Dr Who CCG FAQ
Game FAQ v. 1.05.1
Doctor Who and related trademarks are the property of BBC/Terry Nation 1963. The
Doctor Who Collectable Trading Card Game is copyright MMG Limited 1996.
TABLE OF CONTENTS
2 Card Distribution and Rarity
3 General Rules
4 Specific Card
This list of Frequently
Asked Questions is designed for players of the
Doctor Who CCG who wish to get the most out of their games. Please note that this FAQ is
not supported in any way by the BBC or MMG Limited.
This FAQ should be regarded as a work in progress. If you have additions, corrections, or
other comments, please send them
The BBC television
programme Doctor Who, which holds the record for
the longest-running SF serial (1963-1989), concerned the intergalactic adventures of a
renegade Time Lord known only as The Doctor. Together
with his companions, The Doctor travelled time and space in the TARDIS, an acronym for
Time and Relative Dimensions in Space. Though
an alien from the planet Gallifrey, The Doctor was visibly human, possessing two special
traits: dual hearts and the ability to
regenerate to avoid death. After regeneration The Doctor would have a new appearance and
2.0 CARD DISTRIBUTION AND RARITY
2.1 What are the different Doctor Who card rarities?
A: The Doctor Who CCG consists of 302 cards in five rarities: Common, Uncommon, Rare,
Ultra-Rare, Promo. These are abbreviated
C, U, R, X, and P respectively. Time and Watcher cards are called Special (S), because
although they have a rarity, they are not
found in the same distribution as the other cards.
2.2 How can I tell which
cards in my starter deck are rare?
A: Starter decks contain 60
cards plus a rules booklet and a
separate pack of 9 Specials (Time and Watcher cards). Cards in the main pack are arranged
as follows, if held face up: 11U, 5S,
3R, rules, 41C. It is not known whether the Rares include potential Ultra-Rares.
2.3 What about the booster packs?
A: Booster packs contain 12
cards in a fixed rarity order. Viewed
face up, this is: 2U, 1R, 9C. It is not known how often an Ultra-Rare shows up in a
2.4 What are all the
different types of cards?
A: Cards come in several
types: Creature, Resource, Flash,
Episode, and Time. The Watcher is a special type of Creature. For convenience in
listings, the first letter of each type is used as
an abbreviation. Creatures and Time cards are coloured to indicate their Time Zone: Past
(P), Present (R), Future (F), Timeless (T).
2.5 How can I get a complete card listing?
A: A complete card list
with rarities has been completed and should be available where you found this FAQ.
2.6 Are you sure the rarity distributions for starters and boosters
are correct? It looks like starters are the best deal.
A: Other CCGs share this
surprising characteristic: it's cheaper to buy starters than boosters. In the case of Doctor Who 3 boosters (AUS $4.95 each)
contain 3R, 6U, and 27C. For about the same price a starter (AUS $17.95) also contains 3R, but has 11U, 41C, 14S, rules, and the
box itself. Of course, it could very well be that ultra-rare cards are only found in boosters. In that case, those who plan on buying a lot of cards would be advised
to look for good deals on booster boxes.
2.7 How rare are the ultra-rare cards?
A: No-one knows for sure,
but some players have opened 2 booster boxes without finding one. Reports have come in indicating that they may be as
ultra-rare as 1 per case of boosters (20 boxes), although there was one report
of two Ultra-Rares in one booster box. Ultra-Rares do exist in starters, but
only one report has come in of this.
2.8 What is the Exterminate! card and where can I get one?
A: Exterminate! is a
"promo" card that was included with Scrye #15. Unless you can locate a copy of this magazine (which becomes more difficult as
time goes on) you'll have to trade for it.
2.9 I've got a Future Time card which says "ME" instead of "TIME" Is this a rare misprint?
A: Well, it is a
misprint. It is rarer than the other "Time"; cards, but doesn't seem all that
rare. It may occur as much as half the time. The card in question is Future Time 3 according to the
Unofficial Card List.
3.0 GENERAL RULES
3.1 Most Creatures have
bulleted terms after their name. Are all of
A: According to page 6, the
following are Races: Aliens, Assistants, Humans, Robots, and Time Lords. The trait "Unique" is simply called
the "Unique" (page 2). Further traits are not described by the rule booklet. These include labels like "Doctor III",
"Bomb", and "Weapon".
The Deck Formation rules (page 12) say that I can have no more than 4 identical cards in my deck. What does "identical";
A: Cards with the same name
are identical; ignore further traits. Thus, all of the Doctor Whos are identical; you can't have 4 of each Doctor in your deck.
