<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Warcraft: Board Game Expansion Set</title>
	<link>http://www.boardgamegeek.com/boardgame/10991</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 07:56:55 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 07:56:55 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Humans vs. Undead for the pride lands!</title>
	<description>Very good session report, and looks like an interesting game. It was fun to follow along (and seemed rather close due to die rolls and surprise cards)!</description>
	<link>http://www.boardgamegeek.com/article/2399894#2399894</link>
	<pubDate>2008-06-16T18:29:54+00:00</pubDate>
	<dc:creator>davius666</dc:creator>
</item><item>
	<title>Thread: a racial overveiw/tips for each race, for those who still play lol.</title>
	<description>  Hi! i'm writing a strat for warcraft the boardgame and it's expansion (although most of these hints help the original game also). i made these strats so you can finally beat that hero or strat, as well as you with your strats&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &lt;br&gt;&lt;br&gt;   first lets talk about the races and what they can do. first up is my favorite race to play, the undead scourge&lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;!&lt;br&gt;&lt;br&gt;  The undead have a versitale army, great at nothing, but also bad at nothing to. they have air units simaler to humans an elfs, but their melee is ok, being better than elfs, but worse than an orcs. their unique spell is an awesome ability, and that is raise dead. this spell makes it so that you can kill a unit AND bring it back as a melee unit. very nice for swarming and such, so even a few necro's can make an army! They have decent heroes, being a lich, who supports your army very well indeed, a death knight  who also supports, a crypt lord, an awesome warrior, and a dreadlord, who is rather annoying to face in a battle.&lt;br&gt;&lt;br&gt;&lt;br&gt;Humans are very good at surviving, as they can make healing priest's, cards that block damage completely, and cards that can inhibit units, or help your own. just because they are defensive doesn't make them weak, cause they have extremely versital units that can cause some damage, like the knight and ecspecially gryphons. their hero's are the paladin, the ultimate supporter, mountain kings, who are basicly tanks, archmages, who can cause some damage with summons and spells, and blood mages, who also support, but instead of helping life like the paladin, they help damage.&lt;br&gt;&lt;br&gt;beserk, primitive, strong. these words explain the orcs pretty well indeed. they have the best melee units hands down, cause they basiccly never miss, and can cause double casualties. they have nice ranged, cause they get an extra dice, for those melee, and have poor flying units. they have 2 tanking heroes, the blade master and tauren cheiften,  and 2 supporters, far seer and shadow hunter.&lt;br&gt;&lt;br&gt;finally the night elves, they have awesome ranged units, ok flying units, and poor melee units. They have a nasty ability that can cause casualties before your enemy can hit you. they will have few units on the board cause of their cost, but they hit before the other type of units can get in range to hit back. their heros are 1 semi tank, the demon hunter, and the moon preist, warden, and keeper of the grove are all supporters.&lt;br&gt;&lt;br&gt;ok, now that you see the basics of each race, now we can talk about strats and how to beat them. first lets go on the one that we all know and love/hate, the Demon Hunter and dyrads (level 4 ranged for you non pc game fans) army!&lt;br&gt;&lt;br&gt; this army really intimidates people, in ALOT of my games, my buddies would gang up on the night elf player, just cause they feared him. well, their are weaknesses, and each race has their own version.&lt;br&gt;&lt;br&gt;HUMAN-you have a good time with this actually, just have priests, (or a paladin) and a use your cards. EASY! you can polymorph them, defend against them, go invisable, use heal/holylight, and the best one for your race, cloud! you just skip their best phase and (hopefully) decimate their army! and even if they get a few kills, just ressurect them or use summon/avatar to soak up the hits. now go show him/her whos boss &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;ORC-you probrally think your gonna lose to them if you don't dispell metamorphisis (can't spell sorry) well, your wrong! just get maxed out melee units, and a the shadow hunter, cause his ultimate spell rocks against everybody, and he can heal whatever damge you actually took! and in the melee phase, you'll definetly put a dent in their plans, specially if you roll ones.&lt;br&gt;&lt;br&gt;UNDEAD-you can win without taking hits to your main army and still take all the casualties. all you need are some necro's and maybey some curse cards for insurance against an asault. you can use 2 heroes, a death knight for his zombies, or even better, a lich, for frost armor to stop attacks, frost nova, to kill them, AND to slow them down so their ranged units arn't so tough anymore, and your ranged and flying units can beat them before they can cause chaos.&lt;br&gt;&lt;br&gt;     The rising dead!!! (undead strat) this strategy is just rush to necro's, all you do is build 2 temple of the damned (range buildings) on your fist turn and then upgrade. you need a death knight full level also. then, all you do is a reanimate dead spell, and hope to roll ones, and your army will keep growing, and don't worry about taking hits, for your dead units shall come back&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;counters- all races can dispell the reanimate dead, and then attempt to destroy the necroes, or if human use a cloud, and orcs should go beserker strength, while elves will cyclone them, and hit them before the melee can hit back.&lt;br&gt;&lt;br&gt;          We won't Die! (human strat) this strat is using the paladin, and all defence cards. this strat basicly makes all casualties go away from devotion aura, holy light and all your defence cards. even if they do somehow die, you can always bring those guys back from the jaws of defeat! &lt;br&gt;&lt;br&gt;ORC counter- just keep pounding them into the dust and make sure you use those tanking heros, like the tausren cheiften! he can't roll one all the times, and he will run out of cards eventually from holy light and ressurection.&lt;br&gt;&lt;br&gt;ELF counter- just hit him hard with slow poisin, and make sure that you don't get clouded! (is that even a word?) also, try to get in a roar with the dyrads, causing extra hits to them!&lt;br&gt;&lt;br&gt;UNDEAD counter-just  overwhelm them with melee units andtry to get some good hero abilities mak sure they die, like carion swarm and frost nova. and try to dispell their spells like ressurection.&lt;br&gt;&lt;br&gt; Walking tanks! (orc strat) this strat needs a good hero, and a fully upgraded melee and ranged army. the ranged will give an extra dice, as well as kill flyers, and the melee will clean up, and if you use beserker strenght, then thats just carnage (onced i took 20 casualties from that card plus blood lust, and only 5 GUYS!!!)&lt;br&gt;&lt;br&gt;HUMN counters- just heal and hope he gets bad rolls if you don' have a preist or paladin, or you will lose.&lt;br&gt;&lt;br&gt;UNDEAD counters, just get necroes, and make sure that they cast raise dead and that they take the hits, and you won't have a problem, or just play a curse card.&lt;br&gt;&lt;br&gt;ELF counters- just make sure to get alot of ranged units, cause your melee is poor and they'll web your flying units, causing more casualties to you.&lt;br&gt;&lt;br&gt;&lt;br&gt;       final section-5 general tips for all races.&lt;br&gt;&lt;br&gt;(1) when trying to get in a fight, put only 1 or 2 guys in the battle, cause if you want to retreat, then you can just do so with little casualties.&lt;br&gt;(2) build workers and cards. you can't get money fast enough with only 3 workers you start with! you must build them whenever you can and cards are definetly needed for mana and their effect, cause they will save you from defeat or give you victory!&lt;br&gt;(3) protect your heros! never pick your hero as a first death (casualties are fine though), cause you lose a tank and special abilities.&lt;br&gt;(4) upgrade, upgrade, and upgrade some more! if you arn't doing that step, then you will have no army that can even fight! you need ranged spells that they provide, like raise dead or heal! flying and melee units need attacks that can actually hurt something to! &lt;br&gt;(5)don't forget victory points! i know people who just skip that and go straight for the enemies town, while i win with little conflict due to points! they are in your troops and the maps, even in your cards!&lt;br&gt;&lt;br&gt;&lt;br&gt;  hopefully you found my guide to be helpful, cause if not, well then you must be a good player, remember, this boardgame must never die!&lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;     </description>
	<link>http://www.boardgamegeek.com/article/2376849#2376849</link>
	<pubDate>2008-06-06T23:50:12+00:00</pubDate>
