![]() ![]() This added an extra tactical layer to always allow lethals on the battlefield. Place additional lethal hex – At the beginning of each game, you now have the option to each place one Lethal hex token on the board after objectives have been placed and revealed. Kill an enemy fighter with the quarry keyword for 1 glory) Some objectives are also linked to these keywords (eg. ![]() Or gambits that allow you to target or buff only fighters with that keyword. So an upgrade you have in your hand with the keywords can only be equipped to that type of fighter. This was done purely for synergy with new tactic cards that linked to the keywords. Hunter/Quarry Keywords – Certain fighter cards would now be given the keywords either hunter or quarry. Alongside blocked hexes, this made the board set-ups far more tactical than before. And certain warbands really take advantage of them. These have since become a big part of the game and board placement. If you were to move into them you would take damage. These were extra hexes on boards outlined in red, resembling areas of terrain that were indeed hazardous. Lethal hexes – One thing that got introduced I believe towards the end of season one, was lethal hexes. This was a big new theme going into Nightvault and a lot of the warbands in this season dug into this. Or possibly magic attacks from a magic staff or attach an upgrade that gives the user a spell attack of some kind. Some characters would have a certain level that they could wield magic at and then they’d get that many dice to try and pull spells on gambit cards or as actions on their card. New magic dice and new warbands with fighters that could wield magic became available. Magic – One of the big new changes came in the form of magic powers or attacks. So the timing of each change may be slightly off, but the most important changes are all listed. It’s a rough one though as it’s been a while for me since I even played. Therefore to help you all out, I’ve put together a list here of all the changes since Season one. After playing the newest season though I can say it’s still the same game with some minor tweaks that only add more positives and it’s worth jumping back into. It’s understandable that you might feel a bit overwhelmed when considering whether you’d like to jump back on the Underworlds train or not. Going now into its sixth season with Nethermaze and 2 new seasons a year. It’s been a while since Underworlds crashed onto the scene with its addictive gameplay and deck-building mechanics. ![]()
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