
Command powerful factions & legendary Champions in this Warhammer Trading Card Game. Deploy units and unleash deadly magical abilities, while completing quests to earn blessings from the gods.
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Languages: English
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Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Was never able to access a server to test this product. Tried updates and never got anywhere. Lost interest in trying it on this platform. There are just too many other games that "work right out of the box with no real effort." Maybe some other time.
I miss this game so much, shame it had to go...
Command powerful factions & legendary Champions in this Warhammer Trading Card Game. Deploy units and unleash deadly magical abilities, while completing quests to earn blessings from the gods.
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Servers Down!
why :( ......
rip
Now game is finaly fun. When you give player all cards for free. LOL. Shame that you need cashgrab.. and at the end of the day it ends like this.
Dobra ,wciągająca i dość wymagająca karcianka osadzona w uniwersum Warhammera. Czego chcieć więcej :D ??
yes
Sigmar, is a system like the ravens of other times. This card battle system allows you to set your avatar, for any of the avatar icons you unlock in game-play. The main feature, is a variety of different cards for each faction, and army. Cards, expanded content, backgrounds, spells effects, artifacts, and creatures, are available from war-chests. The basic beginning content is from factions: Chaos, Order, Death, and different groups from the Ork mega boss (why isn't it loading?). One look at the mega boss, will tell you why she's in charge. This is a game of Match ups, units can play a power or ability, and several support cards, that modify actions. Magic is included in each faction, with spells. You need to play the right character to cast spells, and use abilities as they resolve, adding damage to your enemies. In campaign. It requires several trys, to get past some of the death tactics, and by collecting locations, you begin to grasp the massive campaigns of soul wars. Many units have access to spells, artifacts, and modifiers for combat in each card-battle. The cards you gather, or pass each week effect the game, as you move through expanded content. Some deals I wanted, but there's hundreds of actions up each week. For example, a opportunity strike, can add combat damage, I needed to play that with a bolter (Order), to double strike enemies adding damage bonus, in addition to the normal attack value. With neutral cards, added to any faction, you need to work out combinations to win. Deck construction required 'Skeletal champion'(s), that need to be under a resource number. These are unique sometimes rare cards, that need duplicates of a unit, to fully construct. Play your cards right, and you will use the right special ability on combat champions, and the right spells for battle-magic. For example, a 'Skeletal Champion' (Death), needs only a few resources, two are a low total cost, that allows a higher magic resource cost champion, like 'Skulking Necromancer', to include both units. The support card 'Necromantic Bloodline', could then be played, and a neutral spell card (playable by any faction), like 'Arcane Barrier', can be assigned to damage absorption each turn, as it protects life totals. You want spells, but you also need cards assigned for each champion, like a 'Skeletal Champion'. The tactic s are different, for each army. Etherals, like spirits, haunts, or geists, need to have permissions, like for 'Reaping Karin Wraith' champion units. The tactic for etheral armies, is to include Specteral Horde. Cards work together, to add The right abilities. 'Skeletal Champion' should include 'Skeletal Horde'. 'Undead Dragon', and 'Unholy Vitality', is good support, but not easy to get three, and so on. IMPORTANT: Similar to building an army in warhammer, there are support cards for shrines, areas, and gates. You want to use your factions, that can't easily be removed from campaigns, because areas can become a ruin, only playable in an undamaged deck construction. You can win by controlling a 'Nature Gateway', just by holding onto some areas enough turns in a campaign. It's a good tip, that wasn't obvious. When you unlock avatars, from your banner this changes the campain, so dose linking in an existing account, and also scans of your collection. I hope that helps answer some questions about how to keep deck resource costs low, and highly support the best tactics. Good work!
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