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Warhammer Invasion

Started by fatolaf, July 08, 2009, 10:30:23 am

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fatolaf

July 08, 2009, 10:30:23 am Last Edit: July 10, 2009, 10:32:25 am by fatolaf
Coming soon, Warhammer invasion

A two player card based strategy game from FFG, artwork looks great,expect a raft of expansions as well..

Rules summary can be found here...

fatolaf

A bit of inside explanation on the game

QuoteWelcome to the first installment of designer journals for Warhammer: Invasion. I've been excited about this game for just shy of a year now, and there's a lot to talk about.

This week I'll be talking about the game overview and our general vision moving forward. Over the following two weeks I'll talk about the game mechanics and the cards themselves. Following that we'll have a look at each of the four individual races that come in the Core Set.

So What is this Game?
Warhammer: Invasion is a Living Card Game, or "LCG" in gamer parlance. For those of you who are not yet familiar with the idea behind an LCG, I heartily recommend you read the LCG: Player's Guide before continuing.

The first release for the game is the Core Set, which has enough cards for two players to start playing right away, plus all of the tokens and capitol boards you need for the four primary races: Dwarfs, Empire, Orcs and Chaos. We've taken pains to make sure these introductory decks are fun and replayable on their own.

Every month sees the addition of a new "Battle Pack," which adds 40 new cards to the total card pool. There will also be periodic "special releases" that add new twists to game play.

A New Warhammer Fantasy Experience
This paragraph header is one of the guiding mantras behind the design of this game. Players already have many different gateways into the Old World: a fantastic tabletop game, a roleplaying game, many different board games, and even a massively multiplayer online game! There has been a Warhammer card game in the past as well, and we wanted to make sure this game offers an experience that sets it apart from all others.

It is for this reason that Warhammer: Invasion takes influences from many different sources and synthesizes them into a fresh look at the world. For example, the overall structure governing which races you'll be able to play and who their enemies are is taken from the online game. However, the units, tactics and heroes are taken largely from the miniatures and roleplaying games. And we even got to add a few pieces of delicious flavor ourselves!

The Big Picture
Overall, the experience I wanted to create was that of "warfare management." Although the goal of the game is quite clear and exactly what you'd expect (burn down your opponent's capital), I wanted players to have more to worry about than simply massing troops to kill each other. You need to defeat your opponent, but have to worry about managing your own kingdom while you're at it. If you don't have enough resources to build an army, you can't win. And if you can't have your units complete quests, you won't be able to draw enough cards to give you the options you need.

Of course you want to do all of these things, but therein lies the dilemma: which careful balance do you want to strike in order to defeat your opponent?

This new perspective of the Warhammer universe was a great opportunity for us to introduce it to people who were not already fans. If you are not familiar with the fantastic world that Games Workshop has created, this game will give you a good overview. Each of the races in the box plays very differently from one another (we'll get into specifics in a later article), and you can learn a lot about the flavour just from playing a few games.

Questions Answered
Since the game's launch I have been perusing many different forums, and have found a few recurring questions that deserve a public answer.

What does "Order versus Destruction" mean?
The history of Warhammer stretches back over 3 decades. Races have risen to glory and seen themselves fall into ruin over this lengthy saga. Many races have formed loose alliances, and strange bedfellows have been seen as the tides of battle sweep the lands. Most commonly, the forces of Dwarfs, Elves, and Men banded together to defeat the opposing forces of Orcs, Dark Elves, and Chaos. Each of these sides has, at one point or another, been seen working together. These alliances have been formed and broken a number of times in Games Workshop history, and it is an easy, intuitive leap to include this in the game. Additionally, these are the same divisions that Mythic Games adopted for their MMO game. As this provides an easy entry point for veterans and new comer alike, we were happy to feature this in Warhammer: Invasion.

Is this game two-player?
The rules support two player action, and as of yet there are no official multiplayer variants. This was a tough decision and one that was not made lightly (I'll go into further detail in a future article). The short answer is that we had a metric ton of cool to fit into the Core Set including a special LCG-specific draft format developed uniquely for this game. I'm sure we'll see player-suggested variants within weeks of launch.

