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Construindo seus Próprios Bandos 15 likenesses are property of Wizards of the Coast LLC. MADE IN CHINA.
ComponentEs DO JOGO
12 miniaturas de plástico pré-pintadas 60 cartas:
Livro de regras 12 cartas de Criatura (uma para cada
Bandeja de armazenamento miniatura)
2 tabuleiros grandes de campo de batalha dupla-face 36 cartas de Ordem
2 tabuleiros pequenos de campo de batalha dupla-face 12 Cartas D&D Adventure SystemTM
2 cartões de Comandante 68 fichas Cortadas:
30 fichas de Dano
6 marcadores de Baú de Tesouro
12 fichas de Tesouro
4 marcadores de Moral e Liderança
8 fichas de identificação de Criatura
8 fichas de identificação de Miniatura
2
dO QUE VOCÊ PRECISA PARA
Introdução
Em Dungeon Command™, você assume o papel de um
comandante, enviando bandos para combater as forças
JOGAR
Você precisa trazer algumas coisas com você quando vier
inimigas. Recruta tropas e as dispõe no campo de batalha.
à mesa para jogar.
Dá ordens a essas criaturas, reveste-as com magias e
equipamentos e direciona suas táticas para quebrar o moral
de seus inimigos e expulsá-los da área. Será que sua
bando
Você não pode lutar uma batalha sem tropas. Aqui está o
habilidade de comando vai ganhar o dia contra seu que você precisa para criar seu bando.
oponente?
MINIATURAS: Seu bando deve conter pelo
O jogo Dungeon Command foi desenvolvido para dois menos 12 miniaturas (você pode ter mais de
jogadores, embora um número maior de jogadores possam uma do mesmo tipo; veja “Construindo seus
joga-lo com alguns ajustes (veja “Jogos Multijogador” na próprios Bandos” na página 15). Cada Pacote
página 15.) de Facção contém um bando pronto de 12
miniaturas, juntamente com cartas de Criatura
para cada um.
CARTAS DE CRIATURA: Cada miniatura
COMO VENCER possui uma carta de Criatura associada,
que permite a você acompanhar suas
O jogo termina quando o Moral de um bando for reduzido a
criaturas no campo de batalha e lista
0 ou menos, ou se um jogador terminar seu turno sem suas estatísticas e habilidades de jogo.
nenhuma criatura no campo de batalha. O comandante do Embaralhe suas cartas de Criatura para
bando com o maior Moral restante é o vencedor. formar seu baralho de Criaturas.
MORAL Consulte “Lendo as Cartas” na página
7.
A medida da determinação e vontade de lutar de um bando
é sua pontuação de Moral. Quando suas tropas são mortas, CARTAS DE ORDEM: Você usa cartas de Ordem
ou quando mostram fraqueza se acovardando diante de para dar comandos às suas tropas em batalha.
seus inimigos, o moral geral do seu bando diminui. Embaralhe suas cartas de Ordem para formar seu
baralho de Ordem. Ele deve conter pelo menos
30 cartas de Ordem e pode ter mais de uma da
mesma carta (veja “Construindo seus próprios
Bandos” na página 15). Este Pacote de Facção
contém 36 cartas de Ordem, o suficiente para
comandar seu bando. Consulte “Jogando Cartas
SEU PRIMEIRO JOGO de Ordem” na página 11.
Normalmente, você precisa de 2 Pacotes de Facção para jogar CARTÕES DE COMANDANTE: Estas cartas grandes
um jogo completo (um bando completo para cada jogador). No representam seu papel como comandante na batalha. Você
entanto, cada Pacote de Facção de Dungeon Command escolhe qual cartão de Comandante usar. Consulte “Escolha
inclui tudo o que você precisa para organizar uma batalha
rápida contra um oponente, por isso é uma ótima maneira de seu Comandante” na página 6.
aprender o jogo ou apresentá-lo a um amigo. Ao jogar com
apenas um Pacote de Facção, siga as instruções abaixo de “Seu
primeiro jogo”.
s
Cada Pacote de Facção de Dungeon Command inclui cartas que permitem que você adicione suas criaturas como possíveis adversários
ou aliados na série de jogos D&D Adventure System (como Castle Ravenloft®, Wrath of Ashardalon™ e The Legend of Drizzt™).
