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Ward: Trading Card Game

Ward: Trading Card Game Rulebook

Table of Contents

Table of Contents

  • Quick Start
    • What You Need (per player)
    • How You Win
    • Setup (do this)
    • The Field Rule (super important)
    • Your Turn (5 phases every turn)
    • Summoning (how sacrifices work)
    • Battle (do this every time you attack)
    • Magics (use what the card says)
    • Deck Rules (quick)
    • That's It
  • Advanced Rules
    • 1. Introduction
    • 2. Game Setup and Requirements
    • 3. Building Your Deck
    • 4. Winning the Game
    • 5. Creature Cards Explained
    • 6. Magic Cards Explained
    • 7. How to Play
    • 8. Summoning/Sacrificing
    • 9. Turn Structure/Turn Cycle
    • 10. Battle
    • 11. Damage Over Time (DOT) and Healing Over Time (HOT)
    • 12. Anchoring Effect

Quick Start

Read this, shuffle up, and you can fumble through your first match.

What You Need (per player)

  • 30-card deck
  • At least 1 six-sided die (D6) (more dice = faster game)
  • Way to track HP (paper/phone/calculator)

How You Win

Creatures that are killed or are sacrificed go to the cemetery.

  • Add up the HP of all creature cards in your opponent's cemetery.
  • If it reaches 300+ total HP, you win.

Setup (do this)

  1. Shuffle your deck.
  2. Each player rolls 1 die. Lower roll chooses to go first or second.
  3. Each player draws 5 cards.
  4. First turn rule: No one can battle or cause damage during the first turn cycle (both players' first turns). Both players must play 1 creature on their first turn.

The Field Rule (super important)

You must always have a primary creature on the field. If your primary creature is killed, you must replace it immediately (no playing magic during that replacement).

If you can't play a creature:

  • Reveal your hand, shuffle it into your deck, draw the same number, and try again until you can play one.
  • If you truly cannot play a creature, you lose. This includes none in your hand or deck.

Your Turn (5 phases every turn)

  1. Draw Phase Draw 1 card (Draw 5 on the very first turn of the game). Max hand size is 8. If over 8, discard down to 8 at the beginning of your turn before doing anything else.

  2. Summoning / Magic Phase

  • You may play magics. Blue Cards
  • You may normal summon only 1 creature per turn. Tan Cards
  • Only 1 primary creature is allowed on your side of the field
  1. Combat Phase You may attack your opponent's creature (see "Battle" below). If a primary creature is killed in combat, the combat phase ends immediately.

  2. 2nd Magic Phase You may play more magics. No summoning here.

  3. End Turn Your turn is over and now your opponent will take the same phases you did. Say: "My turn is over."

Summoning (how sacrifices work)

A creature's Armor Level (AL) tells you how many sacrifices you need to summon it.

  • AL 1–6: no sacrifice
  • AL 7–11: sacrifice 1 creature
  • AL 12: sacrifice 2 creatures

Sacrifices can come from the field or your hand and are sent to your cemetery.

AL can never go above 12, even with buffs from card effects.

Battle (do this every time you attack)

Step 1: Speed (who attacks first?) Compare Speed (SPD). Higher SPD goes first. If tied: each roll 1 die, higher goes first (redo each tied battle).

Step 2: Hit Roll (did you hit?) Attacker rolls 2 dice (+ any Hit bonuses). Add your creature's modifier!!!! If total is ≥ defender's AL, it's a Hit. If not, you miss (0 damage).

Critical Hit and Miss

  • Critical Hit: All 6s on your Hit Roll, double Attack Damage
  • Critical Miss: All 1s on your Hit Roll, you auto miss and take 1 die damage to yourself (no bonuses)

Step 3: Attack Damage Roll (how much damage?) If you hit: roll your creature's Attack Dice + add Modifier (+ buffs). Subtract that total from the defender's HP.

If a creature hits 0 HP, it is killed and goes to the cemetery.

Then, the slower creature returns attack (same steps) if it's still alive.

Magics (use what the card says)

Magic can buff, weaken, heal, damage, summon, disrupt and so much more. Some magic stays on the field (Infinite). You can only have 5 Infinite cards on your side of the field at once. Some magic is Lightning and can be played on either player's turn when its condition is met.

Deck Rules (quick)

  • 30 cards (No More, No Less)
  • Recommended mix: 8–12 creatures, 18–22 magic
  • Max 3 copies of the same card in a deck

That's It

Summon creatures, cast magic, battle with dice, and continue taking turns until you or your opponent's cemetery reaches 300.

Advanced Rules

For the Advanced Rules Guide, continue on. Advanced sections are numbered as printed in the Ward Rules Guide.

1. Introduction

1.1. Welcome to Ward

  • 1.1.1. Welcome to the world of Ward, a dice-fueled trading card game where players summon creatures, roll dice, battle each other, or even team up to take on terrifying bosses. Blending tabletop RPG combat with fast, strategic card play, Ward delivers high-stakes decisions, explosive turns, and unforgettable moments every game.

