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Introduction

Rogue Time Lords, those who have seen the Untempered Schism first-hand, are an open secret in Gallifreyan society.

You have witnessed it yourself, and have seen the immense power in your hands: the power to assemble armies, to source weapons and power from across all of time and space. And you have seen that you must fight, flitting through time as you fight battles that start in one corner of the universe and end in another, opening portals to the greatest cataclysms in time to use for your campaign against anyone who stands before you. Time and space is your game board, and even other Time Lords are pawns in your schemes.

Welcome to Doctor Who: Worlds Apart, the upcoming Mobile & PC Trading Card Game set in the Whoniverse.

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How to Play

Winning the Game

Each match is a 1v1 brawl between you and a rival rogue Time Lord, taking place in a changing environment that encompasses all of time and space. Your goal is to destroy the shields of your opponent, sending them flying into unknown reaches of the Time Vortex.

Both players start with 30 health on their Shields. Cards are played to the board by spending Artron, you and your opponent take turns playing cards, attacking and using abilities against each other until one of you reduce the others shield to 0 and win the game. If either player are unable to draw a card from their Future (the deck of cards your opponent has chosen to take into battle), they lose the game. If both players' Shields are reduced to 0 or both players are unable to draw a card at the same time, the game ends in a draw.

Preparations

Before playing you must assemble your Future. Futures contain 50 cards and can contain up to 4 copies of most cards at the start of your game, but you are limited to 2 copies of any Legendary cards. From the Future you draw cards during your game into your hand and play them onto the board, your cards in hand and in play on the board are together known as The Present. Once cards have been destroyed they are sent to the Past. The Past is a shared pool of cards between both players that contain all the cards that have died or been destroyed.

Playing the Game

Before the first turn can begin the players must go through the Mulligan phase, where after shuffling the Futures they look at the 4 cards they have draw for their opening hand and can “influence the timestream” by returning up to 2 cards to their Future to draw 2 new cards.

Whether you take your turn first or second is decided at random. Both players start with 4 Arton and at the start of each players turn, their Artron is refreshed, and they gain an unspent Artron cell increasing the total cells by one up to a total of 15.

Phases

Each players turn is divided into three phases: Main Phase 1 (1st player begins their turn) , Reaction Phase (opposing player reacts) , Main Phase 2 (1st player ends their turn). Players alternate control between each phase, with the opposing player being given an opportunity to act during a turn’s reaction phase. Once the three Phases are complete they start again but with the opposing player taking control in Main Phase 1.

Phase Flow

Main Phase 1

Player 1 can play creatures, domains, specialists, devices onto the board, worlds into the world zone, select creatures to attack, activate card abilities and use event cards or the power.

Reaction Phase

Player 2 can select creatures to block incoming attacks declared by the opponent, if applicable, with creatures in the same lane and/or use instant cards and abilities.

Main Phase 2

Player 1 has all available actions from Main Phase 1 except for selecting creatures for an attack.

After Main Phase 2 the cycle repeats but with Player 2 now taking the lead in a freshly started Main Phase 1

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Game Pieces

Cards

Cards are the main resource of the game, each providing a unique effect and twist to the game rules. There are different kinds of cards, which can be played in different ways, and behave differently while in play. Below is a diagram of the basic card anatomy.

Card Anatomy

Card_Anatomy

Devices, Domains and specialists

These three card types can be called Back Row Cards as they can only be played to the back row of the gamepoard. They cannot attack or block but can be targeted by card effects that specify their card type or by their lane. They can have Activated Abilities, triggered abilities, verb dependent abilities, or lane-based abilities.

Back Row Card Example

Back Row Card

Events

Events are single-use cards with a cost and a one-time effect. Event cards go directly to the past as they resolve.

Event Card example

Event Card

Legendary

Legindary can be any type of card and be a powerful card to have in your arsenal, they are limited to a maximum of 2 copies in each deck.

Creatures

Creatures are the main fighting force of your deck, they deal damage equal to its attack and takes damage to its health. When a Creature’s health reaches 0, it dies and is put into the past.

Creature Card Example

Creature Card

Playing a Creature

When you play a Creature, place it in an empty spot of your choice on the front row. If the front row is full, you cannot play any creatures.

Attacking with a Creature

Most creatures cannot attack the same turn as they are summoned. When attacked, the opponent can use their reaction (following turn) to block with the creature directly opposite the attacker. If that lane doesn’t contain an enemy Creature or the opponent chooses not to block, the attack will hit the enemy Shield. Attacking with a Creature disables it until your next turn.

