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Nowhere Is Safe

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Published 19 July 2013|Warhammer: Invasion LCG

Nowhere Is Safe

Cataclysm Is Now Available for Warhammer: Invasion The Card Game

“Towering citadels of bone and sinew burst upwards from the ground at the command of cackling mages. The parched lands crack and split to reveal mass graves, moaning faces, hissing lava. Monstrous terrors prowl the wilderness in search of fresh meat. Nowhere is safe.”     –Warhammer, “War Unending”

Though the battles have raged for years, the war is just now ready to intensify. Cataclysm, the fourth deluxe expansion for Warhammer: Invasion The Card Game, is now available at local retailers and online through our webstore!

Cataclysm raises the stakes with 159 new player cards (three copies each of fifty-three different cards) and the addition of multiplayer rules that create a dramatic alternative to the game’s standard head-to-head format. For the first time, players can take to the field in a free-for-all melee. While battling over key fulcrums, each player strives to collect enough dominance to establish his superiority and rout his opponents.

Meanwhile, each faction receives new cards for use in both the multiplayer and head-to-head formats, and you will find that the tumultuous upheaval of Cataclysm introduces a wealth of new opportunities!

Battle for the Fulcrums

The multiplayer format for Cataclysm introduces a new card type, the fulcrum, and controlling these new fulcrums is the key to dominance over the Old World. In multiplayer games, you no longer win by burning your opponents’ zones. Instead, you win by scoring and securing dominance points. At the end of every round, each fulcrum you control grants you a number of dominance points. The longer you can hold a fulcrum, the closer it will bring you to ultimate victory.

Fulcrums do more than simply advance you along your path to dominance. They can also provide important benefits and special abilities. Each turn, you can choose to place an uncorrupted unit from your battlefield on top of a fulcrum you control to “channel” it. When your unit channels a fulcrum, you gain access to the unique benefits if offers, and sometimes, those benefits may give you the edge you need to win the war for the Old World.

As you and your opponents battle back and forth, burn districts, and jockey for position, even a single point of dominance can prove the deciding factor in your quest for victory. By channeling the Dreadfire Portal (Cataclysm, 54) and destroying the unit you used to channel it, you can steal one dominance from an opponent. This is in addition to the one dominance this fulcrum already provides for controlling it. Other fulcrums can bolster your units in battle, corrupt your foes, or help you to establish tenuous alliances, but Dreadfire Portal and its special ability directly carry you one step closer to victory, while pushing your most threatening opponent further away.

Sometimes, in order to win, you need to take a chance. Seizing the Magewrath Throne (Cataclysm, 59) is a bold gambit for any player. Because it provides two dominance at the end of every round, controlling this fulcrum can prove vital, but any time you take control of it, you must immediately lose one dominance. If you can continue to hold the Magewrath Throne, the two dominance that it grants every round will quickly outweigh the initial cost, but there’s no guarantee you can maintain control of a fulcrum throughout the bloody battles of Warhammer: Invasion. You must decide for yourself whether or not to climb the treacherous steps of Magewrath Throne!

A New Form of Battle

In the new battles of Cataclysm, everything changes. Your capital will come under siege from not just one opponent, but several. You and the Old World will see battles so large as to stagger the mind. Blood will flow, the battlefield with be strewn with corpses, and you must navigate your way to victory through the clever manipulation of fulcrums and dominance.

The battles are bigger and bloodier than ever with the new cards and gripping player interactions of Cataclysm. Head to your local retailer, or visit our webstore, to pick up your copy today!

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Train for Battle

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Published 25 July 2013|Warhammer: Invasion LCG

Train for Battle

The FAQ and Tournament Rules for Warhammer: Invasion Have Been Updated

Constant war wracks the Old World of Warhammer: Invasion The Card Game, and massive armies rampage across the war-torn land. Minions of Chaos spread pestilence and sow corruption, hordes of Orcs tear through cities and raze them to the ground, proud High Elves ride steeds swiftly through enemy ranks, and every race draws strength from ancient animosities. Amid the chaos of battle, you can never know quite what to expect. Still, knowledge of the battlefield is critical, and you’ll find no better way to improve your knowledge than by downloading the game’s newly updated FAQ (pdf, 1.3 MB) and Tournament Rules (pdf, 4.7 MB)!

