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WA R H A M M E R O L D S C H O O L 5 T H E D .
A B L O G A B O U T H A V I N G F U N W I T H T H E C L A S S I C 5 T H E D I T I O N O F W A R H A M M E R FA N T A S Y B A T T L E S .
T H E M E M O I R E S O F C O U N T S E B A S T I A N T H E U N V I C TO R I O U S O F W I S S E N L A N D , C O M I N G S O O N .

F R I D A Y, O C T O B E R 1 6 , 2 0 0 9

FOLLOWERS

Warhammer Magic, the Card Game


5th edition Magic was as monstrous a beast as a Chaos Lord on an
Imperial Dragon with three magic items each worth 150 points.
It was a big box, filled to the brim with magic item cards, cards for
spells, cards for The Winds of Magic, templates, counters and a thin
paperback book with the complete rules for magic and magical items.
The smart marketeers of GW put this set together in such a way that
it actually required each player to have his own set, for the occassion
that players used the same lore of magic, or wanted the same magic
items (no one would take the field without at least one dispel scroll).
Most lores had 10 spell cards, except Skaven magic, which had 13.

BLOG ARCHIVE

2012 (1)
2009 (11)

The Magic phase was the end of any turn (except for dwarf players),

November (3)

it featured drawing a random number of winds of magic cards dealt

October (8)

to each player equally (odd cards to the casting side) reading


"Power", "Dispel", "Destroy spell", "Escape" and "Total Power". Each
spell, randomly drawn at the start of the battle had a required
number of power cards, and Total Power caused a single spell to be
cast without the possibility of having it dispelled. there were dispel
scrolls (max 2 per army) and a destroy scroll (max. 1) who could

Dark Omen, awesome quotes


What the future will bring to
Warhammer Old School...
Hero Hammer was an economic
solution part II

with total power.

Hero Hammer: A way to save


money and still play ga...

I'm actually not sure about the auto-block... it could have been a way

Better in 5th: The Books!

auto-block spells and possibly destroy them, except for spells cast

to try to dispel if you didn't get the right winds of magic cards to do
it.

Warhammer Magic, the Card


Game

When spells were cast, the casting player could spend a number of

The Chaos Farts on your Face


phase

power cards on the spell, and the opposing player could try to dispel
the spell if he had a dispel or destroy spell card. This required a d6
roll of 4 or better, modified by wizard level and the number of power
cards played to boost either the spell or dispel. It was a bit of a

Chaos Farts on your Face! it's


5th edition WHFB!

betting game, and humiliating defeat or the slim chance for victory
could hinge on a single dispel-roll depending on the type of magic
used.
The "Assault of Stone" spell for example could move a hill to crush all
units it could reach... if you had big hills in your deployment zone, or
wanted to use their advantages, you'd better have some scrolls on
hand or pray for that destroy spell card...

ABOUT ME
H E R O H A M M E R N O S TA L G I A

Only after I stopped playing, I


learned to win at Warhammer... How
zen could I be?
VIEW MY COMPLETE PROFILE

The escape card was a nice feature, it allowed you to return a slain
character (it escapes me if it had to be the wizard, I don't have the
book at hand) to the table-top... kind of nasty if you just killed the
enemy's best character with extreme effort and massive loss of
troops. "Yay! I killed Teclis the Loremaster! Finally I stand a chance to
win this game!"... "Ah, see, I saved this card here for just such an
occassion, 'escape', tee-hee, Teclis Lives!" (rather unfair, as the elves
also had Apotheosis which practically had the same effect)
also nice for magic-light armies was the Drain Magic spell. I recall it
was a dispel that, when successful, ended the magic phase.
Gw actually tried to make it a balanced system.
seems I'm still not so possitive, does it?
But then, I actually enjoyed this system, it had a bit more depth than
the new dice-based system. It was the choices you had to make, "do I
dispel that nasty Curse of Years still in play or will I use my power
cards for that Teleport spell to set up a flank attack? I'm one level
lower than the other guy, I really need power to boost the spell to -3
dispel"
truly a game within the game.
I think that we also did some Wizard Duels as part of our private 4player tournaments. The supplement made such mini-games quite
exiting, more strategic than a wizard duel in the current rules.
P O S T E D B Y H E R O H A M M E R N O S TA L G I A AT 8 : 3 5 A M

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