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WORLD WRESTLING ENTERTAINMENT

RAW DEAL
REVOLUTION
collectible card game
Raw Deal REVOLUTION rulebook vol. 1
2006 World Wrestling Entertainment, Inc. All Rights Reserved.
All Trademarks are the exclusive property of World Wrestling Entertainment, Inc.
Produced by Comic Images, Saddle Brook, NJ 07663. Printed in Canada.
Game Design, Direction, and Design: Mike Foley
Game Design, Website Editor, and Rules Manager: Barron Vangor Toth
Graphics and Webmaster: Ron Ferrari
Photo Editor: Frank Vitucci and Chris Terranova
Lead Playtesters: Kevin Fish and Matthew Hatcher
Rules Managers and Playtesters: Ryan Alarie, Jason Griffey, and Christopher Creed Pate
Playtesters: Jordan Beane, Matt Hogg, David Marks, and Bruce Stark
Database Manager: Eddie Walker
Some Additional Feedback By: Will Alessi, Vick Babikian, Evan Camenzuli, Derek Eads, Aaron Fenwick, Robbie
Fischer, Dave Fogle, James Kandziolka, Mark LaRoche, John Macek, Jon Manuel, Tom McKelvey, Nathan Norrod, Allan Sjue, Joe
Stempek, Adam Sweenor, Matt Tompkins, Blair Thompson, Andrew Trebing, Steve Wagner, Nate Weiss, and Bryson Yuzyk
Never Played a Collectible Card Game Before?
A collectible card game (CCG) is not like a regular card game. With a CCG, there are hundreds or thousands of cards. Some are
common while others are uncommon, rare, and ultra-rare. You dont play a CCG with every card. Instead, you build a deck using the
available cards to make a 60-card Arsenal/deck (plus up to 12 cards for your Backlash). How do you do this? You buy a starter, which
contains common, uncommon, rare, and Superstar-specific cards. This is what you need to start. Later, you can tune your deck by
buying booster packs. Youll find each match you play with your World Wrestling Entertainment Raw Deal Revolution deck will be
different because of the mix of cards. When you compete against your friends, each of you will bring your own deck and keep them
separate.
Visit our website for the latest Tournament Rules, Frequently Asked Questions, and
Updates to this rulebook.
comicimages.com/rawdeal
In WWE Raw Deal Revolution, you become your favorite WWE Superstar and wrestle in a match just like youd see on TV. From before
the ring of the bell and throughout the match, all the excitement of a WWE contest will be simulated and determined by the cards you
and your opponent (who will be represented by his favorite WWE Superstar) play. You each have your own deck of cards, showing all
the things youd want to do during a match, so whether you go down for the three-countor go home with the title beltis all up to
each player.
RULES
These terms can also be found in the Glossary:
Arsenal refers to your deck (your Superstar is not part of your Arsenal). When you have no cards left in your Arsenal at the end of a
turn or if you have to overturn cards and you cannot, you lose. Your Arsenal represents what your Superstar brings to a match.
Backlash refers to Pre-match and Mid-match cards. Superstars can pack up to 6 of each. They are packed separate to your Arsenal.
You can tell which cards are Backlash cards because they are depicted and read horizontally instead of vertically.
Superstar refers to the card with a WWE Superstar on it, which isnt included in your Arsenal, and represents the Superstar you are
playing, whether it is Triple H, John Cena, or any other WWE Superstar. It is okay for you and your opponent to play the same
Superstar in a match (although this is avoided in tournaments). The Superstar is not part of your deck, but must be considered when
building the deck and is kept separate. Superstars have a Hand Size, Superstar Value, Superstar Ability and Logo. Cards with that logo
can only be packed by that Superstar.
Ring refers to the area on the table where your successful Maneuvers, Antics, and Reversals go. If your card is not reversed from
your opponents hand or Backlash, it stays in your Ring, face up.
Ringside refers to your discard pile, where overturned, discarded, and reversed cards are put. Cards can either be discarded from
your hand, removed from the Ring by an effect from you or an opponent, by overturning cards from your Arsenal when Damage is
taken, or when a card is reversed.