Are there four races or six?
The Core Set comes with a full set of cards for four races, but you'll notice that there are some High Elf and Dark Elf cards in the box. Because of the flexible nature of deck building, these are all playable, and serve as a great preview for the two Elf races we'll be adding to the game shortly after launch. This was done largely to optimize the play experience out of the Core Set without having to add so many cards that it got priced out of a reasonable entry point. We made the call to make four races deeply playable and varied, and add the Elf races later. I think you'll be grateful for this once you see how well this set plays right out of the box.

That's it for now. Join me next week when I talk in more detail about the game mechanics themselves.

Warhammer Invasion LCG is a card game, by Eric M. Lang, in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order -Dwarfs, High Elves, Empire- or the forces of Destruction -Orcs, Chaos, Dark Elves- as they seek to extend their empire to include the entire Old World.

fatolaf

July 24, 2009, 10:53:20 am #2 Last Edit: August 05, 2009, 10:31:47 am by fatolaf
Part 2, Game Mechanics

QuoteWelcome back! This week we're going to look at some of the game mechanics in more detail, and give you a better idea of how the game play flows.

If this is the first article you're reading about Warhammer: Invasion, I suggest you refer to last week's article The Invasion is Coming part 1, and the explanation of what a Living Card Game is to get caught up.

We've mentioned the warfare management on the description page, and given you a taste of each section of your empire. Now we look at the troops and buildings you will be bringing in, and how the various factions combine together.

Loyalty Icons
There are three different races per side (Dwarfs, Empire, and High Elves make up Order and Chaos, Orcs, and Dark Elves make up Destruction), and you may mix and match allied races in any deck you build.

Each race-specific (as in not neutral) card has a number of loyalty icons. These cost an extra resource per loyalty icon. However, you can "discount" each loyalty icon penalty by having a card from that race already in play (this includes your capital). For example, the Orc unit Ironclaw's Horde has two orc icons. Its base resource cost is 5, so you're paying up to 7 for it unless you have two or more Orc cards in play. If you're playing the orc capital, that discounts one of them, but you'll need an additional orc card in play (either a unit or support) to offset that other loyalty icon.



Most cards have one or two loyalty icons, and can be included in almost any deck. Troll Slayers add a fair amount of punch to the forces of the Dwarfs, but can be added to Empire or High Elf forces easily, as they have only one loyalty icon. You may use a single faction to get the most out of that faction's strengths, or you can add allied cards to increase your versatility. There are some cards, the most noble of heroes and most foul creatures, that are very difficult to ally with. The Bloodthirster has five loyalty icons, and while it is an awe-inspiring sight, it is best left to a force solely dedicated to the Ruinous Powers.

Blend the Forces
As each side, Order or Destruction, has three different races to choose from, how do you decide what you want to build your deck with? Each race has specific talents and abilities that they are best at, which are highlighted, once again, on the description page. For example, the Dwarfs are the masters of armour and feature some of the toughest fighters to ever walk a battlefield, or kingdom for that matter. They have great support, and can weather almost any storm. They do however, lack mobility. Mobility is something the Empire is known for. To increase the possible options, some Empire cards have been added to the Dwarf deck. This will give them a boost in mobility, but remember, each Empire card added has its own loyalty icons that must be paid for if they aren't present in any of the Dwarf zones.

To assist in this noble idea of alliance, there are support cards that can be added to your deck. These Alliance cards feature two loyalty icons, one for each faction represented in the alliance. As these cards are neutral, they don't require a loyalty icon to be played, and only cost two resources. These can provide your deck with a potent speed boost, as you wont have to wait for the resources to buy those extra loyalty icons.

Defense and Development
There are a few other wrinkles in the game you need to be aware of. As mentioned earlier, your capital is divided into three zones. Each zone can take eight points of damage before it is burned down. You lose the game the instant two of your three zones burn.

In addition, each turn you may play any one card from your hand face down into a zone of your choice. This face down card is called a development, and it increases the amount of damage that zone can take before burning down by one. There are also many card effects that increase in power if you have a certain number of developments in that zone, adding another wrinkle to your resource management. As seen above, Troll Slayers gain two extra power if you have two developments in the zone they occupy. Another card that keys off of developments is the neutral Forgotten Cemetery, which also gains power based on developments.

The Play is the Thing
To recap: during each of your turns you gather resources based on how well your kingdom is built, then draw cards depending on the number of power icons in your quest zone, then play cards and finally, attack your opponent based on the strength of your battlefield.



