Welcome to WENTWORTH: Guardians of the Realm, a strategic trading card game where players command powerful Guardians in a battle for control and survival. As leaders of diverse factions—Dragons, Goblins, Humans, and Mages—you'll wield magic, strength, and cunning to outmaneuver your opponents. Combine strategy and skill to shape the battlefield, harness the power of mystical abilities, and rally your Guardians to victory. The fate of the realm is in your hands—will you rise as its true protector?
Gameplay: Each player starts with a life total of 50 and 0 influence. Each player's deck consists of 100 unique cards (no duplicates) randomly shuffled. Each player starts the game with 7 cards in their hand. Players are permitted 1 redraw of 7 cards prior to the start of the game. At the start of each player's turn they gain 7 influence points and draw cards to bring their hand total to 7. Any unused influence carries over, so as the game progresses players accumulate more and more influence to play cards with higher influence point totals. Influence is used to play cards from a player's hand. The amount of influence required to play a card is indicated in the top right corner of the card.
Each turn consists of the following steps:
Recharge: Gain 7 influence, move any resting guardians to Combat position.
Draw: Draw cards from your deck to bring your hand total to 7
Rebuff: Prepare your Battle Zone for combat by playing Guardians, Bindings, Potions and Environment cards.
Combat: Declare Which Guardians are attacking which players. See Combat section below for further Combat details. A player may not attack another player that hasn’t had their first turn.
Reinforce: Rest any Guardians that attacked, remove any Guardians that were defeated in Combat from play. Reinforce your Battle Zone by playing additional Guardian, Binding, Potion or Environment cards and pass the turn.
Combat: Each Guardian has a Roll Power (Bottom left corner of the card) and a life total (Bottom Right of the Card). The Roll Power indicates how many 6 sided dice will be rolled when the Guardian is in combat. The life total indicates how much damage is necessary to defeat the Guardian. The attacking player chooses which, if any, of their Guardians will attack, the defending player will choose which, if any, of their Guardians will defend. Each player will then roll a number of 6 sided dice equal to their Guardians Roll Power. Compare the total rolled for the attacking Guardian against the total rolled for the defending Guardian. Whichever Guardian had a higher total roll deals damage equal to the difference between rolls to the other Guardian. If the damage is enough to defeat the Guardian any excess damage is assessed to the defeated Guardians controllers life total.
**Example #1:**
Attacking Guardian has a Roll Power of 2 and a life total of 8.
Defending Guardian has a roll power of 3 and a life total of 9.
The attacking player rolls 2 dice and the defending player rolls 3 dice. If the attacking player Rolls a total of 11 and the defending player rolls a total of 9, then 2 damage will be assessed to the defending player's Guardian, reducing its life total to 7.
**Example #2:**
Attacking Guardian has a Roll Power of 2 and a Life total of 3
Defending Guardian has a Roll Power of 2 and a life total of 7.
Both players roll 2 dice and compare totals. If the defending player were to Roll an 11 and the Attacking player rolled a 4, then a total of 7 damage would be dealt by the defending Guardian to the attacking Guardian. 3 would be directed at the attacking Guardian, defeating it and the remaining 4 damage would be directed at the attacking player's life total.
If both the attacking rolls and defending rolls are equal the combat ends in a draw.
Some cards have abilities that may make it possible for a Guardian to have a negative roll. For example: If a card has an ability that states -3 to attack rolls and the attacking player rolls a 1 on the attack roll it would end up netting a roll total of -2. Whenever a Guardian has a negative roll that much damage is assessed to that Guardian. Any damage beyond the Guardians life total would be directed to its controller.
Sequencing: It is possible for a guardian to have several effects that change the outcome of its combat rolls. When this happens the controlling player decides in which order the effects take place in their own Battle Zone. If there are effects from another player that change the outcome of your rolls, you first declare how your effects will resolve, then any effects controlled by other players will resolve in the order their controller chooses. For example: The attacking Guardian has a Roll Power of “1” with a Binding Card that gives +2 to all rolls and a potion card that doubles the outcome of any roll. The defending player also played a potion that states an attack roll is reduced by half rounded up. After the roll the attacking player would decide how the +2 to all rolls and double the outcome of any roll would be applied, then the defending player would resolve their effect reducing the total by half rounded up
Card Types: Wentworth: Guardians of the Realm consists of 4 card types, each with unique capabilities.
Guardians: Guardian cards are summoned to the Battle Zone to help you attack other players.
A Guardian can not attack or use rest abilities during the turn in which it enters the Battle Zone, unless otherwise stated on the card.
Once a Guardian’s life total reaches 0 it is put in the discard pile.
Players may have up to 4 Guardians in their Battle Zone at the end of their turn. During your turn you may have any number of Guardians.
You may only play a Guardian card during your turn, unless otherwise stated on the card.
Bindings: Binding Cards attach to either a player or a Guardian. You may only play Binding Cards during your turn. When you play a Binding Card, attach it to any Guardian in the Battle Zone. To play a Binding Card on a player the card must state “Bind Player” You may move a Binding Card from one Guardian/Player to a different Guardian/Player by playing its influence cost (Re-Binding) if you are the player who paid its initial Influence cost. You may Re-Bind at any time other than during a Combat step. You may have any number of Binding Cards attached to a Guardian or Player.
Potions: Potion Cards have instant effects and may be played at any time.
Environments: Environment Cards affect the gameplay of all players. Players may only have 1 environment card in play on their Battle Zone at a time. Environment Cards may only be played during your turn.
Discarding: At any time a player may discard a card from their hand by paying half of its influence cost, rounded up, to draw a card.
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| Average Rating | 0 reviews |
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| Publish Date | September 20, 2024 |
| Edition | First |
| Department | Games |
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