Once a Creature has been set to attack It will be surrounded with a red square to signify it attacking state.

Blocking with a Creature

A creature can only block when being attacked by another Creature in the lane directly opposite and when its controlling player has ordered it to block the attack by clicking it during the Reaction Phase.

During the reaction phase a Creature can be placed into an empty lane where an opposing creature is attacking and be ordered to block as soon as it has been played.

Once a Creature has been set to block It will be surrounded with a blue square to signify it blocking state.

Blocking with a creature during your reaction phase disables it until the start of your next turn unless a card ability or effect interacts with it.

Combat Damage

When a Creature fights, blocks or is blocked, both Creatures take damage to their health equal to the other Creature’s attack value.

(Whenever a card’s text says “1/1” or similar, the first number is the attack value and the second number is the health value.)

Creatures with Activated Abilities

Creatures you summon can’t use Activate Abilities until your next turn unless they have the "On Play" modifier.

You can activate an enabled creature during your Mani Phase 1 or Reaction Phase.

Abilities

Rush

Rush

This card can attack the turn it's played if there is an opposing Creature. Rush cannot be used to attack an opponents shield directly as the keyword can only apply to cards on the board.

Armour

Armour

Adds armour on top of health equal to the value stated

Guard

Guard

A Creature with Guard will automatically block all incoming attacks and can also have a Triggered Ability when it's blocking.

Overwhelm

Overwhelm

If the dealing damage exceeds the blocker creature’s health, the excess damage goes to the player shield

Intimidate

Intimidate

Creatures with Intimidate can not be blocked by an enemy creature that has 3 attack or less.

Poisonous

Poisonous

If opponent card blocks an attack from this creature, give poisoned to that card.

Poisoned

Poisoned

If a Creature has been Poisoned at the end of the turn deal 1 damage to this creatures health.

Track

Track_Down

When Track is triggered by a card, the user is presented with 3 cards options from their future. They then select one to put on top of their future. The other 2 options are erased.

Cyber-Conversion

Cyber_Conversion

Replace a friendly Cyberman, or all friendly humans in play with copies of this card.

Extermintate

Exterminate

Exterminate is when a Dalek deals damage to another creature equal to its attack. The Dalek is stunned after it has exterminated.

Token

Token

Token cards can’t be owned and are only generated via another cards abilities.

Worlds

Worlds affect both gameplay and deck construction.

A standard deck must contain at least 1 World card. Each World comes with its own activated or triggered effects that relate to the Archetype it comes from.

World Card Example

World Card

Playing a World

Worlds are placed on the players’ dedicated World zone. Each player can control 1 World at any time.

If a player already controls a World and plays the next level card for that world, the first world card is moved to the past and its abilities replaced by the abilities of the second world card

If a player already controls a world and plays a world from a different archetype, the original world and abilities go to the past and the newly played world takes its place.

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Board Zones

Game Board

Board

The Present

The present is the game board itself, each player has 10 zones organised into 2 rows over 5 lanes where cards are placed when played.

Each player can control up to 5 Creatures on the front row and 5 back row cards at any time. In addition to this each player has 1 World zone resulting in 11 zones per player. Worlds, Creatures, Devices, Domains and Specialists that are on the board are in “the present”.

The Past

The past is your discard pile. When a Creature dies, a Back Row Card is destroyed or an Event resolves it will move to the past.

The Future

The future is your draw pile and contains the deck you bring with you into battle. Your draw pile gradually diminishes as more cards enter your hand, the past or the present.

Each player has their own future.

You draw 1 card from your future at the start of your turn, except on the Mulligan Phase.

Attempting to draw a card when there are no more cards in your future will cause you to lose the game.

The Hand

Your hand contains the cards you can play. You start the game with 4 cards in your hand, and at the beginning of each of your turns you will draw an additional card from your future.

Your hand can hold up to 10 cards. If you draw a card while your hand is full, the card you just drew goes directly to the past.

Beyond the Timeline

Some cards can Erase other cards. Erased cards are removed from time and space; they are essentially gone from the game and cannot be brought back.

Shields

Your Shield is what’s keeping you alive. If destroyed, you are forced to flee the battle and thereby lose the game. Both players start the game with 30 points on their Shields and if you bring your opponents shield down to 0 you win the game.

