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One of the most exciting gaming products this year got it’s first expansion, and with this review I want to have a look at how the gameplay changes for this faction. If you’re unfamiliar with Dungeon Command, I highly recommend you read my review, or better yet, just go and buy a copy and at the same time convince a buddy to do so as well. Like any miniature game, you need a partner who also owns a warband. You can play a game by just using one box, but it’s hardly fulfilling – it’s a lot more exciting when you have a box each and play the full-on battle.
As with any expandable game, there are different levels of immersion. You can limit your warband (and your opponent’s warband) to a single box, but as you play the game more, you’ll want to expand your army and it’s capabilities. The Tyranny of Goblins faction pack is a great way to add new miniatures to your batallion and introduce some new strategies to your order deck. The great thing about Dungeon Command is it’s unique ability to blend elements from miniature skirmish games and collectible card games without seeming like it strays too much into the territory of one or the other.
But before we get to the gameplay itself, let’s not forget that terrain is a very important part of any skirmish game, and we get four new tiles in the set with some very interesting features. The tiles have great ways to create defensive forts, whilst sneakily unleashing your reinforcements with cards like Into the Fray. The great thing about the tiles is that when you own more than one faction pack, you can mix and match them to create whatever terrain suits your warband.
All these obstacles are there for a reason. Goblins are sneaky, and if you command and army of them, you have to be sneaky too. With very few hitpoints, they might seem like a pushover army at first, and hopefully that’s what your opponent is thinking when you play an order card that changes everything. He or she might be wiser next time, but there are enough tricks to keep your opponent always second-guessing themselves. For example, playing against the Cormyrians I’ve drawn in my opponent’s army close to my starting area and have left quite a few of his soldiers damaged. Because of my commander, I was able to deploy creatures at the start of my turn, and decided to introduce the bugbear into the battlefield who untaps every time a creature dies next to it. So as long as I could keep killing things on the bugbear’s activation, I could untap him and attack again. This way I took down two enemy miniatures with the bugbear, damaged a third one and finished it off with a different unit.
And yes, the goblins ARE cannon fodder. After they’ve done the damage, they are very likely to die. But that’s OK, as you’ve got bigger things coming from the reserves. Your hobgoblin soldiers are only Level 3 but have a whopping 70 hitpoints and can withstand copious amounts of punishment. It takes forever to take them down, and in the meantime you can wilt away the opposition. You’ve still got the best part of your army in the reserves, that being the Troll and the Horned Devil. Your opponent will have to put everything he’s got to take one of them down, and even then it might not be enough. To be fair, in my first game I never even got to play those two as I’ve managed to strike a final blow to my adversary’s morale without having to deploy them. Having said that, if I did need to deploy them I had a potent combination of order cards in my hand to make sure they stayed alive. Mortal Wound is an instant attachment that prevents all damage but kills your unit during the deployment phase, meaning they have one more activation left in them. However, Rally removes all attachments from a friendly unit, so my big guy stays alive and wreaks havoc to puny humans.
The game still features extra cards that let you use your new minis in the Adventure System boardgames, especially Wrath of Ashardalon where these critters might find a new thematic home. The quality of the things inside the box is the same as the previous sets. The paint-job is OK, but as with all pre-painted minis you might want to do some adjustments of your own. The Horned Devil is definitely an exception to that – I wouldn’t want to change anything about him as he looks awesome straight out of the box. The cards are still made out of the same cardstock but that is to be expected. Don’t be fooled by the aesthetics though – this game is all about the gameplay, which at the moment is unique and unrivaled. And I’ve seen singles sales surfacing on ebay which can only mean that there is demand and the game is doing well.
All in all, I would recommend this faction pack to anyone who enjoys playing sneaky tricks and big brutes – it’s tremendous fun and I can’t wait to play it again. And don’t forget, the fourth faction pack – Curse of Undeath – comes out in November introducing even more variety to the game, followed by the fifth one, Blood of Gruumsh in February next year.
I got an early preview copy of Dungeon Command: Tyranny of Goblins, and just like with the previous sets, I hastily decided to make an unboxing video. I say hastily, because the major release is tomorrow, and I really wanted to finally get a proper preview out. I hope I’ll get to play with the set today and can tell you all about it in a follow-up review that is due to be out over the weekend.
I thought I’d add a few pictures of the miniatures as well, although one of them came out slightly blurry, my apologies.
