Rules Tome 2.0.8

Rules Compendium

A fast, plain-language reference for Warlord: Saga of the Storm. Every feat and keyword is tied to its Rules Tome section and clearly separated from The War Room’s automation status.

Certified inventory 11 feats · 19 keywords Complete public coverage Print the table quick reference →

Keywords

19 entries

Rules text wins over this summary whenever a card creates a specific exception.

Keyword § 602.13

Challenge Rating

Spend Characters with enough combined levels to defeat a Dungeon.

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Challenge Rating N is the level total required by the standard Warlord Order to defeat that Dungeon.

Rules Tome 2.0.8 · § 602.13
Keyword § 602.9

Charge

A card with Charge N enters or begins play with N charge counters.

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Place the stated number of charge counters on the card when it begins or enters play.

Rules Tome 2.0.8 · § 602.9
Keyword § 602.2

Cursed

A Character with a Cursed Item or attached Cursed Action cannot equip another Item in that location.

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A Character gains Cursed while it has a Cursed Item equipped or Cursed Action attached. It cannot equip another Item to the same equip location while that source remains.

Rules Tome 2.0.8 · § 602.2
Keyword § 602.12

Dual Wield

The Character may equip two Weapons instead of one.

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A Character with Dual Wield may equip two Weapons, but cannot simultaneously equip two Weapons and a Shield. Losing Dual Wield requires illegal equipment to be corrected under the equipment rules.

Rules Tome 2.0.8 · § 602.12
Keyword § 602.20

Encumbered

A Character with three or more equipped Items is Encumbered.

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Encumbered is automatically gained while the Character has at least three Items equipped. It has no intrinsic penalty unless another card refers to it.

Rules Tome 2.0.8 · § 602.20
Keyword § 602.8

Epic

A constructed deck may contain only one copy of an Epic card name.

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Epic changes the normal deck copy limit to one copy of that named card in constructed play.

Rules Tome 2.0.8 · § 602.8
Keyword § 602.10

Heal

Remove one wound from the Character.

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Each instruction to Heal removes one wound, if the Character has a wound to remove.

Rules Tome 2.0.8 · § 602.10
Keyword § 602.4

Journey

Move this Character forward or backward one rank.

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Journey is a movement instruction that moves the Character one rank forward or backward, subject to legal movement and formation repair.

Rules Tome 2.0.8 · § 602.4
Keyword § 602.5

Planar

Natural odd non-spell strike rolls miss a Planar Character.

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A natural odd roll from a melee or ranged strike misses a Planar target even if its modified total reaches AC. Strikes generated by spell effects ignore Planar. Advantage keeps the highest even result if one exists; disadvantage keeps the lowest odd result if one exists.

Rules Tome 2.0.8 · § 602.5
Keyword § 602.16

Reach

The Character’s melee strikes may target up to two ranks away.

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Reach extends the normal melee target distance from within one rank to within two ranks.

Rules Tome 2.0.8 · § 602.16
Keyword § 602.3

Reserved

A Reserved card may not begin the game in play.

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Reserved cards cannot be part of the starting army or otherwise start in play.

Rules Tome 2.0.8 · § 602.3
Keyword § 602.6

Resistance

Resistance hinders matching damage strikes and helps against matching damage actions.

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Strikes with the named damage type suffer disadvantage when targeting the resistant Character. That Character has advantage on skill checks caused by actions with the matching damage type.

Rules Tome 2.0.8 · § 602.6
Keyword § 602.18

Stalwart

Opposing card effects cannot spend or stun this Character.

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Stalwart prevents opposing card effects from changing the Character to spent or stunned. It can be granted by an attached Action or equipped Item.

Rules Tome 2.0.8 · § 602.18
Keyword § 602.17

Survey

Look at the top two cards and arrange any on top and the rest on the bottom.

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Look at the top two cards of the deck. Put any number on top in any order and put the rest on the bottom in any order, giving six possible arrangements for two distinct cards.

Rules Tome 2.0.8 · § 602.17
Keyword § 602.14

True Strike

This Character’s strikes cannot be canceled or redirected.

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True Strike blocks effects that would cancel the Character’s strike or change its target.

Rules Tome 2.0.8 · § 602.14
Keyword § 602.15

Unarmed

An Unarmed Character cannot equip Items.

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The Character is prohibited from equipping Items while it has Unarmed.

Rules Tome 2.0.8 · § 602.15
Keyword § 602.7

Unique

You cannot bring a same-name Unique Character into play while you control one.

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Unique is checked when the Character would enter play. If you control a Character with the same name and either copy has Unique, the new copy cannot enter. The restriction is not continuously rechecked afterward.

Rules Tome 2.0.8 · § 602.7
Keyword § 602.19

Ward

Opposing non-strike actions cannot target this Character.

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Ward prevents the Character from being targeted by opposing actions that do not produce a strike. Strike-producing actions and the strikes they generate are not blocked by Ward.

Rules Tome 2.0.8 · § 602.19
Keyword § 602.11

Weakness

Weakness helps matching damage strikes and hinders checks caused by matching actions.

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Strikes with the named damage type gain advantage against the Character. That Character has disadvantage on skill checks caused by actions with the matching damage type.

Rules Tome 2.0.8 · § 602.11