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Warhammer: Invasion box art

Warhammer: Invasion

Game ID: GID0382861
Game Info
Year
2009
Collection
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Description

Warhammer: Invasion The Card Game is a two-player card game of intense warfare, clever kingdom management, and epic questing. Players must carefully allocate their resources as they seek to build their kingdom, complete quests, and attack the enemy’s capital.

Set in the rich and diverse Warhammer universe, player's can choose different factions that each have their own style. Will you play the indestructible grudge-bearing Dwarfs, the shrewd and manoeuvrable Empire, the savage and destructive Orcs, or the entropic and mutating forces of Chaos. Or will you cleverly craft an alliance, playing the combined might of the forces of either Order or Destruction?

Warhammer: Invasion follows a similar model to that of Magic: The Gathering. Players will construct a deck of cards to their liking that they will use to battle against each other by drawing cards and using resources to play them. Cards can consist of monsters or heroes, one-off spells or abilities, and permanent structures, devices, or equipment. However, there are many differences which make W:I very different from Magic. Two of the main differences are in the release model and the ordering of the gameplay area.

Rather than a blind collecting model, W:I follows Fantasy Flight Games' LCG model. Each expansion or chapter pack is released with the full contents known to the purchaser. Rarity is not a factor.

Rather than playing your cards into the same area and relying on card draws for resources or extra cards, each player has a 3-zoneCapitol that they must protect and those sides are generally where cards are played. If an opponent causes enough damage to a section of your capitol it is "burned." If two sides of your capitol are burned you lose. Depending on which side of your capitol you put a card into it will be able to different things. Units and buildings in the Kingdom Zone contribute to your available resource pool while ones in your Quest Zone cotribute to your card draws. Cards played into the Battlefield are used to attack opponents. Also, units in a zone being attacked by an opponent can be used to defend that zone from damage. This adds a large amount of tactical decisions when it comes to playing your cards. You must carefully balance building your economy with the ability to attack and defend.

Warhammer Invasion LCG Core Set contains:

* 1 Rulebook
* 220 Cards representing 4 factions
* 4 Capital Boards
* 35 Resource Tokens
* 60 Damage Tokens
* 4 Burning Tokens

Battle Pack Expansion Cycles:

1) The Corruption Cycle:

The Skavenblight Threat
Path of the Zealot
Tooth and Claw
The Deathmaster's Dance
The Warpstone Chronicles
Arcane Fire

2) The Enemy Cycle:

The Burning of Derricksburg
The Fall of Karak Grimaz
The Silent Forge
Redemption of a Mage
The Fourth Waystone
Bleeding Sun

3) The Morrslieb Cycle:

Omens of Ruin
The Chaos Moon
The Twin Tailed Comet
Signs in the Stars
The Eclipse of Hope
Fiery Dawn

4) The Capital Cycle:

The Inevitable City
Realm of the Phoenix King
The Iron Rock
Karaz-a-Karak
City of Winter
The Imperial Throne

5) The Bloodquest Cycle:

Rising Dawn
Fragments of Power
The Accursed Dead
Vessel of the Winds
Portent of Doom
Shield of the Gods

6) The Eternal War Cycle:

Days of Blood
Oaths of Vengeance
Battle for the Old World
Glory of Days Past
The Ruinous Hordes
Faith and Steel

7) Deluxe Expansions:

Assault on Ulthuan
March of the Damned
Legends
Cataclysm
Hidden Kingdoms

Description

Warhammer: Invasion The Card Game is a two-player card game of intense warfare, clever kingdom management, and epic questing. Players must carefully allocate their resources as they seek to build their kingdom, complete quests, and attack the enemy’s capital.

Set in the rich and diverse Warhammer universe, player's can choose different factions that each have their own style. Will you play the indestructible grudge-bearing Dwarfs, the shrewd and manoeuvrable Empire, the savage and destructive Orcs, or the entropic and mutating forces of Chaos. Or will you cleverly craft an alliance, playing the combined might of the forces of either Order or Destruction?

