Managed to get in a four-player game of Hordes: High Command yesterday. I chose to play Skorne, with the other 3 factions taken by an individual player.
My deck was:
Archdomina Makeda
Tyrant Xerxis
Void Seer Mordikaar
Blue Detachment
Purple Detachment
Yellow Detachment
I honestly have no idea how well these work together, since I have only played a few games of this so far. However, there were plenty of Void Spirits in my deck, as well as plenty of Titans.
I didn't really bother keeping notes of the game; I just wanted to make some general observations.
The player to my left was a Circle player, who managed to consistently rush Army cards to several locations throughout the game. He regularly had two or more cards at two different locations. Well, our Troll player basically ignored him, and our Legion player occasionally stepped in to slow him, but most of the game, I tried to stop him from scoring (unsuccessfully, mostly). It was not a good strategy for me, I had too many expensive cards, which could only go out and stall for a turn before getting killed.
I definitely enjoyed the Void Spirits, however. They are only in the Purple Detachment, but man, they are a great way to stall at a location. I don't know what I could use to support them, however. I feel like the Titan Gladiators would be nice, because the Void Spirit would definitely be there by the time the Gladiator was put on the table... but the Gladiators have such a low Strength that I can't really kill anything. Why is all of the Skorne stuff so low strength?
Anyway, Rob ended up winning with Legion, with (I believe) 23 points. I ended last, with 13. Not such a good game. Honestly though, I don't know what I could do differently, but maybe after more experience playing High Command, I could think of something.
Wednesday, December 4, 2013
Hordes: High Command game played 12/3/13
Labels:
Card Games,
Session Report
Location:
Glen Burnie, MD, USA
Gaming on 12/4/2013 (Maelok vs Syntherion)
Ben and I played a game last night. I've been trying to throw a lot of new casters on the table, just to get some exposure to them, and yesterday Maelok the Dreadbound was my guy. I haven't used him yet, but I've enjoyed playing my Minions in general, so I expected that to continue. I only have a limited selection of models, so we played 35 points.
My list:
Maelok, the Dreadbound
* Bull Snapper
* Blackhide Wrastler
* Ironback Spitter
Gatormen Posse (Leader and 4 Grunts)
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Croak Hunter
Gatorman Witch Doctor
Thrullg
Totem Hunter
Again, I only have a limited selection. With that said, pre-game, I wished I had owned a second unit of Gatormen Posse (something I feel more strongly about post-game). I'd have no problem dropping a few solos even for a min unit of them.
Ben decided to take Convergence. His list (and I may have some things wrong):
Forge Master Syntherion
* Diffuser
* Mitigator
* Cipher
* Inverter
* Monitor
Obstructors (Leader and 9 Grunts)
Algorithmic Dispersion Optifex
Attunement Servitors
Ben is a little limited on choices as well, since all of the releases for Convergence aren't out yet. I feel like I may have some of the jacks messed up, but I think I'm close. It was definitely 3 heavies and 2 lights.
Ben won the roll, and chose to go first. I chose the side of the board with a wall just inside the Killbox (we were playing the first scenario- Destruction, I believe?). Ben's side of the board had a nice large hill.
My game plan was basically to get the Gatormen stuck in early, pop my feat soon after, and charge the Gatormen past Ben's first line into his caster, hoping for the kill that way. I could use Revive to bring back a Gatormen or two, should they fall, and put them in great position for the feat turn.
Our first turn was pretty boring. Ben ran everything forward and put Reconstruct on his Inverter, and Hot Shot on the Monitor.
I ran forward as well, putting Death Pact on the Gatormen Posse, and Malediction on Maelok.
Ben's Obstructors were a bit concerned about the Totem Hunter facing them (on my right), so spread out to limit here I could go. He spent his second turn taking a lot of shots at the Gatormen, with unfavorable deviations, and did no damage. He also cast Synergy, in preparation for getting engaged.
I start my turn by putting the Totem Hunter into the Obstructors, killing two. My Spitter shot at one of his Light Inverters, hoping to catch the Algorithmic Dispersion Optifex who was standing behind him. I hit the Inverter, and deal a lot of damage, but with the boost, I only manage to get 3 damage on the Optifex (not enough to kill him with the potential Corrosion damage). My Gatormen Posse charge into his lines, dealing pretty minor damage to his jacks, but killing a few more Obstructors (I killed 5 of them this turn).
Overall, I felt like I was in pretty good position. My Gatormen were mostly engaged, as well as Zombified. ARM 20, multi-wound models with Tough- should be tough to get rid of all of them.
Thrullg was in position to charge in as well, and my Bull Snapper and Maelok were right behind as well, spreading out a few Spiny Growths on the Gatormen.
Ben starts off by popping his feat, giving his army Weapon Platform, as well as free charges. He then proceeds to start beating Gatormen down. By the time he's done, he's managed to wipe out the unit. He even had attacks to spare! Not good. After considering conceding, we continue on. His Obstructors kill the Totem Hunter easily, and he shoots some more, to no real effect.
I'm a bit unsure how to proceed at this point. I don't really have a good way to fight his heavies- the Wrastler could kill one, maybe, but I'd lose him next turn. My beasts haven't taken any damage thus far, however, but I decided my best bet was to try for the caster kill.
I start by activating Maelok, who pops his feat, walks forward towards one of this light inverters, kills it with a melee attack, and then casts Venom at Syntherion, dealing a few points of damage. Thrullg then charges through his army at Syntherion, dealing a bunch more. My Spitter activates, walks forward, and shoots at Syntherion as well, dealing even more damage! At this point Syntherion is down to about 6 health, but he's Corroded. Unfortunately, I'm out of attacks to throw at him.
I have my Wrastler charge one of his heavies, hoping to wreck it and keep Maelok safe. I fail to kill him, however, and the systems I knock out just get auto-repaired away.
However, Ben's inverters are really slow, and can't get to Maelok. They do manage to kill the Wrastler without a whole lot of effort, however. He throws the Obstructors around the Spitter and Maelok, trying to tie me up so I can't make another play at Syntherion, while his jacks get into better position.
Well, I'm still desperate at this point, although I'm pleased I have another turn to do try for the win. I start by having the Witch Doctor Sac Strike (using a Swamp Gobber) an Obstructor off the table, giving me room for the Spitter to walk out and attempt a shot at Syntherion. Unfortunately, he misses, hurting my plans. I have Maelok throw a double boosted Venom at Syntherion, bringing him down to about 4 health. With 2 fury left, I debate my options. If I try for the Venom, and fail, there's not much doubt his inverters can kill me. But even with the fury on him, it's looking bleak.
I decide to go for it. I need to roll a 9 to hit, which I get. He's got 4 health, but it's also dice-8 for damage.... but then I roll an eleven on two dice, bringing him down to one! With Syntherion corroded, it's just a hope that the effect doesn't expire...
...which it doesn't. Syntherion dies, and I take the victory.
This is the first time I've ever killed a caster by Corrosion, but yeah, it was a really really long-shot victory. With that said, I did have a lot of fun using Maelok, and I'm genuinely excited whenever I see Convergence on the table.
This matchup was really tough though- I mentioned before the game that I thought this would be a really really tough matchup, which still feels true. I could have definitely played better- when I lost all of my Gatormen, it's because I threw all five up them up into the engagement. Had I kept one back, I could've revived some over the course of the game, which may have dragged the game out longer, but certainly have kept it more even until the end. Next time I put him on the table, I'll keep that in mind.
After this game, we played a game of Hordes: High Command with Rob and Brad. I ended up taking Skorne, and I came BADLY into last place. I'll talk more about that at my LCG blog, Kneel, Exhaust, Corrupt.
My list:
Maelok, the Dreadbound
* Bull Snapper
* Blackhide Wrastler
* Ironback Spitter
Gatormen Posse (Leader and 4 Grunts)
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Croak Hunter
Gatorman Witch Doctor
Thrullg
Totem Hunter
Again, I only have a limited selection. With that said, pre-game, I wished I had owned a second unit of Gatormen Posse (something I feel more strongly about post-game). I'd have no problem dropping a few solos even for a min unit of them.
Ben decided to take Convergence. His list (and I may have some things wrong):
Forge Master Syntherion
* Diffuser
* Mitigator
* Cipher
* Inverter
* Monitor
Obstructors (Leader and 9 Grunts)
Algorithmic Dispersion Optifex
Attunement Servitors
Ben is a little limited on choices as well, since all of the releases for Convergence aren't out yet. I feel like I may have some of the jacks messed up, but I think I'm close. It was definitely 3 heavies and 2 lights.
Ben won the roll, and chose to go first. I chose the side of the board with a wall just inside the Killbox (we were playing the first scenario- Destruction, I believe?). Ben's side of the board had a nice large hill.
My game plan was basically to get the Gatormen stuck in early, pop my feat soon after, and charge the Gatormen past Ben's first line into his caster, hoping for the kill that way. I could use Revive to bring back a Gatormen or two, should they fall, and put them in great position for the feat turn.
Our first turn was pretty boring. Ben ran everything forward and put Reconstruct on his Inverter, and Hot Shot on the Monitor.
I ran forward as well, putting Death Pact on the Gatormen Posse, and Malediction on Maelok.
Ben's Obstructors were a bit concerned about the Totem Hunter facing them (on my right), so spread out to limit here I could go. He spent his second turn taking a lot of shots at the Gatormen, with unfavorable deviations, and did no damage. He also cast Synergy, in preparation for getting engaged.
I start my turn by putting the Totem Hunter into the Obstructors, killing two. My Spitter shot at one of his Light Inverters, hoping to catch the Algorithmic Dispersion Optifex who was standing behind him. I hit the Inverter, and deal a lot of damage, but with the boost, I only manage to get 3 damage on the Optifex (not enough to kill him with the potential Corrosion damage). My Gatormen Posse charge into his lines, dealing pretty minor damage to his jacks, but killing a few more Obstructors (I killed 5 of them this turn).
Overall, I felt like I was in pretty good position. My Gatormen were mostly engaged, as well as Zombified. ARM 20, multi-wound models with Tough- should be tough to get rid of all of them.
Thrullg was in position to charge in as well, and my Bull Snapper and Maelok were right behind as well, spreading out a few Spiny Growths on the Gatormen.
Ben starts off by popping his feat, giving his army Weapon Platform, as well as free charges. He then proceeds to start beating Gatormen down. By the time he's done, he's managed to wipe out the unit. He even had attacks to spare! Not good. After considering conceding, we continue on. His Obstructors kill the Totem Hunter easily, and he shoots some more, to no real effect.
I'm a bit unsure how to proceed at this point. I don't really have a good way to fight his heavies- the Wrastler could kill one, maybe, but I'd lose him next turn. My beasts haven't taken any damage thus far, however, but I decided my best bet was to try for the caster kill.
I start by activating Maelok, who pops his feat, walks forward towards one of this light inverters, kills it with a melee attack, and then casts Venom at Syntherion, dealing a few points of damage. Thrullg then charges through his army at Syntherion, dealing a bunch more. My Spitter activates, walks forward, and shoots at Syntherion as well, dealing even more damage! At this point Syntherion is down to about 6 health, but he's Corroded. Unfortunately, I'm out of attacks to throw at him.
I have my Wrastler charge one of his heavies, hoping to wreck it and keep Maelok safe. I fail to kill him, however, and the systems I knock out just get auto-repaired away.
However, Ben's inverters are really slow, and can't get to Maelok. They do manage to kill the Wrastler without a whole lot of effort, however. He throws the Obstructors around the Spitter and Maelok, trying to tie me up so I can't make another play at Syntherion, while his jacks get into better position.
Well, I'm still desperate at this point, although I'm pleased I have another turn to do try for the win. I start by having the Witch Doctor Sac Strike (using a Swamp Gobber) an Obstructor off the table, giving me room for the Spitter to walk out and attempt a shot at Syntherion. Unfortunately, he misses, hurting my plans. I have Maelok throw a double boosted Venom at Syntherion, bringing him down to about 4 health. With 2 fury left, I debate my options. If I try for the Venom, and fail, there's not much doubt his inverters can kill me. But even with the fury on him, it's looking bleak.
I decide to go for it. I need to roll a 9 to hit, which I get. He's got 4 health, but it's also dice-8 for damage.... but then I roll an eleven on two dice, bringing him down to one! With Syntherion corroded, it's just a hope that the effect doesn't expire...
...which it doesn't. Syntherion dies, and I take the victory.
This is the first time I've ever killed a caster by Corrosion, but yeah, it was a really really long-shot victory. With that said, I did have a lot of fun using Maelok, and I'm genuinely excited whenever I see Convergence on the table.
This matchup was really tough though- I mentioned before the game that I thought this would be a really really tough matchup, which still feels true. I could have definitely played better- when I lost all of my Gatormen, it's because I threw all five up them up into the engagement. Had I kept one back, I could've revived some over the course of the game, which may have dragged the game out longer, but certainly have kept it more even until the end. Next time I put him on the table, I'll keep that in mind.
After this game, we played a game of Hordes: High Command with Rob and Brad. I ended up taking Skorne, and I came BADLY into last place. I'll talk more about that at my LCG blog, Kneel, Exhaust, Corrupt.
Labels:
Convergence,
Minions,
Minis,
Session Report,
Warmachine
Location:
Glen Burnie, MD, USA
Monday, December 2, 2013
Current Holden Deck (Romance of the Nine Empires)
So, after my first 8 games of R9E, I've decided to try to work on the decks a little, just to cut my teeth on deck building for this game. I decided to start with Holden, who I've been having a blast playing, and because I think their starter deck felt a little weak. These are just small changes to start, but as I try different things with them, I'll post updates.
So let's get to it.
Castles:
Border Keep - 1
Castle Holden - 1
Fortified Market Town - 1
Protected Farmland - 1
Sanctuary - 1
I switched out the Outpost and Temple of the Snail Spirit for a Fortified Market Town and Sanctuary.
Outpost feels like a pretty bad card, and it's only ever gotten destroyed very quickly in all the games we've played, so I felt that replacing it was a no-brainer. It feels like Holden struggles with money. Their Stronghold only provides three gold as income, and I wanted to make sure to supplement that from the beginning, so I added the Fortified Market Town. Of course, that put me over castle points, so the Sanctuary was switched in to keep the deck legal.
Cohorts:
Peasant Archers - 1
Veteran Men-at-Arms - 1
I didn't change these at all. Veteran Men-at-Arms is really handy for stopping an attack, so that will probably stay for now. I don't really struggle with food so far, so I'm thinking of dropping Peasant Archers. Maybe replace it with another VMaA? We'll see- I'll test it out sometime.
Heroes:
Alaric Buxtehude - 1
Coeli Quando - 1
Genevieve - 1
Jack Newcomer - 3
Myriad Buxtehude - 2
The Vanguard of Guild 10-42 - 3
Tuatha Dundareel - 2
So let's see, +1 Alaric, -1 Coeli, +1 Newcomer for now. I played around with using Siter'Ath Jones in the deck, but he didn't really help me a whole lot. I felt that 12 heroes was a tiny bit too few, so bumped it up to 13. I never got any use out of Coeli (and still don't), so replacing him with Jack Newcomer, who I use all the time seemed obvious. I'll probably try switching out Coeli with yet another hero at some point. Maybe drive that raid point home with Siter'Ath again.
Properties:
Exotic Mounts - 1
Extraplanar Obelisk - 1
Library - 2
Motte and Bailey - 1
Simm's Tomb - 3
The Queen's Chamber - 1
Training Grounds - 3
Valiant Squire - 3
Changes here are 2 extra copies of Simm's Tomb. Again, my early games playing this deck really struggled with money. Extra Simm's Tombs help a lot with that. If you can get the Biggest Turnip out early in the game, they are fantastic money cards, that will give you some great use late game (to pull back quests). I worry a bit about running too many properties in the deck, but so far it hasn't felt too bad, but again, we're early in playing this game.
Quests:
The Apple of Life? - 1
The Biggest Turnip - 3
A Desperate Offer? - 2
Journey? - 1
A Most Peculiar Lamp? - 1
Rescue the Hostage? - 2
I switched out one Journey for The Biggest Turnip. Having a quest in play is such a big deal, upping the gold on Simm's Tomb, and increasing your hand size that I felt the most important thing was to increase the chances of grabbing that Turnip! Drawing additional copies later on is hardly a big deal, of course. It's still a four Fate value card, you can Bury it for draw, and when Genevieve is out, you'll have a quest in your buried pile that you can use to stall for actions if you need to (grab the Turnip, then bury it again to draw a card). Even without the stalling at times, it's an additional card draw.
Journey I find I use late game, and drawing it early doesn't help me one bit (even though it is a fairly simple quest to complete). Moving it down to one copy hasn't seemed to be a problem yet.
Tactics:
Blight - 2
Death from Above - 2
Lost to the Nexus - 2
Negotiation - 2
Soul of a Dragon - 2
Torrential Rain - 2
The Tree of Life Blooms - 2
Snow in Summer - 2
So here, I dropped 2 Tactical Acumen, and 1 Undermarket Dealings. In the games I've played, I've never found a use for these cards in this deck. Since I'm generally playing this deck super defensively early in the game, then completing quests like mad mid-to-late game, I will probably make a bunch more changes here, as I get more games on the table. Perhaps dropping 2x Blight for 1 more Snow in Summer and one more Soul of Dragon/The Tree of Life Blooms? We'll see. It's going to take some more games to figure that out.
So let's see, my Holden deck is currently only 8 card slots different than the starter set, but I already feel a difference in how it plays. We'll see what changes I make as I continue to put it on the table:)
So let's get to it.
Castles:
Border Keep - 1
Castle Holden - 1
Fortified Market Town - 1
Protected Farmland - 1
Sanctuary - 1
I switched out the Outpost and Temple of the Snail Spirit for a Fortified Market Town and Sanctuary.
Outpost feels like a pretty bad card, and it's only ever gotten destroyed very quickly in all the games we've played, so I felt that replacing it was a no-brainer. It feels like Holden struggles with money. Their Stronghold only provides three gold as income, and I wanted to make sure to supplement that from the beginning, so I added the Fortified Market Town. Of course, that put me over castle points, so the Sanctuary was switched in to keep the deck legal.