Artron

All cards cost Artron to cast. Each card’s cost is shown as a blue number in the upper left corner of the card.

When a match begins, both players start out with 4 Artron Cells, which is increased by 1 at the start of every turn, up to a maximum of 15.

Spent Artron Cells recharge automatically at the start of your turn.

Power

Pressing the Power button will draw 1 card at a cost of expelling 2 Artron Cells. This can only be done during your own turn.

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Glossary

Ability

Abilities are written on each card and describe how that card can be used in gameplay.

Activated Ability

Activated Abilities usually have an Artron cost stated on the card and depending on the ability, can be triggered by playing a card or clicking a card when its already on the board. Some cards have the "On Play" modifier that activates the ability as soon as it is played.

Artron

Used to play cards to the board and refreshes with +1 at the stat of your turn to a maximum of 15. Artron can be affected by card abilities or power.

Back Row Cards

All Devices, Domains and specialists are Back Row Cards and can only be played to the back row of the board.

Beyond the Timeline

Some cards have the ability to send others Beyond the Timeline. Players cannot resurrect cards from here.

Core Game Card Set

The collection of free cards you are given when starting the game.

Future

The deck of cars you begun the game with, if it reaches 0 before you beat your opponent you lose.

Hand (Your hand)

The cards that a player holds in there hand. The maximum cards that can be held in Hand is 10. If the player drwas any cards from the Future while they have 10 cards in hand the drawn cards will be sent directly to the Past.

Mulligan

A one off phase at the start of the game where you and your opponent can choose up to two cards to be added back into your futures and draw two more.

Past

Cards in the past have died or been destroyed. Some card abilities can interact or resurrect cards from the Past.

Power

Method of drawing a card on your turn and expelling two Artron cells. Best used after accumulating a number of Artron cell, due to being left behind your opponent by 2 Artron for the remainder of the game.

Present

Cards in the hand of you and your opponent and all cards on the board are in the present.

Triggered Ability

A cards Triggered Ability will occur when the card is on the board and the game state reaches a specific turn phase. For example, “At the end of your turn, draw a card”.

Keywords

Armour

When a card is given armour the value stated in the Ability description will be added on top of the cards health increasing it.

Copy

A copy of a Creature keeps its target's health and attack values as well as any additional effects, except any modifications gained from attachments.

Copies can also enter the past and behave like normal cards for the rest of the game, but are removed from a deck at the end of each match.

Destroy

When a card is destroyed, it is removed from the present and put into the past. (Destroyed creatures die)

Erase

Erasing a card removes it from the game completely and sends it Beyond the Timeline instead of sending it to the past.

Exterminate

Exterminate is when a Dalek deals damage to another creature equal to its attack. The Dalek is stunned after it has exterminated. This does NOT count as a fight, since there is no attacking or blocking happening. If there are multiple valid targets, the target is chosen from left to right.

Flight

Creatures with Flight can only be blocked by other Creatures with Flight.

Guard

A Creature with Guard will automatically block all incoming attacks and can also have a Triggered Ability when it's blocking.

Instant

Cards with Instant can be played during your opponent’s turn in the Reaction Phase, in addition to being played during your Main Phases.

Intimidate

Creatures with Intimidate can not be blocked by an enemy creature that has 3 attack or less.

Materialism (Summoning Sickness)

A played card requires one turn before it can be interacted with by either player.

Overwhelm

If the dealing damage exceeds the blocker creature’s health, the excess damage goes to the player shield

Poisoned

If a Creature has been Poisoned at the end of the turn deal 1 damage to this creatures health.

Poisonous

If opponent card blocks an attack from this creature, give poisoned to that card.

Rush

Cards wiht Rush can attack the turn it's played if there is an opposing Creature. Rush cannot be used to attack an opponents shield directly as the keyword can only apply to cards on the board.

Sacrifice

Cards with the word sacrifice as part of their activation cost, die upon activation. This essentially means that the ability can only be used once at the additional expense of the activating creature dying. A Cards Ability can also instruct the player to Sacrifice other cards. For example "sacrifice your lowest cost card to activate this cards Ability".

Stun

Creatures that have been Stuned cannot Attack or Block until the end of the controling players next turn.

Token

Token cards can’t be owned and are only generated via another cards abilities.

Track

When Track is triggered by a card, the user is presented with 3 cards options from their future. They then select one to put on top of their future. The other 2 options are erased.