Action
-One of the main card types. It has a blue border. See also Set-Up and Mid-match Action.
-If an Action specifies resolving to another zone besides the Ring Area, it is not optional to play it to the Ring area. EXAMPLE: Technical Body Lock goes to the top of the Arsenal, there is no option to play it to the Ring area as an Action.
Activated Card Effects
-A card is considered to have an Activated Card Effect (ACE) if (a) it is in your Ring area AND (b) you have to do something (like discard a card) (c) to generate an effect. EXAMPLE: Managed by Paul Heyman, J.R. Style Clubberin’, and Enter the Stratusphere.
-A card has an ACE if it contains an optional ability that is separate from the effects that happen when it is successfully played, requiring an independent cost.
-All ACEs have a specific cost to use that effect, ranging from discarding a card, skipping a Draw Segment, or removing cards. If there is no cost for a card effect that occurs while it is in the Ring, it is not an ACE. EXAMPLE: There is no cost to put The Next Big Thing or The 9th Wonder of the World in your hand, or to take a card from under We Lie, We Cheat, We Steal - none of those cards have an ACE.
-More recently printed cards have an ACE logo to show the text of the card contains an ACE. However, the card is not considered an ACE when played and cannot be reversed as such as that time.
-Nothing that occurs when a card is considered successfully played is considered an ACE. EXAMPLE: discarding cards for Gut Punch.
-An ACE is always an optional effect. Cards effects such as In This Very Ring are not optional and are not considered ACEs.
-ACEs can only be reversed by reversal cards and effects that specifically refer to Activated Card Effects.
-If an ACE is reversed, any costs paid are still paid. EXAMPLE: removing Managed by Paul Heyman from the Ring Area.
-The cost of an ACE must be paid before the option to reverse it will take place; in some cases (The Kurt Angle Invitational), it is entirely possible for an opponent to draw the reversal card, and then they may use it to reverse the effect.
-The 'ACE' logo is for clarification only; if a card is blanked, it no longer contains an Activated Card Effect. EXAMPLE: Managed by Dawn Marie could not remove a blanked copy of Unbreakable Chain!
Active
-You cannot play a card if there is a card in the Ring area with the same title with the Active trait.
-Cards can be put into play using other effects if there is a card with the same title in the Ring area.
Afterburn
-Afterburn is a limited constructed format based on “Smackdown” Constructed. It follows the same rules as All Axxess Constructed, with the exception that the only legal cards are those that appear in the Survivor Series 3, Lethal Library (Battle Bag) and Armageddon expansions onward.
-Cards with the same name as Afterburn-legal cards may be used. For example, you may use a Premiere Edition Step Aside, since it also appears in Survivor Series 3.
-Throwback cards are considered to have the same name as non-Throwback cards for the purposes of deck construction. For example, you may use Buh Buh Ray Dudley from Backlash, or Suicide Plancha from Fully Loaded. If used, those cards are not changed to the Throwback versions via the Most Recent Printing rule; they read as written, though any errata still applies.
-Superstars that do not fall in the specified sets cannot be played in the Afterburn format, even if their logo is on cards that are legal for Afterburn. EXAMPLE: Brock Lesnar, Deadman Inc., and Jerry Lawler are not allowed in the Afterburn format.
-All Revolution cards are also legal in the Afterburn format.
All Axxess
-The Primary constructed format for Raw Deal. All cards legal for play in Raw Deal are legal in this format. (The promotional cards Cardboard Currency and Hardcore Tournament 24/7 are not legal Raw Deal cards.)
-All Revolution cards are also legal in the Afterburn format.
Antic
-Antic cards represent the shenanigans inside a wrestling ring and can only be played on that player’s turn. As with all other cards, to play an Antic card, the Fortitude Value on the card must be less than or equal to your Fortitude. These cards are designated by a green background.
-These cards cannot be reversed by Action reversals, as they are not Actions, but can still be reversed by reversals that ‘reverse any card’, or target specific effects of that card. EXAMPLE:
Arsenal
-Your Arsenal is your deck of 60 cards. An Arsenal may not contain more or less than 60 cards.
-An Arsenal may contain no more than 3 of any one card. The exceptions to this are cards with the Set-up Trait (there is no limit) and cards with the Unique or Universally Unique Traits (limit 1 per Arsenal).
-In sealed deck (No Mercy) and draft tournament play, you may have more than 3 of any card that is not Unique or Universally Unique.
-Your Arsenal may not contain (or “pack”) cards that your Superstar could not normally play. (Example: Big Show may not have Inverted Body Block (a High Risk maneuver) in his Arsenal.)
-EXCEPTION: Your Arsenal may contain any card that has your Superstar logo on it. This does not allow you to ignore Face/Heel and Raw/Smackdown requirements, or the 60 card limit.
Backlash (Deck)
NOTE: Cards in Revolution now refer to ‘Backlash’ instead of ‘Backlash Deck’ - the terms refer to the same thing and are interchangeable.
-Your Backlash deck is a side deck that acts as a companion to your Arsenal.
-Cards played from the Backlash Deck are considered played from the Backlash Deck, not from Hand.
-Backlash decks may only contain Mid-match cards or Pre-match cards. The current limit is 10 of each.
-A Backlash deck may not contain more than 20 cards, although it may contain less.
-Backlash deck cards may enter the Ring Area or Ringside Pile.
-Backlash deck cards may not go into your Hand or Arsenal. Any effect that tries to do this will fail to move the card from its current zone or area.
-You may look through your Backlash deck at any time.
-Your Backlash deck must meet all of the same Arsenal construction requirements (Face/Heel, Raw/Smackdown etc.), and must correspond to your Arsenal.
-Your Backlash deck may contain any card that has your Superstar logo on it. This does not allow you to ignore Face/Heel and Raw/Smackdown requirements, or the 20 card limit.
-Any reference to a 'Backlash deck' means all cards in contained within, even if that number is 0. This is different from referencing a Backlash card or cards for effects.
Backstage Area
-The new zone of the game is called the Backstage Area. Enforcer cards and Superstar cards are all revealed from the Backstage Area.
-The only cards legal to pack in the Backstage Area are those with specific wording that allows them to be packed, or cards named by the Superstar Ability that may be revealed.
-All Enforcer cards now have Most Recent Printing stating that they are revealed from the Backstage Area.
-Cards revealed from the Backstage Area are not considered to be in your Ring Area.
-You do not have to reveal every card in your Backstage Area. Cards that remain unrevealed cannot be used in the game until they are revealed.
-The Backstage Area follows the Face/Heel and Raw/Smackdown rules for deck construction, and must correspond to your Arsenal and Backlash deck.
