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    IntroductionWelcome to the Old World, a land of vast kingdoms,epic quests, and erce, bloody battles. In the North,the forces of Chaos gather to spread death and de-

    struction throughout the civilised lands. Vast hordesof ferocious Orcs swarm across the continent. Crueland malicious Dark Elves plot their own breed ofdominion from their dark towers. Pitted against thesearmies of destruction are the stout Dwarfs in theirmountain strongholds. The noble and mysterious

    High Elves from distant Ulthuan have also answeredthe call to arms. And the brave, resourceful soldiersof the Empire never back away from a ght

    The LivingCard GameWarhammer: Invasion The Card Game is a two

    player duelling game that can be played using onlythe contents of this Core Set. In addition, Warham-mer: Invasion The Card Game is also a Living CardGame (or LCG), and your enjoyment and experi-ence of the game can be customized and enhancedthrough the addition of 40-card expansions calledBattle Packs. Each Battle Pack provides you with newoptions and strategies for each of the decks in this set,as well as cards you can use to build original decks ofyour very own. The Warhammer: InvasionLCG can

    be played both casually, with your friends, or com-petitively, through the organized play program that isofcially sanctioned by Fantasy Flight Games.

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    ComponentsThe Warhammer: InvasionLCG Core Game includesthe following components:

    This Rulebook

    220 Cards

    4 Capital Boards

    35 Resource Tokens

    60 Damage Tokens

    4 Burning Tokens

    Component

    OverviewCardsThe Warhammer: InvasionLCG Core Game features220 cards, with starter decks included for the Empire,Dwarf, Orc, and Chaos races. Additionally, there areHigh Elf, Dark Elf, neutral, alliance, and draft formatcards included in this set.

    Capital BoardsThe Capital Boards show which race each player is

    playing in any given game. They are also used torecord damage that has been inicted upon each capi-tal. The 4 Capital Boards in the core set are for the

    Empire, Dwarf, Chaos, and Orc races. Capital Boardsfor the High Elves and Dark Elves are available in theCompanion Edition to the Warhammer: Invasion LCGCore Set, which will be available in the fall of 2009.

    Resource TokensResource tokens are used to pay for cards and effects,and to mark progress on quests.

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    Damage TokensDamage tokens are used to record hits that have beentaken by units and by a players capital.

    Burn TokensBurn tokens are used to show that one of thesections on a players capital has been overrun byenemy forces, and is now burning. The object of the

    game is to burn two of the three sections of theopponents capital.

    Game OverviewThe Warhammer: InvasionLCG is played in threezones: the kingdom, the quest zone, and the battle-eld. Armies, heroes, villains, and creatures from theOld World are played into these zones, with the goalof acquiring resources in the kingdom, drawing morecards in the quest zone, and attacking the opponent inthe battleeld. Attacking the opponent leads to theultimate goal of burning down the sections of hiscapital. The rst player to burn two of the threesections on his opponents capital wins the game.

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    The RacesThere are six different races in the Warhammer:

    InvasionLCG, each with its own distinct avor andidentity. Each race is represented in the game with aunique symbol and colour/texture on its card border.

    The races and their symbols are as follows:

    Empire

    Dwarf

    High Elf

    Chaos

    Orc

    Dark Elf

    The Empire, Dwarf, and High Elf races constitute theOrder races. On the other hand, the Chaos, Orc,and Dark Elf races are known as the Destructionraces. Order cards and Destruction cards cannot becombined in the same deck.

    Cards with a grey border and no racial symbol areneutral. Neutral cards are not specic to any race, andcan be used in both Order and Destruction decks, un-less their card text species otherwise.

    The GoldenRule

    If the rules text of a card contradicts the text of this

    rulebook, the rules on the card take precedence.

    Running Outof CardsIf at any time a player has no cards in his deck, that

    player is immediately eliminated from the game.

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    The Card TypesThere are ve different types of cards in the Warham-mer: InvasionLCG.

    Unit CardsUnit cards represent heroes, villains, soldiers, armies,creatures, monsters, and daemons from the OldWorld. Players need unit cards to attack their op-

    ponents capital from the battleeld, and to go onquests in the quest zone. Units can also be used in thekingdom to produce resources. Finally, units can beused to defend the zone where they are located whenthat zone is attacked.

    Tactic CardsTactic cards represent battle manoeuvres, spells,actions, disasters, and other unexpected twists. Atactic card is normally played from a players hand,its text effects are resolved, and it is then placed in its

    owners discard pile.

    Quest CardsQuest cards represent long term pursuits that a

    players units can attempt to complete. After a questis completed by a player, that player is generously

    rewarded with a powerful effect. Quest cards areplayed into a players quest zone, and then that playercan play a unit card directly onto the quest card if hedesires to send that unit on that quest.

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    Support CardsSupport cards represent buildings, locations, fortica-tions, items, weapons, and other attachments. Once

    played, support cards remain in play until destroyedby game or card effects.

