41 Ser Lancel Lannister (x3)
42 The Bear and the Maiden Fair (x3)
43 Cersei's Scheme (x3)
44 Andrik the Unsmiling (x3)
45 We Do Not Sow (x3)
46 Victarion's Scheme (x3)
47 Salladhor Saan (x3)
48 Oakenshield Port (x3)
49 Ours is the Fury (x3)
50 Moreo Tumitis (x3)
51 Swamps of the Neck (x3)
52 Titan's Daughter (x3)
53 Hellholt Docks (x3)
54 Unbowed, Unbent, Unbroken (x3)
55 House Targaryen Loyalist (x3)
56 Balerion (x3)
57 Fire and Blood (x3)
58 Torrhen's Square (x3)
59 Negotiations at the Great Sept (x3)
60 The Long Voyage (x3)
Thursday, March 21, 2013
The Pirates of Lys Spoilers (A Game of Thrones)
Ser Lancel Lannister
Unique Lannister Character
2 Cost
2 Strength
Intrique, Power Challenge Icons
Holy Crest
Lord. Knight
Ser Lancel Lannister gets +1 STR for each Holy Crest character in play.
The Bear and the Maiden Fair
Event
House Lannister only.
Response: After you win an Intrigue challenge by 4 or more total STR, the losing opponent chooses and discards 2 cards from hand. (Limit 1 per phase).
Cersei's Scheme
Plot
3 Income
6 Initiative
1 Claim Value
House Lannister only.
If you win a challenge as the attacker and defending player does not have more participating characters than you, choose and kneel 1 character controlled by the losing opponent.
Andrik the Unsmiling
Unique Greyjoy Character
3 Cost
3 Strength
Military (+Naval), Power Challenge Icons
Ironborn. Lord.
Response: After you win a challenge in which Andrik the Unsmiling participated by 4 or more total STR, choose the topmost location in the losing player's discard pile and put it into play under your control.
We Do Not Sow
Event
House Greyjoy only.
Challenges: Kneel 2 influence or kneel a character with 1 or more Naval enhancements to turn all Warship locations you control into characters with STR equal to their printed cost, a Military icon, and a Power icon, until end of the phase.
Victarion's Scheme
3 Income
7 Initiative
1 Claim Value
House Greyjoy only.
During unopposed challenges, raise the claim value on your revealed plot card by 1.
Salladhor Saan
Unique Baratheon Character
3 Cost
3 Strength
Military, Intrigue (+Naval) Challenge Icons
Smuggler. Captain. Traitor
Response: After you play a Smuggler character, pay 2 gold to choose and discard from play 1 non-limited location with printed cost 3 or lower.
Oakenshield Port
Unique Baratheon Loation
2 Cost
The Reach.
When Oakenshield Port enters play put 6 gold tokens from the treasury on it.
Response: After you win a challenge, discard 1 gold token from Oakenshield Port to claim 1 power for your House (discard 2 gold tokens to claim 2 power for your House if a Naval attacker or defender was participating in that challenge).
Ours is the Fury
Event
House Baratheon only
Response: After you win a Power challenge by 4 or more total STR, stand all participating unique characters you control.
Moreo Tumitis
Unique Stark Character
3 Cost
3 Strength
Intrigue (+Naval), Power (+Naval) Challenge Icons
Captain. Tyroshi. Ally.
While you control at least 1 Warship, Moreo Tumitis gains renown.
Swamps of the Neck
Stark Location
1 Cost
The North
Challenges: Kneel Swamps of the Neck to choose a participating character you control. Stand that character, and remove it from the challenge.
Titan's Daughter
Unique Stark Location
1 Cost
Warship
Response: After an opponent declares a Naval attacker against you, kneel Titan's Daughter to choose a standing character you control and kneel it as a defender. If you win the challenge, search your deck for a character, reveal it, and shuffle your deck. Then, put the revealed card on top of your deck.
Hellholt Docks
Martell Location
1 Cost
Dorne.
Response: After an opponent kneels a location, kneel Hellholt Docks to choose and kneel a location.
Unbowed, Unbent, Unbroken
Event
House Martell only.
Response: After you lose a challenge, discard your hand of at least 1 card to reveal the same number of cards from the top of your deck, and put them into your hand.
House Targaryen Loyalist
Targaryen Character
2 Cost
2 Strength
Intrigue, Power Challenge Icon
Lord. Traitor
If you control 1 or more Dragon characters, House Targaryen Loyalist loses the Traitor trait and gains: "House Targaryen Loyalist gains renown during Power challenges."
Balerion
Unique Targaryen Location
2 Cost
Warship
Any Phase: Kneel Balerion to lower the cost of the next character you put into play using ambush this phase by 1. That character claims 1 power when it comes into play and until the end of the phase, it gains a Naval enhancement on its power icon, if able.
Fire and Blood
Event
House Targaryen only.
Challenges: Choose a Targaryen character. That character gets +2 STR until the end of the phase. Then, attach Fire and Blood to that character (counts as a Boon attachment with the text, "Attached character gains cannot be discarded from play").
Torrhen's Square
Plot
3 Income
4 Initiative
1 Claim Value
Military Battle. City.
If you have no other City plots in your used pile, raise the claim value on your revealed plot card by 1 during Military challenges.
Negotiations at the Great Sept
Plot
3 Income
2 Initiative
2 Claim Value
Intrigue Gambit. City.
When revealed, if you have no other City plots in your used pile choose an opponent. You and that opponent may each choose to shuffle your hand of at least 1 card into your decks, and replace them with the top 5 cards of the same deck.
The Long Voyage
Agenda
Your minimum deck size is 85 cards.
When you draw during the draw phase, draw 1 additional card.
Unique Lannister Character
2 Cost
2 Strength
Intrique, Power Challenge Icons
Holy Crest
Lord. Knight
Ser Lancel Lannister gets +1 STR for each Holy Crest character in play.
The Bear and the Maiden Fair
Event
House Lannister only.
Response: After you win an Intrigue challenge by 4 or more total STR, the losing opponent chooses and discards 2 cards from hand. (Limit 1 per phase).
