Netrunner Rotation

Android Netrunner

Last week, Fantasy Flight put up a very interesting article that explained the way that rotation is going to work for their Netrunner LCG from October, and I have to say, I was utterly fascinated by it – to the point that it’s the subject of this week’s game day blog, in fact!

For the uninitiated, rotation is the definition of an organized play environment for the game, where older sets have been moved out of the pool to prevent that pool from growing prohibitively large. For me, it’s synonymous with Magic the Gathering, where sets rotate out of Standard at set points in the year to ensure the environment is manageable for tournament play. FFG first put up an article about this in 2014, which described how Netrunner would see the first two cycles of data packs rotate out of organized play when the first pack of the eighth cycle was released. That cycle has now been announced as the Kitara cycle, and takes the game to Africa and the Sub Saharan League. As this cycle comes into play, the Genesis and Spin cycles will rotate out, meaning that none of those cards can be used in decks for organized play from this point on.

But it’s not all doom and gloom!

See, FFG are releasing a Revised Core Set, which isn’t just a core set with errata’d cards or something, but is essentially the next way to buy into the game. It doesn’t merely reprint cards from the current set, but rather includes a new mix of cards that features some from the Genesis and Spin cycles that are rotating out, meaning that you may not need to deconstruct those decks, after all!

They have released a card list for the Revised Core Set already, just to help further!

I find this somehow fascinating, and it makes me think that the game is expanding at a sensible rate. It is somewhat similar to the way that Magic works, by having a core set come along with those all-important cards, but the rotation here is so much more leisurely that it doesn’t feel like there’s going to be a mad scramble to keep up. At its smallest extent, there will be five cycles of cards that will form the current meta, which represents a good number of years with which to play these cards. I mean, Netrunner has already been out for what, five years now? That’s a five-year Standard season that allows you to really get a decent amount of play out of your card pool!

Back when they announced rotation originally, I was all for it, and I remain so. The fact that it took almost a year longer to get going than they’d initially thought notwithstanding, I think now that we’re here, and seeing how they’re handling it, I’m really impressed at what’s happening.

Will I be getting a copy of the new core set? Probably not. While I have taken part in Netrunner tournaments in the past, I don’t think it’s something I’m planning to do in the future, so it’s almost irrelevant to me. I’m really pleased to see that the game is being supported so well, however, and I’ll doubtless be buying the data packs as they come out anyway, as casual play is really all I get into these days!

Getting into 8th Edition

Hey everybody!
I’ve talked a lot about Warhammer 40k 8th Edition on my blog this summer, as I was increasingly excited for the new edition of one of the most popular wargames around. Well, I’ve been playing quite a bit of it now, as well, so wanted to come back here and give some general thoughts and ramblings about what I think of the new experience!

I talked about my first game of 8th back in the middle of July, and have since played three further games, for a grand total of four: two with Necrons, and two with Dark Eldar. Three of those games were against the same guy and his Orks, and I’ve also played against Blood Angels. So!

Warhammer 40k

First of all, I have to say that the game is just so much better than it was during 7th. 8th Edition has been out only a couple of months, and already I’ve played more games of it than I had during the entire run of 7th. In part this is due to my circumstances changing, as I finished with my degree course right when 8th came out, so never really had the time in the last edition – but then, I still had some time, but could never really fathom the complicated rules set in order to spend an entire day playing through a game. So there is that to consider.

8th Edition also just flows much more smoothly. I’m still very new to the game, with just 4 games to my name right now, so I can’t pretend to be some kind of expert, but I have to say, it’s a lot easier to just get on with a game rather than going through the endless, “What does this do again?” sort of book-keeping. So I do enjoy that.

Warhammer 40k

I think the way that combat has been streamlined, it has led to a lot more cinematic moments being achieved. True, it was always possible to get exciting times during 7th, but the fact that you’re not consulting endless charts and trying to remember stats and equations means you can focus instead on what is happening in the game. Such as my Necron Overlord swooping down onto a group of Boyz and a Warboss to avenge the savage beating of a phalanx of Lychguard. There wasn’t a lot of, “Now, this is an open-topped skimmer, so it can go so many inches, and the guy inside can still do his thing…” and all the rest of it. You just move, shoot, charge and smash face! I like that a lot.

