Friday, January 25, 2013

List of Warhammer: Invasion Traits

Apprentice
Arcane
Armour
Artefact
Assassin
Attachment
Banner
Berserker
Black Ark
Bodyguard
Bretonnian
Building
Capital Center
Cavalry/Calvary
Commander
Condition
Creature
Cultist
Daemon
Disease
Dragon
Elite
Enchantress
Engineer
Environment
Epic
Epic Spell
Forest Spirit
Fortification
Giant
Goblin
Grudge
Hero
Hex
Initiate
Invasion
Knight
Lizardmen
Location
Mage
Martyr
Mercenary
Messenger
Mission
Musician
Mutant
Mutation
Noble
Ogre
Portent
Priest
Raider
Ranger
Relic
Rift
Rogue
Rune
Shaman
Shield
Ship
Siege
Skaven
Skill
Slaan
Slave
Slayer
Sorceror/Sorcerer
Spell
Squig
Standard Bearer
Storyteller
Thief
Title
Tome
Trader
Transportation
Treasure
Troll
Undead
Vampire
Vault
War Machine
Warpstone
Warrior
Wasteland
Weapon
Witch Elf
Witch Hunter/Witchhunter
Wood Elf
Zealot

Wednesday, January 23, 2013

Warhammer: Invasion, Overview of Chaos


Image from Boardgamegeek
So, I'm going to try to start writing articles, at least weekly, for Warhammer.  Eventually, I'll branch into the other games, but since Warhammer: Invasion seems to be the least popular of the LCGs, it's what I'll work on first.

So, today we're going to look at Chaos, and look at the sort of things they do well.  There won't be actual deck lists in this article, but next week (hopefully), I'll start throwing out some simple decks based off these concepts.

So, what sort of things can you expect from Chaos?  CHAOS!  That's what.  Seriously though, there are a LOT of things Chaos does well, which makes it a great supporting faction for other Destruction decks.  On top of that though, there are a few things they are known for.

Corrupting opponent's cards.
Chaos has a large variety of cards that corrupt opposing units.  From Esli'an to Bule, Lord of Pus, your opponents units are going to be down quite a bit.  As you know from the rules, a unit that is corrupted can neither attack nor defend (though could still use it's abilities).  Corrupting several units on your side of the board not only makes your attacks easier, but keeps your capital safer.  In addition, you can use it to power other Chaos cards, like Melekh the Changer or Nurgle Sorcerer.  Again, assuming I actually write the articles like I plan to, this is probably the first style of Chaos deck I'll write an article about.

Direct Damage.
Chaos have a lot of options available to either deal damage directly to a unit on the board, or to the opposing capital.  For damaging units, Plague Bomb, Warhounds, and Sorcerer of Tzeentch are all commonly used cards.  Although probably never used, Cacophonic Scream is actually a pretty cool card, which could really bring the game to a close (assuming you could afford it, eesh).  Combined with above, opposing units are almost never a problem to Chaos decks.

Self-corruption.
This ties, at least a little, with corrupting opposing units, but Chaos absolutely doesn't mind having its own units corrupted.  Using Khorvak Grimbreath, corruption doesn't slow you down offensively, and if your units are corrupted, cards like Keeper of Secrets can happily take advantage of them.

Sacrifice.
The gods of Chaos see their followers as expendable, so it's not a surprise that sacrificing units for beneficial events would be part of Chaos.  Of course, Dark Elves do it better, I think (more on that in another article).  Offering of Blood, Grandfather's Call, and Culling the Weak are some examples.  Combined with certain Chaos units (such as Disgraced Champion), you can get some decent mileage going this route.

Developments as units.
This aspect of Chaos (representing the mutating powers of Tzeentch) allows your developments to assist you on the battlefield.  Kairos Fateweaver provides a long-term way to do this, and Bolt of Change / Full Moon Rising provide a short-term way.  Light of Morrslieb is also taken here to get this going a little faster.

Interacting with the top of your deck.
There's a few cards in Chaos that provide a way to interact (either use, modify, or depend on) with the top of your deck.  I've never tried making decks depending, or even utilizing, this aspect of Chaos, but still, it's out there.  Examples of this include Lord of Change, Boon of Tzeentch, P'tarix, and Xirat'p.

