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Wow. There's a blast from the past. Loved the game, what, eleven years ago? Let me go dig mine out. Crimeny, I've got a lot of Clan War stuff. I really should dust it off and have a few games, for old time's sake.
You'll certainly need a lot of ten-sided dice. Also some counters, to represent focus, etc.
As for the cards, I don't think you absolutely have to have any cards to play- but the game will be pretty boring. You'll want tactical decks for each side. I think there are far too many cards to list here, but they have names like Charge, Counter-charge, Banzai charge, Retreat, Burst of Speed, Wall of Spears... and so forth. You attach cards to units at the start of the turn, and they can be used to grant nice bonuses to your side, or inflict irritating penalties on your foe. For example, when two units move into base-to-base contact, they are engaged, and will fight in the following close combat phase. But if you had attached a Charge card to your unit, you could have moved it double its normal move toward an enemy in LOS, and it would gain +1 ATT and +1 DAM until the end of the turn. The tactical cards really expand the possibilites in the game.
The Army-specific cards are not necessary to play. However, the unit cards are a handy tool, and the cards for special characters, special units, and army-specific abilities add flavor and background, so that a Lion army fights very differently than a Crane or Crab army.
Armies, let me think. Crab, Crane, Lion, Dragon, Scorpion, Phoenix, Unicorn. Shadowlands? Mantis? Oh, and Naga.
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