Quando você está jogando os jogos Adventure System, alguns desses monstros podem impor Condições aos seus Heróis.
Atordoado: Você só pode mover-se ou atacar, não ambos. Descarte esta Condição no final de sua Fase de Herói.
Imobilizado: Você não pode mover-se. Descarte esta Condição no final de sua Fase de Herói.
Envenenado: Você sofre 1 de dano no início da sua Fase do Herói. Descarte esta Condição no final de sua Fase de Herói se você rolar 10+.
Lento: Seu Deslocamento é 2. Descarte esta Condição no final de sua Fase de herói.
3
B
Antes de iniciar a batalha, você precisa criar o campo de
PREPARAÇÃO
batalha. Cada jogador traz 2 tabuleiros grande e 2 pequenos Antes de começar a batalhar contra seus oponentes, siga
de campo de batalha. Cada tabuleiro é quadriculado com estas instruções para preparar o jogo.
quadrados de 1 polegada e possui dosi lados: Um mostra
uma masmorra, enquanto o outro é um cenário ao ar livre.
Apenas um dos tabuleiros pequenos que você traz pode ter CrIe o CAMPo De BATAlHA
uma Área Inicial impressa. Para regras sobre a colocação de Bandos lutam no campo de batalha, que é representado
tabuleiros, veja “Crie o Campo de Batalha” abaixo. pelas peças que cada jogador traz. O primeiro passo para
preparar o jogo é criar o campo de batalha.
Primeiro, decida se você batalhará na masmorra ou ao ar
livre, então escolha o lado apropriado de seus tabuleiros.
Em seguida, cada jogador constrói metade do campo de
batalha conectando todos os seus tabuleiros.
ouTroS IteNs
Você precisará de várias fichas e outros marcadores para
acompanhar as coisas durante a batalha. Certifique-se de ter
marcadores de Baús de Tesouro suficientes para cobrir todos os
quadrados de Tesouro nos tabuleiros de campo de batalha que
você está trazendo, bem como fichas de Tesouro suficientes
para todos esses marcadores. Consulte “Coletando Tesouros”
na página 14.
Você também precisará de algumas fichas de Dano (para
acompanhar os ferimentos em suas criaturas) e marcadores
para registrar o Moral e a Liderança do seu bando, bem
como quaisquer outras fichas para acompanhar suas criaturas
durante o jogo.
Mantenha próximos cada um desses componentes para que
cada jogador possa alcançar facilmente suas miniaturas, cartas
e fichas.
ReGRAS PARA CoNeCTAR TABuleIRoS
Um tabuleiro geralmente tem uma ou mais bordas de parede,
bem como bordas abertas que não têm paredes. Você deve
dispor os tabuleiros de forma que bordas abertas fiquem
adjacentes a outras bordas abertas. Uma parede nunca
pode ser colocada contra uma borda aberta. Veja o exemplo
abaixo.
As bordas dos tabuleiros têm encaixes para ajudá-lo na
conexão. Você nunca pode conectar tabuleiros na diagonal.
TeRReNo TeRReNo
PeRIGoSo DIFíCIl LE
PAReDeS PAReDeS
5
ESCOLHA SEU COMANDANTE
Seu cartão de Comandante representa o personagem com o mao de CrIaturas: Compre esta quantidade de cartas de
qual você está jogando: o comandante que envia tropas para cards . ateste
Criatura no início da batalha thenumero tambem e o numero
a batalha e lhes dá ordens. Cada Pacote de Facção contém maximo de cartas de Criatura que voce pode ter em sua mao (veja
2 cartões de Comandante diferentes. Cada comandante “Fase 4. Limpeza” na pagina 14).
tem estatísticas e poderes de líder diferentes.
moral InICIal: seu comandante define o valor de Moral inicial
Decida com qual cartão de Comandante você quer jogar para seu bando. Coloque um marcador no numero destacado na
e coloque-o virado para cima na mesa à sua frente. trilha de Moral.
