Rules are Up!

By JDub, in Warhammer: Invasion The Card Game

Nice and brief. Complexity should be in the strategy, not the rules, and that seems to be the case with the rules. Now we just have to see if the cards fulfill their end of the deal!

Nice and short. I see influences from previous LCGs and Muntant Chronicles mini game. I'm glad Mr. Lang has stuck with what works best.

Hmm, I am a bit confused about prebuild decks.

You get 10 neutral cards + 40 faction cards, but there are from 1-15,26-50... so 10+25=35 and not 50.

I assume that there are multiple copies of some of the cards, based on these numbers.

Yeah that was my guess aswell. Looks good for far and quick to learn and teach too. aplauso.gif

BD Flory said:

I assume that there are multiple copies of some of the cards, based on these numbers.

well i realy like to see how a game without tap-kneel-exhaust or a similar concept work, it seems it will be a fast and bloody game

orutra said:

well i realy like to see how a game without tap-kneel-exhaust or a similar concept work, it seems it will be a fast and bloody game

Well, you don't corrupt cards while attacking, but maybe some cards will have corruption as an activation cost? Sure it's not the 0815 "when this unit attacks turn it 90 degreees sideways" mechanic but I like that. Too many games have this mechanic, so I really hope that this will be a fast game.

Which also let me presume that this game will be quiet fast: I don't think that you can defend all your three zones that fast, so your opponen will get at least a couple of "free shots" against one zone or the other... But maybe I'm wrong on this one. We will know when we hold this (hopefully) fine game in our hands...

Killer Power said:

orutra said:

well i realy like to see how a game without tap-kneel-exhaust or a similar concept work, it seems it will be a fast and bloody game

I do believe the same... but there is some kind of this mechanic: Corruption!

Well, you don't corrupt cards while attacking, but maybe some cards will have corruption as an activation cost? Sure it's not the 0815 "when this unit attacks turn it 90 degreees sideways" mechanic but I like that. Too many games have this mechanic, so I really hope that this will be a fast game.

Which also let me presume that this game will be quiet fast: I don't think that you can defend all your three zones that fast, so your opponen will get at least a couple of "free shots" against one zone or the other... But maybe I'm wrong on this one. We will know when we hold this (hopefully) fine game in our hands...

May you'll get in a free shot or two, but you can only attack from the Battlefield Zone. Most of the time you'll want to get some extra resources and cards, though, so if you focus too much on attack and building your Battlefield Zone, opponents take some early damage, but overrun you later on with extra cards and more expensive units.

Also, you have to deal 16 damage at minimum (2 zones of 8) and you can attack only one zone per turn most of the time. So, say you have dealt 7 damage to the quest zone, then do an alpha strike on it with, say, 5 power, the damage doesn't carry over to another zone.

Some early hits on a singular zone doesn't hinder your gameplay in any sense, and a burning zone isn't really a disaster either...

I wish there were official game effects which occurs when you have a zone that is burning.

Ruvion said:

I wish there were official game effects which occurs when you have a zone that is burning.

I agree, it doesn't make sense that there is no penalty to a zone that is burning. I understand why they didn't make it so that if a zone is burning you can't play cards to that zone or use any cards in that zone, but IMO there should be some kind of penalty.

A too strong penalty would clear providing some stronger run-away-leader effects, which ccg/lcg yet mostly have more than in other boardgames and thus forcing mainly rush strategies.

A too weak penalty would be senseless.

And wh not considering some extra for the person with the burning zone? Maybe some rage strikes?

I also agree that a strong effect would waterdown the strategies a bit...a minor positive or negative effect would be welcome however. Mayhaps there will be cards that take advantage of burning zones (positively, negatively or both). Actually now that I think about it, I'm sure there will be such an efffect. It's inevitable.

gui%C3%B1o.gif

One of the dwarf cards that were spoiled somewhere became more powerulf if one of your zones was burned down.