	<dc:creator>angra_mainyu</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Tuck boxes for WarCraft + expansion front &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic340223_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/340223</link>
	<pubDate>2008-06-06T14:48:05+00:00</pubDate>
	<dc:creator>model359</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		War is coming. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic334352_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/334352</link>
	<pubDate>2008-05-20T02:33:06+00:00</pubDate>
	<dc:creator>Jormi_Boced</dc:creator>
</item><item>
	<title>Thread: Re: Some criticism (no bashing), some questions, help needed</title>
	<description>I think the addition of the finite resources rule takes a fair share of the luck out of the game.</description>
	<link>http://www.boardgamegeek.com/article/2283035#2283035</link>
	<pubDate>2008-05-02T13:49:20+00:00</pubDate>
	<dc:creator>Jormi_Boced</dc:creator>
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	<title>Thread: Re: Some heroes' abilities doubts</title>
	<description>It is also useful if you suspect your Night Elf opponent may have a marksmanship in his hand&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2283000#2283000</link>
	<pubDate>2008-05-02T13:35:26+00:00</pubDate>
	<dc:creator>Jormi_Boced</dc:creator>
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	<title>Thread: Re: Variant to lower OP heroes (deathknight, cryptlord, DemonH)</title>
	<description>I don't know the game so much to be sure, but in my experience I found the Demon Hunter a bit too much overpowered. Me too I was thinking about reducing the +4ATTdice bonus to a more balanced +2ATTdice bonus for the same reasons written in the first post.&lt;br&gt;&lt;br&gt;Another hero which seems a bit overpowered is the Crypt lord; it has too many very good abilities and his Life Points are terribly high. But for now I don't consider to tweak him... I have to play the game more.</description>
	<link>http://www.boardgamegeek.com/article/2180742#2180742</link>
	<pubDate>2008-03-25T00:48:55+00:00</pubDate>
	<dc:creator>RaistlinMajere</dc:creator>
</item><item>
	<title>Thread: Re: Gaining experience with heroes...</title>
	<description>Two allied heroes can be in the battlefield of a battle against a creep if one of them is Blademaster or Far Seer. The non-Orc player starts the battle with his hero and the Orc player can later move his/her hero into the battlefield if at least one of his/her units participate in the battle.</description>
	<link>http://www.boardgamegeek.com/article/2069905#2069905</link>
	<pubDate>2008-02-09T23:14:10+00:00</pubDate>
	<dc:creator>bobor</dc:creator>
</item><item>
	<title>Thread: Re: Variant to lower OP heroes (deathknight, cryptlord, DemonH)</title>
	<description>Some opponent's hero abilities or experience cards don't let you choose who takes casualties (those that read &quot;Roll a die for each (enemy) unit...&quot;). And if your opponent has the Marksmanship card (s)he cannot assign a casualty to Paladin either if Divine Shield has been used. Also if Paladin is on a suicide run Divine Shield guarantees that he will last at least one round. It may be a little weak but not useless, especially combined with his other abilities - all of them keep you from losing units or return your units to game.</description>
	<link>http://www.boardgamegeek.com/article/2069888#2069888</link>
	<pubDate>2008-02-09T23:04:35+00:00</pubDate>
	<dc:creator>bobor</dc:creator>
</item><item>
	<title>Thread: Re: Variant to lower OP heroes (deathknight, cryptlord, DemonH)</title>
	<description>forget the change about the deathknight and the cryplord, i retried them and they are ok, because their other abilities are very bad. But i still think that the demonhunter is too strong.&lt;br&gt;&lt;br&gt;Does anybody know how do use the divine shield of the paladin ? It is very useless because you choose who takes the casualties anyway...</description>
	<link>http://www.boardgamegeek.com/article/2055741#2055741</link>
	<pubDate>2008-02-04T03:21:20+00:00</pubDate>
	<dc:creator>marc477</dc:creator>
</item><item>
	<title>Thread: Re: Some heroes' abilities doubts</title>
	<description>It's just what it reads - used at the start of the round, so for the whole round you can't (and your opponent can't) assign casualties to the Paladin. Useful, when he is the last man standing and still can do some damage to the other players forces. If you have a squad of, lets say, two Melee Units and the Paladin, and you use this ability, and your opponent deals you fe. 4 damage, you only remove your other two units, and the Paladin doesn't get a scratch.&lt;br&gt;But I guess you already got that figured out, this topic is very old &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2054376#2054376</link>
	<pubDate>2008-02-03T10:55:15+00:00</pubDate>
	<dc:creator>Lord_Kristof</dc:creator>
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	<title>Thread: Re: Variant to lower OP heroes (deathknight, cryptlord, Demo</title>
	<description>Hell, I'll have to do some modifications on my own, because in my opinion both the Demon Hunter and Mountain King are OP... Deathknight and Cryptlord... I wouldn't say so, the summons at the start of the round aren't that much of a pain, though I have to admit that the Deathknight's ability is problematic at times, so maybe I would consider to change that. The Cryptlord - nah, his other abilities are already a bit weak.&lt;br&gt;But the Demon Hunter is a real issue here - unless you have a dispell card up your sleave (and your enemy doesn't), a fight with the Metamorphosed DH ends a two player game - you won't be able to stand up to your feet after something like that.&lt;br&gt;Your proposal to lower his attack to an additional two instead of four is, I guess, a sound idea. I'll have some problems with making my Warcraft gaming buddy accept that (he always takes Night Elves and DH), but he'll have to cope :P I don't want to lose every single game to him only because he chooses to go with the most OP guy there is &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2054372#2054372</link>
	<pubDate>2008-02-03T10:48:29+00:00</pubDate>
	<dc:creator>Lord_Kristof</dc:creator>
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	<title>Thread: Re: Variant to lower OP heroes (deathknight, cryptlord, DemonH)</title>
	<description>Thank you for your suggestions. I've seen people mentioning unbalanced heroes before but this is the first time I see someone actually proposing any changes to their abilities.&lt;br&gt;Unfortunatelly I haven't played with heroes yet so I can't respond. I can only ask some questions so that I can play my first game with these modified &quot;rules&quot;.&lt;br&gt;&lt;br&gt;Are these the only heroes you think are overpowered, i.e. have you played with all others as well?&lt;br&gt;&lt;br&gt;Do you really think that Crypt Lord is OP too? Demon Hunter and Death Knight have been mentioned by others but this one doesn't seem too powerful.&lt;br&gt;&lt;br&gt;Thank you&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2007450#2007450</link>
	<pubDate>2008-01-15T05:18:15+00:00</pubDate>
	<dc:creator>bobor</dc:creator>
</item><item>
	<title>Thread: Variant to lower OP heroes (deathknight, cryptlord, DemonH)</title>
	<description>Deathknight level 3 ability:&lt;br&gt;-Use this spell at the end of a round (not at the begining), this make more sense because the hero raise the zombi whit the already dead units, with that variant, the deathknight's spell isnt overpowered compared to the paladin ultimate spell... &lt;br&gt;&lt;br&gt;CryptLord level 2 ability:&lt;br&gt;Same here cast the summons at the and of a round (in the computer game these summons are raised from corpse)&lt;br&gt;&lt;br&gt;Demon hunter level 3 ability:&lt;br&gt;This ability is just stupid, how can a hero throw 4 dice ? this is ridiculous... Compared to the mountainking avatar, its about the same thing, but the montain king have +2 with avatar (for a total of 6) and the demon hunter +1 (for a total of 4). Compared to the bonus of the demon hunter that makes him ranged, they are equilibrate, (without forgetting that the first spell of the demonhunter is a way better then the first one of the MK), but what about the 4 dice of the demon hunter ? This is jsut ridiculous... &lt;br&gt;&lt;br&gt;My variant is: the demon hunter throw 2 dice instead of 4, jsut like the mountain king, when using his transformation...&lt;br&gt;&lt;br&gt;The game (with the expansion) is very well balanced without heroes. But theses 3 heroes i mantionned seem OP to me. With this variant, it seems more balanced and more logical (more logical because all hero with a transformation (avatar or metamorphose) will throw 2 dice and undeads will raise their summon at the end of a round when there is plainty of corpse on the ground).&lt;br&gt;&lt;br&gt;What do you think ? I would like to modify my cards but i dont know how it is possible, maybe by painting them because i just have to change a 4 for a 2 and a &quot;begining of a round&quot; for an &quot;end of a round&quot; twice. </description>
	<link>http://www.boardgamegeek.com/article/1962121#1962121</link>
	<pubDate>2007-12-28T17:07:43+00:00</pubDate>
	<dc:creator>marc477</dc:creator>