Cersei's Scheme
Plot
3 Income
6 Initiative
1 Claim Value
House Lannister only.
If you win a challenge as the attacker and defending player does not have more participating characters than you, choose and kneel 1 character controlled by the losing opponent.
Andrik the Unsmiling
Unique Greyjoy Character
3 Cost
3 Strength
Military (+Naval), Power Challenge Icons
Ironborn. Lord.
Response: After you win a challenge in which Andrik the Unsmiling participated by 4 or more total STR, choose the topmost location in the losing player's discard pile and put it into play under your control.
We Do Not Sow
Event
House Greyjoy only.
Challenges: Kneel 2 influence or kneel a character with 1 or more Naval enhancements to turn all Warship locations you control into characters with STR equal to their printed cost, a Military icon, and a Power icon, until end of the phase.
Victarion's Scheme
3 Income
7 Initiative
1 Claim Value
House Greyjoy only.
During unopposed challenges, raise the claim value on your revealed plot card by 1.
Salladhor Saan
Unique Baratheon Character
3 Cost
3 Strength
Military, Intrigue (+Naval) Challenge Icons
Smuggler. Captain. Traitor
Response: After you play a Smuggler character, pay 2 gold to choose and discard from play 1 non-limited location with printed cost 3 or lower.
Oakenshield Port
Unique Baratheon Loation
2 Cost
The Reach.
When Oakenshield Port enters play put 6 gold tokens from the treasury on it.
Response: After you win a challenge, discard 1 gold token from Oakenshield Port to claim 1 power for your House (discard 2 gold tokens to claim 2 power for your House if a Naval attacker or defender was participating in that challenge).
Ours is the Fury
Event
House Baratheon only
Response: After you win a Power challenge by 4 or more total STR, stand all participating unique characters you control.
Moreo Tumitis
Unique Stark Character
3 Cost
3 Strength
Intrigue (+Naval), Power (+Naval) Challenge Icons
Captain. Tyroshi. Ally.
While you control at least 1 Warship, Moreo Tumitis gains renown.
Swamps of the Neck
Stark Location
1 Cost
The North
Challenges: Kneel Swamps of the Neck to choose a participating character you control. Stand that character, and remove it from the challenge.
Titan's Daughter
Unique Stark Location
1 Cost
Warship
Response: After an opponent declares a Naval attacker against you, kneel Titan's Daughter to choose a standing character you control and kneel it as a defender. If you win the challenge, search your deck for a character, reveal it, and shuffle your deck. Then, put the revealed card on top of your deck.
Hellholt Docks
Martell Location
1 Cost
Dorne.
Response: After an opponent kneels a location, kneel Hellholt Docks to choose and kneel a location.
Unbowed, Unbent, Unbroken
Event
House Martell only.
Response: After you lose a challenge, discard your hand of at least 1 card to reveal the same number of cards from the top of your deck, and put them into your hand.
House Targaryen Loyalist
Targaryen Character
2 Cost
2 Strength
Intrigue, Power Challenge Icon
Lord. Traitor
If you control 1 or more Dragon characters, House Targaryen Loyalist loses the Traitor trait and gains: "House Targaryen Loyalist gains renown during Power challenges."
Balerion
Unique Targaryen Location
2 Cost
Warship
Any Phase: Kneel Balerion to lower the cost of the next character you put into play using ambush this phase by 1. That character claims 1 power when it comes into play and until the end of the phase, it gains a Naval enhancement on its power icon, if able.
Fire and Blood
Event
House Targaryen only.
Challenges: Choose a Targaryen character. That character gets +2 STR until the end of the phase. Then, attach Fire and Blood to that character (counts as a Boon attachment with the text, "Attached character gains cannot be discarded from play").
Torrhen's Square
Plot
3 Income
4 Initiative
1 Claim Value
Military Battle. City.
If you have no other City plots in your used pile, raise the claim value on your revealed plot card by 1 during Military challenges.
Negotiations at the Great Sept
Plot
3 Income
2 Initiative
2 Claim Value
Intrigue Gambit. City.
When revealed, if you have no other City plots in your used pile choose an opponent. You and that opponent may each choose to shuffle your hand of at least 1 card into your decks, and replace them with the top 5 cards of the same deck.
The Long Voyage
Agenda
Your minimum deck size is 85 cards.
When you draw during the draw phase, draw 1 additional card.
Labels:
A Game of Thrones,
Card Games,
FFG
Location:
Catonsville, MD, USA
A Study in Static Spoilers (Android: Netrunner)
Disrupter
Anarch Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Prevent a trace. That trace initiates again with a base trace strength of 0.
Force of Nature
Anarch Program
5 Install Cost
1 Memory Cost
1 Influence Value
1 Strength
Icebreaker. Decoder.
2 Credits: Break up to 2 code gate subroutines.
1 Credit: +1 Strength.
Scrubber
Anarch Resource
2 Install Cost
1 Influence Value
Connection. Seedy.
2 Recurring Credits
Use these credits to trash cards.
Doppelganger
Unique Criminal Hardware
3 Install Cost
2 Influence Cost
Console
+1 Memory Unit
Once per turn, you may immediately make another run when a successful run ends.
Limit 1 console per player.
Crescentus
Criminal Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Derez a piece of ice. Use this ability only after breaking all the subroutines of that ice during a single encounter.
Deus X
Shaper Program
3 Install Cost
1 Memory Cost
1 Influence Value
10 Strength
Icebreaker
Trash: Break any number of AP subroutines.
Trash: Prevent any amount of net damage.
All-Nighter
Shaper Resource
0 Install Cost
2 Influence Value
Click, Trash: Gain Click, Click.
Inside Man
Neutral Resource
3 Install Cost
0 Influence Cost
Connection
2 Recurring Credits
Use these credits to install hardware.
Underworld Contact
Neutral Resource
2 Install Cost
0 Influence Cost
Connection
When your turn begins, gain 1 Credit if you have at least 2 Link.
Green Level Clearance
Haas-Bioroid Operation
1 Cost
1 Influence Value
Transaction
Gain 3 Credits and draw 1 card.