Though the basic rules of the game are very simple, the choices you make with each card play are quite involved. How do you want to develop? Where do you have to defend? Are you able to adjust your strategy and tactics to take advantage of an opponent's weakness or to shore up your own in the face of devastation?

On top of this are the card abilities themselves. Each race has its own distinct play style and flavor, which include exclusive card abilities and sometimes even keywords. I'll be writing an article for each individual race in the coming weeks, so you can judge for yourself.

That's it for now. Join me next time when we talk design philosophy

Original Link shows some nice card artwork as well...

fatolaf

Part Three:

QuoteWelcome to week three of Warhammer: Invasion designer notes. This week I'll be showing some more cards and talking a bit about the design process for this game.

For those of you new to the column, I recommend the first two designer's diaries, The Invasion Is Coming and The Best Defense.

Design Challenges
Because Warhammer: Invasion is FFG's first card came envisioned as an LCG from the beginning, I wanted to make sure to design a game that took advantage of the incredible benefits the LCG model can provide.

As the card pool with any brand new game is limited, I had to make sure each card was the best it could be. In addition, each card had to be fun and something people would be excited to have in their deck.

Warhammer evolved from a game design I was crafting that was inspired by real time strategy games (RTS). I liked the idea that players had to choose which function their units and buildings would perform after playing them, creating a game that gave a nigh-unprecedented amount of control over one's own development. Each card in the game has two or three very different uses, depending on how you play it.

Another thing that makes LCG's unique is the release model itself. We get to introduce a small number of cards in fast-paced intervals, something that gives us the opportunity to offer you an ongoing narrative. You've seen the beginnings of this with our other two LCG's, and we're taking it to the next level with Warhammer. Even the card design is affected by this, as I have seeded some cards that are good on their own, but offer an interesting story and gameplay payoff later on.

The largest benefit of this monthly injection of cards, is that the game continues to evolve each month. No longer do you have to wait three months for the newest set of cards to come out, you get a game that has an ever-changing metagame. New cards might suddenly make older cards incredibly powerful, or provide the answer to a difficult combo. This opportunity to create a game that will act as a living thing is what prompted the name, Living Card Game.

Drafting a New Experience
Warhammer features a new mode of play that I'm very excited about. It is a two-player draft format specifically designed to really take advantage of the LCG model. The basics work like this: you and your opponent each bring the cards you wish to make a deck out of to the table, including a set of draft-specific cards designed for this format. After you shuffle your assembled cards, you take turns building a draft deck on the fly by drawing 15 cards at a time. You then select one of those cards to go into your deck, then pass the cards to your opponent. They then choose one of those cards to be removed from your available cards. This continues until you are out of cards, then you draw 15 more cards and repeat the process.



This continues until you have built for yourself the best deck that you can, and strategically denied your opponent what you hope are his best cards. In addition to this, you may choose to trigger the "draft only cards" from the packs for their effects, which changes some of the rules of the draft itself!

It's an exciting format that I think will illustrate why the LCG is a fun, unique model. I can't wait to see it in action in the real world.

Savor The Flavor
With the extensive history of Warhammer, I wanted to make sure that we kept each race as flavorful as possible. From the grudges of the Dwarfs to the addiction to fighting of the Orcs, we wanted each to feel as if they came straight from the annals of Warhammer.

We did this in a couple of ways. The first is the flavor and names themselves. Each card was passed by our resident loremasters, Jay Little and JR Godwin. Both of them are steeped in Warhammer history, and were excited to help shape the face of the game. Adding both card titles and writing all of the flavour text, these guys were dedicated to capturing the essence of the Old World. From the Orc Boar Boyz "Dun know which smellz worse, der boyz or der boarz!" to the Savage Marauders "It is time the cattle of the Empire learn the meaning of slaughter.", each card belongs in the gritty universe of Warhammer.

Secondly, flavor was added in the game mechanics themselves. Known for their grudges, Dwarfs will not rest until they right the wrong done to them. To this effect, there are a number of Dwarf cards that have a spiteful effect when they are removed from play. The Zhufbar Engineers are a perfect example of this. Chaos works to corrupt the world, and this threat was maintained in the game as well. Many Chaos units are able to corrupt units, and other cards have abilities that only trigger on corrupted units. Melekh the Changer gains strength from every corrupted unit, on both sides of the battle! Each race has a handful of specific abilities that they are best at, which provides you a number of options when building a deck.

