1 Bilbo Baggins (x1)
2 Balin (x1)
3 Bard the Bowman (x1)
4 Oin (x1)
5 Bombur (x1)
6 Gloin (x3)
7 Bifur (x3)
8 Dwalin (x3)
9 Straight Shot (x3)
10 Desperate Alliance (x3)
11 Ravens Of The Mountain (x3)
12 To Me! O My Kinsfolk! (x3)
13 The Lucky Number (x3)
14 Great Yew Bow (x3)
15 Black Arrow (x3)
16 Thror's Key (x3)
17 Expert Treasure-Hunter (x3)
18 King Under the Mountain (x3)
19 Bilbo's Magic Ring (x1)
20 The Arkenstone (x1)
21 Mithril Shirt (x1)
22 Thror's Battle Axe (x1)
23 Thror's Hunting Bow (x1)
24 Thror's Golden Cup (x1)
25 The Spider's Glade (x1)
26 Giant Web (x4)
27 Forest Stream (x2)
28 Old Tomnoddy (x3)
29 Crazy Cob (x3)
30 Lazy Lob (x3)
31 Fat Spider (x4)
32 Wicked Spider (x5)
33 Caught In Webs (x2)
34 Poisoned By Spiders (x2)
35 Hidden Path (x3)
36 Dark Bats (x3)
37 Fighting Among Friends (x2)
38 Weighed Down (x2)
39 A Bare Patch (x1)
40 Smaug the Golden (x1)
41 Smaug the Magnificent (x1)
42 Croaking Crows (x3)
43 The Lonely Mountain (x1)
44 Great Hall (x3)
45 Secret Entrance (x2)
46 Desolation of Smaug (x3)
47 Western Slopes (x3)
48 Pretending to Sleep (x3)
49 Known To An Ounce (x2)
50 Belching Fire (x4)
51 Dragon-Spell (x2)
52 Misty Mountain Eagle (x1)
53 Bolg (x1)
54 Bodyguard of Bolg (x4)
55 Gundabad Wolf Rider (x3)
56 Gundabad Climber (x4)
57 Vanguard of Bolg (x4)
58 Gundabad Archer (x2)
59 Ravenous Warg (x3)
60 Northern Slopes (x3)
61 Ruins of Dale (x1)
62 Ravenhill (x1)
63 The Front Gate (x1)
64 Hatred Rekindled (x2)
65 Goblins Are Upon You (x2)
66 Heedless Of Order (x2)
67 Into Mirkwood (x1)
68 Lost In The Dark (x1)
69 Captured By Spiders (x1)
70 Battle With The Spiders (x1)
71 A Warm Welcome (x1)
72 The Burglar's Turn (x1)
73 Inside Information (x1)
74 Thieves! Fire! Murder! (x1)
75 The Gathering of the Clouds (x1)
76 The Eastern Spur (x1)
77 Battle In The Dale (x1)
78 The Defense Of Ravenhill (x1)
79 The Clouds Burst (x1)
Saturday, February 23, 2013
Glory of Days Past Spoilers (Warhammer: Invasion)
Thorek Ironbrow
Unique Dwarf 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, put a Dwarf support card of cost X or less from your hand into play. X is the number of resources in your pool
Recover Mithril Lode
Unique Dwarf 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 put the top 4 cards of your discard pile into play as developments in any single zone.
Mine Engineers
Dwarf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Engineer
Dwarf Only. Ambush 2.
Action: When this unit ambushes, heal up to 3 damage from your capital.
Karak Hirn Mine
Dwarf Support
1 Cost (1 Loyalty)
1 Power
Building
If you control a non-Dwarf card, sacrifice this card.
Ostland Greatswords
Empire Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Warrior.
Raider 2.
Fulminating Cage
Empire Tactic
5 Cost (3 Loyalty)
Epic Spell
Empire only. Ambush 3.
Action: Cancel the current attack. Your opponent cannot declare another attack this turn.
Master of Qhaysh
High Elf Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Mage.
Action: When this unit survives an attack on an opponent's zone, put 1 resource token on a card with at least 1 resource on it.
Guarding Boon
High Elf Tactic
1 Cost (2 Loyalty)
Spell
Action: Until the end of the phase, each Mage unit you control deals +1 damage in combat and gains: "Redirect the first point of damage dealt to this unit to target unit in any corresponding zone."
White Lion Master
High Elf Support
1 Cost (2 Loyalty)
Attachment. Title.
Attach to a target unit you control.
This card enters play with 1 resource token on it.
Action: Remove 1 resource token from this card to cancel an action just triggered that targets attached unit.
