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Blood Wars CCG (1995)
Date Reviewed: 7-17-03
Critical Kobold Rating:
(3 out of 5 Dice)

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OVERVIEW
Blood Wars
was TSR's second (and last) foray into the *wildly* blossoming CCG
phenomenon in the mid- 1990's. This little game was, I think, sadly
overlooked and disregarded amidst the deluge of collectible card
games saturating the market at the time, and it never really picked
up a following despite several expansions and some innovative play
mechanics.
For those of you unfamiliar with the concept, according
to TSR lore, the Blood War is a hellish eternal feud between the
lawful evil baatezu devils of the Nine Hells, and the chaotic evil
tannar'i demons of the Abyss. The two races have waged constant
battle against each other for longer than anyone, even the fiends
themselves, can recall. They strive to take territory and resources
from each other more cunningly than halflings strive to take the
last piece of pie at the picnic. This card game gleefully recreates
this epic struggle, involving every known plane in the D&D canon and
quite of few of your favorite Planescape icons.
COMPONENTS
Like most CCGs, Blood Wars decks are
customizable. Decks may range from 40-100 cards, although you're
only allowed a maximum of three of the same card in any one deck. A
table in the rulebook lists maximum numbers of each card type for
various deck sizes, but there's theoretically no minimum number of
any card type. The properly prepared pit fiend will always have an
array of devious options at his disposal, however, so it's a good
idea to include a few of every card type in your deck.
Unlike most CCGs, there is a good deal of changing
hands during Blood Wars. Not changing single cards, I mean
changing entire hands of cards. See, the cards you draw and
hold in your mitts during most of the game is called your
Command Hand. It's from the
Command Hand that you put your cards into play on the table, to be
used in the game. However, once cards are put into play on the
table, they become part of a Battle Hand,
which will be used only for the combat phases of the turns. Cards in
your Command Hand are not yet in play, and may be discarded or held
for later, and are not (generally) affected by opponents' cards.
However, cards in your Battle Hand are always "in play", and thus
subject to Fate cards, as well as usable for attacking or defending
battlefields.
Generally, the two Hands are mutually exclusive during
combat, so that while using your Battle Hand, the cards in your
Command Hand are not allowed to be played, and vice versa. (You may
swap cards between your Battle and Command Hands freely during the
preparatory phase of your turn, just not during combat.) During
every player's turn of the game, everyone may find themselves
switching back and forth between their Command and Battle Hands. And
since every warlord you have out will have their own Battle Hand,
you will probably have several Battle Hands to choose from!
There are only four types of cards in the basic
edition: Battlefields, Warlords, Legions, and Fate
cards. (However, the Fate cards as a category are comprised of
several sorts of cards, as we'll discuss in a jiffy.)
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Battlefields are, naturally, the territory that the armies are
fighting to control during a player's game turn. Battlefields may be
of almost any size; one entire layer on an infinite plane, one
smaller "realm" on a layer, or even one particular town, building,
or site on a plane.
Each
battlefield has a Victory Point
value, which players earn when they conquer the field during their
turn. Larger or more strategically important battlefields are worth
more points, of course, so conquering the entire third layer of the
Seven Heavens is worth much more than taking over a shantytown on
the Gray Waste. [Of course, it's also more difficult!]
Players agree before the game begins as to how many
Victory Points they'll play to, so winning battlefields by any means
necessary is the only way to emerge victorious in the Blood War.
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Warlords are the head honchos, your generals in the conflict. In
Blood Wars, interested parties from all the planes are
involved, so your warlords may include such beings as loathsome
horned demons, suave sinister devils, angelic holy devas, even
neutral animal gods.
Aside
from a fairly cool-ass picture, each warlord has a
Combat Strength score and/or an
Intrigue Strength score, and
many warlords have special abilities that act as event cards (see
below).