Todos os cartões de Comandante compartilham os lIderanCa InICIal : A Lideranca mede sua habilidade de
seguintes elementos. comandar, representando o total maximo d de criaturas
no me : O nome de seu comandante. que voce pode controlar. Cada comandante tem um valor inicial de
Lideranca; coloque um marcador no numero destacado na trilha
poder de lIder: Os comandantes geralmente tem um efeito
de Lideranca. sua pontuacao de Lideranca aumenta a medida
Este texto descreve quaisquer regras especiais.
que o jogo avanca. (Consulte “Fase 3. Disposicao” na pagina 14.)
mao de ordem InICIal: Compre este numero de cartas de ordem
da batalha.
nome
mao de criaturas
moral inicial
mao de ordem inicial
trilha de lideranca
lideranca inicial
level
ORDER CARDS
action type
level & Abilities: An Order card’s Level and Ability abilities
attach text
set symbol
7
Sequence of Play
G Move. The creature can move a number of squares up to
its Speed. Unless an effect specifies otherwise, a creature
can move just once on its activation. See “Moving” on
The Dungeon Command game is played over page 9.
a series of turns. The player who deployed G Play Order cards. You can play one or more Order cards
creatures first is the first player. Once that player from your hand on the creature to have it take actions.
has completed his or her turn, the next player to See “Playing Order Cards” on page 11.
the left takes his or her turn. Play continues in this G Use creature powers. The creature can use one or more
powers printed on its Creature card (or attached to it by
fashion until the game ends. Order cards), including making an attack.
A turn is divided into four phases, which you must G Take other actions. Other game effects, such as collecting
take in the following order. treasure (see page 14), might require a creature to take
a special action.
1. Refresh: Resolve start-of-turn effects, untap your
creatures to ready them for action, and draw 1 Order card.
2. Activate: Activate your creatures, one at a time, in any
Resolving Actions
Only certain things count as actions in the Dungeon
order you choose.
Command game.
3. Deploy: Increase Leadership by 1 and place new
creatures on the battlefield. G A creature moves.
4. Cleanup: Resolve end-of-turn effects, draw back up to G A creature uses a power on its Creature card (this includes
your Creature hand size, and untap your creatures to making an attack).
allow them to respond to enemy actions. G A creature takes an action with an Order card.
G An effect is triggered by some other event.
8
The Stack
When an action would take place, it doesn’t happen right away. Complete Actions: You
Each player, including you, gets a chance to respond to it with cannot respond to part of an
further actions. In almost all cases, a response is an immediate action, only to an entire action.
action. (See “Standard, Minor, and Immediate Actions” on page 12.) For example, you can respond
either before a creature moves
Each action resolves in order, using a concept called the stack.
or after it has finished moving,
Imagine the stack as a pile of actions, each waiting its turn to
but not in the middle of its
be resolved. Whenever a creature takes an action, or an effect
movement.
is triggered, that action goes on top of the stack. If any player
responds to that action, the responding action goes onto the Multiple Actions on
stack on top of what was already waiting there. When no more Cards: Some Order cards
players respond, the action on the top of the stack resolves. contain several distinct actions,
After any action resolves, all players get another chance to respond which must be performed in
with new actions. Any new action goes on top of the stack, and order. When you play a card
players can respond to that action as normal. If no one does, the with multiple actions on it, they
next action waiting on the stack resolves. If no actions remain on go on the stack in the reverse
the stack, the player taking his or her turn continues play. order they appear on the card.
Players can respond to each
When you resolve an action, its effect takes place. Follow the action separately.
instructions for that action; this usually means referring to rules
text printed on a Creature or Order card. Once all of an Order For example, the Shadowy Ambush card contains two actions:
card’s actions have been resolved, place that card in its owner’s Shift 2 squares; then, Make a melee attack that deals 50 damage.
discard pile (unless the card’s text instructs you to do otherwise). When you play this card on a creature, the attack goes on the
If the action is from a Creature card, the creature remains in play stack first, and the shift goes on top. When the card’s actions
afterward (although the action might tap it). resolve, the creature will take them in the correct order.
3
1
4
2
5
3
6 7
9
Each square a creature Difficult Terrain: Difficult terrain
moves into must be a slows creatures down, and can include
legal square. A legal rubble, shallow water, undergrowth,
square cannot be more
than half covered by legal illegal and the like. Entering a square of difficult
terrain “costs” 1 extra square of movement;
a wall. A creature can for example, moving through 2 squares
move through squares of difficult terrain counts as moving 4
occupied by allied squares. If a creature occupies multiple
creatures (those in squares, its whole space is considered to enter difficult terrain
their warband or a simultaneously. (Thus, the creature pays just 1 extra square for
teammate’s warband).