    Exception: Cards that are attached to another card(most oftenAttachments are support cards) are sac-riced (put into the discard pile) if the card they areattached to leaves play for any reason.

    Draft Format CardsDraft is a special format in which the players compete

    at the deckbuilding level, both trying to build the bestdeck out of a limited, shared card pool. Draft formatcards have been designed specically for this format.For more on the draft format, see Draft Variant (page19).

    Card Anatomy KeyTitle1. : The name of this card. A card with a bannernext to its name is unique (see Unique Cards,

    below).

    Cost2. : The number of resource tokens a playerneeds to pay in order to play this card from hishand.

    Race Symbol3. : The race the card belongs to.

    Loyalty Icons4. : An additional variable cost to playthe card that can be reduced by controlling cardsthat are loyal to this cards race (see pages 10-11).

    Power Icons5. : Depending on the zone in whichthe card is played, power icons enable the playerto collect more resources (in the kingdom), drawmore cards (in the quest zone), or inict moredamage upon the opponent (in the battleeld).

    Card Type6. : This banner indicates whether thecard is a unit, support, tactic, or quest card.

    Hit Points7. : The amount of damage a unit cantake. If a unit has as many damage tokens as it hashit points, that unit is destroyed and is placed in itsowners discard pile.

    Traits8. : Special designators that have no rules, butmay be affected by other cards in play. Examplesinclude Warrior,Hero,Spell, andBuilding.

    Card Text9. : The special effects unique to that card.

    Collector Information10. : Denotes the set symboland collector number of the card.

    Unique Cards*Some cards in this game are unique. They are markedwith a banner before their card name to indicate theiruniqueness.

    If a player has a copy of a unique card in play, hecannot play, take control of, or put into play (via acard effect) another copy of that card. It is possible,however, for both players to have the same uniquecard in play at the same time. If a unique card is ina players discard pile, that player is allowed to playanother copy of that unique card according to thenormal rules.

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    For theFirst GameFor the rst game, each player should choose one of

    the four prebuilt 40 card starter decks in the Warham-mer: InvasionLCG Core Game: Dwarf (cards 125),Empire (cards 2650), Orc (cards 5680), or Chaos(cards 81105). This can be done quickly, as all thecards of any given race share a common colour.

    After a starter deck has been selected, shufe the 24non-alliance neutral cards (cards 111119) and dealout 10 neutrals to each player. Then, each playershufes his neutral cards into the starter deck he hasselected. Each player now has a 50 card deck that can

    be used to play the game.

    SetupBefore playing the Warhammer: InvasionLCG, both

    players follow these quick steps in order:

    1. Shuffle decks.

    As with a deck of playing cards, each player shufesthe cards in his deck until they are randomised. A

    player may cut and/or shufe his opponents deck toensure that the randomisation is sufcient.

    2. Set up Capital Boards.

    Each player should select the Capital Board that bestsuits his deck, and place it on the playing area in frontof himself.

    3. Set up token pool.

    Place the resource, burn, and damage tokens in a pilein the centre of the table. Both players take tokensfrom this pool throughout the game.

    4. Determine First Player.

    The rst player should be determined randomly, ei-ther by a coin ip or some other method agreed upon

    by both players.

    5. Draw setup hand.Each player draws seven cards from the top of hisdeck. This is his starting hand for the game. If a

    player does not like his starting hand, he may shufehis seven cards back into his deck and draw a newstarting hand. This is called taking a mulligan. If a

    player takes a mulligan, he must keep his second handas his starting hand.

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    Playfieldsetup

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    Discard Pile

    Deck

    Discard Pile

    Deck

    Developments

    Developments

    Token Pool

    Capital Board

    Capital Board

    Cards

    Cards

    Capital Damage

    Unit Damage

    Resource Pool

    Resource Pool

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    Turn SequenceThe Warhammer: InvasionLCG is played over aseries of turns. Each player completes his entire turn

    before the other player takes his turn.

    A players turn is divided into four phases, which aretaken in this order:

    Kingdom Phase (collect resources)1.

    Quest Phase (draw cards)2.

    Capital Phase (play units, supports, and quests)3.

    BattlefeldPhase(attackopponentscapital)4.

    Once a player has completed all four phases, his turnis over. Following is a detailed outline of the turnsequence.

    Important Exception: During the very rst turn ofthe game, the rst player must skip his entire quest

    phase and his entire battleeld phase. This is knownas the rst player penalty and only applies to thestarting player on the very rst turn of the game.

    1. Kingdom Phase

    First, the active player resets his resources by return-ing all of his unused resources to the centre of the

    playing area and then taking 1 resource for eachpower in his kingdom. The kingdom starts with a

    base power of three.The active player also has the opportunity to restore(see Corruption, p 17) any single corrupted card un-der his control at the beginning of his kingdom phase,

    before any player actions can be taken.

    Then, both players have the opportunity to take ac-tions (including using tactic cards). Once both playershave chosen not to take an action, play proceeds tothe next phase.

