Professional Documents
Culture Documents
Turn Sequence..................................................................................................pg 6
~ Movement.......................................................................................................................pg 6
~ Taking Action!. ................................................................................................................pg 6
~ Main Attack Ability.....................................................................................................pg 7
~ Dont Want to Attack?................................................................................................pg 8
Line of Sight.......................................................................................................pg 8
Combat. ..............................................................................................................pg 9
Terrain . ..............................................................................................................................pg 10
Character Death...............................................................................................pg 11
Special Cases. ...................................................................................................pg 11
~ Vindicator Hodoon (Paladin)..........................................................................................pg 11
~ Gorebelly (Warrior).........................................................................................................pg 11
~ Lotherin (Priest)..............................................................................................................pg 12
Action Bar Cards..............................................................................................pg 13
~ The Basics........................................................................................................................pg 14
~ Anatomy of an Action Bar Card......................................................................................pg 14
~ Playing Action Bar Cards. ...............................................................................................pg 15
~ Readying Action Bar Cards. ............................................................................................pg 15
~ Instant Cards...................................................................................................................pg 16
~ React Cards . ...................................................................................................................pg 16
Customize Your Action Bar...........................................................................pg 17
Party Building...................................................................................................pg 17
Comprehensive and Tournament Rules.....................................................pg 18
Credits. ...............................................................................................................pg 19
Icon Reference.........................................................................................BackPage
1
Heroes of Azeroth, heed the call!
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.
4 Premium, pre-painted
World of Warcraft miniatures
Horde
Alliance
(2 Horde and 2 Alliance)
: Damage +1.
3
ARMOR
3
POWER
1
RESIST
9
HEALTH
1 Scenario map
: Damage +1.
2
Object of the Game and Scoring
Score victory points (VPs) equal to your partys combined honor, and you win.
~ You can find each characters honor on the symbol on the upper right corner of its card.
Honor
~ Each party in this Starter Set game has honor 11, so youll need to score 11 VPs to win.
~ 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
3
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. Character Card for
Vindicator Hodoon
Name
Race/Class
Vindicator Hodoon
Draenei Paladin Holy
6
HONOR
Honor
Talent Specialization
Hammer of the Naaru
3 1 4 (Melee) Main Attack Ability
: Make a 4 (Holy) attack against the defender.
4
ARMOR
Armor
Devotion Aura Adjacent allies have +1. Ability
2
RESIST
Resist
8
HEALTH
4
How to Play continued...
The master clock starts the game at 1, just like each characters personal clock. Each character gets to
take a turn when its clock matches the master clock, so each character will take a turn on game tick 1.
Roll a die. The player who wins the die roll chooses which player goes first. The chosen player then
selects a character in their party to take the first turn. That character wont take another turn until
the master clock matches its personal clock again.
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.
5
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.
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
Turn Sequence continued...
The main attack is the first ability listed on a characters card. Heres an example of one from
Gorebellys card:
: Damage +1.
Each attack ability has the following:
Tick Cost: How long it takes the character to recover after making the attack. This cost
advances the characters personal clock.
Range: How many spaces away from the character the attack can reach.
Before you make an attack, find the shortest path from your character to the enemy you
want to attack. The number of spaces in this path must be within the attacks range.
7
Turn Sequence continued...
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 , this effect happens once. Rolling more than
one in a single attack counts as only one crit.
At the end of a characters turn, if it hasnt advanced its personal clock by taking an action, it must
advance its clock by 1. Movement is not an action, and it doesnt cost ticks to move. Whether a
character moves or not, if it chooses not to take an action or if it cant take an action (for lack of a
target, for instance), then that characters personal clock must advance by 1 tick.
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.
8
Line of Sight continued...
RubyCRIT
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 ( ), the defending player rolls dice equal to the defenders
armor ( ).
If the attack is magic ( ), the defending player rolls dice equal to the defenders resist ( ).
9
Combat continued...
If an attack affects more than one defender, make a separate attack roll and defense roll for
each 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
Forests and hills can block the line of sight between characters, which prevents them from
attacking or targeting each other.
Characters attacking from a hill can choose to reroll one die after the attack roll.
Characters defending in a forest can choose to reroll one die after the defense roll.
10
Character Death
When a character is destroyed, remove it from the board and return it to its card,
then advance its personal clock by 2 ticks.
A character will respawn on its turn at its factions spawn point. Characters respawn with full health.
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.
Gorebelly (Warrior)
Gorebelly also has an ongoing ability that continuously affects the game.
11
Special Cases continued...
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.
~ 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 ).
12
Action Bar Cards
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
6
HONOR
3
ARMOR
1 Gorebellys
RESIST
Action Bar
9
HEALTH
13
Action Bar Cards continued...
The Basics
Action Bar cards give your characters access to new attacks or other types of abilities.