WWE Raw Deal Revolution is a two player game where one person has a wrestling match against the other. You can find multiplayer
rules and other variations of the game at the site listed above. In this rulebook, just one-on-one matches are described.
Start of Game
a. Pick a Superstar
b. Shuffle Arsenals (your deck of cards)
c. Reveal Superstars
d. Draw Starting Hands
e. Play Pre-match cards
Pre-match Phase
This is the only time you can play Pre-match cards. They are played alternately, starting with the Superstar with the highest Superstar
Value. You cannot have more than 3 Pre-match cards in your Ring. The Pre-match phase ends when both players in a row pass
playing a Pre-match card.
Start of Turn
1. Draw: draw a card if there is at least one in your Arsenal (deck).
2. Turn: do the following in any order, making sure your Fortitude is equal to or greater than the Fortitude of the card played:
use Superstar ability
play a Maneuver (Assault, Hold, Throw, Trademark, or Extreme)
play an Antic
Card Values
With the exception of the World Wrestling Entertainment Superstar card and Pre-match cards, all cards have two basic values:
Fortitude and Damage (sometimes abbreviated to F and D in this rulebook).
[ graphics of F and D? ]
Fortitude
You start with a Fortitude of 0 (zero). Through your Maneuvers, Reversals, and Antics, you gain Fortitude equal to the amount of
printed Damage indicated on those cards in your Ring. As your Fortitude increases, youre able to play higher Fortitude cards. To play
a card, the cards Fortitude must be less than or equal to your Fortitude in your Ring.
Example: It is the start of the game and in your hand you have the Maneuvers Belly to Belly
Suplex (F:0) and Head Vise (F:3). Since it is the start of the game, the Fortitude in your Ring
is 0. Youd like to play Head Vise, but it has Fortitude of 3, so you cannot. But you can play
Belly to Belly Suplex, because it has a Fortitude of 0. If it is not reversed, it will stay in your
Ring and do 3 Damage to your opponent. It will also increase the Fortitude in your Ring to 3.
Now you can play Head Vise.
Damage
Damage is the amount of punishment a Superstar deals. The Damage of a card is printed in a box in the lower right corner. Your
Fortitude is equal to the combined printed Damage of all cards in your Ring. Damage occurs after a cards effect. For each point of
Damage a Superstar takes, he must overturn the top card of his Arsenal and place it Ringside (discard pile). When your Arsenal is
empty at the end of a turn or if you have to overturn cards and you cannot, you lose the game.
Example: The Reversal Kick has an F Value of 0 and a D Value of 5. It can reverse any Hold
with printed 5D7D. If your opponent plays a Front Face Lock, which is printed 5D, you can
play Kick from your hand to reverse it and prevent any Damage from that Maneuver. It also
does 5 Damage to your opponent and ends his turn.
Successfully Playing a Maneuver or Antic
If your Maneuver or Antic is not reversed, it goes into your Ring and effects indicated on the card take effect before your opponent
takes Damage. Once all effects and Damage take place, the card remains in the Ring (even if reversed by your opponent when
overturning), and if your turn continues you may play another Maneuver or Antic. You may play cards until your turn endsyour
opponent reverses a card played, you have nothing to play, or you choose not to play anything. If your turn ends for any reason
without you playing a Maneuver, overturn 6 cards. The Maneuver doesnt have to be successfully played; you neednt overturn 6 if your
Maneuver was reversed.
Reversing a Maneuver or Antic
Playing a Reversal You may only play a Reversal if your Fortitude is equal to or greater than the Fortitude of the Reversal and the
Reversal is appropriate to reverse the card played. If both conditions are met, the Maneuver or Antic is reversed and put in your

opponents Ringside and your Reversal is put into your Ring. Any effects listed on the Reversal take effect, and then any Damage in
the Damage Box is dealt to the player whose card was reversed and his turn ends. You are not required to play a Reversal.
Overturning a Reversal When you take Damage, you overturn cards from the top of the deck equal to the amount of Damage. If
while doing so, you overturn an appropriate Reversal and your Fortitude is equal to or greater than the Fortitude of the Reversal, you
stop taking Damage and your opponents turn ends. That card stays in his Ring. That Reversal ends up in your Ringside. You do not
apply any of the text effects or deal any Damage indicated on an overturned Reversal.
Remember: any time your card is reversed, whether from your opponents hand, Backlash, or
Arsenal, your turn ends.
Winning the Game
You win if your opponent cannot overturn cards from his Arsenal when required (a Pinfall Victory) or when your opponent has no cards
at the end of any turn (a Count Out Victory).
Cards
Basic Types of Cards:
1. Maneuver
2. Antic
3. Reversal
Other cards include Hybrid cards (hybrids are combinations of the above: a Maneuver/Reversal, for example).
Superstar Card
This card, which isnt in your Arsenal, represents the Superstar you are playing, whether it is Triple H, John Cena, or any other
WWE Superstar. It is okay for you and your opponent to play the same Superstar in a match (although this is avoided in tournaments).
The Superstar is not part of your deck, but must be included when building the deck.
Superstars each have a logo, and cards with a logo can only be packed by that Superstar.
Maneuver Cards
(yellow cards)
The five types:
1. Assault
2. Hold
3. Throw
4. Trademark
5. Extreme (Revolution only contains one Extreme maneuverthe Unique promo card A New Breed Unleashedbut there are more
Extremes in later Revolution sets)
Since a Maneuver is an attack, you can only play them on your turn. There are several different types of Maneuvers. Note the
different types of Maneuvers, since some are affected by other cards you play, and some Reversals can only reverse certain types.
Some Maneuvers have effects when played successfully (i.e., the card is not reversed from your opponents hand or Backlash). These
effects take place before any Damage is dealt but after the card is put into your Ring. The amount of Damage dealt to your opponent is
equal to the number printed in the Damage Box, plus or minus any bonuses.
Example: The Maneuver Bear Hug has a Fortitude of 2 and a Damage Value of 3 and it says,
Put 1 card from your hand on the top or bottom of your Arsenal. Your opponent discards 1 random card. If it is successfully
played, if you have a card in your hand, you must choose 1 and put it on the bottom of your
Arsenal. Then your opponent discards 1 random card from his hand. After that, he overturns
cards until the Bear Hug is reversed or until he has applied its 3 Damage.
You will notice all Maneuvers have a Target Punch lists head as the Target above the Damage box as, normally, you punch
someone in their head. You will also notice all Maneuvers are Core, Mean, or Colossal. Various cards interact with the Maneuvers
based on these attributes.
Antic Cards
(green cards)
Antic cards replicate the shenanigans inside a wrestling ring and can only be played on your turn. Antic cards have a variety of effects
explained on the cards. Antic cards are played, go into your Ring, and take effect. Reversed Antics go into the Ringside. As with all
other cards, to play an Antic card, the F Value on the card must be less than or equal to your Fortitude in your Ring.
Reversal Cards
(red cards)
Since a Reversal is a defensive move, you can only play these during an opponents turn to defend against Antics or Maneuvers.