Cohorts:
Peasant Archers - 1
Veteran Men-at-Arms - 1
I didn't change these at all. Veteran Men-at-Arms is really handy for stopping an attack, so that will probably stay for now. I don't really struggle with food so far, so I'm thinking of dropping Peasant Archers. Maybe replace it with another VMaA? We'll see- I'll test it out sometime.
Heroes:
Alaric Buxtehude - 1
Coeli Quando - 1
Genevieve - 1
Jack Newcomer - 3
Myriad Buxtehude - 2
The Vanguard of Guild 10-42 - 3
Tuatha Dundareel - 2
So let's see, +1 Alaric, -1 Coeli, +1 Newcomer for now. I played around with using Siter'Ath Jones in the deck, but he didn't really help me a whole lot. I felt that 12 heroes was a tiny bit too few, so bumped it up to 13. I never got any use out of Coeli (and still don't), so replacing him with Jack Newcomer, who I use all the time seemed obvious. I'll probably try switching out Coeli with yet another hero at some point. Maybe drive that raid point home with Siter'Ath again.
Properties:
Exotic Mounts - 1
Extraplanar Obelisk - 1
Library - 2
Motte and Bailey - 1
Simm's Tomb - 3
The Queen's Chamber - 1
Training Grounds - 3
Valiant Squire - 3
Changes here are 2 extra copies of Simm's Tomb. Again, my early games playing this deck really struggled with money. Extra Simm's Tombs help a lot with that. If you can get the Biggest Turnip out early in the game, they are fantastic money cards, that will give you some great use late game (to pull back quests). I worry a bit about running too many properties in the deck, but so far it hasn't felt too bad, but again, we're early in playing this game.
Quests:
The Apple of Life? - 1
The Biggest Turnip - 3
A Desperate Offer? - 2
Journey? - 1
A Most Peculiar Lamp? - 1
Rescue the Hostage? - 2
I switched out one Journey for The Biggest Turnip. Having a quest in play is such a big deal, upping the gold on Simm's Tomb, and increasing your hand size that I felt the most important thing was to increase the chances of grabbing that Turnip! Drawing additional copies later on is hardly a big deal, of course. It's still a four Fate value card, you can Bury it for draw, and when Genevieve is out, you'll have a quest in your buried pile that you can use to stall for actions if you need to (grab the Turnip, then bury it again to draw a card). Even without the stalling at times, it's an additional card draw.
Journey I find I use late game, and drawing it early doesn't help me one bit (even though it is a fairly simple quest to complete). Moving it down to one copy hasn't seemed to be a problem yet.
Tactics:
Blight - 2
Death from Above - 2
Lost to the Nexus - 2
Negotiation - 2
Soul of a Dragon - 2
Torrential Rain - 2
The Tree of Life Blooms - 2
Snow in Summer - 2
So here, I dropped 2 Tactical Acumen, and 1 Undermarket Dealings. In the games I've played, I've never found a use for these cards in this deck. Since I'm generally playing this deck super defensively early in the game, then completing quests like mad mid-to-late game, I will probably make a bunch more changes here, as I get more games on the table. Perhaps dropping 2x Blight for 1 more Snow in Summer and one more Soul of Dragon/The Tree of Life Blooms? We'll see. It's going to take some more games to figure that out.
So let's see, my Holden deck is currently only 8 card slots different than the starter set, but I already feel a difference in how it plays. We'll see what changes I make as I continue to put it on the table:)
Saturday, November 30, 2013
Romance of the Nine Empires
So, I've been playing a few games of Romance of the Nine Empires, a new LCG from Alderac Entertainment Group (AEG). If you haven't heard about this, or haven't tried it, you should definitely take a look.
At the moment, the game consists solely of the core set (the "15th Anniversary Edition"), but there's plans for an expansion early next year, as far as I can tell, and I imagine if the game does well, we'll see more expansions.
For those confused by the mention of the 15th Anniversary Edition, I'll mention only that it's a reference to a movie (The Gamers: Hands of Fate), and that this really is the first edition of the actual game. You're not missing anything, you haven't missed anything, the game is complete as is.
So, what is this game?
It's basically a re-implemented, slightly simpler, and re-themed form of Legend of the Burning Sands (LBS), a CCG that AEG put out back in the late 90s. The CCG ended up getting pretty good reviews, and was moderately popular, but CCGs as a whole basically started slowing down a little after this time, so LBS ended up disappearing.
The game currently has five factions (although I guess the first expansion will release the other four), each with different playing styles, and one nice thing about the R9E box- it comes with a complete playset of every card in the game. That's a nice change from the FFG Core Sets, where you'll need to buy 2-3 copies of the Core Set to have a complete playset.
I won't bore you with too much details about the game (yet), but it will be a game I cover on here from time to time, since I've had a lot of fun playing it, and I'm eager to see where it goes. I do, however, recommend checking it out if you're into LCGs.
At the moment, the game consists solely of the core set (the "15th Anniversary Edition"), but there's plans for an expansion early next year, as far as I can tell, and I imagine if the game does well, we'll see more expansions.
For those confused by the mention of the 15th Anniversary Edition, I'll mention only that it's a reference to a movie (The Gamers: Hands of Fate), and that this really is the first edition of the actual game. You're not missing anything, you haven't missed anything, the game is complete as is.
So, what is this game?
It's basically a re-implemented, slightly simpler, and re-themed form of Legend of the Burning Sands (LBS), a CCG that AEG put out back in the late 90s. The CCG ended up getting pretty good reviews, and was moderately popular, but CCGs as a whole basically started slowing down a little after this time, so LBS ended up disappearing.
The game currently has five factions (although I guess the first expansion will release the other four), each with different playing styles, and one nice thing about the R9E box- it comes with a complete playset of every card in the game. That's a nice change from the FFG Core Sets, where you'll need to buy 2-3 copies of the Core Set to have a complete playset.
I won't bore you with too much details about the game (yet), but it will be a game I cover on here from time to time, since I've had a lot of fun playing it, and I'm eager to see where it goes. I do, however, recommend checking it out if you're into LCGs.
Friday, November 29, 2013
Warhammer: Invasion no longer Living
Well, the news is out: FFG is no longer making new content for Warhammer: Invasion.
I find this to be very sad news, obviously. Although I play W:I less than any other LCG I own (I've played exactly one game of it in 2013, despite my best efforts), I really felt like it was a strong, thematic system, with a lot of room for growth, if FFG wished it.
Apparently FFG decided not to bother, however. It never seemed to do very well in the US (I hear that the tournaments in Poland are pretty successful though), and heck, maybe they wanted to free developers up to work on a new LCG (I can hope, at least).
With that said, I hate to see any LCG go down without a fight. I'd like there to be some coverage of Warhammer: Invasion, even if there is no new official content.
So! I'm going to try, over the next year, to come out with some fan made cards. I can't guarantee how successful me doing so will be, but I think it'll be fun to give it a chance. I'll throw together some new cards from time to time, post them on the site, and see how it works out, at least. It's going to take me a bit to start off, since I'm not really an expert at imaging software, but I would expect at least something from me early 2014.
So, for my first set, I'm thinking of either trying to create a Bretonnian themed expansion or starting with one of the Black Library novels and creating a small expansion based off that. I have ideas for new mechanics as well, but those may take me a bit to really work out fully.
If anyone has any suggestions or ideas, I'd love to hear them as well :)
Thanks!
I find this to be very sad news, obviously. Although I play W:I less than any other LCG I own (I've played exactly one game of it in 2013, despite my best efforts), I really felt like it was a strong, thematic system, with a lot of room for growth, if FFG wished it.
Apparently FFG decided not to bother, however. It never seemed to do very well in the US (I hear that the tournaments in Poland are pretty successful though), and heck, maybe they wanted to free developers up to work on a new LCG (I can hope, at least).
With that said, I hate to see any LCG go down without a fight. I'd like there to be some coverage of Warhammer: Invasion, even if there is no new official content.
So! I'm going to try, over the next year, to come out with some fan made cards. I can't guarantee how successful me doing so will be, but I think it'll be fun to give it a chance. I'll throw together some new cards from time to time, post them on the site, and see how it works out, at least. It's going to take me a bit to start off, since I'm not really an expert at imaging software, but I would expect at least something from me early 2014.
So, for my first set, I'm thinking of either trying to create a Bretonnian themed expansion or starting with one of the Black Library novels and creating a small expansion based off that. I have ideas for new mechanics as well, but those may take me a bit to really work out fully.
If anyone has any suggestions or ideas, I'd love to hear them as well :)
Thanks!
Monday, April 1, 2013
Hobby progress for March, 2013
This month:
Malifaux:
* Re-based Neverborn Malifaux Cherub.
Warmachine/Hordes:
* Unit of Cryx Necrosurgeon and Stitch Thralls assembled
* Unit of Cygnar Mechanics assembled
* Unit of Cygnar Long Gunners + UA Assembled
* Cygnar Black 13th assembled
* Cygnar Journeyman Warcaster assembled
* Taryn di la Rovissi assembled
* Rhupert Carvolo, Piper of Ord assembled
* Bull Snapper assembled
* Skorne Cyclops Shaman assembled
* Sylys Wyshnalyrr assembled
* Anastasia di Bray assembled
* Orin Midwinter assembled
* Eiryss, Mage Hunter of Ios assembled
Malifaux:
* Re-based Neverborn Malifaux Cherub.
Warmachine/Hordes:
* Unit of Cryx Necrosurgeon and Stitch Thralls assembled
* Unit of Cygnar Mechanics assembled
* Unit of Cygnar Long Gunners + UA Assembled
* Cygnar Black 13th assembled
* Cygnar Journeyman Warcaster assembled
* Taryn di la Rovissi assembled
* Rhupert Carvolo, Piper of Ord assembled
* Bull Snapper assembled
* Skorne Cyclops Shaman assembled
* Sylys Wyshnalyrr assembled
* Anastasia di Bray assembled
* Orin Midwinter assembled
* Eiryss, Mage Hunter of Ios assembled
Labels:
Malifaux,
Minis,
Warmachine
Location:
Catonsville, MD, USA
Thursday, March 21, 2013
The Pirates of Lys Spoilers (A Game of Thrones)
Ser Lancel Lannister
Unique Lannister Character
2 Cost
2 Strength
Intrique, Power Challenge Icons
Holy Crest
Lord. Knight
Ser Lancel Lannister gets +1 STR for each Holy Crest character in play.
The Bear and the Maiden Fair
Event
House Lannister only.
Response: After you win an Intrigue challenge by 4 or more total STR, the losing opponent chooses and discards 2 cards from hand. (Limit 1 per phase).
Cersei's Scheme
Plot
3 Income
6 Initiative
1 Claim Value
House Lannister only.
If you win a challenge as the attacker and defending player does not have more participating characters than you, choose and kneel 1 character controlled by the losing opponent.
Andrik the Unsmiling
Unique Greyjoy Character
3 Cost
3 Strength
Military (+Naval), Power Challenge Icons
Ironborn. Lord.
Response: After you win a challenge in which Andrik the Unsmiling participated by 4 or more total STR, choose the topmost location in the losing player's discard pile and put it into play under your control.
We Do Not Sow
Event
House Greyjoy only.
Challenges: Kneel 2 influence or kneel a character with 1 or more Naval enhancements to turn all Warship locations you control into characters with STR equal to their printed cost, a Military icon, and a Power icon, until end of the phase.
Victarion's Scheme
3 Income
7 Initiative
1 Claim Value
House Greyjoy only.
During unopposed challenges, raise the claim value on your revealed plot card by 1.
Salladhor Saan
Unique Baratheon Character
3 Cost
3 Strength
Military, Intrigue (+Naval) Challenge Icons
Smuggler. Captain. Traitor
Response: After you play a Smuggler character, pay 2 gold to choose and discard from play 1 non-limited location with printed cost 3 or lower.
Oakenshield Port
Unique Baratheon Loation
2 Cost
The Reach.
When Oakenshield Port enters play put 6 gold tokens from the treasury on it.
Response: After you win a challenge, discard 1 gold token from Oakenshield Port to claim 1 power for your House (discard 2 gold tokens to claim 2 power for your House if a Naval attacker or defender was participating in that challenge).
Ours is the Fury
Event
House Baratheon only
Response: After you win a Power challenge by 4 or more total STR, stand all participating unique characters you control.
Moreo Tumitis
Unique Stark Character
3 Cost
3 Strength
Intrigue (+Naval), Power (+Naval) Challenge Icons
Captain. Tyroshi. Ally.
While you control at least 1 Warship, Moreo Tumitis gains renown.
Swamps of the Neck
Stark Location
1 Cost
The North
Challenges: Kneel Swamps of the Neck to choose a participating character you control. Stand that character, and remove it from the challenge.
Titan's Daughter
Unique Stark Location
1 Cost
Warship
Response: After an opponent declares a Naval attacker against you, kneel Titan's Daughter to choose a standing character you control and kneel it as a defender. If you win the challenge, search your deck for a character, reveal it, and shuffle your deck. Then, put the revealed card on top of your deck.
Hellholt Docks
Martell Location
1 Cost
Dorne.
Response: After an opponent kneels a location, kneel Hellholt Docks to choose and kneel a location.
Unbowed, Unbent, Unbroken
Event
House Martell only.
Response: After you lose a challenge, discard your hand of at least 1 card to reveal the same number of cards from the top of your deck, and put them into your hand.
House Targaryen Loyalist
Targaryen Character
2 Cost
2 Strength
Intrigue, Power Challenge Icon
Lord. Traitor
If you control 1 or more Dragon characters, House Targaryen Loyalist loses the Traitor trait and gains: "House Targaryen Loyalist gains renown during Power challenges."
Balerion
Unique Targaryen Location
2 Cost
Warship
Any Phase: Kneel Balerion to lower the cost of the next character you put into play using ambush this phase by 1. That character claims 1 power when it comes into play and until the end of the phase, it gains a Naval enhancement on its power icon, if able.
Fire and Blood
Event
House Targaryen only.
Challenges: Choose a Targaryen character. That character gets +2 STR until the end of the phase. Then, attach Fire and Blood to that character (counts as a Boon attachment with the text, "Attached character gains cannot be discarded from play").
Torrhen's Square
Plot
3 Income
4 Initiative
1 Claim Value
Military Battle. City.
If you have no other City plots in your used pile, raise the claim value on your revealed plot card by 1 during Military challenges.
Negotiations at the Great Sept
Plot
3 Income
2 Initiative
2 Claim Value
Intrigue Gambit. City.
When revealed, if you have no other City plots in your used pile choose an opponent. You and that opponent may each choose to shuffle your hand of at least 1 card into your decks, and replace them with the top 5 cards of the same deck.
The Long Voyage
Agenda
Your minimum deck size is 85 cards.
When you draw during the draw phase, draw 1 additional card.
Unique Lannister Character
2 Cost
2 Strength
Intrique, Power Challenge Icons
Holy Crest
Lord. Knight
Ser Lancel Lannister gets +1 STR for each Holy Crest character in play.
The Bear and the Maiden Fair
Event
House Lannister only.
Response: After you win an Intrigue challenge by 4 or more total STR, the losing opponent chooses and discards 2 cards from hand. (Limit 1 per phase).
Cersei's Scheme
Plot
3 Income
6 Initiative
1 Claim Value
House Lannister only.
If you win a challenge as the attacker and defending player does not have more participating characters than you, choose and kneel 1 character controlled by the losing opponent.
Andrik the Unsmiling
Unique Greyjoy Character
3 Cost
3 Strength
Military (+Naval), Power Challenge Icons
Ironborn. Lord.
Response: After you win a challenge in which Andrik the Unsmiling participated by 4 or more total STR, choose the topmost location in the losing player's discard pile and put it into play under your control.
We Do Not Sow
Event
House Greyjoy only.
Challenges: Kneel 2 influence or kneel a character with 1 or more Naval enhancements to turn all Warship locations you control into characters with STR equal to their printed cost, a Military icon, and a Power icon, until end of the phase.
Victarion's Scheme
3 Income
7 Initiative
1 Claim Value
House Greyjoy only.
During unopposed challenges, raise the claim value on your revealed plot card by 1.
Salladhor Saan
Unique Baratheon Character
3 Cost
3 Strength
Military, Intrigue (+Naval) Challenge Icons
Smuggler. Captain. Traitor
Response: After you play a Smuggler character, pay 2 gold to choose and discard from play 1 non-limited location with printed cost 3 or lower.
Oakenshield Port
Unique Baratheon Loation
2 Cost
The Reach.
When Oakenshield Port enters play put 6 gold tokens from the treasury on it.
Response: After you win a challenge, discard 1 gold token from Oakenshield Port to claim 1 power for your House (discard 2 gold tokens to claim 2 power for your House if a Naval attacker or defender was participating in that challenge).
Ours is the Fury
Event
House Baratheon only
Response: After you win a Power challenge by 4 or more total STR, stand all participating unique characters you control.
Moreo Tumitis
Unique Stark Character
3 Cost
3 Strength
Intrigue (+Naval), Power (+Naval) Challenge Icons
Captain. Tyroshi. Ally.
While you control at least 1 Warship, Moreo Tumitis gains renown.
Swamps of the Neck
Stark Location
1 Cost
The North
Challenges: Kneel Swamps of the Neck to choose a participating character you control. Stand that character, and remove it from the challenge.
Titan's Daughter
Unique Stark Location
1 Cost
Warship
Response: After an opponent declares a Naval attacker against you, kneel Titan's Daughter to choose a standing character you control and kneel it as a defender. If you win the challenge, search your deck for a character, reveal it, and shuffle your deck. Then, put the revealed card on top of your deck.
Hellholt Docks
Martell Location
1 Cost
Dorne.
Response: After an opponent kneels a location, kneel Hellholt Docks to choose and kneel a location.
Unbowed, Unbent, Unbroken
Event
House Martell only.
Response: After you lose a challenge, discard your hand of at least 1 card to reveal the same number of cards from the top of your deck, and put them into your hand.