    Example: At the beginning of his kingdom phase,Kris rst returns all of his unspent resources to thepool in the centre of the table. Then, he counts the

    number of power in his kingdom zone. His capitalprovides a base power of three for his kingdom, andhe also has a Zhuf bar Engineers (1 power icon) anda Contested Village (1 power icon) in his kingdom.

    Kris therefore collects a total of 5 resources duringhis kingdom phase.

    2. Quest Phase

    The active player draws one card for each power inhis quest zone. The quest zone starts with a base

    power of one.

    Then, both players have the opportunity to take ac-

    tions (including using tactic cards). Once both playershave chosen not to take an action, play proceeds tothe next phase.

    Example: To draw cards, Kris rst counts the num-ber of power in his quest zone. His capital providesa base power of one for his Quest zone, and Krisalso has the Mountain Brigade (2 power icons) inhis quest zone. Therefore, Kris draws a total of threecards for his quest phase.

    3. Capital Phase

    The capital phase is the only phase in which a playeris allowed to play unit, support, and quest cards fromhis hand to his three zones (kingdom, quest, and

    battleeld). Only the active player may play unit, sup -port, and quest cards from his hand during this phase.

    In order for a player to play a card from his hand, hemust pay for it by spending a sufcient number ofresources (equal to the cards total cost), returningthem to the pool in the centre of the play area. When

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    a unit, support, or quest card is played in this manner,the controller of the card chooses where (amongst histhree zones) the card is placed.

    A cards cost is determined by adding the cardsprinted cost (the numerical value in the upper left

    hand corner of the card) and its loyalty cost (the num-ber of loyalty icons under the printed cost minus thenumber of matching race symbols the player controlsin play). Notice that each Capital Board has one racesymbol for the race it represents. A cards loyalty costcannot be less than zero.

    Example: During his capital phase, Kris wishes toplay Thyrus Gorman from his hand to his battle-eld. To do so, he must rst determine the cost ofthe card. The printed cost of the card is 3, and thecard has 3 Empire loyalty icons. Kris has 2 Empirerace symbols in play, so the cards loyalty cost is 1(3 Empire loyalty icons on the card minus 2 Empirerace symbols in play). This loyalty cost is added to

    the cards printed cost, for a total cost of 4. To playThyrus Gorman, Kris must spend 4 resource tokensby moving them from the pile in front of himself to the

    pool in the centre of the table. After paying the cost,Thyrus Gorman is placed in Kriss battleeld.

    During the capital phase, the active player also hasthe option of playing a card face down as a develop-ment in any one of his zones. One development can

    be played by the active player each turn. A develop-ment adds 1 hit point to the zone in which it was

    played. Each zone starts with 8 hit points, and devel-

    oping a zone is a useful means of protecting it frombeing overrun by an opponent. Some card effects alsobecome more powerful as a zone is developed. Devel-opments in a zone only add hit points to that particu-

    lar section of their controllers capital. A player maylook at his developments (but not at his opponents) atany time.

    A player is considered to be taking an action whenplaying a unit or support card from his hand (or when

    playing a card face down as a development) duringthe capital phase. The other player may still take ac-tions (play tactics or trigger card abilities) during this

    phase, but only the active player is permitted to playunit, support, and quest cards from his hand. Once

    both players have consecutively passed, play proceedsto the next phase.

    Sending a Unit on a Quest

    Quest cards are played from a players hand into hisquest zone in the same manner that unit and supportcards are played. Once a quest card is in play, thecontroller of that card has the option of sending his

    units on that quest.

    To send a unit on a quest, a player plays the unit ontop of the quest card when he plays that unit from hishand. The questing unit is still considered to be a partof its controllers quest zone (it contributes power andcan be used to defend the zone when its attacked),

    but it is also considered to be questing on the questupon which it was played. A questing unit allowsresource tokens to be accumulated on the quest, andonce the specied number of resources have beenaccumulated on a quest, its effect can be utilised byits controller.

    These resource tokens come from the pool in the cen-tre of the playing area, and are not subtracted fromthe resources a player collects during the kingdom

    phase. Resource tokens on a quest card cannot beused for anything other than the effects of that card.

    Only one unit can be questing on any given questcard at any time. If the questing unit leaves play forany reason, the quest card remains in play but allresource tokens accumulated on that quest card arediscarded, and returned to the pool in the centre ofthe table.

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    4. Battlefield Phase

    During the battleeld phase, the active player hasthe option of attacking one of his opponents zoneswith any number of units in his (the active players)

    battleeld. The defending player then has the option

    of defending the attacked zone with any number ofhis units that are stationed in that zone.

    The goal of attacking a zone is to damage that sectionof the opponents capital. Any time a section has asmany (or more) damage tokens as it has hit points,that section is considered overrun and burning.All damage tokens on that section are immediatelyreplaced with a burn token. If two of a players threesections are burning, that player has lost the game.

    Attacking an opponent requires engaging in combat,which is broken up into 5 steps:

    1. Declare Target of Attack

    2. Declare Attackers

    3. Declare Defenders

    4. Assign Damage

    5. Apply Damage

    Note that players have the option of taking actionsafter each of these 5 steps, and play does not proceedto the next step until both players have consecutively

    passed the opportunity to take actions.