I never played Dark Eldar in 7th, but I have been enjoying them tremendously so far in 8th. Only had two games with them, but I think they definitely feel like the kind of army I like. There’s a lot going on with them, and trying to find a good balance within that army has been causing me some head-scratching as I write up list after list of potential musters, but I think it’s the sort of army that I’m going to enjoy trying to get to grips with, which is the main thing for me!

Warhammer 40k

I had my most recent game with the army just last Friday, which is part of the reason why I wanted to write this blog for today. I’d been going quite heavily into the Kabal route from the start with these guys, but as I’ve managed to bring them to the table, I’m enjoying the Covens units so much that I feel I may begin to slant my build more towards the flesh-sculptors. Wracks are a unit type that I never thought I’d enjoy having as much as I currently do, being really quite a diverse bunch. We were talking on Friday about how they’re basically a close-combat orientated unit, yet the Acothyst can take what is essentially a sniper rifle, which just seemed to blow a lot of peoples’ minds. Getting into close combat, with a haemonculus nearby to buff their toughness and a Cronos to allow for re-rolling failed to wound rolls, it can be very useful!

I’ve yet to try out any Wych Cult units in my army, so I think the Reavers and Wyches may be making an appearance next time, just to see what happens!

Of course, as I said before, there is a lot going on with them, and I don’t ever seem capable of remembering Power From Pain for these chaps! Turn 1 shrugging off wounds on a 6 is stupidly useful, yet can I remember I can do that? Of course not! I definitely need to get more games in where I can try to remember these things!

So all in all, 8th Edition has done something that 7th never could, and gotten me wanting to play 40k with more regularity than I ever thought possible. I’m definitely pleased to be in the hobby right now, but more than just for the artistry of building and painting minis, but for playing games with them, too!

Vampires!

Hey everybody!
So this weekend, I had one of the Commander 2017 decks delivered, Vampiric Bloodlust, and have spent a couple of days thinking about mixing it up a little with some of my favourite Vampire cards from recent memory!

Commander 2017 is the tribal-themed set, and while previous years have seen five preconstructed decks released around November time, this year we’ve got just four decks, and they’re out three months early! Colour isn’t a thing, so we have two-colour Cats, three-colour Vampires, three-colour Wizards, and five-colour Dragons! I kinda wanted them all, of course, but settled just on the Vampires right now.

Vampires is probably the tribe I feel most at home with out of all of them, having made a couple of decks that I’ve featured on this very blog with the bloodsucking brutes (you can see those decks here and here!)

Vampiric Bloodlust

There are five Legendary Creatures in the deck, two of whom aren’t actually Mardu-coloured so don’t really lend themselves to the deck as it stands. I wanted to use the front-man of the deck, Edgar Markov, as my Commander. The vampire theme is really strong with him, after all, and as I knew I wanted to go really into that here, I think he’s the best man for the job. His abilities, anyway, are rather marvellous:

Eminence – Whenever you cast another Vampire spell, if Edgar Markov is in the command zone or on the battlefield, create a 1/1 black Vampire creature token.

First strike, haste

Whenever Edgar Markov attacks, put a +1/+1 counter on each Vampire you control.

So not only do you get to create tokens, you also get to buff your entire team! Wonderful stuff. I say “entire team”, of course, because pretty much the whole damn deck is made up of Vampires! I’ve got a couple of cards in there from Tarkir block that will help to keep the theme going. So let’s take a look at the cards I’ve been fiddling about with!

Vampiric Bloodlust

First of all, I wanted to go with my old favourite of lifegain-and-drain, along with some of my favourite Vampiric buffs around right now. Stoneforge Masterwork is a particular favourite from Oath of the Gatewatch, which gives the equipped creature +1/+1 for each Creature type you control that shares a Creature type with it.