House Targaryen Loyalist
Targaryen Character
2 Cost
2 Strength
Intrigue, Power Challenge Icon
Lord. Traitor
If you control 1 or more Dragon characters, House Targaryen Loyalist loses the Traitor trait and gains: "House Targaryen Loyalist gains renown during Power challenges."
Balerion
Unique Targaryen Location
2 Cost
Warship
Any Phase: Kneel Balerion to lower the cost of the next character you put into play using ambush this phase by 1. That character claims 1 power when it comes into play and until the end of the phase, it gains a Naval enhancement on its power icon, if able.
Fire and Blood
Event
House Targaryen only.
Challenges: Choose a Targaryen character. That character gets +2 STR until the end of the phase. Then, attach Fire and Blood to that character (counts as a Boon attachment with the text, "Attached character gains cannot be discarded from play").
Torrhen's Square
Plot
3 Income
4 Initiative
1 Claim Value
Military Battle. City.
If you have no other City plots in your used pile, raise the claim value on your revealed plot card by 1 during Military challenges.
Negotiations at the Great Sept
Plot
3 Income
2 Initiative
2 Claim Value
Intrigue Gambit. City.
When revealed, if you have no other City plots in your used pile choose an opponent. You and that opponent may each choose to shuffle your hand of at least 1 card into your decks, and replace them with the top 5 cards of the same deck.
The Long Voyage
Agenda
Your minimum deck size is 85 cards.
When you draw during the draw phase, draw 1 additional card.
Labels:
A Game of Thrones,
Card Games,
FFG
Location:
Catonsville, MD, USA
The Pirates of Lys Contents (A Game of Thrones)
41 Ser Lancel Lannister (x3)
42 The Bear and the Maiden Fair (x3)
43 Cersei's Scheme (x3)
44 Andrik the Unsmiling (x3)
45 We Do Not Sow (x3)
46 Victarion's Scheme (x3)
47 Salladhor Saan (x3)
48 Oakenshield Port (x3)
49 Ours is the Fury (x3)
50 Moreo Tumitis (x3)
51 Swamps of the Neck (x3)
52 Titan's Daughter (x3)
53 Hellholt Docks (x3)
54 Unbowed, Unbent, Unbroken (x3)
55 House Targaryen Loyalist (x3)
56 Balerion (x3)
57 Fire and Blood (x3)
58 Torrhen's Square (x3)
59 Negotiations at the Great Sept (x3)
60 The Long Voyage (x3)
42 The Bear and the Maiden Fair (x3)
43 Cersei's Scheme (x3)
44 Andrik the Unsmiling (x3)
45 We Do Not Sow (x3)
46 Victarion's Scheme (x3)
47 Salladhor Saan (x3)
48 Oakenshield Port (x3)
49 Ours is the Fury (x3)
50 Moreo Tumitis (x3)
51 Swamps of the Neck (x3)
52 Titan's Daughter (x3)
53 Hellholt Docks (x3)
54 Unbowed, Unbent, Unbroken (x3)
55 House Targaryen Loyalist (x3)
56 Balerion (x3)
57 Fire and Blood (x3)
58 Torrhen's Square (x3)
59 Negotiations at the Great Sept (x3)
60 The Long Voyage (x3)
Labels:
A Game of Thrones,
Card Games,
FFG
Location:
Catonsville, MD, USA
A Study in Static Spoilers (Android: Netrunner)
Disrupter
Anarch Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Prevent a trace. That trace initiates again with a base trace strength of 0.
Force of Nature
Anarch Program
5 Install Cost
1 Memory Cost
1 Influence Value
1 Strength
Icebreaker. Decoder.
2 Credits: Break up to 2 code gate subroutines.
1 Credit: +1 Strength.
Scrubber
Anarch Resource
2 Install Cost
1 Influence Value
Connection. Seedy.
2 Recurring Credits
Use these credits to trash cards.
Doppelganger
Unique Criminal Hardware
3 Install Cost
2 Influence Cost
Console
+1 Memory Unit
Once per turn, you may immediately make another run when a successful run ends.
Limit 1 console per player.
Crescentus
Criminal Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Derez a piece of ice. Use this ability only after breaking all the subroutines of that ice during a single encounter.
Deus X
Shaper Program
3 Install Cost
1 Memory Cost
1 Influence Value
10 Strength
Icebreaker
Trash: Break any number of AP subroutines.
Trash: Prevent any amount of net damage.
All-Nighter
Shaper Resource
0 Install Cost
2 Influence Value
Click, Trash: Gain Click, Click.
Inside Man
Neutral Resource
3 Install Cost
0 Influence Cost
Connection
2 Recurring Credits
Use these credits to install hardware.
Underworld Contact
Neutral Resource
2 Install Cost
0 Influence Cost
Connection
When your turn begins, gain 1 Credit if you have at least 2 Link.
Green Level Clearance
Haas-Bioroid Operation
1 Cost
1 Influence Value
Transaction
Gain 3 Credits and draw 1 card.
Hourglass
Haas-Bioroid ICE
5 Rez Cost
2 Influence Cost
4 Strength
Code Gate
- The Runner loses Click, if able.
- The Runner loses Click, if able.
- The Runner loses Click, if able.
Dedicated Server
Jinteki Asset
3 Rez Cost
2 Influence Cost
3 Trash Cost
Facility
2 Recurring Credits
Use these credits to rez ice.
Bullfrog
Jinteki ICE
3 Rez Cost
2 Influence Cost
4 Strength
Code Gate. Deflector. Psi.
- You and the Runner secretly spend 0 Credits, 1 Credit, or 2 Credits. Reveal spent credits. If you and the Runner spent a different number of credits, move Bullfrog so that it is the outermost piece of ice protecting another server (the Runner continues the run from this new position and is now running on this new server).
Uroboros
NBN ICE
6 Rez Cost
2 Influence Cost
4 Strength
Sentry. Tracer
- Trace (4) - If successful, the Runner cannot make another run this turn.
- Trace (4) - If successful, end the run.
Net Police
NBN Asset
1 Rez Cost
2 Influence Value
1 Trash Cost
X Recurring Credits.
Use these credits during traces. X is the number of links the Runner has.
Weyland Consortium: Because We Built It
Weyland Identity
45 Minimum Deck Size
15 Influence Limit
Megacorp
1 Recurring Credit
Use this credit to advance ice.
Government Contracts
Weyland Agenda
5 Advancement Requirement
3 Agenda Points
Click, Click: Gain 4 Credits
Tyrant
Weyland ICE
7 Rez Cost
2 Influence Value
4 Strength
Barrier
Tyrant can be advanced only while rezzed and gains "- End the run" for each advancement token on it.
Oversight AI
Weyland Operation
1 Cost
2 Influence Value
Condition
Rez a piece of ice, ignoring all costs, and install Oversight AI on that ice as a hosted condition counter with the text "Trash host ice if all its subroutines are broken during a single encounter"
False Lead
Neutral Agenda
3 Advancement Requirement
1 Agenda Point
0 Influence Value
Security
Forfeit False Lead: The Runner loses Click, Click, if able.
Anarch Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Prevent a trace. That trace initiates again with a base trace strength of 0.
Force of Nature
Anarch Program
5 Install Cost
1 Memory Cost
1 Influence Value
1 Strength
Icebreaker. Decoder.
2 Credits: Break up to 2 code gate subroutines.
1 Credit: +1 Strength.
Scrubber
Anarch Resource
2 Install Cost
1 Influence Value
Connection. Seedy.
2 Recurring Credits
Use these credits to trash cards.
Doppelganger
Unique Criminal Hardware
3 Install Cost
2 Influence Cost
Console
+1 Memory Unit
Once per turn, you may immediately make another run when a successful run ends.
Limit 1 console per player.
Crescentus
Criminal Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Derez a piece of ice. Use this ability only after breaking all the subroutines of that ice during a single encounter.
Deus X
Shaper Program
3 Install Cost
1 Memory Cost
1 Influence Value
10 Strength
Icebreaker
Trash: Break any number of AP subroutines.
Trash: Prevent any amount of net damage.
All-Nighter
Shaper Resource
0 Install Cost
2 Influence Value
Click, Trash: Gain Click, Click.
Inside Man
Neutral Resource
3 Install Cost
0 Influence Cost
Connection
2 Recurring Credits
Use these credits to install hardware.
Underworld Contact
Neutral Resource
2 Install Cost
0 Influence Cost
Connection
When your turn begins, gain 1 Credit if you have at least 2 Link.
Green Level Clearance
Haas-Bioroid Operation
1 Cost
1 Influence Value
Transaction
Gain 3 Credits and draw 1 card.
Hourglass
Haas-Bioroid ICE
5 Rez Cost
2 Influence Cost
4 Strength
Code Gate
- The Runner loses Click, if able.
- The Runner loses Click, if able.
- The Runner loses Click, if able.
Dedicated Server
Jinteki Asset
3 Rez Cost
2 Influence Cost
3 Trash Cost
Facility
2 Recurring Credits
Use these credits to rez ice.
Bullfrog
Jinteki ICE
3 Rez Cost
2 Influence Cost
4 Strength
Code Gate. Deflector. Psi.
- You and the Runner secretly spend 0 Credits, 1 Credit, or 2 Credits. Reveal spent credits. If you and the Runner spent a different number of credits, move Bullfrog so that it is the outermost piece of ice protecting another server (the Runner continues the run from this new position and is now running on this new server).
Uroboros
NBN ICE
6 Rez Cost
2 Influence Cost
4 Strength
Sentry. Tracer
- Trace (4) - If successful, the Runner cannot make another run this turn.
- Trace (4) - If successful, end the run.
Net Police
NBN Asset
1 Rez Cost
2 Influence Value
1 Trash Cost
X Recurring Credits.
Use these credits during traces. X is the number of links the Runner has.
Weyland Consortium: Because We Built It
Weyland Identity
45 Minimum Deck Size
15 Influence Limit
Megacorp
1 Recurring Credit
Use this credit to advance ice.
Government Contracts
Weyland Agenda
5 Advancement Requirement
3 Agenda Points
Click, Click: Gain 4 Credits
Tyrant
Weyland ICE
7 Rez Cost
2 Influence Value
4 Strength
Barrier
Tyrant can be advanced only while rezzed and gains "- End the run" for each advancement token on it.
Oversight AI
Weyland Operation
1 Cost
2 Influence Value
Condition
Rez a piece of ice, ignoring all costs, and install Oversight AI on that ice as a hosted condition counter with the text "Trash host ice if all its subroutines are broken during a single encounter"
False Lead
Neutral Agenda
3 Advancement Requirement
1 Agenda Point
0 Influence Value
Security
Forfeit False Lead: The Runner loses Click, Click, if able.
Labels:
Card Games,
FFG,
Netrunner
Location:
Catonsville, MD, USA
A Study in Static Contents (Android: Netrunner)
61 Disrupter (x3)
62 Force of Nature (x3)
63 Scrubber (x3)
64 Doppelganger (x3)
65 Crescentus (x3)
66 Deus X (x3)
67 All-Nighter (x3)
68 Inside Man (x3)
69 Underworld Contact (x3)
70 Green Level Clearance (x3)
71 Hourglass (x3)
72 Dedicated Server (x3)
73 Bullfrog (x3)
74 Uroboros (x3)
75 Net Police (x3)
76 Weyland Consortium: Because We Built It (x3)
77 Government Contracts (x3)
78 Tyrant (x3)
79 Oversight AI (x3)
80 False Lead (x3)
62 Force of Nature (x3)
63 Scrubber (x3)
64 Doppelganger (x3)
65 Crescentus (x3)
66 Deus X (x3)
67 All-Nighter (x3)
68 Inside Man (x3)
69 Underworld Contact (x3)
70 Green Level Clearance (x3)
71 Hourglass (x3)
72 Dedicated Server (x3)
73 Bullfrog (x3)
74 Uroboros (x3)
75 Net Police (x3)
76 Weyland Consortium: Because We Built It (x3)
77 Government Contracts (x3)
78 Tyrant (x3)
79 Oversight AI (x3)
80 False Lead (x3)
Labels:
Card Games,
FFG,
Netrunner
Location:
Catonsville, MD, USA
The Ruinous Hordes Spoilers (Warhammer: Invasion)
Sigvald The Magnificent
Unique Chaos Legend
3 Cost (2 Loyalty)
1 Power Kingdom/Quest, 2 Power Battlefield
3 Hit Points
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Action: When this legend attacks, discard the top card of your deck. This legend deals +X damage in combat until the end of the phase. X is the discarded card's cost.
Dominion of Chaos
Unique Chaos Quest
0 Cost (3 Loyalty)
Mission
Play in any opponent's zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to corrupt up to 3 target units.
Northern Wastes
Chaos Support
1 Cost (1 Loyalty)
1 Power
Wasteland.
If you control a non-Chaos card, sacrifice this card.
Norse Charger
Chaos Unit
1 Cost (2 Loyalty)
1 Power
1 Hit Point
Berserker.
Battlefield only.
Action: When this unit attacks, examine all developments in the defending zone. Then, you may sacrifice this unit to destroy target development in that zone.
Steel Behemoth
Empire Unit
6 Cost (4 Loyalty)
4 Power
4 Hit Points
War Machine
Battlefield only.
Toughness X.
X is the number of all opponent's units participating in combat.
Panther Champion
Empire Unit
4 Cost (2 Loyalty)
2 Power
4 Hit Points
Knight.
Action: When this unit defends, remove it and target attacking unit from combat. Then, this unit deals damage equal to its power to that unit and that unit deals damage equal to its power to this unit.
Pyromancy
Empire Support
1 Cost (2 Loyalty)
Attachment. Spell.
Attach to target unit you control.
Forced: At the beginning of your turn, attached unit deals damage to target unit equal to the damage on attached unit.
King Alrik
Unique Dwarf Unit
3 Cost (3 Loyalty)
0 Power
3 Hit Points
Noble. Warrior.
Battlefield only.
This unit gains Power for each resource you have in your pool.
Horn Hold Defender
Dwarf Unit
4 Cost (2 Loyalty)
2 Power
2 Hit Points
Warrior.
While you have at least 3 resources in your pool, this unit gains Toughness 2.
Action: When this unit attacks or defends, gain 1 resource.
Open the Armoury
Dwarf Tactic
0 Cost (3 Loyalty)
Play only at the beginning of your turn.
Action: Play a unit or support card from your hand (Paying all costs)
Avelorn Sojourner
High Elf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Mage.
While this unit is questing, raise the cost of each tactic played by an opponent by 1.
Sally Forth
High Elf Tactic
0 Cost (3 Loyalty)
Play at the beginning of your Battlefield phase.
Action: Choose one of your zones. Units in that zone may be declared as attackers this phase. Until the end of the phase, you cannot declare attackers from any other zone.
Orc Warboss
Orc Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite.
Battlefield only.
Action: When this unit survives an attack that dealt damage to an opponent's zone, sacrifice this unit to gain an additional battlefield phase this turn after the current battlefield phase.
Wolf Gobbos
Orc Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Goblin.
Action: When this unit survives an attack on an opponent's zone, sacrifice this unit to destroy target unit in that zone.
Ded 'Ard
Orc Tactic
0 Cost (3 Loyalty)
Action: Cancel an Action just triggered that targets a damaged unit you control.
Cold One Champion
Dark Elf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Cavalry
Raider 2. Scout.
Test of Will
Dark Elf Tactic
2 Cost (1 Loyalty)
Spell
Dark Elf only. Ambush 0.
Play only during the Ambush step.
Action: Attacking opponent must sacrifice an attacking unit or cancel the attack.
Spellweaver
Neutral Unit
2 Cost
1 Power
2 Hit Points
Wood Elf.
Order only. Ambush 1.
Action: When this unit ambushes, place the top 2 cards of your deck facedown in this zone as developments.
Restless Corpse
Neutral Unit
2 Cost
1 Power
2 Hit Points
Undead.
Destruction only. Ambush 1.
Action: When this unit ambushes, draw a card from the bottom of your deck.
Lying in Wait
Neutral Tactic
0 Cost
Action: Turn target unit you control facedown into a development.
Unique Chaos Legend
3 Cost (2 Loyalty)
1 Power Kingdom/Quest, 2 Power Battlefield
3 Hit Points
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Action: When this legend attacks, discard the top card of your deck. This legend deals +X damage in combat until the end of the phase. X is the discarded card's cost.
Dominion of Chaos
Unique Chaos Quest
0 Cost (3 Loyalty)
Mission
Play in any opponent's zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to corrupt up to 3 target units.
Northern Wastes
Chaos Support
1 Cost (1 Loyalty)
1 Power
Wasteland.
If you control a non-Chaos card, sacrifice this card.
Norse Charger
Chaos Unit
1 Cost (2 Loyalty)
1 Power
1 Hit Point
Berserker.
Battlefield only.
Action: When this unit attacks, examine all developments in the defending zone. Then, you may sacrifice this unit to destroy target development in that zone.
Steel Behemoth
Empire Unit
6 Cost (4 Loyalty)
4 Power
4 Hit Points
War Machine
Battlefield only.
Toughness X.
X is the number of all opponent's units participating in combat.
Panther Champion
Empire Unit
4 Cost (2 Loyalty)
2 Power
4 Hit Points
Knight.
Action: When this unit defends, remove it and target attacking unit from combat. Then, this unit deals damage equal to its power to that unit and that unit deals damage equal to its power to this unit.
Pyromancy
Empire Support
1 Cost (2 Loyalty)
Attachment. Spell.
Attach to target unit you control.
Forced: At the beginning of your turn, attached unit deals damage to target unit equal to the damage on attached unit.
King Alrik
Unique Dwarf Unit
3 Cost (3 Loyalty)
0 Power
3 Hit Points
Noble. Warrior.
Battlefield only.
This unit gains Power for each resource you have in your pool.
Horn Hold Defender
Dwarf Unit
4 Cost (2 Loyalty)
2 Power
2 Hit Points
Warrior.
While you have at least 3 resources in your pool, this unit gains Toughness 2.
Action: When this unit attacks or defends, gain 1 resource.
Open the Armoury
Dwarf Tactic
0 Cost (3 Loyalty)
Play only at the beginning of your turn.