Just in time for the North American Championships at Gen Con Indy, these documents ensure the overall health of the game and its metagame, and the game’s developers introduce the documents’ most substantial updates below:

A Word from the Developers

After the last major update to the FAQ we have seen a great leap forward in deck diversity and strategies along with a rise in the diversity of races being played at tournaments. This updated FAQ is intended to further improve the metagame and its diversity. It adds a few more cards to the Restricted List, breaking up some overpowered card combinations, and forcing players to make more meaningful choices when they build their decks.

Additionally, several cards received errata in this FAQ, to prevent abuse by players and limit their overall impact in the game. These cards include Convocation of Eagles (City of Winter, 84), Fists of Mork (City of Winter, 82), and Snotling Invasion (Fragments of Power, 38). Other cards have received restriction, as follows:

Wurrzag (Battle for the Old World, 41) and The Unending Horde (Rising Dawn, 6) are staples of a very popular Orc control deck that has risen to prominence in the past few months. These restrictions are intended to create variety for this particular deck and force players to choose how they want the deck to play.

Pleasure Cults (Vessel of the Winds, 79) has been restricted, because the Dark Elves current cardpool allows for an unhealthy level of board control. We feel that players should have to make hard choices about how their deck controls the game, thus making this restriction a necessity.

Finally, the card End Times (Faith and Steel, 120) is now restricted as well. The recent Regionals Championships season has shown that a deck centered on End Times is extremely powerful in a way that subverts the core structure of the game. This restriction is necessary to prevent the worst abuses of this card.

Brad Andres Lukas Litzsinger Fantasy Flight Games

Thanks, Brad and Lukas!

Are you prepared to battle for dominion of the Old World? Will you prevail, or will your opponents rise triumphant over your grave? Hone your knowledge of battle by downloading the updated FAQ and Tournament Rules from the Warhammer: Invasionsupport page, and prepare for unending war!

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Defenders of Athel Loren

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Published 17 September 2013|Warhammer: Invasion LCG

Defenders of Athel Loren

A Preview of Hidden Kingdoms by Guest Writer Torsten Krämer

“In the defence of their woodland realm, the Wood Elves and their allies are deadly and unforgiving.”     –Warhammer: Wood Elves

With the upcoming release of the Hidden Kingdoms expansion, four new playable races are coming to Warhammer: Invasion The Card Game: Wood Elves, Lizardmen, Skaven, and Undead. You can already find each of these races represented among the game’s neutral cards, but Hidden Kingdoms will allow you to play them on their own, freeing them from any obligation to other races. In Hidden Kingdoms, each of these races can focus on developing its own kingdom, battling for its own causes, and trying to gain dominion over the Old World by pursuing its own strategies.

Today, guest writer Torsten Krämer provides us with a glimpse at the first of these four new, neutral races – the Wood Elves.

Hidden in the Woods

Developments represent many things in Warhammer: Invasion, from the villages and towns of the Empire to the spreading influence of Chaos. When you command the Wood Elves, your developments can represent the sprawling, untamed wilds of their sylvan homeland, Athel Loren, which they relentlessly defend against intruders. The Asrai, as the Wood Elves call themselves, have long displayed a variety of card effects in Warhammer: Invasion that help you place developments faster than normal, and that yield greater benefits the more developments you possess.

In Hidden Kingdoms, these themes are expanded and strengthened. The Wood Elf capital allows you to begin the game with one development in every zone. Of course, this provides a head start on getting great use out of classic neutral cards like Innovation (Core Set, 119). More importantly, it lays the foundation for benefiting from other Wood Elf cards, including both established cards like Talismanic Tattoos (Shield of the Gods, 117) and new ones like the Highborn Champion (Hidden Kingdoms, 15), a unit with the potential to be a great asset to your economy, a vital part of your army, or both.