    Each of these steps is explained in detail below.

    1. Declare Target of Attack

    The active player rst decides which of his oppo-nents three zones (kingdom, quest, or battleeld) heis attacking.

    After the target zone has been declared, both play-ers have the opportunity to take actions (including

    playing tactic cards). Once both players have passedconsecutively, play proceeds to the next step.

    2. Declare Attackers

    The active player decides which of his units in hisbattleeld (if any) are going to participate in the at-tack. Note that only unit cards in the battleeld can bedeclared as attackers.

    After attackers have been declared, both playersagain have the opportunity to take actions (including

    playing tactic cards). Once both players have passedconsecutively, play proceeds to the next step.

    3. Declare Defenders

    The defending player now decides which of his unitsin the attacked zone (if any) are going to participatein the battle to defend the zone. Only unit cards in theattacked zone can be declared as defenders. The de-fending player may allocate as many units in his zoneas he wishes to defend. Defending units do not block

    particular, individual units; the attackers all attacktogether and the defenders all defend together.

    After defenders have been declared, both players havethe opportunity to take actions (including playingtactic cards). Once both players have passed consecu-tively, play proceeds to the next step.

    4. Assign Damage

    First, both players determine how much damage theirparticipating units inict. Each player counts the

    number of power icons on the units he controls thatare participating in the battle: this is the amount ofdamage he will be inicting upon his opponent.

    The attacking player assigns damage to his opponentrst. Damage must be assigned to defending units

    before it can be assigned to the defending playerscapital. In other words, the attacking player mustassign damage equal to the number of hit pointseach defending unit possesses to that unit before anydamage can be assigned to the attacked section onthe defending players capital. Note that more damagecan be assigned to a unit at the attackers discretion,in anticipation of the Toughness keyword or otherdamage cancellation effects, but a minimum damageequal to the number of remaining hit points pos-sessed by each defending unit must be assigned toeach defender before any damage can be assigned tothe defenders capital. Damage tokens are placed nearthe card(s) to which the damage is being assigned,and if any damage reaches the capital, damage tokensare placed next to the attacked section, but not yetapplied.

    After the attacking player has assigned damage, thedefending player assigns the damage inicted by hisdefenders to the attacking units. Damage inicted bydefending units must be assigned to attacking units.Damage tokens are placed near the card(s) to whichthe damage is being assigned. The defender may alsoover-assign damage to any attacking unit, in anticipa-tion of Toughness or cancellation effects. Defenderscannot assign damage to an attackers capital.

    After all damage has been assigned, both play-ers have the opportunity to take actions (including

    playing tactic cards). Once both players have passedconsecutively, play proceeds to the next step.

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    5. Apply Damage

    Both players now apply the assigned damage to thecards to which it has been assigned. At this point,effects like Toughness (see Toughness, page 16) kickin and cancel damage before it reaches the target.Any damage tokens thus cancelled are returned tothe pool in the centre of the play area. Any unit thathas as many (or more) damage tokens on it as it hashit points is destroyed (and discarded). If an attackedsection of a capital is dealt damage that surpasses thenumber of hit points it has remaining (remember thateach development in a zone adds one hit point to thatsection), that section is now considered burning. Alldamage tokens are removed from a burning section,and a burn token is placed on that section. A playerwins the game immediately any time two sections ofhis opponents capital are burning.

    After all damage has been applied, both players havethe opportunity to take actions (including playingtactic cards). Once both players have passed consecu-tively, the battleeld phase is over.

    This is the end of the active players turn. The otherplayer now becomes the active player, and star ts histurn with the kingdom phase. Play proceeds with theturns alternating until one player has won the game.

    Example: During his battleeld phase, Kris decideshe wants to attack Toms capital.

    First, Kris must declare the target of the attack. Thisis done by choosing which of Toms three zones hewill be attacking, and Kris decides to target Tomsquest zone with this attack.

    Next, Kris must decide which of the units he controlsin his battleeld will participate in this attack. Krishas a Defender of the Hold, a Hammerer of Karak

    Azul, and King Kazador in play in his battleeld.He decides the Hammerer and King Kazador willparticipate in this attack, but not the Defender of theHold.

    After attackers have been declared, Tom has thechance to declare defenders. Tom can only declareunits in the attacked zone (his quest zone) as defend-ers. Tom has a Doom Divers and Urguck in his quest

    zone. Tom decides to defend with the Doom Divers,but not with Urguck.

    Next, each player must determine how much damagehis participating units inict in this battle. This isdone by counting the number of power icons thoseunits possess. Kriss units inict 4 hit points worth ofdamage (3 power on King Kazador and 1 power on

    the Hammerer of Karak Azul), and Toms units inict2 hit points worth of damage (2 power on the Doom

    Divers).

    After determining how much damage is inicted, theplayers then assign that damage to their opponent,starting with the attacker.