Borgut Facebeater
Unique Orc Unit
4 Cost (3 Loyalty)
3 Power
4 Hit Points
Elite. Warrior.
Action: When this unit attacks for the second time in one turn, put an Orc unit from your hand into your battlefield, declared as an attacker.
Boar Rider
Orc Unit
3 Cost (2 Loyalty)
1 Power
3 Hit Points
Cavalry
Raider 1.
Action: When this unit attacks for the second time in one turn, it gains 2 Power until the end of the turn.
Get 'Em Ladz!
Orc Tactic
2 Cost (1 Loyalty)
Orc only. Ambush 0.
Action: Choose a zone. Until the end of the phase, draw a card for each damage dealt to that zone.
Chaos Dragon
Chaos Unit
7 Cost (3 Loyalty)
5 Power
5 Hit Points
Creature. Dragon.
Battlefield only.
Action: When this unit attacks, discard the top card of your deck. If the discarded card is a unit, corrupt target unit in the defending zone.
Wasting Disease
Chaos Tactic
1 Cost (3 Loyalty)
Disease.
Action: Choose a trait. Until the end of the phase, all units with that trait lose Power and get -1 hit points while participating in combat.
Painful Mutation
Chaos Support
1 Cost (2 Loyalty)
Attachment. Mutation.
Attach to a target unit in any battlefield zone.
Attached unit gains 2 Power.
Forced: At the beginning of your turn, deal X indirect damage to attached unit's controller. X is attached unit's total Power.
Outlaw Sorcerer
Dark Elf Unit
2 Cost (1 Loyalty)
1 Power
2 Hit Points
Sorcerer.
Dark Elf only. Ambush 1.
Action: When this unit ambushes, discard a card at random from attacking opponent's hand.
Ghrond Errand Riders
Dark Elf Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Cavalry.
Action: When a card is discarded from an opponent's hand, move this unit to another one of your zones.
Marked For Death
Dark Elf Support
0 Cost (2 Loyalty)
Attachment
Attach to a target unit.
When attached unit leaves play, attached unit's controller must discard X cards from the top of his deck. X is the attached unit's cost.
Rogue Warrior
Neutral Unit
3 Cost
0 Power
2 Hit Points
Ambush 1. Raider 1.
This unit deals +3 damage in combat.
Forced: When this unit survives an attack on an opponent's zone, turn this unit facedown as a development.
Strength Of Emperors
Neutral Tactic
1 Cost
Action: Heal all damage on target legend, then draw X cards. X is the number of damage healed.
Unique Dwarf 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, put a Dwarf support card of cost X or less from your hand into play. X is the number of resources in your pool
Recover Mithril Lode
Unique Dwarf 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 put the top 4 cards of your discard pile into play as developments in any single zone.
Mine Engineers
Dwarf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Engineer
Dwarf Only. Ambush 2.
Action: When this unit ambushes, heal up to 3 damage from your capital.
Karak Hirn Mine
Dwarf Support
1 Cost (1 Loyalty)
1 Power
Building
If you control a non-Dwarf card, sacrifice this card.
Ostland Greatswords
Empire Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Warrior.
Raider 2.
Fulminating Cage
Empire Tactic
5 Cost (3 Loyalty)
Epic Spell
Empire only. Ambush 3.
Action: Cancel the current attack. Your opponent cannot declare another attack this turn.
Master of Qhaysh
High Elf Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Mage.
Action: When this unit survives an attack on an opponent's zone, put 1 resource token on a card with at least 1 resource on it.
Guarding Boon
High Elf Tactic
1 Cost (2 Loyalty)
Spell
Action: Until the end of the phase, each Mage unit you control deals +1 damage in combat and gains: "Redirect the first point of damage dealt to this unit to target unit in any corresponding zone."
White Lion Master
High Elf Support
1 Cost (2 Loyalty)
Attachment. Title.
Attach to a target unit you control.
This card enters play with 1 resource token on it.
Action: Remove 1 resource token from this card to cancel an action just triggered that targets attached unit.
Borgut Facebeater
Unique Orc Unit
4 Cost (3 Loyalty)
3 Power
4 Hit Points
Elite. Warrior.
Action: When this unit attacks for the second time in one turn, put an Orc unit from your hand into your battlefield, declared as an attacker.
Boar Rider
Orc Unit
3 Cost (2 Loyalty)
1 Power
3 Hit Points
Cavalry
Raider 1.
Action: When this unit attacks for the second time in one turn, it gains 2 Power until the end of the turn.
Get 'Em Ladz!