However, a creature
legal illegal each square it moves, not for each square its space enters.)
10
flying and burrowing Playing Order Cards
You draw an Order card at the start of each of your turns. If your
deck of Order cards runs out, don’t reshuffle the discard pile. You
can play only whatever cards remain in your hand.
1
You play Order cards from your hand to command your creatures
to make special attacks, cast spells, perform maneuvers, and
2
do other interesting things. When you play an Order card on a
creature you control, it becomes the acting creature for that
3
card and takes the specified action or actions.
4
The acting creature must have the Ability specified by the card
1 being played, and the acting creature’s Level must be equal to or
2
higher than the card’s Level. For example, the Killing Strike card
X requires 5 Strength to play, so the acting creature must be at least
3 4
Level 5 and have Strength printed on its card. Thus, you could play
this card on a Dragon Knight but not on a Dwarven Defender.
The Umber Hulk and the Copper Dragon are both trying to move
An Order card that specifies Any can be played by any creature
adjacent to the space marked with an X. They can both do so by
of its Level, without regard to Abilities.
moving 4 squares. The Umber Hulk burrows under the mesa, while the
Copper Dragon flies around it. Both of them ignore any difficult terrain You can play any number of Order cards on a creature, as long as
( ) while moving. it meets the requirements for playing those cards.
Requires: Some Order cards specify a particular keyword
Shift: When a creature shifts, it ignores the requirement to on the acting creature, indicated by the word “Requires.” For
stop when entering a square adjacent to an enemy creature. If it example, Level Up can be played only on creatures with the
starts its movement adjacent to an enemy, it can move up to the Humanoid keyword.
number of squares stated by the effect (however, its Speed is still
Affinity: Order cards with the word “Affinity” let the acting
1 for the purpose of effects that state “shift its Speed”). It is still
creature ignore the usual restrictions on Abilities and Level.
affected by terrain while moving.
For example, Faerie Fire (which normally requires Level 2 and
Some creatures have innate powers that let them shift while Intelligence) can be played on a creature of any Level with the Drow
moving (such as Scuttle), but most creatures shift by having keyword, whether or not that creature has the Intelligence ability.
Order cards played on them.
Attach: Many Order cards have a special effect that you
Slide: Order cards can let you slide other creatures. Sliding a attach to a target creature. To attach a card, slide it underneath
creature lets you move it regardless of who controls that creature. the target’s Creature card so that the attach text (shaded rules
A sliding creature doesn’t have to stop when entering a square text printed at the bottom of the card) is visible.
adjacent to or occupied by an enemy and can slide the full stated The attached card adds rules text to the target creature and
distance even if it starts adjacent to an enemy. It is still affected remains with it until the creature is destroyed or an effect
by terrain while moving. removes the card. Some cards allow a creature to remove
them by taking a specified action, and other game effects might
remove an attached card. When you remove an attached Order
card, it goes to its owner’s discard pile.
Shifting & Sliding A creature can have more than one card attached to it, including
multiple copies of the same card. Their effects are cumulative.
2
1
1
If the Drow Assassin shifts, it can move to the other side of the Dwarf
Cleric without stopping. However, if the Dwarf Cleric slides the War
Wizard to the other side of the Drow Assassin first, the Assassin’s
Speed would be 1. Both shifting and sliding ignore the normal rule that
a creature has to stop when it moves adjacent to an enemy creature.
11
Assisting Creatures Standard, Minor, and Immediate Actions
When you play an Order card, any number of creatures you When you play an Order card on a creature, it takes an action.
control adjacent to the acting creature can assist it. Assisting There are three kinds of actions: standard, minor, and immediate.
lets a creature take an action even if its Level is not high enough. Standard: Most actions are standard, often an attack of
To assist, tap each assisting creature and add its Level to the some sort. A creature you control can take a standard action
Level of the acting creature. (Assisting creatures must tap even only during your Activate phase and only during that creature’s
if the acting creature is using a minor action.) Each assisting activation. Taking a standard action taps the acting creature.
creature must have the Ability specified by the card.