It’s been a few weeks since GenCon, and I don’t know how about you, but I’m still trying to figure out how the big news has affected me. It was 12am here when the keynote was supposed to start, but with inevitable delays it was closer to 00:30am. Me and a few buddies where huddled at our respective PC screens, chatting over Steam, wondering what the big announcement was going to be.
And then it came. No, not Ed Greenwood announcing a series of novels that will reboot Forgotten Realms, nor the confirmation that the default campaign setting will indeed be Forgotten Realms (although important in its own right). And no, it wasn’t the addition of two new classes to the DnD Next playtest. It came matter-of-factly, as if not really that important. A kind of ‘oh and by the way’ thing, uttered by Mike Mearls. It’s going to be two years until they publish DnD Next.
Believe it or not, this fact, might even influence our day to day lives. Some of us run campaigns, they last years. We play them every week. A new edition release date is seen by many as a good day to aim to end a campaign at. So that statement kind of makes a difference. Specifically, I know now I have two years in which I could run a campaign, start to finish, and still make it in time for the new edition. Oh look, WotC have released a campaign book, how convenient.
Sorry, I’m not really being sarcastic, it makes perfect sense. Menzoberranzan has quite a few things going for it, and it is in fact good enough to make me consider using it as a basis for my next DnD campaign. So what’s inside that’s making me like it?
Let’s have a look:
This. Yes, this. I mean, I know we’ve come to expect a large poster map in our campaign books but oh how do I love the maps that WotC makes. It’s gorgeous all over, and I don’t think I need to say anything more about it. Oh wait, there’s another side to it! Effectively a color version of the first one, it comes with location markers that point to certain places within the book, becoming a handy reference for the DM or players.
But it’s not just aesthetics, it’s the content that shines as well. 4th edition books seemed to have this thing where they were completely oblivious to the existence of previous editions. Yes, they would re-use material from them but only as a recycled kind of thing. Even the Forgotten Realms book was deliberately vague on past events. Finally, Menzoberranzan embraces all the Forgotten history of the Realms (see what I did there? Eh? Eh?) and, for example, events that happened during the Time of Troubles see a lot of discussion, not just the post-Spellplague stuff. I am aware that this is due to an internal shift of how WotC are going to approach DnD lore material and I am very happy about this.
Whilst there is a chapter on playing Drow and choosing your house and creating a good background, this book shouldn’t be mistaken for anything else but a DM tool. Almost all of the recent DnD books, even the DM ones have recently featured themes, and this is not the case now. Which is a good thing I believe, there is enough theme support through Dragon magazine and the previous sourcebook, Into the Unknown. This way the supplement gets to stay on focus and provide enough material to spark DM creativity.
I was mostly impressed with the information on all the Drow houses. There’s a table on how they interact with each other and how high they have ranked over various periods of history. Don’t like the current houses? Twist and shape FR history and make your own with a section that’s focused solely on that. But then every house gets royal treatment with a good amount of information provided on them, including membership numbers, strength, affiliation, rivals, outlook, beliefs – anything you’d ever need to know about them. The book treats the Drow houses as campaign factions, suggesting to include three in the forefront of your game for a good amount of intrigue. But why stop there? Include seven and you’ve got a Drow version of Game of Thrones going in your living room once every week, as long as you think you and your players can juggle the amount of information.
Geography takes up as much space in the sourcebook as the factions, and I am happy to say that it’s written just as well as in any previous WotC supplement. Quality is what we’ve come to expect and what we’ve got. In addition to scrutinizing Menzoberranzan itself, it explores the Northdark in detail, providing plenty of locations for your ‘heroes’ to travel and explore.
This book goes hand in hand with the Book of Vile Darkness. There’s no escaping the fact that most Drow are evil, and if you’re playing a group of them, chances are that your character is evil too. This book explores how to handle ‘evil’ characters and ‘evil’ campaigns, but the Book of Vile Darkness was written to accommodate a game like that. Having said that, I’d also like to warn some groups about running a game where every character is an evil scheming Drow out to get other players. Make sure all your players are good friends, and understand that you’re all roleplaying, and not bringing your antisocial agendas to the table. It seems like an obvious thing to say, but so many times I’ve seen players who just want to ‘kill’ other characters or wreak havoc. This sort of person spells campaign doom to me.