-You cannot have more than one of each card in your Backstage Area.
-'Hide' is a new term in Raw Deal. When applied to Backstage cards, they are no longer revealed, and have no effect on the game.
-The Backstage Area is a public area of the game, an opponent may see the cards in the Backstage Area during the game.
-Unless specified, only one copy of any card can be packed in the Backstage Area, with the exception of Test who can pack and reveal two copies of Unique Backstage Area cards like WWE Signing Appearance.
-Unless otherwise stated, Backstage Area cards are revealed when revealing the Superstar card. This is done simultaneously, including choosing any Enforcers from revealed Enforcer cards. There is no option to wait until an opponent has revealed his Backstage Area cards or chosen an Enforcer to make these choices.
BASH
-When you pack cards with “BASH” in the title, you cannot pack non-Superstar-specific cards that are Face, Heel, Raw, SmackDown!, Chain, Heat, or Volley.
-The Great American Bash is not considered to have “BASH” in the title, and can be packed normally.
-Superstars that can pack Enforcer cards may not pack Raw or Smackdown Enforcer when packing cards with 'BASH' in the title, unless the ability removes the logos from those cards (Paul Heyman, Bobby Heenan).
-Superstars branded with the Raw or Smackdown logos (Eric Bischoff, Stephanie McMahon, Theodore Long) may pack BASH, as their Superstar card is specific (contains their logo).
Blanked
-If a card is blanked, the text on the card is treated as though it was not there. This will not affect Traits.
-The effect that blanked a card can also unblank the card. If this happens, the card is not treated as if it were played again (since it never left play).
-Blanking only affects the text box. Damage rating, Card Title, Stun Value, Card Types and Traits are all unaffected by Blanking.
-Blanking a Superstar card will not affect Arsenal construction rules and restrictions.
-Unless specified, if a card is made 'blank' by an effect, only the card text is blanked, all traits, Fortitude, Damage, etc still applies.
Bookkeeping Rule
-The bookkeeping rule is a rule template that says that cards do not affect the game after they leave play, unless the effect is generated by the card leaving play (such as Fortitude Surge.)
Branding
-Refers to the Traits of Raw and Smackdown. Both cannot be contained in the same Arsenal, Backlash deck, or Backstage Area..
-Enforcer cards may be branded. You cannot have Raw Cards in a Smackdown branded Enforcer’s Arsenal.
Card Effect
-A defined effect printed within the text block of a card.
-Card Effects explain, in detail, the mechanics of the card.
-Card Effects do not include traits (Face, Heel, Chain, Heat, Unique, Active, Permanent, etc), Superstar logos, or Fortitude/Damage/Stun values.
-Effects that would blank Card Effects only blank the information printed within the text block.
-A subtype of Card Effects are Activated Card Effects (see Activated Card Effects).
-All card effects, unless otherwise specified, take place when the card is successful. EXAMPLE: Ap Chaki Kick and Technical maneuvers will only trigger their effects if the card is not reversed (other than from Arsenal).
-Unless otherwise specified, card effects only take place when a card is in hand or Backlash deck. EXAMPLE: Judo Takedown and My Name Is Matt Striker...and I Am Your Teacher cannot be put into play from the Ringside pile or when removed from the game.
-Effects generated from a Superstar card are never considered to be a ‘card effect’.
Card Text
-This is defined as the instructions on the card's use located below the picture.
-Flavor text (quotations) is not considered card text.
Chain (Trait)
-When you play a Chain card, your opponent may discard 2 cards. If he does, he can reverse it from his hand or Backlash deck. If he does not, it cannot be reversed from his hand or Backlash deck. When you successfully play a Chain card and damage has been applied, you may discard 2 cards and then search your Arsenal for 1 Chain card, reveal it to him, put it into your hand, and shuffle your Arsenal.
-For clarification, the Chain trait is an effect that forces a discard when a player attempts to play a reversal from Hand or Backlash deck. However, the Potentiality Rule will not see a forced discard or search effect as this does not appear in the card text. As such, cards like Ax Kick or Faceplant cannot reverse a Chain card just because it has the Chain trait.
-Chain is a sub-class Trait like Set-up. It will only affect part of a hybrid card, as indicated below the card’s title.
-Beating the Odds also does not affect the reversal restrictions generated by the Chain trait.
-You may search for another Chain card even if your Chain card was reversed while overturning, since this is considered to be the conclusion of the damage portion.
-You only need to discard 2 cards to be able to reverse a Chain Multi.
-Discarding to the Chain trait can include a reversal that can be played from the Ringside pile (which can then be played), or to meet the requirement for Heat cards in the Ringside pile.
-You can discard 2 cards without playing a reversal. EXAMPLE: A player could discard 2 Ego Boosts just to draw cards from the discard effect.
Chairman
-A special classification of Superstar that counts as a Chairman Superstar for the purposes of deck construction and card effects.
Cheater
-A new trait, similar to Raw or Heel.
-You cannot pack Cheater and Fan Favorite cards in the same Arsenal, Backlash deck, or Backstage Area.
-The Cheater trait has no conflict with Heel or Face cards.
Colossal
-A new trait describing printed damage amount. These are the largest Assaults, Holds, Throws, Trademarks, and Extremes, dealing 15 Damage or more. A card that reverses Colossals will do so regardless of what maneuver type the Colossal is (Assault, Hold, Throw, Trademark, or Extreme).
-“Colossal” is a printed trait, it does not describe previous maneuvers such as The Finisher or Precision Suplex.
-A Colossal maneuver remains a Colossal if the damage is lowered below 15D. Likewise, a Core or Mean does not become a Colossal if the maneuver’s damage is increased to 15D or greater.
Core
-A new trait describing printed damage amount. These are the smallest Assaults, Holds, Throws, Trademarks, and Extremes, dealing 7 Damage or less.
-“Core” is a printed trait, it does not describe previous maneuvers such as Kick or Wheelbarrow Slam.
-A Core maneuver remains a Core if the damage is increased above 7D. Likewise, a Mean or Colossal does not become a Core if the maneuver’s damage is reduced to 7D or less.
Count Out
-If a player ends any turn with 0 cards left in his Arsenal, he will lose by Count Out. His opponent may opt to win the match by Count Out or continue the match.
-If the match continues, a Count Out does not trigger until the next time a player ends any turn with zero cards remaining.
-If both players end any turn with 0 cards in their respective Arsenals, they will both lose by Count Out. There is no option for continuing the game available. This is known as a Double Count Out.
Damage
-Damage is the amount of cards overturned, indicated by the number printed in the box. This number may be modified by both players with appropriate cards and effects.
-Damage is only dealt by cards played to the Ring area. Cards that resolve to the Ringside pile, Arsenal, or are removed from the game deal no damage.