Hourglass
Haas-Bioroid ICE
5 Rez Cost
2 Influence Cost
4 Strength
Code Gate
- The Runner loses Click, if able.
- The Runner loses Click, if able.
- The Runner loses Click, if able.
Dedicated Server
Jinteki Asset
3 Rez Cost
2 Influence Cost
3 Trash Cost
Facility
2 Recurring Credits
Use these credits to rez ice.
Bullfrog
Jinteki ICE
3 Rez Cost
2 Influence Cost
4 Strength
Code Gate. Deflector. Psi.
- You and the Runner secretly spend 0 Credits, 1 Credit, or 2 Credits. Reveal spent credits. If you and the Runner spent a different number of credits, move Bullfrog so that it is the outermost piece of ice protecting another server (the Runner continues the run from this new position and is now running on this new server).
Uroboros
NBN ICE
6 Rez Cost
2 Influence Cost
4 Strength
Sentry. Tracer
- Trace (4) - If successful, the Runner cannot make another run this turn.
- Trace (4) - If successful, end the run.
Net Police
NBN Asset
1 Rez Cost
2 Influence Value
1 Trash Cost
X Recurring Credits.
Use these credits during traces. X is the number of links the Runner has.
Weyland Consortium: Because We Built It
Weyland Identity
45 Minimum Deck Size
15 Influence Limit
Megacorp
1 Recurring Credit
Use this credit to advance ice.
Government Contracts
Weyland Agenda
5 Advancement Requirement
3 Agenda Points
Click, Click: Gain 4 Credits
Tyrant
Weyland ICE
7 Rez Cost
2 Influence Value
4 Strength
Barrier
Tyrant can be advanced only while rezzed and gains "- End the run" for each advancement token on it.
Oversight AI
Weyland Operation
1 Cost
2 Influence Value
Condition
Rez a piece of ice, ignoring all costs, and install Oversight AI on that ice as a hosted condition counter with the text "Trash host ice if all its subroutines are broken during a single encounter"
False Lead
Neutral Agenda
3 Advancement Requirement
1 Agenda Point
0 Influence Value
Security
Forfeit False Lead: The Runner loses Click, Click, if able.
Anarch Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Prevent a trace. That trace initiates again with a base trace strength of 0.
Force of Nature
Anarch Program
5 Install Cost
1 Memory Cost
1 Influence Value
1 Strength
Icebreaker. Decoder.
2 Credits: Break up to 2 code gate subroutines.
1 Credit: +1 Strength.
Scrubber
Anarch Resource
2 Install Cost
1 Influence Value
Connection. Seedy.
2 Recurring Credits
Use these credits to trash cards.
Doppelganger
Unique Criminal Hardware
3 Install Cost
2 Influence Cost
Console
+1 Memory Unit
Once per turn, you may immediately make another run when a successful run ends.
Limit 1 console per player.
Crescentus
Criminal Program
1 Install Cost
1 Memory Cost
1 Influence Value
- Strength
Trash: Derez a piece of ice. Use this ability only after breaking all the subroutines of that ice during a single encounter.
Deus X
Shaper Program
3 Install Cost
1 Memory Cost
1 Influence Value
10 Strength
Icebreaker
Trash: Break any number of AP subroutines.
Trash: Prevent any amount of net damage.
All-Nighter
Shaper Resource
0 Install Cost
2 Influence Value
Click, Trash: Gain Click, Click.
Inside Man
Neutral Resource
3 Install Cost
0 Influence Cost
Connection
2 Recurring Credits
Use these credits to install hardware.
Underworld Contact
Neutral Resource
2 Install Cost
0 Influence Cost
Connection
When your turn begins, gain 1 Credit if you have at least 2 Link.
Green Level Clearance
Haas-Bioroid Operation
1 Cost
1 Influence Value
Transaction
Gain 3 Credits and draw 1 card.
Hourglass
Haas-Bioroid ICE
5 Rez Cost
2 Influence Cost
4 Strength
Code Gate
- The Runner loses Click, if able.
- The Runner loses Click, if able.
- The Runner loses Click, if able.
Dedicated Server
Jinteki Asset
3 Rez Cost
2 Influence Cost
3 Trash Cost
Facility
2 Recurring Credits
Use these credits to rez ice.
Bullfrog
Jinteki ICE
3 Rez Cost
2 Influence Cost
4 Strength
Code Gate. Deflector. Psi.
- You and the Runner secretly spend 0 Credits, 1 Credit, or 2 Credits. Reveal spent credits. If you and the Runner spent a different number of credits, move Bullfrog so that it is the outermost piece of ice protecting another server (the Runner continues the run from this new position and is now running on this new server).
Uroboros
NBN ICE
6 Rez Cost
2 Influence Cost
4 Strength
Sentry. Tracer
- Trace (4) - If successful, the Runner cannot make another run this turn.
- Trace (4) - If successful, end the run.
Net Police
NBN Asset
1 Rez Cost
2 Influence Value
1 Trash Cost
X Recurring Credits.
Use these credits during traces. X is the number of links the Runner has.
Weyland Consortium: Because We Built It
Weyland Identity
45 Minimum Deck Size
15 Influence Limit
Megacorp
1 Recurring Credit
Use this credit to advance ice.
Government Contracts
Weyland Agenda
5 Advancement Requirement
3 Agenda Points
Click, Click: Gain 4 Credits
Tyrant
Weyland ICE
7 Rez Cost
2 Influence Value
4 Strength
Barrier
Tyrant can be advanced only while rezzed and gains "- End the run" for each advancement token on it.
Oversight AI
Weyland Operation
1 Cost
2 Influence Value
Condition
Rez a piece of ice, ignoring all costs, and install Oversight AI on that ice as a hosted condition counter with the text "Trash host ice if all its subroutines are broken during a single encounter"
False Lead
Neutral Agenda
3 Advancement Requirement
1 Agenda Point
0 Influence Value
Security
Forfeit False Lead: The Runner loses Click, Click, if able.