Join me next week when we take a close look at fine folks found in the Empire!

Original link shows some more cards..

fatolaf

Article about the Empire Race in the game:

QuoteThe Empire Strikes Forward
By Eric M. Lang

Welcome to the first of four articles about the races found in the Warhammer: Invasion Core set. Each of the races is designed to have a unique overall feel, as well as having multiple paths to victory.

The winter had been long, and food stores were running light. Farmers had just started planting crops, and hope was starting to spring up. The scouting forces had barely come over the ridge when the alarm sounded. Hope was in short supply after the black riders appeared. Behind them marched an army of Chaos, full of warriors and beasts all dedicated to foul gods. They arrayed themselves before us, and we knew we were doomed.

Then the forces of the Elector Count of Middenheim showed up, and gave our men a reason to have faith. Now we can take the fight to them. Now we will be able to be the rock they break against. Now they will know what it means to fight the forces of the Empire.

We shall be victorious in the name of Sigmar!

As expert strategists, the Empire is all about outwitting their opponents. There are multiple ways in which this can be accomplished.




Maneuverability
Normally, when you play a unit or support card, you have to choose which zone it goes into, and there it remains for the duration of the game. Unlike any other race, the Empire has many ways to circumvent this limitation and move their cards in between zones. Some cards will do this overtly, by having the ability printed right on them, others (like tactics which can be played almost any time) will be a surprise.

If you are the type of player that enjoys making clever game-breaking moves, or enjoy keeping your opponents on edge because they never know where your cards will end up, this aspect of the Empire will appeal to you greatly.



Offensive Defense
Every race has many ways to burn down your opponent's Capital and increase their own martial prowess, but only the forces of Order (Empire and Dwarfs) have good tools to defend themselves. Both do it in very different ways.

The Empire uses something I like to call "offensive defense," where they destroy your opponent in different ways while they are being attacked. The Reiksguard Knights, for example, have the awesome keyword Counterstrike, which hits attacking units before combat starts . and that's in addition to the damage they normally deal. Since units are always eligible to defend, you don't have to give up any other actions in order to put them to use.

As the Empire, you can also defend yourself by using their arsenal of damage redirection effects. If you complete the quest Defend the Border, for example, you can bounce the first damage to your Capital each turn right back at your opponent! And unless your opponent just stops attacking you (which is almost never a wise move), they are going to feel the pain turn after turn.

     

Divine Protection
Another tool in the Empire's arsenal is the ability to protect their own cards from harm in a number of ways. Some of them, like the awesomely powerful Church of Sigmar, sit in your kingdom and make it more difficult for your opponents to do anything to your units. This includes playing tactic cards, using card abilities . anything.

Not all protective effects are quite so obvious. Others include redirecting your opponents' attacks, copying card effects, or even temporarily denying units the ability to participate in the battlefield. The arsenal is impressive.



The Empire is an extremely diverse race, with a flavor I like to call "brutal subtlety." Your opponent sometimes won't even know what hit them, but the smoking ruin of their Capital is unmistakable evidence of the Empires power.

Join me next time to feel the burn of Chaos!

Warhammer Invasion LCG is a card game, by Eric M. Lang, in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order -Dwarfs, High Elves, Empire- or the forces of Destruction -Orcs, Chaos, Dark Elves- as they seek to extend their empire to include the entire Old World.

Example Pictures

fatolaf

QuoteWelcome to the second of four articles about the races found in the Warhammer: Invasion Core set. Each of the races is designed to have a unique overall feel, as well as having multiple paths to victory.Last time we discussed the might of the Empire. Now we dive into Chaos!

Wind biting through his furs, Dwerin pulled them tighter about himself. His journey to the frozen climes at the top of the world has not been easy. His right arm is devoid of skin, and muscle tissue shines wetly in the starlight. The Blood God, Khorne, has blessed him with a mark of his favor. His hand, though barren of flesh, is stronger than it has ever been. He climbs once more, redoubling his efforts to reach to top. Only true champions of Chaos can make it to eye of the world, where the gods look upon you. Only by journeying to the gate, can you become immortal!