</item><item>
	<title>Thread: Re: Finally I enjoy this game !!</title>
	<description>Yes, in fact there are 2 variants we play (Hidden Resources &amp; Spell Research) and found more enjoyable than the basic rules:&lt;br&gt;&lt;br&gt;1.- Hidden resources variant: You place predefined hidden resources on the mines and forests instead of rolling a dice that are revealed once a player has enter the hex.&lt;br&gt;&lt;br&gt;2.- Draining resources variant: You place predefined resources that are not hidden.&lt;br&gt;&lt;br&gt;3.- Spell research: Where instead of drawing cards each time you battle you have to buy them when you buy troops. I like this system a lot for it can definitely make a more pronounced difference that can unbalance the game completely.</description>
	<link>http://www.boardgamegeek.com/article/1810659#1810659</link>
	<pubDate>2007-10-26T00:32:10+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Thread: Re: Finally I enjoy this game !!</title>
	<description>I really think that the expansion fixed a lot of problems with the base game, the biggest improvement however, was replacing the die roll for resource gathering with the chits. You can now plan out your resource expenditure and you know you've got at least X number of gold/wood.&lt;br&gt;&lt;br&gt;Thanks for the review.</description>
	<link>http://www.boardgamegeek.com/article/1810414#1810414</link>
	<pubDate>2007-10-25T22:13:20+00:00</pubDate>
	<dc:creator>thesama</dc:creator>
</item><item>
	<title>Thread: Finally I enjoy this game !!</title>
	<description>Warcraft was the very first game I bought. It costed me 40 dollars and came with the expansion. I am a huge fan of the video game and thought this could be a great introduction to board gaming.&lt;br&gt;&lt;br&gt;&lt;b&gt;Components&lt;/b&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/63969"><img src="http://images.boardgamegeek.com/images/pic63969_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The vast improvement are the cards. The game adds 48 hero cards with the most used heroes of the video game. Every fan will find familiar faces on this set. Each hero comes with 3 levels and a good amount of spells and passive abilities. &lt;br&gt;&lt;br&gt;Another graphical improvement that serves the purpose of the heroes are the experience cards completely redesigned with more color and cool graphics, they simply replace entirely the main deck as the creators printed on the main game merely a prototype.&lt;br&gt;&lt;br&gt;The hall of heroes is now present among the buildings in the case you want to bring your hero back to life.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/205733"><img src="http://images.boardgamegeek.com/images/pic205733_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Neutral creatures are a great addition to the game dynamics and are bound to the heroes level up. Each of this creatures must be fought in order to gain advancement points that you will be able to trade to level up your hero. &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/205734"><img src="http://images.boardgamegeek.com/images/pic205734_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Finally this wouldn't be warcraft if many of your heroes couldn't summon their own minions. For this 27 summoned markers join the game representing the most common creatures of the magic spectrum of the summoner.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/65605"><img src="http://images.boardgamegeek.com/images/pic65605_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Beyond these improvements there are 16 new board pieces, research tokens (for an alternative way to research powers), wound tokens (to represent the damage inflicted to your hero), more resource tokens plus new hidden resource tokens (used for an alternative way to gather resources) and some minor elements needed for the printed quests.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gameplay Improvement&lt;/b&gt;&lt;br&gt;&lt;br&gt;Well, the game is improved so much by this expansion it seems like now we finally have a complete game. To count with the heroes in the battlefield can make a great difference but the racial abilities also change the balance of the game in no time.&lt;br&gt;&lt;br&gt;The orcs' outpost now attack, the main building of the elves now moves, the undead can mass produce building without conditioning the workers to the job and finally the humans can build faster by paying more resources at ones having 2 spend sessions if they do so.&lt;br&gt;&lt;br&gt;With the new hexes the construction of the maps can be a delight and the new quests add extra dynamics to this cool game.&lt;br&gt;&lt;br&gt;&lt;b&gt;Conclusion&lt;/b&gt;&lt;br&gt;&lt;br&gt;I still hate the use of wooden meeples to represent the troops and think it would be great if in the future plastic miniatures are made for this game at least to represent the heroes (&lt;b&gt;I would certainly buy them&lt;/b&gt;) but on the overall we certainly enjoy this game now and I am telling you this from the point of somebody that started to hate the main game for it's great disappointment. Now my rediscovery of the expansion has made this the center of our gaming sessions as we are all fans of the strategy video game. &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/198182"><img src="http://images.boardgamegeek.com/images/pic198182_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;May I recommend it to anybody that owns the main game and wants to give it another possibility. For the others I say Nexus Ops fill the blanks pretty well.</description>
	<link>http://www.boardgamegeek.com/article/1809830#1809830</link>
	<pubDate>2007-10-25T18:14:19+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Thread: Re: Warcraft Expansion - Components Question</title>
	<description>The Tree of Eternity is just the single land token. The crescent moon I remember seeing in my set, but it may just be a piece included for making your own custom scenarios.</description>
	<link>http://www.boardgamegeek.com/article/1500468#1500468</link>
	<pubDate>2007-05-15T23:48:25+00:00</pubDate>
	<dc:creator>SliverXII</dc:creator>
</item><item>
	<title>Thread: Warcraft Expansion - Components Question</title>
	<description>Just picked up a copy of Warcraft and the expansion set in a math trade and wanted to make sure I wasn't missing any pieces. Both the expansion set and the basic set were put into one box so I had to sort out the pieces to make sure everything was there. &lt;br&gt;&lt;br&gt;In particular I have a question about the New Quest Tokens. It lists 6 new quest tokens including the &quot;Night Elf Tree of Eternity Token&quot;. However, I don't have a token that looks like that. THere is a land tile though that look identical to what's shown, only its a lot bigger than the other tokens. In addition there is a crescent moon tile that isn't listed as a new quest token.&lt;br&gt;&lt;br&gt;Is there a land token with the Night Elf Tree of Eternity on it, PLUS smaller token that looks the same, or is there only one tile (a land tile) that is considered the Night Elf Tree of Eternity. Also does the crescent moon count as another New Quest token?&lt;br&gt;Is there just a typo in the rules or am I missing a piece?&lt;br&gt;&lt;br&gt;Thanks.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1500065#1500065</link>
	<pubDate>2007-05-15T20:30:32+00:00</pubDate>
	<dc:creator>everlong205</dc:creator>
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	<title>Image</title>
	<description>
		New Wood &amp; Gold Tokens &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205736_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205736</link>
	<pubDate>2007-04-22T15:30:46+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Summoned Creatures &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205734_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205734</link>
	<pubDate>2007-04-22T15:30:07+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Level 2 Creeps &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205733_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205733</link>
	<pubDate>2007-04-22T15:28:48+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Level 1 Creeps - Set 2 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205732_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205732</link>
	<pubDate>2007-04-22T15:27:54+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Level 1 Creeps - Set 1 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205731_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205731</link>
	<pubDate>2007-04-22T15:27:11+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		All the wooden bits &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205258_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205258</link>
	<pubDate>2007-04-20T11:41:12+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Warcraft Pieces &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205257_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205257</link>
	<pubDate>2007-04-20T11:38:42+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Close up of wooden tokens &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic205256_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/205256</link>