1.2. Core Gameplay Concept

  • 1.2.1. Ward features a hybrid combat system that fuses classic trading card strategy with tabletop RPG–style dice combat. Players can battle against their friends, or build a party and clash in boss-style raids to outplay their opponent and TURN THE TIDES OF WARD.

2. Game Setup and Requirements

2.1. What You Need to Play

  • 2.1.1. For your first Ward match, each player must have the following:
    • A deck of 30 Ward cards
    • At least one standard six-sided die (D6) (additional dice are recommended, (3+))
    • A calculator, pen and paper, or digital method to track creature Health Points (HP).

3. Building Your Deck

3.1. Deck Construction

  • 3.1.1. Deck building is a critical aspect of Ward. A well-balanced deck can determine victory or defeat.
    • 3.1.1.1. Creature Cards: The tan colored cards used to battle opposing creatures. Recommended: 8-12 cards.
    • 3.1.1.2. Magic Cards: These blue colored cards provide buffs, debuffs, damage, healing, utility and much more. Recommended: 18-22 cards.

3.2. Card Limits

  • 3.2.1. A deck may contain no more than three copies of any card of the same name.
  • 3.2.2. Certain cards may be banned or limited during official gameplay for balance and time considerations. Refer to the current Banned and Limited List at Home | Ward (WWW.WARD-CARDGAME.COM).
  • 3.2.3. Banned or limited cards may still be used in unofficial play.

4. Winning the Game

4.1. Victory Condition

  • 4.1.1. A player loses the game when the total Health Points (HP) of all creature cards in their cemetery reaches 300 HP or more at one time. This is the creature base HP listed on the card.
  • 4.1.2. If a player has 300 HP or more in their cemetery, they immediately lose the match.
  • 4.1.3. Both you and your opponent are responsible for tracking cemetery HP. If you reach the 300 HP limit and your opponent does not call you out or request a cemetery check, play may continue until they do.
  • 4.1.4. If you exceed 300 HP and your opponent does not call you out for losing, and play continues, you may still call them out when they reach 300 HP in their cemetery. In that case, you win, even if you had already reached 300 HP earlier.
  • 4.1.5. If an action taken by a player would cause themselves to lose the match, this play cannot occur if called out by the opponent.
    • Example: A player sacrifices a creature to summon another, but this would put them over their 300 HP limit. They do not lose for this mistake, however, the action or play, cannot occur, and they must reset prior to the attempted action.

4.2. Adjustable Game Length

  • 4.2.1. Players may agree before the game begins to increase or decrease the HP threshold for longer or shorter matches. Standard official matches play to 300 cemetery HP.

4.3. Cemetery Integrity

  • 4.3.1. If a creature is removed from the cemetery by a card effect, its HP no longer counts toward the total.
  • 4.3.2. Players must track their opponent's cemetery HP and may request to view the cemetery at any time.
  • 4.3.3. Effects of creatures and magics in the cemetery are no longer active. Some exceptions may exist. See card for more details.

5. Creature Cards Explained

  • 5.1. Creatures are the TAN cards and the primary combat units in Ward. They are the driving force behind battles.

5.2. Creature Card Elements

  • 5.2.1. Each creature card contains the following components:
    • 5.2.1.1. Creature Name: Identifies the creature. Some effects reference specific names.
    • 5.2.1.2. Creature Type: Categorizes the creature (e.g., Beast, Demon, Undead). Certain effects interact with specific types.
      • Beast
      • Bug
      • Cosmic
      • Demon
      • Dragon
      • Elemental
      • Humanoid
      • Dinosaur
      • Undead
      • Mechanical
    • 5.2.1.3. Creature Artwork: Visual representation of the creature. Artwork may be relevant to card effects.
      • 5.2.1.3.1. Example: "Ent Tree" Inflicts 2x Attack Damage to any creature holding a weapon. If Ent tree was battling "The Hero" it would inflict 2x damage as The Hero is holding a sword. See extended card descriptions if the weapon on the art is unclear.
    • 5.2.1.4. Card Rarity: Indicates availability and collectability.
      • Common - Very easy to obtain in any pack.
      • Uncommon - Easy to obtain in any pack.
      • Rare - Easy to obtain but only appear in rare slots of a pack.
      • Epic - Hard to obtain and only appear in rare slots of a pack.
      • Legendary - Very hard to obtain and only appear in rare slots of a pack.
      • Mythic – There is only one card of this rarity per generation.
      • Promo – Only available through special events or promotions.

