by Lee Valentine
Grungor's Charge and Rukar's Power
Reinforcement Packs for Summoner Wars
Published by Plaid Hat Games
Designed by Colby Dauch
Contents: 32 cards per Reinforcement Pack
$9.95/pack
Grungor's Charge and Rukar's Power are two "Reinforcement
Packs" for Summoner Wars ("SW"), the card-based tactical
wargame by Colby Dauch and the fine folks at Plaid Hat Games. Typically
I review individual expansions separately, but each of these serves a
similar purpose – to update the decks provided in the two basic
Summoner Wars boxed sets – so I have decided to review them
together.
Each Reinforcement Pack features 32 new non-random cards, 13 cards each
for two different races, plus six mercenary cards which can be added to
any SW deck. Of these, each race has three new champions to
choose from, and five copies each of three different units. Within a
given expansion deck there is one copy of a new mercenary champion and
five copies of a new common mercenary unit. Rukar's Power adds
units for the Tundra Orcs and the Phoenix Elves, while the Grungor's
Charge box adds units for the Guild Dwarves and the Cave Goblins.
All of these units are intended to be used with SW's optional
custom deck-building rules, and as such, they finally allow you to break
away from just using the pre-canned army decks on the market, which
gives the game a bit more life.
Army-by-Army Highlights
While I will not discuss each new unit individually, I will comment on
some of the highs and lows of these expansion packs. The Phoenix Elves
have a new common unit called a "Fire Beast", a creature able to damage
itself and send out an area of effect attack on all adjacent units.
These creatures pair well with a new champion of the Elves, Holleas, who
can summon Fire Beasts. This allows you additional summoning options
other than wall-adjacent spaces. Holleas' design reminded me a bit of
Kurrok the Elementalist, a recent D&D Heroscape character that
designer Colby Dauch also had a hand in working on. Rahlee, another
champion of the Elves, has faster than normal movement and can fly over
intervening cards. While not a unit that packs a lot of punch, Rahlee
gave me some additional tactical options during play and helped to
mitigate the claustrophobic conditions of the map. Overall the new
Phoenix Elves cards slotted seamlessly into my army and gave me more
options, increasing my thinking during the game.
One
potential limitation of SW is the fact that the spells or
"Events" that come in a standard SW deck have to be used every
time you stack a specific army. Because some of the Phoenix Elves
events can only be used on Phoenix Elves characters, this army can less
readily employ Mercenary units without watering down the flexibility of
their Events. This limitation manifested itself seriously in the design
of the new Goblin reinforcements. None of them cost 0 to summon, and
yet many of the Goblin Events work only on Cave Goblins with a 0 cost,
meaning that inclusion of a substantial number of Mercenary units or
even the new Goblin units waters down the effectiveness of your Events.
If you add too many new units you will view the Goblin Events largely as
chaff, clogging up the works, and you will feel irritated that you were
forced to stack some of these Events. They have a limited use, as all
cards can be discarded to Build Magic to summon more units, but this
still left a sour taste in my mouth. I would really like to see
alternate Event sets that can be swapped in, particularly for the
Goblins.
Speaking of the Goblins, one of my favorite new common units is the
Beast Rider. It has a large enough movement that it can cross the board
in a single turn. Of course, the board is often clogged, but if you can
punch a hole through then these units can quickly be brought to bear
against the enemy's Summoner or his ranged units that have been hiding
at a distance. Climbers are another new Goblin common that can climb
over walls, again adding some badly needed tactical flexibility to the
game. Some of the new champions do not count against the total number
of units that you can move or attack with during your turn, expanding on
a concept already present in the original Goblin army units.
The Dwarves get, perhaps, the biggest thematic kick with the
introduction of their new siege engine, the common Ballista. It is a
ranged unit that can only either move or attack, but it's tougher than a
typical ranged unit and it does additional damage against walls, really
feeding into a core strategy already present in the Dwarven army. While
the new Dwarven champions pack a fair bit of punch, their abilities are
not quite as unusual as those found in the original Dwarven champions.
The new Dwarven champion Tordok has an ability that I would like to
explore more, in that he makes common units adjacent to him more
difficult to damage. This could really allow you to turtle up if you
play your units down in the right formation.
The Orcs have one new champion called Bragg who makes most of your
already feared Orcish Events even more difficult to handle for your
opponent. The new common unit, the Charger, can, as its name implies,
maneuver around the board a bit faster than other units, occasionally
surprising an unwary opponent. Overall, the other additional Orc units
were tough and brutal.
