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[W:I] Warhammer's invasion of your wallet.

13

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    PMAversPMAvers Registered User regular
    edited February 2010
    Article re: Dark Elves are up.
    http://www.fantasyflightgames.com/edge_news.asp?eidn=1095

    Has a few previews as well. Shades is from Assault, Caught the Scent's from Deathmaster's Dance.

    warhammer-invasion-card-shades.pngwarhammer-invasion-card-caught-the-scent.png

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    PMAversPMAvers Registered User regular
    edited February 2010
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    TheLawinatorTheLawinator Registered User regular
    edited February 2010
    I need 3 of the latest battlepack for the bestest Skaven deck.

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    GaebrilGaebril Registered User regular
    edited February 2010
    Caught the Scent seems laughably overpriced. Actually I guess all discard effects seem overpriced in this game, considering how easy it is to draw cards.

    The Great Unclean One though... O_O I don't even need to put that in my battlefield for it to be worth it's cost.

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    TheLawinatorTheLawinator Registered User regular
    edited February 2010
    It's too bad you can't sacrifice someone else's corrupt units.

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    RericReric Registered User regular
    edited February 2010
    I need 3 of the latest battlepack for the bestest Skaven deck.

    I can't wait until the next cycle of battle packs comes around so that you don't have to mess with buying multiples of the same pack.

    Reric on
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    TheLawinatorTheLawinator Registered User regular
    edited February 2010
    Reric wrote: »
    I need 3 of the latest battlepack for the bestest Skaven deck.

    I can't wait until the next cycle of battle packs comes around so that you don't have to mess with buying multiples of the same pack.

    Oh yea, that will be great.

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    PMAversPMAvers Registered User regular
    edited February 2010
    New Deathmaster's Dance preview article:

    warhammer-invasion-card-ulrics-fury.png

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    PMAversPMAvers Registered User regular
    edited February 2010
    While it's not a preview or anything, apparently Regional Championships are coming. Locations are going to be announced on March 22'nd, and are supposed to be run between April 30'th and June 30'th.

    There *will* be a Worlds Championship at GenCon Indy this year, too.

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    ArfortArfort Registered User regular
    edited February 2010
    I updated the OP with the upcoming tournaments info. I hope a shop near me will run the regional.

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    PMAversPMAvers Registered User regular
    edited March 2010
    Guess what time it is, kids?

    It's time for the Deathmaster's Dance spoiler! (From the thread over on the FFG Forums.)
    ----

    Card# Card Name (Card Type) Cost-LoyaltyCost

    Power/HP Bold Text

    Card Text

    ----

    Example: (Dwarf Unit) 2-DD means 2 resource, 2 Dwarf Loyalty. Whereas (Dark Elf Unit) 2-DD means 2 resource, 2 Dark Elf Loyalty.

    Support cards with a 0/0 means they provide no power. 2/0 means they provide 2 Power.

    ----

    One Copy: 62, 63, 64, 67, 69, 72, 74, 76, 77, 79

    Three Copies: 61, 65, 66, 68, 70, 71, 73, 75, 78, 80

    ----

    #61 Mountain Legion (Dwarf Unit) 1-DDD

    1/1. Warrior.

    Toughness 1.


    #62 Empty the Hold (Dwarf Tactic) 4-D

    Action: Search the top five cards of your deck. You may put into play (in any zone) one unit found amongst those cards with printed cost 3 or lower. Then shuffle your deck.


    #63 Reclaim the Hold (Dwarf Quest) 0-DD

    Quest: After a card you control leaves play, you may discard 1 resource token from this card to place that card into its current zone as a development instead of discarding it.

    Quest: Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.


    #64 Viligant Elector (Empire Unit) 3-EE

    1/3. Warrior.

    Quest. Action. Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of it's controller's turn."


    #65 Flagellants (Empire Unit) 1-E

    0/3. Zealot.

    Action: Sacrifice this unit to cancel the next 2 damage assigned to your capital this turn.


    #66 Ulrics Fury (Empire Tactic) 2-EE

    Action: Each of your defending units gains Counterstrike 1 until the end of the turn.


    #67 Silver Helm Detachment (High Elf Unit) 3-H

    1/2. Warrior. Elite.

    This unit enters play with 3 resource tokens on it.

    Action: Remove a resource token fom this unit to gain 1 power until the end of the turn (limit once per turn).


    #68 Isha's Gaze (High Elf SUpport) 0-H

    Attachment. Spell.

    Attach to a target unit.

    Whenever a unit is healed, attached unit gains 1 power until the end of the turn.


    #69 Banish (High Elf Tactic) 3-HH

    Action: Return one target unit without any Attachment cards on it to its owners hand.