Minor: These represent quick actions, such as drawing a
Example: Pete controls a Human Ranger (Level 2; Strength, Dexterity) hidden blade, drinking a potion, or setting up for an attack. A
a Dwarf Cleric (Level 3; Strength, Constitution, Wisdom) and a Dwarven creature you control can take minor actions at any time during
Defender (Level 2; Strength, Constitution) who are all adjacent to one its activation, whether it’s untapped or tapped.
another. The Human Ranger is adjacent to an enemy Drider, and Pete
wants to play Killing Strike (a Level 5 Strength card) with the Ranger There’s no limit to the number of minor actions a creature can
as the acting creature. To do this, he taps the Ranger and the Dwarf take during its activation.
Cleric to assist the action. Adding their Levels together gives a total of 5, Immediate: Immediate actions are usually responses to other
enough to play the Killing Strike card. actions. They can be played on any player’s turn. Taking an
immediate action taps the acting creature.
Killing Strike
Using Creature Powers
Many creatures have powers. A creature’s powers are printed
on its card’s rules text. You can use the power of a creature
you control when you activate that creature. Using a creature’s
power is an action.
Using creatures’ powers is much like playing Order cards. Unless
otherwise stated, a power with the symbol can be used only
as an immediate action. Using any power with the symbol
taps the acting creature.
Triggered Powers:
Certain creature powers
can be used only when
some other event occurs
in the game—they are
triggered. When the
specified event occurs, the
creature takes the specified
action, which goes on
the stack as normal.
Other game effects might also be triggered, such as the damage
dealt by hazardous terrain when a creature enters its square.
12
Attacking Line of Sight and Cover
The most basic way to harm enemies and defeat your opponent Terrain and other creatures can affect ranged attacks, either by
is by having your creatures attack. When a creature attacks, blocking line of sight or allowing a creature to avoid an attack.
it deals damage to—and might destroy—other creatures.
Line of Sight: To determine if an attacking creature (or any
Each creature has a Melee Damage number (and sometimes a
other source) has line of sight to a target creature, draw a straight
Ranged Damage number) printed on its card. To make such an
line from 1 corner of any square in the attacking creature’s space
attack, tap the activating creature and declare which creature
to any corner of at least 1 square in the target creature’s space.
is the target of that attack. Players can respond to this like any
(You can use a ruler or a piece of string.) If that line does not
other action. When the attack resolves, it deals its damage
cross a wall, or a square occupied by another enemy creature or
to the target.
an obstacle, the attacking creature has line of sight to the target.
A creature can attack allied creatures as well as enemies. Allied creatures and tokens or markers on the battlefield do not
block line of sight.
Melee Attacks Cover: Terrain that does not block line of sight might still provide
All creatures can make melee attacks. A melee attack must some protection from ranged attacks. If you can draw a straight
target a creature adjacent to the attacking creature. The target line from 1 corner of any square in the attacking creature’s space
cannot be on the other side of a wall. to all 4 corners of at least 1 square in the target creature’s space
The acting creature deals its Melee Damage m to the target without crossing a wall, or a square occupied by another enemy
creature. Order cards and other game effects might change a creature or an obstacle, the attacker has a clear shot at the enemy.
melee attack’s damage. Otherwise, the enemy has cover from the attack.
A creature in an obstacle square has cover against ranged attacks
Ranged Attacks even if you can draw line of sight to it. However, if a Large figure is
only partially in an obstacle and you have a clear shot to at least
Some creatures can make ranged attacks. A creature can make a 1 square in its space, it does not have cover against that attack.
ranged attack only if it has a Ranged Damage r entry on its card.
As an immediate action, a creature with cover can tap to dodge
A ranged attack must target a creature within a number of any ranged attack made against it. A creature that dodges a
squares equal to the distance specified by its Ranged Damage ranged attack takes no damage from the attack, and it does not
entry. The acting creature deals its Ranged Damage to the target suffer any other effects of that attack.
creature. Order cards and other game effects might change a
ranged attack’s damage or range. Unless the card’s rules text
states otherwise, a creature has to have a Ranged Damage entry
to use an Order card that lets it make a ranged attack.
A creature cannot make a ranged attack if it is adjacent to an Line of sight
enemy creature.
In addition, a creature must have line of sight (see below) to the
target to make a ranged attack against it.