5.3. Attack Damage Multipliers

  • 5.3.1. This is when a creature inflicts damage that is multiplied at the end of calculation. Follow PEMDAS mathematics.
    • Example: The "Assassin" creature inflicts 3× Attack Damage if it hits first during a battle. This means the Assassin hits first, rolls its Attack Damage, and then applies any modifiers or buffs from effects. If the total Attack Damage after modifiers and buffs is 20, that total is then multiplied by 3, resulting in 60 HP of Attack Damage.
  • 5.3.2. If multiple Attack Damage multipliers affect the same Attack Roll, calculate the damage normally, then apply each multiplier sequentially, multiplying the total by the first multiplier, then the second, then the third, and so on.
    • Example: The "Assassin" creature hits and calculates its total Attack Damage. If the total Attack Damage is 20, it is first multiplied by 3, resulting in 60 HP of Attack Damage. If you have also played the Magic Card "Backstab", which multiplies Attack Damage by 3, you then multiply the 60 Attack Damage by 3, for a final total of 180 HP of Attack Damage.

5.4. Field Example

  • 5.4.1. Below is an example of a Ward play field. Take note of the single creature in front and the 5 magic slots behind them. There is also an area on both sides of the primary creature for Limited Summons. See section 13 for more on limited summons.

6. Magic Cards Explained

  • 6.1. Magic are the BLUE cards and provide powerful effects that can dramatically influence the battlefield.

6.2. Playing Magics

  • 6.2.1. The method of playing a magic card is the act of taking the card from your hand and placing it to the field. This activates the cards effect. There is no cost for playing magics in Ward. You may play as many card as you like during your magic phases of your turn. This includes single use, infinite, and hybrid magics.
  • 6.2.2. Play/Activation Cost: Some cards require a cost to be paid in order to be played or activated. This cost must be attempted before the card is played or activated. If the card is negated, cancelled, or prevented from resolving, the original cost does not apply.
    • Example: A player attempts to play "Mysterious Door," which requires inflicting 10 HP damage to their primary creature before activation. If the opponent responds with "Haunted Tree," which negates a Magic card when played, Mysterious Door is negated. Because the card is negated before resolving, no damage is inflicted, and the activation cost does not apply.
  • 6.2.3. Complete Resolution of Played Magic Cards
    • When a Magic card is played from a player's hand, its effect must resolve completely as written. If any portion of the Magic card's intended effect cannot legally resolve because a target is unaffected by Magic, immune to the effect, or otherwise prevents the effect from resolving as written, the entire Magic card fails to resolve. Played Magic cards cannot partially resolve, thus the card cannot be played.
    • This rule applies only to the initial resolution of a Magic card when it is played. It does not apply to continuous effects, Field Magics, Equip Magics, Infinite Magics already on the field, or other ongoing effects unless specifically stated by a card or rule.
    • Example: Your opponent controls "Fog", a creature that is unaffected by your opponent's Magic card effects. During their turn, your opponent plays "Backstab" on their creature. Backstab would cause their creature to automatically battle first and inflict 3x Attack Damage. Because Fog is unaffected by their Magic card effects, the portion of Backstab that would force Fog to battle second cannot legally resolve. Since Backstab cannot fully resolve as written, the entire Magic card fails to resolve. Your creature does not automatically battle first and does not gain 3x Attack Damage. The card Backstab cannot be played.
  • 6.2.4. Hybrid Magics: A magic that also acts as a creature while on the field. These cards typically do not count toward your total cemetery HP. See specific card for details.

6.3. Magic Card Elements

  • 6.3.1. Each Magic contains the following components:
    • 6.3.1.1. Magic Card Name: Identifies the card. Some effects reference specific names.
    • 6.3.1.2. Magic Card Artwork: Categorizes the card and represents the effect.
    • 6.3.1.3. Card Rarity: How hard or easy this card is to obtain.
    • 6.3.1.4. Magic Sub-Type: Indicates whether the effect applies to a single card (Equip) or multiple (Field).
    • 6.3.1.5. Magic Effect Box: Describes the card's effect.
    • 6.3.1.6. Magic Type: Standard, Infinite, or Lightning.
    • 6.3.1.7. Card Generation: Which set this card is a part of.

6.4. Magic Sub-Type

  • 6.4.1. Field: Affects multiple creatures or areas as specified.
  • 6.4.2. Equip: Attaches to a single creature. If the equipped creature leaves the field or changes control, the equipped card is destroyed.
  • 6.4.3. None: Normally targets a creature or magic and then is discarded after effect resolves.

6.5. Magic Card Types

  • 6.5.1. Standard: Single-use cards sent to the cemetery after resolution.
  • 6.5.2. Infinite: Remain on the field until destroyed or resolved. A maximum of five may be active at once on your side of the field.
  • 6.5.3. Lightning: May be played at almost any time when conditions on the card are met. Sent to the cemetery after resolution unless stated otherwise.