Labels:
Card Games,
FFG,
Netrunner
Location:
Catonsville, MD, USA
A Study in Static Contents (Android: Netrunner)
61 Disrupter (x3)
62 Force of Nature (x3)
63 Scrubber (x3)
64 Doppelganger (x3)
65 Crescentus (x3)
66 Deus X (x3)
67 All-Nighter (x3)
68 Inside Man (x3)
69 Underworld Contact (x3)
70 Green Level Clearance (x3)
71 Hourglass (x3)
72 Dedicated Server (x3)
73 Bullfrog (x3)
74 Uroboros (x3)
75 Net Police (x3)
76 Weyland Consortium: Because We Built It (x3)
77 Government Contracts (x3)
78 Tyrant (x3)
79 Oversight AI (x3)
80 False Lead (x3)
62 Force of Nature (x3)
63 Scrubber (x3)
64 Doppelganger (x3)
65 Crescentus (x3)
66 Deus X (x3)
67 All-Nighter (x3)
68 Inside Man (x3)
69 Underworld Contact (x3)
70 Green Level Clearance (x3)
71 Hourglass (x3)
72 Dedicated Server (x3)
73 Bullfrog (x3)
74 Uroboros (x3)
75 Net Police (x3)
76 Weyland Consortium: Because We Built It (x3)
77 Government Contracts (x3)
78 Tyrant (x3)
79 Oversight AI (x3)
80 False Lead (x3)
Labels:
Card Games,
FFG,
Netrunner
Location:
Catonsville, MD, USA
The Ruinous Hordes Spoilers (Warhammer: Invasion)
Sigvald The Magnificent
Unique Chaos Legend
3 Cost (2 Loyalty)
1 Power Kingdom/Quest, 2 Power Battlefield
3 Hit Points
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Action: When this legend attacks, discard the top card of your deck. This legend deals +X damage in combat until the end of the phase. X is the discarded card's cost.
Dominion of Chaos
Unique Chaos Quest
0 Cost (3 Loyalty)
Mission
Play in any opponent's zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to corrupt up to 3 target units.
Northern Wastes
Chaos Support
1 Cost (1 Loyalty)
1 Power
Wasteland.
If you control a non-Chaos card, sacrifice this card.
Norse Charger
Chaos Unit
1 Cost (2 Loyalty)
1 Power
1 Hit Point
Berserker.
Battlefield only.
Action: When this unit attacks, examine all developments in the defending zone. Then, you may sacrifice this unit to destroy target development in that zone.
Steel Behemoth
Empire Unit
6 Cost (4 Loyalty)
4 Power
4 Hit Points
War Machine
Battlefield only.
Toughness X.
X is the number of all opponent's units participating in combat.
Panther Champion
Empire Unit
4 Cost (2 Loyalty)
2 Power
4 Hit Points
Knight.
Action: When this unit defends, remove it and target attacking unit from combat. Then, this unit deals damage equal to its power to that unit and that unit deals damage equal to its power to this unit.
Pyromancy
Empire Support
1 Cost (2 Loyalty)
Attachment. Spell.
Attach to target unit you control.
Forced: At the beginning of your turn, attached unit deals damage to target unit equal to the damage on attached unit.
King Alrik
Unique Dwarf Unit
3 Cost (3 Loyalty)
0 Power
3 Hit Points
Noble. Warrior.
Battlefield only.
This unit gains Power for each resource you have in your pool.
Horn Hold Defender
Dwarf Unit
4 Cost (2 Loyalty)
2 Power
2 Hit Points
Warrior.
While you have at least 3 resources in your pool, this unit gains Toughness 2.
Action: When this unit attacks or defends, gain 1 resource.
Open the Armoury
Dwarf Tactic
0 Cost (3 Loyalty)
Play only at the beginning of your turn.
Action: Play a unit or support card from your hand (Paying all costs)
Avelorn Sojourner
High Elf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Mage.
While this unit is questing, raise the cost of each tactic played by an opponent by 1.
Sally Forth
High Elf Tactic
0 Cost (3 Loyalty)
Play at the beginning of your Battlefield phase.
Action: Choose one of your zones. Units in that zone may be declared as attackers this phase. Until the end of the phase, you cannot declare attackers from any other zone.
Orc Warboss
Orc Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite.
Battlefield only.
Action: When this unit survives an attack that dealt damage to an opponent's zone, sacrifice this unit to gain an additional battlefield phase this turn after the current battlefield phase.
Wolf Gobbos
Orc Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Goblin.
Action: When this unit survives an attack on an opponent's zone, sacrifice this unit to destroy target unit in that zone.
Ded 'Ard
Orc Tactic
0 Cost (3 Loyalty)
Action: Cancel an Action just triggered that targets a damaged unit you control.
Cold One Champion
Dark Elf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Cavalry
Raider 2. Scout.
Test of Will
Dark Elf Tactic
2 Cost (1 Loyalty)
Spell
Dark Elf only. Ambush 0.
Play only during the Ambush step.
Action: Attacking opponent must sacrifice an attacking unit or cancel the attack.
Spellweaver
Neutral Unit
2 Cost
1 Power
2 Hit Points
Wood Elf.
Order only. Ambush 1.
Action: When this unit ambushes, place the top 2 cards of your deck facedown in this zone as developments.
Restless Corpse
Neutral Unit
2 Cost
1 Power
2 Hit Points
Undead.
Destruction only. Ambush 1.
Action: When this unit ambushes, draw a card from the bottom of your deck.
Lying in Wait
Neutral Tactic
0 Cost
Action: Turn target unit you control facedown into a development.
Unique Chaos Legend
3 Cost (2 Loyalty)
1 Power Kingdom/Quest, 2 Power Battlefield
3 Hit Points
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Action: When this legend attacks, discard the top card of your deck. This legend deals +X damage in combat until the end of the phase. X is the discarded card's cost.
Dominion of Chaos
Unique Chaos Quest
0 Cost (3 Loyalty)
Mission
Play in any opponent's zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to corrupt up to 3 target units.
Northern Wastes
Chaos Support
1 Cost (1 Loyalty)
1 Power
Wasteland.
If you control a non-Chaos card, sacrifice this card.
