|Warhammer: Invasion The Card Game | Published 06 December 2011|
Fantasy Flight Games is proud to announce The Bloodquest Cycle, the next series of Battle Packs for Warhammer: Invasion The Card Game!
Today, the series’s lead developer shares insights on how its new units, support cards, tactics, and quests are going to spur all manner of creative deck designs when the Battle Packs start releasing in the first quarter of 2012.
From the developer:
The card pool for Warhammer: Invasion has matured greatly through the recent expansion cycles. The different races have developed their own styles, and their card pools have deepened, providing them with considerable options from which to form decks. As such, it seemed like a good time to direct more of our focus to the game’s oft-forgotten cards: the quests.
We haven’t seen a lot of quests at high-level tournament play for a number of reasons. While there is currently no way to target a quest card in the environment, players recognized quests were vulnerable to a different type of control–unit control. Since effects that target units form the most prevalent control in the game, players found it difficult to get much momentum going with their quests. Quests also cost card slots in the deck, which could end up being useless if your opponents could control your units. While the free quests from The Capital Cycle that let you draw a card when you play them are one part of the answer to making quests more playable, we decided The Boodquest Cycle should employ several other methods to make quests more appealing.
The previous quests lacked a sense of completion. They provided useful abilities for which you could spend your quest resource tokens, but they didn’t offer any true closure. Most of the time, when you think of a quest, the quest has a specific goal. Slay the dragon. Plunder the treasure. Rescue the captive. Find the magic sword. Once this goal is achieved, the quest is completed (and a new one can begin). We wanted more of these types of quests in the game, ones with specific goals or specific rewards. When you complete this type of quest, we want you to get something tangible for doing so. An example of this is the card Heroic Task. You can choose the card for which you intend to quest, and then you just have to get it!
A quest for everyone
All of the six races have many different quests, but there are several factions that don’t have any–the neutral factions. In The Bloodquest Cycle, these factions receive quests that only they can use, and which make them even more formidable forces.
Synergy with other cards
All the races of Warhammer: Invasion receive new units with quest zone abilities and a slew of cards that trigger off of manipulating the resource tokens on your quests. This is perhaps one of the most important design aspects of the set. Rather than try to replace older quests with newer ones, we want players to go back and take a look at the entire quest pool. When you have great new units with quest zone abilities, you may as well have them quest. Accordingly, many of this set’s cards tie into questing, such as the Dwarf Adventurer.
Quests are a unique and exciting card type for Warhammer: Invasion, and one that we’ve had a lot of fun exploring. While many of them haven’t always been viable at the highest levels of the game, The Bloodquest Cycle should change that.
Developing the other zones
In addition to making quests more interesting, we also wanted to use The Bloodquest Cycle as a chance to increase opposition in combat, provide legends with extra support, and give the game’s races some new sub-themes and strategies. Hope you enjoy the cards.
–Lukas Litzsinger, Warhammer: Invasion The Card Game Lead Developer
The world of Warhammer: Invasion The Card Game grows richer with every Battle Pack, and we look forward to the ferocious battles and heroic quests The Bloodquest Cycle engender, starting in the first quarter of 2012!
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.
New options, possibilities and strategies are always good for the game. I have hope also for deeper expoloration of "traits" in this cycle.
Sounds great. And here's hoping that Destruction gets their long awaited and needed Tactic canceling card. :)
We will be all good. ; )
You make a very valid point, bitva, I too was wondering about the lack of a deluxe expansion to separate the capital pack cycles. Maybe they're saving that for some juicy news as a xmas present to us all...? Hm, I suppose not...
Nice stuff. Iam curious about this orc quest in particular. Could be something like this:
Play in opponents zone, under his control. At the beginning of your turn, sacrifice a development in this zone or deal 1 damage to this section of your capital, if able. At the beginning of your turn, if a unit is questing here, put X resource tokens on this card, where X is the unit's power. Then discard 3 resource tokens from this card to destroy it.
Very nice idea. Keep that good work up FFG! 2dmg on capital would be even more awesome though.
Artefact is another, official, way to spell artifact, so no error in that regard. Also, while quests in general could use some help, let's not forget that the only card banned in this game is a quest due to its abusive power. Offering to Hekarti for Dark Elves is also very powerful. I also like the new capital cycle Chaos Quest, giving Chaos the power to take down enemy supports on its own, without having to animate the support and destroy it with damage.
Nice stuff! I'm new to this game and enjoy it tremendously. The more we play the more we love it. We're far from tournament players/deck builders but enjoy this card game in our own way which is simply shuffling all the available cards from our chosen race and pick 40-50 from it at random then we add 10-15 neutral cards and shuffle them with our race deck. This way each game we have a random deck of 50 to 65 cards and each games are a surprise and we love it that way.
But one thing that we thought was that Quests were not that great. We rarely play them and when we play them they have few to no impact.
I bought the complete Corruption Cycle because I love Skavens. Love the lore around them and love what this Cycle brings to the base game. I also bought Assault on Ulthuan to add the Dark and High Elves.
With this new Cycle, Quests will finally see some action and be enough of an impact in our games. Can't wait and thanks FFG for the continued support of WI!
I hope this calms down the people who were saying that FFG will stop this game.
A move from Relic to Artefacts? And shouldnt that be Artifact? More spelling errors ? :)
This is all very exciting and everything, and I love the epic and race-specific quest ideas, BUT... why isn't there a boxed expansion to correlate with the Capital Cycle announced yet? Each cycle before had a boxed expansion in the middle of it... and I think the capital theme could really use the help, based on the last three battle packs.
Seconded, HomerJ! I must admit, I hardly ever use quests in my deck, as they seem to take too much time that I'd rather spend demolishing through the enemy. It'll be interesting to see if this cycle will let me re-evaluate this attitude...
YEAH! I was always sad that 99% of the cards with the word "Quest" on them were useless in constructed. Looking forward to seeing what you've come up with.
Now, where are my "dual-affiliated" units?