6.6. Equipping to Other Creatures

  • 6.6.1. In Ward you may equip magics to your opponents' and allies' creatures. Some cards specify which creature they may be equipped to.
    • 6.6.1.1. When equipping to your opponent's creature, the equip card stays on YOUR side of the field and will occupy one of your magic slots if it is an infinite magic. The equipped card will be sent to your cemetery if destroyed or removed from the field unless otherwise stated by card effect.
    • 6.6.1.2. When equipping magics to your partner in a team match, the equipped card will take up a magic slot on THEIR side of the field but will return to your cemetery if it is destroyed or removed from the field, unless otherwise stated by card effect.

7. How to Play

7.1. Game Start

  • 7.1.1. Each player rolls one six-sided die. The lower roll chooses whether to go first or second.
  • 7.1.2. Each player draws five cards. Only on turn cycle 1, during your turn.
  • 7.1.3. During the first turn cycle of the game, players may NOT initiate battle or cause damage.
  • 7.1.4. All players must summon one creature during their first turn.

7.2. Mandatory Creature Rule

  • 7.2.1. A player must always have a creature on the field. If a creature is killed, it must be immediately replaced. The match pauses until the player replaces their creature. This may occur outside of the normal summon rules for the turn. Normal sacrificing rules still apply.
  • 7.2.2. If no creature can be played, the player shuffles their hand into their deck and redraws the same number of cards they shuffled in. They will continue this process until they have a playable creature in their hand.
  • 7.2.3. If a player's creature is killed and they have no cards in their hand, they will draw one card at a time until they have a playable creature and shuffle the remainder back into their deck. Normal sacrificing rules apply.
  • 7.2.4. If the player has no playable creatures in their hand or deck, they lose the match. This may happen even without 300 HP in their cemetery.

8. Summoning/Sacrificing

  • 8.1. In Ward you will summon creatures to the field and battle your opponent. During your turn you may normal summon one creature as your primary creature. You may only have ONE primary creature on the field at a time.

8.2. Sacrifice: The method of sending creatures to your cemetery to summon a creature of Armor Level 7-12 to the field.

  • 8.2.1. To summon higher Armor Level creatures, sacrifices are required. This is determined by the base Armor Level (AL) of the creature being summoned.
    • AL 1–6: No sacrifices required.
    • AL 7–11: One sacrifice required. Field or Hand.
    • AL 12: Two sacrifices required. Field and/or Hand.
  • 8.2.2. Sacrificed creatures may come from the field or the player's hand, and are sent to the sacrificing player's cemetery and COUNT toward their total cemetery HP.

8.3. Summon Requirement Creatures

  • 8.3.1. Some creatures may have additional requirements to normal summon them to the field. See the specific card effect for further details on how to play these creatures. Summon requirements are NOT considered a creature effect.

8.4. Killing Own Creature

  • 8.4.1. During a player's 2nd phase (Summon/Magic) they may choose to kill their own creature and send it to their cemetery. The killed creature counts toward the 300 HP limit. They will then need to follow the same rule as if their creature was killed by their opponent. See section 7.2.
  • 8.4.2. The act of killing your own creature, and summoning a new one, counts as your 1 standard summon per turn limit that is normally taken during your 2nd phase of the turn.
    • 8.4.2.1. You may do this only one time per turn.

9. Turn Structure/Turn Cycle

9.1. Each turn consists of five phases:

  1. Draw Phase: Draw one card. Draw 5 cards on the first turn of the match. Maximum hand size is eight cards. If you have more than eight cards in your hand, discard down to eight only at the beginning of your turn, immediately after the draw phase. You cannot play magic/summon until you have discarded down to eight cards in your hand.
  2. Summoning and Magic Phase: Summon creatures. Play magics. Only one primary creature may be summoned per turn by standard means.
  3. Combat Phase: Initiate battle. (Optional) Combat Phase ends immediately if a primary creature is killed.
  4. 2nd Magic Phase: Additional magics may be played. No summoning or sacrificing.
  5. End Turn: You are done with your turn and your opponent will now take the same phases you did.

9.2. Turn Cycle

  • 9.2.1. A Turn Cycle is the act of all players taking their respected turn and completing all phases within it. Some cards will specify exactly when an effect starts, and ends in a turn cycle.
  • 9.2.2. A turn cycle always starts at the beginning of a player's turn.
  • 9.2.3. Card effects that state they last for X amount of turn cycles will end at the beginning of the turn cycle in which they were played, following the amount specified. This is regardless of what phase of your turn the card was played. See DOT and HOT section 11 for exceptions.
    • 9.2.3.1. The phase of the turn a card was played does not affect when it's effect will end.
    • 9.2.3.2. Example: You play the card "Ghost Form" on your 2nd magic phase of your turn. Ghost Form makes your creature immune to damage for 2 turn cycles. You will have the effect of Ghost Form for the remainder of your turn, your entire opponent's turn, your entire next turn, your entire opponent's next turn, and then it will be discarded at the beginning of your upcoming turn, before you draw. Thus, 2 Turn Cycles completed.

10. Battle

  • 10.1. A battle in Ward is always a back and forth between the two creatures and occurs during the Combat Phase. Both creatures involved in the battle will be rolling their Hit and Attack Rolls.