Action: Play a unit or support card from your hand (Paying all costs)
Avelorn Sojourner
High Elf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Mage.
While this unit is questing, raise the cost of each tactic played by an opponent by 1.
Sally Forth
High Elf Tactic
0 Cost (3 Loyalty)
Play at the beginning of your Battlefield phase.
Action: Choose one of your zones. Units in that zone may be declared as attackers this phase. Until the end of the phase, you cannot declare attackers from any other zone.
Orc Warboss
Orc Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite.
Battlefield only.
Action: When this unit survives an attack that dealt damage to an opponent's zone, sacrifice this unit to gain an additional battlefield phase this turn after the current battlefield phase.
Wolf Gobbos
Orc Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Goblin.
Action: When this unit survives an attack on an opponent's zone, sacrifice this unit to destroy target unit in that zone.
Ded 'Ard
Orc Tactic
0 Cost (3 Loyalty)
Action: Cancel an Action just triggered that targets a damaged unit you control.
Cold One Champion
Dark Elf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Cavalry
Raider 2. Scout.
Test of Will
Dark Elf Tactic
2 Cost (1 Loyalty)
Spell
Dark Elf only. Ambush 0.
Play only during the Ambush step.
Action: Attacking opponent must sacrifice an attacking unit or cancel the attack.
Spellweaver
Neutral Unit
2 Cost
1 Power
2 Hit Points
Wood Elf.
Order only. Ambush 1.
Action: When this unit ambushes, place the top 2 cards of your deck facedown in this zone as developments.
Restless Corpse
Neutral Unit
2 Cost
1 Power
2 Hit Points
Undead.
Destruction only. Ambush 1.
Action: When this unit ambushes, draw a card from the bottom of your deck.
Lying in Wait
Neutral Tactic
0 Cost
Action: Turn target unit you control facedown into a development.
The Ruinous Hordes Contents (Warhammer: Invasion)
81 Sigvald The Magnificent (x3)
82 Dominion of Chaos (x3)
83 Northern Wastes (x3)
84 Norse Charger (x3)
85 Steel Behemoth (x3)
86 Panther Champion (x3)
87 Pyromancy (x3)
88 King Alrik (x3)
89 Horn Hold Defender (x3)
90 Open the Armoury (x3)
91 Avelorn Sojourner (x3)
92 Sally Forth (x3)
93 Orc Warboss (x3)
94 Wolf Gobbos (x3)
95 Ded 'Ard (x3)
96 Cold One Champion (x3)
97 Test of Will (x3)
98 Spellweaver (x3)
99 Restless Corpse (x3)
100 Lying in Wait (x3)
82 Dominion of Chaos (x3)
83 Northern Wastes (x3)
84 Norse Charger (x3)
85 Steel Behemoth (x3)
86 Panther Champion (x3)
87 Pyromancy (x3)
88 King Alrik (x3)
89 Horn Hold Defender (x3)
90 Open the Armoury (x3)
91 Avelorn Sojourner (x3)
92 Sally Forth (x3)
93 Orc Warboss (x3)
94 Wolf Gobbos (x3)
95 Ded 'Ard (x3)
96 Cold One Champion (x3)
97 Test of Will (x3)
98 Spellweaver (x3)
99 Restless Corpse (x3)
100 Lying in Wait (x3)
Friday, March 15, 2013
Rumors of a new LCG from FFG?
There's a rumor that FFG may be working on an LCG based off the old Vampire: The Eternal Struggle CCG. My source: http://www.cardgamedb.com/forums/index.php?/topic/5846-rumors-of-new-lcg-based-on-vtes/
That is great news for several reasons. First, it's always great to see more LCGs. This is a great format, and the more games that are out for it, the better (in my opinion). Of course, my wallet will be displeased, but whatever. I can always pick up a third job.
Second, V:TES is in my top three of greatest CCGs not currently available (along with Doomtown and Battletech). It'd be a huge win for FFG to remake this, and I know it's popular enough to really give them some serious income. I played it briefly in my CCG loving days, and have good memories of it. It played quickly, you were forced to both attack and defend if you wanted to win... it really was a good game that required a lot of skill (not just deckbuilding) if you wanted to be successful.
Finally, V:TES is a multiplayer game at its heart. Like, four or more players. I believe two players was an enjoyable game experience, but it really played best with more people. LCGs need a game like that. Lord of the Rings has that for cooperative games, Warhammer and Star Wars will have that eventually, and Game of Thrones does okay for small groups now, but something that could feasibly play 7 people quickly would be a nice addition as well.
I'll be keeping my eye on this- very very exciting news, if true.
That is great news for several reasons. First, it's always great to see more LCGs. This is a great format, and the more games that are out for it, the better (in my opinion). Of course, my wallet will be displeased, but whatever. I can always pick up a third job.
Second, V:TES is in my top three of greatest CCGs not currently available (along with Doomtown and Battletech). It'd be a huge win for FFG to remake this, and I know it's popular enough to really give them some serious income. I played it briefly in my CCG loving days, and have good memories of it. It played quickly, you were forced to both attack and defend if you wanted to win... it really was a good game that required a lot of skill (not just deckbuilding) if you wanted to be successful.
Finally, V:TES is a multiplayer game at its heart. Like, four or more players. I believe two players was an enjoyable game experience, but it really played best with more people. LCGs need a game like that. Lord of the Rings has that for cooperative games, Warhammer and Star Wars will have that eventually, and Game of Thrones does okay for small groups now, but something that could feasibly play 7 people quickly would be a nice addition as well.
I'll be keeping my eye on this- very very exciting news, if true.
My gaming from 3/12
Just a quick update on the most recent day of LCG gaming I had (I don't get many... for now).
Started off by playing Netrunner against Rob. I ran a brand new Noise deck I constructed against a newly created NBN deck. Game went for a while, and I eventually won 7-5... but the victory was immensely flawed because I misread Chimera (thought it derezzed after every run), allowing me to run multiple times a turn for almost no cost. Odds are, playing it correctly, I would have lost- but there was certainly enough uncertainty there to warrant not counting it in either one of our favor.
I did learn even from this game though- my Noise deck needs a lot more economy. I spent the entire game without resources, which isn't a very good strategy.
Second game was Star Wars- I took a Jedi deck against Rob's Imperial Navy deck. I had a really rough time getting characters out in the early and mid-game, but when I finally started getting them, I ended up pushing through a victory, with the Death Star dial at 10! Part of this was because Rob only ran a single copy of any objective in his deck, but still.... a win is MUCH better than I had done in the past, meaning at the very least, I'm improving in this game :).
Finally, we broke out Mage Wars, and I learned how to play. I was pretty impressed. There's certainly enough replay there (and book-building) to warrant playing it more. I will try to add it to the rotation of things this site covers, although there might be a slight lag time in that. Regardless, another sweet card game that's out to get into.
Overall, I had a great time, got some (undeserved) wins, and managed to break out LCGs, which I badly wanted to do. With luck, I can do so again before the end of the month!
Started off by playing Netrunner against Rob. I ran a brand new Noise deck I constructed against a newly created NBN deck. Game went for a while, and I eventually won 7-5... but the victory was immensely flawed because I misread Chimera (thought it derezzed after every run), allowing me to run multiple times a turn for almost no cost. Odds are, playing it correctly, I would have lost- but there was certainly enough uncertainty there to warrant not counting it in either one of our favor.
I did learn even from this game though- my Noise deck needs a lot more economy. I spent the entire game without resources, which isn't a very good strategy.
Second game was Star Wars- I took a Jedi deck against Rob's Imperial Navy deck. I had a really rough time getting characters out in the early and mid-game, but when I finally started getting them, I ended up pushing through a victory, with the Death Star dial at 10! Part of this was because Rob only ran a single copy of any objective in his deck, but still.... a win is MUCH better than I had done in the past, meaning at the very least, I'm improving in this game :).
Finally, we broke out Mage Wars, and I learned how to play. I was pretty impressed. There's certainly enough replay there (and book-building) to warrant playing it more. I will try to add it to the rotation of things this site covers, although there might be a slight lag time in that. Regardless, another sweet card game that's out to get into.
Overall, I had a great time, got some (undeserved) wins, and managed to break out LCGs, which I badly wanted to do. With luck, I can do so again before the end of the month!
Labels:
Card Games,
FFG,
Netrunner,
Session Report
Location:
Columbia, MD, USA
Wednesday, March 13, 2013
The Desolation of Hoth Spoilers (Star Wars)
A Message from Beyond
Jedi Objective, Objective Set 37
1 Resource
5 Damage Capacity
Dagobah.
Reaction: After you refresh, damage this objective to return the topmost enhancement from your discard pile to your hand.
Old Ben's Spirit
Jedi Enhancement, Objective Set 37 (2 Copies)
1 Cost
1 Force Icon
Force Spirit
Enhance a Character Unit.
Interrupt: When enhanced unit would be destroyed, instead discard this enhancement and remove all damage from that unit.
Weapon Mastery
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Action: A target Character unit gains Unit Damage for each enhancement on it until the end of the phase.
Calm
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Force. Control.
Play only during an opponent's turn.
Action: Remove all focus tokens from a target Character unit with 2 or more enhancements on it.
Heat of Battle
Neutral Fate Card, Objective Set 37
2 Force Icons
5 Edge Priority
Deal 1 damage to a target participating enemy unit
Hoth Operations
Rebel Objective, Objective Set 38
1 Resource
5 Damage Capacity
Hoth
While you control more Hoth objectives than your opponent, each of your Speeder units gains edge (1)
Wedge Antilles
Unit Rebel Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
2 Damage Capacity
Character. Pilot.
You may play this card on a friendly Speeder or Fighter unit as an enhancement with the text: "Action: Focus this enhancement to remove 1 focus token from enhanced unit".
Rogue Three
Unique Rebel Unit, Objective Set 38
3 Cost
3 Force Icons
Blast Damage, Blast Damage
3 Damage Capacity
Vehicle. Speeder.
This unit gains Unit Damage, Blast Damage for each enhancement on it.
Snowspeeder
Neutral Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
1 Damage Capacity
Vehicle. Speeder.
Hoth Survival Gear
Rebel Enhancement, Objective Set 38
0 Cost
2 Force Icons
Item
Enhance a Character unit.
Enhanced unit gains +1 damage capacity for each Hoth objective you control.
Target of Opportunity
Neutral Fate Card, Objective Set 38
2 Force Icons
9 Edge Priority
If you are the attacking player, deal 1 damage to the engaged objective.
Echo Base Defense
Rebel Neutral Objective, Objective Set 39
1 Resource
5 Damage Capacity
Hoth
Limit 1 per objective deck.
While you control more Hoth objectives than your opponent, your Hoth objectives cannot suffer unopposed damage.
Wilderness Fighters
Neutral Unit, Objective Set 39 (3 Copies)
3 Cost
1 Force Icon
Blast Damage (edge), Blast Damage (edge)
2 Damage Capacity
Character. Trooper.
This unit gains Unit Damage for each Hoth objective you control.
Subzero Defenses
Neutral Enhancement, Objective Set 39 (2 Copies)
1 Cost
1 Force Icon
Condition
Enhance your play area.
Destroy the first enemy unit to strike against a friendly Hoth objective each turn, after its strike resolves.
The Killing Cold
Sith Objective, Objective Set 40
1 Resource
5 Damage Capacity
Hoth
Action: Sacrifice a unit you control to remove 1 damage from a friendly Hoth objective.
Icetromper
Neutral Unit, Objective Set 40 (2 copies)
2 Cost
1 Force Icon
Unit Damage
2 Damage Capacity
Creature. Hoth.
Action: Sacrifice this unit to remove a target attacking non-Vehicle unit from an engagement. Then, deal 1 damage to that unit.
Fear
Sith Enhancement, Objective Set 40
1 Cost
2 Force Icons
Condition
Enhance an enemy Character unit. Remove enchanced unit from the Force struggle, if able.
Enhanced unit cannot commit to the Force.
The Desolation of Hoth
Sith Event, Objective Set 40
3 Cost
3 Force Icons
Hoth
Play only during your turn.
Action: Move any amount of damage from a Hoth objective you control to a target enemy unit or Hoth objective.
Twist of Fate
Neutral Fate Card, Objective Set 40
0 Force Icons
2 Edge Priority
Cancel this edge battle and the card effects of all other fate cards just revealed. Discard both edge stacks and start a new edge battle.
Lord Vader's Command
Imperial Navy Objective, Objective Set 41
1 Resource
5 Damage Capacity
While this objective is undamaged, increase the cost of each event card played by an opponent by 1.
Darth Vader
Unique Imperial Navy Unit, Objective Set 41
5 Cost
4 Force Icons
Unit Damage, Unit Damage, Blast Damage (edge)
4 Damage Capacity
Character. Force User.
Elite.
While this unit is attacking, each of your attacking units gains Blast Damage.
Communications Officer
Imperial Navy Unit, Objective Set 41
3 Cost
1 Force Icon
2 Resources
1 Damage Capacity
Character. Officer.
Probe Droid
Neutral Unit, Objective Set 41 (2 Copies)
2 Cost
1 Force Icon
Unit Damage (edge)
1 Damage Capacity
Droid
Interrupt: When this unit leaves play, deal 1 damage to a target enemy objective.
Imperial Suppression
Imperial Navy Event, Objective Set 41
0 Cost
1 Force Icon
Interrupt: When an event card is played, cancel its effects and place it on top of its owner's deck.
Shadows on the Ice
Empire Neutral Objective, Objective Set 42
2 Resources
5 Damage Capacity
Hoth
Limit 1 per objective deck.
Wampa
Neutral Unit, Objective Set 42 (2 Copies)
3 Cost
1 Force Icon
Unit Damage, Unit Damage
3 Damage Capacity
Creature. Hoth.
Reduce the cost to play this unit by 2 for each Hoth objective in play.
Succumb to the Cold!
Neutral Event, Obective Set 42 (2 Copies)
0 Cost
1 Force Icon
Hoth
Play only if you control at least 1 Hoth objective.
Reaction: After a focus token is removed from an enemy unit, place 1 focus token on that unit.
Battle of Hoth
Neutral Fate Card, Objective Set 42
3 Force Icons
8 Edge Priority
You may deal 1 damage to or remove 1 damage from a target Hoth objective.
Jedi Objective, Objective Set 37
1 Resource
5 Damage Capacity
Dagobah.
Reaction: After you refresh, damage this objective to return the topmost enhancement from your discard pile to your hand.
Old Ben's Spirit
Jedi Enhancement, Objective Set 37 (2 Copies)
1 Cost
1 Force Icon
Force Spirit
Enhance a Character Unit.
Interrupt: When enhanced unit would be destroyed, instead discard this enhancement and remove all damage from that unit.
Weapon Mastery
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Action: A target Character unit gains Unit Damage for each enhancement on it until the end of the phase.
Calm
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Force. Control.
Play only during an opponent's turn.
Action: Remove all focus tokens from a target Character unit with 2 or more enhancements on it.
Heat of Battle
Neutral Fate Card, Objective Set 37
2 Force Icons
5 Edge Priority
Deal 1 damage to a target participating enemy unit
Hoth Operations
Rebel Objective, Objective Set 38
1 Resource
5 Damage Capacity
Hoth
While you control more Hoth objectives than your opponent, each of your Speeder units gains edge (1)
Wedge Antilles
Unit Rebel Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
2 Damage Capacity
Character. Pilot.
You may play this card on a friendly Speeder or Fighter unit as an enhancement with the text: "Action: Focus this enhancement to remove 1 focus token from enhanced unit".
Rogue Three
Unique Rebel Unit, Objective Set 38
3 Cost
3 Force Icons
Blast Damage, Blast Damage
3 Damage Capacity
Vehicle. Speeder.
This unit gains Unit Damage, Blast Damage for each enhancement on it.
Snowspeeder
Neutral Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
1 Damage Capacity
Vehicle. Speeder.
Hoth Survival Gear
Rebel Enhancement, Objective Set 38
0 Cost
2 Force Icons
Item
Enhance a Character unit.
Enhanced unit gains +1 damage capacity for each Hoth objective you control.
Target of Opportunity
Neutral Fate Card, Objective Set 38
2 Force Icons
9 Edge Priority
If you are the attacking player, deal 1 damage to the engaged objective.
Echo Base Defense
Rebel Neutral Objective, Objective Set 39
1 Resource
5 Damage Capacity
Hoth
Limit 1 per objective deck.
While you control more Hoth objectives than your opponent, your Hoth objectives cannot suffer unopposed damage.
Wilderness Fighters
Neutral Unit, Objective Set 39 (3 Copies)
3 Cost
1 Force Icon
Blast Damage (edge), Blast Damage (edge)
2 Damage Capacity
Character. Trooper.
This unit gains Unit Damage for each Hoth objective you control.
Subzero Defenses
Neutral Enhancement, Objective Set 39 (2 Copies)
1 Cost
1 Force Icon
Condition
Enhance your play area.
Destroy the first enemy unit to strike against a friendly Hoth objective each turn, after its strike resolves.
The Killing Cold
Sith Objective, Objective Set 40
1 Resource
5 Damage Capacity
Hoth
Action: Sacrifice a unit you control to remove 1 damage from a friendly Hoth objective.
Icetromper
Neutral Unit, Objective Set 40 (2 copies)
2 Cost
1 Force Icon
Unit Damage
2 Damage Capacity
Creature. Hoth.
Action: Sacrifice this unit to remove a target attacking non-Vehicle unit from an engagement. Then, deal 1 damage to that unit.
Fear
Sith Enhancement, Objective Set 40
1 Cost
2 Force Icons
Condition
Enhance an enemy Character unit. Remove enchanced unit from the Force struggle, if able.
Enhanced unit cannot commit to the Force.
The Desolation of Hoth
Sith Event, Objective Set 40
3 Cost
3 Force Icons
Hoth
Play only during your turn.
Action: Move any amount of damage from a Hoth objective you control to a target enemy unit or Hoth objective.