    #70 Iron Boyz (Orc Unit) 3-O

    1/3. Warrior.

    Toughness 1.


    #71 Grimgor's Spike (Orc Support) 1-OO

    Attachment. Weapon.

    Attach to an orc unit.

    If attached unit is defending alone, destroy all attacking units when they take combat damage this phase.


    #72 Swarm 'Em (Orc Tactic) X-OO

    Action: Deal X damage to one target defending unit, where X is the number of units and developments in your battlefield.


    #73 Great Unclean One (Chaos Unit) 6-CCCC

    4/6. Daemon.

    Battlefield. Action: Sacrifice a corrupt unit to give this unit 1 power until the end of turn.


    #74 Hellcannon Reserves (Chaos Support) 4-CC

    1/0. Siege.

    Kingdom. Whenever a tactic you play deals damage to one or more targets, deal an additional damage to each target.


    #75 Offering of Blood (Chaos Tactic) 0-CC

    Action: Sacrifice a unit. If you do, deal 1 damage to each section of each opponents capital.


    #76 War Hydra (Dark Elf Unit) 5-D

    2/1. Creature.

    Place 5 resource tokens on this unit when it enters play.

    Action: REmove a resource token from this unit to cancel 1 damage assigned to it. Then add 1 resource to your pool.


    #77 Reaper Bolt Thrower (Dark Elf Support) 2-DD

    Siege.

    Battlefield. Action: Spend 2 resources to deal 2 indirect damage to each opponent. (Players assign their own indirect damage.)


    #78 Caught the Scent (Dark Elf Tactic) 2-DDD

    Play during your turn.

    Action: Look at one target opponent's hand. You may choose and discard one card from that hand.


    #79 Unique: Deathmaster Sniktch (Neutral Unit) 4

    2/2. Hero. Skaven.

    Limit one hero per zone. Destruction only.

    Action: Corrupt this unit to destroy one target unit with fewer remaining HPs than the number of skaven cards in play.


    #80 Juvenile Wyvern (Neutral Unit) 4

    1/2. Creature.

    Destruction only.

    When Juvenile Wyvern defends, it deals its combat damage to all attacking units.

    I do believe a "lol wut" is required in regards to Juvenile Wyvern.

    And ye gods, the Deathmaster... yikes.

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    PMAversPMAvers Registered User regular
    edited March 2010
    New Assault on Ulthuan preview article, this time High Elves.

    http://www.fantasyflightgames.com/edge_news.asp?eidn=1166

    warhammer-invasion-card-illyriel.pngwarhammer-invasion-card-flames-of-phoenix.png

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    PMAversPMAvers Registered User regular
    edited March 2010
    The next "cycle" has been announced, "The Enemy Cycle." Slated to start in the summer. First battle-pack for it will be called "The Burning of Derricksburg."

    http://www.fantasyflightgames.com/edge_news.asp?eidn=1186

    Some previews:

    warhammer-invasion-card-mining-tunnels.pngwarhammer-invasion-card-whip-the-slaves.png

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    jabrams007jabrams007 Registered User regular
    edited March 2010
    I wonder if they're going to have an Order-aligned race in the new cycle to counter the Skaven.

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    PMAversPMAvers Registered User regular
    edited March 2010
    Possibly, although more Witch Hunters would never be a bad idea. The few that are out seem to be a bit anti-corruption...

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    PMAversPMAvers Registered User regular
    edited March 2010
    Another Burning of Derricksburg preview...

    warhammer-invasion-card-griffon-standard.pngwarhammer-box-burning-of-derricksburg.png

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    PMAversPMAvers Registered User regular
    edited March 2010
    Some more Assault on Ulthuan previews...
    http://www.fantasyflightgames.com/edge_news.asp?eidn=1210

    warhammer-invasion-card-battle-standard.pngwarhammer-invasion-card-scrap-heap.png

    *looks at Scrap Heap*

    Um. D:

    Yeah.

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    jabrams007jabrams007 Registered User regular
    edited March 2010
    Can I just say, regardless of how good this game is (I love it by the way), the artwork on these cards is just consistently stunning.

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    PMAversPMAvers Registered User regular
    edited March 2010
    It's text spoiler time for Assault on Ulthuan, since it came out this week.

