Welcome back, adventurers!
This article will focus on Burbonn Fang, the stoic dwarf hunter.
Burbonn Fang is a hunter, and as such, he focuses on laying traps for his prey. This dwarf must learn how to use whatever he can find as a tool, so for a player controlling him one must learn that discovery tokens are just as essential to Burbonn as his pet bear, Samson.
One would think this hunter would just focus primarily on ranged weapon replacement cards, but when going through Burbonn’s deck of abilities it is apparent that he only has two. Although Arcane Shot and Serpent Sting are nice, the real power of the deck is board control. Many of Burbonn’s abilities slow his opponents, allow him to choose his fights, and even look at discovery tokens.
As we covered discovery tokens previously, it isn’t too difficult to make the jump to Burbonn. It cannot be stressed enough just how important discovery tokens are to the dwarf. Eagle Eye is
amazing as it allows Burbonn to make use of all those discovery tokens the other classes rely on. For just a single energy Burbonn can not only look at but replace a discovery token on the board. At red level he can also place two additional tokens anywhere on the board. A token that can be a game changer is the Traveling Merchant. As Burbonn requires a beast encounter to flip his card to the bear side, this token lets him steal another player’s beast encounter.
Board control will not save Burbonn in attack encounters however, and that is why he has a trusted sidekick. The first thing is that in combat Samson adds 1 to Burbonn’s defense each time a six is rolled. The real use is in the Samson-required abilities. These abilities can be combined with weapon replacement abilities for a much stronger attack. For just two energy, Raptor Strike with a Claw starts as a 4 Attack and elevates to a 6 Attack at red level, before even rolling the die. Thrown in Growl for free and Burbonn will even get an additional +1 to defense and yet another attack bonus. To sum up this deadly combo, at red level Burbonn using Raptor Strike, Claw, and a Growl will have a 7 attack that does 3 damage and gives him a bonus to defense for a total of two energy!
Burbonn requires the sacrifice of a beast encounter in order to bring out Samson or the ability card Mend Pet. Burbonn will have to either rely on leveling, scroll resource spaces, or his Aspect of the Viper, which allows him to draw a card for each card he plays. Thankfully the hunter has cards that force his opponents to play at his tempo.
Burbonn has numerous traps he can use to slow down his opponents. Explosive Trap forces the opponent to rethink the route they will take. This trap counts as an Aggro encounter, which will stop a traveling foe. Once the opponent lands on it, they are dealt 1 damage, and any characters within one space are also dealt one damage. This is an excellent trap to play on the coveted level up spaces, as it will force the opponent to take damage and then spend another entire turn not moving to gain the level up benefits. Any other opponents heading for the level up space will also take the damage from the trap. Freezing Trap is effective anytime, as it is free to use. The best spaces for Freezing Trap are the level up spaces and spaces before a flight path. Those are two spaces that Burbonn won’t have to go out of his way to get to and they are also spaces the opponents are going to rely on. Snake Trap can be deadly as it allows Burbonn to create a ranged encounter out of any space. Now even Booty Bay can be a deadly 3 ranged attack that deals 3 damage. At red level Snake Trap can be devastating if left in a space that already has an Aggro encounter in it. Within his prodigious abilities, Burbonn has Wing Clip, which allows him to leave a space with an Aggro encounter in it. Now an opponent entering this space must spend the next two turns dealing with these encounters instead of moving about and completing his quests. With Aspect of the Cheetah, which allows Burbonn to ignore all Aggro encounters, he can run through any space without interference and leave behind a nasty trail of traps and discovery tokens.
Lastly, it is important to note that with Burbonn practically turning the board against the opponents, many players are going to end up putting him in their sights. Fortunately, the dwarf has a number of ways to avoid combat. Intimidation lets Burbonn dictate where a player in his space moves next. Concussive Shot freezes an enemy character within two spaces of the dwarf. His final card is Feign Death, and lets him cancel any battle he finds himself in. These abilities grant the hunter slightly safer travels through the lands of Azeroth.
Burbonn Fang’s lack of card draw means that he will only have a few opportunities to land his precise and deadly strikes. Burbonn will want to keep as far away from the other players as possible. With Burbonn’s ability to control the board, completing quests shouldn’t be too hard for him. If a ranged weapon isn’t revealed by the time Burbonn is green level, then getting Samson out is a must. Samson will most often scare other players away.
That concludes this article and leads to the last article on the characters from the base game. Next up, Sofeea Icecall brings a cold snap to the Eastern Kingdoms.
David Hanold brought you the Sandrai Darkshine and Grumbaz Crowsblood article, and has many more lined up. Stay tuned for his next exciting installment!
World of Warcraft: The Adventure Game puts you on the path to renown. 2-4 players take on the role of fledgling adventurers seeking to become legendary warriors. Each turn sees players completing quests, fighting vicious creatures, and above all, vying for glory!