It’s competition time! I’d like to give away a copy of Menzoberranzan: City of Intrigue to my readers. I’d also like to have new readers discover my blog! So I’m giving out one brand new copy of the book to one lucky person who retweets this tweet! I’ll mail the book to any part of the world, free of charge, no ifs no buts. In addition, as a bonus, anyone who subscribes to my blog will be entered into the raffle twice. Good luck!
No big secret, we use other stories for our games all the time. Especially me, since a lot of my ‘original’ creative thinking goes into writing fiction. I worry a lot less whether a plot idea for my game is more or less original. But I’ve discovered that even ‘borrowing’ can be an inspired choice. I have to admit, I’m not an avid reader of fantasy fiction. I don’t dislike it or anything, it’s just that lately there has been very little that captivated me strongly. Sure, I’m reading A Song of Ice and Fire, but then again, who isn’t? My reading pursuits lean more heavily towards literary fiction, especially the realms of magical realism, and I’ve
stolen borrowed most of my plot elements from there. Sometimes the thing I end up using is mood or theme, instead of plot, but no matter what I end up taking, those choices always prove to be interesting. Why am I sharing this? Well, I feel like everyone could learn a trick or two from these books, and anyway, they’re all a great read. So, read, and borrow heavily. I hope these enrich your games.
1. Jorge Luis Borges – The book of Imaginary Beings.
This is an easy one to recommend. Garry Gygax read this book. I mean, I have no evidence to support this statement, but I could bet my right foot that he did. Guess what the book is about? Well, it describes mythical beings. A book of fantastical zoology if you will. And it literally reads like the first edition monster manual. DnD monsters have always been known to be on the ‘weirder’ side, and this here tome my ladies and germs is the culprit. Not only does it list what is by now ‘the mundane’, like elves and dragons, but more DnD related beings like Chimaeras, Griphons and Krakens. Did you think that a Catoblepas is perhaps only a DnD monster? What about the Lamia? No. All mentioned here. This book is filled to the brim with strange beings, well described and as fantastical as it gets in literary fic. Should be on any gamer’s shelf.
2. Angela Carter – The Bloody Chamber
This collection of short stories is known for strong feminist undertones and descriptive text, and essentially consists of Carter’s own versions of widely known fairy tales, such as Beauty and the Beast, Puss in Boots and others. The titular Bloody Chamber story, involving a re-imagined version of the story of Blue Beard served as an inspiration for a DnD adventure I wrote, titled The Bloodiest Chamber (an obvious nod to the original), but much like Carter made the fairy tale her own story, so did I, and little of the source text remains. Carter warned us that her stories shouldn’t be dismissed as ‘adult versions’ of popular classics, and rightly so. Her imagination inspires to re-create and will definitely provide plenty of ideas for various styles of gaming.
3. Haruki Murakami – Hard-boiled Wonderland and the End of the World
I don’t even know where to begin with this one. It has two naratives, a trope that has become very common for Mr. Murakami, one set in a near-future cyberpunkish Japan, where a Johny Mnemonic type character struggles for survival in a skirmish between the System and the Factory. The second one is set in a more fantastical landscape, a place only known as the Town, a more secluded walled-off settlement, one that feels devoid of technology, strangely barren – a place where your shadow is taken away and you learn to read dreams from unicorn skulls. Yes, it is as strange as it sounds, and believe it or not, in the end it all makes sense. Sort of. The idea of losing one’s shadow is what I ended up borrowing from this book, and also what follows afterwards, which is completely speculative even when armed with such magical literature to inspire.
4. David Mitchell – Cloud Atlas
Unless you’ve been living in Timbuktu (read: middle-of-nowhere) you’ve probably already seen the trailer for the new Watchowski/Tykwer film (apologies to those of you who do live in Timbuktu and have actually seen the trailer, I imagine the hyperbole was completely lost on you). But even if you have, a repeat viewing certainly won’t hurt. Some have accused Mitchell of being complicated for complicated’s sake, or simply being show-offy, but the guy does have skill. His woven narrative spans centuries and touches lives connected by strands of fate. The centre of the book, set in a post-apocalyptic earth, where technology has been forgotten, is what provided me with most ideas for my DnD campaign, especially when fleshing out the fluff for Goliaths and examining where their race came from. But it’s not plot that’s the best part you can utilize from Mitchell, it’s his delivery and an alternate way to tell a story.