10.2. Battle Steps - Both creatures engaged in battle will take these steps:

  1. Battle Declaration: Verbalize you want to battle. You must declare which creature is battling and their target creature for that battle.
  2. Speed Determination: Which creature attacks first in battle. The creature with the higher speed stat goes first in battle. If two creatures have the same speed stat or a magic card creates an ambiguous scenario, roll a single die each to determine who goes first for that battle.
  3. Hit Roll: The act of Hitting the opposing creature. The Hit Roll is ALWAYS 2 dice at its base. This amount may be altered through creature and magic effects. To perform the Hit Roll, roll two six-sided die and add the creature Modifier to the value of the Hit dice rolled. The value of the Hit Roll must meet or beat the attacked creature's Armor Level to proceed to the Attack Damage Roll step.
  4. Attack Damage Roll: The act of causing damage to the opposing creature's Health Points (HP). If you Hit, you MUST now roll your Attack Damage Roll. To perform an Attack Damage Roll, roll the Attack Dice as indicated on your creature card then add the Modifier to the value of the Attack Dice rolled. Subtract the value of the Attack Dice + Modifier (and any other effects that might increase the attack dmg) from the targeted creature's HP.
  5. Slower Creature: The second/slower creature's Hit/Attack rolls. The creature you are battling with MUST now respond with steps 3-4 against the creature that attacked it.
  6. End Battle: Concludes the battle between 2 creatures. Once both creatures involved in the battle have rolled against each other, the battle between them is over. More battles may take place during the Combat Phase with the use of Limited Summons or magics (See Section 13).

10.3. Critical Hit/Miss

  • 10.3.1. Critical Hit: Rolling all sixes during the Hit Roll. Attack Damage is doubled after all modifiers/buffs have been calculated.
  • 10.3.2. Critical Miss: Rolling all ones during the Hit Roll. You automatically miss your Hit Roll regardless of your opponent's AL and you must deal one die of flat damage to yourself. This is the damage shown on the die. Does not include any modifier, effects, buffs, etc.
  • 10.3.3. You cannot critically Hit or Miss if rolling only one Hit die.

10.4. Types of Damage

  • 10.4.1. There are 4 types of damage that can be inflicted in Ward.
    • Attack Damage: The damage inflicted by a creature during battle.
    • Damage Over Time: Damage inflicted over multiple turn cycles/turns. (See sec. 11)
    • Instant Damage: Damage inflicted outside of battle through the use of card effect.
    • Percentage-based damage: Means the effect looks at the creature's current HP, then removes a percentage of it instead of a fixed number. The damage calculation of percent-based damage is still numerical and therefore has a whole number of damages assigned to the damage inflicted on a creature.

11. Damage Over Time (DOT) and Healing Over Time (HOT)

  • 11.1. Unless specified otherwise on the card text, DOT and HOT effects apply once per turn cycle, beginning at the end of the combat in which they were applied.
  • 11.2. Common DOT effects read as follows: "Inflict X HP damage once per turn cycle, for X turn cycles." If read this way, specified damage is normally taken at the end of the Combat Phase.
  • 11.3. DOTs cannot stack. This means if you apply a DOT to a creature, the effect must resolve prior to the application of another DOT.
    • 11.3.1. EXAMPLE: On your turn your "Grizzly Bear" hits your opponent's "Bear Wolf". This begins his 2-Turn Cycle DOT Effect. Bear Wolf takes the initial 10 HP DOT damage at the end of the combat phase. It is now your opponent's turn and they battle your Grizzly Bear with Bear Wolf. Your Grizzly Bear Hits again, however, since Bear Wolf is already under the effect of your DOT, they do not take any additional DOT damage.
    • 11.3.2. The Turn cycles now switches to your turn, Bear Wolf will have to take 10 HP DOT damage at the end of this combat phase and complete the 2-turn cycle DOT effect of Grizzly Bear. Your Grizzly Bear will now have to Hit Bear Wolf again to activate his DOT effect.

12. Anchoring Effect

  • 12.1. An anchoring effect is any card effect that allows a card to remain on the field outside of normal play rules. This can be done through creatures and magics.
  • 12.2. If the anchoring effect that is holding a card on the field is negated or destroyed, the anchored creature is removed from the field. See card specific details for where the creature is sent upon anchoring effect ending.
  • 12.3. The anchoring effect takes priory over all other card effects. For example: the card "Revival Priest" is played to return "Behemoth" from your cemetery to the field as your primary creature. Behemoth may now be used as normal for battle, sacrificing, equipping magic etc. You then play the card "Lead Boots" on Behemoth. Lead boots equip to a creature and make it so they cannot be removed from the field. Your opponent plays "Evil Queen", which destroys 1 magic card on the field, and they chose Revival Priest. Revival Priest is destroyed and because it was acting as an anchoring effect for Behemoth, Behemoth is also sent back to the cemetery regardless of Lead Boots effect.

