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Cataclysm Spoiler


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#1 Silent Wolf

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Posted 03 July 2013 - 08:25 AM

Incredibly enough, Cataclysm is already available in Europe, and i received my copy a few hours ago. I'm still studying the rules so, for now, i'll just list the cards included in this so long-awaited expansion.

 

Here we go:

 

 

FULCRUMS

Dreadfire Portal (1 Dominance)
Forced: When this fulcrum is channeled, destroy the unit channeling here and steal 1 dominance from target player.

Witchfate Tor (1 Dominance)
Forced: When this fulcrum is channeled, corrupt target unit.

Balewind Vortex (1 Dominance)
Forced: When this fulcrum is channeled, deal 2 uncancellable indirect damage to each opponent. Damage must be assigned to units first, if able.

Lair of the Astromancer (1 Dominance)
Forced: When this fulcrum is channeled, target player gains 2 resources. Another target player draws 2 cards.

The Eternity Stair (1 Dominance)
While this fulcrum is channeled, each unit in your battlefield gains 1P.

Magewrath Trone (2 Dominance)
Forced: When you take control of this fulcrum, lose 1 dominance.



EMPIRE

Solomon Pomer (Unique Unit 4***, 1P, 3HP)
Hero. Warrior.
Limit 1 Hero per zone. Battlefield only.
This unit gains 1P for each of your unburned zones.

Ostland Bowmen (Unit 2**, 1P, 1HP)
Warrior.
Counterstrike 1.
This unit can defend any unburned zone if you are not attacking.

Holy Defender (Unit 1**, 0P, 2HP)
Priest.
Action: When this unit defends, the attacking player must spend 1 resource or cancel the attack.

Fervent Disciple (Unit 3*, 1P, 3HP)
Priest.
If this zone is not burning, this unit deals +2 damage in combat.

Luminark of Hysh (Support 3*, 2P)
War Machine.
If this zone is burning, this card loses 2P.

Garrisoned (Support 1*, 0P)
Attachment. Condition.
Attach to target unit.
If this zone is not burning, attached unit deals +2 damage in combat.

Pantheon Prayer (Tactic 2**)
Action: Up to X target units gain Counterstrike 2 until the end of the turn. X is the number of your unburned zones.

Mercy of Shallya (Tactic 1**)
Action: Return target unit that left play this turn from your discard pile to your hand. Other players may spend 1 resource to copy this effect (choosing a new target).



DWARFS

Thane of Karak Norn (Unique Unit 4**, 2P, 4HP)
Hero. Warrior.
Limit 1 Hero per zone.
Toughness 2.
This unit gains 2P and may attack from any zone while one of your zones is burning.

Hammersmith (Unit 1*, 1P, 1HP)
Engineer.
Kingdom Only.

Grudge Keeper (Unit 3*, 1P, 3HP)
Warrior.
Battlefield. Action: When this unit enters play, put a Dwarf support card into play from your hand in your battlefield.

Standard Bearer (Unit 2*, 0P, 4HP)
Elite. Warrior.
Toughness 1.
While this unit is attacking, combat damage must be assigned to copies of "Standard Bearer" before it is assigned to other attacking units.

Ancestral Engravings (Support 4**, 2P)
Fortification. Rune.
Action: When this zone is attacked, this card becomes a unit with 4 hit points (and retains its power) until the end of the phase. It also counts as a support card.

Hall of Heroes (Support 2*, 1P)
Building.
Action: When one of your Dwarf units leaves play, target unit gains 1P until the end of the turn.

Ribbons of Iron (Tactic 0**)
Action: Until the end of the turn, target unit gains 2P for each of your burning zones.

The Last Oath (Tactic 0**)
Action: Until the end of the turn, when target Dwarf unit you control leaves play, deal damage equal to its power to one targe unit controlled by each opponent.



HIGH ELVES

Lirdir (Unique Unit 4**, 2P, 4HP)
Hero. Mage.
Limit 1 Hero per zone.
Action: When you heal a unit, that unit gains 1P until the end of the turn.

Iron-talon Eagle (Unit 2*, 1P, 2HP)
Creature.
Action: Return this unit to its owner's hand. You cannot return more than 1 card with the title "Iron-talon Eagle" to your hand each turn.