Players
play warlords from their hands face-up on the table to prepare them
to lead their troops in combat to conquer battlefields (but many
warlords are more adept at behind-the-scenes political intrigue;
more on this later). For each army you want to put into play, you
need a warlord to lead them. |
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Legions are your vast armies of minions, used as pawns in your
nefarious bid to take over the planes. You play them face-down on
the tabletop, and assign them to specific warlords in a staging area
to prepare your attacks. They are the foot soldiers, whose job it is
to die by the buttloads to secure your victory in the War. Sucks to
be them. Each legion has a Combat Strength
modifier, which they add to their
warlord's Combat Strength when determining who wins a battle. While
expendable, some legions do indeed have excellent value in the form
of special abilities.
The game has a somewhat daunting array of abilities for
the legions, so at first it's hard to keep them straight, and it
will take a while before a player learns to use them all to the best
advantage. But they're often sneaky tricks, which goes right along
with the premise of the game.
For example, some legions are "Berserkers"; they cause
an opponent to discard one of their legions, but in doing so the
Berserkers sacrifice themselves. Others are "Shock Troops", who can
be played right out of your hand into combat, surprising your foes.
Still others are "Spirits", who can return to your hand after battle
rather than being discarded. That's just a taste of the surprises. I
won't even tell you what the "Parasite" ability is... |
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Personal Totally True Anecdote: Due to
an injury, my brother employs home nurses who stay with him during
the day. Several years ago, we left some Blood Wars cards out
on a table in the house. One of the nurses was freaked out by the
fact that some of the cards were called "legions". In her mind,
'legions' were real life devils (as in the Biblical Satan and his
lackeys) because the Bible refers to "legions of demons" or somesuch.
Apparently, she applies no other definition to the word, and is
blissfully unaware that it's simply a noun describing a large
amount, or a military force. She was quite convinced that we were
becoming unwittingly involved in Satanism or demon worship or some
other dipshit delusion that fundamentalist Catholics are always
concerned with. My brother fired her ass that day. (I hope she still
prays for us...)
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Finally, Fate cards are a motley
collection of any other sort of effect you can think of, lumped
under this general card type. Fate cards may be equipment, weapons,
magic items or artifacts given to legions or warlords, or they may
be spells, or event cards that change the game rules briefly. Fate
cards have the advantage of being the only cards playable at any
time, even during opponents' turns, so you can really whammy
someone's plans with a well-timed Fate card.
Heh heh.
Not that I would do that...
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In an interesting tweak to the shorts, each Warlord and Legion, and
even some Battlefields and items, have an
Alignment printed on them. These are the same nine
alignments as described in the AD&D game. Warlords may lead up to
four Legions who share at least one alignment designator with that
Warlord. (F'rinstance, a Chaotic Evil warlord could lead any four
Legions with either "chaotic" or "evil" in their alignments.) If the
Legions are of the exact same alignment as the Warlord, then
that Warlord may lead six Legions.
Finally, each card, no matter what type, has a Random
Result number on it. During the game, any time a random number needs
to be generated, you draw the top card off your deck and use the
"RR" as your number. You immediately discard that card then, which
may suck if it was the gnarly demon lord you've been waiting to put
into play, but such is the mockingly cruel fate of life in the Blood
War! Stop whining.
MECHANICS
Briefly, here's how the game runs:
In BW, players don't attack other players' cards
or minions directly; all combat is over ownership of a battlefield.
The current player puts forth from his hand any one battlefield he
wishes to "challenge" for. However, since there's always more than
one way to skin a Prime, as they say, the player has a choice of
tactics:
COMBAT CHALLENGE: The player may challenge to
fight for the field, in which case she lays down her Command Hand,
and picks up the Battle Hand for whichever warlord she's challenging
with. Then, going around the table, every other player in turn has
the option of accepting the challenge and defending that
battlefield. If, by some miracle, nobody at the table wishes to
accept the challenge, then the current player simply snarfs the
battlefield card, adds the Victory Points to their tab, and ends
their turn. However, if any player decides to defend the field
against the current player, then the current player and the
"defender" present their warlords and use those warlords' Battle
Hands to conduct combat.