    From the FFG forums... http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=140&efcid=4&efidt=305714
    High Elf/Order Deck

    * Envoy from Averlorn (x3)
    * Shadow Warrior (x3)
    * Sword Masters of Hoeth (x3)
    * High Elf Spearmen (x3)
    * Caradryan (x1)
    * Initiate of Saphery (x3)
    * Loremaster of Hoeth (x3)
    * Illyriel (x1)
    * Dragon Prince (x2)
    * Wake the Dragons (x1)
    * Defend Tor Aendris (x1)
    * Dragon Mage Wakening (x2)
    * The Glittering Tower (x2)
    * Shrine of Asuryan (x1)
    * Temple of Vaul (x1)
    * Tear of Isha (x2)
    * Flames of the Pheonix (x2)
    * For Ulthuan! (x1)
    * Asuryan's Cleansing (x1)
    * Gift of Life (x2)
    * High Elf's Disdain (x2)
    * Slayers of Karak Kadrin (x2)
    * Mountain Barracks (x1)
    * Lure Them Out (x2)
    * Gold Wizard Acolyte (x2)
    * Battle Standard (x1)
    * Surrender! (x2)
    * Treasure Vaults (x2)
    * Ancient Map (x1)
    * Innovation (x1)
    * Board Attack (x1)
    *

    Dark Elf/Destruction Deck

    * Dark Initiate (x3)
    * Walking Sacrifice (x3)
    * Harpies (x3)
    * Shades (x3)
    * Cold One Knight (x3)
    * Mortella (x1)
    * Dark Sorceress (x2)
    * Corsairs of Ghrond (x3)
    * Lokhir Fellheart (x1)
    * Night Raids (x1)
    * Sack Tor Aendris (x1)
    * Mind Killer (x2)
    * Word of Pain (x2)
    * Har Ganeth (x2)
    * Altar of Khaine (x1)
    * Lash the Prisoner! (x2)
    * Dark Visions (x1)
    * Chillwind (x2)
    * Bathe in Blood (x1)
    * Take Captive! (x1)
    * Invoke Khaine's Wrath (x2)
    * Wyvern Rider (x2)
    * Scrap Heap (x1)
    * Foot of Gork (x2)
    * Maledictor of Tzeentch (x2)
    * Blood Frenzy (x1)
    * Tzeentch's Firestorm (x2)
    * Treasure Vaults (x2)
    * Ancient Map (x1)
    * Innovation (x1)
    * Boar Attack (x1)

    Yes, Assault comes with extra copies of Innovation. Rejoice, for you don't have to buy extra copies of the core for it!

    Now for the cards.
    Full Spoiler

    Format is listed below.

    ----

    Card# Card Name (Card Type) Cost-LoyaltyCost

    Power/HP Bold Text

    Card Text

    ----

    Example: (Dwarf Unit) 2-DD means 2 resource, 2 Dwarf Loyalty. Whereas (Dark Elf Unit) 2-DD means 2 resource, 2 Dark Elf Loyalty.

    Support cards with a 0/0 means they provide no power. 2/0 means they provide 2 Power.

    ----

    #1 Envoy from Averlorn (High Elf Unit) 1-H

    1/1. Messenger.

    Quest zone only.

    ----

    #2 Shadow Warrior (High Elf Unit) 2-H

    1/1. Ranger.

    Forced: At the beginning of your turn, each opponent must assign 1 damage to any unit in his battlefield.

    ----

    #3 Sword Masters of Hoeth (High Elf Unit) 4-HH

    2/3, Warrior. Elite.

    Battlefield. Cancel all combat damage assigned to this unit.

    ----

    #4 High Elf Spearman (High Elf Unit) 3-H

    2/1. Warrior.

    ----

    #5 Caradryan (Unique High Elf Unit) 4-HH

    2/3. Hero.

    Limit 1 Hero per zone.

    Quest. Forced: At the beginning of your turn, look at the top 3 cards of any player's deck. You may discard up to 1 of these cards. Return the rest to the top of the deck in any order.

    ----

    #6 Initiate of Saphery (High Elf Unit) 3-H

    1/3. Initiate. Mage.

    Kingdom. Action: At the beginning of your turn, heal 1 damage from each unit you control.

    ----

    #7 Loremaster of Hoeth (High Elf Unit) 2-H

    1/2. Mage.

    Forced: After this unit enters play, each player takes 2 indirect damage. (Players assign their own indirect damage.)

    ----

    #8 Illyriel (Unique High Elf Unit) 4-HHH

    2/4. Hero. Warrior.

    Limit 1 Hero per zone.

    Battlefield. Action: At the beginning of your turn, return one target unit to its owner's hand unless its owner pays you two resources.

    ----

    #9 Dragon Prince (High Elf Unit) 4-HH

    1/4. Warrior.

    Forced: After Dragon Prince enters play from your hand, each player chooses up to 2 units in his battlefield. All other units in that zone are sacrificed.

    ----

    #10 Wake the Dragons (High Elf Quest) 2-H

    Quest. While this card has 3 or more resources on it, you may return a High Elf card with cost 3 or higher from your discard pile to your hand at the beginning of your turn.

    Quest. Forced: Place 1 resource token on this card at the beginning of your turn if there is a unit questing here.