Launching Your Ambush

It’s natural that any player utilizing development-heavy strategy would want to make use of the Ambush mechanic, and the Wood Elves will, indeed, expand their arsenal of deadly ambushes. Under the guidance of their queen, Ariel, the Waywatchers and other powerful units can strike from the shadows. As effective as these strikes can be, ambushing your developments slows their accumulation and might weaken some of your other Wood Elf cards that want a high number of developments. Fortunately, Hidden Kingdoms also brings us The Oak of Ages (Hidden Kingdoms, 16), an ancient tree at the heart of Athel Loren where Ariel holds court. This venerable tree makes every Wood Elf unit count as a development. Now, when you lose a development because one of your Waywatchers had to reveal himself to take out an attacker, the unit instantly makes up for it, and every unit you put into play ensures the power of your Highborn Champions grows rapidly and to great heights.

Naturally, counting your units counting as developments allows you to make creative use of cards like Long Winter (The Fall of Karak Grimaz, 20) or Will of the Electors (Core Set, 44). But it also makes your units vulnerable to similar effects played by your opponents. And even without The Oak of Ages, the Asrai depend greatly upon being able to develop fast, in multiple zones, and to keep those developments in place. So how will the Wood Elves deal with Chaos or Orc armies loaded with the ability to destroy developments? How will they deal with the Empire's ability to move developments? One answer is the Eternal Guard (Hidden Kingdoms, 12), an inexpensive unit that, in turn, can make it very costly for your opponent to try to match his development destruction against your developing speed. Combined with The Oak of Ages, the Eternal Guard will also serve to protect your units, and there is, of course, the possibility of branching out to combine your Wood Elves with core faction cards like the Church of Sigmar (Core Set, 39) for an even higher degree of protection.

With powerful synergies and strong defenses, the Wood Elves of Hidden Kingdoms stand ready to prove that invading Athel Loren will be a most foolish undertaking.

Thanks, Torsten!

The four new races of Hidden Kingdoms are quickly readying their forces for war, so head to your local retailer to pre-order your copy today!

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The Dead Shall Rise

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Published 9 October 2013|Warhammer: Invasion LCG

The Dead Shall Rise

A Preview of the Hidden Kingdoms Expansion for Warhammer: Invasion

“They cannot be reasoned with, bribed or coerced. They know neither fear nor mercy. They need no sleep or warmth, neither drink nor wholesome sustenance and, as they march onwards, their ranks are swelled by the corpses and trapped souls of their former opponents.”     –Warhammer: Vampire Counts

Hidden Kingdoms, the upcoming deluxe expansion for Warhammer: Invasion The Card Game, brings four neutral races to life as playable factions, complete with their own capital boards and legends.

In our last preview, guest writer Torsten Krämer explored the different ways the Wood Elves may wage war when they finally have the chance to fight their own battles. Today, we turn our attention to another of the four new playable races: the Undead.

The Terrifying Reign of Count Vlad von Carstein

The unending wars for the Old World take their toll on every race, but the Undead of Hidden Kingdoms have overcome the limitations of mortality, conquering death itself. Surely, their conquest of the Old World must be soon at hand…

Hidden Kingdoms bolsters the ranks of the Undead with a host of new Vampires, wraiths, and other creatures. Possessing no sense of fear or mercy, nor any need for sleep or sustenance, these Undead units require only the guidance of a cruel and cunning leader to cut a swath of death and destruction as they swarm out of Sylvania. That leader arrives in Hidden Kindoms – the new legend, Count Vlad von Carstein (Hidden Kingdoms, 28).

As your legend, Count Vlad von Carstein adds two power to both your Kingdom and Quest zones and can lend two power to any attack in which he participates, and because legends are harder to target with troublesome effects than units or supports, those power icons make him an effective and powerful option for a player looking to raise his Undead army. However, Count Vlad has much more to offer; his unique ability offers a form of undeath to your very deck.

In Warhammer: Invasion, players win by burning two of their opponent’s capital’s zones or by escaping destruction long enough to see their opponent’s entire draw deck depleted. The discard victory condition is a little like surviving a siege: Your opponent batters at you over and over, but when all his supplies run out, death will overtake him… Except when you’re already dead, things are a bit different. Accordingly, Count Vlad can turn the discard loss into a discard win, provided you can deplete your hand of cards before the last of your draw deck is discarded.