When all Warlord powers, Legion abilities, and Fate
cards the two want to play are used, they compare the final Combat
Strength scores of their warlords. Whoever has the highest Strength
at the end of cardplay is the victor.
INTRIGUE CHALLENGE: If instead of
flexing their military muscle, a challenger wants to ply their
diplomatic prowess, they may put forth a battlefield and declare an
Intrigue challenge. Once this is done, every other player at the
table has a chance to either remain neutral (not participate in the
challenge), or to oppose or join the challenger. After all players
have declared their intent, the total Intrigue Strength score for
ALL the challenging warlords is compared to the total Intrigue
Strength of ALL the opposing warlords. The highest team score wins
the field. Wheeling and dealing with the other players is a key
component to intrigue-riddled games, with pacts and promises made or
broken to get ahead in the War.
While the brief synopsis above makes the game seem
simplistic perhaps, one needs to understand that the flavor of the
game is very much in step with the Blood War's eternal and dark
plotting nature. The various legion abilities, warlord powers, and
Fate cards can change the course of play in a heartbeat, and
-nothing- is certain when you're dealing with a few conniving card
players who get into the spirit of this game. If done right, I think
this CCG has the potential for more wicked turns and surprises and
strategies than most others on the market today.
The GOOD
As I mentioned, this game has enough play style
options, deck building varieties, and fast-paced action to keep even
the most jaded CCG-er happily involved. And, while some card games
claim to play well with a multiplayer dynamic, the entire Intrigue
Challenge mechanic of this game absolutely works best when everyone
gets involved. There's literally never a single turn when most, if
not all, players at the table get a chance to participate in the
activities.
There's also, unlike a great many CCGs, no horrendously
"broken" cards or combos in this game. So, there's no way one player
can load up on certain rare or specific cards and dominate a game.
Also, there were two expansions released for the game before it was
discontinued, so there are lots of cards available with which
you may plot insidious and conniving schemes of conquest. The
expansions introduced a few new card types as well, so your
byzantine plot to take over the five hundred and forty-sixth layer
of the Abyss now has more options.
The NEUTRAL
The multiple-hand mechanic involved in the game may confuse and
discourage beginning players. Having to keep track of a Command Hand
as well as several Battle Hands involves a decent memory and a good
slice of quick thinking. I know some players who have to devote
their full attention to operating a single hand in some other card
games, so trying to effectively juggle between sundry amounts of
cards here may be more than the moderate gamer's able to handle.
The EVIL
I'll use this space to just mention that while some of
the artwork on the cards is fantastic (a lot of the DiTerlizzi stuff
from the Planescape Monstrous Compendium Appendices), some of
it is downright crappy. Not that it has any effect on game play, but
a few these cards won't be winning any awards, that's all.
Also, the original instruction booklet is not exactly
clear on some of the more intricate stages of play. You may have to
interpret some sections of the book with care, and work your way
through a few trial games, to get the hang of it all. Players who
want to spend real time with this CCG are highly advised to get
their claws on the Warlord's Tactical Manual, the
official player's guide to the game printed by TSR, which is more
explicit on how each part of each stage of the game is run.
Now, as many of you savvy readers know, TSR has been
defunct for many years now, and this game is, obviously, long out of
print. However, even now, 15 years after its publication, you can
still pick up entire booster boxes of the original set, as well as
the expansion sets, via eBay, game dealers, and often at
conventions. Even grabbing a few sets of cards will get you playing
in no time.
[Upon editing this review, this kobold realizes that this game was
released a decade and a half ago. Holy crap! The kobold is
gettin' old.]
I enjoy this game, although it's hard as hell
(heh heh...
no pun intended) to
find anyone to play against around here. Those of you looking for an
intricate, devious, complex, interactive card game will enjoy this
one immensely.
Go ahead... be devilish. |
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