    ----

    #11 Defend Tor Aendris (High Elf Quest) 2-H

    Quest. Any unit questing here may defend any zone.

    Quest. You may spend resources on this quest to pay for cards and effects.

    Quest. Forced: At the end of any turn in which the questing unit defended, place 2 resource tokens on this card.

    ----

    #12 Dragon Mage Awakening (High Elf Support) 0-H

    0/0. Attachment.

    Attach to a target unit.

    Attached unit gets +3 hit points.

    ----

    #13 The Glittering Tower (Unique High Elf Support) 2-H

    1/0. Building.

    Kingdom. Action: Whenever you heal a unit, deal 1 damage to one target enemy unit or one target section of an opponent's capital.

    ----

    #14 Shrine of Asuryan (High Elf Support) 2-H

    1/0. Building.

    Kingdom. Action: At the beginning of your turn, you may restore one target corrupted unit.

    ----

    #15 Temple of Vaul (High Elf Support) 3-H

    3/0. Building.

    Forced: At the beginning of your turn, deal 2 damage to your capital (you choose which section(s)).

    ----

    #16 Tear of Isha (High Elf Tactic) 1-H

    Spell.

    Action: Heal all damage on one target unit.

    ----

    #17 Flames of the Pheonix (High Elf Tactic) 4-HHH

    Spell.

    Play during your turn.

    Action: Return all units in play to their owner's hands.

    ----

    #18 For Ulthuan! (High Elf Tactic) 1-H

    Play at the beginning of your battlefield phase.

    Action: Your attacking units may attack two enemy zones this turn. (Declare which units are attacking which zone when you declare attackers.)

    ----

    #19 Asuryan's Cleansing (High Elf Tactic) 0-HH

    Spell.

    Action: Cancel and discard target unit or support card being played unless its controller spends all resources in his pool. (If no resources remain, opponent can spend 0 resources to spend "all.")

    ----

    #20 Gift of Life (High Elf Tactic) 1-HH

    Spell.

    Action: Return target High Elf unit from your discard pile to your hand.

    ----

    #21 High Elf's Disdain (High Elf Tactic) 2-HH

    Spell.

    Action: Cancel a tactic just played.

    ----

    #22 Dark Initiate (Dark Elf Unit) 1-D

    1/1. Priest.

    This unit does not count its power unless you have at least 2 developments in this zone.

    ----

    #23 Walking Sacrifice (Dark Elf Unit) 0-D

    0/1. Martyr.

    Forced: When this unit leaves play, draw a card.

    ----

    #24 Harpies (Dark Elf Unit) 2-DD

    1/2. Creature.

    Quest. Action: When an opponent draws cards for his quest phase, corrupt this unit to discard 1 card at random from that player's hand if he has 7 or more cards in hand.

    ----

    #25 Shades (Dark Elf Unit) 2-D

    1/1. Warrior.

    Scout (discard one card at random from an opponent's hand if this unit survives combat).

    ----

    #26 Cold One Knight (Dark Elf Unit) 3-D

    1/3. Warrior.

    Toughness 1 (Whenever this unit is assigned damage, cancel 1 of that damage).

    ----

    #27 Mortella (Unique Dark Elf Unit) 3-DDD

    1/3. Hero. Sorcerer.

    Limit one Hero per zone.

    Quest. Action: Corrupt this unit to play a tactic out of an opponent's discard pile, ignoring loyalty costs, as if it were in your hand. Return that card to the bottom of its owner's deck. (Play restrictions must still be observed.)

    ----

    #28 Dark Sorceress (Dark Elf Unit) 4-DD

    2/2. Sorcerer.

    Reduce the cost to play this unit by 1 for each corrupted unit controlled by your opponents.

    ----

    #29 Corsairs of Ghrond (Dark Elf Unit) 3-D

    1/3. Warrior.

    Battlefield. Forced: When this unit leaves play, one target unit gets -2 hit points until the end of the turn.

    ----

    #30 Lokhir Fellheart (Unique Dark Elf Unit) 5-DDDDD

    3/4. Hero. Warrior.

    Limit one Hero per zone.

    Battlefield. Action: At the beginning of your turn, one target unit in any battlefield gets -1 hit points until the end of turn for each development in this zone.

    ----

    #31 Night Raids (Dark Elf Quest) 2-DD

    Quest. While this quest has 3 or more resources tokens on it, each of your units gains one power.

    Quest. Forced: Place 1 resource token on this card at the beginning of your turn if there is a unit questing here.

    ----

    #32 Sack Tor Aendris (Dark Elf Quest) 2-D

    Quest. Any unit questing here may attack as though it were in your battlefield.

