Tag Archives: Summoner Wars 2

Sneaking Sneaks – Sneeks Preview Part 2

So last week, we checked out Summoner Wars’ new and improved Sneeks. We took a brief preview of his summoner card and events. Today, we’ll be examining his champions. There’s only three cards here, so this should go a lot faster. Well, it should go a little faster. 

Well, we don’t come here for brevity.

Honestly, I think if this guy just started at 1 strength, he’d be a lot more playable. Maybe lower him to 5 health.

First up is the rather disgusting looking Blarf. As I’ve mentioned before, I’m not a fan of this art direction but I can at least appreciate that the guy looks delightfully horrible. I always appreciate a little filth in my fantasy. 

I’m intrigued by Blarf if only because he comes with two deck building symbols. I wonder what the motivation to make him available to a wider pool is. Is it because his abilities somehow perfectly represent the opera helmet and Venetian mask symbol factions? Or maybe he’s so bad that it doesn’t matter if he gets spread around a little more?

Because let’s be clear, Blarf is bad.

Alright, it’s premature to make categorical claims like that. However, he comes peculiarly weakened from his Summoner Wars original incarnation. His best feature is his cost. At zero, not only is he always affordable but, more importantly, he interacts with Sneeks Sly and events. Which is probably what doomed the poor troll… orc… ugly boy. A pool of six health is an improvement over old Blarf. He can serve as a good one turn distraction for your wee goblins. However, his strength gain is decidedly worse. First, you need to trigger Blarf’s Blood Runes at the start of your attack phase. This means you can’t fuel it with fresh kills this round but must keep some magic from the summoning phase so he doesn’t hurt himself. Granted, missing a Blood Rune trigger is only one damage. Which means Blarf can deny himself without costing you an attack but I’m not certain how often those situations will arise. 

Furthermore, you want to be paying Blarf’s toll so that he can start hitting. Otherwise you’ve a mobile wall. A mobile wall that will slowly turn into a threat that your opponent will always see coming three turns away. But when you consider old Blarf could gain +4 attack at any point, it’s a bit disappointing.

So he’s largely a Sly platform and not much else.

We’ve never had a female goblin before and I don’t want to be challenged for misgendering in the year 2021. Maybe if Smeg wasn’t literally a walking corpse I could identify it better.

Next up, we have Smeg. 

I’m guessing this is Smeege’s younger cousin. 

I’m not sure what to make of Smeg. He/She/It is obviously a little anemic. Losing health from the transition over to Summoner Wars 2.0 is not a great sign. Sure, they gained a strength but Smeege essentially had 2 attack with Frick’s ability. I think, once again, comboing with Sly has seen Smeg’s effectiveness get downgraded. That said, a healthier Slinger complete with it’s free attack, is still good. And Smeg is still like Smeege where Smeg’s negative can be an upside. Your opponent doesn’t really want to attack Smeg, hoping that Magic Junkie will make their cost exorbitant. But not attacking Smeg means Smeg can lay on the damage. And failing to kill Smeg means Smeg can reliably deny themself at the end of your turn. Plus, Smeg’s upkeep cost comes after you discard for magic so you can be reasonably assured that you can afford the Magic Junkie tax. Positioning from Sneak, Sly and buffing with Enrage the Horde are all added perks. Smeg’s good and I don’t see any reason why Smeg wouldn’t show up in every battle with the sole exception of the game ending before Smeg’s drawn.

Of note, Smeg is one of a very limited sources of ranged attacks in Sneeks’ army too. 

And now, for the main course. 

My highlight of the demo was when Tacullu Hypnotized my Eater adjacent to herself, Mind Captured it, then sacrificed Tacullu to keep it on the board at the end of the phase to deliver me the win. Keep on keeping on D.O.U.G.

The Eater was one of the best original Cave Goblin champions. The new Eater still claims that title. He’s received a (probably justifiable) price increase. He comes out heftier (9 health) and stronger (5 strength) but his ability is not as good. He only auto kills your units now at the end of the attack phase so the Eater is more vulnerable to any possible future shenanigans that can change dice rolls. At five strength, he’s likely to be killing most things he’s on, however, unless he’s going after champions. And at five melee strength, he’s apt to be exchanging well with them. The six magic cost is noteworthy if only because Sneeks doesn’t make a lot of magic and Sneeks’ other champions kind of want to skim off your low magic pool each turn. 

It might be a little obvious that you’re saving for him, is all I’m trying to say.