Reversals state which type of Maneuvers or Antics they can reverse and, if applicable, will give restrictions such as the amount of
Damage reversed. You must have Fortitude in your Ring equal to or greater than the Fortitude on the Reversal to play it. Reversals
cards can only be played during your opponents turn, so it is impossible to reverse a reversal. There are two ways a Reversal can be
played or used:
1. Played from Hand or Backlash When defending from a Maneuver or Antic played by an opponent, you may play an appropriate
Reversal from your hand or Backlash (remember to meet the Fortitude). In playing a Reversal, you show youve successfully stopped
your opponents card, thereby ending his turn. He then places the Maneuver or Antic into his Ringside. Your successful Reversal stays
in your Ring and its Damage gets added to your Fortitude.
2. Overturned from the Arsenal If your opponent plays a Maneuver or Antic you cant reverse from your hand or Backlash (or you
dont want to reverse), you take the Damage indicated in the Damage of the card. In taking the Damage, you overturn one card from
your Arsenal into your Ringside for each point of Damage indicated. While overturning, it is still possible to reverse your opponents
card by overturning the appropriate Reversal for the card your opponent has played. It is important to remember you still need to have
Fortitude at least equal to the Fortitude on the overturned Reversal.
Once you overturn the appropriate Reversal and are able to use it, you stop taking Damage and your opponents turn ends. Reversals
that are revealed while overturning do not go into the Ring, they stay in your Ringside. However, your opponents Maneuver does stay
in the Ring, adding to his Fortitude. Reversals have Damage Values. When you successfully reverse an opponents Maneuver or Antic,
you do Damage to him equal to the Damage Value printed on the card. Overturned Reversals do no Damage. Some Reversals also
have effects. When played from your hand or Backlash, these effects take place. Such effects do not occur when a Reversal is
overturned.
Example: The Reversal Inverted Atomic Drop has a F Value of 0 and a D Value of 7. It can
reverse any Maneuver that is an Assault: Mean. If your opponent plays a Knee Lift, which is an
Assault: Mean, you can play Inverted Atomic Drop from your hand to prevent any Damage
from that Maneuver, do 7 Damage to your opponent, and end your opponents turn. But before
you deal the 7 Damage, you must discard 2 cards of your choice from your hand if you have
them (if you have only 1 card, you discard it, and if you have 0, you discard nothing) and then
overturn 1 card. If you do not have a card to overturn, you lose the game via Pinfall Victory.
After you have done that in whatever capacity you can, then he overturns 7 Damage and his
turn is over.
However, if you were unable to reverse your opponents Maneuver and had to take Damage by
overturning cards from your Arsenal into your Ringside, overturning an Inverted Atomic Drop
would stop you from taking further Damage but would not cause any Damage to your opponent,
nor would you have to discard 2 cards or overturn 1 card. Your opponents turn would still end.
Hybrid Cards
(multicolor cards)
Hybrid cards are not a card type but they are a mix of 2 or more card types. Hybrid cards can be played on your turn or your
opponents turn, depending on the function you choose. As with all cards, to play a Hybrid, the Fortitude on the card must be less than
or equal to your Fortitude in your Ring.
Example: Slap is a Hybrid Maneuver (yellow) and Reversal (red) card. On your turn you can
use the Slap as an Assault: Core Maneuver, or you can save the card to use on an opponents
turn on the chance of reversing your opponents card he plays a printed 1D7D (1D, 2D, 3D,or
7D) Hold.
Superstar-specific Cards
(which can be any of the types of cards mentioned before)
These cards are special Maneuvers (Trademarks), Reversals, or Antics made famous by the Superstar whose logo appears on that
card. Only those Superstars can use those cards and they can only go in the Arsenal and Backlash of those Superstars.
ARSENAL
This is your 60-card deck of cards that contain all the Antics, Maneuvers, and Reversals you might perform during a WWE match. Prematch and Mid-match cards (those that are horizontally oriented) cannot go into your Arsenal. Only vertically oriented cards can. You
cannot pack more than 3 of any specific card (unless it is a Follow-up card). At the start of the game, your Arsenal should be shuffled
and all cards should be face-down. You cannot look through your Arsenal unless something in the game tells you to do so (a Superstar
Ability or a card). At the start of each turn you draw a card off the top of this deck and put it into your hand.
BACKLASH
These decks, which are separate and apart from your 60-card Arsenal, simulate the pre-game madness of World Wrestling
Entertainment matches. They also represent special mid-game effects. The cards that go in this are Pre-match cards and Mid-match