    Quest. You may spend resources on this quest to pay for cards and effects.

    Quest. Forced: At the end of any turn in which the questing unit participated in an attack, place a resource token on this card.

    ----

    #33 Mind Killer (Dark Elf Support) 0-DD

    Attachment. Hex.

    Attach to a target unit.

    Attached unit loses one power.

    ----

    #34 Word of Pain (Dark Elf Support) 2-D

    Attachment. Hex.

    Attach to a target unit.

    Attached unit cannot attack.

    ----

    #35 Har Ganeth (Unique Dark Elf Support) 2-D

    1/0. Building.

    Kingdom. Action: At the beginning of your turn, return one target unit with less than 2 hit points to its owner's hand.

    ----

    #36 Altar of Khaine (Dark Elf Support) 4-DD

    2/0. Building.

    Kingdom. Action: If one of your units would be destroyed, you may pay 1 resource to instead return it to your hand.

    ----

    #37 Lash the Prisoner! (Dark Elf Tactic) 0-DDD

    Action: Sacrifice a unit. If you do, gain 2 resources.

    ----

    #38 Dark Visions (Dark Elf Tactic) 1-DD

    Spell.

    Play during your turn.

    Action: Search the top 5 cards of your deck for a card and put it into your hand. Then shuffle your deck.

    ----

    #39 Chillwind (Dark Elf Tactic) 1-D

    Spell.

    Action: Corrupt one target unit. Then, you may restore one corrupted unit.

    ----

    #40 Bathe in Blood (Dark Elf Tactic) 1-D

    Action: Choose one target Dark Elf unit. Double that unit's power until the end of the turn. At the end of the turn, sacrifice it.


    #41 Take Captive! (Dark Elf Tactic) 3-DDD

    Action: Take control of target attacking unit until the end of the turn. Move it to the attacked zone, declared as a defender.

    ----

    #42 Invoke Khaine's Wrath (Dark Elf Tactic) 3-DD

    Spell.

    Play at the end of any battlefield phase.

    Action: Destroy all units that participated in combat this phase.

    ----

    #43 Slayers of Karak Kadrin (Dwarf Unit) 2-DD

    1/2. Warrior.

    Battlefield. Action: Sacrifice this unit to destroy one target attacking unit.

    ----

    #44 Mountain Barracks (Dwarf Support) 2-D

    1/0. Building.

    Your Dwarf units in this zone gain Toughness 1 (whenever this unit is assigned damage, cancel 1 of that damage.)

    ----

    #45 Lure Them Out (Dwarf Tactic) 1-DD

    Action: Choose two target units, each in a different battlefield. Each target uni counts its power and deals that amount of damage to the other.

    ----

    #46 Gold Wizard Acolyte (Empire Unit) 2-EE

    1/2. Mage.

    Battlefield. Action: When you declare this unit as an attacker, one target unit cannot defend against this attack.

    ----

    #47 Battle Standard (Empire Support) 0-E

    Attachment.

    Attach to a unit you control.

    Action: At the beginning of your battlefield phase, you may move this unit to a different zone.

    ----

    #48 Surrender! (Empire Tactic) 1-EE

    Action: Return target defending unit to its owner's hand.

    ----

    #49 Wyvern Rider (Orc Unit) 3-O

    1/3. Calvary.

    Battlefield. This unit gains one power if you have no developments in this zone.

    ----

    #50 Scrap Heap (Orc Support) 1-OO

    0/0. Siege.

    Orc units in this zone get +1 hit points.

    ----

    #51 Foot of Gork (Orc Tactic) 2-OOO

    Play during your turn.

    Action: Destroy one target unit with printed cost 2 or lower.

    ----

    #52 Maledictor of Tzeentch (Chaos Unit) 4-CC

    2/3. Mage.

    Forced: At the beginning of your turn, this unit and one other target unit each take 1 damage.

    ----

    #53 Blood Frenzy (Chaos Support) 1-CCC

    Attachment.

    Attach to a target unit in your battlefield.

    Attached unit gains one power for each resource token on this card.

    Forced: Each time an opponent's unit enters a discard pile from play, put a resource token on this attachment.

    ----

    #54 Tzeentch's Firestorm (Chaos Tactic) 4-CC

    Spell.

    Action: Deal 2 damage to 2 different target units.

    ----

    #55 Treasure Vaults (Neutral Support) 3

    1/0. Building.

    Kingdom. While you have 3 or more developments in this zone, each Building support card in this zone gains a power.

    ----

    #56 Ancient Map (Neutral Tactic) 1

    Action: Search your deck for a quest card, reveal it to each player, and add it to your hand. Then, shuffle your deck.

    ----

    #57 Innovation (Neutral Tactic) 0

    Action: Gain 1 resource for each development in your kingdom.