Warhammer: Invasion follows a similar model to that of Magic: The Gathering. Players will construct a deck of cards to their liking that they will use to battle against each other by drawing cards and using resources to play them. Cards can consist of monsters or heroes, one-off spells or abilities, and permanent structures, devices, or equipment. However, there are many differences which make W:I very different from Magic. Two of the main differences are in the release model and the ordering of the gameplay area.

Rather than a blind collecting model, W:I follows Fantasy Flight Games' LCG model. Each expansion or chapter pack is released with the full contents known to the purchaser. Rarity is not a factor.

Rather than playing your cards into the same area and relying on card draws for resources or extra cards, each player has a 3-zoneCapitol that they must protect and those sides are generally where cards are played. If an opponent causes enough damage to a section of your capitol it is "burned." If two sides of your capitol are burned you lose. Depending on which side of your capitol you put a card into it will be able to different things. Units and buildings in the Kingdom Zone contribute to your available resource pool while ones in your Quest Zone cotribute to your card draws. Cards played into the Battlefield are used to attack opponents. Also, units in a zone being attacked by an opponent can be used to defend that zone from damage. This adds a large amount of tactical decisions when it comes to playing your cards. You must carefully balance building your economy with the ability to attack and defend.

Warhammer Invasion LCG Core Set contains:

* 1 Rulebook
* 220 Cards representing 4 factions
* 4 Capital Boards
* 35 Resource Tokens
* 60 Damage Tokens
* 4 Burning Tokens

Battle Pack Expansion Cycles:

1) The Corruption Cycle:

The Skavenblight Threat
Path of the Zealot
Tooth and Claw
The Deathmaster's Dance
The Warpstone Chronicles
Arcane Fire

2) The Enemy Cycle:

The Burning of Derricksburg
The Fall of Karak Grimaz
The Silent Forge
Redemption of a Mage
The Fourth Waystone
Bleeding Sun

3) The Morrslieb Cycle:

Omens of Ruin
The Chaos Moon
The Twin Tailed Comet
Signs in the Stars
The Eclipse of Hope
Fiery Dawn

4) The Capital Cycle:

The Inevitable City
Realm of the Phoenix King
The Iron Rock
Karaz-a-Karak
City of Winter
The Imperial Throne

5) The Bloodquest Cycle:

Rising Dawn
Fragments of Power
The Accursed Dead
Vessel of the Winds
Portent of Doom
Shield of the Gods

6) The Eternal War Cycle:

Days of Blood
Oaths of Vengeance
Battle for the Old World
Glory of Days Past
The Ruinous Hordes
Faith and Steel

7) Deluxe Expansions:

Assault on Ulthuan
March of the Damned
Legends
Cataclysm
Hidden Kingdoms

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Video 87ka6TZRTww Beyond Solitaire Interview at 74:49:20
video_pk 105881 · mention_pk 305230
Beyond Solitaire - Warhammer: Invasion video thumbnail
Click to watch at 74:49:20 · YouTube ↗
Pros
none
Cons
  • Two-player game, couldn't play with group after children arrived
Thematic elements
  • Warhammer
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
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No key topics recorded for this video.
Quotes (from this video)
  • My most important thing I've done in my board game career is to visit a vineyard in Tuscany.
  • Please sign me up.
  • I became the solo mode guy of Stonem games.
  • So I I started saying okay now so I'll go for the gaming goal now as my the second of the goals I'll try to achieve.
  • We want to retain the tension of winning or losing.
  • I I prefer that to uh losing to a bad card draw.
  • It all comes out in the play test.
  • I I I design this game for this for very specific use case. I like to use uh solo games to unwind when I'm stressed or depressed or just when I sit in the morning and waking up with my morning coffee and want to play a game that's simple to to play but still tickles my brain.
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