News for October 2013
Corb Polybog
Jeremy Zwirn Previews His Champion Card from Hidden Kingdoms
Warhammer: Invasion The Card Game | Published 23 October 2013

“Long before the rise of Man, the Fimir worshipped the Chaos Gods, and for a time enjoyed their favour.”
    –Warhammer: Storm of Magic

Our earlier previews of Hidden Kingdoms focused on two of the four neutral races it will soon allow players to support in the eternal battles of Warhammer: Invasion The Card Game. In our first preview, guest writer Torsten Krämer explored the ways in which the Wood Elves of Athel Loren may draw upon the strength of their forest as they march to war. Then, in our second preview, we saw how the Undead might rise to prominence as they rally around their new legend, Count Vlad von Carstein (Hidden Kingdoms, 28).

However, there’s plenty in Hidden Kingdoms for fans of all the game’s races. New units, tactics, and Tribute cards bolster the Empire, Dwarfs, High Elves, Dark Elves, Orcs, and Chaos. Additionally, the expansion introduces a number of cards that players will want to consider splashing into just about any deck, and one of those is the champion card designed by 2012 World Champion Jeremy Zwirn.

Jeremy Zwirn on His Champion Card from Hidden Kingdoms

What's possibly the coolest prize in gaming? It's having the opportunity to design your own card! FFG offers its Living Card Game® champions the chance to become a small part of their games, and I was fortunate to receive this unique opportunity. Today, I get to offer you a behind-the-scenes look at the design of Corb Polybog (Hidden Kingdoms, 37).
 
My goal was to design a card which provided interesting choices while bringing something unique to Warhammer: Invasion. It was easy coming up with a treasure trove of ideas; the difficult part was narrowing down those ideas into a single card. I began by taking care of the basics, choosing a faction and card type. When I found out Hidden Kingdoms would be the “neutral” expansion, I decided to design a pure neutral card, and since units are the heart of the game, I made a unit.

I chose Corb Polybog’s ability for a few reasons:

  • First, it creates interesting gameplay. Choosing the optimal card to name is difficult; you have to know what you’re up against and single out the biggest threats. You might name different cards each game against the same deck or realize the optimal card to name on turn one isn't the same as on turn six.
  • Second, I wanted to create a proactive card that you could play at your leisure, but that would still have an immediate effect. Corb Polybog can generate resources or attack even while forcing your opponent to adapt to his ability.
  • Third, I wanted to introduce a tool that players could use against one-dimensional strategies. Combo decks built around a few key cards can be very powerful, but uninteresting to see time and again. Corb Polybog is a thorn in the side of those decks.

Playing with Corb Polybog
 
Corb Polybog gives players choices. Knowing when to play him and what to name can be difficult, but just like commanders on a battlefield, the best players learn to adapt to rapidly changing circumstances. There are no hard rules, just guidelines.

  • Against combo decks, instead of naming the kill cards, it’s usually better to name the enablers. Naming a card like Lore Seeker (Karaz-a-Karak, 63) is often better than choosing Lothern Sea Master (Rising Dawn, 9).
  • Some cards are so powerful that they can single handedly turn a loss into a win. End Times (Faith and Steel, 120) and Judgement of Verena (Core Set, 49) are just a couple examples. It can be difficult to play around such game-changing cards, but Corb Polybog lets you fight back: If you suspect any such cards are on their way, just say no!

  • Corb Polybog works well with cards which let you take a peek at your opponent's hand, such as Gaze of Nagash (The Imperial Throne, 117) and Second Sight (The Warpstone Chronicles, 89). You’ll then know exactly what cards are in his hand and what card to deny him from playing.

Corb Polybog also works surprisingly well with the forces of the Empire. Iron Discipline (Tooth and Claw, 45) and Church of Sigmar (Core Set, 39) help protect him, while cards like the Osterknacht Elite (The Eclipse of Hope, 87) allow you to replay him to target a different card, and the Osterknacht Elite and Called Back (The Fall of Karak Grimaz, 6) can return an opponent's unit to their hand. Then Corb Polybog can make it stay there for good.
 
Acknowledgements
 
I'd like to thank FFG for giving me the chance to be forever linked to Warhammer: Invasion, and I hope players are as excited to use Corb Polybog as I was to design him.
 
Corb Polybog gives you the power to deny your opponent’s most powerful cards, but you must choose which card to name. Choose wisely!

Thanks, Jeremy!

Hidden Kingdoms will soon rattle the foundation of the Old World, introducing four new playable races to the tumultuous struggles of Warhammer: Invasion The Card Game. Until it arrives, keep your eyes open for more information, including a look at a Lizardmen deck list by guest writer Torsten Krämer!

Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.

    
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