Volatile, mutable, and sometimes downright hateful, that's Chaos in a nutshell. Followers of Chaos are devoted to one of four Ruinous Powers: Tzeentch (the Changer of Ways), Khorne (the Blood God), Nurgle (The Lord of Plague), and Slaanesh (the Prince of Pleasure). Almost all cards with the Chaos border are directly affiliated with one of these horrific gods.

Chaos is powerful, but not in a brutal way like the Orcs. As a Chaos player, your power is rooted in alteration. There are many ways to alter cards in this game, some scorchingly overt and others insidiously subtle.



Absolute Power, Absolute Corruption
One aspect of Warhammer: Invasion that we haven't talked about yet is corruption. This represents the taint of chaos manifesting itself in a character, usually temporarily. A unit that becomes corrupted cannot attack or defend, and you only get to restore one corrupt character per turn, so if all of your forces fall for the taint, you'll be in trouble!

Chaos excels at corrupting units. It's what they do. Are those badass counterstriking Reiksguard Knights holding you at bay? They won't do much if they can't defend that turn! Are you having trouble keeping up against an Orc Horde deck? Corrupt their heavy hitter and buy yourself some time.

As if this wasn't enough, Chaos also has cards that capitalize on the presence of corrupt units in play. Melekh the Changer is a game-breaker in the right situation, and in the right deck.

     

Feel the Burn
Corruption isn't the only thing Chaos does. Another area they excel at is using the powers of Tzeentch to "burn" units into the ground. Cards like Flames of Tzeentch are so obviously useful they don't bear explanation, but be warned that Chaos has more than just this in its bag of tricks. They have pestilent mages of Nurgle flinging disease, spawnling beasts that explode when they leave play.

Playing against the horrible forces of Chaos will teach you to treat your units as expendable and you will either need to protect them (which is easier for Order than Destruction) or simply accept their limited life spans as a cost of war. If you're the type of player that enjoys the rush that comes with knowing you could take out your opponent's best guys any time you want, this aspect of Chaos was designed specifically for you.



Mutations
Chaos Mutations are a staple of the Warhammer mythos, and they find a home in this game right here. Unsurprisingly, Chaos is really good at modifying its troops in the most obscene, horrific ways. If you enjoy "frankensteining" together your perfect unit out of the ideal mix of awesome powers, mutations will appeal to you greatly.



So there you have it, a taste of Warhammer from the dark side. Chaos is indeed a force to be reckoned with, so how are the other races going to deal with them? You'll have to find out next week!

Join me next time, when we look at the savageness of Orcs.

Warhammer Invasion LCG is a card game, by Eric M. Lang, in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order -Dwarfs, High Elves, Empire- or the forces of Destruction -Orcs, Chaos, Dark Elves- as they seek to extend their empire to include the entire Old World.

Artwork

fatolaf

QuoteWelcome to the third of four articles about the races found in the Warhammer: Invasion Core set. Each of the races is designed to have a unique overall feel, as well as having multiple paths to victory.So far we have seen the tactics of the Empire and the might of Chaos. Now we look at the brutality that is the Orcs!

Mork'll show dem! I go gets da boyz, an' we be back to show dem who's bigga! Once I get da Manflayer, an' dat sneaky git wit' da wyvern... Maybe not da Manflayer. He eat da las' Orc dat ask him sumpin. But I get da boyz, an' the gobbo wit da wyvern, an' we go stomp da' stunties! An after da stunties we can go stomp da squeakies dat was shootin' arrers at us from da trees. An den go stomp da umies dat was buildin' a house by the river. We could stomp everybody!

Orcs are savage. It's impossible to describe it any other way. I generally describe the Orc method of solving a problem as akin to hammering a nail with a comet. If you're the type of player that just likes to dive in and mix things up, or even if you just enjoy the rush that vicious combat brings, this article is for you.



The Power of Size
The Orcs are all about hugeness. The bigger, the better - and that applies to all facets of their lives (which is admittedly mostly about killing things and taking their stuff).

There are a few ways in which Orcs demonstrate their hugeness. One is by simply having big, horrifying guys. Grimgor Ironhide has lots of power, lots of hit points, and he also has a devastating effect when he enters play. They also have a fair number of polarized units; guys with really high life and lower power, or vice versa. If you play your cards right, Orcs can give you the best raw stats for your resources.