Twist of Fate
Neutral Fate Card, Objective Set 40
0 Force Icons
2 Edge Priority
Cancel this edge battle and the card effects of all other fate cards just revealed. Discard both edge stacks and start a new edge battle.
Lord Vader's Command
Imperial Navy Objective, Objective Set 41
1 Resource
5 Damage Capacity
While this objective is undamaged, increase the cost of each event card played by an opponent by 1.
Darth Vader
Unique Imperial Navy Unit, Objective Set 41
5 Cost
4 Force Icons
Unit Damage, Unit Damage, Blast Damage (edge)
4 Damage Capacity
Character. Force User.
Elite.
While this unit is attacking, each of your attacking units gains Blast Damage.
Communications Officer
Imperial Navy Unit, Objective Set 41
3 Cost
1 Force Icon
2 Resources
1 Damage Capacity
Character. Officer.
Probe Droid
Neutral Unit, Objective Set 41 (2 Copies)
2 Cost
1 Force Icon
Unit Damage (edge)
1 Damage Capacity
Droid
Interrupt: When this unit leaves play, deal 1 damage to a target enemy objective.
Imperial Suppression
Imperial Navy Event, Objective Set 41
0 Cost
1 Force Icon
Interrupt: When an event card is played, cancel its effects and place it on top of its owner's deck.
Shadows on the Ice
Empire Neutral Objective, Objective Set 42
2 Resources
5 Damage Capacity
Hoth
Limit 1 per objective deck.
Wampa
Neutral Unit, Objective Set 42 (2 Copies)
3 Cost
1 Force Icon
Unit Damage, Unit Damage
3 Damage Capacity
Creature. Hoth.
Reduce the cost to play this unit by 2 for each Hoth objective in play.
Succumb to the Cold!
Neutral Event, Obective Set 42 (2 Copies)
0 Cost
1 Force Icon
Hoth
Play only if you control at least 1 Hoth objective.
Reaction: After a focus token is removed from an enemy unit, place 1 focus token on that unit.
Battle of Hoth
Neutral Fate Card, Objective Set 42
3 Force Icons
8 Edge Priority
You may deal 1 damage to or remove 1 damage from a target Hoth objective.
The Desolation of Hoth Contents (Star Wars)
0065 Heat of Battle (x2)
0133 Target of Opportunity (x2)
0171 Twist of Fate (x2)
0178 A Message from Beyond (x2)
0179 Old Ben's Spirit (x4)
0180 Weapon Mastery (x2)
0181 Calm (x2)
0182 Hoth Operations (x2)
0183 Wedge Antilles (x2)
0184 Rogue Three (x2)
0185 Snowspeeder (x2)
0186 Hoth Survival Gear (x2)
0187 Echo Base Defense (x1)
0188 Wilderness Fighters (x3)
0189 Subzero Defenses (x2)
0190 The Killing Cold (x2)
0191 Icetromper (x4)
0192 Fear (x2)
0193 The Desolation of Hoth (x2)
0194 Lord Vader's Command (x2)
0195 Darth Vader (x2)
0196 Communications Officer (x2)
0197 Probe Droid (x4)
0198 Imperial Suppression (x2)
0199 Shadows on the Ice (x1)
0200 Wampa (x2)
0201 Succumb to the Cold! (x2)
0202 Battle of Hoth (x1)
0133 Target of Opportunity (x2)
0171 Twist of Fate (x2)
0178 A Message from Beyond (x2)
0179 Old Ben's Spirit (x4)
0180 Weapon Mastery (x2)
0181 Calm (x2)
0182 Hoth Operations (x2)
0183 Wedge Antilles (x2)
0184 Rogue Three (x2)
0185 Snowspeeder (x2)
0186 Hoth Survival Gear (x2)
0187 Echo Base Defense (x1)
0188 Wilderness Fighters (x3)
0189 Subzero Defenses (x2)
0190 The Killing Cold (x2)
0191 Icetromper (x4)
0192 Fear (x2)
0193 The Desolation of Hoth (x2)
0194 Lord Vader's Command (x2)
0195 Darth Vader (x2)
0196 Communications Officer (x2)
0197 Probe Droid (x4)
0198 Imperial Suppression (x2)
0199 Shadows on the Ice (x1)
0200 Wampa (x2)
0201 Succumb to the Cold! (x2)
0202 Battle of Hoth (x1)
Friday, March 8, 2013
X-Wing battle report from 2/20/13
Unfortunately, we didn't have the Wave 2 stuff back in February, but nonetheless, BK and I played a game of X-Wing, and had a blast doing it.
My list:
"Howlrunner" w/ Swarm Tactics
"Mauler Mithel" w/ Swarm Tactics
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Total Squad Points: 99
This is just a basic TIE Swarm. I took a more useful set of upgrades this time, however- Swarm Tactics actually get my ships shooting before several other pilots, and it was definitely helpful in this game.
BK's list:
Luke Skywalker w/ R2-F2
Rookie Pilot w/ R2 Astromech
Rookie Pilot w/ R2 Astromech
Gold Squadron Pilot w/ Ion Cannon Turret, R2 Astromech
Total Squad Points: 99
3 X-Wings and a Y-Wing. R2-F2 with Luke makes him pretty tough to kill, and the R2 Astromechs should give the X-Wings more maneuverability. I am happy to see the Y-Wings in the list, of course.
Turn 1:
A quick note about our setup- I basically set up everything right in the middle, as you can see from the picture. BK put Luke Skywalker and the Y-Wing off to my right, and the two Rookie Pilots off to my left. It was different than I'm used to seeing, so I was eager to get into action.
Regardless, our first turn is of course, uneventful. We both move forward towards the center. Exciting.
Turn 2:
I have a choice here. I could go to my left, crush the Rookie Pilots, but then I'd have Luke and a Y-Wing behind me, which could really suck (getting hit with an Ion Token, then having Luke move to range 1 and Target Locking would be a dead TIE a turn, I'm sure). I decide to bank to the right, and take on Luke early.
Unfortunately, my piloting skills suck. A bunch of my ships run into themselves, but in general, I do manage to get my ships pointing the right way.
Both of BK's groups of ships turned slightly and headed towards the center.
We exchange some long range shots to little effect- the sole casualty is a single shield is taken off the Y-Wing.
Turn 3:
Well, it's action time. I figure that BK's ships are likely to bank to their right, and rejoin their buddies. However, I didn't want to fully commit to that way, so I tried to slightly go BOTH ways. Because the ships are already in position to not fall on top of one another, I actually get to take actions with everyone. Those actions, however, are 7 Evade actions. Seven. Yes, exciting.
BK's left group of X-Wings is forced to send one of them through the asteroid, but doesn't take any damage. The Y-Wing does bank to his right, but Luke goes straight forward, depending on his high agility to see him through the firestorm.
Well, he's right there. A few TIEs shoot at Luke, but fail to do any damage, and in return he deals a point of damage to one of my Academy Pilots.
On my left, I'm a little more successful- my massed shooting takes all the shields off the Y-Wing, and get a Critical Hit onto the starfighter (something minor). BK's Rookie Pilots deal two points of damage to an Academy Pilot as well.
So, three turns in, I'm in position to start hurting the Y-Wing, and I'm taking damage on my TIEs at a fairly mediocre rate. Not looking too bad, so far.
Turn 4:
Alright, what to do now? I'm fairly unsure about how well I can hurt Luke without sending every ship after him, and decide to give up on that for now, and focus on the other ships. I send my guys to the left, and try to spread out to cover as much of the board with firing arcs as possible.
BK sends his ships basically right into the middle of my lines.
I start off with some shooting at the Y-Wing with Howlrunner and a Swarm Tactic'd Academy Pilot, but fail to accomplish anything. Luke follows with a shot on Howlrunner, hoping to lower the effectiveness of my entire fleet, but fails to put any hits through (2 hits and 2 evades, I believe).
Mauler Mithel, however, has much better luck and lays into the Rookie Pilot right in front of him, rolling up four hits (to no evades), destroying him, and giving the Imperials the first confirmed kill of the match.
The Academy Pilot I had used Swarm Tactics on with Mauler also finds some success, and deals two damage to the Y-Wing right in front of him.
The Y-Wing gets a little revenge, however, and manages to put an Ion Cannon shot into one of my Academy Pilots, making my maneuvering a little more annoying next turn.
Unfortunately for said Y-Wing, he doesn't get to stick around and take advantage of it, as my remaining Academy Pilots bring him down.
At this point, things are looking pretty good. I've killed two ships, and although I've taken small amounts of damage on a few of my TIEs, I haven't lost any. If I can get my ships pointing the right direction, I should be able to depend on my weight of shots to carry the day.
Turn 5:
Every one of my ships turns around, except for the one that had an Ion counter. BK's ships slowly move up into the teeth of my squad.
My shooting is all at long range, and I fail to accomplish anything. BK's limited shooting is much more effective, however, and his Rookie Pilot puts two damage on an undamaged TIE (unfortunately, the only one he could get in his firing arc), both of which are critical (I don't remember the exact effects).
Now, ships are about to get close, which means things could get very ugly.
Turn 6:
And they do. I screw up all of my maneuvering, meaning almost none of my ships actually get actions (smooth), but unfortunately for BK, that's all that goes wrong this turn.
My shooting starts fairly weak- one of my Academy Pilots, shooting with Howlrunner's Swarm Tactics take a shield off of Luke, who fires back and gets FOUR hits... which I then proceed to evade all but one of.
My next shot takes two shields off the Rookie Pilot, who's shooting does nothing.
I finish my turn with two Academy Pilots, each shooting at Luke. Three shots apiece.... and each rolls three hits. Luke can't keep up with that kind of rolling, and gets destroyed.
With only a single Rookie Pilot facing off against my entire force, even damaged as they are, we decide to call it.
Thoughts:
This will probably be the last time I run a TIE swarm in a friendly match for some time. I'm really too eager to try all the new ships, and I really want to try running multiple TIE Advanced and see how they perform, as well as using the new Wave 2 ships. Running all these TIEs was fun, of course, but I want to try something different.
It's hard to say what I did wrong or right about this game - I got so lucky with dice at times that it didn't matter what I chose (killing Luke, for instance was almost purely luck). Obviously, I really REALLY need to work on my maneuvering, since I spent two turns without actions, practically. My overall game plan worked better than my last TIE Swarm game (I didn't lose Howlrunner right away, for instance), so that's progress.
So yeah, next time I play as the Imperials, look for a something with more variety as my list!
My list:
"Howlrunner" w/ Swarm Tactics
"Mauler Mithel" w/ Swarm Tactics
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Academy Pilot
Total Squad Points: 99
This is just a basic TIE Swarm. I took a more useful set of upgrades this time, however- Swarm Tactics actually get my ships shooting before several other pilots, and it was definitely helpful in this game.
BK's list:
Luke Skywalker w/ R2-F2
Rookie Pilot w/ R2 Astromech
Rookie Pilot w/ R2 Astromech
Gold Squadron Pilot w/ Ion Cannon Turret, R2 Astromech
Total Squad Points: 99
3 X-Wings and a Y-Wing. R2-F2 with Luke makes him pretty tough to kill, and the R2 Astromechs should give the X-Wings more maneuverability. I am happy to see the Y-Wings in the list, of course.
Turn 1:
A quick note about our setup- I basically set up everything right in the middle, as you can see from the picture. BK put Luke Skywalker and the Y-Wing off to my right, and the two Rookie Pilots off to my left. It was different than I'm used to seeing, so I was eager to get into action.
Regardless, our first turn is of course, uneventful. We both move forward towards the center. Exciting.
Turn 2:
I have a choice here. I could go to my left, crush the Rookie Pilots, but then I'd have Luke and a Y-Wing behind me, which could really suck (getting hit with an Ion Token, then having Luke move to range 1 and Target Locking would be a dead TIE a turn, I'm sure). I decide to bank to the right, and take on Luke early.
Unfortunately, my piloting skills suck. A bunch of my ships run into themselves, but in general, I do manage to get my ships pointing the right way.
Both of BK's groups of ships turned slightly and headed towards the center.
We exchange some long range shots to little effect- the sole casualty is a single shield is taken off the Y-Wing.
Turn 3:
Well, it's action time. I figure that BK's ships are likely to bank to their right, and rejoin their buddies. However, I didn't want to fully commit to that way, so I tried to slightly go BOTH ways. Because the ships are already in position to not fall on top of one another, I actually get to take actions with everyone. Those actions, however, are 7 Evade actions. Seven. Yes, exciting.
BK's left group of X-Wings is forced to send one of them through the asteroid, but doesn't take any damage. The Y-Wing does bank to his right, but Luke goes straight forward, depending on his high agility to see him through the firestorm.
Well, he's right there. A few TIEs shoot at Luke, but fail to do any damage, and in return he deals a point of damage to one of my Academy Pilots.
On my left, I'm a little more successful- my massed shooting takes all the shields off the Y-Wing, and get a Critical Hit onto the starfighter (something minor). BK's Rookie Pilots deal two points of damage to an Academy Pilot as well.
So, three turns in, I'm in position to start hurting the Y-Wing, and I'm taking damage on my TIEs at a fairly mediocre rate. Not looking too bad, so far.
Turn 4:
Alright, what to do now? I'm fairly unsure about how well I can hurt Luke without sending every ship after him, and decide to give up on that for now, and focus on the other ships. I send my guys to the left, and try to spread out to cover as much of the board with firing arcs as possible.
BK sends his ships basically right into the middle of my lines.
I start off with some shooting at the Y-Wing with Howlrunner and a Swarm Tactic'd Academy Pilot, but fail to accomplish anything. Luke follows with a shot on Howlrunner, hoping to lower the effectiveness of my entire fleet, but fails to put any hits through (2 hits and 2 evades, I believe).
Mauler Mithel, however, has much better luck and lays into the Rookie Pilot right in front of him, rolling up four hits (to no evades), destroying him, and giving the Imperials the first confirmed kill of the match.
The Academy Pilot I had used Swarm Tactics on with Mauler also finds some success, and deals two damage to the Y-Wing right in front of him.
The Y-Wing gets a little revenge, however, and manages to put an Ion Cannon shot into one of my Academy Pilots, making my maneuvering a little more annoying next turn.
Unfortunately for said Y-Wing, he doesn't get to stick around and take advantage of it, as my remaining Academy Pilots bring him down.
At this point, things are looking pretty good. I've killed two ships, and although I've taken small amounts of damage on a few of my TIEs, I haven't lost any. If I can get my ships pointing the right direction, I should be able to depend on my weight of shots to carry the day.
Turn 5:
Every one of my ships turns around, except for the one that had an Ion counter. BK's ships slowly move up into the teeth of my squad.
My shooting is all at long range, and I fail to accomplish anything. BK's limited shooting is much more effective, however, and his Rookie Pilot puts two damage on an undamaged TIE (unfortunately, the only one he could get in his firing arc), both of which are critical (I don't remember the exact effects).
Now, ships are about to get close, which means things could get very ugly.
Turn 6:
And they do. I screw up all of my maneuvering, meaning almost none of my ships actually get actions (smooth), but unfortunately for BK, that's all that goes wrong this turn.
My shooting starts fairly weak- one of my Academy Pilots, shooting with Howlrunner's Swarm Tactics take a shield off of Luke, who fires back and gets FOUR hits... which I then proceed to evade all but one of.
My next shot takes two shields off the Rookie Pilot, who's shooting does nothing.
I finish my turn with two Academy Pilots, each shooting at Luke. Three shots apiece.... and each rolls three hits. Luke can't keep up with that kind of rolling, and gets destroyed.
With only a single Rookie Pilot facing off against my entire force, even damaged as they are, we decide to call it.
Thoughts:
This will probably be the last time I run a TIE swarm in a friendly match for some time. I'm really too eager to try all the new ships, and I really want to try running multiple TIE Advanced and see how they perform, as well as using the new Wave 2 ships. Running all these TIEs was fun, of course, but I want to try something different.
It's hard to say what I did wrong or right about this game - I got so lucky with dice at times that it didn't matter what I chose (killing Luke, for instance was almost purely luck). Obviously, I really REALLY need to work on my maneuvering, since I spent two turns without actions, practically. My overall game plan worked better than my last TIE Swarm game (I didn't lose Howlrunner right away, for instance), so that's progress.
So yeah, next time I play as the Imperials, look for a something with more variety as my list!
Labels:
Session Report,
X-Wing
Location:
Glen Burnie, MD, USA
Wednesday, March 6, 2013
Malifaux Battle Report, 2/6/13, Sonnia vs Mei Feng
Rob finally got the opportunity to break out his new Mei Feng crew last month, and challenged me to a game. Clearly terrified of my Lilith crew (he insists he thinks Lilith would be too easy for him to beat, but I know the truth ;) ), he suggested I take Sonnia, so I did so. We ended up playing a 30 Soulstone game, as well, since I was a little limited in my model selection for the moment.
To start with, my crew:
Sonnia Criid -- 6 Pool
Francisco Ortega
Samael Hopkins
Watcher
Witchling Stalker
Witchling Stalker
Witchling Stalker
I don't really have a lot to say about my list- it's her starter box + Fransisco (I figured I could use some extra ranged options) + a Watcher (to help offset bad luck).
Rob's crew:
Mei Feng -- 8 Pool
Emberling
Kang
Metal Gamin
Rail Worker
Willie, the Demolitionist
Admittedly, although I've read the Ten Thunders book, I only had a minimal amount of knowledge of what all the models did. I did know Mei Feng could combo a lot, however, so I needed to keep an eye out for that.
After flips, we ended with Shared Claim Jump as our Strategy (whoever had more models within 3" of a counter in the center of the table scored points). We each had two Schemes, which we both announced: I chose Bodyguard (Sonnia) and Raid. Rob chose Bodyguard (Mei Feng) and Grudge (Fransisco). We deployed in the corners, and the only thing notable about our terrain was that there was a lot of buildings.
Turn 1:
I win Initiative, and basically move everything towards the center. I send my Witchling Stalkers forward as a sort of picket line, hoping to create a wide area of Disrupt Magic auras everywhere. The rest of my models end up moving behind them.