    ----

    #58 Boar Attack (Neutral Tactic) 3

    Action: Choose an opponent. That opponent must either deal 3 damage to an undeveloped section of his capital, or sacrifice a unit or support card in any developed zone.

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    PMAversPMAvers Registered User regular
    edited March 2010
    Oh, hey, more previews.

    From Assault:

    warhammer-invasion-card-slayers.png

    From The Warpstone Chronicles:

    warhammer-invasion-card-great-book.png

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    PMAversPMAvers Registered User regular
    edited April 2010
    New Warpstone Chronicles preview:

    warhammer-card-vigilant-pistoliers.png

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    jabrams007jabrams007 Registered User regular
    edited April 2010
    Empire gets so many cool toys!

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    TheLawinatorTheLawinator Registered User regular
    edited April 2010
    We should play this online with each other.

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    My SteamID Gamertag and PSN: TheLawinator
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    NamrokNamrok Registered User regular
    edited April 2010
    I love this game so much. Sadly nobody in my group has any interest in it at all. Years of magic has trained them to think in certain terms which W:I strictly goes against.

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    PMAversPMAvers Registered User regular
    edited April 2010
    Namrok wrote: »
    I love this game so much. Sadly nobody in my group has any interest in it at all. Years of magic has trained them to think in certain terms which W:I strictly goes against.

    I'm assuming it's because it requires actual *thought*, which they have trouble with.

    There's only one thing you can do now.

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    ArfortArfort Registered User regular
    edited April 2010
    That new dwarf is pretty darm good.

    And I've also had shit poor luck getting my magic addict friends to play this. They'd rather pay 200$ for a play set of the new Jace Planewalker or that M10 angel.

    Arfort on
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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited April 2010
    PMAvers wrote: »
    I'm assuming it's because it requires actual *thought*, which they have trouble with.

    There's only one thing you can do now.

    Dude... don't knock Magic.

    That's like insulting Babe Ruth because Barry Bonds hit 13 more HRs than him.

    Not cool.

    admanb on
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    PMAversPMAvers Registered User regular
    edited April 2010
    admanb wrote: »
    PMAvers wrote: »
    I'm assuming it's because it requires actual *thought*, which they have trouble with.

    There's only one thing you can do now.

    Dude... don't knock Magic.

    That's like insulting Babe Ruth because Barry Bonds hit 13 more HRs than him.

    Not cool.

    Probably should have been clearer. Have no problem with Magic itself, just that every player I've met IRL has been one I wish I could launch into the sun for the good of humanity.

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited April 2010
    Fair enough.

    admanb on
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    NamrokNamrok Registered User regular
    edited April 2010
    Naw, it has nothing to do with one being harder than the other. It just has to do with certain habits they have in magic which are against the rules in W:I. So they just prefer what was familiar.

    Ironically enough, none of them play magic anymore.

    Namrok on
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    PMAversPMAvers Registered User regular
    edited April 2010
    First preview of The Fall of Karak Grimaz, the second BP in the Enemy Cycle, is up.

    warhammer-card-grudgebearer.png

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    PMAversPMAvers Registered User regular
    edited April 2010
    It's the best time of the year... spoiler time!

    Warpstone Chronicles is out... and this is courtesy of the FFG forums.
    Here's the newest Battlepack "The Warpstone Chronicles" Spoiler. Enjoy!

    R = Resources, L= Loyalty Icons, P= Power, HP = Hit Points

    1. 3x Dragonslayer, Dwarf Unit, 4R, 2L, 2P, 1HP - "Slayer. Toughness 2. When you attack during your battlefield phase, this unit may attack from your quest zone."

    2. 1x Vigilant Pistoliers, Empire Unit 3R, 2L, 1P, 2HP - "Warrior. If this unit is destroyed while in your battlefield, put it into play in your kingdom instead of into your discard pile."

    3. 3x Finreir's Guard, High Elf Unit, 2R, 1L, 1P, 1HP - "Warrior. Toughness 1."

    4. 3x Snotling Pump Wagon, Orc Unit, 2R, 1L, 2P, 1HP - "Warrior. Battlefield Only."

    5. 3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."

    6. 1x Naggaroth Spearmen, Dark Elf Unit, 3R, 2L, 1P, 2HP - "Warrior. Battlefield. ACTION: Spend X Resources to have this unit deal +X Damage in combat until the end of turn. X is the number of Developments in this Zone."

    7. 1x Great Book of Grudges, Dwarf Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Dwarf Unit. Attached unit gains 2 Power. When attached unit enters a discard pile from play, each opponent takes 6 Indirect Damage. (Players assign their own indirect damage.)