	<pubDate>2007-04-20T11:30:43+00:00</pubDate>
	<dc:creator>blueboo</dc:creator>
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	<title>Thread: Re: Rules questions already &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</title>
	<description>&lt;b&gt;Jan1 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;(the word-by-word application of the aforesaid rules would leave you with one attack at your standard units' strength, which is IMO absurd).&lt;/i&gt;&lt;br&gt;Plus, what about this situation:  You have your Tauren Chieftain with 3 Flying units but 0 Melee units.  Bloodlust is easy to apply with the Flying units (just roll 4 dice), but with the melee phase, does that mean you roll 1 at &quot;hero strength&quot;, and 1 at &quot;regular strength&quot;, even though there are no &quot;regular melee&quot; figures in the battle?&lt;br&gt;&lt;br&gt;Doesn't seem to make sense to me &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1433194#1433194</link>
	<pubDate>2007-04-06T14:51:01+00:00</pubDate>
	<dc:creator>sigmazero13</dc:creator>
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	<title>Thread: Re: Some criticism (no bashing), some questions, help needed</title>
	<description>&lt;b&gt;crasher_pt wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;My point is that the game has lethal flaws that demand a mod, being too luck-dependant as it is. On some occasions, it's too much setup for too little actual game.&lt;/i&gt;&lt;br&gt;With all due respect, I think this statement may be a little hasty.  You have admitted that #1 - you didn't play the rules correctly (having that Hero building already in play could have made a BIG difference, as he could have trained units rather than spending the turn building the Hero building), and #2 you are unexperienced.&lt;br&gt;&lt;br&gt;Our first couple games turned out quite differently.  Sure, there was the luck factor, but when we evaluated the games, we determined that the luck wasn't what decided the game; the newbieness of our strategies was. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;That being said, if you find tweaks that make the game more fun for you, more power to you &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;  The point of games is obviously to enjoy them, and whatever you find that helps you do so is a success &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1433184#1433184</link>
	<pubDate>2007-04-06T14:39:16+00:00</pubDate>
	<dc:creator>sigmazero13</dc:creator>
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	<title>Thread: Re: Gaining experience with heroes...</title>
	<description>It's only for heroes in the Battlefield.  I think the part about two heroes in the same spot may be partly for if an ENEMY hero attacks you, and maybe partly for scenarios where Creeps can move (and thus cause it to happen).  Otherwise, I also don't see how you'd have two Heroes battling a Creep simultaneously (at least &quot;in the battlefield&quot;).&lt;br&gt;&lt;br&gt;Last night, while playing, I think I realized the reason for the &quot;in the battlefield&quot; bit - otherwise, you could just camp your Hero into a flank, and initiate the attack with some weak unit; that way, if the battle goes poorly, you can just kill that guy off without killing your hero.  Requiring the &quot;in the battlefield&quot; part, however, means that if you want to gain experience, you have to put your Hero in harms way - no risk, no gain!</description>
	<link>http://www.boardgamegeek.com/article/1433177#1433177</link>
	<pubDate>2007-04-06T14:32:54+00:00</pubDate>
	<dc:creator>sigmazero13</dc:creator>
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	<title>Thread: Re: Call to Arms</title>
	<description>Based on a faq topic on the fantasyflightgames homepage (&lt;A target='_blank' href=&quot;http://www.fantasyflightgames.com/cgi-bin/yabb/YaBB.cgi?num=1156852632&quot; rel=&quot;nofollow&quot;&gt;http://www.fantasyflightgames.com/cgi-bin/yabb/YaBB.cgi?num=...&lt;/A&gt;) I would give the following answers:&lt;br&gt;&lt;br&gt;&lt;b&gt;Mariusz wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;- i can take my workers as casualties this turn,&lt;br&gt;- my workers DO count against stacking limits this turn,&lt;br&gt;- their movement speed is decreased to 1 hex,&lt;br&gt;- they can move into enemy spaces and start battles.&lt;br&gt;&lt;/i&gt;&lt;br&gt;- yes&lt;br&gt;- no (see entry &lt;b&gt;call to arms&lt;/b&gt; in provided link&lt;br&gt;- suppose yes&lt;br&gt;- yes&lt;br&gt;&lt;br&gt;Cheers,&lt;br&gt;Spooky</description>
	<link>http://www.boardgamegeek.com/article/1371746#1371746</link>
	<pubDate>2007-03-05T09:56:52+00:00</pubDate>
	<dc:creator>Spooky</dc:creator>
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	<title>Thread: Call to Arms</title>
	<description>We've recently had some problems with card 'Call to Arms' from Humans new card deck. It says as follow:&lt;br&gt;&lt;br&gt;&quot;&lt;i&gt;Start of Turn:&lt;/i&gt; Your workers are treated like melee units until the end of the turn. You cannot harvest with your workers this turn.&lt;br&gt;&lt;br&gt;So if i interpret it well then:&lt;br&gt;- i can take my workers as casualties this turn,&lt;br&gt;- my workers DO count against stacking limits this turn,&lt;br&gt;- their movement speed is decreased to 1 hex,&lt;br&gt;- they can move into enemy spaces and start battles.&lt;br&gt;&lt;br&gt;is all of this correct?</description>
	<link>http://www.boardgamegeek.com/article/1251218#1251218</link>
	<pubDate>2007-01-01T22:41:09+00:00</pubDate>
	<dc:creator>Mariusz</dc:creator>
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	<title>Thread: Gaining experience with heroes...</title>
	<description>Do heroes gain experience for taking part in a battle with a creep(in the battlefield or in the flanks) or only if they are in the battlefield itself?&lt;br&gt;&lt;br&gt;If only in the battlefield itself how would two heroes in a team game ever share experience? You could never attack a creep while another players hero was already in the same space as the creep since they would have finished the battle at the end of their own move phase.&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;&lt;br&gt;-Mike</description>
	<link>http://www.boardgamegeek.com/article/1202199#1202199</link>
	<pubDate>2006-12-02T01:58:19+00:00</pubDate>
	<dc:creator>SliverXII</dc:creator>
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	<title>Thread: Re: Disease cloud... after the battle?</title>
	<description>Yes it is... and it can cause some trouble if you get a good roll.. &lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1176427#1176427</link>
	<pubDate>2006-11-15T21:28:24+00:00</pubDate>
	<dc:creator>model359</dc:creator>
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	<title>Thread: Re: Disease cloud... after the battle?</title>
	<description>My mistake was thinking that a player had to have a surviving unit in a battle to play a card. Looking more closely at the rules I see that this is not the case... so, yep, it does look like a card that can be used for vengeance, etc.&lt;br&gt;&lt;br&gt;Cool.</description>
	<link>http://www.boardgamegeek.com/article/1169752#1169752</link>
	<pubDate>2006-11-12T03:29:21+00:00</pubDate>
	<dc:creator>kakupacal</dc:creator>
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	<title>Thread: Re: Disease cloud... after the battle?</title>
	<description>I think you're incorrect. I believe it's for when you lose and you use it on the enemy. That would replicate the effect in the computer game.&lt;br&gt;&lt;br&gt;&lt;b&gt;kakupacal wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;I guess that my impression of the card is that it is only of use when you survive/win a battle and that the effects only target the enemy units in the flanks. Otherwise I can't quite figure this.&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/1169422#1169422</link>
	<pubDate>2006-11-11T20:08:23+00:00</pubDate>
	<dc:creator>mrbeankc</dc:creator>
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	<title>Thread: Re: Disease cloud... after the battle?</title>
	<description>It seems like a card that is supposed to be used as an act of vengeance but I was under the impression that you had to have a unit in a battle to be able to play an action card.&lt;br&gt;&lt;br&gt;I guess that my impression of the card is that it is only of use when you survive/win a battle and that the effects only target the enemy units in the flanks. Otherwise I can't quite figure this.</description>
	<link>http://www.boardgamegeek.com/article/1169104#1169104</link>
	<pubDate>2006-11-11T13:33:15+00:00</pubDate>
	<dc:creator>kakupacal</dc:creator>
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	<title>Thread: Re: Disease cloud... after the battle?</title>
	<description>Not that I play this game, or ever will ... but if I fell in battle, I would hope the enemy would choke on my rotting corpse.</description>
	<link>http://www.boardgamegeek.com/article/1169064#1169064</link>
	<pubDate>2006-11-11T11:39:22+00:00</pubDate>
	<dc:creator>PopeBrain</dc:creator>
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	<title>Thread: Re: Disease cloud... after the battle?</title>