Daemons and Disease.
These are two incredibly common traits in Chaos.  Diseases tend to be attachments with a negative effect to be played on opposing units.  Some are really solid!  Effulgent Boils and Oozing Eye are both effective control cards that will shut a units down.  And what can you use to take advantage of these, offensively?  How about a Beast of Rot!  Admittedly, Daemons don't have a whole lot that utilizes them yet, but Horrific Favour does provide a tie between the two traits, as well as recursion for your Diseases.

And there you have it.  Those are the primary themes amongst Chaos cards.  Now, common deck archetypes (Call of the Breyherd, for instance), aren't really part of these, but almost certainly take advantage of some parts.

Thoughts, comments?

List of Lord of the Rings Traits

* - denote Traits that are on cards that could make up the player deck.

Ally
Archer*
Armor*
Armour (yes, different than the one above)
Artifact*
Balrog
Battleground
Beorning*
Besieger
Boon*
Bridge
Brigand
Burglar*
Cair Andros
Captain
Cave
City
Clue
Condition*
Craftsman*
Creature*
Dale*
Dark
Dead Marshes
Disaster
Dol Guldur
Dragon
Dunedain*
Dungeon
Dwarf*
Eagle*
East Bank
Easterling
Emyn Muil
Enchantment
Erebor*
Escape
Esgaroth*
Flame
Forest
Gate
Giant
Goblin
Gollum
Gondor*
Gossip
Harad
Hazard
Healer*
Highlands
Hills
Hobbit*
Information
Insect
Istari*
Item*
Lake-town
Light
Marshland
Mathom*
Minstrel*
Mordor
Mount*
Mountain
Nameless
Nazgul
Noble*
Noldor*
Orc
Outlands*
Pier
Plot
Polluted
Ranger*
Record*
Ring*
River
Riverland
Road
Rohan*
Ruins
Sack
Scout*
Scroll
Shadow
Signal*
Silvan*
Skill*
Song*
Snow
Spider
Stair
Steward*
Stronghold
Summoner
Swamp
Tantrum
Tentacle
Thug
Title*
Tools
Trap*
Troll
Trollshaws
Undead
Underground
Underwater
Underworld
Uruk
Valley
Villain
Warrior*
Wasteland
Weapon*
West Bank
Western Lands
Wilderlands
Wose

Monday, January 21, 2013

New Warhammer: Invasion Podcast

I haven't done a good job of mentioning podcasts when they are created, but I will be trying to, from now on.

There's a new Warhammer:Invasion podcast out there: WINVASION.  I don't know that there's every been a Warhammer podcast, making it the only game without one, so I'm really excited to see it in action, and can't wait to hear some episodes!

List of Star Wars Traits

Alter
Anoat
Armor
Assassin
Base
Black Squadron
Black Sun
Bothan
Bounty
Bounty Hunter
Capital Ship
Character
Civilian
Cloud City
Condition
Control
Coruscant
Creature
Cyborg
Dagobah
Dantooine
Dathomir
Death Squadron
Death Star
Decoy
Despayre
Diplomacy
Droid
Endor
Engineer
Espionage
Ewok
Executor
Fighter
Fleet
Force
Force Sensitive
Force Spirit
Force User
Fortification
Hoth
Hutt
Kashyyyk
Kuat
Imperial Guard
Item
Leader
Lightsaber Form
Location
Malachor V
Maneuver
Marksman
Mercenary
Mission
Monster
Nar Shadda
Officer
Operation
Ord Mantell
Pilot
Renegade Squadron
Rogue
Scavenger
Scoundrel
Sense
Skill
Speeder
Spirit
Spy
Squadron
Tatooine
Trandosha
Transport
Trap
Trooper
Upgrade
Vehicle
Walker
Weapon
Wookiee
Yavin 4

Saturday, January 19, 2013

List of Netrunner Traits

Since I actually do sometimes want a list.  Will get these up for the other games at same point.

Corporation Traits:
Advertisement
Ambush
AP
Barrier
Bioroid
Black Ops
Code Gate
Condition
Connection
Deflector
Destroyer
Division
Executive
Expansion
Facility
Gray Ops
Hostile
Initiative
Megacorp
Mythic
Observer
Psi
Region
Research
Ritzy
Security
Sentry
Sysop
Tracer
Transaction
Trap

Runner Traits:
AI
Chip
Cloud
Connection
Console
Cyborg
Daemon
Decoder
Fracter
G-mod
Gear
Government
Icebreaker
Job
Killer
Link
Location
Mod
Natural
Remote
Run
Sabotage
Seedy
Stealth
Virtual
Virus

Friday, January 18, 2013

Battle for the Old World Spoilers (Warhammer: Invasion)

Wurrzag
Unique Orc 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, play a non-Epic Spell Orc tactic from your hand for free.