The Power of Necromancy

Among the many ways in which Count Vlad’s ability alters the game is that it greatly enhances the power of Necromancy. Cards with Necromancy can be played from the discard pile and go to the bottom of their owner’s deck at the end of the turn, so if you have more cards in your discard pile – and many of them have Necromancy – you have more options for each of your turns. It’s a little like having two hands: your normal hand and your hand of Necromancy effects in your discard pile.

Thus, cards like Swarm of Bats (Legends, 52) do not merely boost their own power. They can add cards with Necromancy to your discard pile and expand your options. While it’s normally dangerous, even for a Necromancy deck, to drive too many cards to your discard pile, Count Vlad von Carstein’s ability greatly reduces that risk. All you need is a way to dump your hand, such as Windcatcher Prism (Vessel of the Winds, 61) or Reap What’s Sown (Tooth and Claw, 59), and Count Vlad converts a sudden loss into a sudden win.

Naturally, a legend so focused on the power of Necromancy will want to field a necromantic army, and Hidden Kingdoms offers plenty of units to terrify your foes. The Abyssal Terror (Hidden Kingdoms, 29) gains one power for each unit in your discard pile, and the Cackling Hexwraith (Hidden Kingdoms, 32) can help drive those units into your discard pile (and speed you along the path to Count Vlad’s alternate victory condition) by discarding the top two cards of your deck whenever it enters or leaves play.

End Games

As deadly as these Undead can be, your opponent might not be as terrified by your potential discard victory as you’d like. After all, a well-timed Long Winter (The Fall of Karak Grimaz, 40) could spell disaster, sending a card back to your hand in the same chain of effects that discards the last of your deck. Suddenly, the Count is vanquished, and your discard victory turns back into a discard loss.

To ensure you aren’t surprised by such tactics, you may wish to run Gaze of Nagash (The Imperial Throne, 117), especially since you shouldn’t be in short supply of Vampire units. And if you’re running Gaze of Nagash – or Wight Lord (March of the Damned, 48) – then you might simply prefer to ignore the discard victory altogether, in favor of turning your opponent’s greatest units against him with Mortis Engine (Hidden Kingdoms, 33). After all, when you represent the forces of the Undead, the Old World’s bloody and scarred battlefields are strewn with potential allies…

Your games of Warhammer: Invasion The Card Game are set amid the Old World’s unending warfare, fueled by grudges that endure for generations upon generations, so if you’re looking for a force that might be able to claim ultimate victory, consider pledging your allegiance to an army that owes no fealty to the passage of time. Accept the Blood Kiss. Give yourself over to the Undead armies of Hidden Kingdoms!

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Develop Your Battle Plans

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Published 18 October 2013|Warhammer: Invasion LCG

Develop Your Battle Plans

Download the Updated FAQ and Tournament Rules for Warhammer: Invasion

The FFG World Championship Weekend is just three weeks away, which makes this a great time to study the newly updated FAQ (pdf, 4.6 MB) and Tournament Rules (pdf, 5 MB) for Warhammer: Invasion The Card Game! The Old World is full of danger and battle, but you can maneuver confidently through the battlefield after studying the errata and restricted list contained in these documents.

Click the images below to download the FAQ and Tournament Rules. Then read the developer’s introduction to the biggest changes in Warhammer: Invasion.

 

Download the updated Tournament Rules (left) and the FAQ (right). 

A Word from the Developers

Hello, Warhammer: Invasion Players!

Now that Cataclysm has been released, the primary focus of this this FAQ was to create a new banned and restricted list for the exciting new multiplayer format. Our goal with these lists was to prevent degenerate multiplayer play, while still providing players with the opportunity to use their favorite cards. The cards on the banned list detract from the multiplayer experience and make the format less fun to play. The restricted list is designed to give players access to some of the game’s most powerful effects, while still making hard choices about which effects are right for their deck.

Other changes to the FAQ include the breaking up of an infinite combo made possible by the cards Doubling of the Guard (The Imperial Throne, 112), Order in Chaos (The Burning of Derricksburg, 18), and Star Crown Fragments (Fragments of Power, 21). This combo could be triggered early in the game and provided a player with infinite card draw via Doubling the Guard, infinite resources with Innovation (Core Set, 119), and infinite indirect damage through Pigeon Bombs (City of Winter, 83). Several of the cards involved in the combo have received the “Limited” keyword to prevent the worst abuses without interrupting the other synergies that these cards offer.