    Kris takes 4 damage tokens from the pool, and as -signs them to Toms defending units and capital. Hemust assign damage equal to each defending unitsremaining hit points to that unit before he can assignany damage to Toms capital. The Doom Divers have2 hit points, so Kris places 2 of the damage tokensnear the Doom Divers. Then, he places the other 2damage tokens near the quest zone on Toms capital.

    Tom takes 2 damage tokens from the pool, andassigns them to Kriss attacking units. (Damage

    dealt by defenders cannot be assigned to a playerscapital.) Tom places both damage tokens near Kriss

    Hammerer of Karak Azul.

    After all damage has been assigned, it is appliedsimultaneously to all units and capitals. At this point,the Toughness keyword takes effect. The Hammererof Karak Azul has been assigned 2 damage, but thisunit has Toughness 1. This effect cancels 1 of thedamage that has been assigned to the Hammerer, sothis damage token is returned to the pool before it isapplied.

    All damage that was assigned to a unit or section is

    now moved onto that unit or section. 1 damage tokenis placed on the Hammerer of Karak Azul, but sincethis unit has 2 hit points, it survives the battle. Toms

    Doom Divers have 2 hit points, and 2 damage tokensare moved onto them, so they are destroyed and

    placed in Toms discard pile. 2 damage tokens arealso moved onto the quest section of Toms capital.

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    TURN SEQUENCE:

    1. Kingdom phase

    Active player resets all unspent resources to re-source pool, and may restore one corrupt unit.

    Active player counts power in his kingdom, andtakes that many resources from the pool.

    Actions may be taken by either player.

    2. Quest phase

    Active player counts power in his quest zone, anddraws that many cards from the top of his deck.

    Actions may be taken by either player.

    3. Capital phaseActive player may play character, support, andquest cards from his hand to his three zones. Ac-tive player may also play one card face down asa development. Actions may be taken by either

    player at any time.

    4. Battlefield phase

    Active player declares attackers, and decideswhich of his opponents zones they are attacking.

    Actions may be taken by either player.

    Defending player declares defenders.

    Actions may be taken by either player.

    Damage is counted and assigned, without yetbeing applied.

    Actions may be taken by either player.

    Damage is applied and its effects resolve.Characters leave play if they are out of hit points.Burn tokens are placed on the capital if necessary.

    Actions may be taken by either player.

    5. End of turn. The otherplayer is now the activeplayer. Proceed to hiskingdom phase.

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    AdvancedConceptsFollowing is a discussion of some of the more

    advanced concepts players might encounter as theydelve deeper into the Warhammer: InvasionLCG.

    Card EffectsThere are four different types of card effects in theWarhammer: InvasionLCG. These are: actions,forced effects, constant effects, and keywords.

    ActionsActions are denoted by a bold Action: trigger on acard. Actions are always optional, and can be trig-

    gered by either player during any action window inthe game sequence. In order to trigger an action ona unit, support, or quest card, the card on which theaction is printed must be in play, unless the actionspecies that it can be triggered from an out of playstate. Tactic cards are actions that are played froma players hand. Players can take actions during anyof the shaded player action boxes in the DetailedTurn Sequence chart on page 14.

    Playing an Action InResponse

    Actions can also be played or triggered in response toother actions. When an action is played in responseto another action, it resolves before the action itis responding to, in a last in, rst out manner.Sometimes, multiple actions will be taken or playedin response to one another. These action chains cancreate surprising and sometimes complex game situa-tions. Players should just remember to always resolvethe nal response rst, and then work their way backthrough the response chain to the original action.

    All costs must be played and any targets must bechosen when the action is triggered, regardless ofwhether or not the effect resolves immediately.

    Example: Tom plays the tactic card Pillage (Action:Destroy one target support card.) from his hand,choosing Kriss Grudge Thrower as the target. Krisdecides to use the Grudge Throwers action abilityin response to Toms tactic. This means that theGrudge Thrower ability actually resolves rst, beforethe Pillage card takes effect.

    Once an effect has been paid for, that effect is a partof the action chain, and the effect resolves even if thesource of the effect is removed from play. It is pos-sible to avoid an effect either by removing the targetof the effect from play, or by cancelling the effectwith another action.

    Forced EffectsForced effects are denoted by a bold Forced: trig-ger on a card. Forced effects are triggered by specicoccurrences throughout a game, and they occur au-tomatically, whether the cards controller wants themto resolve or not. Forced effects always occur imme-diately whenever their trigger is met, and they cannot

    be cancelled or interrupted by other actions.

    Example: Tom has played Thyrus Gorman into hiskingdom. Thyrus Gorman has the text Forced: After

    your turn ends, this unit takes 1 damage. At the endof his turn, Tom must immediately deal 1 hit point ofdamage to Thyrus Gorman.

    Constant EffectsCard effects that do not have a bold trigger are con-sidered constant effects. Constant effects continuallyaffect the game state, as long as the card is in playand any other specied conditions are met.