Orc Tactic
2 Cost (1 Loyalty)
Orc only. Ambush 0.
Action: Choose a zone. Until the end of the phase, draw a card for each damage dealt to that zone.
Chaos Dragon
Chaos Unit
7 Cost (3 Loyalty)
5 Power
5 Hit Points
Creature. Dragon.
Battlefield only.
Action: When this unit attacks, discard the top card of your deck. If the discarded card is a unit, corrupt target unit in the defending zone.
Wasting Disease
Chaos Tactic
1 Cost (3 Loyalty)
Disease.
Action: Choose a trait. Until the end of the phase, all units with that trait lose Power and get -1 hit points while participating in combat.
Painful Mutation
Chaos Support
1 Cost (2 Loyalty)
Attachment. Mutation.
Attach to a target unit in any battlefield zone.
Attached unit gains 2 Power.
Forced: At the beginning of your turn, deal X indirect damage to attached unit's controller. X is attached unit's total Power.
Outlaw Sorcerer
Dark Elf Unit
2 Cost (1 Loyalty)
1 Power
2 Hit Points
Sorcerer.
Dark Elf only. Ambush 1.
Action: When this unit ambushes, discard a card at random from attacking opponent's hand.
Ghrond Errand Riders
Dark Elf Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Cavalry.
Action: When a card is discarded from an opponent's hand, move this unit to another one of your zones.
Marked For Death
Dark Elf Support
0 Cost (2 Loyalty)
Attachment
Attach to a target unit.
When attached unit leaves play, attached unit's controller must discard X cards from the top of his deck. X is the attached unit's cost.
Rogue Warrior
Neutral Unit
3 Cost
0 Power
2 Hit Points
Ambush 1. Raider 1.
This unit deals +3 damage in combat.
Forced: When this unit survives an attack on an opponent's zone, turn this unit facedown as a development.
Strength Of Emperors
Neutral Tactic
1 Cost
Action: Heal all damage on target legend, then draw X cards. X is the number of damage healed.
Glory of Days Past Contents (Warhammer: Invasion)
61 Thorek Ironbrow (x3)
62 Recover Mithril Lode (x3)
63 Mine Engineers (x3)
64 Karak Hirn Mine (x3)
65 Ostland Greatswords (x3)
66 Fulminating Cage (x3)
67 Master of Qhaysh (x3)
68 Guarding Boon (x3)
69 White Lion Master (x3)
70 Borgut Facebeater (x3)
71 Boar Rider (x3)
72 Get 'Em Ladz! (x3)
73 Chaos Dragon (x3)
74 Wasting Disease (x3)
75 Painful Mutation (x3)
76 Outlaw Sorcerer (x3)
77 Ghrond Errand Riders (x3)
78 Marked For Death (x3)
79 Rogue Warrior (x3)
80 Strength of Emperors (x3)
62 Recover Mithril Lode (x3)
63 Mine Engineers (x3)
64 Karak Hirn Mine (x3)
65 Ostland Greatswords (x3)
66 Fulminating Cage (x3)
67 Master of Qhaysh (x3)
68 Guarding Boon (x3)
69 White Lion Master (x3)
70 Borgut Facebeater (x3)
71 Boar Rider (x3)
72 Get 'Em Ladz! (x3)
73 Chaos Dragon (x3)
74 Wasting Disease (x3)
75 Painful Mutation (x3)
76 Outlaw Sorcerer (x3)
77 Ghrond Errand Riders (x3)
78 Marked For Death (x3)
79 Rogue Warrior (x3)
80 Strength of Emperors (x3)
Thursday, February 21, 2013
Cyber Exodus Spoilers (Android: Netrunner)
Nerve Agent
Anarch Program
3 Install Cost
1 Memory Cost
2 Influence Value
- Strength
Virus
Whenever you make a successful run on HQ, place 1 virus counter on Nerve Agent.
Each virus counter after the first on Nerve Agent allows you to access 1 additional card from HQ whenever you access cards from HQ.
Joshua B.
Unique Anarch Resource
1 Install Cost
3 Influence Value
Connection
When your turn begins, you may gain Click. If you do, take 1 tag when this turn ends.
Emergency Shutdown
Criminal Event
0 Cost
2 Influence Cost
Sabotage
Play only if you made a successful run on HQ this turn.
Derez a piece of ice.
Muresh Bodysuit
Criminal Hardware
1 Install Cost
1 Influence Cost
Gear
Prevent the first meat damage each turn.
Snitch
Criminal Program
3 Install Cost
1 Memory Cost
2 Influence Cost
- Strength
Once per run, you may expose an unrezzed piece of ice when you approach it. You may then jack out.