cards: no other card type can be put into your Backlash. Your Backlash may have a maximum of 12 cards. Up to 6 cards may be Prematch cards and up to 6 cards may be Mid-match cards. These cards have a horizontal orientation. You cant pack more than 3 of any
specific card (unless it is a Follow-up card).
You may look at your Backlash any time during the match and, unless specified otherwise, your opponent may not look at the cards in
your Backlash during the game. Pre-match and Mid-match cards may be forced out of the Ring into your Ringside, but they may never
be shuffled into your Arsenal or placed in your hand.
Pre-match Cards
(purple cards)
These cards can only be played in the beginning of the game and simulate the backstage actions that take place before events. Prematch cards can only be played during the Pre-match phase. When played, some Pre-match cards take effect immediately and/or
have a cost, like overturning a certain number of cards. Most other times a Pre-match card will say it has an effect that takes place
during the match. You cannot have more than 3 Pre-match cards in your Ring.
Example: I Walk Alone says that you discard 2 cards, so when you play the card, thats what
you do. If you have 1 or 0 cards, you can still play it, you just fulfill the obligation as much as you
can. While this Pre-match is in play, you get its effects listed.
Mid-match Cards
(same colors as the cards they represent)
Mid-match cards are played during a match like normal Antics, Maneuvers, or Reversals (i.e. after the Pre-match phase). You may
not have more than 3 Mid-match cards in your Ring. Mid-match cards are not drawn into the hand, but are played when needed
though you still need to meet any requirements and have the Fortitude for playing the card. Also, opponents may reverse Mid-match
cards following the normal rules for reversing. Cards from the Backlash are not considered played from the hand.
CARD EFFECTS
Some cards have effects printed on them. A card effect takes place when the card is successfully played and it has been put into your
Ring. A card is considered successfully played if it is not reversed from an opponents hand or Backlash. Remember, Damage occurs
after a card effect. However, many Pre-match cards have effects generated throughout the match whenever something (like
successfully playing a type of card) occurs. Card effects can be mandatory or optional. If mandatory, the card will say you
do something. An optional effect will use the word may or present you some option.
Mandatory Effects
If an opponent plays a card that forces you to do something and you cannot, you do as much as possible and ignore the rest. This
never applies to taking Damage. If you have to overturn cards to take Damage and you cant, you lose the match. If you play a card
that forces you to do somethinglike discard cards as part of its textlikewise do this to the best of your ability.
Example: Forget the History says, Requirement: Fewer Cards in Hand. Your opponent discards 5 cards. Like all
cards with a Requirement, you must meet the Requirement to play or use the card. In this case,
you need fewer cards in your hand. If your opponent has 4 cards and you have 4 (one of which is
Forget the History) you cannot play it as you do not have fewer cards in your hand. But if you
have 3 or fewer to his 4, you can, and he has to discard 5 cards. He does as much as he can and
discards the 4 cards in his hand.
Requirement Definitions:
Cards with a Requirement: X which create specific conditions, and often can only be played if X condition is met, or they will only
work when overturned. There are 7 types of Requirements:
1. Fewer Cards in Handthese Antics (All I Got Left Is My Pride and Forget the History) can only be played when you have fewer
cards in your hand than your opponentand you count the card youre going to play from your hand with that total.
2. Less Fortitudethese Antics (Muster Some Moves, Shock the World, and Layla El: <WWE logo> Diva to the Core) can only be
played when you have less Fortitude than your opponent.
3. Lower Superstar Valuethis Pre-match (Climbing the Ladder) can only be played when you have lower Superstar Value than
your opponent (other cards may later make you have higher Superstar Value, but that doesnt matteryou count when its played).
4. Higher Superstar Valuethis Pre-match (Your Chance in the Limelight) can only be played when you have higher Superstar
Value than your opponent (other cards may later make you have lower Superstar Value, but that doesnt matteryou count when its
played).
5. Not Your Opponents First Card This Turnthese Mid-match Reversals (Talk Is Cheap and Keep Your Eyes Open or Its Game
Over) cannot reverse your opponents first card played of the turn.
6. Overturnedthese Reversals (You Telegraphed It and Masochist at Heart) cannot be played from your hand, they only work on
the overturn.
7. ExtremistA New Breed Unleashed can only be packed by Extremists, and cannot be included in the Arsenal if the Superstar
does not have an Extremist Ability.

Optional Effects
Example: the Triple H Superstar card says that once during each of your turns, you may
discard 1 Maneuver: put up to 1 non-unique Maneuver from your Ringside into your hand. You
can only do this once a turnbut you can opt not to discard a Maneuver if you dont want to do
so. Also, since it says up to, you may decide you want to discard a Maneuver and then not pick
one up.
Special Card Effects
Follow-up cardsnoted with the format Follow-up: Xcan only be played if you successfully played X type of card right before it this
turn. Example: Cinch It In is a Follow-up: Maneuver, so it can only be played if the card you played before it this turn was a
successfully played Maneuver.
Another special card effect is cards with Momentum: these cards can only be reversed by cards that specifically reverse Momentum
cards. Example: the Follow-up noted above (Cinch It In), if successfully played, makes it that if your next card played this turn is a
Hold, it would have Momentum. This means that Hold can only be reversed by cards that specifically reverse Momentum, like You
Telegraphed It (which only works when overturned) or Inertia. Momentum supersedes any other way of reversing it once it has been
applied.
SAMPLE GAME:
WrestleMania 22 Re-match
Player 1:
121/130 (STARTER DECK FOIL Triple H)
Triple H (Superstar Card)
Starting Hand Size: 7
Superstar Value: 7
Superstar Ability:
Once during each of your turns, you may discard 1 Maneuver: put up to 1 non-unique
Maneuver from your Ringside into your hand.
*versus*
Player 2:
John Cena (Superstar Card)
Starting Hand Size: 6
Superstar Value: 6
Superstar Ability:
Once during each of your turns, you may discard 1 Hold: draw up to 2 cards.
After players have picked their Superstar (in this case, Player 1 is Triple H while Player 2 is John Cena), they shuffle their Arsenals,
reveal their Superstars, and then each draw their Starting Hand Size. Player 1 draws 7 cards whereas Player 2 draws 6. While it isnt
required, it may be a good idea while getting used to the game to sort your cards according to Fortitude, the lower F cards first working
up to the higher ones. Especially at the beginning of the game, this will be a good way to see which are your F:0 cards.
Triple Hs opening hand:
21/130
Standing Side Headlock
Hold: Core / Reversal: printed 4D7D Throw
neck
F:0
D:4
37/130
Belly to Belly Suplex
Throw: Core / Reversal: printed 3D7D Assault
back
F:0
D:3
35/130
Headlock Takedown
Throw: Core / Reversal: printed 1D7D Assault

back
F:0

D:1

122/130 (STARTER DECK FOIL Triple H)


The Triple H High Knee
Trademark: Mean
Put up to 1 card from your Ringside on the bottom of your Arsenal.
Unique
head
F:5
D:8
30/130
Abdominal Stretch
Hold: Core
Look at the top 5 cards of your opponents Arsenal: put 1 into his Ringside and the rest on the bottom of his Arsenal.
back
F:6
D:7
56/130
Why Dont You Kiss My A%$?
Reversal: Antic
F:7
D:0
125/130 (STARTER DECK FOIL Triple H)
Behold The King
Antic
Your opponent overturns 7 cards.
Put up to 3 cards from your Ringside into your hand.
Unique
F:13
D:0
John Cenas opening hand:
01/130
Slap
Assault: Core / Reversal: printed 1D7D Hold
head
F:0
D:1
20/130
Arm Bar
Hold: Core / Reversal: printed 3D7D Throw
arm
F:0
D:3
35/130
Headlock Takedown
Throw: Core / Reversal: printed 1D7D Assault
back
F:0
D:1
26/130
Bear Hug
Hold: Core
Put 1 card from your hand on the top or bottom of your Arsenal.
Your opponent discards 1 random card.
chest
F:2
D:3
60/130
Cinch It In

