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Warhammer 40k Conquest: The Card Game (Anglais) Jouet – 22 octobre 2014

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10 internautes sur 10 ont trouvé ce commentaire utile 
In the Grim Darkness of the Far Future, there is only Conquest. 10 octobre 2014
Par John W. Heinecke - Publié sur
Format: Jouet
This is the newest Living Card Game system from Fantasy Flight, and is based on Games Workshop's popular Warhammer 40K miniatures game. Fantasy Flight have done a great job in building a game that fuses the skirmishes of WH40K with a bigger sector-wide battle system that really opens up the strategic depth of the game. Fans of other LCGs or CCGs will find the head-to-head battles that they are used to as they construct decks from either one or two of the seven factions included in the game (with two more factions to be released via expansions) and engage in head-to-head duels. And the factions draw from very recognizable units, wargear and vehicles from the 40K universe, all presented on gorgeously illustrated cards.

But where Conquest deviates from other games is that it forces players to overlay those skirmishes with a secondary game that is based on control of planets within the system. There are generally five planets visible to players at any time (fewer as the game progresses and players conquer them). Each planet will have one or more color codes assigned to it. The first planet is up for grabs to be conquered, but the other four can serve as boosts to economy if a player can control them during his turn. After players have collected their resources for the turn, they begin to alternately deploy their army cards to any of the five planets, spending the appropriate amount of resources to field them from their hands. Once deployment is over, they secretly deploy their warlords to one planet. Next, players determine who wins control over each planet- those that win the command struggle will earn additional resources from each planet they control - either through card draw or additional money to spend on deploying more armies, events, attachments, etc. Then combat occurs on planets where there are armies from both players. The winner of combat on the first planet takes the planet, otherwise, combat serves to whittle down garrisons on other planets so that future command struggles are easier as well as possibly unleashing a planetary power. Finally a new first planet is determined, players collect resources and draw cards, cards are refreshed and the turn sequence is repeated. Play ends if a player captures three planets that have the same color designation, if one player runs out of cards in their deck or if a player eliminates the opponent's warlord in combat.

So a player has to make multiple choices each turn- should they go after the first planet or try to boost their economy through trying to win command struggles? How should they deploy their warlords? How does damage to the warlord affect their ability to commit to combat actions? Should you burn cards in your hand to shield units in combat or wait to wait unleash them for full effect in a later turn? On the deckbuilding side, the fact that you can ally two different armies together creates a lot of interesting synergies and helps to expand and specialize deck capabilities (esp. since there aren't any Warpacks available yet)..

The one downer to the initial experience is one that many FFG LCG players will be familiar with- while the Core Set comes with a large array of cards spread across the seven factions (and some neutral cards usable by any faction), many of the cards only come with a single copy, which means that those cards aren't as consistently drawn in a deck. For beginning players this isn't a problem- there are plenty of cards to create decks and have fun with the game with just a single Core Set. However, for more serious players this will necessitate buying a second (or possibly even a third) Core set. And once you get hooked on the game, you get to look forward to the inevitable wallet drain as more Warpacks and expansions come out....although not as bad a drain as buying all the WH40K minis.
FFG's newest LCG is a hit 24 décembre 2014
Par Darren - Publié sur
Format: Jouet Achat vérifié
Deploy your forces, reap the rewards, and fight over planets to be the first to get three of a certain type of planet or the first to defeat your opponent's warlord twice. Watch Fantasy Flight Game's helpful youtube tutorial for all the basic rules to get started.

Pros: Fairly simple to play and typical great artwork and card quality. Fans of Warhammer 40K will really appreciate the cool theme of taking over planets with their faction. A complete game in a box for a reasonable price and simple to put together a quick game. The game play feels like a mix of Magic the Gathering and Smash Up (but way better than the latter).

Cons: Some wonky thematic faction pairings and a weirdly complicated phase flowchart that probably will be more of a factor as newer cards come out. Unable to create one faction deck unless you buy multiple core boxes or wait for more warpacks to be released.
1 internautes sur 2 ont trouvé ce commentaire utile 
Game is great even if you know nothing of the 40k universe 9 novembre 2014
Par Sam Johnson - Publié sur
Format: Jouet Achat vérifié
Prefect. Came in prefect condition. Game is great even if you know nothing of the 40k universe. I found some of the rules dumb and subtracted from the overall game (ie battle only occurs if the Warlord is present), but that's what house rules are for. Buyer be warned: this game takes up a LOT of space. You'll need the full the full width of a dinner table to play comfortably.
1 internautes sur 3 ont trouvé ce commentaire utile 
Warhammer 40,000: Conquest Great game 24 octobre 2014
Par Patrick - Publié sur
Format: Jouet
Do you like the grim dark and Warhammer 40k. Then this is the game for you. It is Faster, and more fluid then other LCG by FF. It has a lot of depth so far. (Only starter box out yet) Also it's a great deal you can part the other factions out accordingly. I bought it from my FLGS. Should have got it here cheaper.
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