-Actions can deal damage; this is not the same as an effect that causes a player to overturn cards. Actions dealing damage can be reversed with overturned Action reversals, provided they meet the Fortitude rating and condition of card text, just like Maneuver reversals.
Discard
-Discarding is taking a card from your Hand and placing it in the Ringside Pile.
-Discarding may be done randomly due to a specific card effect.
-There is no maximum hand size in Raw Deal. You do not have to discard due to having too many cards in your hand.
Diva
-A female Superstar that also has the Diva trait. They will have a “Diva Superstar Ability.” All Diva Superstars are Female, but not all Female Superstars are Divas.
Draw
-You draw one card every turn during the Draw Step. This can be modified by a card effect or Superstar ability.
-You do not lose the game if you must draw a card and you are unable to do so.
-If an effect allows you to draw "up to" a number of cards, you must first choose the number of cards to draw and then draw all of the cards at once.
-When starting hands are drawn, all modifiers are calculated at that time. EXAMPLE: Gregory Helms, Ace Reporter will calculate his modifier when the starting handsize is determined.
Effect
-A defined effect generated from the text of a card or Superstar Ability.
-An effect can be a ‘Card Effect’, but is not limited to such.
-Effects can also include traits such as Chain and Heat,.
-Card text or Superstar ability often explains, in detail, the mechanics of the effect. Others are Traits (see below for specific information).
-Effects that would blank Card Effects only blank the information printed within the text block.
-A subtype of Effects are Activated Card Effects (see Activated Card Effects).
-Reversing the effect of a card will also reverse the card. EXAMPLE: Samoan Drop forces the opponent to discard 1 card; if the opponent reverses the discard effect with Faceplant, the maneuver is reversed.
-If a card reverses an effect of a played card from Arsenal, the card is reversed. If it is a Multi and the card is not completely reversed, the damage from the card must still be resolved, though an applicable reversal can be overturned. EXAMPLE: JR Style Action makes Rapid-Fire Punches into a Multi maneuver which forces an opponent to overturn cards before taking 5D; if an overturned reversal is applied to Punches’s effect, Rapid-Fire is not yet completely reversed, and the 5D is still resolved.
-If a card effect has multiple effects including an overturn effect, they are resolved in the order listed on the card; if Wrestle reverses an overturn effect, all remaining effects generated from the same event are also prevented. EXAMPLE: How Many Times has 5 effects beginning with ‘Your opponent overturns 5 cards…’ If LWA is overturned, the other 4 effects do not trigger.
-If you play a card, effects taking place when successfully played are an effect you control, even if it grants your opponent a choice. EXAMPLE: Snap Slam, Dare To Take a Challenge.
-If you choose to activate an effect, whether it is in your Ring or your opponent’s Ring, you control the effect. EXAMPLE: I Don’t Care About the Heat, Backstage Politics.
-Optional effects that say 'You may' pay a cost 'and then' have an effect require you to pay the cost in full as well as perform that effect in full, such as Thrust Knee Lift and Revolution Full Nelson Slam; these abilities cannot be used unless there are applicable cards for their effect.
Enforcer
-Enforcer cards can only be packed by Superstars that can reveal Enforcers.
-Enforcer cards are revealed at the beginning of the game with the Superstar card from the Backstage Area
-Enforcers cannot be affected by anything unless a card or effect specifically says that it does (such as You’re Fired.)
-You cannot pack two or more Enforcers with the same name. This only restricts your Enforcers, not those played by the opponent.
-Enforcers must follow the rules for branding (Raw/Smackdown) as part of the Backstage Area.
-In the event that two ‘Enforcer’ Superstars are facing each other, the Enforcer chosen must be done in secret and revealed simultaneously.
-Unless otherwise stated, Backstage Area cards are revealed when revealing the Superstar card. This is done simultaneously, including choosing any Enforcers from revealed Enforcer cards. There is no option to wait until an opponent has revealed his Backstage Area cards or chosen an Enforcer to make these choices.
-These cards are an extension of Superstar Abilities, and their cards will not be blanked except by effect that blank Superstar Abilities (which will also blank Enforcer Abilities added to the Superstar Ability).
Extreme
-One of the ten Maneuver types.
-The cards can be packed by any Superstar, and can be played by any Superstar unless they have “Requirement: Extremist.” However, a Superstar must still meet any restrictions in their Ability. EXAMPLE: Trish Stratus may pack Revolution Eye Rake, but not Revolution Toe Smash due to her ability.
Extremist
-A special classification of Superstar for the purposes of deck construction and card effects, with an ‘Extremist Ability’ instead of a ‘Superstar Ability.’ All rules relating to Superstar cards also apply to an Extremist.
-As the character has no “Superstar Ability”, cards like Cerebral Assassin, White Wedding, and How Important Is It? have no effect against them.
Fan Favorite
-A new trait, similar to Smackdown or Face.
-You cannot pack Cheater and Fan Favorite cards in the same Arsenal, Backlash deck, or Backstage Area.
-The Fan Favorite trait has no conflict with Heel or Face cards.
Foil
-A card has the foil trait if it is printed as such by Comic Images. Most Recent Printing does not apply, the card is only 'foil' is printed that way.
Follow-up effects
-Follow-up refers to the progression of cards and effects during the game.
-A card uses a Follow-up if it refers to the last thing you did (such as ‘can only be played after a 4D or greater maneuver’, ‘can only be played after the card titled Roll out of the Ring’ etc.)
-Cards that refer to the next thing you do are a Follow-up (such as ‘the next maneuver you play’.)
-A Follow-up only counts cards played on your own turn; it is not affected by Reversal cards played by your opponent. EXAMPLE: Sustained Damage, Raw & Ready.
Fortitude
-Fortitude is the total printed Damage value of all the cards in a player’s Ring Area.
-Cards do not add to Fortitude until they have not been reversed (not including reversing from Arsenal) and are considered ‘successfully played.’
-Bonuses to damage are temporary and do not add to Fortitude.
GM
-A special classification of Superstars that count as GM Superstars for the purposes of deck construction and card effects.
Hand/Hand Size
-One of the zones of the game.
-Hand Size always refers to the amount of cards currently in a player’s hand.
-Cards can be added to your hand before starting hands are drawn. In this case you would still draw the number of cards you would normally draw for your starting hand.
-Any reference to a 'Hand' means all cards in contained within, even if that number is 0. This is different from referencing a card or cards for effects.
-When starting hands are drawn, all modifiers are calculated at that time. EXAMPLE: Gregory Helms, Ace Reporter will calculate his modifier when the starting handsize is determined.