Da Great Waaagh!
Unique Orc 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 gain an additional battlefield phase this turn after the current battlefield phase.

Mob O' Hutz
Orc Support
1 Cost (1 Loyalty)
1 Power
Building
If you control a non-Orc card, sacrifice this card.

Ded Scary Boy
Orc Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Berserker
Orc only.  Ambush 2.
Action: When this unit ambushes, it takes 1 damage.  Then, units with no damage lose 2 Power until the end of the phase.

Iron Defenders
Dwarf Unit
2 Cost (1 Loyalty)
1 Power
2 Hit Points
Warrior.
Dwarf only.  Ambush 1.
Action: When this unit ambushes, it gains Toughness 2 until the end of the phase.

Dead-Eye Cannon Crew
Dwarf Unit
5 Cost (2 Loyalty)
3 Power
4 Hit Points
War Machine.
Battlefield only.
Action: When this unit attacks, sacrifice X developments to destroy target non-Attachment support card in the attacked zone.  X is the support card's cost.

Reiksguard Elite
Empire Unit
3 Cost (2 Loyalty)
2 Power
1 Hit Point
Elite. Knight.
Battlefield only.
This unit gains +1 hit point for every experience attached to it.
Action: When this unit attacks or defends, attach 1 experience to it.

Devoted to Taal
Empire Tactic
0 Cost (1 Loyalty)
Action: Take target experience attached to a unit or legend you control into your hand.  Then, attach this card facedown to that unit or legend as an experience.

Chapterhouse Stables
Empire Support
3 Cost (1 Loyalty)
1 Power
Building
Lower the cost of the first Knight unit you play each turn by 1.

Lilea
Unique High Elf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite. Ranger.
Action: When this unit attacks, put 1 resource token on it.  Then, deal X indirect damage to target opponent.  X is the number of resource tokens on this unit.

Nagarythe Warrior
High Elf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite. Ranger.
High Elf only.  Ambush 2.
Action: When this unit ambushes, deal 1 damage to each damaged unit.

Hidden Outpost
High Elf Support
3 Cost (1 Support)
1 Power
Fortification
Lower the Ambush cost of the first card you ambush each turn by 1.

Norse Clansman
Chaos Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Berserker
Forced: When this unit is opposed in combat, discard the top card of your deck.  If the discarded card is a unit, deal 1 uncancellable damage to target attacking or defending unit.

Power of Chaos
Chaos Tactic
0 Cost (5 Loyalty)
Spell.
Action: Until the end of the turn, you may play any number of Limited cards. (Paying all costs)

Summoning Tower
Chaos Support
2 Cost (2 Loyalty)
1 Power
Fortification
Action: When this zone is attacked, sacrifice a unit in this zone to put a Chaos unit of equal or lower cost into play from your hand into this zone.

Slave Hunter
Dark Elf Unit
3 Cost (1 Loyalty)
1 Power
2 Hit Points
Elite.
Action: When this unit survives an attack on an opponent's zone, sacrifice it to take control of target non-unique unit in that zone.  Move that unit to your corresponding zone.

Captured Mind
Dark Elf Tactic
1 Cost (3 Loyalty)
Hex.
Action: Examine target opponent's hand.  Then, you may play a unit from that opponent's hand (paying its printed cost but ignoring its loyalty) into any of your eligible zones under your control.

Hag Graef Mine
Dark Elf Support
3 Cost (1 Loyalty)
1 Power
Building
Action: Corrupt a unit you control but do not own to (choose one): draw X cards, or gain X resources.  X is that unit's loyalty.

Pegasus Knight
Neutral Unit
4 Cost
2 Power
4 Hit Points
Bretonnian. Knight.
Order only.  Battlefield only.
Action: When you declare attackers, you may declare this unit as an attacker against a different zone.

Bonegrinder Giant
Neutral Unit
5 Cost
3 Power
4 Hit Points
Giant.
Destruction only. Battlefield only.
While this unit is attacking alone, you may assign damage to your opponent's capital before assigning damage to defending units.