Norse Charger
Chaos Unit
1 Cost (2 Loyalty)
1 Power
1 Hit Point
Berserker.
Battlefield only.
Action: When this unit attacks, examine all developments in the defending zone. Then, you may sacrifice this unit to destroy target development in that zone.
Steel Behemoth
Empire Unit
6 Cost (4 Loyalty)
4 Power
4 Hit Points
War Machine
Battlefield only.
Toughness X.
X is the number of all opponent's units participating in combat.
Panther Champion
Empire Unit
4 Cost (2 Loyalty)
2 Power
4 Hit Points
Knight.
Action: When this unit defends, remove it and target attacking unit from combat. Then, this unit deals damage equal to its power to that unit and that unit deals damage equal to its power to this unit.
Pyromancy
Empire Support
1 Cost (2 Loyalty)
Attachment. Spell.
Attach to target unit you control.
Forced: At the beginning of your turn, attached unit deals damage to target unit equal to the damage on attached unit.
King Alrik
Unique Dwarf Unit
3 Cost (3 Loyalty)
0 Power
3 Hit Points
Noble. Warrior.
Battlefield only.
This unit gains Power for each resource you have in your pool.
Horn Hold Defender
Dwarf Unit
4 Cost (2 Loyalty)
2 Power
2 Hit Points
Warrior.
While you have at least 3 resources in your pool, this unit gains Toughness 2.
Action: When this unit attacks or defends, gain 1 resource.
Open the Armoury
Dwarf Tactic
0 Cost (3 Loyalty)
Play only at the beginning of your turn.
Action: Play a unit or support card from your hand (Paying all costs)
Avelorn Sojourner
High Elf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Mage.
While this unit is questing, raise the cost of each tactic played by an opponent by 1.
Sally Forth
High Elf Tactic
0 Cost (3 Loyalty)
Play at the beginning of your Battlefield phase.
Action: Choose one of your zones. Units in that zone may be declared as attackers this phase. Until the end of the phase, you cannot declare attackers from any other zone.
Orc Warboss
Orc Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite.
Battlefield only.
Action: When this unit survives an attack that dealt damage to an opponent's zone, sacrifice this unit to gain an additional battlefield phase this turn after the current battlefield phase.
Wolf Gobbos
Orc Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Goblin.
Action: When this unit survives an attack on an opponent's zone, sacrifice this unit to destroy target unit in that zone.
Ded 'Ard
Orc Tactic
0 Cost (3 Loyalty)
Action: Cancel an Action just triggered that targets a damaged unit you control.
Cold One Champion
Dark Elf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Cavalry
Raider 2. Scout.
Test of Will
Dark Elf Tactic
2 Cost (1 Loyalty)
Spell
Dark Elf only. Ambush 0.
Play only during the Ambush step.
Action: Attacking opponent must sacrifice an attacking unit or cancel the attack.
Spellweaver
Neutral Unit
2 Cost
1 Power
2 Hit Points
Wood Elf.
Order only. Ambush 1.
Action: When this unit ambushes, place the top 2 cards of your deck facedown in this zone as developments.
Restless Corpse
Neutral Unit
2 Cost
1 Power
2 Hit Points
Undead.
Destruction only. Ambush 1.
Action: When this unit ambushes, draw a card from the bottom of your deck.
Lying in Wait
Neutral Tactic
0 Cost
Action: Turn target unit you control facedown into a development.
The Ruinous Hordes Contents (Warhammer: Invasion)
81 Sigvald The Magnificent (x3)
82 Dominion of Chaos (x3)
83 Northern Wastes (x3)
84 Norse Charger (x3)
85 Steel Behemoth (x3)
86 Panther Champion (x3)
87 Pyromancy (x3)
88 King Alrik (x3)
89 Horn Hold Defender (x3)
90 Open the Armoury (x3)
91 Avelorn Sojourner (x3)
92 Sally Forth (x3)
93 Orc Warboss (x3)
94 Wolf Gobbos (x3)
95 Ded 'Ard (x3)
96 Cold One Champion (x3)
97 Test of Will (x3)
98 Spellweaver (x3)
99 Restless Corpse (x3)
100 Lying in Wait (x3)
82 Dominion of Chaos (x3)
83 Northern Wastes (x3)
84 Norse Charger (x3)
85 Steel Behemoth (x3)
86 Panther Champion (x3)
87 Pyromancy (x3)
88 King Alrik (x3)
89 Horn Hold Defender (x3)
90 Open the Armoury (x3)
91 Avelorn Sojourner (x3)
92 Sally Forth (x3)
93 Orc Warboss (x3)
94 Wolf Gobbos (x3)
95 Ded 'Ard (x3)
96 Cold One Champion (x3)
97 Test of Will (x3)
98 Spellweaver (x3)
99 Restless Corpse (x3)
100 Lying in Wait (x3)
Friday, March 15, 2013
Rumors of a new LCG from FFG?
There's a rumor that FFG may be working on an LCG based off the old Vampire: The Eternal Struggle CCG. My source: http://www.cardgamedb.com/forums/index.php?/topic/5846-rumors-of-new-lcg-based-on-vtes/
That is great news for several reasons. First, it's always great to see more LCGs. This is a great format, and the more games that are out for it, the better (in my opinion). Of course, my wallet will be displeased, but whatever. I can always pick up a third job.
Second, V:TES is in my top three of greatest CCGs not currently available (along with Doomtown and Battletech). It'd be a huge win for FFG to remake this, and I know it's popular enough to really give them some serious income. I played it briefly in my CCG loving days, and have good memories of it. It played quickly, you were forced to both attack and defend if you wanted to win... it really was a good game that required a lot of skill (not just deckbuilding) if you wanted to be successful.
Finally, V:TES is a multiplayer game at its heart. Like, four or more players. I believe two players was an enjoyable game experience, but it really played best with more people. LCGs need a game like that. Lord of the Rings has that for cooperative games, Warhammer and Star Wars will have that eventually, and Game of Thrones does okay for small groups now, but something that could feasibly play 7 people quickly would be a nice addition as well.
I'll be keeping my eye on this- very very exciting news, if true.