Heat
-If you have 6 or more Heat cards in your Ringside pile, once during each turn, you may play 1 Heat card from your Ringside pile. Whenever you move a card from your Ringside pile to any other location for any reason other than playing a Heat card or card effect from a Heat card, first remove all Heat cards in your Ringside pile from the game.
-Heat is a Trait, not a card effect. Hell in a Cell Match and The Rattlesnake's ability will not prevent Heat cards from being played from your Ringside pile, nor will they prevent Heat cards from being removed from the game if cards are moved from the ringside. EXAMPLE: Foil cards played by Triple H, Undertaker and others listed while a Cell is in play, or Unique cards played against The Rattlesnake will still trigger Heat removal if they move cards.
-Heat cards act in every way like other cards of their type. You can play a Heat card from Hand or Backlash deck if you wish, unless the card states it can only be played from the Ringside pile.
-If played from the Ringside Pile, Heat cards go to your Ring Area as normal (if applicable.)
-Heat cards can only be played from the Ringside pile if the 6-card minimum is met, as stated above.
-Heat cards will only remove themselves if one or more cards is actually moved, except from an effect from another Heat card. If zero cards are moved, by choice or by effect (such as Hell in the Cell), Heat cards will not remove themselves.
-Heat cards will only remove themselves if an effect you control moves cards from your Ringside pile OR if you are able to choose to shuffle in zero cards to an opponent’s effect and you choose to shuffle in more than zero. EXAMPLE: Your opponent plays Front Chancery. If you choose to shuffle 1 card into your Arsenal, and you do, you will lose all Heat cards first. If your opponent uses the effects of Wrestlemania, you would not lose your Heat cards since you have no ability to choose to shuffle in zero cards.
-Card removal effects printed in the rules text of a Heat card will be prevented by Hell in a Cell Match/Rattlesnake.
-A Heat card cannot be moved from the Ringside Pile with a non-Heat effect because the Heat card being moved will remove itself from the game before it can be moved elsewhere.
-A Heat card can move cards from the Ringside pile without causing the removal from the game of other Heat cards in the Ringside pile.
-The Heat trait only works on a player's turn, and cannot be used during the Pre-match to play Heat Pre-match cards in the Ringside pile.
Hybrid
-Hybrid cards have a multicolored border that can be played as different card types. They can be any combination of Maneuver, Action, Antic and Reversal card. Backlash Hybrid cards can be Pre-match/Mid-match cards as well.
-When playing a Hybrid card, you choose the card type you wish to play the card as. All other card types are ignored. (Example: playing Neck Breaker as a Reversal card will not count as playing a Maneuver card.)
-Card text that refers to the card type not chosen is also ignored. EXAMPLE: playing Too Many Rules and Too Many Refs as an Action will ignore the text that refers to playing it as a Reversal.
-Some Hybrid cards have different effects when played as different card types. These effects will be listed in the text box. They will use statements like: “As a reversal...” If a Hybrid card does not specify in this way, the effects will happen no matter how it is played.
-When in your Hand, Arsenal, Ring Area, Backlash deck and Ringside Pile, hybrid cards will count as all of the card types they represent. (Example: a hybrid Maneuver / Reversal can be affected by cards such as Fully Loaded.)
-A Hybrid card is always considered a Hybrid card, even when it is being played. This simply means that cards that affect Hybrid cards (such as Hold the Phone) will work properly.
-If a Multi card is more than one type of card, but can only be played one way, it is NOT considered to be a Hybrid card. EXAMPLE: Vinny Mac Attack, The Matt Hardy Movement, and The Brain.
Legend
-A special classification of Superstars that count as Legend Superstars for the purposes of deck construction and card effects.
Maneuver
-A maneuver card has a yellow border. It always has at least one of the ten Maneuver subtypes: Strike, Grapple, Submission, High Risk, Trademark Finisher, Assault, Hold, Throw, Extreme, or Trademark.
-Maneuvers can be generated by card effects. EXAMPLE: Trash Can.
-Maneuver effects can always be reversed, unless the effect text states otherwise, or an outside effect has made the maneuver irreversible.
-Maneuvers may have Traits. (See Trait.)
-Maneuvers can have more than one Maneuver type. (See Multi)
Mean
-A new trait describing printed damage amount. These are the medium Assaults, Holds, Throws, Trademarks, and Extremes, dealing 8-14 Damage. A card that reverses Means will do so regardless of what maneuver type the Mean is (Assault, Hold, Throw, Trademark, or Extreme).
-“Mean” is a printed trait, it does not describe previous maneuvers such as Neck Breaker or Chair Shot.
-A Mean maneuver remains a Mean if the damage is lowered below 8D or raised above 14D. Likewise, a Core or Mean does not become a Colossal if the maneuver’s damage is modified to become between 8 and 14 Damage.
Metagame
-This term is used in many card games. It generally refers to the types of cards or decks people play in a specific area or location, especially in tournaments. It is not an official Raw Deal exclusive term, but we do get questions on what it means.
Mid-match Cards
-Mid-match cards are cards that come from the Backlash Deck. Your Backlash Deck may contain up to 10 Mid-match cards.
-Sometimes an Arsenal card can be placed in the Backlash Deck to be played as a Mid-match card. These cards cease to be Mid-match cards as soon as they enter a zone other than the Backlash Deck (ie, Ring Area, Ringside Pile.)
Momentum
-Cards with Momentum, whether they have Momentum or been given Momentum from a card effect - can only be reversed by cards that specifically reverse Momentum cards.
-If a card has been given Momentum from another card such as Shock the World, Restricted Use in this Area can negate that effect.
-Other reversal restrictions can be applied and prevent a Momentum reversal. EXAMPLE: Inertia cannot be played from hand if Precision Sleeper (can only be reversed from Arsenal) is given Momentum.
-Since the effect of Momentum comes from a trait and not a card, It’s Great to be Back Here In… will not reverse a card with Momentum. Sidewalk Slam (Throwback) and other cards that reverse cards that ‘cannot be reversed’ will also not reverse a card with Momentum.
Multi
-Cards with the Multi trait will often have more than one maneuver type.
-Female Superstars may not pack Multi Maneuvers
-Multi cards may be affected by more than one reversal.
-A Multi card may be reversed by any applicable reversal. EXAMPLE: a Strike/Grapple Multi card can be reversed by two Strike reversals.
-Stun value on Multi cards will trigger on the second reversal, if the second reversal is overturned while applying damage.
-The second reversal against a Multi card is considered to be the reversal that actually reverses the Multi card. The first reversal will fail to reverse the card and end the turn, but all other effects from the first reversal will take place.
