Warhammer invasion trading card game




















More Search Options. Any Unique Nonunique. Chaos Dark Elf. Dwarf Empire. High Elf Orc. Any Not Restricted Restricted. Hide Search Options. Search Results Hide Search Results. Recent Card Discussion coming soon This edition published under license to Fantasy Flight Publishing Inc. All Rights Reserved to their respective owners. Sign In Use Twitter. Register now! I've forgotten my password Password. Quest: These are long term goals players can pursue to gain additional benefits. Lets take a look at how it plays.

Cards costs are paid by cashing in the number of resources equal to the cost on the card. The active player may also play a card face down as a development in any zone. Questing: Once a quest card is played its owner may send a unit on the quest, to do so simply attach the unit to the quest like you would a support card to a unit. Battlefield Phase: This phase is broken down into 5 steps. The active player declares who will be attacking that zone.

After the attacker has assigned damage the defender gets to do the same. Note: Sometimes it is smart to assign more damage than needed to kill a unit in anticipation that its controller will play a card or use an effect. Both players assign damage, any units with wounds equal or greater to their hit points are discarded. If the capitol now has wounds equal or greater than its hit points place a burning token on it.

Components: Although there are no cool Cthulhu statues the art work is simply unreal. Warhammer Invasion brings back many fond memories of playing the tabletop Warhammer Fantasy, the fact that Dwarfs are included as a faction in the base game is only a added bonus for me.

All that aside I still feel that Warhammer Invasion is a fantastic game that not only captures its theme in a awesome way, but mechanically works and flows very smoothly. Family Gamers: Although combat and violence are not the most family oriented theme, Warhammer is enjoyed by kids as well as adults.

I think where this game fits fantastically is if you have a family member who is really into Warhammer, if they take to the game you are going to save a lot of money and hopefully its a good bridge to get someone that enjoys tabletop gaming to expand and try more boardgames.

I think so. There are essentially two sides from which to build your deck, where you can specialize down to a total of 6; Humans, Elves, and Dwarves on the light side; Dark Elves, Chaos, and Orks on the dark side.

Players construct a single deck of a minimum of 40 cards from either the light or dark side; typically focusing on one of the three sub factions. Players then start with a home fortress of one of the sub-factions that are identical in function and serve as the objective of the game; destroy 2 of 3 sides of the fortress and win. The Fortress sides serve different purposes; the side left allows you to run quests and draw additional cards , the right side is for developments and provides more spending resources and the top side of your fortress is your battlefield.

Only cards in your battlefield may make offensive maneuvers. I feel the game is pretty well designed because of the inherent flexibility of the cards. Any card can be used to become a resource of sorts depending on which side of your fortress it is placed. This utilization of resource management and decent use of space dependency of the gamespace helps create a more tangible atmosphere that is steeped in player control and decision making rather than randomness of card drawing.

The game becomes a little more tactical and less inertia driven by how well you constructed your deck and this to me is what makes the game satisfying. You must be logged in to add a review. Log in Register. Skip to content. Search for: Games News Stores.



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