    8. 3x Flame Cannon, Dwarf Support, 0R, 2L - "Attachment. Weapon. Attach to a Target Unit. While attached unit is attacking or defending, it gains 1 Power for each enemy unit participating in the battle."

    9. 1x Runefang of Solland, Empire Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Empire Unit. Attached Unit gains 2 Power. ACTION: Sacrifice attached Unit to lower the cost of the next non-Epic Tactic you play this turn to 0."

    10. 3x Hellblaster Volley Gun, Empire Support, 1R, 1L - "Attachment. Weapon. Attach to a Target Unit in your Battlefield. Attached Unit deals +X damage in combat, where X is the number of developments in your Battlefield."

    11. 1x War Crown of Saphery, High Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target High Elf Unit. Attached Unit gains 1 Power for each Resource token on this card. FORCED: At the beginning of your turn, place a Resource token on this card."

    12. 1x Basha's Bloodaxe, Orc Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Orc Unit. Corrupt that Unit. Attached Unit deals +2 Damage in Combat. While attached Unit is attacking double all damage dealt to the defending Opponent's Capital."

    13. 3x Thick-Skinned, Orc Support, 0R, 2L - "Attachment. Attach to a Target Orc Unit. ACTION: Sacrifice this card to redirect any number of combat damage assigned to attached Unit to one Target Unit you control."

    14. 1x Daemonsword, Chaos Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Chaos Unit. Corrupt that Unit. Attached Unit gains 3 Power and gets +2 Hit Points."

    15. 1x Hydra Blade, Dark Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Dark Elf Unit. Corrupt that Unit. Attached Unit gains 2 Power. If attached Unit would be destroyed, you may pay 2 Resources to (instead of destroying it) leave it in play and remove all damage from it."

    16. 3x Ancient Waystone, Neutral Support, 2R, 1P - "ACTION: Spend 1 Resource to deal 1 damage to any target unit in this corresponding zone. Use this ability only once per turn, and only if any player has played a Spell card this turn."

    17. 1x Fellblade, Neutral Support, 2R, Unique - "Attachment. Relic. Skaven. Attach to a target Skaven Unit. Corrupt that Unit. Whenever a Unit is corrupted, place 1 Resource token on this card. Attached Unit deals +X Damage in combat, where X is the number of resource tokens on this card."

    18. 3x Second Sight, High Elf Tactic, 1R, 1L - "Spell. ACTION: Look at each opponent's hand. Then, draw a card."

    19. 3x Berserk Fury, Chaos Tactic, 2R, 3L - "ACTION: One target Unit gains 3 Power until the end of the turn. At the end of the turn, that unit takes 2 damage."

    20. 1x Slaver Raid, Dark Elf Quest, 1R, 2L - "Quest. ACTION: Discard 3 Resource tokens from this card to put a unit from an opponent's discard pile into play, corrupt, in your Quest Zone. Quest. FORCED: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

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    NamrokNamrok Registered User regular
    edited April 2010
    Hahah! I may have successfully sucked two of my friends into this game after all. They do appreciate the game, and my get their own copies, but I'm not sure how they feel about catching up with all the expansions I've bought, since they definitely give you an advantage.

    Up till now we've been sharing the core pack and expansions I've bought.

    Namrok on
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    Zetetic ElenchZetetic Elench Registered User regular
    edited April 2010
    PMAvers, your services are invaluable.

    Zetetic Elench on
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    NamrokNamrok Registered User regular
    edited April 2010
    Excellent, FLGS has this and I'll be picking up my copy after work today.

    Namrok on
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    PMAversPMAvers Registered User regular
    edited April 2010
    I like me too. :winky:

    Did some digging around the GenCon Indy page, and here's what is on tap for it.
    GenCon Indy events:

    8/5

    10 AM: Warhammer: Invasion King of the Hill Tournament

    Introducing a new alternate tournament format for the Warhammer: Invasion Living Card Game: King of the Hill! There will be several "Hot Seats" and each player in one will take on contenders for the time limit until defeated. Lose and the person who defeats you takes the "Hot Seat". When the time limit is up, the top Kings will compete against each other until a High King rises and claims first prize and the tournament championship.