-If a card has the Multi trait, the first reversal or reversal effect must still meet the conditions of reversing the card, even if this does not completely reverse the card. EXAMPLE: The People’s Champ’s maneuvers cannot be reversed from Backlash deck; the first reversal to a non-RMS Multi maneuver could not be played from the Backlash deck.
-Multi cards may end up being the same card type. (EXAMPLE: a Strike/High Risk Multi card might be altered to become a Strike/Strike card.) Multi cards may also be printed as both types being the same (such as Strike/Strike or Action/Action.)
-A Multi card may have three or more parts such as Strike/Grapple/Submission Cards with more than two types listed will still only need two reversals to reverse them.
-Effects from the first reversal played will still trigger and resolve immediately, with the exception of any effect attempting to move the card. EXAMPLE: Manager Interferes as the first reversal to a Multi maneuver will cause the player to draw 1 card and the opponent to resolve the 1D, while a Rake reversal will generate an irreversible maneuver on the player’s next turn; however, cards such as I Gotta Say, Out of Play or Crimson Goddess will not move the card if they are the first reversal played.
-A reversal card or reversal effect that "completely reverses" a Mutli card will not require any further reversals to stop the Multi card; in effect, it reverses it as though the card was not a Multi. This is regardless of how many reversals are needed for cards like Giant Heat Butt and The Three Amigos.
-The final reversal to a Multi card determines where that card was reversed from. EXAMPLE: That’s Broken is reversed first with Volley This! then with Unscrupulous S.O.B., so the card is considered to have been reversed from the Backlash deck.
Must
-If a card uses the term ‘must’, you cannot play it unless you are able to meet all of the requirements of the card at the time the card is played. (Such as overturning a card or discarding a card from your hand.)
Negative Numbers
-Effects which reduce Superstar Value, Fortitude, Damage, and other values can generate a negative number. Any effect which checks for this value will return a value of 0. However, it can still be used for comparative purposes. EXAMPLE: Spike Dudley (0 SV) plays the Omaha, Nebraska Venue against Al Snow (0 SV); their Superstar Values are now -2 SV (Spike) and -3 SV, so Spike will go first when the game begins, since he has a higher Superstar Value; however, any card effect which checks for an amount (Backed by Stephanie McMahon, for example) will use the value of 0.
Overturn
-When a card is Overturned, it is taken from the top of the Arsenal and placed in the Ringside Pile.
-A player is Pinned when he is required to Overturn a card and cannot (see Pinfall).
Pack
-To ‘Pack’ a card is to include it in your Arsenal, Backlash deck, or Backstage Area during deck construction.
-You can play any card you could legally Pack, unless specifically restricted. EXAMPLE: Vince McMahon or Eugene’s Superstar Abilities.
-You can pack a Superstar-Specific card if it is legal to pack it, as long as it does not conflict with the other cards in your Arsenal. Normally, this will only apply to cards with the logo show on the Superstar card, but some Superstar Abilities allow for other cards to be packed such as Eugene and remake Superstars such as The Game and Big Freak’n Machine. These cards can be prevented by restrictive abilities such as Vince McMahon, but can be prevented by cards such as I’d Rather Be in Chyna or The Peep’s Champ.
Pay-Per-View Event
-This is a type of Pre-Match Event. It is still considered to be an Event
-A player cannot play a Pay-Per-View Event card if he already has one in play. This does not restrict his opponent from playing one.
-This is not to be confused with the card titled Pay-Per-View Main Event, which is a Stipulation card, and has nothing to do with this type of card.
Permanent
-Permanent is a Trait. Traits cannot be modified by Blanking.
-If a card is Permanent, it can still remove itself. A card is considered to be removing itself if it leaves the Ring Area due to an effect in its own text (even if an opponent controls this effect.)
Pinfall (Pin, Pinned)
-If a player is required to overturn cards from his Arsenal and cannot, he loses by Pinfall.
-If an alternative victory condition is met and the victory type is not specified, it is considered a Pinfall.
Played
-If a player chooses a card in his hand or Backlash deck (or a zone that acts like the hand or Backlash deck), or the Ringside pile if specific text or trait permits this; he then announces the card, meets all costs required by the card with the intention of resolving the text and/or effects of the card, he is considered to be playing the card.
-Cards played do not have to go to the Ring Area. Cards played that will not end up in the Ring Area may still be reversed by appropriate reversals.
-Cards used from the Ring area or Ringside pile, or put into the Ring by card effects are not considered ‘played’.
Plunging, Plunge
-Plunging is the common term given to increasing the cost of your opponent’s reversals with a card effect.
-Plunging does not affect RMS reversals such as Backslide or Quick Reflexes. However, a maneuver with the RMS can be used in conjunction with a plunging effect such as Fans Love an Underdog or Bait Opponent, since only the reversals are being affected, not the maneuver..
-Plunging will not affect a reversal that does not have a Fortitude cost, such as Chyna’s ability or cards such as Defensive Cover.
-Plunging will affect your reversal cards that do not actually reverse, such as Over Sell Maneuver and Sustained Damage.
Potentiality Rule
-The Potentiality Rule is a rules template that says that a card may be reversed based upon what that card will do ‘when played’ or when it becomes successfully played, but only according to the text of that card, the Fortitude Rating, and the Superstars in play.
-Effects of a card that take place after a card has completely resolved are not covered by the Potentiality rule, such as effects that state ‘While this card is in the Ring area’
-If a card presents a choice, it may be reversed with cards worded to reverse that specific situation. If a card allows the player to draw or discard, the opponent can reverse with a card that reverses discarding or drawing, no matter which option was intended by the player.
-The card is only viable to reversing based on what the card itself will do, outside conditions do not apply. EXAMPLE: Iron Will is attempted despite Hell in a Cell Match preventing cards from being moved from the Ringside pile, Shoot Counter can still be used to reverse Iron Will, because that card has the potential to move cards from a Ringside pile.
-A card with a 'when played' effect can be reversed even if that effect was not used, as long as it has the potential for that effect.
Pre-match Cards
-These cards have a purple border. You can have up to 10 Pre-Match cards in your Backlash deck.
Pre-match Phase
-The Pre-match Phase starts any game.
-Both players have the opportunity to, in turn, play the following Pre-match cards:
Venue
Feud
Stipulation
Manager
After that, both players take turns playing Pre-Match Events, Objects, Corners, Factions, or Storylines until both players have the maximum number in play, or both players pass in succession.
-Cards that resolve ‘at the end of the Pre-match phase’ are still considered to be resolving during the Pre-match Phase.
-Superstar abilities will not trigger during the Pre-match phase.
-Reversals cannot be played or generated during the Pre-match Phase.
-The Pre-match Phase is considered to be neither player’s turn.