Antic: Follow-up: Maneuver / Reversal: Follow-up


Antic: if your next card this turn is a Hold, it has Momentum.
Reversal: discard 1 card and if your first card on your next turn is a Hold, it has Momentum.
F:5
D:1
103/130 (STARTER DECK FOIL John Cena)
Chain Gang Headlock
Trademark: Mean
Search your Arsenal for up to 1 Unique, reveal it, put it into your hand, and shuffle your Arsenal.
Unique
head
F:7
D:10
It is now time to play Pre-match cards. Since Player 1 has a Superstar Value of 7
(which is higher than Player 2s Superstar Value of 6), Player 1 will play the first Prematch and it will alternate back and forth until each has three Pre-match in their Ring
or both players pass playing further cards. Since Triple H has a higher Superstar Value
than John Cena, he can play and he decides to play:
80/130
Your Chance in the Limelight
Pre-match: Event
Requirement: Higher Superstar Value
Your opponent discards 1 random card.
He starts the match.
John Cena fans out his cards face-down, allowing Triple H to point to the back of one
of the cards. John Cena discards the cardCollar & Elbow Lockupwhich is put faceup in his Ringside, next to his Arsenal. John Cena may now play a Pre-match, and he
plays:
76/130
Hardcore Hell
Pre-match: Event
If your Fortitude is less than your opponent: your first non-F:0 Core of this turn cannot be reversed from his hand.
Triple H then plays:
72/130
Previously Unannounced Match
Pre-match: Event
The maximum number of Mid-match your opponent may have in his Ring is equal to the number of Pre-match you have in your Ring.
John Cena plays:
73/130
Ring Psychology: Assault
Pre-match: Event
Successfully play an Assault: put up to 1 Hold or 1 Throw from your Ringside into your hand.
Triple H could play A New Plan
71/130
A New Plan
Pre-match: Event
Put all cards in your hand on the bottom of your Arsenal: draw the same number of cards.
but since he likes his opening hand, he opts not to do so, instead passing. John Cena
then plays:
75/130
Ring Psychology: Throw

Pre-match: Event
Successfully play a Throw and you have an Assault and a Hold in your Ring: draw up to 1 card.
Since John Cena has three Pre-match in his Ring, he cannot play more. However, since
Triple H has only two in his Ring, he can still play another. He decides not to play
another card. Now that both players have passed consecutively, the Pre-match ends.
Both players not only have their opening hands and Pre-match cards in their
respective Rings, but they each have Mid-match cards at their disposal.
Triple Hs Mid-match (remember: much as you can pack up to 6 Pre-match, you can
pack up to 6 Mid-match):
82/130
Wreckless Intent
Mid-match Antic
Reveal the top 2 cards of your Arsenal: put up to 1 Maneuver into your hand and put the rest into your Ringside.
F:1
D:0
83/130
Knife-Edge Chop
Mid-match Assault: Mean
Discard 1 card.
chest
F:10
D:8
84/130
Boston Crab
Mid-match Hold: Mean
Your opponent draws up to 1 card.
back
F:11
D:9
John Cenas Mid-match:
81/130
Before This Gets Out of Hand
Mid-match Reversal: Mean
Overturn 3 cards.
If the reversed card was played from your opponents hand, it goes into his hand instead of his Ringside.
F:0
D:0
87/130
Layla El: <WWE logo> Diva to the Core
Mid-match Antic
Requirement: Less Fortitude
Discard up to 3 Means and/or Colossals: search your Arsenal for up to that many Cores, reveal them, put them into your hand, and
shuffle your Arsenal.
F:0
D:0
84/130
Boston Crab
Mid-match Hold: Mean
Your opponent draws up to 1 card.
back
F:11
D:9
Triple H would normally start the match due to having the higher Superstar Value, however, since he played Your Chance in the
Limelight, John Cena instead gets to start the game.
John Cena draws 1 card for his turn. He then uses his Superstar Ability, discarding the Bear Hug, which allows him to draw 2 more
cards. With 0 Fortitude in his Ring, he chooses to play Arm Bar. It is successfully played, and Triple H must overturn cards until the
Arm Bar is reversed or until hes overturned its Damage of 3. 123 cards are overturned and on the third card, Triple H overturns