    Entry fee: $4, Duration: 7 hours

    2 PM: Warhammer: Invasion Gen Con 2010 League Orientation

    Meet other Warhammer: Invasion players and compete in this casual, weekend-long league. At this orientation, you will receive exclusive league tokens, a league ribbon identifying you as a player, and a souvenir achievements booklet, as well as a briefing on the rules of the league. Play against other league members any time during the Gen Con weekend and meet back on Sunday for awards and prizes. A great way to play several games at Gen Con.
    Entry fee: $2, duration: 2 hours

    8/6

    10 AM: Warhammer: Invasion 3-on-3 Team Event

    Introducing a new alternate play format for the Warhammer: Invasion Living Card Game: Team Play! Form a three-player team and compete against other teams for ultimate victory in this exciting new format. Multiple Swiss rounds will be played and will then cut to a top tier (the number depending on attendance) with one team claiming first prize and the tournament championship.
    Entry fee: $6, duration: 9 hours

    8/7

    10 AM: Warhammer: Invasion World Championship

    Compete against other Warhammer: Invasion players and claim the World Championship at this exciting event! Multiple Swiss rounds will be played and will then cut to a top tier (the number depending on attendance) with one player claiming the title of World Champion, as well as exclusive prizes!
    Entry fee: $6, duration: 9 hours

    8/8

    10 AM: Warhammer: Invasion Draft Tournament

    Everyone is set on the same footing with the Warhammer: Invasion Draft Tournament. With just the contents of one Warhammer: Invasion Core Set, plus Drafting cards, you will build your deck on the spot and compete against other players in this exciting alternate play format. Multiple Swiss rounds will be played and will then cut to a top tier (the number depending on attendance) with one player claiming the tournament championship.
    Entry fee: $4, duration: 5 hours

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    DracilDracil Registered User regular
    edited April 2010
    So I'm interested in this, but the fact that nobody around me really plays CCGs anymore makes it not a very good investment.

    Hopefully FFG will one day put their LCG games in an online format, preferably with the new distribution format of 3 for every card, including the old sets. They'd definitely get my money then.

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    NamrokNamrok Registered User regular
    edited April 2010
    Dracil wrote: »
    So I'm interested in this, but the fact that nobody around me really plays CCGs anymore makes it not a very good investment.

    Hopefully FFG will one day put their LCG games in an online format, preferably with the new distribution format of 3 for every card, including the old sets. They'd definitely get my money then.

    Honestly, if you are the only person who buys it, it still works out. That's what I've done, although I may get a friend or two to enjoy it enough to make their own purchase.

    If you have the core pack, you just follow the rules in that. Each person picks a race which is 40 cards, then gets 10 random neutrals.

    If you start getting expansions, what I've done is make a deck for each race. Some of them have neutrals, some don't. Then when I play with a friend I just give them their deck which I feel has maximized that races abilities.

    I don't get to do any really interesting, cross race deck building because, well, that's sort of a dick move. "I want to play Orc" "Ok, I'm playing my Orc/Chaos deck, and I've already taken all the good cards out of Orc. Sorry bud."

    But hopefully those days will soon be over because I think I've gotten my friends intrigued enough to buy their own sets.

    Namrok on
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    DracilDracil Registered User regular
    edited April 2010
    Well, my friends aren't really game players. I mean heck, their eyes glaze over if the rules for a board game are more than a page long.

    My only shot at playing is basically random strangers interested in it at my FLGS.

    The thing that attracts me about LCGs is in a way I can just treat them like board games with lots of expansions. The problem is CCGs still tend to be mired in lots of rules and errata and of course people having to learn every single card to know what comes up. Unless W:I's rules are somehow very simple.

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    NamrokNamrok Registered User regular
    edited April 2010
    Honestly, my girlfriend thinks W:I is more rule heavy than Magic. I don't know. I played Magic back in the 4th Edition/Ice Age era. She played it only 3 or 4 years ago.

    I think it might be a learning thing. A lot of W:I is very opposite to the way Magic does things. Also, playing Magic in elementary and middle school probably means we fudged a lot of the rules.

    But yeah, W:I does have errata. Mostly it seems to revolve around a few principles though. It constantly clarifies that certain things are keywords that aren't immediately obvious. For example, a lot of keywords get bolded on the cards, like action and forced, or maybe italicized like battlefield only. However, other words, like target, just get printed like normal words. So a lot of people take the common sense "Oh, anything that is causing an effect on anything else is targeting it" when in reality, it has to specifically use the target keyword in the effect description.

    The other thing that gets hammered home in the errata is that the phases of gameplay are discrete, uninterruptable events. For example combat has 5 phases. Declare your intent to attack a capital section, declaring who is attacking, declaring who is defending, assigning where you would like the damage to go, and then committing the damage where you assigned it.

    But none of these things get undone, no matter what changes along the way.

    So for example, you have assigned damage. It is a discrete step, and now its been finished. Then someone uses an ability that returns something you were killing to their hand. Your first instinct might be to go "Oh, well he's not around to take the damage anymore, so it flows through to the capitcal", but thats not true. You assigned damage to him. You don't get to move it because he's not around anymore. There are no take backs, no matter what. Literally half the errata seems to revolve around people asking if they get to take actions back once the targets become invalid, and the answer is always "No".

    Namrok on
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