Drana, Kalastria Bloodchief is included in the deck, though for this particular deck really bounces with her latest incarnation from Battle for Zendikar, Drana, Liberator of Malakir. Suited up with Stoneforge Masterwork at the head of an army of Vampires, she could be doing some pretty decent damage! At least, I hope so!

Vampiric Bloodlust

Battle for Zendikar block, and Shadows over Innistrad block have both got some really terrific cards to use in a Vampire deck, of course, so I’ve been plumbing some of those depths! I mentioned it in a previous Vampires deck blog of course, but Stensia Masquerade is a really great card for this. The deck also comes with Rakish Heir, another favourite of mine for this kind of deck. Putting the counters on these cards is good and all, but then what, right? Well, that’s where Mer-Ek Nightblade comes in, making the counters count. Heh.

Edgar Markov is, of course, Sorin’s grandfather, so it’s pretty flavourful to get one of the Sorin Planeswalkers in there. I quite like Sorin, Lord of Innistrad, though Sorin, Grim Nemesis could be useful, and his -X should work well with the included Sanguine Bond. It’s quite annoying that we have Sanguine Bond but not Exquisite Blood, which would perhaps have been the more appropriate card to include. Not to mention, that card needs a reprint!

So anyway, I’m going to be taking a bit more time to go through the deck and sort it out so that it plays a bit more how I’d like. Stay tuned folks, it should be glorious!

Attack on Titan

Well, Cryptozoic have been churning out quite a few Cerberus-engine games since I last took much significant notice of them! Enjoying DC as much as I do, though, I’ve not really felt the need to take too much of a look. But at a recent games night, my usual gaming buddy brought over Attack on Titan, and we gave it a whirl. Both of us are old hands at the usual Cerberus stuff, so I wasn’t expecting too much to change – boy, was I wrong!

The game is superficially the same, with a main deck of cards, a basic deck that you start out with, and a currency system based on power. However, this game is based on the anime of the same name by Hajime Isayama, and deals with the idea of humanity living behind massive walls as defense against the roaming Titans, who eat humans at will. As such, the game is set out with five districts, and cards are revealed from the main deck into each of these districts at the start of the round. This idea essentially replaces the line-up, anyway. Furthermore, there are four Archenemy Titans stacked into the deck at the start of the game, timed to appear at specific intervals – these Titans are placed into a district and must be fought before they destroy the walls. If the heroes defeat all four Titans, they win; if the Titans destroy all of the districts, or if they manage to kill three heroes, or if the main deck runs out, the heroes lose.

So it’s a co-op game, which I quite enjoy anyway, but I was especially grateful for that this time around as it was a difficult game! There are regular-style Titans throughout the main deck, as well as good stuff for the heroes to buy, and these things will also attempt to knock the walls down. At first, the game felt a little bland, as we weren’t really doing all that much, but once the first Titan showed up, followed swiftly by the level-one Archenemy Titan, the game escalated quickly. Archenemy Titans have a hit-points level that needs to be reached before they can be dealt enough damage to be defeated. To add insult to injury, they’ll also regenerate lost hit points if you can’t defeat them there and then! Brutal!

It was a really fun twist on an established formula, and one that I definitely enjoyed as a change. Co-op games are always a lot of fun, and while I wasn’t familiar with the source material, having Tony on hand (who is a massive manga fan anyway) certainly helped there. But I don’t think it’s particularly important to know the story to enjoy the game – as usual with theme, it did lead to some cool moments, such as the idea of Titans being on the outside battering walls down, and the like, but it was still a tense game without any prior knowledge.

Attack on Titan

Star Wars RPG, Fantasy Flight style

Hey everybody!
Game Day is upon us once more here at spalanz.com, and today I’m taking a brief look at the Star Wars role playing game system from Fantasy Flight Games, which is kinda involved, so this blog may get a little sprawling! I’ve previously looked at Star Wars RPG systems from West End Games (here!) and Wizards of the Coast (here!), so this is just the latest in the illustrious line of such products! Let’s get to it!