Chop, which reverses Holds of 2D7D. John Cenas Arm Bar stays in his Ring, Triple Hs Chop stays in his Ringside and since it
was overturned, it deals no Damage to Cena. However, it is now Triple Hs turn.
After drawing his card for the turn, Triple H decides to not use his Superstar Ability and instead decides to throw a Belly to Belly
Suplex at John Cena. John Cena looks at his hands, finds no cards that can reverse the Belly to Belly Suplex (Triple H doesnt know
that, thoughfor all he knows John Cena may have a Reversal and is just saving it for something else), he says to Triple H that he is
not reversing it from his hand or Backlash. It is now successfully played, Triple H puts the Belly to Belly Suplex into his Ring, it has no
game text, so now its onto Damage. John Cena must overturn cards from his Arsenal into his Ringside until he overturns 3 cards (the
Damage of the Belly to Belly Suplex) or until the Belly to Belly Suplex is reversed on the overturn. 123 cards are overturned
without a Reversal that would stop a D:3 Throw.
Triple H now has 3 Fortitude (the Damage of the Belly to Belly Suplex in his Ring). While he would like to play The Triple H High
Knee or an Abdominal Stretch or one of the other high Fortitude cards in his hand, he cannot. So he instead plays Standing Side
Headlock. John Cena this time has an answerSlap, which reverses any Hold with printed Damage from 1D up through 7Dand he
puts the Slap into his Ring. This reverses the Standing Side Headlock, so it goes into Triple Hs Ringside, and then Triple H takes 1
Damage from the Slap, overturning 1 card from his Arsenal and putting it into his Ringside.
Since a card of Triple Hs was reversed, it is now John Cenas turn. John Cena now has 4 Fortitude in his Ring. He uses his Superstar
Ability, discarding 1 Hold, and then drawing 2 cards. He then plays Wrist Lock (a card he drew) which is successfully played as Triple
H doesnt reverse it from his hand or his Backlash, it goes into John Cenas Ring, and now Triple H overturns 2 cards looking for a
Reversal to the Wrist Lock. It doesnt happen so its still Cenas turn. He can now play Cinch It In (Fortitude: 5) which as a Follow-up:
Maneuver can only be played after a successfully played Maneuver. Triple H does not reverse the card, so it is successfully played, so
if John Cenas next card this turn is a Hold, itll have Momentum, and now Triple H overturns 1 card for the Cinch It In Damage. He
doesnt reverse the card, so its still Cenas turn.
Finding himself now with 7 Fortitude in his Ring, Cena throws Abdominal Stretch.. It only costs 6 Fortitude so he has enough to play
it. Since it is a Hold, it has Momentum from the Cinch It In, which means that it can only be reversed by cards that specifically reverse
cards with Momentum. Triple H has no cards in his hand or Backlash that reverse Momentum so it is successfully played. Before
dealing its 7 Damage, it goes into John Cenas Ring and then its text occurs: John Cena looks at the top 5 cards of Triple Hs Arsenal,
puts 1 into Triple Hs Ringside and puts the rest on the bottom of Triple Hs Arsenal in whatever order John Cena wants. Now the
Abdominal Stretch does its 7 Damage 1234567on the 7th card, Triple H overturned You Telegraphed It, which only
works on the overturn and only reverses cards with Momentum: however, Triple H only has 3 Fortitude and You Telegraphed It is F:4.
So the Abdominal Stretch is not reversed and it is still Cenas turn.
Cena continues to pound on Triple H by playing the Chain Gang Headlock. It is successfully played, so it goes into John Cenas Ring
and he applies its text, searching his Arsenal for 1 Unique cardhe chooses the Freestyle Shoulder Blockhe shuffles up his
Arsenal, allows Triple H to cut, and shows Triple H the card he got, puts it into his hand, and now Triple H takes the 10 Damage from
the Chain Gang Headlock. It is not reversed on the overturn so John Cena continues the rampage by going for the Freestyle
Shoulder Block. It too is successful, goes into his Ring, he applies the textboth players discard 1 random cardand it goes all the
way through for its 8 Damage. John Cena elects to end his turn as he doesnt want to play further cards, hes up to 32 Fortitude, and he
lets Triple H have a turn.
Triple H is down, but certainly not out as he draws 1 card for his turn and thinks about his options. With 3 Fortitude, he plays
Wreckless Intent from his Mid-match. John Cena does not reverse it from his hand or Backlash, so it is successfully played, it goes
into Triple Hs Ring, and then he follows its text, revealing the top 2 cards of his Arsenal, putting a Maneuver into his hand and the other
card into his Ringside. He then discards a Maneuver for his Superstar Ability, retrieving Chin Lock from his Ringside. He couldve
gotten a Maneuver that cost moreit only costs 1 Fortitudebut with John Cena only having 1 card in his hand, Triple H wants the
cards text. Cena doesnt reverse the card, so it is successful, it goes into Triple Hs Ring, and its text occurs, so Cena must put 1
random card in his hand on the bottom of his Arsenal. Seeing as how he only has 1 card, it goes on the bottom. Then Cena has to
overturn cards for the Damage, in this case: 2. The Chin Lock is not reversed on the overturn, so Triple H is now up to 5 Fortitude and
he continues his turn.
With only 15 cards left in his Arsenal compared to the 42 in Cenas, Triple H runs at Cena with The Triple H High Knee, which Cena
decides not to reverse it from his Backlash (he cannot reverse it from his hand as he has no cards). It goes into Triple Hs Ring, the text
is consideredTriple H puts a card from his Ringside on the bottom of his Arsenaland then Cena takes 8 Damage. It is not reversed
on the overturn so Triple H continues his turn. He attempts The Cerebral Sleeper. John Cena now decides that enough is enough and
he uses his Mid-match Before This Gets Out of Hand to reverse the card, as it is a Mean Maneuver and Before This Gets Out of
Hand reverses Mean Maneuvers. Before This Gets Out of Hand goes into John Cenas Ring and the text takes effect: Cena
overturns 3 cards and then The Cerebral Sleeper, which would normally go to Triple Hs Ringside, instead goes back into Triple Hs
hand. It is now John Cenas turn.
John Cena draws 1 card for his turn. It isnt a Hold, so he cannot discard it for his Superstar Ability in order to draw 2 more cards. He