Bearer of Eight (Unit 3*, 1P, 3HP)
Mage.
Battlefield. Action: At the end of your battlefield phase, if this unit did not attack this turn, deal 2 indirect damage to each opponent.

Arcane Purifier (Unit 2**, 1P, 2HP)
Mage.
Action: When this unit enters or leaves play, heal all damage on target unit.

Infused Parapet (Support 2*, 1P)
Fortification.
Action: When this zone is attacked, cancel the next Action triggered by an opponent this phase.

Phoenix Talon (Support 1HEHE, 0P)
Attachment. Weapon.
Attach to target High Elf unit.
Attached unit deals +3 damage in combat while defending.

Reprimand (Tactic X***)
Action: Put target unit on the bottom of its owner's deck. X is the printed cost of that unit.

Arcane Instinct (Tactic 0**)
Spell.
Action: Cancel an Action just triggered that targets an opponent's card.



CHAOS

Lord of Khorne (Unit 3**, 1P, 3HP)
Warrior.
This unit deals +1 damage in combat for each burning zone.

Bloodcrusher (5***, 3P, 5HP)
Daemon.
Lower the cost to play this unit by 1 for each burning zone.

Spelltwister (3*, 1P, 1HP)
Sorcerer.
Action: When a zone burns, corrupt all units in target corresponding zone.

Plaguebearer (2*, 1P, 2HP)
Warrior.
Action: When this unit enters play, search the top 5 cards of your deck for a Mutation or Disease card, reveal it, and add it to your hand. Shuffle the deck.

Rift of Chaos (Support 3**, 1P)
Rift.
This card gains 1P for each burning zone.

Serpent's Strength (Support 0**, 0P)
Mutation. Attachment.
Attach to target Chaos unit.
Attached unit deals +1 damage in combat for each burning zone.

Chosen of the Gods (Tactic 2**)
Action: Target opponent chooses a zone controlled by another player with no burned zones, if able. Burn that zone.

Seeds of Chaos (Tactic 1***)
Action: Target player sacrifices a unit he controls. Then that player may discard 1 card from his hand to copy this effect (choosing a new target).



ORCS

Makka Greenfist (Unique Unit 3***, 1P, 3HP)
Hero. Shaman.
Limit 1 Hero per zone.
This unit gains 3P while attacking a damaged zone.

Redface Zappa (Unit 1**, 1P, 2HP)
Orc. Shaman.
Battlefield only.
This unit enters play with 1 damage on it.

Spirit Speaka (Unit 3***, 2P, 1HP)
Orc. Shaman.
Orc only.
When you burn a zone during an attack, you may put this unit into play from your hand (in any zone).

Towersmasha (Unit 5***, 3P, 5HP)
Elite.
Battlefield. Action: When you burn a zone during an attack, destroy target support card in the burned zone.

Big Guns (Support 2**, 0P)
Condition.
Battlefield. Each attacking Orc unit deals +1 damage in combat.

Pillaged Village (4*, 2P)
Building.
Orc only.
When you burn a zone during an attack, you may put this card into play from your hand (in any zone).

Warlord Go Smash (Tactic 3**)
Action: Until the end of the phase, all non-Attachment support cards in defending zones become units with 2 hit points (each card retains its power) with the text "This unit must defend, if able." Each card also counts as a support card.

Warlord Be Smart (Tactic 3**)
Action: Until the end of the turn, double all combat damage assigned to target opponent's capital as it is being assigned.



DARK ELVES

Lord of Ironfrost (Unique Unit 4***, 2P, 4HP)
Hero.
Limit 1 Hero per zone.
While this unit is attacking a player with no resources or with no cards in his hand, units cannot defend.

Crimson Brides (Unit 2*, 1P, 2HP)
Witch Elf.
Action: Sacrifice this unit to discard 1 card at random from each opponent's hand.

Brave Volunteers (Unit 3***, 1P, 2HP)
Raider.
Scout.
Battlefield. You can declare this unit as an attacker when another player attacks (if you are not defending).

Atharti Night Maidens (Unit 3*, 1P, 3HP)
Witch Elf.
Action: When a unit of cost 2 or less enters play, attach this unit to it. This unit then counts as an Attachment support card with the text "Take control of attached unit and move it to your corresponding zone."