Star Wars RPG

The Star Wars license has been held by FFG since 2011, though they had a few problems with both their card game and the X-Wing miniatures game, so they didn’t actually publish any games for roughly a year after procuring the license. At GenCon 2012, they unveiled the RPG system as a tri-part thing, three distinct books that would focus on three distinct aspects of the galaxy far, far away, but all of which would be compatible with each other. The first of these to come out was Edge of the Empire in 2013, which dealt with the galactic fringe. It was followed by Age of Rebellion in 2014, which dealt with the military of the rebellion, and finally Force and Destiny in 2015, dealing with Force users and the Jedi remnant.

Each of these core rulebooks also came with a Beginner Game, which featured maps and tokens, as well as a slim beginner adventure that teaches you the game as you play, and of course the dice you need. The Star Wars RPG was designed by Jay Little, who had previously been behind the Warhammer Fantasy Roleplaying series, and is a huge lover of custom dice.

But before we get into that, let’s take a look at the character stuff!

When you play the RPG system from Fantasy Flight, you create your character as is standard for such things, picking a species and career, the latter giving you a choice of three specializations. For example, using the Edge of the Empire book, you might choose to be a Twi’lek Explorer, which will give you a choice of following the Fringer, Scout or Trader specializations. Each of these three has a unique talent tree in the book that describes the arc your character can expect to follow. The way that character creation works in this system is quite closely driven by story, and the book constantly asks you to think about this when you go through to make your character.

In addition to this, there is a further level added to the creation of your character that is somewhat unique to each strand of the RPG. For Edge of the Empire, that level is called Obligation, and represents “a debt, nemesis, duty or other motivating factor that drives your character’s efforts on the fringes of galactic society.” (The mechanic returns as Duty in Age of Rebellion, and Motivation in Force and Destiny). A lot of RPGs use this story element to help propel the story forward, and a good GM will be able to weave these sorts of strands together as a part of his or her overall narrative to tell a truly immersive story.

Star Wars RPG

So, what about the dice?

There are a number of different dice in the game, which all help to tell the narrative of the game you’re playing. Narrative dice? Yep, you heard that right. As a player, you have a pool of these dice that you roll when specified by a particular task. Dice can be added to or taken away from your pool by the GM to help reflect the narrative better.

The blue and the black d6 are boost and setback dice, and are added to the pool to reflect the fact that your character might be particularly good at what he or she is doing, or might be trying to accomplish a task under fire.

The green and the purple d8 are ability and difficulty dice, and reflect the core of how good or bad at accomplishing a task your character may be.

Finally, the yellow and the red d12 are proficiency and challenge dice, and act as modifiers to the d8 versions, either reflective of just how good or how bad your character may be.

There are, of course, a whole bunch of symbols on these dice, and the way they interact can appear a little daunting at first. However, once you get into it, the dice are actually fairly straightforward to deal with. Adding and subtracting dice, cancelling one result with another, it all becomes fairly straightforward. The beauty of the system, however, lies in the real narrative possibilities of these dice – they don’t just tell you if you succeeded or failed at a task, but help to tell the story by telling you how well or badly you did:

The dice do take some getting used to, don’t get me wrong, but they’re certainly one of the most interesting aspects of this game system!

While the Force can be used in Edge of the Empire, it didn’t really come to the fore until 2015’s Force and Destiny. Force powers work much like any other skill, of course, and you roll the white d12 to see how many Force points you roll to use on powers. Force and Destiny brought the Heal, Misdirect and the classic Battle Meditation powers to the fore, with each power following a tree akin to the career options, and as your character advances through the game, he or she can essentially level up within a chosen discipline.