That is great news for several reasons. First, it's always great to see more LCGs. This is a great format, and the more games that are out for it, the better (in my opinion). Of course, my wallet will be displeased, but whatever. I can always pick up a third job.
Second, V:TES is in my top three of greatest CCGs not currently available (along with Doomtown and Battletech). It'd be a huge win for FFG to remake this, and I know it's popular enough to really give them some serious income. I played it briefly in my CCG loving days, and have good memories of it. It played quickly, you were forced to both attack and defend if you wanted to win... it really was a good game that required a lot of skill (not just deckbuilding) if you wanted to be successful.
Finally, V:TES is a multiplayer game at its heart. Like, four or more players. I believe two players was an enjoyable game experience, but it really played best with more people. LCGs need a game like that. Lord of the Rings has that for cooperative games, Warhammer and Star Wars will have that eventually, and Game of Thrones does okay for small groups now, but something that could feasibly play 7 people quickly would be a nice addition as well.
I'll be keeping my eye on this- very very exciting news, if true.
My gaming from 3/12
Just a quick update on the most recent day of LCG gaming I had (I don't get many... for now).
Started off by playing Netrunner against Rob. I ran a brand new Noise deck I constructed against a newly created NBN deck. Game went for a while, and I eventually won 7-5... but the victory was immensely flawed because I misread Chimera (thought it derezzed after every run), allowing me to run multiple times a turn for almost no cost. Odds are, playing it correctly, I would have lost- but there was certainly enough uncertainty there to warrant not counting it in either one of our favor.
I did learn even from this game though- my Noise deck needs a lot more economy. I spent the entire game without resources, which isn't a very good strategy.
Second game was Star Wars- I took a Jedi deck against Rob's Imperial Navy deck. I had a really rough time getting characters out in the early and mid-game, but when I finally started getting them, I ended up pushing through a victory, with the Death Star dial at 10! Part of this was because Rob only ran a single copy of any objective in his deck, but still.... a win is MUCH better than I had done in the past, meaning at the very least, I'm improving in this game :).
Finally, we broke out Mage Wars, and I learned how to play. I was pretty impressed. There's certainly enough replay there (and book-building) to warrant playing it more. I will try to add it to the rotation of things this site covers, although there might be a slight lag time in that. Regardless, another sweet card game that's out to get into.
Overall, I had a great time, got some (undeserved) wins, and managed to break out LCGs, which I badly wanted to do. With luck, I can do so again before the end of the month!
Started off by playing Netrunner against Rob. I ran a brand new Noise deck I constructed against a newly created NBN deck. Game went for a while, and I eventually won 7-5... but the victory was immensely flawed because I misread Chimera (thought it derezzed after every run), allowing me to run multiple times a turn for almost no cost. Odds are, playing it correctly, I would have lost- but there was certainly enough uncertainty there to warrant not counting it in either one of our favor.
I did learn even from this game though- my Noise deck needs a lot more economy. I spent the entire game without resources, which isn't a very good strategy.
Second game was Star Wars- I took a Jedi deck against Rob's Imperial Navy deck. I had a really rough time getting characters out in the early and mid-game, but when I finally started getting them, I ended up pushing through a victory, with the Death Star dial at 10! Part of this was because Rob only ran a single copy of any objective in his deck, but still.... a win is MUCH better than I had done in the past, meaning at the very least, I'm improving in this game :).
Finally, we broke out Mage Wars, and I learned how to play. I was pretty impressed. There's certainly enough replay there (and book-building) to warrant playing it more. I will try to add it to the rotation of things this site covers, although there might be a slight lag time in that. Regardless, another sweet card game that's out to get into.
Overall, I had a great time, got some (undeserved) wins, and managed to break out LCGs, which I badly wanted to do. With luck, I can do so again before the end of the month!
Labels:
Card Games,
FFG,
Netrunner,
Session Report
Location:
Columbia, MD, USA
Wednesday, March 13, 2013
The Desolation of Hoth Contents (Star Wars)
0065 Heat of Battle (x2)
0133 Target of Opportunity (x2)
0171 Twist of Fate (x2)
0178 A Message from Beyond (x2)
0179 Old Ben's Spirit (x4)
0180 Weapon Mastery (x2)
0181 Calm (x2)
0182 Hoth Operations (x2)
0183 Wedge Antilles (x2)
0184 Rogue Three (x2)
0185 Snowspeeder (x2)
0186 Hoth Survival Gear (x2)
0187 Echo Base Defense (x1)
0188 Wilderness Fighters (x3)
0189 Subzero Defenses (x2)
0190 The Killing Cold (x2)
0191 Icetromper (x4)
0192 Fear (x2)
0193 The Desolation of Hoth (x2)
0194 Lord Vader's Command (x2)
0195 Darth Vader (x2)
0196 Communications Officer (x2)
0197 Probe Droid (x4)
0198 Imperial Suppression (x2)
0199 Shadows on the Ice (x1)
0200 Wampa (x2)
0201 Succumb to the Cold! (x2)
0202 Battle of Hoth (x1)
0133 Target of Opportunity (x2)
0171 Twist of Fate (x2)
0178 A Message from Beyond (x2)
0179 Old Ben's Spirit (x4)
0180 Weapon Mastery (x2)
0181 Calm (x2)
0182 Hoth Operations (x2)
0183 Wedge Antilles (x2)
0184 Rogue Three (x2)
0185 Snowspeeder (x2)
0186 Hoth Survival Gear (x2)
0187 Echo Base Defense (x1)
0188 Wilderness Fighters (x3)
0189 Subzero Defenses (x2)
0190 The Killing Cold (x2)
0191 Icetromper (x4)
0192 Fear (x2)
0193 The Desolation of Hoth (x2)
0194 Lord Vader's Command (x2)
0195 Darth Vader (x2)
0196 Communications Officer (x2)
0197 Probe Droid (x4)
0198 Imperial Suppression (x2)
0199 Shadows on the Ice (x1)
0200 Wampa (x2)
0201 Succumb to the Cold! (x2)
0202 Battle of Hoth (x1)
The Desolation of Hoth Spoilers (Star Wars)
A Message from Beyond
Jedi Objective, Objective Set 37
1 Resource
5 Damage Capacity
Dagobah.
