represent significant characters from the Lore, and some can level up. Leveling up involves placing a higher Valor or Renown card of the same name over an existing Key Figure. You cannot level up a Key Figure with a lesser card. If an opponent has a Key Figure on the field, you cannot play your own, but you can level it up with a superior version, taking control of it through a process called "defecting." Place your leveled-up version over their card in your orientation, and you control it until it is destroyed. When destroyed, both the leveled-up card and the base card go to the capture pile of the player who destroyed it, unless otherwise stated. For a card to be eligible for leveling up, it must be the same character name and superior card by valor, renown, or both. No factors outside of a specific game effect whether a card can level up or defect. You must have the superior card in you deck at the beginning of the game (meaning it cannot come from outside the game or use a proxy.
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Large: Instead of placing this card in a single space, place it in the center of four squares. Large cards can only be captured by 2 or more successful attackers. Large cards are essentially cards with double symbols, so follow the logic as if each symbol was duplicated for each attack type facing a square on the grid. This is why large creatures take two successful defeats to be captured. Example to left (or above on mobile).
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Lifetime Rank (Tier): This is determined by the player’s win-to-loss ratio and is updated after each event. This accumulates season to season. season and uses the same tier system as Season Rank. Lifetime Points and Rank are utilized exclusively for official competitive play functions. These scores are only modified at officially sanctioned events and are not affected by casual play.
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Lifetime Score: These are accumulated points recorded over the lifetime of a player. These accumulate season to season. Lifetime Points and Rank are utilized exclusively for official competitive play functions. These scores are only modified at officially sanctioned events and are not affected by casual play.
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Left Side (Quadrant): The Left side of the Card and its attack type. It is the area located above the card’s Valor and Renown. Sometimes this area may be empty, in that occurrence it is considered the Empty Attack Type.
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Leveling Up: See Key Figures
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Lore Box: This box contains knowledge or dialog from characters and occurrences in Medius. Medius is the World of Warsong TCG and CER LARP. The lore box is the italicized text next to the Effect Tome.
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Orientation: How the card is placed on the battlefield. Cards are placed by default with the front quadrant facing away from you. Cards can be placed in other directions due to abilities. Do not rely on card orientation to determine your card alone. It is recommended to use marked card sleeves, especially in four player games.
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Perverse: These cards attack types defeat the next 3 instead of 2. It is still defeated by the previous 2 if being attacked or defending.
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Play Ability: Anything that is not an attack from a card is a play ability or card effect. Some cards possess special abilities that can alter the flow of the game. Cards always supersede the rules of the game so make sure to pay attention to the card text!
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Prestigious “Specified Number”: Only play this card if you currently have equal to or more valor of the specified number.
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Promo Cards: Please see Rarity.
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Ranged: The Ranged ability is not the same as the Range Attack Type. Cards with Range Attacks Type(s) may have the Ranged ability, but it is not guaranteed. Not all cards that have the Range attack type have the Ranged ability, it must explicitly say it in the card effect box. Cards with the Ranged ability can attack in one additional space beyond its normal range on that side, but only when it is not next to an enemy.
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Rarity: A cards rarity can determine the value or how difficult it is to collect it. The Rarities in order of most common to most rare, and their ratios, are as follows: 18:1 Common (Copper Bar). Uncommon 14:1 (Silver Shield), Rare 5:1 (Gold Crown), Legendary 3:1 (Krahnic Scale), Mythic 1:1 (the Diamond of the North, Blue). This means for every 18 common cards in the Set there is one mythic card. Another type of card that is available is Promo cards. Promo cards are only obtainable through special events such as CER LARP Overnight Festivals or Warsong Officially sanctioned events. Promo cards are not part of the normal rarity system. Lich Diamond (violet crystal) Promo cards are only obtainable through CER LARP events, usually their overnight festivals, through boss fights. Gamma Crystal (green crystal) Promo cards are only obtainable through Warsong Officially sanctioned events, such as purchase bonuses and tournaments.
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Rear Flank (Quadrant or Blind Spot): The Bottom side of the Card and its attack type. It is the area located below the card’s Lore Text and next to the copyright and Art Lines. Sometimes this area may be empty, in that occurrence it is considered the Empty Attack Type.
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Relic: A relic is a card is essentially an item card. It often has restricted combat abilities but has unique play abilities.
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Removed from Game- Please see Banish
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Renown: The red number on the right to the bottom left of the card. Renown can be used to score at the end of the game or be used to as a qualifier for other abilities such as Vanquisher. Renown is only scored from a card when it is in a capture pile, unless otherwise stated.
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Right Side (Quadrant): The Right side of the Card and its attack type. It is the area located under the rarity and where the faction banner hangs (if any). Sometimes this area may be empty, in that occurrence it is considered the Empty Attack Type.
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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.
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Sacrificial “Specified Number”:
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Scoring (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 but may be different at events.
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Season Rank (Tier): This is determined by the player’s win-to-loss ratio and is updated after each event. This only reflects the current season.
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S++ Tier: Win ratio of 98% or higher
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S+ Tier: Win ratio of 95-97%
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S Tier: Win ratio of 90-94%
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A Tier: Win ratio of 80-89%
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B Tier: Win ratio of 70-79%
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C Tier: Win ratio of 60-69%
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D Tier: Win ratio of 50-59%
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Novice Tier: Win ratio 49 and below%
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Sentry: Any Ally card adjacent to this card’s Sentinel sides cannot be captured, but can be destroyed
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Set: DotN is short for Diamond of the North. This area lets you know what set the card is from by name abbreviation.