-If a Pre-match card is removed during the Pre-match phase, it will not count towards the total. EXAMPLE: I’m Gonna Break You is activated to lower the cards removed for My Sacrifice; Break You is not counted towards the maximum number of Pre-match cards that can be played.
Requirement
-A restriction printed on a card; you must meet the Requirement of a card to pack it, play it, or to have it function when overturned from your Arsenal.
-“Requirement: Overturned” means the reversal will only work when overturning damage from Arsenal.
-“Requirement: Extremist” means you must have an Extremist Ability (or considered to be an Extremist) to play this card, though any Superstar can pack it.
-Other Requirements affect a card’s ability to be played; if the condition named on the card is not met, the card cannot be played. However, if that condition changes later, it will not affect the card. EXAMPLE: If
Restricted Modification Symbol (RMS)
-A card with the RMS cannot have any of its wording, traits, or numerical values altered, increased, removed or ignored. RMS cards cannot be affected by any effect or ability that specifically refers to a single card. RMS cards cannot have their reversibility modified by any card, effect, or ability.
-Cards with the RMS can be prevented from being played, by cards like Censorship Match or Lillian: Amazing Announcer, or by cards such as It’s Hard Being This Original if there is already a card with that title in the Ring area. Reversal cards with the RMS can also be prevented from being played. EXAMPLE: If a maneuver cannot be reversed, Anything and Hate It cannot be used to reverse it.
-Traits cannot be added to a card with the RMS, such as Multi, Permanent, or Heat. Likewise, these traits cannot be removed or ignored.
-A card with the RMS can always modify itself.
-Plunging does not affect RMS reversals such as Backslide or Quick Reflexes. However, a maneuver with the RMS can be used in conjunction with a plunging effect such as Fans Love an Underdog or Bait Opponent, since only the reversals are being affected, not the maneuver..
-Other card effects must abide by the text of a card with the RMS, it can't be modified or ignored. EXAMPLE: It's Great to be Back Here In... cannot ignore the text of Atomic Lariat, and From the Top Rope cannot ignore the text of Shoot Aerial 360-Degree Kick (original version).
Reversal
-One of the main card types. Reversal cards have a red border.
-A Reversal can be a card or an effect generated by another card or ability.
-Some cards are reversals but they do not reverse. Over Sell Maneuver, Sustained Damage and Fortitude Surge are examples of this. These cards may be played against irreversible cards.
-Effects can alter the Fortitude cost of your Reversal cards. (See Plunging.)
-Reversal cards may only be played on your opponent’s turn. This also applies to reversal effects.
-If a card has the Multi trait and requires two reversals or reversal effects to be used, the first reversal must still meet the conditions of reversing the card, even if this does not completely reverse the card.
-An Action with a Damage Value can be reversed by overturning an Action reversal, provided the Fortitude cost and any conditions of the Reversal are met. EXAMPLE: All Talk, No Action can reverse a Singapore Cane (3D) if the opponent has 3 or more Fortitude; Takedown could not reverse Y2J when overturned, since that card is Unique.
Revolution Follow-up Cards
-These cards are noted with the Follow-up: X, which means it can only be played if you successfully played X type of card right before it during this turn.
-If a Follow-up card is not Unique, an Arsenal may contain any number of copies of that card, provided the Arsenal size of 60 cards (or other limit set by the Superstar Ability) is still met.
Revolution (format)
-Revolution format is an alternative limited-constructed format based on “Smackdown” Constructed. It follows the same rules as All Axxess Constructed, with the exception that the only legal cards are those with the Revolution logo.
-Superstars cannot pack superstar-specific cards that do not have the Revolution logo in this format. EXAMPLE:
-There are special rules for the Revolution format:
1. The Backlash can only contain 6 Pre-match and 6 Mid-match cards, and the maximum number
of Pre-match and Mid-match cards any player may have in the Ring is 3.
2. Starting hands are drawn after the Superstar is revealed, then the Pre-match phase begins.
3. If a player’s turn ends without that player legally attempting to play a maneuver, he overturns
6 cards. (The “Aggression rule”)
-It does not matter if the player ends his turn voluntarily or by having a non-maneuver card reversed, he will still overturn 6 cards if he did not attempt to play a maneuver. (Note: illegal attempts to play a card are not valid)
Ring (Area)
NOTE: Cards in Revolution now refer to ‘Ring’ instead of ‘Ring Area’ - the terms refer to the same thing and are interchangeable.
-One of the zones of the game
-Reversals can come from the Ring Area.
-Players have their own Ring Area. Some cards can affect the entire Ring Area. These affect the Ring Areas of all players.
-Some cards have an effect which allows other cards to be placed underneath; these cards underneath are not considered to be in the Ring Area. Unless otherwise specified, if the card on top is moved from the Ring Area, all cards underneath go to the Ringside pile.
Ringside (Pile)
NOTE: Cards in Revolution now refer to ‘Ringside’ instead of ‘Ringside pile’ - the terms refer to the same thing and are interchangeable.
-One of the zones of the game
-This area of the game is public knowledge; any other player may ask to review the contents of your Ringside pile. A card moved from the Ringside pile is open to view by any player.
-Cards can have an effect that is activated if they are in the Ringside Pile, but only if they specifically state how they interact with the Ringside pile.
-Cards can be played from the Ringside Pile. These cards specifically state how they are played.
Search
-The effect of searching your Arsenal for a card or cards can be generated from card text or from an outside effect. However, effects that reverse ‘search’ will only apply if the word ‘search’ is used in a card effect that occurs when the card is successfully played.
-It is legal to search for a type of card and fail to find it, you are under no burden of proof, as the Arsenal is not public knowledge. However, the amount of cards in your Arsenal is public knowledge; if the search is non-specific (search for any card) you must fulfill the effect.
Set-Up
-A sub-class of Action card. There is no limit to the number of Set-Up cards you can have in your Arsenal as long as this does not break the maximum amount of cards in your Arsenal or Backlash deck. This overrides the normal limit to how many copies can be packed, unless a Superstar Ability specifically restricts some or all of this number. EXAMPLE: Spike Dudley and Trish Stratus restrict what Set-ups can be packed, while René Duprée and Test limit the amount which can be packed. (Note: Phenom does not restrict Set-up cards.)
-Superstar Abilities can add the Set-Up trait to specific cards. This does not change the type of card, only adding the sub-class to that specific card title.
-Unique Set-up cards are still restricted to 1.
-If a Superstar Ability allows a card to be played as a Set-up, blanking that ability will not prevent the player from playing more than 3 copies of that card.
-If one card title is a Set-up and another card is not due to Throwbacks, you may pack 3 copies of the non-Set-up in addition to the amount of Set-up cards.