Rob's activations involve Willie using Clear Out off Kang to move everyone forward a few inches, but Rob basically decides he had screwed up his deployment, and ends up just moving everything towards the center instead of more fanciness.
Turn 2:
Rob wins Initiative, even though I start by flipping a 12 (he manages to flip a 13). Grrr!
Willie starts off the turn by double walking towards the middle of the table, to catch up to the action. In addition, he puts a bomb up close to my forces. I respond by having the central Witchling Stalker use Defensive Stance and his Disrupt Magic aura before moving a little towards the middle, hoping to make life a little difficult for Rob's force.
Rob activates Mei Feng and the Emberling next. The Emberling walks up and tries to throw up a Vent Steam... but is sadly is in range of the aura, and fails. Mei Feng is able to move up, stay out of the aura, and cast it, however, providing her with some protection. I respond... by having my Witchling Stalker on my side of the building do the exact same thing as his brother.
Rob has a Rail Worker move in front of Mei Feng, presumably to block line of sight to her. I activate my Watcher, who lets me look at the top two cards of my deck. One of them happens to be the Black Joker, which I gladly throw on the bottom of my deck.
Rob parks his Metal Gamin next to Mei Feng. If only I had decent blast shots! I have my last Witchling Stalker do the same thing as his buddies, creating quite the area of magicless-ness.
Kang ends up going after the closest Witchling Stalker to me, but with Defensive Stance up, isn't able to put shovel to flesh. Finally, given that I have all the activations left in the round, I attempt to go a little offensive. Sammael starts taking shots, and manages to kill Willie, who unfortunately explodes, damaging the two closest Witchling Stalkers and Fransisco for two. Fransisco follows up by firing at the Rail Worker, doing a few points of damage.
Sonnia spends the turn... basically doing nothing. I don't know that I have a good early game plan for her, haha.
Turn 3:
Rob wins Initiative again.
Rob starts by having his Rail Worker charge a Witchling Stalker, and detonates the previously placed bomb, killing the two central Witchling Stalkers, himself, and Fransisco. That is really really unpleasant. Needing to delay for an activation, to get his guys into range, I have my remaining Witchling Stalker use Defensive Stance, Disrupt Magic, and have him take a swing at Kang, dealing two damage... which doesn't really matter since he recovers from it whenever he activates.
Rob's Metal Gamin activates, and double Walks over to my side of the board. I use the Watcher to move forward and help prepare my deck for the inevitable- revealing a 13, which I leave on top of my deck.
Rob then activates Mei Feng and the Emberling. The Emberling walks up and Vents Steam, just staying out of the Disrupt Magic aura. Mei Feng walks forward, casts Iron Skin on the Metal Gamin, and walks again.
I start salivating, hoping to put a ton of damage on Mei Feng. Eagerly, I activate Sammael, and declare I'm going to Rapid Fire, and make the first flip... then remember that I haven't used his Flaming Bullets spell. I also forget about his Arcane Hunter ability (so a net +2 Cb and +3 Dg I screwed myself out of). As it was, Rob is forced to spend a few Soulstones, but even so, I still put 2 damage on him. Honestly, had I remembered to use these, it would've probably cost him another Soulstone, which may have made a significant difference.
Sonnia ends the turn by activating, and throws a bunch more spells at Mei Feng, which force her to spend MORE Soulstones, but I still end up putting another two damage on her.
Turn 4:
I thankfully win Initiative.
For some reason, I activate Sonnia first, even though Sammael could've either killed Mei Feng, or forced her to spend every Soulstone she had. I don't really remember why I did this. Regardless, Sonnia starts throwing spells at Mei Feng, fails to kill her (but does manage to kill the Emberling), but does do a few more points of damage.
Mei Feng charges up, uses a string of Tiger's Claws strikes with the Tiger's Fury trigger, and kills Sonnia (but see below). I end up conceding (although I guess Sammael could've made an attempt at killing her and playing for less of a loss).
Rob would've won the strategy (4 points), Mei Feng survived (2 points), but he didn't kill Fransisco in melee, meaning the final score was 6-0. Quite a beating!
Thoughts:
I can't really say if this will end up being a good matchup. Having some experience with her now, Rob says he should be taking more Rail Workers with her to exploit Express Line, and move her around more, which will probably make her a lot scarier. On top of that, he did have some maneuvering issues that he'll be able to fix with a few more games of practice.
One big thing we DID screw up, however, is Mei Feng's trigger. The end reads "perform a melee Strike against another target in melee range." We played it that the target could be the same person (ie, Sonnia), which let him belt off the 5 attacks it took to kill her (she missed once). With the trigger, she'd have had to kill Sammael as well (she certainly had the range), but maybe would've killed him quickly enough to save Sonnia. Hard to say. I started Mei Feng's activation with more Soulstones than her, so it's possible.
Of course... Sammael would've been dead, Sonnia would've already activated, and I wouldn't have had any way to kill Mei Feng this turn, so it's hard to think the result would've changed at all.
If I remembered all of Sammael's rules, who knows what the result would've been as well. Extra damage plus a higher stat value is really sweet, and definitely makes me eager to see him on the table again!
Regardless, the game was a lot of fun, and it's nice seeing Ten Thunders models on the table. Also, Rob has been working extra hard to get his models painted, and the effort shows- his side of the board looked beautiful. Definitely something to make me more eager to paint, when I have the time to do so.
We should have another game of Malifaux soon- hopefully I'll have more Guild stuff assembled, giving me some options in the game. Maybe I can the next one a closer match :).
Until next time!
To start with, my crew:
Sonnia Criid -- 6 Pool
Francisco Ortega
Samael Hopkins
Watcher
Witchling Stalker
Witchling Stalker
Witchling Stalker
I don't really have a lot to say about my list- it's her starter box + Fransisco (I figured I could use some extra ranged options) + a Watcher (to help offset bad luck).
Rob's crew:
Mei Feng -- 8 Pool
Emberling
Kang
Metal Gamin
Rail Worker
Willie, the Demolitionist
Admittedly, although I've read the Ten Thunders book, I only had a minimal amount of knowledge of what all the models did. I did know Mei Feng could combo a lot, however, so I needed to keep an eye out for that.
After flips, we ended with Shared Claim Jump as our Strategy (whoever had more models within 3" of a counter in the center of the table scored points). We each had two Schemes, which we both announced: I chose Bodyguard (Sonnia) and Raid. Rob chose Bodyguard (Mei Feng) and Grudge (Fransisco). We deployed in the corners, and the only thing notable about our terrain was that there was a lot of buildings.
Turn 1:
I win Initiative, and basically move everything towards the center. I send my Witchling Stalkers forward as a sort of picket line, hoping to create a wide area of Disrupt Magic auras everywhere. The rest of my models end up moving behind them.
Rob's activations involve Willie using Clear Out off Kang to move everyone forward a few inches, but Rob basically decides he had screwed up his deployment, and ends up just moving everything towards the center instead of more fanciness.
Rob wins Initiative, even though I start by flipping a 12 (he manages to flip a 13). Grrr!
Willie starts off the turn by double walking towards the middle of the table, to catch up to the action. In addition, he puts a bomb up close to my forces. I respond by having the central Witchling Stalker use Defensive Stance and his Disrupt Magic aura before moving a little towards the middle, hoping to make life a little difficult for Rob's force.
Rob activates Mei Feng and the Emberling next. The Emberling walks up and tries to throw up a Vent Steam... but is sadly is in range of the aura, and fails. Mei Feng is able to move up, stay out of the aura, and cast it, however, providing her with some protection. I respond... by having my Witchling Stalker on my side of the building do the exact same thing as his brother.
Rob has a Rail Worker move in front of Mei Feng, presumably to block line of sight to her. I activate my Watcher, who lets me look at the top two cards of my deck. One of them happens to be the Black Joker, which I gladly throw on the bottom of my deck.
Rob parks his Metal Gamin next to Mei Feng. If only I had decent blast shots! I have my last Witchling Stalker do the same thing as his buddies, creating quite the area of magicless-ness.
Kang ends up going after the closest Witchling Stalker to me, but with Defensive Stance up, isn't able to put shovel to flesh. Finally, given that I have all the activations left in the round, I attempt to go a little offensive. Sammael starts taking shots, and manages to kill Willie, who unfortunately explodes, damaging the two closest Witchling Stalkers and Fransisco for two. Fransisco follows up by firing at the Rail Worker, doing a few points of damage.
Sonnia spends the turn... basically doing nothing. I don't know that I have a good early game plan for her, haha.
Turn 3:
Rob wins Initiative again.
Rob starts by having his Rail Worker charge a Witchling Stalker, and detonates the previously placed bomb, killing the two central Witchling Stalkers, himself, and Fransisco. That is really really unpleasant. Needing to delay for an activation, to get his guys into range, I have my remaining Witchling Stalker use Defensive Stance, Disrupt Magic, and have him take a swing at Kang, dealing two damage... which doesn't really matter since he recovers from it whenever he activates.
Rob's Metal Gamin activates, and double Walks over to my side of the board. I use the Watcher to move forward and help prepare my deck for the inevitable- revealing a 13, which I leave on top of my deck.
Rob then activates Mei Feng and the Emberling. The Emberling walks up and Vents Steam, just staying out of the Disrupt Magic aura. Mei Feng walks forward, casts Iron Skin on the Metal Gamin, and walks again.
I start salivating, hoping to put a ton of damage on Mei Feng. Eagerly, I activate Sammael, and declare I'm going to Rapid Fire, and make the first flip... then remember that I haven't used his Flaming Bullets spell. I also forget about his Arcane Hunter ability (so a net +2 Cb and +3 Dg I screwed myself out of). As it was, Rob is forced to spend a few Soulstones, but even so, I still put 2 damage on him. Honestly, had I remembered to use these, it would've probably cost him another Soulstone, which may have made a significant difference.
Sonnia ends the turn by activating, and throws a bunch more spells at Mei Feng, which force her to spend MORE Soulstones, but I still end up putting another two damage on her.
Turn 4:
I thankfully win Initiative.
For some reason, I activate Sonnia first, even though Sammael could've either killed Mei Feng, or forced her to spend every Soulstone she had. I don't really remember why I did this. Regardless, Sonnia starts throwing spells at Mei Feng, fails to kill her (but does manage to kill the Emberling), but does do a few more points of damage.
Mei Feng charges up, uses a string of Tiger's Claws strikes with the Tiger's Fury trigger, and kills Sonnia (but see below). I end up conceding (although I guess Sammael could've made an attempt at killing her and playing for less of a loss).
Rob would've won the strategy (4 points), Mei Feng survived (2 points), but he didn't kill Fransisco in melee, meaning the final score was 6-0. Quite a beating!
Thoughts:
I can't really say if this will end up being a good matchup. Having some experience with her now, Rob says he should be taking more Rail Workers with her to exploit Express Line, and move her around more, which will probably make her a lot scarier. On top of that, he did have some maneuvering issues that he'll be able to fix with a few more games of practice.
One big thing we DID screw up, however, is Mei Feng's trigger. The end reads "perform a melee Strike against another target in melee range." We played it that the target could be the same person (ie, Sonnia), which let him belt off the 5 attacks it took to kill her (she missed once). With the trigger, she'd have had to kill Sammael as well (she certainly had the range), but maybe would've killed him quickly enough to save Sonnia. Hard to say. I started Mei Feng's activation with more Soulstones than her, so it's possible.
Of course... Sammael would've been dead, Sonnia would've already activated, and I wouldn't have had any way to kill Mei Feng this turn, so it's hard to think the result would've changed at all.
If I remembered all of Sammael's rules, who knows what the result would've been as well. Extra damage plus a higher stat value is really sweet, and definitely makes me eager to see him on the table again!
Regardless, the game was a lot of fun, and it's nice seeing Ten Thunders models on the table. Also, Rob has been working extra hard to get his models painted, and the effort shows- his side of the board looked beautiful. Definitely something to make me more eager to paint, when I have the time to do so.
We should have another game of Malifaux soon- hopefully I'll have more Guild stuff assembled, giving me some options in the game. Maybe I can the next one a closer match :).
Until next time!
Labels:
Malifaux,
Session Report
Location:
Glen Burnie, MD, USA
Friday, March 1, 2013
X-Wing wave 2 released
Those of you who play X-Wing no doubt have already seen that this is the case, but yeah, the new stuff for X-Wing is out!
I managed to snag one each of the new models- they were starting to sell out even as I showed up (not long after they were put on the shelves). It's great to see this game doing so well.
Anyway, I'm looking forward to getting the new stuff on the table. In another two weeks or so, I'll play another X-Wing game, and I'll make sure to use the new stuff.
I managed to snag one each of the new models- they were starting to sell out even as I showed up (not long after they were put on the shelves). It's great to see this game doing so well.
Anyway, I'm looking forward to getting the new stuff on the table. In another two weeks or so, I'll play another X-Wing game, and I'll make sure to use the new stuff.
Hobby progress for February, 2013
(EDIT: Oops, forgot to update this as the month went along!)
This month:
Malifaux:
* One game played (using Sonnia Criid)
Saga:
* Starter Box of Jomsvikings Filed
* Starter Box of Skraelings Filed
Warmachine/Hordes:
* One game played (eHexeris)
* Unit of Long Gunners filed
* Unit of Cygnar Mechanics filed
* A few other Cygnar solos filed
* Cyclops Shaman filed
* Necrosurgeon filed
X-Wing:
* One game played (As the Imperials)
This month:
Malifaux:
* One game played (using Sonnia Criid)
Saga:
* Starter Box of Jomsvikings Filed
* Starter Box of Skraelings Filed
Warmachine/Hordes:
* One game played (eHexeris)
* Unit of Long Gunners filed
* Unit of Cygnar Mechanics filed
* A few other Cygnar solos filed
* Cyclops Shaman filed
* Necrosurgeon filed
X-Wing:
* One game played (As the Imperials)
Labels:
Malifaux,
Minis,
Warmachine,
X-Wing
Location:
Catonsville, MD, USA
Saturday, February 23, 2013
The Hobbit: On The Doorstep Spoilers (Lord of the Rings)
Bilbo Baggins
Unique Baggins Hero
0 Threat
1 Willpower
1 Attack
1 Defense
3 Hit Points
Hobbit. Burglar.
Bilbo Baggins does not count against the hero limit and cannot gain resources from non-treasure cards. The first player gains control of Bilbo Baggins.
Action: Spend 1 Baggins resource to search your deck for a treasure card and add it to your hand.
If Bilbo Baggins leaves play, the players have lost the game.
Balin
Unique Leadership Hero
9 Threat
2 Willpower
1 Attack
2 Defense
4 Hit Points
Dwarf.
Response: Pay 1 resource from Balin's resource pool to cancel a shadow effect just triggered during an attack. Then, deal the attacking enemy another shadow card (Limit once per attack).
Bard the Bowman
Unique Tactics Hero
11 Threat
2 Willpower
3 Attack
2 Defense
4 Hit Points.
Esgaroth. Warrior.
Ranged.
When Bard the Bowman makes a ranged attack, the enemy he attacks gets -2 Defense until the end of the phase.
Oin
Unique Spirit Hero
8 Threat
2 Willpower
1 Attack
1 Defense
4 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Oin gets +1 Attack and gains the Tactics resource icon.
Bombur
Unique Lore Hero
8 Threat
0 Willpower
1 Attack
2 Defense
5 Hit Points
Dwarf.
When counting the number of Dwarf characters you control, Bombur counts as two.
Gloin
Unique Leadership Ally
3 Cost
2 Willpower
1 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Gloin gains: "Response: After you play Gloin from your hand, choose a hero. Add 2 resources to that hero's resource pool."
Bifur
Unique Lore Ally
3 Cost
1 Willpower
2 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Bifur gains: "Response: After you play Bifur from your hand, draw 2 cards".
Dwalin
Unique Spirit Ally
3 Cost
1 Willpower
1 Attack
2 Defense
3 Hit Points
Dwarf
Sentinel.
While you control at least 5 Dwarf characters, lower the cost to play Dwalin by 2.
Straight Shot
Tactics Event
0 Cost
Action: Exhaust a Weapon attachment to choose a non-unique enemy with 0 Defense. Discard the chosen enemy.
Desperate Alliance
Spirit Event
0 Cost
Action: Choose a hero you control. Until the end of the phase, give control of that hero and all resources in that hero's resource pool to another player (Limit 1 per phase).
Ravens Of The Mountain
Lore Event
1 Cost
Action: Exhaust a hero you control to shuffle the encounter deck and reveal its top card. Place progress tokens on the current quest equal to the revealed card's Threat. Then, put that card back on the top of the encounter deck.
To Me! O My Kinsfolk!
Leadership Event
1 Cost
Action: If you control at least 1 Dwarf hero, put a Dwarf ally from your discard pile into play under your control. Put that ally on the bottom of your deck at the end of the phase.
The Lucky Number
Baggins Event
1 Cost
Action: Choose a character in play (other than Bilbo Baggins). Add Bilbo Baggins' total Willpower, Attack, and Defense to that character's Willpower, Attack, and Defense respectively until the end of the phase.
Great Yew Bow
Tactics Attachment
2 Cost
Item. Weapon
Attach to a hero with the printed Ranged keyword. Restricted.
Combat Action: Choose an enemy in the staging area. Exhaust Great Yew Bow and attached hero to make a ranged attack against that enemy. Declare attached hero as the attacker. No other attackers can be declared for this attack.
Black Arrow
Unique Tactics Attachment
0 Cost
Artifact. Item.
Limit 1 per deck. Attach to a hero with Ranged.
Response: After attached hero declares an attack, add Black Arrow to the victory display to give attached hero +5 Attack for this attack.
Victory 1.
Thror's Key
Unique Spirit Attachment
1 Cost
Artifact. Item
Attach to a hero.
Response: After a location is added to the staging area, attach Thror's Key to that location. While attached to a location, Thror's Key gains: "Treat attached location's printed text box as blank, except for traits"
Expert Treasure-Hunter
Lore Attachment
0 Cost
Skill.
Attach to a hero.
Response: After attached hero quests successfully, name a card type and discard the top card of your deck. If the discarded card is the named type, take it into your hand.