5. Neil Gaiman – Sandman
I am not going to pretend that Neil Gaiman is literary fic in any way shape or form. It is however, unconventional fantasy and full of concepts ripe for the plucking. His idea of ‘deities’ in Sandman was something I’ve decided to borrow for a campaign setting I’ve been working on, and so far it’s been a blast to write. He is a man with great imagination and playing around with the creations of his mind is a joy. My fondest one is the ‘Fox’ from dream hunters, a character I’ve adapted as my own. Whilst a scorned woman in love, out for revenge, isn’t exactly a novel idea in itself, but the shell he wraps it in I find very aesthetically appealing.
I can’t help but mention Murakami twice, my love for his fiction cannot be hidden. But I do mention it because I’ve borrowed the ‘air chyrsalis’ from this particular novel. My githzerai monks plucked strands of air from… well… air, and weaved them into a chrysalis. The players were most fascinated by this and even decided to help weave it. When it was in danger, even without knowing what it is or what it does (if anything at all) they wanted to protect it. All is as it should be in magical realism.
I say that these sources are unusual, but they are not at all. Fantasy or not, roleplaying games are, after all, about getting together and telling stories. Stories that we love and cherish and share, no matter the genre or medium. But I hope that for some, this will prove at least as a distraction from the mundane and the usual, and will inspire to tell more stories.
So, GenCon is upon us, as most of you know. And with it, comes a slew of new games. This time round, it’s the company with a flight of fantasy that mostly catches my attention. Namely, the two games they are releasing on GenCon. In so many ways, drastically different, but on my gaming radar they both tick the exact same boxes. And for reasons explained below, I decided I’m only gonna get one of them. But I really can’t decide which one. So what I’m gonna do is, I’m going to talk about them and explain why they both appeal to me. And you guys are gonna tell me which one I should choose. Let the battle of the games begin.
Let’s begin with X-Wing. Not this upcoming boardgame, but X-Wing the PC game from the early 90’s and its even more successful (and better) follow-up – Tie Fighter. I first played those games in 1998. This was when I first got a PC. I was 14 I believe. I bought a pirated CD from a local market (at the time the purchase of legitimate copies of PC games in Lithuania was unheard of and did not exist, especially since no one sold them, so don’t blame the 14 year old me), and to my dismay the game told me that I was not going to be able to play it without a joystick. The man that sold the pirated CDs did not accept returns so I went and begged mum for more money and bought that joystick. The game was already starting to irritate me, and I hadn’t even played it yet.
When I finally got it to work – everything changed. I mean, my life had changed. Here was a game, where I actually felt like I was sitting inside the cockpit of a real X-Wing, with all its intricacies. I had to remember over 50 various keybindings that triggered obscure actions that were never well explained. It was like learning to fly a jet without a tutor, using trial and error. I crashed and burned a lot. So many ejections. So many Tie Fighters swooping in and destroying the ejected pilot. I’ve easily spent over a 100 hours playing that game. And then I went and got Tie Fighter, which was longer, the ships were cooler, the missions more interesting – dynamic. I can still remember the time when a desperate Tie Interceptor (without any shields I might add) managed to take down an entire space station. Even as I’m writing this I have this irresistible urge to go and get a joystick and get X-Wing: Alliance, the latest game to come out in the series (and still marginally playable).
This boardgame then, that’s what it has to measure up against. If Fantasy Flight Games wants to sell me a Star Wars spaceship dog-fighting skirmisher, these are the shoes they have to fill. Here are some hard facts. The box costs £29.99 pounds (the same as Netrunner I believe) and comes with three miniatures: two Ties and one X-wing. Just three? Yes. Are you sure Banjo, are there really just three minis? Sadly, I am sure. Just three. This comes straight from the horse’s mouth (or the horse’s mouth’s website):
The Core Set, alone, comes with thirteen ship cards and five upgrade cards that can each lend a different tenor to the battles between your X-wing and two TIE fighters.
So, if I play rebels, I get to pilot just the one X-Wing. Ah, but there are four different types of booster packs coming out upon release, each featuring a single spaceship. There is a choice of X-Wings, Y-Wings, Tie Fighters and Tie Advanced, each retailing at £11.99. All come with a few cards that seem to outfit your ship with a pilot and various tech upgrades, making every fighter different. But three miniatures and 5o cards are not quite enough for me with this pricetag. Thankfully the game features special dice and various cardboard tokens. Furthermore, FFG promises that these models are the most accurate X-Wing and Tie Fighter models made to date, and that the scales and proportions are perfect.