13. Limited Summons

  • 13.1. Limited Summons are creatures summoned while a primary creature is already on the field. In simple terms, they are an ally to aid your primary creature in the Combat Phase. Limited summons can ONLY be played through specific card effects.
  • 13.2. LIMITED SUMMONS:
    • 13.2.1. Cannot receive HP damage.
    • 13.2.2. Lose their card effects while limited.
    • 13.2.3. Cannot be used as a sacrifice.
  • 13.3. OTHER LIMITED SUMMON RULES:
    • 13.3.1. Max of 4 Limited Summons may be on your side of the field at one time.
    • 13.3.2. Limited Summons rely on an Anchoring Effect to stay on the field. Exceptions may exist. (See Section 12)
    • 13.3.3. A player controlling limited summons may choose to battle with their limited summon(s) and not with their primary creature. They act as separate battles during the Combat Phase of a turn.
    • 13.3.4. Limited Summons can be equipped and receive the effects of Equip and Field Magics.
    • 13.3.5. Limited summons cannot be removed from the field by either player unless by magic/creature effects.
    • 13.3.6. If a player's primary creature is killed, if possible, one of their Limited Summons MUST become the new primary creature. The player chooses which limited summon on their side of the field becomes the new primary and regains their creature effect if they have one.

14. Card Activation and Effect Resolution

14.1. Card Activation Sequence

  • 14.1.1. Card effects are resolved in the following order:
    1. Card is played or activated.
    2. Lightning cards and responses are played.
    3. Effects resolve in reverse order of play.
    4. Chain ends.

14.2. Card Effect Resolution Sequence

  • 14.2.1. When a creature is summoned, there is a brief activation window before its effects begin to apply. During this window, existing card effects on the field or effects that trigger in response to a summon may negate, prevent, or suppress the creature's effects before they successfully activate. If a creature's effects are negated during this activation window, the creature enters the field without those effects, and any immunity, protection, extra damage, or other effect the creature would normally gain from its effects does not apply.
  • 14.2.2. Example: A player summons Hive Lord, whose effect destroys one Magic card on the field when it is summoned. During the summon activation window, the opponent plays Mind Sap, which negates creature effects. Because Mind Sap resolves before Hive Lord's summoning effect activates, Hive Lord's effect is negated and no Magic card is destroyed.
  • 14.2.3. Conditional Activation Requirements
  • 14.2.4. Some cards require a previous action in order to play them. For example, "Old Logging Road" requires players to inflict 5 HP damage to their primary creature in order to play a magic. The player must pay this cost prior to playing the card.
    1. If an activation cost or required action under Section 14.2.3 is prevented, negated, or ignored by another card effect, the cost is considered fulfilled and does not apply.
      • EXAMPLE: "Old Logging Road" is active on the field, requiring players to inflict damage to their primary creature in order to play Magic cards. If a player successfully equips "Ghost Form" to their creature, making it immune to damage, they may still play Magic cards without inflicting damage, since Ghost Form prevents the required damage from being applied.
      • However, a Magic card such as "Steam Armor" does not prevent the effect of "Old Logging Road," since Old Logging Road applies its requirement to the player and not directly to the creature.

14.3. Magic Effect Chains

  • 14.3.1. The act of playing several magic cards in succession of each other in response to an initial activation of a player's magic card. This is commonly done through the use of lightning cards.
  • 14.3.2. Example: You play the equip card, "Battle Axe" to increase your creature's stats. Your opponent plays "Melody of the Deep" which can negate a magic when played. You then respond to their Melody of the Deep by playing "Haunted tree", which also negates a magic when played. Because you negated the card that was going to negate your Battle Axe, your Battle Axe plays as intended. The rest of the cards are sent to the cemetery following the resolution of the Magic Effect Chain.

14.4. Chain Order Advanced

  • 14.4.1. A player may only respond with one card in the response to a card being played, activated, summoned, etc. This also includes things such as negating an attack.
  • 14.4.2. Example: You play "Battle Axe" your opponent then plays "Melody of the Deep" to negate your Battle Axe. You have "Abominable Deerman" and "Haunted Tree" in your hand. Both of these cards may be played in response to Melody of the Deep; however, you can only choose one of them to be used until it is your next turn in the chain again.
  • 14.4.3. One Response Per Action: A player may only respond once to a single action or event. If that response is negated, cancelled, or otherwise prevented from resolving, and the chain ending, the player may not attempt to respond to that same action again with a different card or effect.
    • Example: Your opponent is rolling their Attack Dice Rolls. You play "Melody of the Deep" to negate the attack. Your opponent responds with "Haunted Tree", negating Melody of the Deep. Melody of the Deep is successfully negated and the chain ends.
    • Because you have already used your response to that Attack Dice Roll, you may not play a second Melody of the Deep, or any other card, to attempt to negate the same attack. Each player is limited to one response per action or event, and the possible chain that follows.
  • 14.4.4. In an event that all primary creatures have been removed from the field, the player who initially played a card to start this effect must be the first player to summon a creature after the effect resolves.