	<description>I have not played the board game but I do play the game online. This sounds like the &lt;i&gt;Diseased Ghouls&lt;/i&gt;. These are glowing green ghouls that when they are killed emit a green cloud that then inflicts a rather nasty disease that's fatal on anyone close by who isn't cured rather quickly. Not sure if that answers your question but that is what I think it is trying to replicate.</description>
	<link>http://www.boardgamegeek.com/article/1169046#1169046</link>
	<pubDate>2006-11-11T10:02:47+00:00</pubDate>
	<dc:creator>mrbeankc</dc:creator>
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	<title>Thread: Disease cloud... after the battle?</title>
	<description>How in the world is this card supposed to work? It says to use it &quot;after the battle&quot; and will effect all enemy units in the battlefield.&lt;br&gt;&lt;br&gt;Since there will be no mixed forces left after a battle, I am unsure what section of the board is considered the &quot;battlefield.&quot;&lt;br&gt;&lt;br&gt;If anybody has a clue, please pass one along.&lt;br&gt;&lt;br&gt;Thanks</description>
	<link>http://www.boardgamegeek.com/article/1168810#1168810</link>
	<pubDate>2006-11-11T01:55:22+00:00</pubDate>
	<dc:creator>kakupacal</dc:creator>
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	<title>Thread: Re: A doubt about an Undead Hero</title>
	<description>&lt;b&gt;model359 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;If it is not a card error, then it could only be used once and it would take no mana to use.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Mmm, my opinion about the card is this one, but I'm not sure... I consider always active only the abilities with the 'ALWAYS' word in the text.&lt;br&gt;But after all the Lord of Terror seems not so powerful as a Hero, so the doubt arises...&lt;br&gt;&lt;br&gt;Thank you for your response anywhere &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1054173#1054173</link>
	<pubDate>2006-08-29T09:27:23+00:00</pubDate>
	<dc:creator>RaistlinMajere</dc:creator>
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	<title>Thread: Re: A doubt about an Undead Hero</title>
	<description>I think this is a card error so we play that it is...&lt;br&gt;&lt;br&gt;In my opinion all the Aura abilities. (Brilliance from Archmage, Devotion from Paladin...) are all aways.&lt;br&gt;&lt;br&gt;We play that it is a special ability that is always on.&lt;br&gt;&lt;br&gt;But you are correct, it is a confusing card. If it is not a card error, then it could only be used once and it would take no mana to use.</description>
	<link>http://www.boardgamegeek.com/article/1053689#1053689</link>
	<pubDate>2006-08-29T00:04:38+00:00</pubDate>
	<dc:creator>model359</dc:creator>
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	<title>Thread: A doubt about an Undead Hero</title>
	<description>Does the Lord of Terror's 'Vampiric Aura' ability (hope the translation is right - I have the italian version of the game) is ALWAYS active..? Or it can be used only one time during a combat, like all others abilities? On the italian card is not so clear..&lt;br&gt;&lt;br&gt;Thank you.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1047596#1047596</link>
	<pubDate>2006-08-24T17:34:15+00:00</pubDate>
	<dc:creator>RaistlinMajere</dc:creator>
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	<title>Thread: Humans vs. Undead for the pride lands!</title>
	<description>After the last beating my son handed me, it was time for round two... I can only hope I do better.&lt;br&gt;&lt;br&gt;Map: &lt;br&gt;........-G- -B- -$-&lt;br&gt;.....-G- -G- -F- -$-&lt;br&gt;...-C- -F- -M- -G- -C-&lt;br&gt;-G- -G- -$- -W- -G- -G-&lt;br&gt;...-C- -F- -C- -$- -C-&lt;br&gt;-G- -G- -$- -W- -G- -G-&lt;br&gt;...-C- -G- -M- -F- -C-&lt;br&gt;.....-$- -$- -G- -G-&lt;br&gt;........-G- -B- -$-&lt;br&gt;&lt;br&gt;G=Grass; B=Base; F=Forest; $=Gold; M=Mountain; C=Creep/Victory &lt;br&gt;&lt;br&gt;Basic two player map basic game.&lt;br&gt;Players:&lt;br&gt;Owen Sr. (Human) Hero: Mountain King&lt;br&gt;Owen Jr. (Undead) Hero : Dread Lord&lt;br&gt;&lt;br&gt;Summery:&lt;br&gt;The beginning of the game, both players choose to build, My son started with a fly building and I went with a range. Both of us moved our hero and 3 melee unit towards the creeps to our respective left. A couple turns later and both hero's were able to take out their creep. I however did not lose any units while my son lost one Melee and suffered a wound on his hero. I upgraded my melee units before the battle and my son didn't. On the next move my son starts to advance up my right side. With my hero to the left I had to make a decision. I was thinking my son was going to advance up and take out the level one creep over there before I could get there. So, do I advance up to his level one creep or head over and take him out. I decided to head over. I was able to build up a couple more melee units and a couple range while we both advanced up. Then the unexpected happened. My son went after the level two creep off to my right instead of what I though he was going to do. He has 3 melee and 2 range units in the fight, he pulls a 4/4 creep with area attack... OUCH. My son not wanting to take any casualties I guess, uses town portal to move his hero and 2 melee units back to and outpost he constructed a turn earlier, his town was filled with units and he could not retreat there. That left it wide open for me, I moved up and killed the level one creep and advance my hero to level two. My son then does a pretty good move, with his flying unit he takes out 2 of my workers that were in the middle trying to deplete the center of resources. Now with a strong force to the left I make a surge up the right side and we have our first major battle! Humans have 1 hero, 5 melee, 4 range units and the undead had 1 hero (1 HP left), 3 melee, 2 range, and 1 fly. I use Storm bolt and roll a 1, he suffers two casualties since I have the native area attack! down goes two Melee guys. My range hit on 3 hits and his range hit 1. my 4 melee finish him off and he is out. and I walk away with only losing 2 melee units. HUGE WIN. With that win my hero advances to level 3 and now the fun begins. I advance all my units to the center... it is tough to navigate since I did not want to take out the creeps. My son on the other hand starts to rebuild and he focuses on air units. My goal now was to move up and isolate him from the middle resources and starve him to death. I have the mountains directory in front of his base surrounded, he has 3 fly units sitting there and tons of Melee and range units sitting behind. I figure I needed to take them fly guys out. I attack with two fly guys and tons of range and melee units in the flanks to act as cannon fodder, I also use the avatar ability to boost my HP on my hero for more casualties... BAMB, he webs my fly guys. I am in trouble now. He is sitting with 7 range units and I have not fly units to fight. I had two storm hammer cards ready to go, but could not play them. I only had one choice, I play my cloud card and all the range units for this round our paused. His fly guys hit on all three rolls. I take the two fly units in the mountains and a hit on my hero knowing I would get two back. I build more fly guys while he positions himself to my left, ready to make a surge on the middle. At this point I am unit maxed and I am trying to get them from my home base and outpost up to support the battle. two turns pass and I have 3 more air units to attack again, my son at this point has exhausted all of the gold in the mines he has access too and only has 4 lumber left. I attack the fly guys again, and yet again he plays a web card. His range units tear my fly units up one more time. My range units hit, but because I roll a couple 1, he is able to raise the undead. It is now my sons move and he make his assault. He attacks my hero with everything he has left. Humans: 1 hero, 1 fly unit, 5 range, 7 melee in the battle against 1 hero, 4 range, 3 fly, and 4 melee. (The mistake he makes is that there are really two battles here, one involving all of the above, and one that would have taken his 3 fly units and 4 of my range units away and replace them with his 4 melee and my 2 melee. I use my avatar ability again, but he plays anti-magic and I now can not buff up. I then use my Storm Bolt and take out one unit. The range attack and both are dealt some heavy losses. I suffer 4 casualties and my son suffers 4 as well. I lost all melee and my son loses his 4 melee. My air unit misses and his connect for another 2 losses. I take both of them on my hero. The Melee units turn. I hit for 3 on my melee and he hits once with his hero. I suffer one more hit to my hero leaving him with 1 HP. My son takes a hit to his hero. I then do my thunder clap and get a good roll. he takes 2 more casualties. Next round and my range units finish him off was a great roll of the dice.&lt;br&gt;&lt;br&gt;After thoughts:&lt;br&gt;In this game, we used the research spell rule. This made the game even more fun. it takes a little more strategy. We both were gaining cards, however it hurt a little in the long run since I only had 5 workers out there gathering resources. I could build tons of units, just could not gather the resources fast enough.&lt;br&gt;&lt;br&gt;I believe my sons first mistake was retreating from that creep. Sure he would have lost a couple units, but his hero would have been to level two. Because he did not do that, his hero never leveled up the whole game. with sleep and that ever lasting Vampiric Aura, he may have lasted longer in a fight. &lt;br&gt;&lt;br&gt;With two players it is who makes the first bad decision. Once there is a weakness and you can take 90% of a players units, the game is pretty much over. It is very hard to come back after that. This game it was me with the advantage, last game it was my son.</description>