Chaos Theory: Wunderkind
Shaper Identity
0 Base Link
40 Minimum Deck Size
15 Influence Limit
G-mod
+1 Memory Unit.
Test Run
Shaper Event
3 Cost
3 Influence Cost
Search your stack or heap for a program. Install that program, ignoring all costs. Shuffle your stack if you searched it. When the turn ends, add the program to the top of your stack if it is still installed.
Dinosaurus
Unique Shaper Hardware
5 Install Cost
2 Influence Cost
Console
Dinosaurus can host a single non-AI icebreaker. The memory cost of the hosted icebreaker does not count against your memory limit.
Hosted icebreaker has +2 strength.
Limit 1 console per player.
Personal Workshop
Shaper Resource
1 Install Cost
4 Influence Cost
Location
Click: Host a program or a piece of hardware from your grip on Personal Workshop and place power counters on it equal to its install cost.
1 Credit: Remove 1 power counter from a hosted card.
When your turn begins, remove 1 power counter from a hosted card.
When there are no power counters left on a hosted card, install it, ignoring all costs.
Public Sympathy
Neutral Resource
2 Install Cost
0 Influence Cost
Your maximum hand size is increased by 2.
Project Vitruvius
Haas-Bioroid Agenda
3 Advancement Requirement
2 Agenda Points
Research
When you score Project Vitruvius, place 1 agenda counter on it for each advancement token on it over 3.
Hosted agenda counter: Add 1 card from Archives to HQ
Viper
Haas-Bioroid ICE
3 Rez Cost
1 Influence Cost
4 Strength
Code Gate. Tracer
- Trace (3) - If successful, the Runner loses Click, if able.
- Trace (3) - If successful, end the run.
Edge of World
Jinteki Asset
0 Rez Cost
2 Influence Cost
0 Trash Cost
Ambush
If Edge of World is installed and you pay 3 Credits when the Runner accesses it, do 1 brain damage for each piece of ice protecting this server.
Sunset
Jinteki Operation
0 Cost
1 Influence Cost
Choose a server. Arrange the ice protecting that server in any order.
Marked Accounts
NBN Asset
0 Rez Cost
1 Influence Cost
5 Trash Cost
Transaction
When your turn begins, take 1 Credit from Marked Accounts, if able.
Click: Place 3 Credits from the bank on Marked Accounts
Pop-up Window
NBN ICE
0 Rez Cost
1 Influence Cost
0 Strength
Code Gate. Advertisement.
When the Runner encounters Pop-up Window, you gain 1 Credit.
- End the run unless the Runner pays 1 Credit.
Woodcutter
Weyland ICE
4 Rez Cost
3 Influence Cost
2 Strength
Sentry. AP.
Woodcutter can be advanced only while rezzed and gains "- Do 1 net damage" for each advancement token on it.
Commercialization
Weyland Operation
0 Cost
1 Influence Cost
Transaction
Choose a piece of ice. Gain 1 Credit for each advancement token on that ice.
Private Contracts
Neutral Asset
3 Rez Cost
0 Influence Cost
5 Trash Cost
Transaction
Place 14 Credits from the bank on Private Contracts when it is rezzed. When there are no credits left on Private Contracts, trash it.
Click: Take 2 Credits from Private Contracts.
Chimera
Neutral ICE
2 Rez Cost
0 Influence Cost
0 Strength
Mythic
When you rez Chimera, choose sentry, code gate, or barrier. Chimera gains that subtype until derezzed.
When a turn ends, derez Chimera.
- End the run.
Anarch Program
3 Install Cost
1 Memory Cost
2 Influence Value
- Strength
Virus
Whenever you make a successful run on HQ, place 1 virus counter on Nerve Agent.
Each virus counter after the first on Nerve Agent allows you to access 1 additional card from HQ whenever you access cards from HQ.
Joshua B.
Unique Anarch Resource
1 Install Cost
3 Influence Value
Connection
When your turn begins, you may gain Click. If you do, take 1 tag when this turn ends.
Emergency Shutdown
Criminal Event
0 Cost
2 Influence Cost
Sabotage
Play only if you made a successful run on HQ this turn.
Derez a piece of ice.
Muresh Bodysuit
Criminal Hardware
1 Install Cost
1 Influence Cost
Gear
Prevent the first meat damage each turn.
Snitch
Criminal Program
3 Install Cost
1 Memory Cost
2 Influence Cost
- Strength
Once per run, you may expose an unrezzed piece of ice when you approach it. You may then jack out.