In addition to breaking up unhealthy combos, we have made minor changes to the restricted list to provide players with some new deckbuilding choices. These changes include taking Will of the Electors (Core Set, 44) and Wilhelm of the Osterknacht (The Fall of Karak Grimaz, 25) off the restricted list, and placing Judgement of Verena (Core Set, 49) and Friedrich Hemmler (Redemption of a Mage, 63) on the list. These two cards are extremely powerful and have the ability to swing games in the favor of their controller by their very presence. Players should have to think hard before choosing which card is appropriate for their particular deck. To go along with this adjustment to the restricted list, several cards have received errata to mitigate their overall power level in the game, including: End Times (Faith and Steel, 120), Snotling Invasion (Fragments of Power, 38), and Drakenhof Castle (The Accursed Dead, 56).

This FAQ also includes answers to several questions concerning the multiplayer format to help players enjoy the game!

Brad Andres Lukas Litzsinger

Thanks, guys!

Are you prepared for unending war at FFG World Championship Weekend? Download the updated FAQ and Tournament Rules, and prepare to bring your army to the biggest showdown of the year! 

 

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Corb Polybog

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Published 23 October 2013|Warhammer: Invasion LCG

Corb Polybog

Jeremy Zwirn Previews His Champion Card from Hidden Kingdoms

“Long before the rise of Man, the Fimir worshipped the Chaos Gods, and for a time enjoyed their favour.”     –Warhammer: Storm of Magic

Our earlier previews of Hidden Kingdoms focused on two of the four neutral races it will soon allow players to support in the eternal battles of Warhammer: Invasion The Card Game. In our first preview, guest writer Torsten Krämer explored the ways in which the Wood Elves of Athel Loren may draw upon the strength of their forest as they march to war. Then, in our second preview, we saw how the Undead might rise to prominence as they rally around their new legend, Count Vlad von Carstein (Hidden Kingdoms, 28).

However, there’s plenty in Hidden Kingdoms for fans of all the game’s races. New units, tactics, and Tribute cards bolster the Empire, Dwarfs, High Elves, Dark Elves, Orcs, and Chaos. Additionally, the expansion introduces a number of cards that players will want to consider splashing into just about any deck, and one of those is the champion card designed by 2012 World Champion Jeremy Zwirn.

Jeremy Zwirn on His Champion Card from Hidden Kingdoms

What's possibly the coolest prize in gaming? It's having the opportunity to design your own card! FFG offers its Living Card Game® champions the chance to become a small part of their games, and I was fortunate to receive this unique opportunity. Today, I get to offer you a behind-the-scenes look at the design of Corb Polybog (Hidden Kingdoms, 37).   My goal was to design a card which provided interesting choices while bringing something unique to Warhammer: Invasion. It was easy coming up with a treasure trove of ideas; the difficult part was narrowing down those ideas into a single card. I began by taking care of the basics, choosing a faction and card type. When I found out Hidden Kingdoms would be the “neutral” expansion, I decided to design a pure neutral card, and since units are the heart of the game, I made a unit.

I chose Corb Polybog’s ability for a few reasons:

  • First, it creates interesting gameplay. Choosing the optimal card to name is difficult; you have to know what you’re up against and single out the biggest threats. You might name different cards each game against the same deck or realize the optimal card to name on turn one isn't the same as on turn six.
  • Second, I wanted to create a proactive card that you could play at your leisure, but that would still have an immediate effect. Corb Polybog can generate resources or attack even while forcing your opponent to adapt to his ability.
  • Third, I wanted to introduce a tool that players could use against one-dimensional strategies. Combo decks built around a few key cards can be very powerful, but uninteresting to see time and again. Corb Polybog is a thorn in the side of those decks.

Playing with Corb Polybog   Corb Polybog gives players choices. Knowing when to play him and what to name can be difficult, but just like commanders on a battlefield, the best players learn to adapt to rapidly changing circumstances. There are no hard rules, just guidelines.