	<link>http://www.boardgamegeek.com/article/1039305#1039305</link>
	<pubDate>2006-08-19T08:02:18+00:00</pubDate>
	<dc:creator>model359</dc:creator>
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	<title>Thread: Basic two player map with Heros</title>
	<description>Map: &lt;br&gt;Basic two player map basic game.&lt;br&gt;Players:&lt;br&gt;Owen Sr. (Night Elves) Hero: Demon Hunter&lt;br&gt;Owen  Jr. (Orc's) Hero : Far Seer&lt;br&gt;&lt;br&gt;This is the first game with the expansion rules. We used all the optional rules except for Spell Research. &lt;br&gt;&lt;br&gt;Summery:&lt;br&gt;The beginning of the game was about the same, move one worker to gold and one to forest and leave one home to build. Being the Night Elves, I first build a range building while my son build a melee building. Both Jr and I moved our hero and 3 melee units to take out our first set of creeps to level up our hero. My son took out his level 1 creep west of his camp. I made my first mistake and went for the level 2 creep in the center of the map. My hero was not level and I pulled a big nasty out. a 4/4 best that tore me up. I lost all units and set me back and I could not recover. My son strategy was upgrade upgrade upgrade. Since I lost all of my starting units I was trying to catch up. In the mean time my son advanced his Hero and 3 melee units up to the level 1 creep west of my base. I was moving my hero to the east with 2 range and 1 melee to take out the level 1 creeps to the east. The same turn Jr takes out the creep, he builds an outpost next to the creep I was heading for. Since it was away from where I was, I paid no attention to it. I was able to create a pretty good force and moved it in on my sons hero. &lt;br&gt;&lt;br&gt;On my turn I moved my attack force to attacked his Hero and 3 melee units and my hero and units to take out the creep next to my sons outpost. I resolve the creep battle first and defeated him easily. I then went to take out his hero next. This was my second mistake. I had 5 range units and 1 melee unit ready to strike. He uses his town portal and moved his units to the outpost, a brilliant strategy, he had that one planned the whole time and I fell for it. His movement turn he attacked my hero. He had 6 melee, 1 range, and his hero against my hero, 2 range, and 1 melee. It was a complete slaughter. He took out all my units and only suffered 1 casualty and 1 hit to his hero. in the process his hero moves to level 3. I start to pull my big attack force to the east to counter his advancing forces. As my son advances he uses earthquake to take out one of my range building and the range unit being trained. Yet another set back for the night elves. One turn later we have one more huge battle one space outside my camp. I won that one at a heavy price. I lost most of my range units and my hero again. &lt;br&gt;&lt;br&gt;My son now had tons of resources and the building to replace his losses, I on the other hand did not. He storms the map again, this time with flying units and in two turns was able to capture enough victory points to win the game. &lt;br&gt;&lt;br&gt;At end game I had 3 gold and no lumber left and only 3 units, 1 hero and 2 range.&lt;br&gt;--------------------&lt;br&gt;&lt;br&gt;This was our first game with the expansion, the hero's really need to take out the level 1 creeps and get to to level 2 before attempting to attack the level 2 creeps. I got bold and paid the price. My son out played me in every aspect of the game, he says the strategy he used is the same he uses in the PC game, it worked. He have round two set for tomorrow. Lets see how I fair then.</description>
	<link>http://www.boardgamegeek.com/article/1027929#1027929</link>
	<pubDate>2006-08-12T08:04:29+00:00</pubDate>
	<dc:creator>model359</dc:creator>
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	<title>Thread: Re: Elve Question</title>
	<description>We all are waiting the so long-waited official second ed. FAQ &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I'm very sad, I really like this game, but it is sank into oblivion&lt;br&gt;&lt;br&gt;biso</description>
	<link>http://www.boardgamegeek.com/article/739735#739735</link>
	<pubDate>2005-12-22T17:18:42+00:00</pubDate>
	<dc:creator>biso</dc:creator>
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	<title>Thread: Re: Elve Question</title>
	<description>Check this out:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/64224&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/64224&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;biso wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've received this from Mike Z &lt;br&gt;The units stay with the Tree. The Tree is a board space that moves and not a &lt;br&gt;special unit. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Interesting. We have always played it that a unit must always spend a movement point to move, and cannot ride along with the tree. If this is the official ruling, then we have been playing it wrong, and it would seem that units &lt;i&gt;may&lt;/i&gt; ride along with the town without spending move points.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/738514#738514</link>
	<pubDate>2005-12-21T16:43:53+00:00</pubDate>
	<dc:creator>Sky Knight X</dc:creator>
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	<title>Thread: Elve Question</title>
	<description>Hi Folks,&lt;br&gt;&lt;br&gt;I have a RuleQuestion so please be so kind and answer the following one:&lt;br&gt;&lt;br&gt;The elves can move their town one space each turn, as well as one of their outposts! &lt;br&gt;Do Units on these spaces move with these buildings too and if so, &lt;br&gt;can they move after this move (so increasing there movement by one)?&lt;br&gt;&lt;br&gt;thx in advance,&lt;br&gt;Rob</description>
	<link>http://www.boardgamegeek.com/article/738152#738152</link>
	<pubDate>2005-12-21T06:53:18+00:00</pubDate>
	<dc:creator>JohnnyReb</dc:creator>
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	<title>Thread: Re: Warcraft Expansion  Game</title>
	<description>Oh.&lt;br&gt;&lt;br&gt;That sounds like a good game. Next time I want to be in it. Oh? wait one second. I am Morn! I was in it.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/672108#672108</link>
	<pubDate>2005-10-26T12:01:56+00:00</pubDate>
	<dc:creator>Morn82</dc:creator>
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	<title>Thread: Warcraft Expansion  Game</title>
	<description>Four gamers who met by a forum were supposed to meet at Dragon's Lair: the Swedish popular gamecentra. As it turned out it was only me and the man only known as Morn. When enough time had passed waiting for the remainders we realised that it were just going to be the two of us, we started thinking on what games we would play. We had brought Doom (Morn's), Warcraft + expansion (mine), Risk 2210 (mine) and Kill doctor Lucky (mine). Seeing as we were two players, a game of warcraft would be ideal.&lt;br&gt;&lt;br&gt;When we found a table we setup the game and decided that we would play with the &quot;Creeps&amp;heroes&quot; rules. I were human alliance and Morn was Nightelves. As we chose heroes I gave Morn the tip that the demonhunter was the best hero in the game which made him take it, while I took the mountainking, going for a very competent fighter with his cool and powerfull &quot;avatar&quot; ability.&lt;br&gt;&lt;br&gt;In the beginning we built pretty similar, but I rolled some 3s and more twos than Morn, while he rolled pretty many 1s but preserved his income. We both killed the creep closest to our base but when Morn arrived with two melee and his hero he met a Golem (four in both Strength and dice and with areaattack) meaning that he was killed. I was lucky though, getting a small strength 3 two dice creature that I used my stormbolt ability to defeat more easily, meaning that I raised a level.&lt;br&gt;&lt;br&gt;Now Morn lost a little time but he continued building. He had a outpost up sooner than me but I managed to kill three level 2 Creeps and get to level 3 fast with my mountainking. I never lacked any resources either. But Morn upgraded fast but put much money on melee units and nothing on flyers and only a little on ranged. I managed to win a large skirmish against his troops and kill many workers and his outpost while I built up two outposts myself.&lt;br&gt;&lt;br&gt;However, Morn could under the time get back his hero and got a respesctable army of melee and ranged units. I managed to kill his hero and a bit of his army. Now I had this army nearing his hometown, but he had resurrected his hero again and stood with a force quite big so I decided to pause my army in front of him. That was a mistake as he attacked and he had a somewhat bigger army than me.