    Example: Kris has played the Boar Boyz into hisbattleeld. The Boar Boyz card has the text: Thisunit gains** while you control at least 1 damagedunit. This text is active as long as the Boar Boyz arein play, and whenever Kris controls at least onedamaged unit, the Boar Boyz card gains 2 powericons.

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    KeywordsKeywords are used as shorthand for common gameeffects that appear on a number of cards. The Key-words and their role in the game are explained below.

    CounterstrikeThe Counterstrike keyword allows a defending unitto immediately damage an attacker whenever it isdeclared as a defender. The Counterstrike keywordis always followed by a numeric value (Counterstrike1, Counterstrike 2, etc.). Whenever the unit with theCounterstrike keyword is declared as a defender, itimmediately deals uncancellable damage equal to thisnumeric value. This damage must be dealt to a singleattacking unit of the defending players choice; a unitwith Counterstrike cannot split the Counterstrikedamage amongst more than one unit. Counterstrikedamage is always applied as soon as it is assigned,

    before any other actions can be taken.

    Any unit dealing damage with the Counterstrike key-word still participates in the battle and deals normalcombat damage as well.

    Note that when a unit is gaining Counterstrike frommultiple sources, the numerical effects stack on top ofeach other.

    Kingdom/Quest/BattlefieldOnly

    Some cards have keyword restrictions that dictate the

    zone into which the card can be played (or put intoplay). When these cards enter play, they can only doso in one of the specied zones. Note that this key-word only restricts the card when it enters play, it canthen be moved (through card effects) to another zone.

    Limited

    A player may play only one card with the Limitedkeyword each turn.

    Order/Destruction Only

    Some neutral cards have the keyword Order Only.

    These cards cannot be used in a Destruction (Chaos,Orc, or Dark Elf) deck.

    Some neutral cards have the keyword DestructionOnly. These cards cannot be used in an Order (Em-

    pire, Dwarf, or High Elf) deck.

    Scout

    After combat damage is applied, the controller ofany surviving participating unit(s) with the Scoutkeyword forces his opponent to discard one card atrandom from his hand for each of his participating

    units with Scout that survived the combat.

    Toughness

    The Toughness keyword is always followed by a nu-meric value (Toughness 1, Toughness 2, etc.). When-ever a unit with the Toughness keyword is assigneddamage, the Toughness keyword cancels its numericvalue of that damage before the damage is applied.Cancelled damage is not applied to the unit.

    Some card effects deal damage that is uncancella-ble. This damage cannot be cancelled by Toughness.

    When a unit is gaining Toughness from multiplesources, the numerical effects stack on top of eachother.

    Zone Specific EffectsSome card effects are preceded by an italicized zonename. (Kingdom, Quest, orBattleeld.) Such effectsare only active when the card is located in the speci-ed zone.

    Example: The Runesmith has the text: Quest. Ac-tion: Spend 2 resources to have a target unit gain *until the end of the turn. If Kris plays the Runesmith

    in his quest zone, he will be able to use this effect.If he plays the Runesmith in his kingdom or in hisbattleeld, he will not be able to use this effect.

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    CorruptionSome effects in the game will cause a card to becomecorrupt. When this occurs, the cards controllerturns the card 90 degrees to show that it is corrupt.Corrupt cards cannot be declared as attackers or

    defenders.

    Some cards become corrupt when they use an abil-ity. Other effects can corrupt an opponents forces,thereby preventing those forces from attacking ordefending.

    At the beginning of his kingdom phase, a playerhas the option of restoring one corrupt card that hecontrols. To restore a card, turn it back 90 degrees inthe other direction, so that it is again vertical on the

    playing area. A restored card is no longer corrupt.

    The Word CannotIf an effect has the word cannot in its description,then that effect is absolute, and it cannot be overrid-den by other effects.

    Example: The Blessing of Isha support card has thetext, Attached unit cannot be corrupted. This effectcannot be overriden by another card effect such asSeduced by Darkness, which has the text, Action:Corrupt one target unit.

    Control andOwnershipPlayers own cards that they included in the deckthey are playing. Players control cards that theyown, unless another player steals control of the cardthrough a game effect. Any time a card leaves play,it reverts to its owners hand, deck, discard pile (asdirected by the effect forcing the card out of play).

    CorrespondingZonesIf a card refers to an opponents correspondingzones, it is referring to each opponents zone of the

    same name as the zone in which the card is located.If a card refers to each players corresponding zone, itis referring to the zone in which the card is located aswell as each opponents zone of the same name.

    Example: Tom has a Zhubar Engineers in his batle -eld. The Zhufbar Engineers have the text: Forced:After this unit leaves play, each opponent mustsacrice a unit in this corresponding zone. Whenthe Zhufbar Engineers leave play, their effect forcesToms opponent, Kris, to sacrice a unit in his ownbattleeld.

    SacrificeAny time a player is instructed to sacrice a card, thecard is placed in its owners discard pile. A sacriceis absolute, and cannot be cancelled by other effects.

