The Wheel of Time Collectible Card Game
The Wheel of Time Collectible Card Game
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The Wheel of Time Collectible Card Game

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The Wheel of Time Collectible Card Game

The Wheel of Time Collectible Card Game is an out-of-print collectible card game published by Precedence Entertainment in December 1999 and based on Robert Jordan's The Wheel of Time fantasy novel series. The game was somewhat unusual among contemporary collectible card games because it required a play mat with tokens and customized six-sided dice to play. It uses some similar game mechanics to the Babylon 5 Collectible Card Game and the Tomb Raider Collectible Card Game, which were also published by Precedence.

Opposing players represent the forces of good or evil and reenact the epic struggle for victory as told in Jordan's books. While building up forces in the form of supporting characters and troops, and enhancing them with powerups, the player tries to weaken the opponent by hampering them with effects and inflicting damage during battles. These battles are fought over "challenges", missions that each player can initiate. The winner of the challenge receives a specific reward as specified by the challenge. The dice are used to generate four different kinds of abilities, needed for recruiting characters, doing damage, and generating support or opposition during the challenges and the Last Battle.

Players try to obtain dominance by controlling the "Pattern", which is accomplished by winning the Pattern challenge that is initiated each turn. Dominance gives a player the advantage of knowing what the opponent does before acting himself. When the Pattern is filled with 20 tokens, the game's final act commences: The Last Battle. All characters and troops able to fight must enter the battleground for this epic clash. Rounds of battle are fought until one player has generated more than five support[clarification needed] over the opponent's total opposition; that player wins the game. The other way to win is by eliminating the opponent's starting character.

(Taken from the old Precedence site)

Although they were rumored to be in their late design stages, the 3rd expansion "The White Tower" and the revised base game "2nd Edition" never came to be due to Precedence's demise.

Character cards represent the significant individuals in the game. All characters have allegiances to different factions within the game, which determines how much it costs to recruit them and be able to play them from hand. Most characters have some special ability that they can use as listed in their effect text. Characters have up to four abilities at various ratings: Politics (green), Intrigue (Blue), One Power (white) and Combat (Black). The numbers in these colored boxes are how many dice the character rolls of that color. Troops are like characters, but they represent large amounts of secondary characters in the game and they usually only have a Combat Ability.

A player can normally only have one copy of a troop or character in the game unless they have the "Multiple" trait. Troops and characters usually participate in challenges, but do not interact with one another directly. Instead, characters interact with characters and troops interact with troops.

(Including Starting Advantages) Advantages are long-term effects that a character, the player, or troops can gain. Advantages tell a player what they can affect (Character, Troop, Player, World [world affects all players]). Until discarded, the advantage remains in effect. If the card an advantage is attached to leaves play, so does the advantage.

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