King Under the Mountain
Unique Leadership Attachment
2 Cost
Title.
Attach to a Dwarf hero.
Action: Exhaust King Under the Mountain to look at the top 2 cards of your deck. Add 1 to your hand and discard the other.
Bilbo's Magic Ring
Unique Treasure (Flies and Spiders)
0 Cost
Artifact. Item. Ring.
Attach to Bilbo Baggins.
Actions: Exhaust Bilbo's Magic Ring and raise your threat by 1 to gain a Baggins resource (Limit once per round).
Response: After Bilbo Baggins exhausts to defend an attack, exhaust Bilbo's Magic Ring and raise your threat by 3 to cancel all damage from this attack.
The Arkenstone
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item.
Attach to a hero.
Action: Exhaust The Arkenstone and raise your threat by X to lower by X the cost of the next ally you play this phase that matches the attached hero's sphere.
Mithril Shirt
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item.
Attach to Bilbo Baggins.
Attached hero gets +1 Defense and +1 Hit Point.
Thror's Battle Axe
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item.
Attach to a hero. Restricted.
Attached hero gets +2 Attack.
Response: After attached hero attacks and destroys an enemy, deal 1 damage to another enemy engaged with you.
Thror's Hunting Bow
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item
Attach to a hero. Restricted.
Attached hero gains Ranged.
When making a ranged attack, attached hero gets +2 Attack.
Thror's Golden Cup
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item
Attach to a hero.
Action: Add Thror's Golden Cup to the victory display to draw 3 cards.
Victory 3.
***Encounter Cards***
The Spider's Glade
Encounter Set: Flies and Spiders
Unique Location
1 Threat
9 Quest Points
Forest
Immune to player card effects.
Travel: Exhaust Bilbo Baggins to travel here.
Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area. (2 Spider enemies instead if 3 or more players are at this stage.) Shuffle the encounter deck.
Giant Web
Encounter Set: Flies and Spiders
Location
3 Threat
3 Quest Points
Forest.
While Giant Web is the active location, each character gets -1 Willpower, -1 Attack, and -1 Defense for each poison it has.
Response: After Giant Web leaves play as an explored location, ready an unconscious character.
Forest Stream
Encounter Set: Flies and Spiders
Location
2 Threat
4 Quest Points
Forest. River.
While Forest Stream is the active location, poisoned characters cannot quest.
Response: After Forest Stream leaves play as an explore location, discard 4 poison.
Old Tomnoddy
Encounter Set: Flies and Spiders
Enemy
37 Engagement Cost
3 Threat
5 Attack
2 Defense
4 Hit Points
Creature. Spider.
Venom.
Forced: At the end of each round, each player must give a hero he controls 1 poison.
Crazy Cob
Encounter Set: Flies and Spiders
Enemy
30 Engagement Cost
2 Threat
3 Attack
2 Defense
2 Hit Points
Creature. Spider
Venom.
When Revealed: This enemy attacks the character with the most poison attached.
Shadow: Defending character gets 1 poison.
Lazy Lob
Encounter Set: Flies and Spiders
Enemy
33 Engagement Cost
3 Threat
3 Attack
0 Defense
3 Hit Points
Creature. Spider.
Venom
When Revealed: Each character committed to the quest gets 1 poison.
Shadow: If defending character is poisoned, make that character unconscious.
Fat Spider
Encounter Set: Flies and Spiders
Enemy
28 Engagement Cost
2 Threat
1 Attack
1 Defense
6 Hit Points
Creature. Spider.
Venom.
This enemy gets +3 Attack while engaged with a player who controls at least 1 poisoned character.
Shadow: Defending character gets 1 poison. (Give 2 poison to a character you control if undefended.)
Wicked Spider
Encounter Set: Flies and Spiders
Enemy
25 Engagement Cost
1 Threat
4 Attack
1 Defense
3 Hit Points
Creature. Spider.
Venom.
Forced: When this enemy attacks, defending player must attach 1 poison to a character he controls.
Shadow: Defending character gets 2 poison.
Caught In Webs
Encounter Set: Flies and Spiders
Treachery
When Revealed: Choose a hero to be removed from the quest and make that hero unconscious. If no hero was removed from the quest by this effect, this card gains surge.
Poisoned By Spiders
Encounter Set: Flies and Spiders
Treachery
When Revealed: Each character takes damage equal to the number of poison it has. If no characters were damaged by this effect, this card gains surge.
Shadow: Discard an unconscious character you control.
Hidden Path
Encounter Set: Wilderland
Location
3 Threat
1 Quest Point
Forest. Mountain.
While Hidden Path is the active location, locations in the staging area get -1 Threat
Travel: Spend 2 Baggins resources to travel here.
Dark Bats
Encounter Set: Wilderland
Enemy
15 Engagement Cost
2 Threat
2 Attack
0 Defense
1 Hit Point
Creature.
Forced: After Dark Bats damages a character, attach it to that character. (While attached, counts as a Condition attachment with the text: "Attached character gets -1 Willpower, -1 Attack, and -1 Defense".
Shadow: Attach this card to the defending character.
Fighting Among Friends
Encounter Set: Wilderland
Treachery
When Revealed: The first player names a sphere. Then, all non-Baggins characters who do not belong to named sphere are removed from the quest.
Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if undefended).
Weighed Down
Encounter Set: Wilderland
Treachery
When Revealed: Until the end of the round, exhausted characters get -1 Willpower, -1 Attack, and -1 Defense.
Shadow: If the defending character is destroyed by this attack, its controller must raise his threat by 5.
A Bare Patch
Encounter Set: The Lonely Mountain
Objective
Information
While attached, Smaug the Magnificent gets -3 Defense.
Response: After the players quest successfully, the first player makes a burgle attempt. If succesfful, attach a Bare Patch to Smaug the Magnificent.
Smaug the Golden
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
9 Defense
20 Hit Points
Dragon
Indestructible. Immune to player card effects. Cannot be engaged.
X is the number of non-Burglar characters committed to the quest.
Forced: After the 6th progress token is placed here, the players advance to stage 4A.
Smaug the Magnificent
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
6 Threat
8 Attack
8 Defense
20 Hit Points
Dragon.
Indestructible. Immune to player card effects.
Cannot leave the staging area (except by quest effects) but is considered to be engaged with the first player.
Forced: If Smaug the Magnificent is dealt a shadow card with a burgle effect, he makes an additional attack immediately after this one.
Croaking Crows
Encounter Set: The Lonely Mountain
Enemy
33 Engagement Cost
1 Threat
1 Attack
1 Defense
2 Hit Points
Creature.
Surge.
Forced: When a location is revealed from the encounter deck, put 1 progress token on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's sphere and type.
The Lonely Mountain
Encounter Set: The Lonely Mountain
Unique Location
12 Threat
4 Quest Points
Mountain.
While at least 1 card is stacked underneath, The Lonely Mountain is immune to player card effects, cannot leave the staging area, and gets -2 Threat for each card stacked underneath it.
Action: While making a burgle attempt, the first player may spend 2 Baggins resources to take the revealed card into hand and reveal the next card of his deck.
Victory 10.
Great Hall
Encounter Set: The Lonely Mountain
Location
4 Threat
4 Quest Points
Underground.
While Great Hall is the active location, it gains: "Forced: Put 1 progress token on Smaug the Golden at the end of each round"
Burgle: The first player shuffles his deck and reveals the top card. He may discard 3 cards from his hand that match the revealed card's type.
Secret Entrance
Encounter Set: The Lonely Mountain
Location
1 Threat
1 Quest Point
Mountain.
While Secret Entrance is the active location, The Lonely Mountain's Threat is reduced by half (round up).
Travel: The first player must exhaust a hero and name a card type to travel here. Then, reveal the top card of the encounter deck. If the revealed card is not the named type, return Secret Entrance to the staging area. (The players can not travel again this round).
Desolation of Smaug
Encounter Set: The Lonely Mountain
Location
3 Threat
3 Quest Points
Wasteland.
While Desolation of Smaug is the active location, the first treachery card revealed each round gains surge.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's cost.
Western Slopes
Encounter Set: The Lonely Mountain
Location
2 Threat
5 Quest Points
Mountain
Response: When Western slopes leaves play as an explored location (choose one): the first player draws 2 cards, or remove 1 progress token from Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's sphere.
Pretending to Sleep
Encounter Set: The Lonely Mountain
Treachery
Surge.
When Revealed: Put 1 progress token on Smaug the Golden. Then, spend X Baggins resources or advance to stage 4A. X is the number of progress tokens on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's type.
Known To An Ounce
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each player discards 2 random cards from hand. Until the end of the phase, each Dragon enemy in plays gains +1 Threat for each event discarded by this effect.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's sphere and cost.
Belching Fire
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each Dragon enemy in the staging area makes an immediate attack against the player with the highest total Willpower committed to the quest. (Do not deal a shadow card for this attack).
Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's type and cost.
Dragon-Spell
Encounter Set: The Lonely Mountain
Treachery
Enchantment.
When Revealed: Attach to the hero with the most resources without Dragon-Spell attached. (Counts as a Condition attachment with the text: "Attached hero gets -1 Willpower for each resource in its resource pool"
Forced: When attached hero spends resources, attached hero takes X damage. X is equal to the number of resources spent.)
Misty Mountain Eagle
Encounter Set: The Battle of Five Armies
Objective Ally
3 Willpower
3 Attack
3 Defense
2 Hit Points
Creature. Eagle.
Action: The first player may spend 2 Baggins resources to (choose one): take control of Misty Mountain Eagle, or discard this ally to discard a non-unique enemy in the staging area.
Shadow: Deal 3 damage to attacking enemy.
Bolg
Encounter Set: The Battle of Five Armies
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
3 Defense
8 Hit Points
Goblin. Orc.
X is the number of players in the game.
Immune to player card effects.
Cannot leave the staging area.
The first Goblin revealed each round gains surge.
Bodyguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
35 Engagement Cost
2 Threat
4 Attack
2 Defense
5 Hit Points
Goblin. Orc.
Bolg cannot take damage.
Forced: When this enemy attacks, deal it an additional shadow card for each quest stage in play with no progress tokens on it.
Gundabad Wolf Rider
Encounter Set: The Battle of Five Armies
Enemy
15 Engagement Cost
1 Threat
3 Attack
0 Defense
3 Hit Points
Goblin. Orc.
Forced: When this enemy attacks, remove 1 progress token from the current quest.
Shadow: Attacking enemy gets +1 Attack for each quest stage in play with no progress on it.
Gundabad Climber
Encounter Set: The Battle of Five Armies
Enemy
33 Engagement Cost
1 Threat
2 Attack
2 Defense
2 Hit Points
Goblin. Orc.
When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)
Vanguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
20 Engagement Cost
1 Threat
1 Attack
1 Defense
4 Hit Points
Goblin. Orc.
This enemy gets +1 Threat, +1 Attack, and +1 Defense for each quest stage in play with no progress on it.
Shadow: If this attack destroys a character, remove all progress from the current quest.
Gundabad Archer
Encounter Set: The Battle of Five Armies
Enemy
40 Engagement Cost
2 Threat
2 Attack
1 Defense
3 Hit Points
Goblin. Orc.
When Revealed: Each player must deal 2 damage to a character he controls.
Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.
Ravenous Warg
Encounter Set: The Battle of Five Armies
30 Engagement Cost
2 Threat
3 Attack
1 Defense
3 Hit Points
Creature
Forced: When Ravenous Wargs attacks, the defending player must declare the character he controls with the most damage as the defender. (Even if exhausted).
Shadow: Defending character gets -1 Defense for each quest stage in play with no progress on it.
Northern Slopes
Encounter Set: The Battle of Five Armies
Location
3 Threat
3 Quest Points
Mountain
While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.
While Northern Slopes is the active location, it gains: "Forced: When a character leaves play, remove 1 progress from the current quest, if able"
Ruins of Dale
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins. Valley.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 3B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 3B is the current quest).
Victory 3
Ravenhill
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins. Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 4B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 4B is the current quest).
Victory 3.
The Front Gate
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins. Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 2B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 2B is the current quest).
Victory 3
Hatred Rekindled
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each enemy engaged with a player makes an immediate attack. Do not deal shadow cards for attacks made by this effect. If no attacks were made by this effect, this card gains surge.
Shadow: Attacking enemy makes an additional attack immediately after this one.
Goblins Are Upon You
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.)
Shadow: Attacking enemy gets +1 Attack for each Goblin enemy engaged with you.
Heedless Of Order
Encounter Set: The Battle of Five Armies
Treachery
Surge.
When Revealed: Choose a different quest to be the current quest until the end of the round, if able. If the current quest did not change as a result of this effect, this card gains Doomed 3.
*** Quest Cards ***
Flies and Spiders:
1A/1B Into Mirkwood
1A: Setup: Each player may shuffle 1 copy of Bilbo's Magic Ring into his deck. Search the encounter deck for The Spider's Glade and set it aside, out of play. Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (9 Quest Points): Unsonscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
2A/2B Lost In The Dark
2B (- Quest Points): When Revealed: Reveal stage 3 and create a separate staging area for the first player using that stage. Then, all other players advance to stage 4.
3A/3B Captured By Spiders
3A: When Revealed: Remove all resources from each hero's resource pool. Then, make each character you control (except Bilbo Baggins) unconscious.
3B (11 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Do not pass the first player token. When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary).
Actions: Spend 2 Baggins resources to ready an unconscious character you control.
4A/4B Battle With The Spiders
4A: When Revealed: Add The Spider's Glade to the staging area.
4B (3 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Progress cannot be placed on this stage while The Spider's Glade is in play.
Action: Spend 2 Baggins resources to ready an unconscious character you control.
If the players defeat this stage, they have won the game and discovered the treasure card Bilbo's Magic Ring.
The Lonely Mountain:
1A/1B A Warm Welcome
1A: Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain, and A Bare Patch. Set Smaug the Magnificent and A Bare Patch aside, out of play. Add Smaug the Golden and The Lonely Mountain to the staging area. Shuffle the five Erebor treasure cards and stack them facedown under The Lonely Mountain.
1B (- Quest Points): Skip the Quest Phase.
Forced: At the end of round, advance to stage 2.
2A/2B The Burglar's Turn
2B (- Quest Points): Forced: After questing successfully, place 1 progress on Smaug the Golden. Then, the first player makes a burgle attempt. If successful, the first player takes the top treasure card from under The Lonely Mountain into his hand. Then, the players may advance to stage 3.
Forced: After the first player makes an unsuccessful burgle attempt, Smaug the Golden attacks the first player.
3A/3B Inside Information
3A: When Revealed: Set Smaug the Golden aside, out of play. Add Smaug the Magnificent and A Bare Patch to the staging area.
3B (20 Quest Points): Players cannot defeat this stage while Smaug the Magnificent is in play.
Forced: If the total number of progress tokens on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play.
If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.
4A/4B Thieves! Fire! Murder!
4A: When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play. Then, add Smaug the Magnificent to the staging area.
4B (7 Quest Points): Forced: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play. Then, add Smaug the Golden to the staging area and reset the quest deck to stage 2B.
The Battle of Five Armies:
1A/1B The Gathering of the Clouds
1A: Setup: Search the encounter deck for Bolg and add it to the staging area. Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (- Quest Points): Put stage 2, stage 3, and stage 4 into play at the same time. Then, remove this stage from play.
2A/2B The Eastern Spur
2B (8 Quest Points): Players cannot advance from this stage unless stage 3 and stage 4 are complete.
Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.
3A/3B Battle In The Dale
3B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 4 are complete.
Battle.
Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.
4A/4B The Defense Of Ravenhill
4B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 3 are complete.
Siege.
Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.
5A/5B The Clouds Burst
5B (- Quest Points): When Revealed: Each player must search the encounter deck and discard pile for a copy of Bodyguard of Bolg and add it to the staging area, if able. Shuffle the encounter deck.
Progress cannot be placed on this stage. While Bolg is in the staging area, it is considered to be engaged with the first player.
If Bolg is destroyed, the players win the game.
Unique Baggins Hero
0 Threat
1 Willpower
1 Attack
1 Defense
3 Hit Points
Hobbit. Burglar.
Bilbo Baggins does not count against the hero limit and cannot gain resources from non-treasure cards. The first player gains control of Bilbo Baggins.
Action: Spend 1 Baggins resource to search your deck for a treasure card and add it to your hand.
If Bilbo Baggins leaves play, the players have lost the game.
Balin
Unique Leadership Hero
9 Threat
2 Willpower
1 Attack
2 Defense
4 Hit Points
Dwarf.
Response: Pay 1 resource from Balin's resource pool to cancel a shadow effect just triggered during an attack. Then, deal the attacking enemy another shadow card (Limit once per attack).
Bard the Bowman
Unique Tactics Hero
11 Threat
2 Willpower
3 Attack
2 Defense
4 Hit Points.
Esgaroth. Warrior.
Ranged.
When Bard the Bowman makes a ranged attack, the enemy he attacks gets -2 Defense until the end of the phase.
Oin
Unique Spirit Hero
8 Threat
2 Willpower
1 Attack
1 Defense
4 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Oin gets +1 Attack and gains the Tactics resource icon.
Bombur
Unique Lore Hero
8 Threat
0 Willpower
1 Attack
2 Defense
5 Hit Points
Dwarf.
When counting the number of Dwarf characters you control, Bombur counts as two.
Gloin
Unique Leadership Ally
3 Cost
2 Willpower
1 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Gloin gains: "Response: After you play Gloin from your hand, choose a hero. Add 2 resources to that hero's resource pool."
Bifur
Unique Lore Ally
3 Cost
1 Willpower
2 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Bifur gains: "Response: After you play Bifur from your hand, draw 2 cards".
Dwalin
Unique Spirit Ally
3 Cost
1 Willpower
1 Attack
2 Defense
3 Hit Points
Dwarf
Sentinel.
While you control at least 5 Dwarf characters, lower the cost to play Dwalin by 2.
Straight Shot
Tactics Event
0 Cost
Action: Exhaust a Weapon attachment to choose a non-unique enemy with 0 Defense. Discard the chosen enemy.