Reaction: After you refresh, damage this objective to return the topmost enhancement from your discard pile to your hand.
Old Ben's Spirit
Jedi Enhancement, Objective Set 37 (2 Copies)
1 Cost
1 Force Icon
Force Spirit
Enhance a Character Unit.
Interrupt: When enhanced unit would be destroyed, instead discard this enhancement and remove all damage from that unit.
Weapon Mastery
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Action: A target Character unit gains Unit Damage for each enhancement on it until the end of the phase.
Calm
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Force. Control.
Play only during an opponent's turn.
Action: Remove all focus tokens from a target Character unit with 2 or more enhancements on it.
Heat of Battle
Neutral Fate Card, Objective Set 37
2 Force Icons
5 Edge Priority
Deal 1 damage to a target participating enemy unit
Hoth Operations
Rebel Objective, Objective Set 38
1 Resource
5 Damage Capacity
Hoth
While you control more Hoth objectives than your opponent, each of your Speeder units gains edge (1)
Wedge Antilles
Unit Rebel Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
2 Damage Capacity
Character. Pilot.
You may play this card on a friendly Speeder or Fighter unit as an enhancement with the text: "Action: Focus this enhancement to remove 1 focus token from enhanced unit".
Rogue Three
Unique Rebel Unit, Objective Set 38
3 Cost
3 Force Icons
Blast Damage, Blast Damage
3 Damage Capacity
Vehicle. Speeder.
This unit gains Unit Damage, Blast Damage for each enhancement on it.
Snowspeeder
Neutral Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
1 Damage Capacity
Vehicle. Speeder.
Hoth Survival Gear
Rebel Enhancement, Objective Set 38
0 Cost
2 Force Icons
Item
Enhance a Character unit.
Enhanced unit gains +1 damage capacity for each Hoth objective you control.
Target of Opportunity
Neutral Fate Card, Objective Set 38
2 Force Icons
9 Edge Priority
If you are the attacking player, deal 1 damage to the engaged objective.
Echo Base Defense
Rebel Neutral Objective, Objective Set 39
1 Resource
5 Damage Capacity
Hoth
Limit 1 per objective deck.
While you control more Hoth objectives than your opponent, your Hoth objectives cannot suffer unopposed damage.
Wilderness Fighters
Neutral Unit, Objective Set 39 (3 Copies)
3 Cost
1 Force Icon
Blast Damage (edge), Blast Damage (edge)
2 Damage Capacity
Character. Trooper.
This unit gains Unit Damage for each Hoth objective you control.
Subzero Defenses
Neutral Enhancement, Objective Set 39 (2 Copies)
1 Cost
1 Force Icon
Condition
Enhance your play area.
Destroy the first enemy unit to strike against a friendly Hoth objective each turn, after its strike resolves.
The Killing Cold
Sith Objective, Objective Set 40
1 Resource
5 Damage Capacity
Hoth
Action: Sacrifice a unit you control to remove 1 damage from a friendly Hoth objective.
Icetromper
Neutral Unit, Objective Set 40 (2 copies)
2 Cost
1 Force Icon
Unit Damage
2 Damage Capacity
Creature. Hoth.
Action: Sacrifice this unit to remove a target attacking non-Vehicle unit from an engagement. Then, deal 1 damage to that unit.
Fear
Sith Enhancement, Objective Set 40
1 Cost
2 Force Icons
Condition
Enhance an enemy Character unit. Remove enchanced unit from the Force struggle, if able.
Enhanced unit cannot commit to the Force.
The Desolation of Hoth
Sith Event, Objective Set 40
3 Cost
3 Force Icons
Hoth
Play only during your turn.
Action: Move any amount of damage from a Hoth objective you control to a target enemy unit or Hoth objective.
Twist of Fate
Neutral Fate Card, Objective Set 40
0 Force Icons
2 Edge Priority
Cancel this edge battle and the card effects of all other fate cards just revealed. Discard both edge stacks and start a new edge battle.
Lord Vader's Command
Imperial Navy Objective, Objective Set 41
1 Resource
5 Damage Capacity
While this objective is undamaged, increase the cost of each event card played by an opponent by 1.
Darth Vader
Unique Imperial Navy Unit, Objective Set 41
5 Cost
4 Force Icons
Unit Damage, Unit Damage, Blast Damage (edge)
4 Damage Capacity
Character. Force User.
Elite.
While this unit is attacking, each of your attacking units gains Blast Damage.
Communications Officer
Imperial Navy Unit, Objective Set 41
3 Cost
1 Force Icon
2 Resources
1 Damage Capacity
Character. Officer.
Probe Droid
Neutral Unit, Objective Set 41 (2 Copies)
2 Cost
1 Force Icon
Unit Damage (edge)
1 Damage Capacity
Droid
Interrupt: When this unit leaves play, deal 1 damage to a target enemy objective.
Imperial Suppression
Imperial Navy Event, Objective Set 41
0 Cost
1 Force Icon
Interrupt: When an event card is played, cancel its effects and place it on top of its owner's deck.
Shadows on the Ice
Empire Neutral Objective, Objective Set 42
2 Resources
5 Damage Capacity
Hoth
Limit 1 per objective deck.
Wampa
Neutral Unit, Objective Set 42 (2 Copies)
3 Cost
1 Force Icon
Unit Damage, Unit Damage
3 Damage Capacity
Creature. Hoth.
Reduce the cost to play this unit by 2 for each Hoth objective in play.
Succumb to the Cold!
Neutral Event, Obective Set 42 (2 Copies)
0 Cost
1 Force Icon
Hoth
Play only if you control at least 1 Hoth objective.
Reaction: After a focus token is removed from an enemy unit, place 1 focus token on that unit.
Battle of Hoth
Neutral Fate Card, Objective Set 42
3 Force Icons
8 Edge Priority
You may deal 1 damage to or remove 1 damage from a target Hoth objective.
Jedi Objective, Objective Set 37
1 Resource
5 Damage Capacity
Dagobah.