The RPG has had a fair number of expansions for each of the three strands at this point, with adventure modules and sourcebooks for many of the career options available to help immerse yourself in the Star Wars universe. Naturally, Edge of the Empire has seen the majority of these, though the others are catching up. The interesting thing to note about the way these expansion books work is how specialized they are. While there have been a handful of sourcebooks on locations (such as the Corellian sector’s Suns of Fortune), and of course, adventure modules, the sourcebooks are predominantly focused around a career path, meaning that you won’t want to buy every single book if you’re playing a Colonist, for example. I find this interesting because it’s a much more consumer-friendly way of expanding the game than previous editions, which have usually incorporated rules that everybody would want to get their hands on within all manner of different books. Unfortunately, I haven’t had a RPG group for a while now, so I don’t know if this is still the case, but I’ve heard of groups where the GM buys everything and lets the group make use of it, as well as people picking and choosing what they get. If you’re heavily invested in just one player character type, then, you could feasibly get away with just buying one book, plus the core rules.

FFG have also released The Force Awakens beginner game, which has so far not led into a fourth branch of the RPG, but rather felt more like a bit of a cash-grab. It’s a good way to introduce people to the game system who may have only jumped in once the film was released, of course, though the system is otherwise flexible enough that I would imagine you could set your games wherever you liked in the timeline. Notably, while some mention of now-Legends stuff has been made, there aren’t any “Knights of the Old Republic sourcebook” style products; instead, the system feels a little bland by giving you all the tools you need to create an adventure entirely of your own choice. I say “a little bland”, because I think I’d prefer to tie my adventures more firmly into the narrative – certainly, that’s how I’ve run campaigns in the past – but by structuring the game in this way, FFG have actually left the universe pretty wide open. I mentioned in my Saga Edition blog that WotC ended their run on the RPG with a sourcebook that provided you with all of the tools you would need to forge a narrative entirely on your own; well, FFG started at that point, and have continued to provide books that are more along the lines of helpful nudges than hard-line stuff.

Star Wars RPG

All in all, I have strangely mixed feelings about the FFG role playing game. I want to like it – heck, I want to love it – but I’ve never quite been able to truly dive in. I think I enjoyed my time with Saga Edition so much, I just want to keep a hold of my d20s and never let go! That is my idea of a Star Wars RPG. Strangely, then, I think I’ve become the crazy old guy who shouts at the kids with their new fancy dice (though I’m not as bad as the guys who still play the West End Games version…)

Welcome to New Phyrexia

Hey everybody,
I’ve been thinking about doing something on the plane of New Phyrexia for a while now, as it’s one of the more fascinating aspects of Magic the Gathering lore to me. So sit back and enjoy the oil-slicked ride through metallic hell, as we take a look at what once was Mirrodin!

New Phyrexia

New Phyrexia was the 55th expansion for Magic the Gathering, released in May 2011 as the third set in the Scars of Mirrodin block. The storyline of the block is really what I want to focus on today, though I also have a deck that I’d like to share involving some of my all-time favourite cards from the set.

So, back in the day, the arch-villain of MtG lore Yawgmoth had been using the process of phyresis to cure ailments among the Thran people of Dominaria, a controversial process that earned Yawgmoth the worship of his creations, but he was declared a traitor among the Thran themselves. Yawgmoth took his knowledge to the plane of Phyrexia and refined his ideas, creating an entire kingdom of these half-dead, half-metallic things. Over time, the Phyrexians plotted to invade Dominaria and claim the plane for their own, but in this they were thwarted by the temporal bridge between Dominaria and Phyrexia being sealed.

New Phyrexia

During the Brothers’ War, Urza and Mishra inadvertently reopened this portal, allowing the Phyrexians access to Dominaria. The Phyrexians, under the leadership of the demon Gix, sided with Mishra, however their plans of invasion were once again thwarted. This pitted Urza against Phyrexia for a long conflict that eventually saw the artificial plane reduced to a smoldering ruin.