  • Against combo decks, instead of naming the kill cards, it’s usually better to name the enablers. Naming a card like Lore Seeker (Karaz-a-Karak, 63) is often better than choosing Lothern Sea Master (Rising Dawn, 9).
  • Some cards are so powerful that they can single handedly turn a loss into a win. End Times (Faith and Steel, 120) and Judgement of Verena (Core Set, 49) are just a couple examples. It can be difficult to play around such game-changing cards, but Corb Polybog lets you fight back: If you suspect any such cards are on their way, just say no!

  • Corb Polybog works well with cards which let you take a peek at your opponent's hand, such as Gaze of Nagash (The Imperial Throne, 117) and Second Sight (The Warpstone Chronicles, 89). You’ll then know exactly what cards are in his hand and what card to deny him from playing.

Corb Polybog also works surprisingly well with the forces of the Empire. Iron Discipline (Tooth and Claw, 45) and Church of Sigmar (Core Set, 39) help protect him, while cards like the Osterknacht Elite (The Eclipse of Hope, 87) allow you to replay him to target a different card, and the Osterknacht Elite and Called Back (The Fall of Karak Grimaz, 6) can return an opponent's unit to their hand. Then Corb Polybog can make it stay there for good.   Acknowledgements   I'd like to thank FFG for giving me the chance to be forever linked to Warhammer: Invasion, and I hope players are as excited to use Corb Polybog as I was to design him.   Corb Polybog gives you the power to deny your opponent’s most powerful cards, but you must choose which card to name. Choose wisely!

Thanks, Jeremy!

Hidden Kingdoms will soon rattle the foundation of the Old World, introducing four new playable races to the tumultuous struggles of Warhammer: Invasion The Card Game. Until it arrives, keep your eyes open for more information, including a look at a Lizardmen deck list by guest writer Torsten Krämer!

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Hidden Kingdoms Is Now Available

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Published 26 November 2013|Warhammer: Invasion LCG

Hidden Kingdoms Is Now Available

The Final Reinforcements for Warhammer: Invasion Have Arrived

“Amid the darkness and horror of a world splintering apart, the armies of the true creators, we who were ancient at the dawn of time, will march forth once more. We shall sweep away all that is chaos and disorder, for ours is the true path, and none shall defy us.”     –Translation from ancient plaques attributed to Venerable Lord Kroak

Four new armies march to war, and the Old World will never be the same!

The Hidden Kingdoms deluxe expansion for Warhammer: Invasion The Card Game is now available at your local retailer and online through our webstore!

In Hidden Kingdoms, four of the game’s neutral races take new life as full-fledged, playable races. The Lizardmen of Lustria, the Wood Elves of Athel Loren, the Undead of Sylvania, and the subterranean Skaven all arrive ready for war, backed by the full support of new capitals and legends, as well as intimidating regiments of new units, supports, and tactics.

With its 172 cards (including four capital cards and the maximum legal number of fifty-five different player cards), Hidden Kingdoms does more than simply add powerful new abilities to existing strategies, it carves out new play space for each of its four neutral races. The result is a deluxe expansion that introduces four playable races every bit as unique and flavorful as those from the Core Set.

The Final Reinforcements

The release of the Hidden Kingdoms deluxe expansion marks the end of FFG’s development of new content for Warhammer: Invasion The Card Game. Its new legends and units lead the game to an exciting balance between ten playable races, and they will be the game’s final reinforcements.

Over the past four years of publication, Warhammer: Invasion has grown from the Core Set to include five deluxe expansions, thirty-six Battle Packs, and dynamic rules for multiplayer Cataclysm games. This wealth of content provides a great, robust experience for new and veteran players alike, and it allows the game to stand on its own as a complete collection that players can explore and enjoy.

Now, we conclude our development of the game with pride in what we have accomplished. This also means that Organized Play for Warhammer: Invasion will come to a close with the current Season Three 2013 Game Night Kits. Still, we know know fans will continue to enjoy the game, and the Core Set and its expansions will remain in print. Players will be able to lead their favorite armies into the Old World’s many battle at any time.

We believe that Hidden Kingdoms is a strong conclusion to the game. It now allows players to field new armies built from four of their favorite Warhammer races, and we feel its final reinforcements add a tremendous depth to the game that should make it a rich and rewarding experience for years to come.