Chaos Theory: Wunderkind
Shaper Identity
0 Base Link
40 Minimum Deck Size
15 Influence Limit
G-mod
+1 Memory Unit.
Test Run
Shaper Event
3 Cost
3 Influence Cost
Search your stack or heap for a program. Install that program, ignoring all costs. Shuffle your stack if you searched it. When the turn ends, add the program to the top of your stack if it is still installed.
Dinosaurus
Unique Shaper Hardware
5 Install Cost
2 Influence Cost
Console
Dinosaurus can host a single non-AI icebreaker. The memory cost of the hosted icebreaker does not count against your memory limit.
Hosted icebreaker has +2 strength.
Limit 1 console per player.
Personal Workshop
Shaper Resource
1 Install Cost
4 Influence Cost
Location
Click: Host a program or a piece of hardware from your grip on Personal Workshop and place power counters on it equal to its install cost.
1 Credit: Remove 1 power counter from a hosted card.
When your turn begins, remove 1 power counter from a hosted card.
When there are no power counters left on a hosted card, install it, ignoring all costs.
Public Sympathy
Neutral Resource
2 Install Cost
0 Influence Cost
Your maximum hand size is increased by 2.
Project Vitruvius
Haas-Bioroid Agenda
3 Advancement Requirement
2 Agenda Points
Research
When you score Project Vitruvius, place 1 agenda counter on it for each advancement token on it over 3.
Hosted agenda counter: Add 1 card from Archives to HQ
Viper
Haas-Bioroid ICE
3 Rez Cost
1 Influence Cost
4 Strength
Code Gate. Tracer
- Trace (3) - If successful, the Runner loses Click, if able.
- Trace (3) - If successful, end the run.
Edge of World
Jinteki Asset
0 Rez Cost
2 Influence Cost
0 Trash Cost
Ambush
If Edge of World is installed and you pay 3 Credits when the Runner accesses it, do 1 brain damage for each piece of ice protecting this server.
Sunset
Jinteki Operation
0 Cost
1 Influence Cost
Choose a server. Arrange the ice protecting that server in any order.
Marked Accounts
NBN Asset
0 Rez Cost
1 Influence Cost
5 Trash Cost
Transaction
When your turn begins, take 1 Credit from Marked Accounts, if able.
Click: Place 3 Credits from the bank on Marked Accounts
Pop-up Window
NBN ICE
0 Rez Cost
1 Influence Cost
0 Strength
Code Gate. Advertisement.
When the Runner encounters Pop-up Window, you gain 1 Credit.
- End the run unless the Runner pays 1 Credit.
Woodcutter
Weyland ICE
4 Rez Cost
3 Influence Cost
2 Strength
Sentry. AP.
Woodcutter can be advanced only while rezzed and gains "- Do 1 net damage" for each advancement token on it.
Commercialization
Weyland Operation
0 Cost
1 Influence Cost
Transaction
Choose a piece of ice. Gain 1 Credit for each advancement token on that ice.
Private Contracts
Neutral Asset
3 Rez Cost
0 Influence Cost
5 Trash Cost
Transaction
Place 14 Credits from the bank on Private Contracts when it is rezzed. When there are no credits left on Private Contracts, trash it.
Click: Take 2 Credits from Private Contracts.
Chimera
Neutral ICE
2 Rez Cost
0 Influence Cost
0 Strength
Mythic
When you rez Chimera, choose sentry, code gate, or barrier. Chimera gains that subtype until derezzed.
When a turn ends, derez Chimera.
- End the run.
Labels:
Card Games,
FFG,
Netrunner
Location:
Catonsville, MD, USA
Cyber Exodus Contents (Android: Netrunner)
41 Nerve Agent (x3)
42 Joshua B. (x3)
43 Emergency Shutdown (x3)
44 Muresh Bodysuit (x3)
45 Snitch (x3)
46 Chaos Theory (x3)
47 Test Run (x3)
48 Dinosaurus (x3)
49 Personal Workshop (x3)
50 Public Sympathy (x3)
51 Project Vitruvius (x3)
52 Viper (x3)
53 Edge of World (x3)
54 Sunset (x3)
55 Marked Accounts (x3)
56 Pop-Up Window (x3)
57 Woodcutter (x3)
58 Commercialization (x3)
59 Private Contracts (x3)
60 Chimera (x3)
42 Joshua B. (x3)
43 Emergency Shutdown (x3)
44 Muresh Bodysuit (x3)
45 Snitch (x3)
46 Chaos Theory (x3)
47 Test Run (x3)
48 Dinosaurus (x3)
49 Personal Workshop (x3)
50 Public Sympathy (x3)
51 Project Vitruvius (x3)
52 Viper (x3)
53 Edge of World (x3)
54 Sunset (x3)
55 Marked Accounts (x3)
56 Pop-Up Window (x3)
57 Woodcutter (x3)
58 Commercialization (x3)
59 Private Contracts (x3)
60 Chimera (x3)
Labels:
Card Games,
FFG,
Netrunner
Location:
Catonsville, MD, USA
Wednesday, February 13, 2013
My recent LCG gaming
I have not been completely idle lately in actually breaking my games out, and figured I'd post about my recent games.