goes into his Backlash and plays Boston Crab. Triple H doesnt reverse it, so it goes into John Cenas Ring, Triple H is allowed to
draw up to 1 card (he elects to do so), and now Triple H must take Damage. After a few cards, he overturns Try to Get Away, which
reverses Mean Maneuvers, and since Boston Crab is a Mean Maneuver, it is reversed. While Try to Get Away says that you discard
2 cards when you play it, since he is overturning it from his Arsenal, he doesnt follow that texthe has enough Fortitude (the card is
F:4 and he has F:13) and it is an applicable Reversal, so thats all that matters. John Cenas turn is over and both players notice that
due to Triple Hs Previously Unannounced Match, since Triple H only has 2 Pre-match in his Ring, John Cena can only have 2 Midmatch in his Ring. Barring either or both of his Mid-match thats hes played being moved out of his Ring, he will not be able to play
Mid-match cards for the rest of this game.
Triple H, being at F:13, attempts to play The Cerebral Sleeper (F:11) again. This time it is successfully played, so before Damage is
applied, it goes into Triple Hs Ring and he can put up to 2 cards from John Cenas Ring into his Ringside. Since John Cena has plenty
of Fortitude, Triple H instead decides to decimate his Pre-match strategy, putting the Ring Psychology: Assault and Ring Psychology:
Throw from John Cenas Ring into his Ringside. The 9 Damage from The Cerebral Sleeper goes all the way through so Triple H
continues his turn. He then plays Smacked with the Sledgehammer which Cena doesnt reverse from his hand or Backlash either, so
it goes into his Ring, Triple H searches his Arsenal for 1 card, puts it into his hand, shuffles, and Cena starts taking the 20 Damage from
this Trademark: Colossal maneuver. Over halfway through the 20 Damage, John Cena overturns Masochist at Heart which reverses
Colossals. Triple Hs turn is over and its now John Cenas turn.
Cena draws a card for the turn. Its a Hold, so he discards it to his Superstar Ability to draw 2 additional cards. Since hes at 41
Fortitude and Triple H is at 40, his Pre-match Hardcore Hell isnt applicable yet. John Cena attempts a Sleeper but Triple H
responds from his hand with Bow Before the Throne which reverses Holds. Cenas Sleeper goes into his Ringside, Triple Hs Bow
Before the Throne goes into his Ring, Triple H can draw up to 2 cards (due to his Arsenal being so depleted, he opts to draw 0), and
now John Cena has to take 3 Damage from the Reversal played.
Its Triple Hs turn. He discards 1 Maneuver to his Superstar Ability and puts a non-unique Maneuver from his Ringside into his hand.
Then he plays Behold The King. John Cena doesnt reverse it, so it goes into Triple Hs Ring and its text takes effect: John Cena
overturns 7 cards, leaving himself with only 1 card left in Arsenal. The rest of the card then occurs and Triple H puts 3 cards from his
Ringside into his hand. Triple H tries to finish John Cena off with an Abdominal Stretch but John Cena has Slap in his hand which
reverses Holds of printed 1D through 7D. The Abdominal Stretch goes into Triple Hs Ringside, the Slap goes into John Cenas
Ring, and Triple H takes 1 Damage from the Slap, overturning 1 card. (Note: during this overturn Triple H overturned a card that
reverses Assaults, which Slap is; Slap was played as a Reversal, first of all, and second of all, you cannot reverse cards on your
turnso the Damage must be taken.) Triple H is down to only 5 cards and John Cena is down to just 1 card.
Its John Cenas turn and he draws the final card in his Arsenal. Note: he only loses if he ends his turn without any cards in his Arsenal,
as long as his turn continues, he will not lose yet. While he could try for a bigger Maneuver, all he has to do is hit Triple H for enough
Damage to get rid of his Arsenal: 5 cards will earn a count-out victory whereas 6 or more will be a pinfall. Unfortunately, Triple H has a
handful of cards. John Cena plays Bow & Arrow, a D:6 Hold. Triple H attempts to play Kick, which will reverse the Bow & Arrow
and do 5 Damage to John Cena, beating him. But before Triple H can celebrate his victory, John Cena reminds the game of their
Fortitude: John Cena has 42 whereas Triple H has 43, which means John Cenas Hardcore Hell takes effect, and since Bow & Arrow
is his first non-F:0 Core of the turn, it cannot be reversed from Triple Hs hand. It isnt reversed from his Backlash either, so it is
successfully played, going into John Cenas Ring. Its text occurs so Cena shuffles in 4 cards from his Ringside into his
Arsenal of which there were no cards remaining, so the 4 cards are shuffled and returned to the Arsenal, and
then its 6 Damage is dealt to Triple Hs 5 cards: 123456and its not reversed, so Triple H has to
overturn a 7th card, he cannot, so he loses the game via Pinfall Victory. John Cena wins!
MODIFYING AND CONSTRUCTING DECKS
After youve played a number of games with your starter deck and youve purchased more cards in booster packs, youll want to
modify your Arsenal and Backlash. There are a few tips youll want to remember as well as rules to follow when creating your own
customized Arsenal and Backlash around your favorite World Wrestling Entertainment Superstar.
You should have a good mix of cards that allows you to play cards early as well as late in the game. Start with small Core Maneuvers
to add to your Fortitude so that you can build up to the bigger Mean and Colossal Maneuvers. So having an Arsenal with just Figure
Four Leg Lock and Press Slam and other high Fortitude cards isnt a good idea.
Try to have a balance that, even with a random draw, will allow you to play cards on the first turn (plenty of F:0 cards) as well as more
powerful cards you can play later in the game. Its also a good idea to have a well-balanced mix of Maneuvers, Reversals, and Antics.
Eventually youll find a balance of cards that works effectively for your Arsenal of your specific Superstar.
Through playing, youll come up with a style of wrestling you enjoy. For instance, some people would rather wrestle more defensively,
so they would be more inclined to include more Reversals in their Arsenals. Others may be more aggressive and put in more
Maneuvers. Still others, more Antics. Its all up to you.
Your starter deck comes with all the cards you need to play a competitive game or you can create your own deck. Each Arsenal
(deck) must have 60 exactly cards plus the Superstar itself (unless youre just playing it straight from the starter).