So there you have it. The Eater is great! Smeg is good! Blarf is barf!

See you next week!

Sneaking Sneaks – Sneeks Preview 1

Well, the great thing about a new Summoner Wars release is I have easy go-to content for blogging! See, Kait! At least I’m being somewhat consistent in my posting!

I want to stress the speculative nature of previews. They are clearly not based on the most rigorous data or testing and, consequently, are mostly first impressions than anything else. However, Summoner Wars 2.0 reviews are a special note. Whereas my reviews of the original Summoner Wars releases was at least founded on experience with the game, it’s really hard to judge the value of the cards when I’m not even certain of the normal momentum and average strength of units in this new version.

Which is to say, the old game had a standard evaluation equation for judging the relative worth of cards. While flawed, this system was based on observed averages of what had come before. We’re in uncharted territory here so saying what is good or bad is going to be a crap shoot at best.

But don’t worry, if you wanted baseless judgements then you’ve come to the right place.

Summoner Wars is a product of Plaid Hat Games. All rights, images and intellectual properties belong to them. Check them out!

We’ll break this down into three posts as Kait keeps telling me I jabber on too long anyway. Our starting point will be the summoner and events. I’ll save a second post for the champions. And the last for his commons. At least this is faster than Plaid Hat’s reveal schedule.

Now, I didn’t have original Sneeks so it’s kind of exciting to see his new version in a product that I have a high chance of actually getting. It’s a little hard to parse some of his card since I’m not entirely certain what everything means. I did, embarrassingly, find the online rules after I did that digital disgorging of my initial thoughts last week. So I’ve given it a thorough read even if I haven’t fully internalized everything yet. Hopefully that arms me enough to not come across as completely moronic here.

Pity comment goes here.

The first thing I want to comment on is Sneeks health. Eleven is crazy high, for the original Summoner Wars. Summoner health essentially sets the “difficulty” of your opponent since the only win condition is getting that value to zero. Only one summoner got to nine health in the first game and it just happened to fall on one of the best decks. But now, I kind of feel it’s ironically on the low end. 

It’s clear that higher health is meant to turn summoners into more active participants in the game. Which is a good change. Sneeks wants to get into the thick of the action as well. His three melee strength is of note. First, it’s one of the highest strength attacks in his deck. Second, melee is more accurate than range in this new version. Course, it still comes with its inherent vulnerability.

While I don’t think strength values have risen at the same rate as health, it feels like eleven health really only gives you one turn of vulnerability. In original Summoner Wars, you could argue that ignoring the summoner to clear the board was more advantageous. I didn’t. I thought putting pressure on the summoner would force them to position less optimally but I also concede that this prioritization of attacks was very faction dependent. With Sneeks, it feels like you definitely want to hit him whenever you can. Most of his commons are rather weak and the more damage you put on Sneeks the less aggressive Sly maneuvers he can do without risking a loss. 

Course, let’s examine Sly a little closer. This ability isn’t just a port from his first edition. It’s an upgrade. Being able to Sly step Sneeks in during your attack phase essentially ensures that any 0 cost unit which gets beside the enemy summoner is bringing an additional three melee strength attack with them. Sadly, Sneeks can’t Sly his beast riders but pretty much every other option in his deck works. Plus, he’s got other mobility options rather than charge.

Another perk of Sly is that Sneeks can get some very quick, aggressive gates down. Since the first couple of turns your opponent is unlikely to mount a terminal defence, if you happen into your gates early, you can get some very strong early board control. It’s luck dependent as gates have a tendency to be drawn when you least want them. However, since Sneeks has so many zero cost units, having more summon points is very important for him.

I’m curious to see what those deck building options will open up for him. It looks like he’s geared towards trickery and brute force. But without seeing these symbols show up later, trying to judge those options would be the equivalent of reading tea leaves. 

Now we have Sneeks’ events. Starting with his personal Epic options.

I won’t be surprised if Enrage the Horde is the gold standard for epic events.

First, I’m not sure who this person is in the art but I wonder if he’s a preview of a Cave Goblin second summoner? He appears on two events with pretty consistent design. Could just be an unreleased unit, however. Possibly a champion. Certainly would be a peculiar reinterpretation of Frick and, seeing as Frick is one of my sister’s favourite summoners, I’m kind of rooting for his return. At any rate, Enrage the Horde gets into the Cave Goblin identity of swarming with a lot of cheap units. Frick let any single zero cost unit to attack twice a turn. Enrage, however, gives you a power turn where all of your free units essentially double their attack for the low cost of one magic. 

