by Lee Valentine
Cloaks and Jungle Elves Faction Packs for Summoner Wars
Published by Plaid Hat Games
Designed by Colby Dauch
Contents: 35 cards per Faction Pack
$9.95 each
Cloaks and Jungle Elves are two Faction Packs for
Summoner Wars ("SW"), the card-based tactical wargame by
Colby Dauch of Plaid Hat Games. Each of these introduces a new army to
the game. Each comes without the dice, map, rules, and tokens required
to play the game, so you will have to own one of the original two-deck
boxed sets to use these.
This review assumes readers have a basic understanding of the
Summoner Wars main game. If you need a refresher course, you can
refer to my full
review.
Gameplay
Both of these decks, and particularly the Cloaks deck, are more
tactically flexible and more difficult to play than some of the decks
that come in the two-player starter sets. The Cloaks have a number of
unique abilities.
The Thief units, for example, force your opponent to
discard a card from his hand onto your Magic pile each time a Thief
lands in his back row (they then jump to another spot on the board next
to one of your walls). Initially I thought this was a fairly modest
ability, but some unsuspecting players may discard all the chaff in
their hands during their Build Magic phases to save up to play one of
their Champions on the following turn. If your opponent's best Champion
is the only card in his hand, a Thief can really change the game. Both
the Scrappers and the Gunners offered up some useful movement-related
abilities. The Champions of the Cloaks come at costs of 4-6, making
for a nice range of tactical options. On the cheaper side, Violet is
capable of making ranged attacks that hit every unit between her and her
target. On the more expensive side, Dagger (possibly named after the
comic book duo Cloak and Dagger) can deliver a devastating five dice
Backstab attack when he gets into proper position. Vlox, the Summoner
of the Cloaks, can copy any power of any active Cloak, making him
tactically versatile. The "Cloak of Shadows" Event is the secret weapon
of the Cloaks; it makes one of your units extremely difficult to damage,
allowing for some daring tactical plays.
The Jungle Elves deck combines
hard-hitting champions with volatile, but extremely fast forces. In my
first game playing the Jungle Elves I managed to get units in position
to attack the enemy Summoner in the first few minutes of the game. I've
never seen this kind of maneuverability out of any other faction in
SW, so this was definitely a change of pace. The Lioneers
featured the "Rider" ability, allowing them to make a special move like
a rook in chess, covering vast open territory on a single turn. Other
than the Lioneers, most of the Jungle Elves units were easy to dispatch,
primarily useful for a quick strike or two before being eliminated.
Among these weaker units, the Lioness units – female counterparts of the
Lioneers – do not count toward your normal allotment of units you can
move, allowing you to deploy many units at the same time. The Jungle
Elves Champions, however, are all fairly expensive (one costs eight
Magic Points to Summon), but each can be devastating. You can put out a
lot of early pressure with this faction, but it lags in the middle of
the game when many of your lesser units have been destroyed and you are
scrambling to generate the hefty sums of magic needed to bring out your
Champions. One of those Champions is an animated tree (a jungle Ent), a
true force to be reckoned with, literally crushing lesser foes just by
walking around. I really found the Event cards available in this deck
to be enjoyable. Some are tactically direct like healing your units and
moving them for free. Other Events are subtler, like swapping two of
your units, or turning off the abilities of enemy units. Overall, this
was a fun deck to play. Some of the early strategy is easy to adapt to,
but when your starting units suffer casualties from every nick and
scratch your opponent can deliver, you will have to be clever to survive
long enough to bring out your Champions.
Components and Packaging
The cardstock used for these cards was good, but the coating on the
backs of some cards felt a little rough. While I liked the art in the
Jungle Elves, some pieces of art in the Cloaks showed an
obvious tendency of the artist to flood-fill in large sections of some
art with gray, detracting from the depth and quality of these images.
Each of these decks is in a small, full-color tuck-box. Unfortunately,
I was unable to open the tops of these boxes without tearing them
slightly. I was forced to open and close them from the bottom.
Conclusions
Both of these decks are good additions to a SW player's arsenal.
I found the Jungle Elves deck more interesting to play, as I
found that the ebb and flow of the faction creates a lot of suspense as
to whether or not I would win. Both of these factions offer interesting
movement options that help minimize my primary complaint about SW
– units often die within one step of where they were Summoned. While I
think these are harder decks to play well than some of the starter deck
factions, they will still be fun for Summoner Wars fans of all
skill levels.
For Retailers
If Summoner Wars starter sets sell for you, then these are worth
considering bringing into your shop. The price is definitely right. As
with the Reinforcement Packs, you may have an additional concern if you
care to display these on a pegboard. While the decks do have a hang
hole tab, the hole is appreciably smaller than on some other card boxes.
Lee's Ratings:
Overall: B+ for Jungle Elves, B for Cloaks
Gameplay: A- for the Jungle Elves, B+ for the Cloaks
Packaging: B (the tuck boxes I received did not open easily without tearing)
Appearance: B+ for the Jungle Elves, B for the Cloaks
Components: B+ (overall good quality)
Rules Clarity: A for the Jungle Elves, B+ for the Cloaks (there was one slightly vague card)
Retailer Salability: B- (substantially higher if your store actively supports organized play for Summoner Wars)
Links
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