Storyline
-A new type of Pre-match card, played during the Events phase.
-Storyline cards will immediately replace the existing Superstar Ability. If the Storyline card is removed from the Ring area, it will no longer have an effect, and the printed Superstar Ability is now in effect. EXAMPLE: John Cena removes Triple H’s Ten Time World Champion, so Triple H can now discard a maneuver to put up to 1 non-unique maneuver in his hand, once during each of his turns.
Stun Value
-Stun Value appears as a number of stars above the Damage box of a Maneuver card.
-If a maneuver with Stun Value is reversed while overturning cards, the Stun Value will trigger. The controller of the maneuver may elect to draw a number of cards up to the total Stun Value on the card.
-Stun Value will not trigger if the maneuver is reversed on the very last card while overturning. EXAMPLE: Player plays Chair Shot, which is reversed on the 10th card overturned.
-Stun Value may be temporarily increased by other card effects. This will only last until the maneuver completely resolves.
-A card or effect that counts Stun Value in the ring area will only count the printed Stun Value that appears on the cards.
-Stun Value is a function of a maneuver card when played; it is not applicable to a card played as an Action or Reversal. Cards that add to Stun Value will have no effect on Actions and Reversals, only played Maneuvers.
Superstar / Superstar Card
-Superstar cards are the representation of the WWE superstar your deck is based around. The game does not see this as a played card, it remains in the Backstage Area. It cannot be removed from play or affected except by specific effects.
-You are bound by the restrictions on your Superstar card. You may also break game rules or Arsenal construction rules if your Superstar card allows you to.
-Effects that count cards in play will not count this card.
-Your Superstar card is revealed from your Backstage Area.
-The abilities of a Superstar can be blanked, but only by cards that specifically blank a Superstar Ability.
-Effects generated from a Superstar card are never considered to be a ‘card effect’.
Tag Team
-A special classification of Superstars that count as Tag Team Superstars for the purposes of deck construction and card effects. Tag Team Superstars can pack all Title Belt cards, including the Tag Team Title Belts. While they can pack cards that can be packed by Tag Team Superstars, they cannot pack cards with the Tag Team Symbol unless their Superstar card specifically dictates otherwise, as those cards are for Tag-Team format matches.
-A ‘Tag Team Superstar’ specifically has a ‘Tag Team Superstar Ability’ described on their Superstar card, such as Heat Seekers or Mexicools. Older superstars that depict two superstars but do not have a ‘Tag Team Superstar Ability’ do not have the Tag Team trait (such as Hardy Boyz, Right to Censor), and gain no additional benefit from cards such as USA! USA! USA! or Key Lock.
-A Tag Team Superstar cannot pack cards such as Little She Devil and Stackplex, unless they are used in a Tag Team Format match, or they have the required specific text in their Ability (Dudley Boyz).
Target
-The area on your opponent’s body where the player focuses his attack, listed above the Damage on
-Older cards without a printed Target do not have a Target, even if there is a body part listed in the title or text of the maneuver.
-There are six legal Targets: Arm, Back, Chest, Head, Neck, and Leg.
-If a card allows a Target to be named, it may only be one of the six legal Targets.
Throwback
-It is legal for to pack copies of the Throwback version of a card and original copies of the same card, though Arsenal Construction rules still apply, including the Unique restriction (one copy only), or the 3-card limit for non-Unique cards. EXAMPLE: Your Arsenal could not contain a Patented Rock Footstomp Throwback and the original version, since the Throwback is Unique.
-The limit of 3 cards with the same title (unless modified by Superstar Ability) still applies, regardless of which versions of the card are packed. EXAMPLE: You cannot have more than 3 copies of Struck By a Kendo Stick in your Arsenal, but they can be either the original or Throwback version, or a combination thereof.
-The limit of 3 cards with the same title extends to both Arsenal and Backlash deck. EXAMPLE: You can have Suicide Plancha (Throwback) in your Backlash deck, and Suicide Plancha in your Arsenal, but this cannot total more than 3 copies.
-The Throwback version of a card counts as the same card as the original version for the Active trait. EXAMPLE: If you have the original Great Technical Knowledge (Active) in play, you cannot play a Throwback Great Technical Knowledge.
-The pack rule extended to the Backstage area, if applicable. EXAMPLE: If Paul Heyman packs Inferno Match - Throwback in his Backstage area, the Arsenal cannot contain Inferno Match.
Timing Breakdown
1 Play the card. Until the card is moved to another area, it is not in any area while resolving the Timing Breakdown.
1a Reveal the card to all players and choose a target or targets for the card (if any.)
2a Determine the Fortitude cost for the card, including modifiers, the effects of the card’s player first, then his opponent’s effects. (Multiplication/division first, then addition/subtraction.) You may not play a card if you cannot meet the Fortitude cost, unless a ‘when played’ effect can lower the Fortitude cost; this effect can only be as a function of playing the card.
2b Determine that you can meet all of the 'must' requirements listed on the card.
2c Check that a Follow-up condition is met (if required), including any ‘ignore the text’ effects.
2d If any of these steps can not be satisfied, the sequence ends immediately and the card remains where it started. (It does not count as having been played.)
2e Apply any ‘when played’ effects from the card’s controller.
2f Apply any ‘when played’ effects from the opponent.
3a Apply damage modifiers from sources that you control. (Multiplication/division first, then addition/subtraction.)
3b Apply reversal modifiers of the card played.(self-plunging or maneuvers that bar reversals (Panics, Atomic Lariat, Shoots, etc.))
4 Apply damage modifiers from sources your targeted opponent controls. (Multiplication/division first, then addition/subtraction.)
5a Targeted opponent may play a reversal card or generate a reversal effect. (If he plays a reversal card, that card will follow its own Timing Breakdown sequence.)
5b If you played a card with Multi, targeted opponent may play or generate a second reversal after the first reversal has completed all effects and damage.
5c If the card is completely reversed, the Timing Breakdown ends.
6 The card is now 'Successfully Played' and enters the Ring Area. If this card is reversing the card in question (it is not the first reversal to a Multi, it is not Over Sell Maneuver), the affected maneuver is now considered reversed. (Any text on the card and any Traits on the card are considered to be in your Ring Area after this step is complete. This excludes text that would modify or trigger in any of the first six steps.)
6a Some cards are put into the Ringside Pile or other area instead of going to the Ring Area (Iron Will etc.) The Timing Breakdown still continues as normal, these cards never enter the Ring Area. They will resolve during the text resolution (Step 8) at that time, and will still resolve to its destination even if blanked.