Granted, this cost isn’t insignificant. Sneeks would rather slam his commons down than build them for magic, so you’re probably running an economy that’s a little light. That’s where Enrage the Horde’s timing comes in. As a Magic Phase event, you can fuel this with any kills during your normal attack phase. The trick, however, will be positioning. Until the release of a Runt like unit that allows your slingers to attack through them, your Slingers are the easiest to assist with Enrage so their firing angles will have to be chosen carefully. 

I feel it’s worth holding until the right time. You only have two of them, so you want to keep them as a threat for the enemy summoner. Especially since they know you’ll be running these two.

The rest of these events, however, are less impressive. I’m uncertain which are worth holding in your hand, slowing down your draw speed. They can combo well but the last thing you want is to be holding two or three events each turn and giving your enemy some breathing room from your rush of commons. 

Sneak is a pretty easy event to slot in whatever decks have access to the Venetian Mask symbol. Assuming, of course, those decks have 0 cost units.

Sneak, however, is fantastic. It helps you get your army into position either for a powerful Enrage the Horde play or for sliding Sneeks in for some sneaks attacks. Of particular note is that Sneak lets your Clingers move since it’s a force effect! This can help you rescue any that have been abandoned in the boonies by forcing them to an adjacent unit then moving that unit after the event resolves. It’s free too! I don’t like to hold on to this event for more than a round, however. If it lines up for a power combo, great! If not, it can be good to get helpful positioning now.

More dice is rarely a bad thing.

Pile On is decent. Makes things hit harder if you’ve surrounded them. While the dream is to play this with Enrage the Horde for double the value, it can create a trap of making your hand stuck with a bunch of non-unit cards. Given that your units are generally on the weaker side, however, you want this event to take down scary champions your opponent might be holding. Given the extra attacks from Slingers and your overall low damage output from your weaker champions and commons, I find Pile On is a necessary event to hold for either risky all-in attacks on the summoner or to get favourable economic exchanges against enemy champions.

Unrelenting? More like Unwieldy, am I right?

Finally, we’ve Unrelenting. It’s odd to see an economy card in Cave Goblins. Granted, this is a weird economy card as it’s more on the denial end rather than generation. It costs one magic to make the opponent’s target prioritization weird for one turn. If you have Sneeks or a champion pressuring their face, this card could have them turn all their attention to those big threats and ignore your little runts as they rush in for combat. Alternatively, you can use it after a rush to recuperate your losses. It’s strong, I’m just not certain it’s strong enough to hold. If I don’t have a lot of slingers on the board, it might just be worth letting go. 

So, for me, Sneeks is an aggressive summoner who relies heavily on his Sly ability to get in extra attacks on priority targets or place aggressive gates. He seems rather reliant on his events to compensate for his otherwise lacklustre champions and commons. So he is largely a question of whether those events are strong enough to keep him competitive with other summoners.

Dawn of a New War

It’s here!

How apropos that I only recently did a rant about Summoner Wars 2.0 and its art. Because Plaid Hat Games has now announced the forth coming release of the game’s reboot. I’m pumped. Possibly more pumped than I should be. However, it’s been a rainy few days here and my head’s been sore. So really, I’ll latch on to whatever ray of sunshine I can grab. Thank you very much.

Art clumsily obtained from Plaid Hat Games. Obviously it all belongs to them.

There’s not a whole lot to discuss from the announcement. They’ve posted some pricing tiers which don’t make a lot of sense. However, it’s early morning for me as of this writing so maybe once I’ve shuffled off the fog of drowsiness, I’ll be able to parse it better. However, along with the announcement they have given some sneak previews of a faction launching with the master set. It appears there will be six different groups in the main big box which makes me even more stoked! This was exactly what I wished for the original Summoner Wars. That was apparently released twelve years ago. Can you imagine? Time flies.

So with Summoner Wars 1.0, the game first launched with two duo faction boxes. You could choose to have the goblins versus the dwarves or the orcs versus the elves. I actually came to the game late, after it’s first “master box” set was released with six factions and I’m glad I did. First, six gives a good variety of gameplay that the single box can deliver it’s value of fun immediately. Second, each of these boxes comes with a board, set of dice, wound markers and the like which gets way too redundant if you want to purchase everything. I kept to the two large boxes and army expansion packs. So I never got to play those first four starting armies.