Let's go over my recent games by game.
Android: Netrunner
I've managed to get quite a few games of this in recently, all against Rob. In the past few weeks, we've played a total of 7 games, 5 of them with me running a Criminal deck against Rob's various Jinteki builds, and 2 of them with me running Haas-Bioroid against Rob's Anarch deck.
I'm not completely familiar with the cards in the game, although I'm getting better, so I definitely walked into quite a few traps when playing against the Jinteki decks. Overall, I didn't fare too horribly (I went 2-3), and I tended to win in landslides, or lose by net damage. I've started to get better about protecting myself from the net damage, however. It's hard to be patient as Criminals, but sometimes you can't afford to run when you don't have cards in your hand to suffer the backlash!
With the Corporation decks, I'm doing pretty well (2-0 against Rob's Anarch deck). Both our games took quite a bit of time, as I tend to build up slowly, but they both ended about the same way. Rob ran, figured he had a good setup, and I ended up rezzing either Archer or Janus 1.0, which he couldn't deal with at the time, and set him back so far that he couldn't recover.
Since Netrunner was released, my overall record has been 3-3 with the Runner, and 3-0 with the Corporation. Not too terrible a start, but I really wish I could play more!
Game of Thrones:
Played two games against Rob. Both times I took my Greyjoy Kings of Winter choke deck, which I'm trying to get the hang of. The first game, Rob took a basic Stark Tully based deck that he hadn't updated in a while (no House of Dreams'd Riverrun?) and destroyed me. He got three power on The Blackfish quickly, with a dupe on him, and I couldn't do anything to slow him down. End score was 15-0.
Second game, I took the same deck against Rob's Lannister clansmen deck. This one went much better for me, and I took a 15-0 win, as I managed to basically keep Rob's income low enough to prevent him from playing anything.
So... two games in, and I really couldn't tell you how good my deck was. A lot of it is likely just my inexperience running such a deck, and I haven't really done any tuning to it yet. If I could play it more, I probably could improve it though.
Star Wars
I've played two more games of this recently, again against Rob. Played once as the Light Side, and once as the Dark Side, and both times ended up being absolutely crushed. I mean, it wasn't even close.
I'm not sure what it is about this game. I really love the mechanics, and the game as a whole seems to have a LOT of promise. I just don't seem to 'get' it. The overall flow of the game is just off for me. I'm pretty sure I didn't win a single battle, nor a single edge battle, in either of these games. For now, I'm not really sure what I can do to rectify this either. My thinking is that I may just take all the cards, build the starter sets out of the box, and just keep playing against myself until I get a good feel for when I should attack, when I should defend, and so on. There's some basic tactical step I'm missing here, and it's hard playing this until I figure it out. I will though. And with the great-looking upcoming expansions, I really want to do so quickly.
Warhammer: Invasion
I've only managed to get a single game of this in. I've been trying to get it seen at the local game store (Games and Stuff), and managed to rope Rob into a game. I let him use a copy of the High Elf deck that won the world championship (basically a combo deck that uses Eltharion the Grim to end the game), and I took a basic Orc Rush deck that I had built, with the goal of at least letting Rob get a feel for the game, and playing a deck which had a style that I thought closely matched his.
As you can imagine, I got crushed, which wasn't unexpected. Still, it was a good time, and I did learn quite a bit from the game. I don't know what I could do with Orcs to make the game any closer (aside from waiting for errata from FFG for a few cards), but even so, I think that with other decks, I might be able to stand a chance. And hey, I managed to get a few people to see the Warhammer was a game that was played, so next time I have a Thursday free, I'll head over there, and maybe get some games in!
Let's go over my recent games by game.
Android: Netrunner
I've managed to get quite a few games of this in recently, all against Rob. In the past few weeks, we've played a total of 7 games, 5 of them with me running a Criminal deck against Rob's various Jinteki builds, and 2 of them with me running Haas-Bioroid against Rob's Anarch deck.