15. Game Conclusion

  • 15.1. There are 4 ways to lose in Ward:
    1. 300 HP Cemetery: Your cemetery has a total of 300 creature HP or more at one time. Your opponent must call out that you have hit 300 HP for you to lose.
    2. Creature Out: You have no more playable creatures. This includes the field, your hand, or your deck.
    3. Time Out: The event set time limit runs out. Player with the most creature HP in cemetery loses.
    4. Disqualification: During some events players may be disqualified. These are event specific and include but are not limited to:
      • Stalling: The act of intentionally slowing the match down in order to draw out the time limit. Includes but not limited to, over reading cards you obviously know the effect of, asking questions repeatedly that are obvious and intentionally slowing the match down, intentionally taking very slow turns or thinking.
      • Cheating: Intentionally taking actions outside of the rules or break them.
      • Harassment: Making other players unconformable intentionally.
      • There are many more and are not taken lightly. See event host for disqualification details.

16. Additional Rules

16.1. Unaffected by Magic and Creature Effects

  • 16.1.1. Some creatures are completely unaffected by all Magic and creature effects. A creature with this trait cannot be equipped with Magic cards, does not receive effects from Field cards, and ignores any Magic or creature effects that would damage it or change its stats, abilities, position, controller, dice rolls, modifiers, negate its Attack Damage, or any other aspect of that creature. This immunity applies only to effects that would affect the creature itself and does not prevent an opponent's creatures from applying effects to themselves, such as increasing their own stats through magic/creature effects.
  • 16.1.2. The effect of this type of creature may only be negated at the time it is initially activated, before the creature successfully enters the field and its effect begins to apply.
  • 16.1.3. Example: A player attempts to summon Steam Rex, a creature that is unaffected by Magic and creature effects. The opponent already has the Magic card Iron Range active on the field, which negates all creature effects on the field. Because Iron Range is already active at the time Steam Rex is summoned, Steam Rex's effect attempts to activate upon entering the field and is immediately negated. As a result, Steam Rex enters the field without its effect, since effects that negate creature abilities, and are already active, apply before the creature's effect can take hold.
  • 16.1.4. Example 2: A player summons Ent Tree, a creature whose effect makes it unaffected by Magic and creature effects. During the summon activation window, the opponent plays Mind Sap, which negates creature effects. Because Mind Sap resolves before Ent Tree's effect activates upon entering the field, Ent Tree's effect is negated, and it does not gain its immunity. See section 14 for more information.
  • 16.1.5. Becoming Unaffected: If a creature that is normally affected by magic/creature effects is made unaffected by another card effect, any equip cards on that creature are destroyed and sent to the original owner's cemetery.

16.2. Ambiguous Situations

  • 16.2.1. If an action is not explicitly permitted by the rules or a card, it is prohibited.
  • 16.2.2. If there is an effect or scenario that is contradicting and cannot be determined within a reasonable time by the players, judge, or hosting party, both players of the conflicting event will roll a die each. The player with the higher result will receive the benefit of the conflict in question. This does not determine an official ruling. This is to keep the match flowing and avoid a time-out.
  • 16.2.3. Tournament rulings are at the discretion of the assigned official and hosting party as long as it does not conflict with Ward standard ruling.

17. Notes

  • 17.1. Armor Level may never exceed 12. This includes increases from magics and other effects.
  • 17.2. Creature HP cannot go below 0.
  • 17.3. Cemetery HP can go below 0.
  • 17.4. Running out of cards in your deck does not immediately cause a loss. Continue play even without drawing during the turn.
  • 17.5. All creatures sent to the cemetery have their base HP written on the card count toward cemetery HP.
  • 17.6. Anything that is percentage (%) base damage is considered damage. Example: A card that reduces a creature currently at 30 HP by half, inflicts 15 damage to the creature.
  • 17.7. Anytime a shuffle is made in the match, your opponent may cut your deck immediately following the shuffle.
  • 17.8. If a magic card is destroyed, and a card effect does not instruct whose cemetery it is sent to, send it to the original owner's cemetery.
  • 17.9. Mulligan Rule: At the beginning of the match, on turn cycle 1, for your first draw, prior to summoning your first primary creature, you may choose to Mulligan your first playable hand and only your first playable hand of the match. If this is not used on turn 1 of the match, it cannot be used the remainder of the match. This can be used 1 time only with the previously mentioned conditions.
    • What is a Mulligan? A Mulligan is the act of shuffling your hand back into your deck and drawing the same number of cards. This can occur at anytime during a match when you do not have a playable creature in your hand and your primary is removed, killed or sacrificed. With the Mulligan rule, on turn one, this act may be used with your first playable hand one time only.