&lt;br&gt;&lt;br&gt;I tried soaking up as much damage as possible altough I forgot to play avatar. Also, I had now very little cards since I had to throw one away when I met his demonhunter. When I had given my mountainking three wounds and had one casualty left to give to my army, he used marksmanship to kill my hero. I now had 0 cards in my hand and tried retreating the remaining army.&lt;br&gt;&lt;br&gt;Some troops survived, and Morn stopped his hero somewhat as he could not follow with all of the remainder of his troops. He did however destroy my 2nd outpost that was very near his homebase. But now it showed that he had felt my previous attacks, he had very little harvesters and had to rebuild, altough his pumping of troops were impressive. I started bulding flying units, altough they are pretty poor in the beginning, and my numbers were slowly raising again and would be enough for when his army reached me and I moved my peons more closer to home altough there were dangerously much &quot;partially depleted&quot; tokens around that half of the board.&lt;br&gt;&lt;br&gt;As I started to build flyers I realised that Morn's army was somewhat larger altough he would not be able to use all of it on one square. He would not have to however, as I had 0 cards and he had about six of them. That was when I realised that I could send units that did not necessarily have a fighting chance against creeps. This would give me cards but not give anything to my opponent! I sent one flyer to a creep that met a melee, earning two cards for free, and sent two meleeunits into their death to acquire two more cards.&lt;br&gt;&lt;br&gt;That made me more than ready for the incoming army, and I was now more confident as my hero was level 3 and the demonhunter was only level 2. This time, as Morn attacked, I remembered to play Avatar and managed to soak up lots of damage. I now also had flyers that flew in altough they were not fully upgraded, but they helped alot in the battle. I managed to kill his hero and much of his army, much thanks to my dispelling of his &quot;immolation&quot; ability. &lt;br&gt;&lt;br&gt;Now the game started to go into an endgame. I sacrificed more units to creeps and so did my opponent. I soon upgraded my flyers full (I had already done this with my ranged units but they actually did not ever get to use their &quot;healing&quot; ability). However, it started to show that my side of the board was already depleted while the only totally untapped goldmine was the one next to Morn's base! I started advancing, and my mainstrikeforce consisted of mountainking, 4 ranged, 2 melee and 3 flyers. I defeated his forces many times, much thanks to the mountainking using &quot;avatar&quot; and soaking up damage.&lt;br&gt;&lt;br&gt;It came to a possible ending when I placed my army in his base, wounding it once. He had to attack me now so I could not wound it for one more point (or I would have won). we had a first round of rolls which gave something like three wound each (the mountain king soaked most of it up) but my mountain king that got two dice of strength 5 rolled two sixes! However, I had played stormhammers that gave my flyers two attacks, and when I rolled for them the second time, I rolled two 1's and hit with the rest, which gave about 8 wounds, eliminating everything in the base. I had won.&lt;br&gt;&lt;br&gt;Final Thoughts:&lt;br&gt;&lt;br&gt;This game was very fun and both me and Morn thought that the heroes gave a new dimension to the game as you always thought about either using cards for their great effects or saving them for activation of heroes abilites.&lt;br&gt;&lt;br&gt;The game was quite intense as first we thought that I were unstoppable and ravaged Morn's armies but then was struck down and soon Morn came ravaging my army untill I finally made the great assault.&lt;br&gt;&lt;br&gt;We think that Morn lost because he in the beginning had bad luck with meeting a very though creep that made him lose time and resources, while I could get my hero to level 3 almost immediately. &lt;br&gt;&lt;br&gt;I also think that the human flying units is extremely good, especially when fully upgraded. I also think the mountainking is very good with his high strength and lifevalue and with his avatarability he can soak up many casualtyrolls. </description>
	<link>http://www.boardgamegeek.com/article/667858#667858</link>
	<pubDate>2005-10-22T16:39:54+00:00</pubDate>
	<dc:creator>nightwalker</dc:creator>
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	<title>Thread: Re: Some Hero cards overpowered (eg. Demon Hunter)</title>
	<description>I totally agree.  Demon Hunter is a game breaker.&lt;br&gt;&lt;br&gt;His ultimate must be a typo--it must be for just ONE round NOT the entire battle.&lt;br&gt;&lt;br&gt;People are begging Kevin for an erratta for the game on the fantasy flight message boards.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/583871#583871</link>
	<pubDate>2005-08-11T19:47:37+00:00</pubDate>
	<dc:creator>Nostromos</dc:creator>
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	<title>Thread: Where to find scenarios for Warcraft: The Board Game Expansion</title>
	<description>I´ve just bought this board game and find it thrilling! I´ve seen all the different scenarios at the Yahoo! Group warcraft_boardgame and I think they are and endless resource for hours and hours worth of game.&lt;br&gt;&lt;br&gt;I was wondering if there is any place where to download scenarios designed for the expansion, using critters, the sea tiles, etc….&lt;br&gt;&lt;br&gt;Any link?&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;&lt;br&gt;Gonso&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/565559#565559</link>
	<pubDate>2005-07-25T14:29:19+00:00</pubDate>
	<dc:creator>gonso75</dc:creator>
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	<title>Thread: Re: Some heroes' abilities doubts</title>
	<description>&lt;b&gt;Jan1 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Divine Shield - the use of this appears to be quite straightforward. When removing casualties (usually at the end of a phase), you may reduce the number of casualties by one or remove one wound token from the Paladin.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Thank you very much but with &quot;Divine Shield&quot; I've meant the Paladin's 2 lvl spell not the first one&lt;br&gt;&lt;br&gt;biso</description>
	<link>http://www.boardgamegeek.com/article/564602#564602</link>
	<pubDate>2005-07-23T22:45:42+00:00</pubDate>
	<dc:creator>biso</dc:creator>
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	<title>Thread: Re: Some heroes' abilities doubts</title>
	<description>Divine Shield - the use of this appears to be quite straightforward. When removing casualties (usually at the end of a phase), you may reduce the number of casualties by one or remove one wound token from the Paladin.&lt;br&gt;&lt;br&gt;Dark Ritual - this ability enables you to trade one casualty for four mana. As a result, if you assign one casualty to a friendly unit in the battle, you can cast Death &amp; Decay &quot;for free&quot;.&lt;br&gt;&lt;br&gt;Far Sight - IMO, you can take a look at all creeps within 2 hex distance of both original and target hex of the Far Seer. Even if this ability were limited only to target hexes (i.e. the hexes the Far Seer is moving to), you could have used it in the previous round (when the Far Seer was moving into the hex that he's now leaving).&lt;br&gt;&lt;br&gt;Hope this helps.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/563353#563353</link>
	<pubDate>2005-07-22T15:57:13+00:00</pubDate>
	<dc:creator>Jan1</dc:creator>
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	<title>Thread: Some heroes' abilities doubts</title>
	<description>Hi&lt;br&gt;&lt;br&gt;Paladin - Divine Shield: How can I use it?&lt;br&gt;Lich - Dark ritual: Does it mean that I can cast Dead&amp;Decay for free?&lt;br&gt;Far seer - first lvl spell: Can I use it before leave the hex?&lt;br&gt;&lt;br&gt;Thanks, biso&lt;br&gt;&lt;br&gt;P.S. I really begin to hate Kevin due to his no-support-at-all mode &lt;img src=&quot;http://files.boardgamegeek.com/images/mad.gif&quot; alt=&quot;:angry:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/562617#562617</link>
	<pubDate>2005-07-21T22:08:52+00:00</pubDate>
	<dc:creator>biso</dc:creator>
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	<title>Thread: Re: Some criticism (no bashing), some questions, help needed</title>