Four New Armies Rally for War

In our previews, we’ve already explored the new ways in which the Wood Elves seek to draw upon the mystical strength of their ancient forest home, and we saw how the Undead legend, Count Vlad von Carstein (Hidden Kingdoms, 28), ensures his army grows stronger the more the battlefields are littered with corpses.

Now that Hidden Kingdoms is available, it’s time to turn away from previews and look at how you might use its cards in your games. Thus, we’re pleased to present a deck list by guest writer Torsten Krämer that explores the Savage new options available to the Lizardmen of Lustria:

With the release of Hidden Kingdoms, the Lizardmen are now a playable race, capable of launching devastating early attacks with powerful, new units and a legend that is an offensive powerhouse. Meanwhile, the Lizardmen retain their aptitude for unit control thanks to the Savage keyword and their capital’s ability, and their new Pyramid supports enhance these strengths. So let's see how a new Lizardmen deck might use these tools to conquer the Old World…

Units:3 Chameleon Stalker (Hidden Kingdoms, 3) 3 Skinks of Sotek 3 Spawn of Itzl 3 Spawn of Sotek (Hidden Kingdoms, 4) 2 Chakax 3 Saurus Oldblood (Hidden Kingdoms, 5) 3 Frenzied Carnosaur (Hidden Kingdoms, 2) 2 Deadly Salamander 2 Carnosaur Rider 2 Loqtza

Legend: 3 Scar-Leader Kroq-Gar (Hidden Kingdoms, 1)

Tactics: 3 Born Predators 2 Cube of Darkness 2 Shield of the Gods 2 Ruination of Cities (Hidden Kingdoms, 9)

Quests: 2 Guardians of the Gods

Supports: 3 Sun Temple of Chotec (Hidden Kingdoms, 7) 3 Blood Shrine of Sotek 2 Ziggurat of Quetli (Hidden Kingdoms, 8) 2 Great Temple of Tlazcotl (Hidden Kingdoms, 6)

This deck can set up quickly with the Chameleon Stalker and Sun Temple of Chotec, then put massive early pressure on your opponent with a second turn Frenzied Carnosaur or Kroq-Gar. Should you find yourself forced into a longer game, you can exert considerable control over your opponent thanks to Savage, the Skinks and Spawns, Loqtza (March of the Damned, 37), and tactics like Born Predators (March of the Damned, 41) and Cube of Darkness (Karaz-a-Karak, 77). The display of the Slann's might, Ruination of Cities (Hidden Kingdoms, 9), is expensive, but it can win you the game.

If you're willing to make thematic sacrifices, your Lizardmen army can easily benefit from the inclusion of other neutral cards, from classics like Contested Village (Core Set, 111) to the new Corb Polybog (Hidden Kingdoms, 37), and you might also find it very worthwhile to branch out and include Wood Elf or core faction cards. But whether or not they look for the support of others, the Lizardmen of Hidden Kingdoms are a force to be feared!

No One Is Truly Neutral

Warhammer: Invasion is full of battle-scarred units, heroic legends, and ancient animosities. Now, with Hidden Kingdoms, the game’s four primary neutral races need no longer ally themselves to other races and their causes. It is time for the Lizardmen, Wood Elves, Skaven, and Undead to muster their own forces and strike out in their own bids for dominion of the Old World!

Hidden Kingdoms is now available at your local retailer and online through our webstore. Again, we thank you for your support and hope you continue to enjoy your battles in the Old World for years to come!

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March of the Damned

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Published 7 November 2014|Warhammer: Invasion LCG

March of the Damned

Learn More About This Expansion for Warhammer: Invasion The Card Game

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Warhammer: Invasion - Legends Expansion

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Published 7 November 2014|Warhammer: Invasion LCG

Warhammer: Invasion - Legends Expansion

Learn More About This Expansion for Warhammer: Invasion The Card Game

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Cataclysm

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Published 7 November 2014|Warhammer: Invasion LCG

Cataclysm

Learn More About This Expansion for Warhammer: Invasion The Card Game

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About Hidden Kingdoms

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Published 7 November 2014|Warhammer: Invasion LCG

About Hidden Kingdoms

Learn More About This Expansion for Warhammer: Invasion The Card Game

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