18. Definitions

  • 18.1. Activate: The method of a card effect beginning. Some cards are played to the field, and activated at a later time or event. Exp: "Future Warrior" and "Bunnysaurus".
  • 18.2. Anchoring Effect: Limited Summons are held on the field by an "Anchoring effect". Anchoring effects come in many different forms, such as magic card effects and creature card effects. Anchoring effects are the effect that is holding the Limited Summoned creature, or in rare situations, the primary creature on the field.
  • 18.3. Armor Level: The Armor level or (AL) of your creature is their ability to resist getting Hit in battle. This value is the total your opponent must match or beat during their Hit Roll. Max AL can never exceed 12, even with AL buffs.
  • 18.4. Attack Roll: The process to determine how much damage is inflicted on the target.
  • 18.5. Banned Cards: These cards are game breaking and are not allowed in your deck at any time during official game play.
  • 18.6. Base Attack: The Attack Dice Rolls and Modifier physically printed on the card. Does not include creature effect, such as buffs, increases, and multipliers etc.
  • 18.7. Base Stats: The numbers/words that are physically written on the card.
  • 18.8. Creature Card: Ward creature cards have a tan card frame and are the driving force behind Ward battles. Creatures are summoned during your turn and used to battle and kill your opponent's creatures.
  • 18.9. Magic Card: The blue framed cards that are used to aid your primary creature, and bend the rules of the match.
  • 18.10. Critical Hit: During your Hit Roll, rolling all 6's. This is a critical hit and the final damage result is multiplied by 2.
  • 18.11. Critical Miss: During your Hit Roll, rolling all 1's. This is a critical miss, and you miss your target regardless if the value of that roll was higher than or equal to the AL of the targeted creature. After rolling all 1's the player who rolled the Hit will roll 1 die of damage against the creature who missed.
  • 18.12. Destroy: The act of a magic being removed from the field and sent to the cemetery.
  • 18.13. Kill: The act of a creature's Health Points being reduced to 0.
  • 13. Limited Summons
  • 14. Card Activation and Effect Resolution
  • 15. Game Conclusion
  • 16. Additional Rules
  • 17. Notes
  • 18. Definitions
  • 5.2.1.5. Attack Name: The name of the creature's attack.
  • 5.2.1.6. Attack Dice Rolls: The number of dice rolled for damage after a successful hit.
  • 5.2.1.7. Armor Level (AL): The value an opponent must meet or exceed to hit this creature. AL may never exceed 12. This includes additions from magics/creature effects.
  • 5.2.1.8. Speed (SPD): Determines which creature attacks first during battle. (Highest)
  • 5.2.1.9. Health Points (HP): The amount of damage the creature can sustain before being killed.
  • 5.2.1.10. Modifier: Bonus applied to Hit and Attack Damage Rolls.
  • 5.2.1.11. Creature Effect Area: Special abilities unique to the creature. Effects may typically be used once per turn unless stated otherwise.
  • 5.2.1.12. Card Generation: Indicates the release set the card belongs to.
  • 5.2.1.13. Creature Biography: Flavor text and lore information.
  • 18.14. Sacrifice: The act of sending a creature from your hand or the field to your cemetery to summon a creature AL 7-12.
  • 18.15. Draw Phase: The beginning of the player turn cycle. During this turn the player draws 1 card.
  • 18.16. Damage Over Time (DOT): Damage that occurs over the course of multiple turn cycles.
  • 18.17. Speed: The speed or (SPD) of your creature decides which creature attacks first during battle. There is no max limit to speed. Tied speed stats require a dice roll to determine who goes first in each battle.
  • 18.18. Health Points: The health points or (HP) is amount of damage your creature can sustain before being sent to the cemetery. Creatures cannot be healed above their original HP value printed on the card.
  • 18.19. Limited Summon: Limited Summons are any creature(s) that are summoned to the field while you have a primary creature already on the field.
  • 18.20. Magic Card: Ward magic cards have a blue card frame and are supplementary cards that vary greatly and have a variety of effects. These cards are played to the magic section slots on the battlefield.
  • 18.21. Hit Roll: The process of rolling two dice to determine if you have successfully beaten the armor level of the target.
  • 18.22. Healing Over Time (HOT): Healing that occurs over multiple turn cycles.
  • 18.23. Limited Cards: These cards only allow one copy of that particular card in your deck at a time during official game play.
  • 18.24. Summoning: Summoning is the act of placing a creature from a player's hand, deck, or cemetery onto the field. Process of playing creatures to the field.
  • 18.25. Turn Cycle: One full revolution of the game from any specific time. Consisting of both/all players turn.
  • 18.26. Turn: Phases 1-5 of a player's turn.
  • 18.27. Negate: The act of cancelling or preventing the effect of a magic or creature effect prior to activation. See specific card details for more information.
  • 18.28. Played: The act of playing a magic from your hand to the field causing it to activate.