An Action Bar card that grants a character a new attack will also list the range, type, power,
and crit ( ) abilities of the attack.
Action Bar cards have costs to use them, just like the attacks and other abilities on character cards.
To play a characters Action Bar card, first exhaust that card (turn it sideways), and then advance that
characters clock by the number of the Action Bar cards tick cost. An Action Bar cards tick cost is
located in the upper left corner.
The diagram below calls out where you can find the different elements of basic Action Bar cards.
Card Name
Cost Restrictions
Range
Power
and
Attack Type
Action Bar
Card Type Talent Tree
(Damage Type)
Ability
Flavor Text
14
Action Bar Cards continued...
During a characters turn, it can choose to play a card in its Action Bar.
Playing a characters Action Bar card counts as that characters action for the turn.
To play an Action Bar card, first flip it face up and read the text to your opponent.
Then, exhaust the card (turn it sideways).
After exhausting, pay the costs described on the Action Bar card. An Action Bar cards tick cost is
located in the upper left corner.
Once an Action Bar card is played, it is on cooldown and cant be played again until
it is readied (turned upright).
At the end of each round (end of tick 10), in addition to scoring for the VP location,
both players ready their Action Bar cards.
15
Action Bar Cards continued...
Gorebelly: Charge
Ruby Gemsparkle: Fire Blast
Instant Arms Talent Tree
This character has move +1 this turn.
Add 1 to the next adjacent enemy this
character attacks this turn.
Ability
Warriors rush in where others fear to tread.
2008 UDC. Patent Pending. 2008 Blizzard Entertainment, Inc.
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 1 Ice Barrier
Mage Restrictions
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.
16
Customize Your Action Bar
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.
17
Comprehensive and Tournament Rules
18
Credits
Playtesters: Ken Matteson, Travis Severance, Lee Pitts, Eric Joseph, Dave Levy, Matthew Hoffmann, Meaghan
Hoffmann, Rob Ansell, Mike Loftus, Craig Sardone, Chad Ellis, Robert Dougherty, Alex Shvartsman, Darwin Kastle,
Alex Weitz, Dwayne Stupack, Darien Stupack, Gil Acosta, James Zack, Jason Lioi, Manny Vega, Matt Chapman, Robert
Hatch, Shawn McBride, Sven Myrin, Michael Derry, Freddie Crespo, Jr., Shane Scurry, Gregory Wilson, Mike Olivson,
Felix Dylehne, Steven Terry, Will Garner
Brand Management: Justin Gary (lead), Margeaux Doremus Sullivan, Dan Bojanowski
Editing: Cate Gary (lead), Katsuyo Nagasawa
Rules Team: Matt Hyra (lead), Paul Ross
Graphic Design: David Lomeli (Creative Design Manager), Marco Sipriaso (lead), Jon Briggs (lead),
Glen Llorin, Chris Ortega, Irene Roberts, George Olarte, Michele Mejia, Scott Reyes
Creative Content: Brandon Male (lead), Jeff Quick, Marc Schmalz, Cate Gary, Justin Gary, Matt Hyra,
Anthony Shaheen
Rulebook: Cate Gary, Matt Hyra
Art Direction: Jeremy Cranford
Production: Louise Bateman, Rudy Diaz, Mike Eggleston, Kim Forrai, Anita Spangler, Gordon Tucker,
Wendy Wagner, Armando Villalobos, Tracey Fraser-Elliott, Geert Van Slambrouck, Bart Hoorn
Project Management: Sean Dillon
Chairman and CEO, Upper Deck Company: Richard McWilliam
Vice President, Upper Deck Entertainment: Greg Goldstein
Director, Game Development Group: Jeff Donais
CEO, Upper Deck International BV: Nico Blauw
COO, Upper Deck International BV: Bruno Van Speybroeck
Category Manager Trading Card Games: Joeri Hoste
UDE Special Thanks: Chris Toepker
19
Credits
Blizzard Special Thanks: Chris Metzen, Gloria Soto, Stuart Massie, Joanna Cleland-Jolly, Justin Parker,
Peter C. Lee, Micky Neilsen, Samwise Didier, J. Allen Brack, Gina Pippin, Ben George, Elizabeth Cho, and all of the
Blizzard employee World of Warcraft Minis fanatics!
For more information on the World of Warcraft Miniatures Game, please contact Upper Deck International BV at questions@upperdeck.com or visit
www.WoWMinis.com/rulebook.
2008 UDC. All rights reserved. Patent pending. Upper Deck International BV, Flevolaan 15, 1382 JX Weesp, The Netherlands. www.upperdeck-international.com.
Miniatures made in China.
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.
20
Tick Cost: How long it takes the Range: How many spaces away
character to recover. This cost advances from the character the action can reach.
the characters The shortest path from a character to its
personal clock. targets must be within the actions range.
Success = 4 up through