3.3 What does Unique mean then?
A: If a card has the trait
Unique only one such card can be in play at any given time (page 16). You can't have two Doctors in play even if they are
different doctors because, after all, they *are* the same person. Please note that according
to the rules Unique cards cannot be in play in different Time Zones. Thus, if Jo Grant exists in the Present, she cannot exist
in the Future! Talk about time paradoxes!
3.4 The Deck Formation rules say that I must have *at least* 3 Watcher cards. Three
Watchers are placed in their respective Time
Zones at the start of the game. Does this mean that I can have other Watchers in my deck
and play them during the course of the
A: Yes, Watchers are just
like any other Creatures and can be
stocked in your deck. But there are more powerful cards to use.
3.5 What happens when one
of my Watchers is destroyed? Does that Time Zone cease to exist? Can I still play cards into that Zone?
A: Watchers can be
destroyed like any other Creature. When this
happens the Time Zone remains, though it may be empty. The Watchers have no special
significance other than the fact you get
to start the game with three of them. Also, they do not count as Creatures when
determining if you can play an Episode card.
3.6 When I take a Hit the
top card from my Time card stack is
discarded and the next one turned over. The rules state (page 18) that if the new Time
card is the same colour as the one I just
lost, I take another Hit. Isn't this totally a matter of luck?
A: Yes, but note that the text
"attacker *may* immediately make another Hit"; (our emphasis). If you wish,
a house rule that you never take multiple Hits. Then the
distribution of cards in
your Time card stack will have a lesser
effect on who wins the game.
3.70 I'm confused by the
Prepare For Combat phase. What is the exact
sequence of events leading up to combat?
A: The rules make this
unnecessarily complicated; this may help:
3.71. Player declares an
attack, choosing one of their Creatures as
the main combatant. They may either target one of the defender's Creatures as the main
defending combatant, or let
the defender make the choice.
3.72. If the attacker did
not declare a defending combatant, the
defender has two choices. Either they choose one of their own Creatures as the main
defending combatant, or they take a Hit.
3.73. The defender may now
play or Side cards as appropriate.
3.74. The attacker may also
play or Side any cards they need to
assist their attack.
3.75. Repeat steps 3 and 4
until both parties are satisfied that they have done their best to win the combat.
3.76. Combat is resolved.
Remember that only Standing Creatures who were put into play on a previous turn may be main combatants.
3.8 Okay, that makes sense, but I'm a bit hazy on step 6. What does
the table on page 19 mean and how is combat resolved?
A: Every Creature has
Energy and Substance values. If a Creature is attacked by another with greater Energy *and* Substance (compare each separately),
that Creature is destroyed. Attackers may be destroyed in the same manner as defenders.
Thus, if a 2 Energy 3 Substance attacker is up against a 1/4 defender, both will survive. If the attacker adds 2 more Substance, they will reign
victorious, but if the defender comes up with 2 more Energy the attacker will be vanquished.
3.9 Can you tell me exactly what you can and can't do in a chosen Time Zone?
A: The rules are quite
explicit about this matter (page 14). Concisely: each turn, you choose a Time Zone, which we'll refer to as the Chosen Time
Zone (CTZ). For the remainder of your turn, the only place that you may play Creatures and Resources, attack, or use Special
abilities is in your CTZ. You may play Episodes and Flash cards anywhere. Furthermore, you may Side creatures in any Zone to solve an Episode. On your opponent's turn,
you can only Side cards in the CTZ your opponent chose.
3.10 How do defensive cards, those which specify "until end of
turn"; or "this turn" work? If I Side such a Resource on my turn,
surely its effect is gone by my opponent's turn.
A: Side these cards on your
opponent's turn and their effect lasts until the end of *their* turn. Nothing in the rules states that Creatures and
Resources cannot Side on your opponent's turn, as long as they are in the CTZ chosen by your opponent.
3.11 Do I have to pre-empt my opponent's actions by Siding a defensive
card (on their turn) before they announce a combat?
A: Let's look at an
example. Say you have a Trionic Lock (which can Side to prevent an opponent's Resource from Siding) in play. Your opponent starts
their turn, and immediately Sides one of their Resources. One interpretation would be that it's now too late to use the Trionic
Lock on it, since the Lock only *prevents* the Resource from Siding. Now that it *has* Sided, it's too late. A second interpretation would
be that as long as you Side the Trionic Lock immediately, your opponent's Resource is effectively locked. Unless you
enjoy speed play ("I Sided it first! No! I Sided it first!"), we recommend this option.
