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==The Game== The game is played between two players (with a possibility for up to four players) on hex-grid boards, with the goal of gaining as many <s>Victory</s> '''Glory Points''' as possible before the end of the game. You gain G<s>l</s>ory Points by either killing enemy models or by achieving Objective Cards, which you draw before the game starts. This means that you can win a game even if your entire Warband is killed off. The only thing that matters is gaining more Glory Points than the opponent. A game is three turns of four activations each, for a total of twelve activation per person. If this sounds quick, it's because it fucking is: two players who know the rules can easily play a full game in twenty minutes or less. In tournaments, a match is almost sure to be three games in a row and tournaments are intended to be best of 3. At the start of every game, the players roll off and the loser chooses how to place the first hex-board, with the second player placing the other board in such a way that the hexes connects properly and at least three hexes are connected. Board placement can have a drastic effect on the game, as each board side has its own starting positions and such. Then the players roll off again, the winning player choosing who is placing their models on the starting positions on their own board side first. The players take turns doing Activations; four Activations each per Turn. An Activation lets you do one of these Actions: * Move a model. Each model can only move once per Turn. There are tokens to indicate which models have moved. * Attack an enemy model within reach. For each friendly model in base contact with the enemy model apart from the attacking model, the attacker hits easier (presumably as his bud holds the enemy down to the curb while your attacking models winds up his stompin’ boot). Ranged attacks go through models, but not terrain, which can make certain models a real fucking pain in the ass when they get Inspired and have Supporters on their attacks. * Charge an enemy model, which is a Move followed by an Attack. Models cannot be activated after Charging, so use it wisely. There's also little tokens to indicate what models have charged. * Guard with a Friendly model. This allows your model to use '''both''' Dodge and Block on the Defence die, which can help a lot if your’re a fucking human with 2 Wounds and one Dodge, which is like half the Khorne Warband. Models lose Guard if they charge in the same turn. * Draw a Power Card. Generally don't use this; you get new Power Cards each Turn and your Activations are precious. This is nearly mandatory if you are running a SCE katophrane deck, as you will want to get your gribbly hands on to those relics. * Discard and draw an Objective Card. Again, don't do this unless you're boned. Still, this is remarkably more useful than the other Draw option, since you can't replace your Objective Cards ever, and they win you the game if you have the proper set. After each of your Activations you may play Power Cards which come in different flavours: '''Ploys''', which are free and do all sorts of interesting shit after playing them, like moving guys around or stealing the enemy's Glory Points. The other Power Card type are '''Upgrades''', which cost Glory Points (put doesn't remove them - They still count as "Victory Points" even if used to buy an Upgrade), and are permanent upgrades to your models. Ploys make or break the game; have as many Ploys as you can (up to half of your deck) in the Power Deck and choose them very carefully. After you have played a Power Card, your opponent may do the same, then you can play one and so on, until both calls. With this, the opposing player gets to Activate. Some cards are also '''Reactions''' which are played <s>like [[magic the gathering]]</s> as a counter or response to certain enemy actions, their power cards or things that have happened to your dudes. Each model is unqiue and have an [[Anime|INSPIRED MOOOOODE!]] When the model's Inspire requirement is met, you flip the card and use the profile on the other side which usually includes new attacks and better stats. For some Warbands this is just a nice little bonus, but for others, like the Reavers, it's their entire thing and what you should build your decks around. ===Deck-Building=== [[File:Shadespire-DeckBuilding101-Cards1krs.jpg|thumb|left|250px|Two Objective Cards.]] So that's pretty simple, but this is where Warbands and deck-building comes into it. Each player has two decks; a Power Deck of 20 cards (or more) with at least 50% of your cards being upgrades and an Objective Deck of at least 12 cards as of Harrowdeep. A large amount of the cards available are Neutral and usable by everyone, but there's a good amount of Faction Cards that only the specific Warband can use. The Objective Deck is the one that will win you the game, since it has the collection of cards that will award you Glory Points. Your choice of Objective Cards is crucial for your gameplan, and ideally you should have a combination of high-risk, five Glory Points cards and the easy-to-claim one Glory Point cards to tackle those situations where RNG fucked you over. The Power Deck is the one where your Ploys (aforementioned God-cards of Awesome, dagger symbol) and Upgrades (eh, gear symbols) goes. They should help you achieve your Objectives obviously, but some are just so good that they should be in all decks if you can make them fit. Cards like Confusion (switch two models in base contact) and Sidestep (Friendly model moves one Hex) are awesome to help you get into bashing range without using Activations on Move Actions. Generally, anything that gives some additional movement fucking rocks. Only half of your deck can be Ploys. Starting with Nightvault, Spells are also added as a part of the Power Deck. If you need advice, GW put some example decks up on their website based on dev team recommendations and decks that won major tournaments. GW has decided balance will be maintained by a banned and restricted list. Only three cards are banned, but restricted forced a big hit on aggressive warbands. Unlike other restricted lists you can only choose three (previously five) cards from the whole restricted list. Good luck with that.
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