As noted earlier, each Reinforcement Pack comes with five copies of a
new common Mercenary and one new champion. In Rukar's Power, the
Spear Grounders ability to attack units diagonally allows for greater
defensive play. Whether walking into the middle of the fray or
attacking between two diagonally touching walls, this allows the Spear
Grounder to attack units who are otherwise incapable of responding in
kind (because most SW units can attack only orthogonally adjacent
targets). The new mercenary Champion Magos increases your hand size
from five to seven cards. While this sounds phenomenal, the fact that
he is himself expensive to summon, and given that SW decks are so
small, this boost could be substantial but probably short-lived (either
because Magos will become a target or you will simply run out of deck to
draw). However, he is the only champion I have seen whose presence
really helps you to summon a second costly champion even more quickly
(by increasing available cards to convert to Magic).
In Grungor's Charge, new Vermin mercenaries are tiny versions of
the Mercenary Champion Khan Queso, and like him, they are plague bearers
capable of damaging adjacent units. Malevolence is a new champion who
is among the most expensive, tough, and hard hitting of any units in the
game, but each time she attacks she damages herself, meaning that she is
perhaps more suitable for killing off your enemy's champions or Summoner
than his penny ante commons.
Components and Packaging
The cards included in these Reinforcement Packs are bridge-sized playing
cards of similar quality to those found in the starter decks. The art
on them are mostly interesting and of above average quality, but also
included some questionable pieces now and again.
The card boxes themselves are sturdy and have unit lists on the back of
each box, so that you know exactly what you are getting. Additionally,
the Reinforcement Pack tuck boxes are small enough that you can squeeze
them into your SW starter boxes, in case you want to keep the
expansion cards stored separately from the starter deck cards. That was
a nice touch.
Harkening back to the "Hot Lava Death" reference to the Volcarren
Wastelands expansion for Heroscape, each of the two tuck boxes
has a speech bubble from Colby Dauch. One says, "Eat your greens, not
your neighbors." Note, there's no punctuation omitted, that wasn't an
instruction not to eat your neighbor's greens. The other box says "Your
yogurt has expired." No, this will not make or break your decision to
purchase these items, but it is one more reason to visit Colby Dauch at
the Plaid Hat booth at your favorite convention to hear the stories
behind these mysterious turns of phrase.
Conclusions
Having some diversity of units to build my own army allowed me to see
why some people compared SW to Heroscape. While I always
liked the four-player version of SW, the two-player version has a
bit more to offer me now. While I would have honestly preferred more
distinct common units with fewer copies of each, the overall value of
these packs at a retail price of $9.95 is good, particularly compared to
buying Heroscape miniatures. Nearly $20.00 for 64 playing cards
may be a little steep for some, but it is pretty comparable to the cost
of Battleground, another card-based tactical wargame.
When I initially played SW, I felt the board was extremely
claustrophobic compared to a traditional miniatures game. Often
miniatures would appear on the map in the spot they would eventually die
in, or would live out their existence within just one or two spaces of
the spot where they were summoned. Even with these expansion packs,
this is still largely true. However, the units that can attack
diagonally or which have substantially greater mobility than standard
SW units proved interesting tactical additions to the game. This
was refreshing, and added noticeably to my enjoyment of the game.
While I liked the new Goblin champions, I was not pleased with the
interaction of the Goblin events with the new Goblin common units and
Mercenaries. This is too bad, because I liked the design work on both
these Reinforcement Packs, but it makes me feel that getting
Grungor's Charge is less exciting if you regularly play a Goblin
army. That said, I can recommend both of these expansions, Rukar's
Power a bit more strongly than Grungor's Charge.
For Retailers
If Summoner Wars sells well for you in general, then these are
worth carrying. Many SW players will consider these expansions
"must haves" to breathe new life into their starters, and at $9.95 per
Reinforcement Pack, they are priced right for an impulse buy.
You may have an additional concern if you care to display these on a peg
board. 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 Rukar's Power, B for Grungor's Charge_
Gameplay: B+ for most armies, B (or lower) for the Goblins, depending on your expectations and play style_
Packaging: A- (I loved that the tuck boxes fit inside the original starter sets easily)_
Appearance: B+ (attractive layout, reasonably good art)_
Components: B+ (overall good quality)_
Rules Clarity: A (fewer vague areas than the starter sets)_
Rules Difficulty: A- (easy to pick up)
Retailer Saleability: B- (substantially higher if your store actively supports organized play for Summoner Wars)
Links
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