Anyway, I’ll spare my keen eye observations for this first round of news for later as there are a bunch of cards for me to clumsily review as well as speculation over what some of the new iconography means.

More important, however, there is a demo for their digital release and I’ve played a quick few rounds of it to get a sense of the core gameplay changes.

I must say, I’m liking what I see.

The demo is a curious conflict of Cave Goblins versus Benders and right of the bat, I really like the art direction for the new Benders. I personally lamented the lack of more Asian inspired flair on the original release despite the heavy insinuation in the game’s sparse lore that they were meant to be Asian inspired. So this new art is giving some much needed variation in its design. Anyway, art critiques later.

Let’s discuss gameplay!

First thing I noticed: Summoner health values are off the charts. 11 and 13 are crazy and I’m going to assume these are on the low end of the scale. Second thing I noticed, walls have been renamed gates. No! We’re not discussing fluff changes. Hm, your starting gate is 10 health but your “event” gates are only 5. Interesting. Wait, and there’s no more event phase. But, it looks like events are locked to different phases now. That’ll probably help with balance and hopefully open up some new design. It’s still the standard move three and attack with three units a turn. That’s fine.

Abilities are a little clunky in their wording but I’m going to assume that’s due to a standardization of game text. For example, Relentless on the Slingers could definitely be worded more efficiently but we’re working around game terms of “may” “extra attacking unit” and whatnot. Hm, those Slingers have insanely good cost value. A two ranged attack, one health for zero mana? Oh woof, Blarg’s text. I suppose we have generic tokens now to represent game effects? That’ll be cleaner too.

Ohhhh! Players start with magic now. I think this means that there’s a separate magic token counter divorced from the cards. It was cute and efficient to use cards as your magic “pool” in the base game but certainly led to peculiarities in game design. I like this change, especially giving a starting pool to the players means the first turn isn’t so hobbled. This will make starting setups more important, however, as your initial draw can suddenly have a far greater impact if you are able to reliably summon and attack with units.

Deck size is 25. That’s… curious. Smaller than it used to be. I’m assuming its still 3 champions per deck. Oh, and there’s four commons instead of three standard too. The summoning cost on these first two decks is much lower for commons. Champions are, on average, a little higher. Perhaps this will emphasize common play more. There appears to be inevitability. Not attacking during the Attack Phase causes your summoner one damage. That’s… less than ideal. Some mechanic is required to prevent players from stalemating themselves. This is the easiest implementation but I would have liked to see something more elegant with a core game mechanic change.

Oh well, at least something is there.

Oh my the dice are different. That’s… interesting. I’m not certain what to make of these symbols. But it appears that melee attacks have a higher chance of hitting than ranged. That’s a curious method of balancing the two. I kind of like it. I’m not sure what to make of this squiggle symbol. Does it represent like a power trigger? Hard to read into it with these two base decks, considering only the Benders interact with it in a tangential way that’ll I’ll cover in the Bender review.

Wow, gates can be built adjacent to your summoner! That’s an interesting way to pump aggressive play. It seems you can’t build a gate on the center lines without a summoner nearby either? I like that.

This is certainly an interesting tease for the game. Without the rulebook, this is a fair bit of guesswork for how the rules have changed, which is why you’re getting this stream of consciousness review. However, it looks more intuitive than the first game. And if you’ve played Summoner Wars 1.0 then this definitely feels very familiar. It looks like it’ll play how the original Summoner Wars was envisioned from my first examination. Wait, let me try killing my own units. Hm, it appears that the option to attack your own units at all has been removed. Bummer.

Also, this AI is pretty dumb. I’ll probably win even with all this testing. And there he goes suiciding into my forces.

Well, I can’t complain about the goblins, elves and dwarves being hyper generic now.

