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RAW DEAL REVOLUTION
Coming December 2006:

REVOLUTION RULEBOOK NOW ONLINE:

REVOLUTION WAVE 1: MANEUVERS

REVOLUTION WAVE 2: REVERSALS + ANTICS

REVOLUTION WAVE 3: PRE + MIDMATCH

REVOLUTION WAVE 4: TRIPLE H

REVOLUTION WAVE 5: JOHN CENA

REVOLUTION WAVE 6: BATISTA

REVOLUTION WAVE 7: REY MYSTERIO

REVOLUTION WAVE 8: TOURNEY KIT + PROMO CARDS

Here's a look at the cards that've been spoiled so far:

And here's an article detailing some of the features of Raw Deal Revolution:

This December Comic Images releases the 21st set for WWE Raw Deal: 'Revolution.' Like any expansion, the 130-cards are compatible with all previous releases. Players can also make a competitive deck solely by using the cards from this set, without needing to dig up hard-to-find singles. Because of this design element, Comic Images is introducing a new tournament format - 'Revolution' - where players just use these cards, along with the dozen cards available at their local hobby shop when they attend events.

'Revolution' is not just the 21st set for Raw Deal, but it is the 2.1st set as it's the 1st set of Raw Deal: Volume 2. All the cards from 'volume 1' - twenty sets released between August 2000 and August 2006 - will still be used in non-'Revolution- events, which will be 100% supported by Comic Images in perpetuity. The 'Revolution' set and 'Revolution' events are the best way ever since the game's debut for a new player to experience the elegant game mechanics and quick play that have made this game one of the top-selling CCG í s of all time.

There are four WWE superstarsóBatista, John Cena, Rey Mysterio, and Triple H - found exclusively in the four pre-constructed starter decks. Each starter contains six foils: the superstar plus five trademark cards. Each superstar also has four ultra rare foils found in the boosters. There are four ECW extremists - CM Punk, Sabu, Sandman, and Test - players get at their local tournaments. These eight wrestlers make up the current 'Revolution' field.

Assaults, holds, and throws are the main types of new maneuvers, representing basic attacks in a wrestling match. There are also trademark moves, specific to a superstar. Maneuvers are organized and noted by size: those that deal 7 damage or less are designated 'core;' 8-14 damage as 'mean;' and 15 or more damage as 'colossal.' Another way to distinguish is by target, with each having one of six showing where the pain is inflicted: head, neck, chest, arms, back, or legs.

Various cards interact with maneuvers based on their type, size, and/or their target. They combine to offer players a wealth of tactical and strategic decisions when building their deck and when playing. Whether itís a card like 'I Wonít Be Beat Tonight' that only reverses colossals, 'Itís All Led To This' that makes your next maneuver +10 damage and almost impossible to reverse if you have multiples of the same target in your ring, or Triple Hís 'Bow Before The Throne' that reverses holds - all the various pieces come together to make the 'Revolution' collage.

Along with the reversal, pre-match, and mid-match cards also comes a new type: antics, which replicate shenanigans during a match that arenít moves or counters. You have effects like 'Look Under The Ring' that fetches two cards out of your ringside to more lavish antics like 'A Spirited Turn Of Events' that not only replenishes your arsenal, but also makes your opponent overturn six.

Other new aspects of the game are 'follow-up' and 'momentum cards.' Follow-ups require another card-whether an antic or maneuver-to be played before it. You may pack as copies of any non-unique follows-ups as you want (unique follow-ups, like John Cenaís 'Killswitch,' can only be one per deck as they are unique). The three main non-unique follow-ups in 'Revolution' are: 'Snatch & Lift,' 'Synch It In,' and 'Throw Into The Ring Ropes,' which interact with throws, holds, and assaults respectively, boosting those maneuver types. As a bonus, when you successfully play any of those, your next aforementioned maneuver gets momentum - which means it can only be reversed by cards that specifically reverse momentum cards, like 'Inertia' and 'You Telegraphed It.' So while follow-ups may not be easy to play, the reward - momentum - makes them worth it.

As mentioned above, the WWE superstars in 'Revolution' each have a superstar plus five cards in starters plus four ultra rare foils in boosters. These nine superstar-specifics are antics, maneuvers, reversals, pre-match, and mid-match cards. There is another type exclusive to superstars and itís brand new in 'Revolution': storylines. In WWE when a superstar gets involved in a particular aspect of the programming some facet of his personality changes, whether his public demeanor, his wardrobe, or how he wrestles-likewise, with storylines, your superstar will act in a different way as he gets a new ability. So whether John Cena adopts the 'Doctor Of Thuganomics' storyline, Batista his 'I Walk Alone,' Rey Mysterio his 'From Cruiserweight To Heavyweight Champ,' or Triple H his 'Ten Time World Champion,' storylines are another way 'Revolution' changes the way you play.

This December, be sure to pick up WWE Raw Dealís 21st (2.1st?) expansion: 'Revolution.' If youíre a current player, youíll find lots of cards to add to all your favorite decks, plus have a new way to play as well. If youíre a player who used to play but hasnít been around lately, check it out and get right back into the game. And if you've never played the game before, there has never been a better time in the last six-plus years to experience the WWE excitement.

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