ARSENAL (DECK) CONSTRUCTION RULES


You can have no more than 3 of any specific card. So no deck can have more than 3 Body Slam for example, but you can have 1 or
2 of a Body Slam or none at all. Exceptions:
Follow-up Cards: These are a sub-type (i.e., Snatch & Lift or Throw into the Ring Ropes). There is no limit to how many non-unique
Follow-up cards with the same name you can have in your Arsenal, provided there are exactly 60 cards.
Unique Cards: You can only have one of a specific Unique card in your Arsenal or Backlash even if it is a Follow-up card.
Universally Unique: Like Unique cards, you can only have one of a specific Universally Unique card in your Arsenal and Backlash.
However, it differs from Unique in that only one of a specific Universally Unique card may be in one players Ring in the same game.
Example: If you play the <WWE logo> Intercontinental Title Belt, your opponent cannot play a
copy of it as it is Universally Unique. However, you or he can play another Universally Unique
card: like <WWE logo> Heavyweight Title Belt.
RAW DEAL REVOLUTION: OVER SIX YEARS IN THE MAKING
WWE Raw Deal first debuted in the summer of 2000. Six-and-a-half years later brings Revolution. An easy way to tell what cards are
part of the Revolution is to reference the checklist located at the end of this rulebook or look at the cards: Revolution cards have a
Revolution logo. While every Revolution card is legal for use in all Raw Deal events, only Revolution cards are legal in Revolution
events. The rules in this book are Revolution rules. There are slightly altered rules (and a lot more mechanics) in previous formats.
GLOSSARY
Antics: can only be played on your turn. If they are not reversed from your opponents hand or Backlash, they go to your Ring. If
they are reversed, they have no effect and go into your Ringside.
Arsenal: your 60-card deck.
Assault: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can
reverse any Maneuver or specifically this type of Maneuver.
Backlash: a special deck made up of no more than 12 horizontally-oriented cards, containing no more than 6 Pre-match cards and
6 Mid-match cards. The Backlash is in addition to, and separate from, your 60-card Arsenal.
Card Effects: some cards have effects when successfully played. These take place before any Damage is dealt by the card, if
any. Some effects are optional and some are mandatory.
Colossal: these are the biggest Assaults, Holds, Throws, Trademarks, or Extremes, dealing 15 Damage or more. A card that
reverses Colossals will do so regardless of what type the Colossal is (Assault, Hold, Throw, Trademark, or Extreme).
Core: these are the smallest Assaults, Holds, Throws, Trademarks, and Extremes, dealing 7 Damage or less. A card that reverses
Cores will do so regardless of what type the Core is (Assault, Hold, Throw, Trademark, or Extreme).
Count Out Victory: if you end a turn with no cards in your Arsenal, you lose the match due to count out.
Damage: or D. The amount of Damage done to you, as indicated in the Damage Box of a card (lower right corner), equals the
number of cards you overturn from your Arsenal.
Discarding: taking a card from your hand and putting it into your Ringside.
Draw: the phase of your turn in which you draw a card. Draw 1 card if there is a card in your Arsenal.
Extreme: the fifth type of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can reverse any
Maneuver or specifically this type of Maneuver. There is only one Extreme maneuver in the first set of Revolution (the Unique promo
card A New Breed Unleashed).
Follow-up: noted with the Follow-up: Xcan only be played if you successfully played X type of card right before it this turn.
Fortitude: or F. This number, found on the upper right corner of a card, must be equal to or less than your Fortitude to play it. You
start the game with a Fortitude of 0. Your Fortitude is equal to the amount of Damage in the Damage Boxes of the cards in your Ring.
Add them up to get your total Fortitude.

Hold: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can reverse
any Maneuver or specifically this type of Maneuver.
Hybrid: are not a card type but they are a mix of 2 or more card types. Hybrid cards can be played on your turn or your opponents
turn, depending on the function you choose for the Hybrid card.
Maneuver: this is how you hit your opponent. They can only be played on your turn. If successful, they stay in your Ring; if
reversed, they go to your Ringside.
Mean: these are the medium Assaults, Holds, Throws, Trademarks, and Extremes dealing 8-14 Damage. A card that reverses
Means will do so regardless of what type the Mean is (Assault, Hold, Throw, Trademark, or Extreme).
Mid-match Card: special Maneuver, Antic, or Reversals in a Backlash that can be played during a match.
Momentum: these cardswhether they have Momentum or have been given Momentum by another cardcan only be reversed
by cards that specifically reverse Momentum cards.
Overturning: when an effect causes you to overturn a card, you overturn only from your Arsenal.
Pack: cards you put in your Arsenal or Backlash are said to be packed.
Pin Victory: if you have no cards in your Arsenal and you must overturn a card, you are pinned and lose the match.
Pre-match Card: cards in the Backlash that are played before a match starts, after Superstars have been revealed and hands
drawn. There are Pre-match: Events, Objects, and Storyline cards.
Requirement: you must meet the Requirement of a card to pack it, play it, or to have it work when overturned from your
Arsenal.
Reversal: this is how you can stop an opponent from damaging you. They can only be played on your opponents turn in response
to a Maneuver or Antic. You can play a Reversal from your hand or Backlash to stop Damage, or by overturning a Reversal when
taking Damage. Either way, a Reversal ends your opponents turn.
Ring: cards you play from your hand or Backlash that are not reversed from your opponents hand or Backlash deck go into this area,
face up.
Ringside: your discard pile. This is where cards that are reversed from your opponents hand or Backlash go, as well as cards that
are discarded from your hand, or cards overturned from your Arsenal (this includes overturned cards from taking Damage).
Successful: a card is successful if it is not reversed from the hand or Backlash. Successful cards go in the Ring, then have their
text take place, then Damage dealt, and their Damage adds to your Fortitude.
Superstar Card: designates which Superstar you will be during the match. Each Superstar has a Hand Size, Superstar Value
and a Superstar ability.
Target: the area on your opponents body where you focus your attack, listed above the Damage on Maneuvers.
Throw: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they can
reverse any Maneuver or specifically this type of Maneuver.
Trademark: one of the four main types of Maneuver cards that inflicts Damage. Reversal cards will need to state whether they
can reverse any Maneuver or specifically this type of Maneuver.
Turn: the phase in which you may play your Maneuvers and Antics and use some Superstar abilities. Your Reversals can be played
during an opponents Turn.
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Asked Questions.
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