13
Damaging and Destroying Creatures
Creatures suffer wounds and other ill effects during the course of
Phase 3. Deploy
During this phase, you can send reinforcements onto the
a battle, whether from combat or from other game effects, and battlefield to aid your warband. Doing so requires strong
might be destroyed. Destroying your creatures not only weakens command ability, represented by your Leadership.
your forces, but also diminishes their resolve to keep fighting for
you, represented by a loss of Morale. At the start of your Deploy phase, increase your
Leadership score by 1. This represents your ability to summon
Each creature has a Hit Points number, representing its ability reinforcements as the battle progresses.
to withstand damage. Whenever a creature takes damage, place
a damage token on that creature for each 10 points of damage
it took. Deploying Creatures
When the total damage on a creature equals or exceeds its Hit You deploy creatures on the battlefield just as you did to start
the battle (see “Deploy Your Starting Creatures” in page 6).
Points, that creature is destroyed. Discard its Creature card into
Choose any of the Creature cards in your hand and place the
its owner’s graveyard. If that creature had any cards attached to
corresponding miniature in your Start area, placing the Creature
it, they are discarded into their owners’ discard piles. The owner
card face up in front of you.
of the creature reduces his or her warband’s Morale total by an
amount equal to the destroyed creature’s printed Level. Ignore You can deploy a creature only if the total Levels of all your
any Level changes from attached cards or other effects. deployed creatures are equal to or less than your Leadership
score. Don’t count any Level increases due to attached cards or
When any player’s Morale is reduced to 0 or below, the game
other effects.
ends immediately.
Example: Tom has a Leadership score of 12 and has three creatures
already deployed, of Level 4, 4, and 3 (a total of 11). He can deploy only a
Cowering single creature of Level 1, bringing the total Levels of his creatures to 12
Any sign of weakness in a warband can weaken the resolve of (equal to his Leadership score).
its warriors. Nevertheless, sometimes a creature chooses to save
itself and live to fight another day—at the cost of demoralizing You do not have to deploy as many Levels of creatures as your
its comrades-in-arms. Leadership allows, but you cannot exceed that number.
Multiplayer Games Game play follows the standard rules, with the following changes.
G Assign each player to a team. There can be multiple
You can play Dungeon Command with more than two people. teams, but each team must have the same number
If you have an even number of players, you can choose teams, of players.
with each having the same number of players. Alternatively, G The other players on your team are your allies, not your
you can play a free-for-all game. opponents. The creatures controlled by your teammates
To play a multiplayer game, each player needs to bring miniatures, are allied creatures for the creatures in your warband.
tiles, and cards to the table as described in the standard rules. G When the game ends, add up the Morale for all players on
each team. The team with the highest Morale total is the
Free-for-All
winner. (In this way, even if a player on a team is reduced
to Morale 0, his or her team might still win the game.)
To set up a free-for-all game, each player constructs part of the Just as in the standard game, if you ended your turn with
battlefield with his or her tiles, as described in the standard rules. no creatures on the battlefield, your team cannot win.
Then, connect the battlefield segments so that the large tiles form
a rectangle. Two possible configurations are shown here.
Building Your
Own Warbands
3-Player Game
15
Rules Quick Reference
Setup
1. Create the battlefield by connecting tiles. Place Treasure Chest markers number side down on all
Treasure squares.
2. Choose a Commander card, and place it in front of you.
3. Shuffle your Creature deck and Order deck, drawing a number of cards from each as indicated
on your Commander card.
4. Deploy your starting creatures and draw back up to your Creature hand size. Each player deploys
all his or her creatures before the next player begins.
5. Take turns in order, starting with the player who deployed first and proceeding to the left.
Sequence of Play
1. Refresh: Resolve start-of-turn effects, untap your creatures, and draw 1 Order card.
2. Activate: Activate your creatures, one at a time, in any order you choose.
3. Deploy: Increase Leadership by 1 and place new creatures on the battlefield.
4. Cleanup: Resolve end-of-turn effects, draw back up to your Creature hand
size, and untap your creatures.
Questions?
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Wizards of the Coast LLC Wizards of the Coast LLC c/o Hasbro UK Ltd. Wizards of the Coast p/a Hasbro
P.O. Box 707 P.O. Box 43, Newport NP19 4YD Belgium NV/SA
Renton WA 98057-0707 UK Industrialaan 1, 1702 Groot-Bijgaarden
U.S.A. Tel: + 44(0)84 57 125 599 BELGIUM
Tel: 1-800-324-6496 (within the U.S.) Tel: +32(0)70 233 277
1-425-204-8069 (outside the U.S.) Please retain these addresses for future reference. 300-39753000-001-EN