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The game starts with your Hero card and their 2 starting cards, which have a value of 0, in play. Place them on the table, forming a triangle with the Hero on top and the two starter cards below it. If your deck contains any Ally token cards, place them behind your Hero. (See Allies) Your Hero has a special ability. This ability takes

effect after Setup is complete and first player is decided.

The remaining cards are then shuffled to form your deck. Once the deck is shuffled, you will draw 2 cards from the top, forming your hand. You may choose to replace any of these cards by placing them at the bottom of your deck and replacing any you put to the bottom with the top card of your deck. You can only do this once and only at the setup.

Once all players have done this, each player rolls their Battle die and adds their Hero’s SPD value to the result on the die. The player with the highest total will go first. If there is a tie, those players roll again. Play will continues clockwise from the first player.


Each card in your hand has a cost in the upper right hand corner. In order to put a card into play you must pay the cost located on the card with Training Points (TP).

Your Hero provides you with one TP for free and you may activate any cards you have in play, except for your Hero or Allies, to gain TP equal to the number of cards you have activated for this effect. (i.e. activating 2 cards nets you 2 TP). You "activate" a card by turning it 90 degrees on its side. Each card you choose to activate only grants you 1 TP each. TP cannot be stored for later turns. A card activated for TP cannot use the abilities printed on them while they are activated.



Some decks contain Allies. These Ally token cards enter play and can attack and defend just like a Hero. The Ally token card is removed from behind your Hero card and put beside them. While the Ally is in play, the card that created it cannot ready for as long as the Ally is alive. The Ally can be attacked just like  Hero. If the Ally takes damage equal to or greater than its LIFE, place it behind your Hero card again and you may ready the card that put it into play during your next Ready Phase. Excess damage done to Allies do NOT transfer over to your Hero. You can track your Ally's Life using dice or tokens.

1. Ready Phase - This phase happens at the start of your turn. Any cards that you have activated (turned 90 degrees) may now ready (turn back face up) and are able to be activated again.


EWC turns are played in 5 phases. During each phase, a player is allowed to do specific actions. The phases are as follows - Ready Phase, Draw Phase, Training Phase, Combat Phase, and Pass Turn Phase. 

2. Draw Phase - During this phase you will draw 1 card from the top of your deck and put it into your hand. On your first turn, you should have 3 cards in hand during this phase. There is no limit to how many cards you may have in your hand.

3. Training Phase - In this phase you will be putting cards from your hand into play to be activated. (See Playing Cards)

4. Combat Phase - Once this phase begins, you can no longer put cards into play. In this phase, your Hero is allowed to activate cards for their printed effects. There are 4 main types of cards, Actions, Reactions, Weapons and Armor. Action cards and Weapons can only be activated on your turn. Reactions and Armor can be activated on other player’s turns. Weapons are cards that create Attacks as well as some Action cards. You may choose to attack any of your opponent’s Heroes or Allies in play.

Your Hero always has a Base Attack with an Attack equal to their printed STR Value. Cards you have in play may also create an attack. These attacks are separate from your Hero’s Base Attack. Each card that makes an attack has its own Strength value.

To make an attack you activate the card that creates the Attack then you roll your die and add the rolled result to the Strength of the attack. Your opponent will then roll their die and add their result to the Defense Value of the Hero or Ally you attacked.

If your Attack total is greater than their Defense total, it is a hit and the difference is dealt as damage to the Defender.

If your Attack total is equal to the Defense total, it is considered a hit but for 0 damage. This is important for cards that tell you to do something when your Hero hits.

If your Attack total is less than the Defense total, the attack is dodged. No damage is dealt.

When your Hero or Ally makes an Attack, you do not need to activate them. They remain ready. Heroes and Allies cannot be activated in order to pay for cards or effects. You simply roll and add the result to your Hero’s or Ally’s STR value.

Reaction cards will tell you when they can be activated, i.e., Before your Hero makes an Attack roll, etc… Armor is used either before or after you make a Defense roll. You decide whether you want to activate it before you roll or wait to see the Attack result. Some cards create attacks that are Piercing. These attacks do not allow you to use Armor cards during this attack.

When you are attacked, you will roll your die and add the result to your Hero or Ally’s DEF value.

Some cards have your Icon symbol on them. When you make a roll and the Icon symbol is showing, this represents the number 6 for determining value. If a card you activated has your Icon symbol on it, you gain the added effect written on the card.

5. Pass Turn Phase - Once all your attacks and actions have been resolved, play passes to the next player In the rotation.


The object of the game is to be the last Hero standing. This is done by bringing your opponent's Heroes to 0 Life. As heroes take damage, their Life will go down. Once it reaches 0, that Hero is out of the game. The Hero that is the only one still alive at the end of the game is the winner.

For a more detailed explanation of how to play, Check out our How to Play video on our YouTube channel.

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