Centuries later, the golem Karn built a new plane of mechanical perfection, initially named Argentum, and left the construct Memnarch as ruler. Memnarch, however, was corrupted by a black oil from Phyrexia and transformed the plane into Mirrodin, in an attempt to become a Planeswalker like Karn. The oil was somehow sentient, and sought to rebuild Phyrexia on Mirrodin. However, rather than reproducing the original hive mind of Phyrexia, the rebuilding has influenced all five colours of mana, leading to five factions within the military conquest.

These factions are led by the Praetors, which are introduced into the game via their Legendary Creature cards: Elesh Norn, Jin-Gitaxias, Sheoldred, Urabrask and Vorinclex.

New Phyrexia

I think the Praetors are perhaps the most iconic part of the set, with pretty much all of the cards still seeing a lot of play in formats like Commander. Each of the five has a huge effect that impacts the board, often in quite an obnoxious manner:

Elesh Norn, Grand Cenobite – buffs your creatures while causing all of those creatures controlled by your opponents -2/-2;
Jin-Gitaxis, Core Augur – you draw cards at the end of your turn, while reducing your opponents’ hand size by seven;
Sheoldred, Whispering One – returns a creature from your graveyard at the beginning of your turn, and forces your opponents to discard theirs;
Urabrask, the Hidden – gives your creatures haste, but causes your opponents’ creatures to enter the battlefield tapped;
Vorinclex, Voice of Hunger – doubles the mana your lands produce, but causes your opponents’ lands not to tap on their next untap step.

These guys can be particularly oppressive, though obviously being creatures, they can be vulnerable.

New Phyrexia

The defining mechanic of Scars of Mirrodin block was Infect, of course – creatures with this mechanic deal damage in the form of -1/-1 counters to other creatures, and poison counters to players; if a player ever has 10 poison counters, he loses the game. While Infect had been featured on black and green creatures in Scars of Mirrodin, then white creatures in Mirrodin Besieged, it finally made it also into red and blue in New Phyrexia.

The set also included “Phyrexian mana”, coloured mana that could alternatively be paid for with 2 life. A very black effect, Phyrexian mana actually appears on 34 cards across all five colours. Additionally, we get some returning mechanics, including Proliferate, which adds another counter of a kind already present on a card or player. Which makes it the perfect partner for Infect, and brings me to my deck!

New Phyrexia

Creatures 
Butcher of Malakir
Captivating Vampire
Crimson Mage
Falkenrath Exterminator
Guul Draz Assassin (2)
Indulgent Tormentor
Malakir Bloodwitch
Massacre Wurm
Mephidross Vampire
Nirkana Cutthroat (2)
Ob Nixilis, Unshackled
Onyx Mage
Quag Vampires (3)
Rakish Heir (2)
Sheoldred, Whispering One (2)
Stromkirk Captain (2)
Vampire Hexmage (2)

Instants
Grim Affliction (2)
Uncanny Speed
Vampiric Fury (2)
Volt Charge (2)

Enchantment
Lightning Talons (2)
Raid Bombardment (2)

Land
Akoum Refuge (2)
Blackcleave Cliffs
Blood Crypt (2)
Dragonskull Summit
Lavaclaw Reaches (2)
Molten Slagheap (2)
Sulfurous Springs (2)
Swamp (6)
Mountain (6)

This deck has been evolving from something much more Phyrexian, into a more general kind of black/red punishment style of deck. I was trying to evolve it into a Modern viable deck, looking at more lower-CMC cards, and I’ve purposefully started to invest in shock lands for this reason! Sheoldred is still in charge here, of course, and rather than going a bit half-assed with some Infect creatures, I’ve instead decided to use Proliferate cards to work in tandem with the Vampire mechanic of adding +1/+1 counters when they deal damage. Proliferate will also work with the storage lands, and the level-up cards, though I’ve since removed some of these.

There are still a couple of cards that I’m thinking about swapping out, but it’s been fun to pilot so far!

Battlelore!

Hey everybody!
It’s part two of my game day blog special thing, looking at two games on the Battlelore system. Following last week’s look at Battles of Westeros, it’s time to take a look at the fantasy version, Battlelore itself!