    Non Combat DamageOutside of combat, some card effects also dealdamage to units or to a players capital. When theseeffects resolve, this damage is rst assigned and thenapplied to the target in a manner similar to the waydamage is handled in combat. The one exception tothis rule is the Counterstrike keyword (see Coun-

    terstrike, page 16). Counterstrike damage is alwaysapplied as soon as it is assigned.

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    DeckbuildingMuch of the depth and fun of the Warhammer: Inva-

    sionLCG comes when players conceive and constructoriginal decks, using the cards of this Core Set andthose that can be found in Battle Pack expansions. A

    tournament deck must have a minimum of 50 cards,and it can have no more than 100 cards. Additionally,no more than 3 copies of any card, by title, can beincluded in a players deck.

    Each of the races has a distinct avour, which can beused to a players advantage when building a deck forthat faction.

    The Dwarfs are tough and resilient, with strongarmour and a lot of hit points. They are also build-ers, and perform best when their zones are welldeveloped.

    The Empire are strong tacticians, and they tend torely on mobility and being in the right place at theright time to defeat their opponents.

    The Orcs are best when they can outswarm an en-emy, and their strategy is simple: destroy everythingin their path (and sometimes this includes their ownunits). They are also more likely to destroy the devel-opments of their opponents than they are to developtheir own zones.

    Chaos are a strong, well-rounded faction that takespleasure in killing their enemies. Corrupting enemyunits, and then overrunning those zones with a erce

    assault, is a favourite tactic of the forces of Chaos.There are also some High Elfand Dark Elfcardsincluded in this Core Set. Both of these factions will

    be released in force, and bring their own unique iden-tity to the game, with the release of the Warhammer:

    Invasion LCG Companion set.

    It is possible to mix races together when build-ing a deck. Players can only mix Order with Order(Empire, Dwarf, and High Elf), or Destruction withDestruction (Chaos, Orc, and Dark Elf). As moreraces are added to a deck, managing the loyalty icons

    becomes a more important aspect at both the deck-building level and while playing the game. Some-

    times players will want to mix races to enhance adecks strengths. Other times, players will be mixingto counteract a decks weaknesses.

    Draft VariantDraft is an alternative play variant for 2 players. Inthis variant, the players will draft their decks fromrandomly assembled packs of cards, all the while try-ing to thwart their opponents deckbuilding plans.

    At the start of a draft game, the players must rstcreate two draft piles. First, place all of the Dwarf(125), Empire (2650), and High Elf (5155) cards inone pile, and all of the Orc (5680), Chaos (81105),and Dark Elf (106110) cards in another pile. Add thethree Order treaties to the Order pile, and the threeDestruction treaties to the Destruction pile. Then,shufe and deal out 10 of the neutral (111119) cardsto each of the two piles. Finally, each player takes oneset of 10 draft format cards and adds them to his draft

    pile.

    Once the two draft piles have been formed, one player

    takes the Order Pile and the other player takes theDestruction Pile. (The players can decide which sidethey wish to play, or it can be determined randomly.)These are the sides each player will play for thisgame. Each player should then thoroughly shufe hisdraft pile.

    Each player then takes the top 15 cards of his draftpile, forming his rst draft pack. Looking at thecards in his draft pack, each player picks two cardsand places them face down in front of himself: theseare the rst two cards of his deck. The players thentrade draft packs, and each player counterdrafts onecard from his opponents pack, thereby denying his

    opponent the opportunity to use that card in his deck.The draft packs are again traded, and each player

    picks two more cards and adds them to his deck. Thiscontinues, with each drafting player picking twocards each time his pack is passed to him and coun-terdrafting one card each time his opponents pack is

    passed to him. A player will pick two cards from hispack four times, and he will counterdraft a card fromhis opponents pack three times. After a player pickstwo cards from a pack for the fourth time, that packis done. The remaining cards in the pack are then dis-carded, and each player makes a new draft pack of 15cards from the draft pile. Once ve packs have beendrafted by each player in this manner, the draft is

    complete, and the players can now play a game (usingthe Warhammer: InvasionLCG rules) with the decksthey have just built.

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    Example: Tom and Kris are playing the draftvariant. Tom is playing Order and Kris is playing

    Destruction.

    The draft begins with Tom and Kris simultaneouslytaking 15 cards from the top of their shufed draftpiles. These 15 cards are each players rst draftpack.

    Each player then picks two cards from his draft pile,and places them face down in front of himself. Onceeach player has made these two picks, he places themin a new pile: his deck. (Each player places his two

    picks in his own deck.) If any draft format cards (seebelow) were selected, they are revealed (and theireffects are resolved) at this time. Otherwise, Tom and

    Kris do not reveal the cards they are selecting fortheir decks.

    After their rst two picks are made, Tom gives hisdraft pack to Kris, and Kris gives his draft pack toTom. Tom then counterdrafts one card from Krissdraft pack (and places the card facedown in frontof himself) while Kris counterdrafts one card fromToms draft pack (and places the card facedown in

    front of himself). Once both players have made theircounterdrafts, the counterdrafted cards are revealedand placed in a discard pile: these cards are no lon-

    ger available for this draft. (If either player counter-drafted a special draft format card, it takes effect atthis time.)