I'm not completely familiar with the cards in the game, although I'm getting better, so I definitely walked into quite a few traps when playing against the Jinteki decks. Overall, I didn't fare too horribly (I went 2-3), and I tended to win in landslides, or lose by net damage. I've started to get better about protecting myself from the net damage, however. It's hard to be patient as Criminals, but sometimes you can't afford to run when you don't have cards in your hand to suffer the backlash!
With the Corporation decks, I'm doing pretty well (2-0 against Rob's Anarch deck). Both our games took quite a bit of time, as I tend to build up slowly, but they both ended about the same way. Rob ran, figured he had a good setup, and I ended up rezzing either Archer or Janus 1.0, which he couldn't deal with at the time, and set him back so far that he couldn't recover.
Since Netrunner was released, my overall record has been 3-3 with the Runner, and 3-0 with the Corporation. Not too terrible a start, but I really wish I could play more!
Game of Thrones:
Played two games against Rob. Both times I took my Greyjoy Kings of Winter choke deck, which I'm trying to get the hang of. The first game, Rob took a basic Stark Tully based deck that he hadn't updated in a while (no House of Dreams'd Riverrun?) and destroyed me. He got three power on The Blackfish quickly, with a dupe on him, and I couldn't do anything to slow him down. End score was 15-0.
Second game, I took the same deck against Rob's Lannister clansmen deck. This one went much better for me, and I took a 15-0 win, as I managed to basically keep Rob's income low enough to prevent him from playing anything.
So... two games in, and I really couldn't tell you how good my deck was. A lot of it is likely just my inexperience running such a deck, and I haven't really done any tuning to it yet. If I could play it more, I probably could improve it though.
Star Wars
I've played two more games of this recently, again against Rob. Played once as the Light Side, and once as the Dark Side, and both times ended up being absolutely crushed. I mean, it wasn't even close.
I'm not sure what it is about this game. I really love the mechanics, and the game as a whole seems to have a LOT of promise. I just don't seem to 'get' it. The overall flow of the game is just off for me. I'm pretty sure I didn't win a single battle, nor a single edge battle, in either of these games. For now, I'm not really sure what I can do to rectify this either. My thinking is that I may just take all the cards, build the starter sets out of the box, and just keep playing against myself until I get a good feel for when I should attack, when I should defend, and so on. There's some basic tactical step I'm missing here, and it's hard playing this until I figure it out. I will though. And with the great-looking upcoming expansions, I really want to do so quickly.
Warhammer: Invasion
I've only managed to get a single game of this in. I've been trying to get it seen at the local game store (Games and Stuff), and managed to rope Rob into a game. I let him use a copy of the High Elf deck that won the world championship (basically a combo deck that uses Eltharion the Grim to end the game), and I took a basic Orc Rush deck that I had built, with the goal of at least letting Rob get a feel for the game, and playing a deck which had a style that I thought closely matched his.
As you can imagine, I got crushed, which wasn't unexpected. Still, it was a good time, and I did learn quite a bit from the game. I don't know what I could do with Orcs to make the game any closer (aside from waiting for errata from FFG for a few cards), but even so, I think that with other decks, I might be able to stand a chance. And hey, I managed to get a few people to see the Warhammer was a game that was played, so next time I have a Thursday free, I'll head over there, and maybe get some games in!
Labels:
A Game of Thrones,
Card Games,
FFG,
Netrunner,
Session Report
Location:
Catonsville, MD, USA
Tuesday, February 12, 2013
Various happenings from FFG
Man, lots going on from FFG lately, thankfully for all their games.

Call of Cthulhu has a preview of 'The Key and the Gate' expansion, covering primarily Yog-Sothoth. However, they decided to use the article to focus on a specific card from the expansion, The Festival.
To be honest, I'm probably nowhere near the level of skill I'd need to tackle building a deck around this, but I would love to try to use this to power a deck. Maybe some sort of Zoog deck (of course, I'd have to work to get the Dreamlands cycle, but that's beside the point). Maybe try to use Servant from Out of Time to get the cards I want into the discard pile? I'm not sure, but it would sure be a fun one to try.
Game of Thrones, after quite a delay, released their next Chapter Pack, Reach of the Kraken, introducing the new naval enhancement! Of course, it's way too early to see how it'll influence the game, but with the included agenda, Black Sails, has a lot of potential that won't be realized for several more releases. Still, you could fit what, four characters with naval enhancements (including the one neutral character) into a Greyjoy deck for now, so it's possible to get a start. Another chapter pack release is probably needed before I even try building such a deck though.
