29 November 2011 | Warhammer: Invasion LCG

Battles, Beards, and Brew in Karaz-a-Karak

A Warhammer: Invasion The Card Game spotlight


“We sons of Grugni may have drunk deep from the bitter waters of misfortune, but we yet survive. Whilst a single Dwarf draws breath, we will fight the evils that assail us, and we will never, ever give up.”      –Hengist Stonebelly, Dwarf Longbeard

The Dwarfs of Karaz-a-Karak ready for war! As they formulate their battle plans and ready their defenses, the fires of ancient grudges burn in their bellies. Soon, it will be time for war. When the inevitable sieges begin, the Dwarfs will take strength from the release of Karaz-a-Karak, the fourth Battle Pack in The Capital Cycle for Warhammer: Invasion The Card Game!

Building on solid foundations

Noted throughout the Old World for the high quality of their engineering, the Dwarfs constantly strive to develop stronger and more effective engines of war. Building for War (Karaz-a-Karak, 80) brings Dwarf ingenuity more fully into Warhammer: Invasion The Card Game.

As with the other quests thus far released in The Capital Cycle, Building for War plays for free (when you can afford its loyalty) and allows you to draw a card when it comes into play. This means its ability comes almost without a price, and its ability will immediately force the card into many top Dwarf decks: If a unit is questing at Building for War, each time you play a Dwarf non-Attachment support card from your hand, you gain one resource.

The Dwarfs excel at kingdom-building, and they have some of the best non-Attachment support cards in the game. While an opponent is questing at Building for War, each of these support cards kicks back a resource, making them effectively one cost lower to play.

From the Core Set, the Master Rune of Dismay (Core Set, 16) is a non-unique Rune that plays for four cost, adds two power, and increases the cost of each opponent’s unit by one. One or more of those can choke off your enemy’s supply lines, quickly cutting off reinforcements and allowing your forces to claim victory. The Grudge Thrower (Core Set, 18) boosts your attacking units by one power each time you spend a resource and sacrifice a unit. As top players have already realized, the Grudge Thrower combines well with a number of other Dwarf effects that trigger when units leave play.

Meanwhile, other Dwarf support cards provide efficient power and strong abilities for players looking to develop their zones. Mining Tunnels (The Burning of Derricksburg, 2) allow you to draw a card each time you play a development from your hand, and Ancestral Tomb (The Fall of Karak Grimaz, 23) accelerates your developments when it comes into play. When your Dwarfs are Building for War, these support cards not only provide power and develop your zones, they kick back resources you can use for units or tactics.

Memories of ancient grudges

The Dwarfs have long memories, and no one holds a grudge better. While The Capital Cycle provides enticing new quests for each race that revitalize this card type, Karaz-a-Karak gives the Dwarfs even more reason to focus on Building for War.

The Teller of Tales (Karaz-a-Karak, 65) may be too old to make an effective combatant, so players will keep this longbeard out of their battlefield zones. However, he still manages to make himself useful by sharing his wisdom, and while he’s regaling other Dwarfs in the kingdom zone, each time you trigger an ability on a quest you control, he grants a target Dwarf unit an additional power until the end of the turn. With the Teller’s ability and the new quest, a Dwarf strategy can literally build up enough power from its support cards to see its attacking units cleave through their foes and burn a zone in one swift attack.

How will you take advantage of the Dwarf’s latest innovations? Starting building for battles with Karaz-a-Karak. This Battle Pack of beards, brews, and building is coming soon!

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