7a Effects you control (other than this card's text taking place when played or when successful played) that trigger on a Successfully Played card take place. In the event of more than one effect, you choose which order they occur.
7b Effects your opponent controls that trigger on a Successfully Played card take place. Opponent chooses the order. (This is where cards such as Over Sell Maneuver and Sustained Damage are played.)
8 Apply effects listed on the card, unless these effects take place ‘when played’ or ‘when this card is in’ a specified area.
9a Chance for activated damage modification (Sustained Damage, Los Guerreros)
9b Damage is overturned one card at a time. Appropriate reversals may be overturned. (This is also the Step where cards are overturned for Raw & Ready, Over Sell Maneuver, and other cards that replace damage with overturning cards.)
9c Effects generated from resolving a maneuver’s damage may be performed by the player of the original card (searching for a Chain card, for example)
9d Effects generated from resolving a maneuver’s damage may be performed by the opponent (Jamie Noble’s superstar ability, activating There’s No Holding Me Back)
9e Any ‘end the turn’ effects are resolved, along with any effects triggered by ending the turn.
Title Belt
-A 'title belt' is a Pre-match Object card designating a title belt, such as WWE Championship Belt. This includes The Million Dollar Title Belt.
-The first three Title Belt cards were printed before the Backlash deck was introduced, they were later updated with a Most Recent Printing to be Pre-match Objects.
-Title Belt cards not printed as Universally Unique are still considered to be Universally Unique.
Trademark
-One of the ten Maneuver types.
-A Trademark maneuver is a different type from a Trademark Finisher.
-A Trademark maneuver can be reversed if the card or effect reverses any ‘non-Trademark-Finisher’ card or maneuver.
Trademark Finisher
-One of the ten Maneuver types
-Trademark Finishers are often Unique, but they do not have to be.
-A card that reverses any Maneuver can reverse a Trademark Finisher.
-Some Superstars have more than one Trademark Finisher. You are not limited on how many different Trademark Finishers you can pack, provided there is only 1 of any Unique card and 3 of any non-unique card, as always.
-A Trademark maneuver is a different type from a Trademark Finisher.
Trait
-A Trait is a value, text or symbol that puts a card or effect into a sub-class of cards or effects. (Example: the Foreign Object trait.)
-Traits can include: Foreign Object, Active, Universally Active, Unique, Universally Unique, Face, Heel, Restricted Modification, Foil, Raw and Smackdown. (Not a complete list.)
-Sub-classes will only affect one part of a hybrid card, such as Multi, Chain, Heat, Volley, Stun Value, Run-in and Set-up.
-Traits cannot be blanked, as they do not appear in the text box. Some traits have reminder text in the text box. This is also not affected by blanking. (see Blanked.)
-Some Traits are exclusive to Superstar cards. These can include Male, Female, Legend, Diva and Tag Team.
Turn
-A turn is defined as one player’s turn, either ‘your turn’ or ‘your opponent’s turn.’
-Action cards, Antic cards, and Maneuver cards can only be played on your turn, Reversal cards can only be played on your opponent’s turn.
-It is possible to have a turn skipped due to card effects. If another turn is skipped, two consecutive turns are missed. This occurs even if both effects refer to your ‘first turn.’
-Certain effects take place before the first turn of the game, after all Pre-match phases have been resolved. If both players have effects that occur at this time, the player starting the first turn of the game resolves his effects first, then his opponent. EXAMPLE: Edge has Backstage Donnybrook in his Ring area, his opponent The Phenom has Armageddon Is Upon Us; since Edge automatically begins the first turn, Donnybrook will resolve first, then AIUU.
-The first turn of the game is normally determined by Superstar Value, however certain effects can override this effect, such as Edge’s Superstar Ability, Bagpipe Introductions, and Revolution ECW Originals. If there is more than one effect, each one takes the right for the first turn for that player (unless the two effects are Edge’s Superstar Ability and an Edge Enforcer Ability, in which case the resolution is random). EXAMPLE: Edge is played and his ability claims the first turn of the game, but Revolution ECW Originals is played by his opponent, who will now start the match and get the first turn.
Universally Active
-When a card in any Ring Area has this trait, no other player may play a card that shares a sub-type with it. Currently this only applies to the type: Pre-match Venue. Other non-Venue cards can be played during a Venue phase if their text allows it.
Unique/Universally Unique
-Unique cards are restricted to one per Arsenal per card name.
-Unique Set-up cards are also restricted to one per Arsenal per card name.
-Universally Unique cards cannot be played if a card with the same title is already in play. Otherwise, they follow all rules applied to Unique cards.
Venue
-A new type of Pre-match card, before the Feud portion of Pre-match. When there is a Venue card in any Ring area, you cannot play a Venue card.
Volley
-Your opponent may reverse your Volley cards and end your turn by randomly removing # cards (where # is the printed Volley number) in his Ringside pile from the game. If your opponent plays a Reversal card to reverse your Volley card, during his next turn, the cards he plays can only be maneuvers from his hand or Set-up Action cards and if he doesn’t play a maneuver, you may put 1 Volley card from your Ringside pile into your hand.
-The ‘removed from game’ reversal effect can be used if Hell in a Cell Match or other Ringside Pile restriction is in effect.
-Using the ‘removed from game’ reversal effect will cause Heat cards to be removed from the game.
-Using the trait to reverse a Volley card by removing # cards is considered ‘reversing from Ringside pile.’
-The removal effect serves only as a single reversal to a Multi. This effect may be used twice to completely reverse a Volley Multi. EXAMPLE: Flurry of Strikes.
-The removal effect cannot be plunged since it has no Fortitude cost.
-If a Volley card is removed from the game by a Reversal card such as I Gotta Say, Out of Play or other effect, the opponent is still limited on what can be played on the next turn, as this is a function of the Volley trait.
-Only one Volley card may be picked up using the trait, regardless if multiple Volley cards were reversed. EXAMPLE: Rey Mysterio, Rabid Wolverine.
-The second reversal to a Multi Volley determines how it was reversed for the Volley trait. EXAMPLE: Flurry of Strikes is reversed with Step Aside, then removing 5 cards for the Volley trait; the second 'reversal' is the one counted, so the opponent will not be limited on what he can play next turn due to the Volley trait.
Win Condition
-You win the game when your opponent is required to overturn any number of cards and cannot do this. This is a Pin
-You also win the game if your opponent has no cards in his Arsenal at the end of any turn. This is a Count Out.
-You can also win the game due to a card effect. This will be listed on the cards in question.
-If a win condition listed on a card does not specify Pin or Count Out, it is a Pin.
-Being disqualified from a tournament match by a judge is considered a Pin for you opponent.
-Receiving a tournament bye awards you a Pin
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