Reaction: After you refresh, damage this objective to return the topmost enhancement from your discard pile to your hand.
Old Ben's Spirit
Jedi Enhancement, Objective Set 37 (2 Copies)
1 Cost
1 Force Icon
Force Spirit
Enhance a Character Unit.
Interrupt: When enhanced unit would be destroyed, instead discard this enhancement and remove all damage from that unit.
Weapon Mastery
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Action: A target Character unit gains Unit Damage for each enhancement on it until the end of the phase.
Calm
Jedi Event, Objective Set 37
0 Cost
2 Force Icons
Force. Control.
Play only during an opponent's turn.
Action: Remove all focus tokens from a target Character unit with 2 or more enhancements on it.
Heat of Battle
Neutral Fate Card, Objective Set 37
2 Force Icons
5 Edge Priority
Deal 1 damage to a target participating enemy unit
Hoth Operations
Rebel Objective, Objective Set 38
1 Resource
5 Damage Capacity
Hoth
While you control more Hoth objectives than your opponent, each of your Speeder units gains edge (1)
Wedge Antilles
Unit Rebel Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
2 Damage Capacity
Character. Pilot.
You may play this card on a friendly Speeder or Fighter unit as an enhancement with the text: "Action: Focus this enhancement to remove 1 focus token from enhanced unit".
Rogue Three
Unique Rebel Unit, Objective Set 38
3 Cost
3 Force Icons
Blast Damage, Blast Damage
3 Damage Capacity
Vehicle. Speeder.
This unit gains Unit Damage, Blast Damage for each enhancement on it.
Snowspeeder
Neutral Unit, Objective Set 38
2 Cost
1 Force Icon
Unit Damage, Blast Damage (edge)
1 Damage Capacity
Vehicle. Speeder.
Hoth Survival Gear
Rebel Enhancement, Objective Set 38
0 Cost
2 Force Icons
Item
Enhance a Character unit.
Enhanced unit gains +1 damage capacity for each Hoth objective you control.
Target of Opportunity
Neutral Fate Card, Objective Set 38
2 Force Icons
9 Edge Priority
If you are the attacking player, deal 1 damage to the engaged objective.
Echo Base Defense
Rebel Neutral Objective, Objective Set 39
1 Resource
5 Damage Capacity
Hoth
Limit 1 per objective deck.
While you control more Hoth objectives than your opponent, your Hoth objectives cannot suffer unopposed damage.
Wilderness Fighters
Neutral Unit, Objective Set 39 (3 Copies)
3 Cost
1 Force Icon
Blast Damage (edge), Blast Damage (edge)
2 Damage Capacity
Character. Trooper.
This unit gains Unit Damage for each Hoth objective you control.
Subzero Defenses
Neutral Enhancement, Objective Set 39 (2 Copies)
1 Cost
1 Force Icon
Condition
Enhance your play area.
Destroy the first enemy unit to strike against a friendly Hoth objective each turn, after its strike resolves.
The Killing Cold
Sith Objective, Objective Set 40
1 Resource
5 Damage Capacity
Hoth
Action: Sacrifice a unit you control to remove 1 damage from a friendly Hoth objective.
Icetromper
Neutral Unit, Objective Set 40 (2 copies)
2 Cost
1 Force Icon
Unit Damage
2 Damage Capacity
Creature. Hoth.
Action: Sacrifice this unit to remove a target attacking non-Vehicle unit from an engagement. Then, deal 1 damage to that unit.
Fear
Sith Enhancement, Objective Set 40
1 Cost
2 Force Icons
Condition
Enhance an enemy Character unit. Remove enchanced unit from the Force struggle, if able.
Enhanced unit cannot commit to the Force.
The Desolation of Hoth
Sith Event, Objective Set 40
3 Cost
3 Force Icons
Hoth
Play only during your turn.
Action: Move any amount of damage from a Hoth objective you control to a target enemy unit or Hoth objective.
Twist of Fate
Neutral Fate Card, Objective Set 40
0 Force Icons
2 Edge Priority
Cancel this edge battle and the card effects of all other fate cards just revealed. Discard both edge stacks and start a new edge battle.
Lord Vader's Command
Imperial Navy Objective, Objective Set 41
1 Resource
5 Damage Capacity
While this objective is undamaged, increase the cost of each event card played by an opponent by 1.
Darth Vader
Unique Imperial Navy Unit, Objective Set 41
5 Cost
4 Force Icons
Unit Damage, Unit Damage, Blast Damage (edge)
4 Damage Capacity
Character. Force User.
Elite.
While this unit is attacking, each of your attacking units gains Blast Damage.
Communications Officer
Imperial Navy Unit, Objective Set 41
3 Cost
1 Force Icon
2 Resources
1 Damage Capacity
Character. Officer.
Probe Droid
Neutral Unit, Objective Set 41 (2 Copies)
2 Cost
1 Force Icon
Unit Damage (edge)
1 Damage Capacity
Droid
Interrupt: When this unit leaves play, deal 1 damage to a target enemy objective.
Imperial Suppression
Imperial Navy Event, Objective Set 41
0 Cost
1 Force Icon
Interrupt: When an event card is played, cancel its effects and place it on top of its owner's deck.
Shadows on the Ice
Empire Neutral Objective, Objective Set 42
2 Resources
5 Damage Capacity
Hoth
Limit 1 per objective deck.
Wampa
Neutral Unit, Objective Set 42 (2 Copies)
3 Cost
1 Force Icon
Unit Damage, Unit Damage
3 Damage Capacity
Creature. Hoth.
Reduce the cost to play this unit by 2 for each Hoth objective in play.
Succumb to the Cold!
Neutral Event, Obective Set 42 (2 Copies)
0 Cost
1 Force Icon
Hoth
Play only if you control at least 1 Hoth objective.
Reaction: After a focus token is removed from an enemy unit, place 1 focus token on that unit.
Battle of Hoth
Neutral Fate Card, Objective Set 42
3 Force Icons
8 Edge Priority
You may deal 1 damage to or remove 1 damage from a target Hoth objective.
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