	<description>&lt;b&gt;Jan1 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I have a couple of observations to your article.&lt;br&gt;&lt;br&gt;First of all, your gameboard setup appears to have been unusually favorable to the Horde (Orcs + Undead). There is only one 2 points creep that has 3/2 statistics. I believe also there is only one possession spell in the pack of Undead cards (there are 2-4 cards of all other spells). It is also my understanding that the Elfs did not have &quot;dispel&quot; card, because it would be extremely unwise not to use it against the Possession spell.&lt;br&gt;&lt;br&gt;However, there are, IMO, two things that the Elves did very wrong:&lt;br&gt;&lt;br&gt;1) When attacking a creep, you do not necessarily have to (quite the contrary, you should never) send the whole army to the hex with the creep and watch the fireworks. You may simply send one cheap melee unit (not a worker) there, reveal the creep and ONLY THEN decide whether to join the battle with the other units or sacrifice the explorer and retreat with the rest of the army. That's what the Elves should have done in the first place.&lt;br&gt;&lt;br&gt;2) When an enemy army is dangerously approaching your home town, you should never construct new buildings. You must always train new units (and invent new spells, if you play with this option), or at the least upgrade your current units.&lt;br&gt;&lt;br&gt;I also cannot quite understand how the Undead melee unit could have gotten anywhere near the Elf town by the end of turn four. Did they use the &quot;Speed&quot; card? If so, could it have been dispelled by the Humans or Elves?&lt;br&gt;&lt;br&gt;Also, note that the other team-mate can come to your aid by town-portaling his units (not workers!) from one hex to your town (or, should the stacking limits be exceeded, adjoining hexes), if s/he has a Town Portal spell. This may easily turn the odds in your favor.&lt;br&gt;&lt;br&gt;All in all, I strongly suggest that you do not get discouraged by the first game. While, IMO, the Horde has somewhat easier path to victory with the Expansion set, the game is not that unbalanced it may appear to you now. &lt;br&gt;&lt;br&gt;Hope you will find my comments useful.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;1) That's indeed a sound tactic, if the army isn't wiped in one go like it was. But Elf's move was motivated by the weak 2-pt creep that was defeated the round before by the orc player. The newbie made one mistake, feeling he had room to make one, but the game ended 10 minutes later, proving him wrong.&lt;br&gt;&lt;br&gt;2) It wasn't a melee unit, it was the hero, moving 2 spaces, who single-handedly took the town. The Undead army wasn't exactly on his doorstep, but they had no flying or ranged units, and Elf had a flyer. Also, he felt he could better survive if he had the hero again. Undead was lucky with the cards, yes, and &quot;alliance&quot; was unlucky. Even with Town Portal the human player would be left unguarded and only stalled his demise should he 'ported to Elf's  town. &lt;br&gt;&lt;br&gt;My point is that the game has lethal flaws that demand a mod, being too luck-dependant as it is. On some occasions, it's too much setup for too little actual game.&lt;br&gt;&lt;br&gt;Regards,&lt;br&gt;Crasher</description>
	<link>http://www.boardgamegeek.com/article/534625#534625</link>
	<pubDate>2005-06-27T17:05:59+00:00</pubDate>
	<dc:creator>crasher_pt</dc:creator>
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	<title>Thread: Re: Rules questions already &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</title>
	<description>The official response of the authors to this issue (which has come up on various forum) is as follows:&lt;br&gt;&lt;br&gt;&lt;b&gt;adding attacks&lt;/b&gt; - you always add attack at your standard unit's strenght&lt;br&gt;&lt;b&gt;reducing attacks&lt;/b&gt; - first you reduce the number of attacks of your standard units, if there are none, you reduce the number of attacks of your summoned units and if there are none, of your hero.&lt;br&gt;&lt;br&gt;Other issues raised in your post have not been addressed directly by the authors, by I will take the liberty of proposing how to answer them.&lt;br&gt;&lt;br&gt;1) With spells like Bloodlust, Inner Fire etc., there is always only one attack added/removed in the respective phase. I.e., even if you have more units attacking at the same time, you only add/remore one attack as per the rules described above.&lt;br&gt;&lt;br&gt;2) I would think that if two spells with negating abilities are played by opposing players/teams, their effects simply negate. E.g., if you have only a hero participating in the battle, your opponent casts inner fire and you use a spell with the effects of bloodlust, you will still be left with one attack at the hero's strength (the word-by-word application of the aforesaid rules would leave you with one attack at your standard units' strength, which is IMO absurd).</description>
	<link>http://www.boardgamegeek.com/article/529682#529682</link>
	<pubDate>2005-06-22T10:30:58+00:00</pubDate>
	<dc:creator>Jan1</dc:creator>
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	<title>Thread: Re: Some criticism (no bashing), some questions, help needed</title>
	<description>I have a couple of observations to your article.&lt;br&gt;&lt;br&gt;First of all, your gameboard setup appears to have been unusually favorable to the Horde (Orcs + Undead). There is only one 2 points creep that has 3/2 statistics. I believe also there is only one possession spell in the pack of Undead cards (there are 2-4 cards of all other spells). It is also my understanding that the Elfs did not have &quot;dispel&quot; card, because it would be extremely unwise not to use it against the Possession spell.&lt;br&gt;&lt;br&gt;However, there are, IMO, two things that the Elves did very wrong:&lt;br&gt;&lt;br&gt;1) When attacking a creep, you do not necessarily have to (quite the contrary, you should never) send the whole army to the hex with the creep and watch the fireworks. You may simply send one cheap melee unit (not a worker) there, reveal the creep and ONLY THEN decide whether to join the battle with the other units or sacrifice the explorer and retreat with the rest of the army. That's what the Elves should have done in the first place.&lt;br&gt;&lt;br&gt;2) When an enemy army is dangerously approaching your home town, you should never construct new buildings. You must always train new units (and invent new spells, if you play with this option), or at the least upgrade your current units.&lt;br&gt;&lt;br&gt;I also cannot quite understand how the Undead melee unit could have gotten anywhere near the Elf town by the end of turn four. Did they use the &quot;Speed&quot; card? If so, could it have been dispelled by the Humans or Elves?&lt;br&gt;&lt;br&gt;Also, note that the other team-mate can come to your aid by town-portaling his units (not workers!) from one hex to your town (or, should the stacking limits be exceeded, adjoining hexes), if s/he has a Town Portal spell. This may easily turn the odds in your favor.&lt;br&gt;&lt;br&gt;All in all, I strongly suggest that you do not get discouraged by the first game. While, IMO, the Horde has somewhat easier path to victory with the Expansion set, the game is not that unbalanced it may appear to you now. &lt;br&gt;&lt;br&gt;Hope you will find my comments useful.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/526832#526832</link>
	<pubDate>2005-06-20T11:22:25+00:00</pubDate>
	<dc:creator>Jan1</dc:creator>
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	<title>Thread: Re: Tree of eternity - doubts</title>
	<description>&lt;b&gt;Lord Baldrick wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;1)The units there can't move (due to Cripple). However, the Tree cannot be Crippled, so it can move away, leaving the units behind.&lt;br&gt;(btw, units are never carried by the tree, they have to follow it themselves if they want to...)&lt;/i&gt;&lt;br&gt;I like what if say. &lt;br&gt;I've received this from Mike Z&lt;br&gt;&lt;i&gt;The units stay with the Tree. The Tree is a board space that moves and not a&lt;br&gt;special unit.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Lord Baldrick wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;2)All the properties of the hex stay in play, even if the Tree moves over it. This means that workers can harvest there, and later build buildings in the spend step of the same turn.&lt;br&gt;&lt;br&gt;Beware that these are my interpretations of the rules, though...&lt;/i&gt;&lt;br&gt;and this&lt;br&gt;&lt;i&gt;Nothing happens unless entering the hex will cause you to exceed the stacking&lt;br&gt;limits, then you would have to leave the excess units behind.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Thank you</description>
	<link>http://www.boardgamegeek.com/article/497083#497083</link>
	<pubDate>2005-05-17T12:47:10+00:00</pubDate>
	<dc:creator>biso</dc:creator>
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	<title>Thread: Re: Tree of eternity - doubts</title>
	<description>1)The units there can't move (due to Cripple). However, the Tree cannot be Crippled, so it can move away, leaving the units behind.&lt;br&gt;(btw, units are never carried by the tree, they have to follow it themselves if they want to...)&lt;br&gt;&lt;br&gt;2)All the properties of the hex stay in play, even if the Tree moves over it. This means that workers can harvest there, and later build buildings in the spend step of the same turn.&lt;br&gt;&lt;br&gt;Beware that these are my interpretations of the rules, though...</description>
	<link>http://www.boardgamegeek.com/article/497010#497010</link>
	<pubDate>2005-05-17T08:15:29+00:00</pubDate>
	<dc:creator>Lord Baldrick</dc:creator>
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