The first deluxe expansion for Star Wars, Edge of Darkness, was announced. Twenty Two new objective sets, eleven for each side make up this expansion which should turn the Scum and Villainy and Smugglers and Spies into fully functional factions. Admittedly, I'm a little disappointed that I'll have to purchase two copies of the expansion to have a full playset, but overall I'm happy that they're including a lot of different options for the two factions. Overall, I'll be happy to see it released. As I'll mention in my next post, I'm not exactly good at Star Wars- I really just don't get the flow of the game very well, but even so, I genuinely enjoy the system, and I really love the cards. One day, I imagine I'll get better as well. I like that the capture theme is being strongly supported in this expansion as well. Really fits the theme, if you ask me.
Lord of the Rings has an article discussing the deck lists from the next Lord of the Rings Saga Expansion (on the doorstep). They also cover a few more of the cards in the set. Lord of the Rings is probably the game I play the least these days, but hey, it's still a pretty cool article.
Finally the announcement of the next deluxe expansion for Warhammer: Invasion. Titled Cataclysm, it finally provides support to the game for more than two players! Fantastic news, not only is this something that the game really needed, but it's something that seems to be implemented in a unique and fun manner (having to fight over certain location equivalents). They are also moving Warhammer over to the deluxe expansion distribution method that Call of Cthulhu has. I'm a little sad to see this happen, but overall, it's probably a good move for the game. This way, there will be fewer releases, each of which will have a lot more cards. Although I'm loving the most recent set of Battle Packs, I am a little impatient to see what other options are available for the Raider and Ambush keywords, which are important parts of several cards. If this was released as a Deluxe Expansion, I'd be able to have a lot more options earlier. Definitely would be a bonus.

Call of Cthulhu has a preview of 'The Key and the Gate' expansion, covering primarily Yog-Sothoth. However, they decided to use the article to focus on a specific card from the expansion, The Festival.
To be honest, I'm probably nowhere near the level of skill I'd need to tackle building a deck around this, but I would love to try to use this to power a deck. Maybe some sort of Zoog deck (of course, I'd have to work to get the Dreamlands cycle, but that's beside the point). Maybe try to use Servant from Out of Time to get the cards I want into the discard pile? I'm not sure, but it would sure be a fun one to try.
Game of Thrones, after quite a delay, released their next Chapter Pack, Reach of the Kraken, introducing the new naval enhancement! Of course, it's way too early to see how it'll influence the game, but with the included agenda, Black Sails, has a lot of potential that won't be realized for several more releases. Still, you could fit what, four characters with naval enhancements (including the one neutral character) into a Greyjoy deck for now, so it's possible to get a start. Another chapter pack release is probably needed before I even try building such a deck though.
The first deluxe expansion for Star Wars, Edge of Darkness, was announced. Twenty Two new objective sets, eleven for each side make up this expansion which should turn the Scum and Villainy and Smugglers and Spies into fully functional factions. Admittedly, I'm a little disappointed that I'll have to purchase two copies of the expansion to have a full playset, but overall I'm happy that they're including a lot of different options for the two factions. Overall, I'll be happy to see it released. As I'll mention in my next post, I'm not exactly good at Star Wars- I really just don't get the flow of the game very well, but even so, I genuinely enjoy the system, and I really love the cards. One day, I imagine I'll get better as well. I like that the capture theme is being strongly supported in this expansion as well. Really fits the theme, if you ask me.Lord of the Rings has an article discussing the deck lists from the next Lord of the Rings Saga Expansion (on the doorstep). They also cover a few more of the cards in the set. Lord of the Rings is probably the game I play the least these days, but hey, it's still a pretty cool article.
Finally the announcement of the next deluxe expansion for Warhammer: Invasion. Titled Cataclysm, it finally provides support to the game for more than two players! Fantastic news, not only is this something that the game really needed, but it's something that seems to be implemented in a unique and fun manner (having to fight over certain location equivalents). They are also moving Warhammer over to the deluxe expansion distribution method that Call of Cthulhu has. I'm a little sad to see this happen, but overall, it's probably a good move for the game. This way, there will be fewer releases, each of which will have a lot more cards. Although I'm loving the most recent set of Battle Packs, I am a little impatient to see what other options are available for the Raider and Ambush keywords, which are important parts of several cards. If this was released as a Deluxe Expansion, I'd be able to have a lot more options earlier. Definitely would be a bonus.
Labels:
A Game of Thrones,
Card Games,
FFG,
LotR
Location:
Catonsville, MD, USA
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