3.12 This isn't technical
enough for me. Do you have any formal timing
rules we can use?
A: We can adopt timing
rules similar to those used in other games. Assume a card can be played as a reaction to an event as long as it directly
affects that event. Then, another card can be played as a reaction to the first, and so on. When players have finished playing their
cards, the result is an effect chain. Let's look at an example. Player A Sides Ace to destroy Player B's TARDIS. The Siding of Ace is an event to which other cards can react. Player B plays
HADS, which "prevents any damage or effect against a TARDIS until end of turn";. This is a
valid response since it directly affects the event in question. Player A then throws down Time
Stop, which "prevents the playing of any one Flash card which must then be discarded";.
Player B responds with Barbed Wire, which holds "Creature until end of turn. Creature may not Side,
attack, or defend";. In what order should effects in a chain be resolved? Games like
Shadowfist and M:TG resolve effects in the opposite order to how they were played. In
other words, the last effect played resolves first. However, these games have very specific card text which
has been designed for this method of resolution. Doctor Who does not, and it is our opinion that resolving effects this way would require dozens of
rulings on individual cards. If we resolve events sequentially as they occur in the chain
fewer interpretation difficulties arise. In our example, Ace Sides, then HADS prevents
the TARDIS from being destroyed. Next, Time Stop cancels out the playing of HADS; at this point the TARDIS is again in jeopardy.
Finally, Barbed Wire holds Ace so she cannot Side. The TARDIS is safe.
Choose a method of
resolution which suits you and your play group. Just be sure and let everyone know before you begin playing!
3.13 Okay, say my opponent
Sides Ace to destroy one of my Resources.
Does the previous answer mean that I can immediately Side the Resource to get one last
use out of it?
A: No. Your use of the
Resource is not a reaction to Ace Siding
in the required sense. Your Resource does not specify Ace, unlike the Trionic Lock in the
previous example which does specify the
card it's reacting to ("target Resource").
3.14 The rules talk about
"damage"; but only say that this
is "the act of inflicting an effect which would weaken an opponent"; I've got
a couple of cards (The Eye of Orion, Sanctum) which prevent damage, but I don't know when
to use them.
A: First, note that damage has
nothing to do with combat. This is
attested to by the rather cryptic sentence on page 19: "The values of Energy and
Substance in combat are not used to damage, but as
degrees of strength, with the stronger main combatant the winner."; Damage is
only inflicted by cards which say they do
damage, such as Meteorites and Fenric's Flask. Flash cards such as Sanctum can prevent
3.15 Well, how does damage
A: Let's take Meteorites as an
example. This Flash card says"Choose a Zone. Inflict 3 Energy / 3 Substance damage on all your opponent's
Creatures, which have more than 1 Energy / 1 Substance."; Hence each target Creature has both its Energy and Substance reduced by
3. If both values become 0, the Creature is destroyed. Otherwise, it is still at full strength as far as combat is concerned, but is
vulnerable to further damage or cards like The Happiness Patrol, which can destroy a damaged Creature.
3.16 Can you summarize for me how Siding works?
A: During the first phase
of your turn you Stand all your Creatures and Resources to indicate that they are active and ready to be used. Cards are
Sided when used for one of the following purposes: give Support, use Special ability, solve Episode, or engage in attack
as main combatant. In the last case the rules say to Side the card *after* combat (page 21) even though the main combatant cannot Side for any other purpose. If you find
it easier, Side when announcing combat. Once Sided, cards may not perform any of the above listed actions. Sided cards may not be main combatants; thus Sided cards do not block and cannot
be defenders. Only Standing cards may Side. Cards may be Sided or Stood through effects. On the turn in
which they are first played, cards may only Side to Support. The use of passive abilities (those without the oo infinity sign) does not require Siding.
Note that some cards state that others must Side for them to have an effect. An example is the Demat Gun which states, in part: "You must Side a Time
Lord to use." The Siding of the Time Lord obeys all of the above rules, though it does not count as a Special ability use of
the Time Lord.
4.0 SPECIFIC CARD
4.1 The Time Eddy Flash returns to the players' hands their last
played cards. How far back does this effect work? Do the cards have to have been played
on the current turn?
A: The effect has no turn
limit. If the card in question is a Creature or Resource it could be that that card has been Sided since it was played.
Any effects generated by the card are unchanged, even though it now returns to your hand.