Battlelore

The second edition of the game, Battlelore came out late in 2013. Set in the same universe as the hugely popular Runebound, but featuring the factions that we’ve all come to expect from Terrinoth in this post-Runewars age, the game pits the human Daqan Lords against the abominable Uthuk Y’llan. The game is a pretty strategic tabletop wargame, and prior to the launch of the Runewars miniatures game earlier this year, I’d have said it was probably the premier such game from Fantasy Flight.

If you’ve read my Battles of Westeros blog from last week, you’ll have a fair idea for what to expect from this game, as well. I think Battlelore is the more enjoyable game, in part because the fantasy theme elevates it somewhat from the gritty battles in the earlier game. There are also a number of different elements changed in Battlelore that make it just more interesting, to me! Let’s take a look at some of them now.

Battlelore

The system is of course going to be similar to BoW, so it should be no surprise that there is a Command Card system that is used as the main mechanic. You order your troops about the field by selecting from a hand of cards, and then over the course of the round those orders are carried out. That does make it sound quite simplistic, of course, and I think it’s important to note that there is a tremendous amount of strategy involved here, as you try to ensure you manoeuvre your troops into the best possible position.

Battlelore

The troops have similar-looking cards to those in BoW, but I just want to talk a moment about the deployment here. The game also comes with those smaller cards shown at the bottom of the above picture. These deployment cards all have the same back, and at the start of the game you pick these cards out and place them in the hexes on your side of the board face-down. There are also Decoy cards, so an element of bluffing is introduced as to where your big threats actually are.

There is also a really cool element to both army building and scenario generation for the game. Similar to BoW, there are scenarios to play through, though rather than having the prescriptive feel of Westeros, here the scenario is generated by players each taking a scenario card, which shows one half of the battlefield board, and marks out their deployment zone as well as detailing victory conditions. It’s a really interesting way to ensure the game feels fresh whenever you play.

Additionally, armies are generated by a points-based system. Those small deployment cards show the points of each unit as a “muster value” in the bottom-left corner. Armies are generally costed up to 50 points, and the game comes with a few suggestions for each of the factions within.

 

Battlelore

So how does combat work?

Well, there are fancy dice that you throw, the number of dice being equal to the attack value (in the red circle) of the attacking unit. The dice have sword symbols for melee attacks, and bullseye symbols for ranged attacks, and for each hit you score, you remove a model from the unit. Each unit in Battlelore also has special abilities that can take place during combat, adding to these basic mechanics. It makes combat fairly straightforward overall, anyway!

If that’s the battle, what about the lore?

Battlelore

The dice also have a weird diamond symbol on them, which is the lore symbol. This allows you to gain one lore token – these tokens are then used to play Lore cards that can have different effects over the course of the game. Each faction has their own distinct deck, which allows for the theme to come through quite strongly here. As you can see in the picture above, the cards show when they can be played, but there is still a very strong element of strategic depth to how you use these effects over the course of a game.

In a fairly broad nutshell, that’s it! Battlelore is not the sort of game that I get to play a lot, primarily I think because of the wargame aspect it has. Similar story to Battles of Westeros, really! However, it is a great deal of fun to play, and there have been a good deal of expansions to the game over the last four years, from “Reinforcement Packs” that feature a single miniature that you can draft into your army, to the Undead faction released back in 2015. The symmetry with Runewars has been off for a while of course, as we still haven’t had the Latari Elves released for the game – and now that the Runewars miniatures game has landed with such force, it has me wondering what the future of Battlelore will be. I can’t claim to have any insider knowledge, of course, but anecdotal evidence seems to be supporting the idea that Runewars miniatures game is selling well, perhaps due to its appeal to the disenfranchised Warhammer Fantasy players. Given the fact that Runewars miniatures and Battlelore have such close parallels as to almost be the same game, it makes me wonder if we’ll actually see any further support for it, or if instead the game will just quietly sit in the inventory as Runewars had been for so many years before it.

I suppose only time will tell on that front!