Desperate Alliance
Spirit Event
0 Cost
Action: Choose a hero you control. Until the end of the phase, give control of that hero and all resources in that hero's resource pool to another player (Limit 1 per phase).
Ravens Of The Mountain
Lore Event
1 Cost
Action: Exhaust a hero you control to shuffle the encounter deck and reveal its top card. Place progress tokens on the current quest equal to the revealed card's Threat. Then, put that card back on the top of the encounter deck.
To Me! O My Kinsfolk!
Leadership Event
1 Cost
Action: If you control at least 1 Dwarf hero, put a Dwarf ally from your discard pile into play under your control. Put that ally on the bottom of your deck at the end of the phase.
The Lucky Number
Baggins Event
1 Cost
Action: Choose a character in play (other than Bilbo Baggins). Add Bilbo Baggins' total Willpower, Attack, and Defense to that character's Willpower, Attack, and Defense respectively until the end of the phase.
Great Yew Bow
Tactics Attachment
2 Cost
Item. Weapon
Attach to a hero with the printed Ranged keyword. Restricted.
Combat Action: Choose an enemy in the staging area. Exhaust Great Yew Bow and attached hero to make a ranged attack against that enemy. Declare attached hero as the attacker. No other attackers can be declared for this attack.
Black Arrow
Unique Tactics Attachment
0 Cost
Artifact. Item.
Limit 1 per deck. Attach to a hero with Ranged.
Response: After attached hero declares an attack, add Black Arrow to the victory display to give attached hero +5 Attack for this attack.
Victory 1.
Thror's Key
Unique Spirit Attachment
1 Cost
Artifact. Item
Attach to a hero.
Response: After a location is added to the staging area, attach Thror's Key to that location. While attached to a location, Thror's Key gains: "Treat attached location's printed text box as blank, except for traits"
Expert Treasure-Hunter
Lore Attachment
0 Cost
Skill.
Attach to a hero.
Response: After attached hero quests successfully, name a card type and discard the top card of your deck. If the discarded card is the named type, take it into your hand.
King Under the Mountain
Unique Leadership Attachment
2 Cost
Title.
Attach to a Dwarf hero.
Action: Exhaust King Under the Mountain to look at the top 2 cards of your deck. Add 1 to your hand and discard the other.
Bilbo's Magic Ring
Unique Treasure (Flies and Spiders)
0 Cost
Artifact. Item. Ring.
Attach to Bilbo Baggins.
Actions: Exhaust Bilbo's Magic Ring and raise your threat by 1 to gain a Baggins resource (Limit once per round).
Response: After Bilbo Baggins exhausts to defend an attack, exhaust Bilbo's Magic Ring and raise your threat by 3 to cancel all damage from this attack.
The Arkenstone
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item.
Attach to a hero.
Action: Exhaust The Arkenstone and raise your threat by X to lower by X the cost of the next ally you play this phase that matches the attached hero's sphere.
Mithril Shirt
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item.
Attach to Bilbo Baggins.
Attached hero gets +1 Defense and +1 Hit Point.
Thror's Battle Axe
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item.
Attach to a hero. Restricted.
Attached hero gets +2 Attack.
Response: After attached hero attacks and destroys an enemy, deal 1 damage to another enemy engaged with you.
Thror's Hunting Bow
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item
Attach to a hero. Restricted.
Attached hero gains Ranged.
When making a ranged attack, attached hero gets +2 Attack.
Thror's Golden Cup
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact. Erebor. Item
Attach to a hero.
Action: Add Thror's Golden Cup to the victory display to draw 3 cards.
Victory 3.
***Encounter Cards***
The Spider's Glade
Encounter Set: Flies and Spiders
Unique Location
1 Threat
9 Quest Points
Forest
Immune to player card effects.
Travel: Exhaust Bilbo Baggins to travel here.
Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area. (2 Spider enemies instead if 3 or more players are at this stage.) Shuffle the encounter deck.
Giant Web
Encounter Set: Flies and Spiders
Location
3 Threat
3 Quest Points
Forest.
While Giant Web is the active location, each character gets -1 Willpower, -1 Attack, and -1 Defense for each poison it has.
Response: After Giant Web leaves play as an explored location, ready an unconscious character.
Forest Stream
Encounter Set: Flies and Spiders
Location
2 Threat
4 Quest Points
Forest. River.
While Forest Stream is the active location, poisoned characters cannot quest.
Response: After Forest Stream leaves play as an explore location, discard 4 poison.
Old Tomnoddy
Encounter Set: Flies and Spiders
Enemy
37 Engagement Cost
3 Threat
5 Attack
2 Defense
4 Hit Points
Creature. Spider.
Venom.
Forced: At the end of each round, each player must give a hero he controls 1 poison.
Crazy Cob
Encounter Set: Flies and Spiders
Enemy
30 Engagement Cost
2 Threat
3 Attack
2 Defense
2 Hit Points
Creature. Spider
Venom.
When Revealed: This enemy attacks the character with the most poison attached.
Shadow: Defending character gets 1 poison.
Lazy Lob
Encounter Set: Flies and Spiders
Enemy
33 Engagement Cost
3 Threat
3 Attack
0 Defense
3 Hit Points
Creature. Spider.
Venom
When Revealed: Each character committed to the quest gets 1 poison.
Shadow: If defending character is poisoned, make that character unconscious.
Fat Spider
Encounter Set: Flies and Spiders
Enemy
28 Engagement Cost
2 Threat
1 Attack
1 Defense
6 Hit Points
Creature. Spider.
Venom.
This enemy gets +3 Attack while engaged with a player who controls at least 1 poisoned character.
Shadow: Defending character gets 1 poison. (Give 2 poison to a character you control if undefended.)
Wicked Spider
Encounter Set: Flies and Spiders
Enemy
25 Engagement Cost
1 Threat
4 Attack
1 Defense
3 Hit Points
Creature. Spider.
Venom.
Forced: When this enemy attacks, defending player must attach 1 poison to a character he controls.
Shadow: Defending character gets 2 poison.
Caught In Webs
Encounter Set: Flies and Spiders
Treachery
When Revealed: Choose a hero to be removed from the quest and make that hero unconscious. If no hero was removed from the quest by this effect, this card gains surge.
Poisoned By Spiders
Encounter Set: Flies and Spiders
Treachery
When Revealed: Each character takes damage equal to the number of poison it has. If no characters were damaged by this effect, this card gains surge.
Shadow: Discard an unconscious character you control.
Hidden Path
Encounter Set: Wilderland
Location
3 Threat
1 Quest Point
Forest. Mountain.
While Hidden Path is the active location, locations in the staging area get -1 Threat
Travel: Spend 2 Baggins resources to travel here.
Dark Bats
Encounter Set: Wilderland
Enemy
15 Engagement Cost
2 Threat
2 Attack
0 Defense
1 Hit Point
Creature.
Forced: After Dark Bats damages a character, attach it to that character. (While attached, counts as a Condition attachment with the text: "Attached character gets -1 Willpower, -1 Attack, and -1 Defense".
Shadow: Attach this card to the defending character.
Fighting Among Friends
Encounter Set: Wilderland
Treachery
When Revealed: The first player names a sphere. Then, all non-Baggins characters who do not belong to named sphere are removed from the quest.
Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if undefended).
Weighed Down
Encounter Set: Wilderland
Treachery
When Revealed: Until the end of the round, exhausted characters get -1 Willpower, -1 Attack, and -1 Defense.
Shadow: If the defending character is destroyed by this attack, its controller must raise his threat by 5.
A Bare Patch
Encounter Set: The Lonely Mountain
Objective
Information
While attached, Smaug the Magnificent gets -3 Defense.
Response: After the players quest successfully, the first player makes a burgle attempt. If succesfful, attach a Bare Patch to Smaug the Magnificent.
Smaug the Golden
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
9 Defense
20 Hit Points
Dragon
Indestructible. Immune to player card effects. Cannot be engaged.
X is the number of non-Burglar characters committed to the quest.
Forced: After the 6th progress token is placed here, the players advance to stage 4A.
Smaug the Magnificent
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
6 Threat
8 Attack
8 Defense
20 Hit Points
Dragon.
Indestructible. Immune to player card effects.
Cannot leave the staging area (except by quest effects) but is considered to be engaged with the first player.
Forced: If Smaug the Magnificent is dealt a shadow card with a burgle effect, he makes an additional attack immediately after this one.
Croaking Crows
Encounter Set: The Lonely Mountain
Enemy
33 Engagement Cost
1 Threat
1 Attack
1 Defense
2 Hit Points
Creature.
Surge.
Forced: When a location is revealed from the encounter deck, put 1 progress token on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's sphere and type.
The Lonely Mountain
Encounter Set: The Lonely Mountain
Unique Location
12 Threat
4 Quest Points
Mountain.
While at least 1 card is stacked underneath, The Lonely Mountain is immune to player card effects, cannot leave the staging area, and gets -2 Threat for each card stacked underneath it.
Action: While making a burgle attempt, the first player may spend 2 Baggins resources to take the revealed card into hand and reveal the next card of his deck.
Victory 10.
Great Hall
Encounter Set: The Lonely Mountain
Location
4 Threat
4 Quest Points
Underground.
While Great Hall is the active location, it gains: "Forced: Put 1 progress token on Smaug the Golden at the end of each round"
Burgle: The first player shuffles his deck and reveals the top card. He may discard 3 cards from his hand that match the revealed card's type.
Secret Entrance
Encounter Set: The Lonely Mountain
Location
1 Threat
1 Quest Point
Mountain.
While Secret Entrance is the active location, The Lonely Mountain's Threat is reduced by half (round up).
Travel: The first player must exhaust a hero and name a card type to travel here. Then, reveal the top card of the encounter deck. If the revealed card is not the named type, return Secret Entrance to the staging area. (The players can not travel again this round).
Desolation of Smaug
Encounter Set: The Lonely Mountain
Location
3 Threat
3 Quest Points
Wasteland.
While Desolation of Smaug is the active location, the first treachery card revealed each round gains surge.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's cost.
Western Slopes
Encounter Set: The Lonely Mountain
Location
2 Threat
5 Quest Points
Mountain
Response: When Western slopes leaves play as an explored location (choose one): the first player draws 2 cards, or remove 1 progress token from Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's sphere.
Pretending to Sleep
Encounter Set: The Lonely Mountain
Treachery
Surge.
When Revealed: Put 1 progress token on Smaug the Golden. Then, spend X Baggins resources or advance to stage 4A. X is the number of progress tokens on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's type.
Known To An Ounce
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each player discards 2 random cards from hand. Until the end of the phase, each Dragon enemy in plays gains +1 Threat for each event discarded by this effect.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's sphere and cost.
Belching Fire
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each Dragon enemy in the staging area makes an immediate attack against the player with the highest total Willpower committed to the quest. (Do not deal a shadow card for this attack).
Burgle: The first player shuffles his deck and reveals the top card. He may discard 1 card from his hand that matches the revealed card's type and cost.
Dragon-Spell
Encounter Set: The Lonely Mountain
Treachery
Enchantment.
When Revealed: Attach to the hero with the most resources without Dragon-Spell attached. (Counts as a Condition attachment with the text: "Attached hero gets -1 Willpower for each resource in its resource pool"
Forced: When attached hero spends resources, attached hero takes X damage. X is equal to the number of resources spent.)
Misty Mountain Eagle
Encounter Set: The Battle of Five Armies
Objective Ally
3 Willpower
3 Attack
3 Defense
2 Hit Points
Creature. Eagle.
Action: The first player may spend 2 Baggins resources to (choose one): take control of Misty Mountain Eagle, or discard this ally to discard a non-unique enemy in the staging area.
Shadow: Deal 3 damage to attacking enemy.
Bolg
Encounter Set: The Battle of Five Armies
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
3 Defense
8 Hit Points
Goblin. Orc.
X is the number of players in the game.
Immune to player card effects.
Cannot leave the staging area.
The first Goblin revealed each round gains surge.
Bodyguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
35 Engagement Cost
2 Threat
4 Attack
2 Defense
5 Hit Points
Goblin. Orc.
Bolg cannot take damage.
Forced: When this enemy attacks, deal it an additional shadow card for each quest stage in play with no progress tokens on it.
Gundabad Wolf Rider
Encounter Set: The Battle of Five Armies
Enemy
15 Engagement Cost
1 Threat
3 Attack
0 Defense
3 Hit Points
Goblin. Orc.
Forced: When this enemy attacks, remove 1 progress token from the current quest.
Shadow: Attacking enemy gets +1 Attack for each quest stage in play with no progress on it.
Gundabad Climber
Encounter Set: The Battle of Five Armies
Enemy
33 Engagement Cost
1 Threat
2 Attack
2 Defense
2 Hit Points
Goblin. Orc.
When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)
Vanguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
20 Engagement Cost
1 Threat
1 Attack
1 Defense
4 Hit Points
Goblin. Orc.
This enemy gets +1 Threat, +1 Attack, and +1 Defense for each quest stage in play with no progress on it.
Shadow: If this attack destroys a character, remove all progress from the current quest.
Gundabad Archer
Encounter Set: The Battle of Five Armies
Enemy
40 Engagement Cost
2 Threat
2 Attack
1 Defense
3 Hit Points
Goblin. Orc.
When Revealed: Each player must deal 2 damage to a character he controls.
Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.
Ravenous Warg
Encounter Set: The Battle of Five Armies
30 Engagement Cost
2 Threat
3 Attack
1 Defense
3 Hit Points
Creature
Forced: When Ravenous Wargs attacks, the defending player must declare the character he controls with the most damage as the defender. (Even if exhausted).
Shadow: Defending character gets -1 Defense for each quest stage in play with no progress on it.
Northern Slopes
Encounter Set: The Battle of Five Armies
Location
3 Threat
3 Quest Points
Mountain
While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.
While Northern Slopes is the active location, it gains: "Forced: When a character leaves play, remove 1 progress from the current quest, if able"
Ruins of Dale
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins. Valley.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 3B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 3B is the current quest).
Victory 3
Ravenhill
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins. Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 4B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 4B is the current quest).
Victory 3.
The Front Gate
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins. Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 2B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 2B is the current quest).
Victory 3
Hatred Rekindled
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each enemy engaged with a player makes an immediate attack. Do not deal shadow cards for attacks made by this effect. If no attacks were made by this effect, this card gains surge.
Shadow: Attacking enemy makes an additional attack immediately after this one.
Goblins Are Upon You
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him. Then, shuffle the encounter deck. (This effect cannot be canceled.)
Shadow: Attacking enemy gets +1 Attack for each Goblin enemy engaged with you.
Heedless Of Order
Encounter Set: The Battle of Five Armies
Treachery
Surge.
When Revealed: Choose a different quest to be the current quest until the end of the round, if able. If the current quest did not change as a result of this effect, this card gains Doomed 3.
*** Quest Cards ***
Flies and Spiders:
1A/1B Into Mirkwood
1A: Setup: Each player may shuffle 1 copy of Bilbo's Magic Ring into his deck. Search the encounter deck for The Spider's Glade and set it aside, out of play. Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (9 Quest Points): Unsonscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
2A/2B Lost In The Dark
2B (- Quest Points): When Revealed: Reveal stage 3 and create a separate staging area for the first player using that stage. Then, all other players advance to stage 4.
3A/3B Captured By Spiders
3A: When Revealed: Remove all resources from each hero's resource pool. Then, make each character you control (except Bilbo Baggins) unconscious.
3B (11 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Do not pass the first player token. When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary).
Actions: Spend 2 Baggins resources to ready an unconscious character you control.
4A/4B Battle With The Spiders
4A: When Revealed: Add The Spider's Glade to the staging area.
4B (3 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Progress cannot be placed on this stage while The Spider's Glade is in play.
Action: Spend 2 Baggins resources to ready an unconscious character you control.
If the players defeat this stage, they have won the game and discovered the treasure card Bilbo's Magic Ring.
The Lonely Mountain:
1A/1B A Warm Welcome
1A: Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain, and A Bare Patch. Set Smaug the Magnificent and A Bare Patch aside, out of play. Add Smaug the Golden and The Lonely Mountain to the staging area. Shuffle the five Erebor treasure cards and stack them facedown under The Lonely Mountain.
1B (- Quest Points): Skip the Quest Phase.
Forced: At the end of round, advance to stage 2.
2A/2B The Burglar's Turn
2B (- Quest Points): Forced: After questing successfully, place 1 progress on Smaug the Golden. Then, the first player makes a burgle attempt. If successful, the first player takes the top treasure card from under The Lonely Mountain into his hand. Then, the players may advance to stage 3.
Forced: After the first player makes an unsuccessful burgle attempt, Smaug the Golden attacks the first player.
3A/3B Inside Information
3A: When Revealed: Set Smaug the Golden aside, out of play. Add Smaug the Magnificent and A Bare Patch to the staging area.
3B (20 Quest Points): Players cannot defeat this stage while Smaug the Magnificent is in play.
Forced: If the total number of progress tokens on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play.
If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.
4A/4B Thieves! Fire! Murder!
4A: When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play. Then, add Smaug the Magnificent to the staging area.
4B (7 Quest Points): Forced: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play. Then, add Smaug the Golden to the staging area and reset the quest deck to stage 2B.
The Battle of Five Armies:
1A/1B The Gathering of the Clouds
1A: Setup: Search the encounter deck for Bolg and add it to the staging area. Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (- Quest Points): Put stage 2, stage 3, and stage 4 into play at the same time. Then, remove this stage from play.
2A/2B The Eastern Spur
2B (8 Quest Points): Players cannot advance from this stage unless stage 3 and stage 4 are complete.
Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.
3A/3B Battle In The Dale
3B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 4 are complete.
Battle.
Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.
4A/4B The Defense Of Ravenhill
4B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 3 are complete.
Siege.
Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.
5A/5B The Clouds Burst
5B (- Quest Points): When Revealed: Each player must search the encounter deck and discard pile for a copy of Bodyguard of Bolg and add it to the staging area, if able. Shuffle the encounter deck.
Progress cannot be placed on this stage. While Bolg is in the staging area, it is considered to be engaged with the first player.
If Bolg is destroyed, the players win the game.
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