4.2 Tegan Jovanka gives +1
Substance to Doctor Who V if in the same
Zone. Does this mean that my Tegan gives my opponent's Doctor V a bonus?
A: Yes. A Time Zone
includes both players' cards.
4.3 Giant Robot
states "Must attack each turn. Failing to do so makes Siding compulsory"; Does this mean that my Robot can attack even if it's not
in the Chosen Time Zone (CTZ)?
A: No! The CTZ rule should be interpreted as overriding all card
text unless explicitly stated otherwise. The Giant Robot *is* ambiguous in this respect,
but for play balance interpret it as follows: "Must attack each turn if in the CTZ. If it does not or cannot attack, Side
4.4 What about cards which
don't specify Time Zones? For example, Trionic Lock states: "oo Locks a target Resource preventing it from Siding or
Standing this turn? Can the target be in a different Time Zone?
A: No. This card does not
explicitly state where the target Resource must be, so by default it can only affect targets in the same Time Zone.
4.5 But doesn't this contradict the Demat Gun
which states: "Destroy any one card in play. You must Side a Time Lord to use.";?
A: This is not a
contradiction, because the Demat Gun is explicit
in stating its exception to the rule. It *can* destroy a card in a different Time Zone.
However, it *does not* explicitly state where the Time Lord must be. Hence, the Time Lord has to be in the CTZ along with the Demat Gun. Unfortunately,
the rules are unclear on this point, since Siding the Time Lord is not a Special ability of the Time Lord card, and hence is
not explicitly restricted by the CTZ rule.
4.6 Can the TARDIS Resource move to another Time Zone without taking any cards with it?
A: Good question. The card
says, "Move this TARDIS and either one of your Creatures or Resources, from this Zone to
another Zone."; This is oddly worded; the word "either"; is extraneous.
A literal interpretation would be that the TARDIS cannot move alone. A more liberal reading, given the odd wording, is that the TARDIS is able to move
itself. After all, if it can move a Zarbi, and operate without a Time Lord, it can do just about anything!
4.7 The Chameleon Circuit Resource can Side to prevent damage to the
TARDIS. Does it have to be in the same Time Zone as the TARDIS?
A: Apparently so, since the
card does not explicitly state that the TARDIS can be in any Time Zone. Since the Chameleon Circuit must be in the CTZ to
Side, then the TARDIS must be in the CTZ as well.
4.8 The Chumblies' Special
ability is "oo +1 Support to any Alien"; Does this mean that the Chumblies' Support value
is effectively 2 when helping Aliens? Or do they increase the Alien's Support value?
A: The latter. Since the
Chumblies must Side to use their Special ability, it would scarcely matter if their Support for Aliens was now 2. Being Sided they
could not Support. The same holds true for Cybermats and other cards with similar wordings.
4.9 Why do the Romans and The Brothers of Demnos have different wordings though their effects are the same?
A: Their effects are not quite identical. Romans says
";+1 to each Roman, for every other Roman in play on your side, in any one
Zone."; Thus, if you have 2 Romans, each will have a Support value of 2. Any Romans
your opponent has in play do not affect your cards. In contrast, The Brothers of Demnos has
"+1 Support for each additional Brother of Demnos in play"; Note that if your
opponent has one Brother and you have another, both have their Support raised to 2.
4.10 What about Greek
Hoplites? Does the first such card increase the
A: Greek Hoplites has the Innate ability "+1 Energy / +1 Substance for every Greek Hoplite in play on your side."; The
card starts with values 1/1. This effect can be interpreted in one of two ways. margin-bottom: 0">If read literally, the
*first* copy of the card would start as 2/2 since it *is* a Greek Hoplite in play! Thus, if you had 2 Greek Hoplites in play,
each would be 3/3 Creatures. The second interpretation is that the card text should say
"every *other* Greek Hoplite" to conform to how the Romans and Brothers
(and Zarbi and others) work. This interpretation is supported by the fact that even the
Romans and Brothers don't use consistent wording to achieve a similar effect. Also, this interpretation prevents the Hoplites from
becoming over-powerful Creatures.
4.11 One of my Watchers has
different values from the rest. What
A: The Past Watcher 3 has
values 1/0/0 instead of 1/1/0. Assume
it is a misprint.
4.12 I've just noticed that
my Daemons has different text than the cards shown on page 3 of the rules. What's up?
A: It appears that some
cards were changed very close to the final release of the game. Some early print advertisements also showed alternative
versions of cards.