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Sideboard: A sideboard is a number of cards, usually four, separated from your deck, usually located in the out-of-game area (Banishment) used for adjusting your deck between rounds and matches. You may never "Sideboard" your deck while in play. The use of sideboards is completely optional and are usually only utilized during officially sanctioned events. Only use sideboard when it is allowed or when all players agree that you may use one.
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Smite “Creature Type”: All creature cards of the specified type captured by this card count for double their renown when scored.
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Spawn: Spawn can be summoned to play and do not need to reside in an Army (deck) but can be as well. When a spawn leaves the board for any reason, they are unscored and removed from the game, even ones that were played from a hand or deck. If you have cards that utilize spawn, but do not wish to use them in your deck they just sit off to the side of play until they are needed. You do not need to own a spawn card to utilize the card that spawns it. You can use dice or a card proxy (Fake card or token) to symbolize the Spawn, but only if you do not have it in your deck. Cards in an army (deck) cannot be fake or proxies and utilizing them may result in competitive play bans. You may only ever use proxies or "tokens" outside of your deck. Some spawn may have Valor and Renown, these numbers can be used for mechanical functions when played but cannot be scored from Renown since they are removed from the game once they are captured or destroyed.
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Special Abilities: See Play Ability
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Staging: The process of advancing across the battlefield. To play beyond your starting zone you must have at least one card behind it, anywhere in the directly previous row. You may continue this process across the field into other players’ starting zone.
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Standard Match (Solo or 1v1): The standard type of game is between two players, across from each other. The standard match is played on a 5 by 4 grid, with each player having two starting rows of 4 spaces wide, with a free row in the middle.
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Starting Zone: The first two rows of a player's battlefield. Cards can be placed anywhere in the starting zone, given they are not occupied. A player may place a card in the second row (farthest from them) of their starting area, since the first is considered staged at all times.
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Summoned: Put into play from somewhere, usually from out banishment.
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Tie (Clashes): A tie occurs when two attack types are the same or for a technical reason cannot defeat each other. When this occurs, the cards stay on the field unless otherwise stated as in the Assassin ability and are considered clashing. Cards that are tied or clashing are still technically attacking each other each round, for the sake of abilities.
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Tournament Points: Tournament Points are points given to game that are completed. Players that successfully complete a game are awarded 3 completion points and players that will are awarded 5 win points. Tournament Points are summed into a players total score in tournaments to help determine who will proceed and who will not. Tournament Points are only used at officially sanctioned Warsong tournaments and events and do not affect your Ranks or Lifetime Scores.
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Tribe: This field lets you know where in Medius the card would come from. Sometimes instead of a location, a name or group type is used. This designated their Tribe. A tribe is a group within a set or the Warsong TCG as a whole, but for one reason or another they are not seen diplomatically as a faction. Many tribes have abilities and synergy with each other making them a viable grouping for a deck. Tribes are different than Factions. Some cards have tribes that belong to multiple factions. You can play a ‘tribal deck’ if you do not break the two faction per deck rule.
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Turn Order
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One card is played a turn, unless a card states otherwise.
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Abilities then attacks are resolved. Attacks trigger if a new card is placed, and it affects another card or a conflict or clash needs to resolve. Once a card defends, it then attacks in full, before another card resolves.
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At the end of the turn, you draw back up to 5 cards, if you need.
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Valor: The green number on the left to the bottom left of the card. Valor can be used to score at the end of the game or be used to as a qualifier for other abilities such as Prestigious. Valor is only scored from a card when it is in play, on the battlefield, unless otherwise stated.
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Vanquisher “Specified Number”: Only play this card if you have 8 or more Renown currently in your capture pile or from some other effect that may grant it.
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World War Match (Round Robin, 4-Player, or 1v1v1v1): The World War Match game is between four players, across from each other evenly. This match is played on a 5 by 5 grid, with each player having two starting rows of 5 spaces wide, with a single uncontested square in the middle. Each player has squares in their starting area that are considered contested, meaning they can be played on by either player that has access to them. These matches tend to be longer and more chaotic but can be advantageous for those who build the correct deck for the occasion.
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Worldly Attack Type: The Worldly attack type beats all other attack types including itself when attacking. For this reason, the worldly attack type cannot tie. When defending the Worldly attack type also beats all other symbols when defending except itself.
Card Specific Rulings & Corrections (by Name)
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Bloodaxe Clan Signet (DotN #018): Card should read "While Bloodaxe Clan Signet is in play under your control, all adjacent allies gain Cleave."
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Blood Drinker Orc (DotN #03): Corrected misprint error. Fae type changed to correct, intended type Foe.
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Bear Pack Undyn (DotN #01): Corrected misprint error. Fae type changed to correct, intended type Foe.
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Clan Dýr Warsinger (DotN #06): Corrected misprint error. Dýr type changed to correct, intended type Fae.
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Cryogenic Spellslinger (DotN #019): Corrected misprint error. Attacks against this card still trigger Flee.
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Fetid Gob (DotN #86): Reminder, ALL adjacent cards, including allies, in all 8 spaces around the card must be flipped for. Returning on TAILS.
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Great Fae Tree, The (DotN #10): Corrected misprint error. Changed to correct, intended Key Figure.
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Northern Emissary (DotN #028): Corrected misprint error. Attacks against this card still trigger Flee.
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Shogunate Gokenin (DotN #59): Duelist ability was revised to better reflect original intention.
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Towered Dreadnaut (DotN #34): Card should read "If Towered Dreadnaut captured a card this turn, it cannot be captured the beginning of your next turn."