    The draft packs are then traded back (Tom now hashis own draft pack, and Kris now has his own draft

    pack), and each player makes two more picks.

    Then, the packs are traded back to the opponents,and each player counterdrafts one card. Next, the

    packs are traded back to their owners, and eachplayer makes two more picks. Then, the packs aretraded back to the opponents, and each player coun-terdrafts one card.The packs are returned to theirowners, and each player picks two more cards andadds them to his deck.

    The remaining cards in each pack are then discard-ed, and each player starts the next round of the draftby making a draft pack of 15 cards from the top of his

    draft pile.

    Once ve packs have been drafted in this manner, thedraft is complete, and each player should have a deckof approximately 40 cards with which a game can be

    played.

    Draft Format CardsThere are two identical sets of draft format cards inthe Warhammer: InvasionLCG Core Set. These cardsare numbered (128131). These cards provide effectsthat resolve completely while the players are drafting

    their decks; they do not themselves go into a playersdeck. These cards have no use outside of the DraftVariant.

    Each of the four draft format cards are explainedbelow. These cards take effect when they are pickedfrom a players draft pack or when they are counter-drafted from the draft pack of his opponent.

    These cards are revealed to an opponent when theyare picked or counterdrafted, and they take effect

    before moving on to the next step of the draft.

    Cut SupplyLines

    When this card is pickedor counterdrafted, theselecting player placesit next to his oppo-nents draft pile. For theremainder of the draft,that player draws one lesscard each time he createsa new draft pack. Thereare three copies of thiscard in each players set

    of draft cards.

    Reinforcements

    When this card is picked or counterdrafted, theselecting player sacrices it and then looks at thetop ve cards of his draft pile. He adds one of thosecards to his deck and places the other four cards at the

    bottom of his draft pile. There are three copies of thiscard in each players set of draft cards.

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    Sabotage

    When this card is pickedor counterdrafted, theselecting player places itfaceup next to his deck.

    Any time that player iscounterdrafting a cardfrom his opponents

    pack, he may sacricethis card to counterdraftan additional card fromthat pack. There are threecopies of this card in each

    players set of draft cards.

    Shifting Tides

    When this card is picked or counterdrafted, it is im-mediately sacriced. Then, the pack from which it

    was selected is shufed back into its owners draftpile and is replaced with an equal number of cards.There is one copy of this card in each players set ofdraft cards.

    If this card is pickedsimultaneously with an-other draft format card,Shifting Tides alwaysresolves rst.

    Occasionally, these effects will create a situationwhere a player cannot pick his nal card(s) from a

    pack. If a pack runs out of cards before a player canpick eight cards from it, that pack is complete. Theplayer building from that pack resumes adding cardsto his deck when both players create the next set ofdraft packs.

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    CreditsLead Game Design: Eric M. Lang

    Additional Game Design and Development: NateFrench

    Graphic Design: Kevin Childress

    Additional Graphic Design: Brian Schomburg,Andrew Navaro, and WiL Springer

    Art Direction: Ansley Zampino

    Art Administration: Zo Robinson

    Creative Development: J.R. Godwin and Jay Little

    Rules: Nate French

    Editing: Mark OConnor

    Cover Art: Daarken

    Dwarf and Chaos Capital Boards: MichaelPhillippi/ Mythic Entertainment

    Empire and Orc Capital Boards: Jon Kirtz/ MythicEntertainment

    Empire and High Elf Faction Symbols: Jon Kirtz/Mythic Entertainment

    Dark Elf Faction Symbol: Jon Kirtz & Lucas Hardi/Mythic Entertainment

    Production Manager: Gabe Laulunen

    Producer: Nate French

    Publisher: Christian T. Petersen

    Special thanks to Steve Horvath for his enthusiasmand support. To James Hata for breaking an earlyincarnation of the system. To Mythic Entertainment

    for the generous use of their art and graphic assets,as well as their assistance in cross-promotion. ToOwen Rees for his assistance in staying true to theWarhammer way. And to our playtesters around theworld who have contributed their invaluable insight

    and experience to our game. Thank you, thank you,thank you.

    GamesWorkshop

    Licensing Manager: Owen Rees

    Licensing & Acquired Rights Manager: ErikMogensen

    Head of Legal & Licensing: Andy Jones

    Intellectual Property Manager: Alan Merrett

    Warhammer: InvasionThe Card Game Games Workshop Lim-ited 2009. Games Workshop, Warhammer, Warhammer: InvasionThe Card Game, the foregoing marks respective logos and allassociated marks, logos, places, names, creatures, races and raceinsignia/devices/logos/symbols, vehicles, locations, weapons,units and unit insignia, characters, products and illustrations

    from the Warhammer World and Warhammer: InvasionThe CardGame game setting are either , TM and/or Games WorkshopLtd 2000-2009, variably registered in the UK and other countriesaround the world.

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