4.13 There are cards that imply that they can target another players' card or
cards in different time zones to the ones they are in. Spar 7.YO can target any
creatures of your choice in the same time zone to give +1 energy. (If it is
destroyed, so are all the creatures in it). Can I target my opponents creatures.
The basic general rule that has come to make sense, it that unless a card like
this states you can target your opponents cards or any card in the same zone or
any card in play, you can not. For example, Kartz and Reimer Time Capsule
specifically states you can target one of your opponents cards in the same zone.
Ace specially states "destroy any one resource in play". Gustove
Lytton states "sacrifice one card in zone to ....". What seems to be
the case, is that uncommon and common cards have been less defined, whereas the
rares have more specific definitions. Therefore, us the general implications
from the rares to determine the "applicable" wording or usage for the
creature abilities are treated as actions, not reactions, unless specifically
indicated otherwise. (Flash cards are considered instant/reactions). This means
if a player targets your creature with a flash card to destroy it, you can not
use its ability to draw a card as a reaction. Kastrians' ability to regenerate
is a reaction to being destroyed, so they can use their ability.
4.15 To balance
the game play, the following rule is effective immediately. For the first
players turn only, that player does not draw a card at the beginning of the
turn. When determinng who goes first, the winning player can elect to let his
opponent go first. This rule is not operational in multi-player games.
Various Formats. To modify the various types of deck used, rather than
the basic flash instant killer, we are introducing different formats.
For each 10 or multiple of 10 cards in your deck (including your time cards and
Watcher cards), your MUST include 2 creature cards. Your initial Watcher cards
do count as three creature in your deck. (i.e. If you total deck size, (inc.
Watcher's and time cards) is 55, you must have a total of 12 creatures in your
You may only have one of each type of flash card in your deck.
5.1 Many of my
combats end up being stalemated. It's always 2/2
versus another 2/2 or what have you. How can I get the upper hand?
A: Flash cards, Resources,
innate abilities, special abilities,
and Support can all raise Energy and Substance values and assist combat.
5.2 My opponent has 3
Creatures in the Future Time Zone and I don't have any. If I put a Creature there now, they will be cannon fodder. But if I don't, I'll
keep getting Hit. How can I make a strong play and defend the Future?
A: If you are outnumbered
in a given Time Zone, put down a useful Resource before placing another Creature. This lays the groundwork for a more robust
attack or defence, and it's less likely that the Resource will be destroyed before it can be used.
Also, it's a good strategy to save a Flash card or two for such situations. It's tempting to always use them for attacks, but an unexpectedly strong
defence can also destroy your opponent's Creature. Temporal Grace will prevent one Hit against you; this may buy you enough time
(so to speak). The Keeper of Traken allows an additional card play and can be pivotal in allowing you to come from behind in
a weak Zone.
5.3 I've only just bought
some cards and need basic advice on putting together an effective deck. Can you help?
A: Doctor Who is not a game
which emphasizes deck design. It's usually sufficient to put all your most powerful cards together without too much concern
for how they interact. That said, there are some basic guidelines which may help.
To start with, try the following deck proportions: 10 each of Past, Present, Future, and Timeless Creatures; 10 Resources; 20 Flash cards; 4 Episodes
with total solve numbers of 25. Choose the Creatures with the highest possible values, noting
especially Support. Don't include any Creatures with 0 Support, unless they have superior
abilities. Be aware of Creatures with low values that have cumulative effects: Mongols, Romans, Greek
Hoplites, and so on. If you take one of these Creatures, be sure you take the maximum 4 copies. You want to ensure you'll get multiple copies in play.
Watch that you don't include too many Unique cards, as these may be kept from play if your opponent also has them.
Your Timeless Creatures should include 4 Doctors, as these are among the best cards. Take those companions which give your Doctors bonuses. The
combination of Doctors and companions are great not only for combat, but also for quickly solving Episodes.
The Resources you put in your deck should give you extra abilities (e.g. TARDIS), increased defense (e.g. Underground Bunker, Trench), and
additional offensive options (e.g. Demat Gun, DN6). Many games can be won or lost on Flash cards. Instant destruction
is always useful (e.g. Exterminate!, Neurotrope X, Cyber Bomb), but so are cards which
increase Creature values, especially support (e.g. Brain Transformer, Star Base). Q Capsule can allow a Creature to act twice
on one turn -- great for the Doctor! Of course your opponent is going to have cool cards as well, so
you'd better take Time Stop, Fusion Booster, and other Flash cards which counter plays.
But don't include cards which counter only specific cards unless you know your opponent is in the habit of playing them.
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