In terms of rules, I didn’t delve too deep into the previews. I hate rules snippets, they just confuse me. I’d rather get the full picture when it comes out. From what I understand the stands have various dials, and they interact in meaningful ways with the cards.
Banjo, tells us now, and be honest – you don’t sound so thrilled about this game. How come is it though, that you are considering buying it? Well, it might indeed sound like I’m not excited, but the thing is, I really am. What it boils down to are two things that counterbalance all my negative predispositions and fears. Number one: this is a Fantasy Flight Games product. If they are releasing a game with three minis for 30 pounds, they are probably pretty damn sure that this game is going to captivate our imaginations. It’s a bold move, and my gut instinct tells me that it might pay off. FFG have consistently delivered excellent, well thought out games that are dynamic, innovative and ground-breaking. Chances are, this is one of them. Number two: this is a Star Wars miniature game where you pit X-Wings against Tie Fighters. That in itself is a heck of a sentence, and I don’t think I even need to elaborate on it.
And then there’s Netrunner. A re-imagining of a classic by Richard Garfield. A game I have never played before and have no familiarity with whatsoever. This time it’s set in the Android universe, which is one I am not familiar with either, except I hear it’s an amazing board game, of which I have no doubt. It’s strange, in fact, that I haven’t played either of these before, because Cyberpunk is a genre that I enjoy very much (now that I think about it, I haven’t played Shadowrun too – what’s wrong with me). What is it that attracts me to this game then?
Well, it’s the next game in the FFG line of Living Card Games, their particular breed of collectible card games that come in non randomized monthly booster packs. I’ve been casually playing their co-operative Lord of the Rings LCG and it quickly became one of my favorite games. I’ve enjoyed the Game of Thrones LCG as well. I think LCGs are great as casual collectible card games but have the scope to be competitive as well. Netrunner introduces something new to this tried and true formula. Basically, you can choose to play either as a corporation or a runner (read: cyber-hero-hacker). However, both of these options are completely asymmetrical and play in different ways. Whereas, say, in Magic: the Gathering, every player can construct their decks using the same cards and everyone plays with the same set of rules, in Netrunner, the runner and corporation use different cards and play in different ways. This concept pretty much sells the game to me on it’s own. I do have a concern however. If this is a competitive game, how would tournaments work? Are they possible at all? From what I understand runners can’t play against runners. Maybe someone who played the previous version of the game could shine a light on this.
Oh, and the artwork! I love it. Why describe it though? Just have a look at these cards – they speak for themselves.
I am not even afraid to stand up and say that this is the best looking card game to date, and whoever is the art director for this project – well they got it bang on.
And here it is. I have to decide. Why not just get both of them? Well, because each of these games have scope. They are expandable and will probably require an investment that goes past the core set. I don’t mind that, but I am a poor recent university graduate and my finances are limited. And even if they weren’t I’d still probably just pick one. This is where I have to be grateful to FFG, they’re releasing them games at the same time, as if knowingly letting us choose. I am sure there are some people who will get both. Sometimes, I lean towards Netrunner, imagining how fun it would be to play this with my friends at my FLGS, or just with my wife who quite enjoys cyberpunk too. But then, it’s not Star Wars and not X-Wing vs Tie Fighter. To me, it really is an impossible decision, so I am asking, nay begging for constructive input. Speak up guys, and let me know what you think about these games.
DISCLAIMER: I’ve borrowed some of these images from preview articles from fantasyflightgames.com. I am not sure if they are happy with this or not, but I’m certain that if I’ve done something unsavory here I’ll get some sort of cease and desist letter – which I don’t mind at all. If I have to take them down so be it. But do me a favor and go and read up some more on these games – there’s some nice preview articles here (for X-Wing) and here (for Netrunner)
Peace out – Banjo
So after this weekend I am happy to say that I’ve played Dungeon Command A LOT, mostly due to the DnD Game Day. I was running demos at my local store and I’ve managed to squeeze in two ten minute breaks, otherwise there were always people wanting to play the game. I am glad it’s getting so much attention because the more attention it receives, the better it will be. This is because the game is built to be very expandable and has a lot of scope, and if more people end up playing it, the game will stay alive for longer, and Wizards of the Coast will publish more and more faction boxes, which is a win-win for everyone.
Do I need to mention the contents? I mean, there’s so much buzz about Dungeon Command – I feel like someone else has already done that job for me. But for the sake of this being a proper review, here goes. Each faction pack contains:
- 12 plastic hand painted miniatures.