Another way to attain hugeness is via the Orc swarm. They have great supplemental cards that increase stats of all units in the same zone, which play very well with hordes of cheaper units. The strategy is single-minded and vulnerable to exploitation by crafty opponents, but it is brutally powerful and really fun to play.

The Way of the Berserker
Another way in which Orcs manifest their savageness is by getting stronger as they receive injury. Stompy cavalry units like the Boar Boyz gain power as long as they can smell blood on your side. This plays well with the basic Orc play pattern: attack, attack, attack, then attack again for good measure. If your opponent defends and doesn't kill all the attackers they injure, your berserkers get even more vicious.

What's even more awesome is that Orcs have a few clever ways to "self-berserk." In their arsenal can be found cards that do indirect damage (this is damage that players allocate among their own units and capital any way they want). This is win-win for you, as you are pelting your opponent as well as making your own guys even bigger!

     

The Swath of Destruction
So you get the point, right? Bring out lots of little guys with augmentations, or huge guys and pound on your opponent's capital until it burns. Fairly basic, tons of fun, and very tense for your opponent.

But is that all the Orcs have to offer?

Of course not. The greenskins have some awesome support cards that help you build up your kingdom or punish your opponent for developing too fast. They even have some clever kingdom management strategies if you know where to look. But if you're building support cards, you're losing the race to swarm the board with units. How to reconcile this?

Luckily, our broken-toothed boys have some endgame strategy as well. Need to reset the board and crush your opponent next turn? Dissolve all units in play, yours and your opponent's, in a heap of Troll Vomit and laugh as your foe's carefully laid attack plans fall to ruin. Oh, and if you're losing some of your own units, feel free to launch them in a goblin-built Rock Lobber at your opponent's capital instead. Are your opponents playing too many developments in their kingdom for you to overcome with straight up attacks? Lay waste to that rotten technology with Smash-go-boom!



Where Chaos is selective about its destruction, Orcs just like get in there and smash face. The only warning I can offer is that Warhammer: Invasion isn't only about the battlefield. You will, at times, have to use the Orcs' raw power to inhabit your kingdom and quest zones, or risk not having the resources or draw power you will need to bring out your fighting-mad mob.

If you can keep up though, nobody mixes it up in good old fashioned melee combat like the greenskins. Make sure to bellow your savage war cry (WAAAGH!!!!!) as your opponents crumble beneath your savage attacks.

Join me next time, for a look at the most stalwart of races, the Dwarfs.

Warhammer Invasion LCG is a card game, by Eric M. Lang, in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order -Dwarfs, High Elves, Empire- or the forces of Destruction -Orcs, Chaos, Dark Elves- as they seek to extend their empire to include the entire Old World

Link


fatolaf

September 10, 2009, 12:05:17 pm #7 Last Edit: September 22, 2009, 10:43:03 am by fatolaf
Out on the 12th of October, Pre-order HERE

fatolaf

The first 2 expansions have been announced

The Skavenblight Threat
QuoteBoneripper, quick quick. Bite slay kill!

The Warhammer LCG is getting a dose of warpstone. Sneaking onto the scene are the vile forces of the Skaven! These ratlike parodies of men are some of the most vicious fighters the Warhammer world has ever seen. The Skaven would easily take over the world, if they could stop fighting themselves long enough to do it.

Each race gets new cards, and each side sees new allies.

The forces of Order gain some powerful new tactics, such as Infiltrate for the Empire and Stand Your Ground for the Dwarfs. Tyriel, a new hero for the High Elves, forces an opponent to reconsider his attack if he has limited units to send.

Destruction's mighty followers gain the might of Malus Darkblade, of the Dark Elves. A master of the blade, this Dark Elf Hero will lay waste to any unit too cowardly to face him on the fields of battle. Tzeentch exerts his influence by granting Chaos the use of Bolt of Change! This spell turns a development into a unit, giving Chaos some extra firepower, or setting up a foe to have his development killed on the fields of battle.

In addition the forces of Destruction gain the duplicitous help of the Skaven. This first pack features the services of Greyseer Thanquol, Clan Rats, and the awe-inspiring majesty of the Warp Lightning Cannon!

The forces of Order see their ranks swell with the presence of Witch Hunters. The first to appear is Marius the Righteous. This heroic character is able to deal a devastating blow to any corrupted unit.

The Skavenblight Threat is the first pack in the Corruption Cycle, a set of six linked packs highlighting the forces of the Skaven, Witch Hunters, and the seductive arts of magic.

