|Deep Within the Mountain
Announcing Karaz-a-Karak, a Warhammer: Invasion The Card Game Battle Pack
|Warhammer: Invasion The Card Game | Published 11 August 2011||Rating||16 votes|
The Guild halls lay deep beneath the surface of the hold, arranged in a circle. In the centre was the main workshop, a massive space large enough to fit even The Great Temple of Sigmar in Altdorf, connected to the surface by a single vertical shaft hundreds of feet deep. Wide enough that a dragon could fly down it without its wings touching the sides, the shaft was more often used to deliver supplies to the workshops, and often sealed behind steel hatches. Brok produced a set of master keys to unlock yet another iron grate, and the two passed into the innermost ring of rooms, where the most venerable Engineers drafted their designs.
– From “Karaz-a-Karak,” a short story by Sam Stewart
The great Dwarf hold of Karaz-a-Karak teems with activity. Engineers build mighty works while smiths hammer out runes of power on forges deep within the mountain. But now, a particularly ingenious engineer has invented a potent new weapon. Will it be enough to pay back his people’s centuries-old grudge?
Fantasy Flight Games is pleased to announce the upcoming release of Karaz-a-Karak, the fourth Battle Pack in The Capital Cycle for Warhammer: Invasion The Card Game! With three copies each of 20 unique cards (half of which are devoted to the grog-swilling Dwarfs), Karaz-a-Karak is an invaluable Battle Pack for players harboring ancient grudges against past opponents.
An Ancient Gathering Place
Karaz-a-Karak introduces a host of options to your Dwarf deck. First, each Battle Pack in The Capital Cycle introduces a Capital Center card for its respective faction. This costly support card provides an amazingly beneficial text effect...but only if it remains in play long enough to trigger. For example, the Great Guild Hall (Karaz-a-Karak, 69) is the epicenter of Dwarf ingenuity; if it remains in play for four rounds, it can provide your forces with a burst of Dwarf technology!
Each faction similarly receives some benefit from its Capital Center after a set number of rounds (The Iron Rock brings the Orcs a Boss Pit (The Iron Rock, 49), for example), and this exciting mechanic introduces new synergies when paired with cards like Lore Seeker (Karaz-a-Karak, 63). When used to advance your own cause, Lore Seeker can bring you one step closer to completing some all-important quest. But used against an opponent, Lore Seeker can be used to add tokens to his Capital Center, slowing its progress.
Not a Dwarf player? Karaz-a-Karak offers never-before-seen support, tactic, and unit cards for players of all six factions. Keep checking back for more, and in the fourth quarter of 2011, prepare to settle the grudge once and for all!
Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.
I don't mind expensive cards at all. I play with Legends and Epic spells and they are all the more fun for not always working out. I also don't agree that cards are only in play for a round or two. Support cards can be quite hard to shift unless you happen to be lucky enough to have the counters in-hand at the right time.
Lore Seeker is great synergy card, usable also for other Order decks. Capital Centers on the other hand, well, I would expect them to be new type of cards, like Legends. Since these are simple supports lousy Rodrick can take them down in a second.
Anyway CC's will bring some flavour to the WH:I casual games.
Agree with Aerodog on this one - we have a good batch of so-called "experts" in the forums who complain about new cards all the time. Come join us! LOL
@Aldarann and F7Eleven (why am I not surprised at his remark, LOL) - Maybe waiting to see what else the Capital Cycle offers, will reveal more about these types of cards and loyalty. ;) Patience younglings.
When I read Capital Center the first thing I thought was a card that goes in the center of your board like a Legend. Do Legends have to be legendary characters or will there be legendary locations/buildings too in the future?
The never ending whining about non-tournament-worthy cards borders on obnoxious.
Thank you FFG for continuing to expand the dimensions of this awesome game with new cards and strategies for us casual players (i.e. the high-loyalty cards mentioned below).
I think the capital cycle features a number of cards that make use of high-loyalty cards, such as these capital centers, so maybe playing with them isn't such a big risk as it would otherwise seem.
Sad to say, but I totally agree with f7eleven and Aldarann...
Hooray, another too-expensive-to-be-playable cards for everyone! In our games most of the cards hardly stay in game for two rounds... and these have four-round timer... Makes me wonder how these cards are play-tested!
So we'll have Capital Centers to keep the Epic Spells and Legends company in the box of unused cards. :-/
Lore Seeker looks fun though - at least it interests me enough to want to try to play with it. Something this game needs more of!