- 36 order cards
- 12 creature cards
- 2 large and 2 small cardboard tiles
- various tokens
- alternate monster cards for the adventure system board game.
RRP is £31.99
What I’ll try and do is talk about each ingredient separately and then discuss them as a whole. Naturally the minis come first. They are the meat of this game and they’re pretty good. Most of the minis are reprints with alternate paint, which is a fact I really like. Even if I owned that particular mini before, I now have a different colour version, which lets me do interesting things when using them for DnD. I could use my three drow assassins with their usual purple cloak as troops and the new one from Dungeon Command as the leader. The minis that stand out have to be the Drider, Bronze Dragon and the Umber Hulk, with the latter being my favorite of them all. Every so often I like to throw a big scary iconic monster at my players and the Hulk is just that.
The tiles have great artwork on them, but they’re not something I intend to reuse outside of Dungeon Command. Their interlocking nature means I can’t use them with other Dungeon Tiles. But I think I’d still like them to be interlocking because it provides stability when playing the game. I’ve also noticed that when they do interlock, they still seem to be a bit loose, but I don’t have too much of a problem with that. The sheet with tokens provides the necessities to play the game. The tokens are sturdy and well made.
The cards. Now here I am stumped. The order and creature cards are easily one of the best and worst parts of the game. The numerous order cards make the game a lot more interesting and provide a host of different strategies and ways to play it. The artwork on each card is excellent, and whilst it is sometimes reused from previous DnD products, most of it is new and evocative. The card quality itself is poor however. In the four boxes that I’ve opened the cards have already been bent out of shape, and for people who want to avoid scuffs – I recommend sleeving them instantly. I don’t know if this is simply something that was out of WotC’s hands or if it was a deliberate decision, but it seems especially odd, because the game is customizable, and all the cards can be interchanged to form unique order or creature decks. Meaning that all future sets will have to be printed using the exact same material and printing process. Can I live with this? Yes, but if the game catches on big time (which I hope it does) I think WotC will regret this decision.
One of the big selling points of the game was that the minis can be used in the adventure system board games. The Heart of Cormyr set has a much more innovative way of utilizing the minis. Instead of making them all monsters, it adds a new encounter card that lets a player draw from an ally deck. The cards in the ally deck correspond to the miniatures from the set and the mini you draw becomes a helping hand in defeating whatever monsters hunt you. I can’t wait to try this mechanic!
Ok, so it’s time to discuss the game overall. Some of the regular readers of my blog will know that I’ve done a preview of the playtest rules earlier this year, and the game, whilst staying similar at it’s core, has changed significantly, adding layers of depth and complexity to an already exciting mechanic. The first addition I’ve noticed is the existence of commanders. This lets you customize the game more by adding an overall theme to your warband. I’ve also been very excited to find out that the game offers so many options in customization. You can shape and mold your warbands and order decks however you want. You can play with three players, four players, two two-player teams, it really doesn’t matter. Talking of order decks – here the game starts to feel like someone took DnD and Magic: the Gathering and squished them both together – in a good way. It takes what works from both games and blends it together to create an interesting ruleset. These decks provide cards that work similar to instants, sorceries and enchantments from M:tG. However, most require you to tap your creature to be played. A big change from the playset is that you untap your guys before and after your turn, effectively being able to do something on your turn and outside of your turn. The objective of the game is to reduce your opponent’s morale to zero. But no matter how low or high your morale is, you always have some minis to choose from to introduce into the battlefield because the creatures you control are based on your leadership score. This creates a game that avoids the ‘runaway winner’ problem. In fact, the first game I played against my wife she was struggling through most of it only to cleverly snatch victory out of my hands at the end of the game by playing a well timed Dragon Knight and striking my Umber Hulk with an order card that dealt a 100 damage (that’s the most damage I’ve seen in the game). It taught me to save my best troops and order cards till the endgame. Knowing when to play the right mini becomes an important strategy.
Overall I have to say I am very impressed with the game. And because every warband and order deck are completely customizable, more sets will mean more options. At the moment, a goblin set is scheduled for a September release and an undead set (featuring a dracolich!) is due out in November. If this keeps up we should have a new set every two months. I really hope this game picks up big time, because the game will simply become better with more content. I also feel like they’ve created a game where there’s a market for booster packs with order cards and alternate creature cards. And whilst some people shy away from anything that has the word ‘booster’ in it, I feel like it would be a welcome addition.