Warhammer Invasion LCG is a card game, by Eric M. Lang, in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order -Dwarfs, High Elves, Empire- or the forces of Destruction -Orcs, Chaos, Dark Elves- as they seek to extend their empire to include the entire Old World.


The Path of the Zealot
QuoteThe winds sap the strength of those around me. My flesh no longer feels their chill. Nurgle has made me above such things. Now I take my army and begin the journey south. It is time the sheep of the Empire learn who the true predators of this world are.

- Bule, Lord of Pus

The first battle pack,The Skavenblight Threat, saw the emergence of the diseased and squabbling Skaven. Now their forces are bolstered. The newest battle pack, Path of the Zealot, sees their chittering horde grow. Poison Wind Globadiers rain death upon the heads of their opponents, as they can corrupt to deal damage. The Chittering Horde tactic brings more Skaven into your fold, as it allows you to search a portion of your deck for ratmen recruits.

Not to be outdone, the forces of Order gain the assistance of the Zealot Hunter, who destroys that which doesn't belong upon entering play. He brings with him the capricious Veteran Sellswords, who change sides with each passing moment.

The starmetal known as Gromril has been a part of Dwarf lore for as long as the mountains have sheltered them. Now it emerges onto the battlefield, to shield the sons of Grungi. The Gate of Sigmar bars the entrance into one of the most populated cities in the Empire, and the staring skulls carved into the doors greet any invader as they crash against its might. Each turn, it shall do the same for you and keep damage from reaching your noble home.

Every zone sees new additions, and players will be forced to re-evaluate their plans. Will you devote the newest Empire hero, Gustav the Bear, to protecting your newly built Kingdom, or will he assist you in further developing your Quest zone? Dwarf Miners are an excellent unit to bring in later in the game. Their ability to "fix" the part of your capital they enter can be a game saver, especially in the often targeted Quest zone. The deadly Bloodsworn make an excellent protector for damaged zones, as each opposing figure that falls restores their health.

Speaking of the Quest Zone, a new Quest appears for the foul followers of Chaos, as they can now show themselves to be the Wolves of the North. Rumor has it that Valkia has personally found this quest to be most rewarding...

The Path of the Zealot also increases the number of High Elves and Dark Elves, as the war spills over into their lengthy lives. The Repeater Bolt Thrower launches a wave of indirect damage at your foe, and gets stronger the more developed you are. Vaul's Unmaking removes the weapons from the hands of the enemy and leaves them with nothing. Dark Elves call upon dark powers and pul the very blood from their foes. Call the Blood can remove a damaged unit from play, a nasty surprise for the foes of Malekith. Dark Riders, wielding wicked swords, charge down upon those foolish enough to be in their way.

This fall shall see some of the fiercest battles and desperate races to develop mighty empires. Legends will be forged. Will you be one of them?

fatolaf

The 3rd Expansion

Tooth and Claw
QuoteThe might of Gurni Thorgrimson and Ugrok Beardburna explode on the scene. Gurni gets more deadly with each attachment he is given. Ugrok takes the berserk ability to a new level, gaining a point of power for each damage on him. Empire Reiksguard Swordsmen are a powerful ally with their Counterstrike capabilities, and Dark Elf Cold One Chariots get bigger with each development put into play. Chaos and High Elves each gain new units to lay waste to their foes.

The Skaven will not give up the gains they have acquired and are bringing to bear the power and ferocity of the Rat Ogres and Gutter Runners. Rat Ogres can allow you to get more out of your Skaven units, and the terrifying Clan Moulder Elite Rat Ogres are solid walls of muscle that can overwhelm many a foe.

Empires rise and fall, and they require development and support if they are to last. The Scout Camp can provide you new options, and the Anvil of Doom assists the forces of Order by improving the quality of their weapons and armour. Each side will be forced to employ new tactics in an ever-shifting tide of battle and kingdom-building. Mob Up lets the Orcs see the fruits of their fighting, without that annoying Order ability to cancel damage getting in the way. Grasping Darkness gives the Dark Elves control of a unit with low power, if but for an instant. Lastly, Reap What's Sown gives vast power to those who build up their lands.

War has arrived. Blood has been shed. Many lives on both sides have been lost. New power is coming. Are you strong enough to finish the fight?