Battle for the Old World Contents (Warhammer:Invasion)

41 Wurrzag (x3)
42 Da Great Waaagh! (x3)
43 Mob O' Hutz (x3)
44 Ded Scary Boy (x3)
45 Iron Defenders (x3)
46 Dead-Eye Cannon Crew (x3)
47 Reiksguard Elite (x3)
48 Devoted to Taal (x3)
49 Chapterhouse Stables (x3)
50 Lilea (x3)
51 Nagarythe Warrior (x3)
52 Hidden Outpost (x3)
53 Norse Clansman (x3)
54 Power of Chaos (x3)
55 Summoning Tower (x3)
56 Slave Hunter (x3)
57 Captured Mind (x3)
58 Hag Graef Mine (x3)
59 Pegasus Knight (x3)
60 Bonegrinder Giant (x3)

Thursday, January 17, 2013

What else is out there that might count as an LCG?

So, at the moment, FFG produces 6 great LCGs, but like any gamer, I always want more.

So naturally, the question is- what else is available?

Well, what sort of things do I want in a card game?  Deck-building is a major key.  Heck, half the work you do in getting better as a player is in designing new, awesome decks.  Of course, the second part of that is drawing- the randomization (and optimization) of what comes off the top of your deck is fairly important, at least to me.  Finally, card games can eventually become stale without expansions.  I feel like occasional (doesn't have to be monthly) expansions to the game really add a lot to the game, by creating a steadily shifting meta.  You'll have to regularly go back and adjust your deck to handle the new environment you're playing in.

Of course, the better the rules, the better the game, but without these things in some way, it's hard to count the game as an LCG.

So, the question from before.  What else is available?

The first game I thought of was Frontline General: Spearpoint.  In this one, you have deckbuilding- you have a number of points you're allowed to spend on your deck, and you construct it using those points.  The issue is that the decks are mutually exclusive.  If you have a German deck, you build with only the German cards.  Same with the American cards. You do have good draw rules, and the game itself is fantastic (and I have some posts on my Cardboard Warriors blog about it), but it also doesn't have very frequent expansions, and some of the 'expansions' aren't compatible with the base game (the 1987 expansion in the future, for instance).  Good game, but not really LCG material.

Mage Wars is another interesting one, and it's one that cardgamedb has started supporting.  You have deck building (I believe based off a points system as well, although I'm not sure).  You have what could be yearly expansions (depending on what the company decides to do).  I've never played the game, but it's got a heavy boardgame component (you move cards around a board, as I understand it).  There is no card draw, again, as I understand it- you'll choose two cards from your deck each turn.  I'm interested in playing this, but the jury is still out for me on whether this would be an LCG or just a card-based boardgame.

PURGE: Sins of Science was a recent successful Kickstarter campaign and one that caught my interest, but I didn't back because, well, I'm poor.  It had deckbuilding, it had expansions (at least a few), but apparently the card draw was a little different, but I'm not sure how.  This may qualify, but we'll see how it goes before I really try picking it up.  I hear the rulebook is a mess, for example.

Elemental Clash is another one that has potential.  Deck building, desire for future expansions, it looks like it could be good.  I've heard it described as a mix between super-simple Magic the Gathering, Call of Cthulhu, and Battletech, but primarily Magic in mechanics.  To me, that's not a big deal- I really enjoyed Magic, and would continue to play if it wasn't for the random boosters.  I worry that the game will be TOO simple, but I'll wait and see- maybe the expansions will add some additional complexity to the game.

I've also heard Shadowfist is moving to this format, which is supposed to start this upcoming year (although I see you can get the starter now?), which will certainly bear investigation, especially as they seem to be slowly reprinting cards from the CCG era into the expansions.

So, anyone else have any ideas for games, either currently out or in the future, that might be LCG-like?

Tuesday, January 15, 2013

Finally broke out Star Wars...

... and gotta say, I really loved it.

I was concerned that the game didn't 'feel' like Star Wars, that the quick movement from your deck would make the individual cards less important, and frankly, that I might not like the mechanics, but after one game, I don't have nearly the same level of concern.

Of course, that's after only one game, so who knows how I will feel after more games, but man, I'm certainly excited to keep trying.

On a side note, I played by finally going to LCG night at Games and Stuff in Glen Burnie, which is every Thursday.  It was pretty cool, and gets a good sized crowd.  They were mostly playing Star Wars (although Rob got into a game of Call of Cthulhu with one of the guys there).  I brought my Warhammer: Invasion cards in the hopes that someone would randomly ask about it... no luck though.  Assuming I can go semi-regularly (and I hope to), I'll keep at it!