That certain "something" - Warhammer: Invasion has it in spades!!

By Wytefang, in Warhammer: Invasion The Card Game

I just have to gush about this great game one more time. There are SO few games that have that "certain something" that makes the actual gameplay fun, rather than just the results at the end. This is one of those games. I have a blast constantly analyzing the need to tweak my economy and where and when to attack. It is SO incredibly fun.


Eric, I've not seen you in a while, since working at FFG, in fact, but next time we see each other, I'm buying you a steak dinner (or whatever your preferred meal is). :D I owe you that much, at least, for how darn fun this game is. And Nate, I'll hook you up too.

I can't wait to teach this game to relatives at Thanksgiving!! Must. Play. More.

Also...need...more...cards!!!

Definitely agree with your happyness!! ;)

Little note...FFG card games usually have a great success...It's pretty common here.... ;)

But W:I has fresh new mechanics EVEN for the most experienced players.

Every time I play it I discover new synergies and find new ways to develop the decks...

Can't wait to play ELVES!!! ;)

I'm into our national organized play (we're near to a big environment with ELO ratings and the like) and our player base is growin' day after day...

In my meta we're 5/6...and new players are coming.

Once all 6 races will be out, this game's gonna be even better than this. Pretty sure about it.

Great, FFG. Great.

Wytefang said:

I have a blast constantly analyzing the need to tweak my economy and where and when to attack. It is SO incredibly fun.

I'm with this. I though CoC already had a nice thing with you getting to choose if you want more resources or not. But W:I gives you absolute freedom in not only how many resources do you want, but also allows you to manipulate your card draw (CoC remains fixed). That Units remain "upright" even when attacking/defending is another bonus from my POV.

My biggest grievance about this game is that the starting hand is too important. A lot of matches are decided in a couple first rounds if the other player gets a good start and the other slow or anything to counter it (orcs can easily burn a zone in their third round, after first battle pack even easier). My other grievance is the bad wording of card texts, not what you would expect from profesionals who have testers and proof readers at their disposal. I'm a bit worried, the game doesn't have that many cards and thus card combos, but still they had this bad lack of vision about what problems might arise from card combo texts, if they don't step up this game will have FAQ the size of rulebook fast :) . These two reasons make this game "a good game" instead of "great game" for me.

Lafi said:

My biggest grievance about this game is that the starting hand is too important.

At least they gave us the Mulligan. CoC doesn't have that. Mulligan doesn't auto-solve of course, but gives another bite at the cherry so to speak.

I don't know Eric, and if i was to ever meet him I'm givin him the biggest hug ever! YOU ROCK ERIC! as for the starting han d being important, it is true its a prob but as previously mention mulligan is there.

I don't know any TCG where the starting hand is not incredibly important. Heck, I don't know any reasonably competitive card games where your starting hand isn't important.

I also disagree about the card text and the rules. There is a reason why when people have a question usually 3 out of 4 people have the same ruling, can cite points in the rules supporting it, and when a clarification is handed down it fits with the majority as well as giving the same general reasons.

Most of the questions that pop up are from people not reading the rules and trying to make it work the way some other game they play works. I mean one of the most asked questions is about tapping to attack or defend. No where in the game is there a mention of tapping anything yet it pops up. No rulebook can cover every question someone is going to ask based on other games or someone not having read the rules thoroughly.

The buildup can be incredibly fast with right starting hand, 2-3 power to kingdom and 1-3 power to quest zone in turn 1 is possible (ok, I've never actually got 3 warpstones, but 2 a couple of times + village + 2 power unit). On the other hand you might just get 1 power in kingdom -_- . The variance is too high to my likings, but I guess that's the price to pay for games not getting too repeatitive and/or long. And I have no idea about how it could've been done better, but that's no reason not to label it as a flaw :)

You're right. God hand is god hand.

If there was more response window timing to counter act the quick building of things of this nature.. some tactic that hurt opponent for putting in to play multiple support cards at one time? ... that was worth putting in decks...

And Warpstone Ex. should've been Limited.

Limited? I don't see why it should be. If you play 3 of them during your first turn youre commiting suicide. It's own ability prevents you from playing them all at once.

eloooooooi said:

Limited? I don't see why it should be. If you play 3 of them during your first turn youre commiting suicide. It's own ability prevents you from playing them all at once.

I see no suicide in placing 2 in my Kingdom and 1 in my Quest during my first turn. Sure, my Quest and Kingdom units won't be able to attack on the turn they arrive in play, but the rules already prevents that... gui%C3%B1o.gif

To me too, those should have the "Limited" keyword.

I meant 1 in each Zone. Anyway, it's drawback makes you think twice about putting it into play. And Contested Village is Limited too! If they were both Limited I wouldn't play Warpstones. I prefer spending 1 resource for 1 power to having my units corrupted when I play them. Warpstones are balanced IMHO.

And remember, if you play Warpstones in your Kingdom and Quest Zones you will not be able to defend either. I think you'll be quite screwed.

Wytefang said:

I just have to gush about this great game one more time. . . .

I can't wait to teach this game to relatives at Thanksgiving!! Must. Play. More.

Also...need...more...cards!!!

I'm starting to begin to think you might consider at some point possibly entertaining the idea of liking this game. Maybe..

TK

eloooooooi said:

I meant 1 in each Zone. Anyway, it's drawback makes you think twice about putting it into play. And Contested Village is Limited too! If they were both Limited I wouldn't play Warpstones. I prefer spending 1 resource for 1 power to having my units corrupted when I play them. Warpstones are balanced IMHO.

And remember, if you play Warpstones in your Kingdom and Quest Zones you will not be able to defend either. I think you'll be quite screwed.

Why would I play warpstones in multiple zones? 3 Warpstones in Quest zone ftw, atleast for orcs :) , that zone can burn, opponents are going to get pwned before they touch another zone.


I see no suicide in placing 2 in my Kingdom and 1 in my Quest during my first turn. Sure, my Quest and Kingdom units won't be able to attack on the turn they arrive in play, but the rules already prevents that...

To me too, those should have the "Limited" keyword.

Your units entering play on a Warpstone Excavated zone will not be able to defend on that round, which can be at the very least hurtful later on in game, not to mention the kind of havoc that can be played by Chaos focusing on corruption.

this game is great
i always have a blast when playing... even when i lose i still have fun
congratulations to FFG on such a great game :)

Agreed, I really enjoy the game, and the decisions between areas to build up in is fun to try and balance.