How to Improve things

By Ringarin, in Warhammer: Invasion The Card Game

Was talking with my friend about how we would have changed a couple things in the game to make it more balanced. Thought I'd post them here because I haven't seen anyone talking about this that I could see.

First off we'd change the artwork on the fronts of the cards. I try to make decks and seperate the units, tactics and support and have to read the type name before I can figure out what type it is. The tactics are easy to distinguish from the rest of the cards, but the support and units blend together. Quests also stand out too. He was thinking a banner in the corner or something like that. I'm not sure how I'd change it really maybe a different border to differentiate them.

Second that caught us was how the sets aren't balanced as to cost to play. The orks have almost all cards at 3 or less resources. Dwarves have 2 units at 2 or less with most being 3 or more. Much easier to play with orks because of it simply because the other side can't get units out fast enough. My thought was to simply start balancing that out with the battle packs. Put out more low casting cost creatures for the ones without them. Higher casting costs for the ones with too many low ones.

The most annoying problem we found was that the neutral cards that we use come with the base set. It's difficult to build a good deck unless you have the neutral cards from the base set. I'd like to get more, but don't want to buy another core set. He'd like to get his own cards instead of borrowing them but doesn't want to buy the core set, just the battle packs. My thought was that if instead of a core set there were sets where there were just 2 factions they would be easier to buy and would have enough neutral cards that you could still build a good deck.

The other thing is that some of the wordings are confusing as are the zones. But we've only played 7 or 8 times so far, so we are still getting used to the cards. He was thinking a battle mat of some type to more clearly differentiate the zones and what is where and such. But I kinda think that by the time we made them up we'd remember what goes where and such.

I dunno. I guess we both like it and think it has great potential, but hasn't been around long enough to get the wordings better and the amount of cards out doesn't allow for as much differentiation as we'd like. Great game that we will have to continue working at until we figure things out. Should add a few more things we like about it I suppose too. I really like the game and don't want to make it sound like I don't and even though he lost all 3 games we played tonight he isn't completely turned off. Good fast game play. Fun special abilitys. Based around an enjoyable world. Glad that dark elves and skaven are more or less out. When I heard out about the game that was what I was hoping for. One of the best things I like is that you can control how much you draw and the amount of resources you can pull from pretty easily.

Oh. One last thing that bothered me. There should be a neutral quest that lets you put cards from your hand back onto your deck. I like being able to draw a lot and have cards not being useless even if they aren't great as you can simply use them as developments, but sometimes you just want to put them back on your deck. Love the battle packs coming out so often. Wouldn't be too hard to make changes to the system as expansions come out so often. I'm sure lots of the problems I (and he) have with the game will be resolved when the cards that are already planned to come out are actually released. Hope this is the right spot to post this. :)

Not sure this would "improve" the game, but it would definately play the way I'ld like it to :

Of course, the game is already great the way it is. Those are just some random thoughts for the WH:I 2nd Edition corazon.gif

Ringarin said:

First off we'd change the artwork on the fronts of the cards. I try to make decks and seperate the units, tactics and support and have to read the type name before I can figure out what type it is. The tactics are easy to distinguish from the rest of the cards, but the support and units blend together. Quests also stand out too. He was thinking a banner in the corner or something like that. I'm not sure how I'd change it really maybe a different border to differentiate them.



I've been playing for three months and it never bothered me. It might be hard at the beginning but trust me, as time goes on, you'll memorize the cards. Today, I rarely read the effects text on the cards, I know exactly what they are and what they do just by quickly glancing at the card.

Ringarin said:

Second that caught us was how the sets aren't balanced as to cost to play. The orks have almost all cards at 3 or less resources. Dwarves have 2 units at 2 or less with most being 3 or more. Much easier to play with orks because of it simply because the other side can't get units out fast enough. My thought was to simply start balancing that out with the battle packs. Put out more low casting cost creatures for the ones without them. Higher casting costs for the ones with too many low ones.



Each faction plays differently. Each of them has a distinct flavour, which can be used to a player’s advantage when playing. There's a reason their unit cost is different. Dwarves perform best when their zones are well developed. Orcs are best when they can outswarm an enemy quickly. Most of the time, you can't play Dwarves the same way you play Orcs. And if you try to make them the same you''ll loose of the biggest aspects of the game: each faction is unique and uses different strategies to win the game.
When I started playing, Empire really felt weak. But then I started to learn how to play them properly. Moving units between zones and making their combos work. Empire is the most underpowered of the factions in the core set but using cards such as Shrine to Taal + Johannes Broheim and Judment of Verena + Will of the Electors can make them almost unbeatable.

Martin_fr said:

Warpstone Excavation should be either "limited" or "only one per zone", to prevent a turbo start due to a god hand (1 contested, 2 Warpstone, 1 unit that cost 2).



Martin_fr said:


Capital should have their "hit points" printed on each zone. That would allow some Capital boards to be different from the basic 8/8/8.Capital should have a dedicated ability (a minor one), to provide a little more to each faction than just an loyalty icon.Capital should have one more power in both Kingdom and Quest. This will make less dependent upon your starting hand draw



Ringarin said:

Oh. One last thing that bothered me. There should be a neutral quest that lets you put cards from your hand back onto your deck. I like being able to draw a lot and have cards not being useless even if they aren't great as you can simply use them as developments, but sometimes you just want to put them back on your deck. Love the battle packs coming out so often. Wouldn't be too hard to make changes to the system as expansions come out so often. I'm sure lots of the problems I (and he) have with the game will be resolved when the cards that are already planned to come out are actually released. Hope this is the right spot to post this. :)

This would be really good if it was an opposite Infiltrate!

Overstocked 2

Quest. Forced: At the beginning of your turn, you may put up to X cards from your hand onto the bottom of your deck in any order. X is the number of resource tokens on this quest.

Quest. Forced: At the beginning of your turn, place 1 resource token on this quest if a unit is questing here.

I'd think that a quest like that would probably requrie the unit to be sacrificed as putting cards back can be a very big thing to do. I realised tonight when I was playing though that you should be able to manage your cards to not have a lot of cards in your hand and not enough resources to play them. The other problem would be useless cards which should be removed from the deck. So I think the wanting more lower cost units and quest to put back cards might simply be experience with the game situations and not related to the game itself.

Well, I should add that my friend was extremely frustrated that he would develop his kingdom his kingdom and I would play the orc hero that destroyed everything in the corresponding zone (except units). That was his biggest complaint. He wants a way to defend against cards that destroy everything like that in one single action. I'm guessing after I post this people who have played more will point out a few. He was doing dwarves and I was doing orks of course.