Corsair Tower (Support 2*, 1P)
Building.
Action: When a card is discarded from an opponent's hand, discard the top card of that player's deck.

Dark Covenant (Support 1***, 0P)
Hex. Attachment.
Attach to target unit.
If a card would be discarded at random from the hand of attached unit's controller, you may instead look at that hand and choose and discard 1 card.

Morathi's Gift (Support 1**, 0P)
Attachment. Creature.
Attach to target Dark Elf unit.
Attached unit gains Scout.

Shattered Thought (Tactic 1***)
Action: Choose a target unit. Target unit's controller must either discard cards from his hand equal to that unit's power or sacrifice that unit.



NEUTRALS

Fickle Sellswords (Unit 1, 2P, 2HP)
Warrior.
Battlefield only.
Action: Spend 1 resource to take control of this unit and move it to your corresponding zone. Any player may trigger this effect.

Remote Monastery (Support 3, 1P)
Building.
Limited.
While this card is the only non-Attachment support card in this zone, it cannot be targeted by card effects and gains 1P.

Warpstone of Turmoil (Support 1, 1P)
Warpstone.
Forced: When this card enters play, target opponent draws 2 cards.

Arcane Orrery (Support 2, 1P)
Item.
Each player cannot play or put into play more than 1 card with the same title each turn.

Reinforcements (Tactic 0)
Play only if you have more burning zones than any opponent.
Action: Reveal the top 5 cards of your deck. Put one revealed unit that matches the affiliation of your capital into play (in any zone). Shuffle your deck.
 


Edited by Silent Wolf, 04 July 2013 - 08:07 AM.

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#2 barma

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Posted 03 July 2013 - 09:42 AM

Great, thanks. Any idea if the rulebook will be available for download?



#3 slick

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Posted 03 July 2013 - 08:13 PM

Thanks for the spoiler :) 

Gotta say the orc cards are really interesting



#4 Silent Wolf

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Posted 04 July 2013 - 11:31 AM

Great, thanks. Any idea if the rulebook will be available for download?

 

I suppose it will be, since it's only an 8-page booklet.

As a side note, i checked up and corrected a little mistake i made on the text of The Eternity Stair fulcrum card (damn cut and paste!), whose power is not a Forced: action but a Constant effect... in fact, it is the only fulcrum whose channeling effect can be stopped by removing (discarding, moving, etc.) the unit on it.

 

holx.jpg


Edited by Silent Wolf, 04 July 2013 - 11:33 AM.


#5 Silent Wolf

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Posted 04 July 2013 - 11:04 PM

Here's a short explanation of how the multiplayer rules works.

First, the format is for 3 or 4 players; there's also a variant for team play (2 vs 2) and for PvP using the Fulcrum cards (called "Head to Head")

 

A Player wins the game when he collects a total of 8 dominance tokens, which are gained controlling fulcrums and lost in various ways. Fulcrums are shuffled in a separate 6-cards deck in a neutral play zone between the players, and are revealed one each round, until there's a maximum of 2 fulcrums for 3 players, or 3 fulcrums for 4 players.

 

The new round sequence reminds me of the AGoT LCG, since each round is divided in 7 stages, and in each stage players resolves their turns one after the other. The 1st players is chosen each round by the player with the least dominance (except for the 1st round, i suppose).

 

The 7 stages are: Beginning - Kingdom - Quest - Capital - Channeling - Battlefield - End. So, for example, during the Kingdom stage, the 1st player collect his resources, followed by the 2nd, etc.; once all the players have had their turn, the Kingdom stage ends and the Quest stage begins.

 

In the new channeling phase a player can move one of his units in the battlefield on a fulcrum he controls, activating the effect of the card. Fulcrum are taken control by "attacking" them and doing at least 1 damage on the card. Each player can make only one "fulcrum attack" each round, in addition to normal attacks to opponents.

 

The game ends when, at the end of the 7th stage, one or more players collect 8 dominance, or when a player's deck is depleted, or when a player's 3 zones are burning.

 

Well, since the rules are not available from FFG yet, i don't know if i can really go in detail, so that's all for now ^_^


Edited by Silent Wolf, 04 July 2013 - 11:05 PM.

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#6 Doc9

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Posted 06 July 2013 - 11:13 AM

Thank you for the little preview! Can't wait to play it!






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