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WI - Karaz-a-Karak

Started by fatolaf, August 12, 2011, 12:02:00 pm

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fatolaf

On Pre-order now in the shop



QuoteThe great Dwarf hold of Karaz-a-Karak teems with activity. Engineers build mighty works while smiths hammer out runes of power on forges deep within the mountain. But now, a particularly ingenious engineer has invented a potent new weapon. Will it be enough to pay back his people's centuries-old grudge?

Fantasy Flight Games is pleased to announce the upcoming release of Karaz-a-Karak, the fourth Battle Pack in The Capital Cycle for Warhammer: Invasion The Card Game! With three copies each of 20 unique cards (half of which are devoted to the grog-swilling Dwarfs), Karaz-a-Karak is an invaluable Battle Pack for players harboring ancient grudges against past opponents.

An Ancient Gathering Place

Karaz-a-Karak introduces a host of options to your Dwarf deck. First, each Battle Pack in The Capital Cycle introduces a Capital Center card for its respective faction. This costly support card provides an amazingly beneficial text effect...but only if it remains in play long enough to trigger. For example, the Great Guild Hall (Karaz-a-Karak, 69) is the epicenter of Dwarf ingenuity; if it remains in play for four rounds, it can provide your forces with a burst of Dwarf technology!





QuoteEach faction similarly receives some benefit from its Capital Center after a set number of rounds (The Iron Rock brings the Orcs a Boss Pit (The Iron Rock, 49), for example), and this exciting mechanic introduces new synergies when paired with cards like Lore Seeker (Karaz-a-Karak, 63). When used to advance your own cause, Lore Seeker can bring you one step closer to completing some all-important quest. But used against an opponent, Lore Seeker can be used to add tokens to his Capital Center, slowing its progress.

Not a Dwarf player? Karaz-a-Karak offers never-before-seen support, tactic, and unit cards for players of all six factions.

fatolaf

Some new Dwarf cards and an amazing new support card..



QuoteThe Runeblades prove there's no substitute for a trustworthy unit, and while they inspire your armies to new feats of strength, they turn to other Dwarfs for their inspiration. The Runeblades may give you new reason to take a look at King Kazador (Core Set, 7) and all those engineers in The Great Guild Hall (Karaz-a-Karak, 69) who dedicate themselves to the spirit of Dwarf ingenuity. Yes, it may take some work to build enough resources and loyalty to get these cards into play, but when the going gets tough, these Dwarfs make your Runeblades beastly. Meanwhile, before you can afford to play them, Leave No Trace means these cards have value even in your hand.



QuoteWhen your units are loyal, you won't be seized by crippling Paranoia (Karaz-a-Karak, 78). While The Capital Cycle offers cards for each race that trigger positive effects based on high loyalty, it also offers a brutal reproach for all those fickle units who come and go with no sworn devotion. For a mere one resource, Paranoia allows you to target a unit in an opponent's zone and prevent the subsequent play of any other units with fewer than three units. Early on, this can shut down a player's kingdom zone and prevent the acceleration of resources or cripple card draw by limiting units in the quest zone. Later in the game, when your opponent has a steady supply of cards and resources, Paranoia may discourage units from heading to the battle zone, buying you time to launch a strike of your own.



QuoteIt's true that your opponent may sacrifice the attached unit in order to remove the attachment, but that makes this support card one of the most cost-efficient unit destruction effects in the game. Just one resource to force the destruction of nearly any unit in the game? While your opponent's armies are crippled by Paranoia and your Runeblades are cleaving their way into your his capital, you'll be doubly thankful for the loyal Dwarfs in your service.

fatolaf