Alright, well I think a summary of my initial observations might be good:

  • Core game mechanics remain. You build gates. You summon units and move across the board. Attacks are dice based and your goal is to reduce your opponent’s Summoner to 0 health.
  • Gates are both more constrained in their placement and more strategic. Can’t place in the centre of the board but you can place adjacent to your Summoner. Forward control of the board allows aggressive factions to push their momentum by giving forward summoning locations. However, non-starting gates are much easier to destroy.
  • Events are no longer their separate phase. Instead, specific events are played during specific phases. They appear to be weaker than the original game but it’s hard to judge off two decks. Also, they can have a mana cost. So there are numerous levers for controlling an event’s power. They also do not have the Summoner’s portrait on them. Are they no longer tied to their faction’s summoner? Possible to deck build with different events? Could explain their weakening.
  • Movement and Attack Phase are largely unchanged. However, units have undergone a complete rebalancing. Almost better statistics across the board. Commons are cheaper with greater health and attack. Health values are much improved while attack values have seen less increase. This will possibly make matches last longer though investment in commons will probably be better as there is a greater chance they survive more than one turn. Champions, conversely, appear to have their abilities drastically reduced while their stats have remained very similar. This is a huge push for common gameplay to be the core gameplay.
  • You can still discard your cards for magic after combat. No apparent change here.
  • Thank god the Draw Phase is at the end of your round! This was a houserule I’d implemented and it does wonders for speeding up the damn game. Perhaps the best change overall! And that’s not entirely a joke.

While this isn’t as large an overhaul as I was expecting, this is certainly good changes that should help revitalize this wonderful game that I love. And the fact that it’s going to have a digital release that will *fingers crossed* be much better supported can maybe mean I’ll be able to play it more often than around the Christmas holidays!

I’m not saying I’m preordering the game this very second. But I will say that I’m very tempted. Congrats, Plaid Hat, you’ve exceeded my expectations.

Summon a New Age of Wars

I’m not sure what it is about Summoner Wars that draws me in like few other board games. I like to imagine it’s the fact that Kait actually plays it. Maybe it’s because I unironically love Runebound. There’s a certain appeal to things which invoke the childhood fantasy that I voraciously consumed in my formative years. While I certainly avoid the genre now (a peculiarity since I write in it), I quite like the card/dice game of generic fantasy tropes smashing themselves rather comically against each other even if the system isn’t the most compelling or complex.

And I know you all have missed this conversation, so I’m glad to drag it up from the dead.

At any rate, here’s some Summoner Wars news! And I’m not talking about finally writing up my reviews of the last factions I own. Kait never finished the tournament we literally started over a year ago. I hold her solely responsible. However, given our progress in it, I can give a quick rundown of our findings to date:

Abua Shi: Long time favourite. Sadly outdated and outclassed. 

Bolvi: Pet project and powerhouse if given the chance. Crazy strong with help but abysmal without.

Farrah Oathbreaker: Strong but complex. Unfortunately too wordy.

Frick: Low key very good while still feeling balanced and fun.

Jexik: Actually balanced

Mad Sirian: Fun idea with awful implementation. A victim of the early “better safe than sorry” design which he can’t shake.

Nikuya Na: Struggle bus is real. 

Queen Maldaria: How are you winning?!

Rallul: How can you lose?!

Samuel: A+ for effort but outclassed with later releases. Still too safe of design for an aggression faction.

Saturos: Bonkers.

Torgan: Dark horse but the struggle is real. Sometimes you just need to rely on Lady Luck.

Now, with the tournament incomplete there’s a fair amount of ties and a significant amount of sway from outlier data points. I won’t deep dive this. At least not now. Maybe when I’m more bored.

No, what I wanted to discuss was that the artist for Summoner Wars 2.0 has been revealed! Well, he has been revealed for many months now. But I only recently stumbled across this news. 

See!

All art obviously belongs to Martin Abel and Plaid Hat Games. I believe the company is independent now so it’s just them. And yes, this is shamelessly stolen from the Internet.

Ahem. Yes. Well. That was a choice.

Where do we begin? Well, this is my blog so let’s start with my feelings.

I hate it.

Thank you, that’s a wrap. See you next week.

No, of course I’m not going to end there. There’s actually a fair bit to unpack especially since I ragged on the original game’s horrendous art. The perceptive amongst you will notice something familiar about this new Summoner Wars. That’s right. It’s the exact same art style as Crystal Clans. 

And therein lies my issue. I believe I applauded the art direction for Crystal Clans. Wait, let me go and double check if I did…

Yes, I did. I was upfront that the style isn’t my favourite. And it’s still not. Martin Abel is a talented artist, for sure. I can’t hold a candle to his skill. However, I don’t like these cartoon proportions and bright stylizations that are typically sold as children’s animation. It lacks a certain detailing that I prefer. Also, whenever discussing art, I’m more on the realism than stylized side in terms of my tastes anyway. However, they are my tastes. What I was really happy with in regards to the art for Crystal Clans was the design of the factions broke the stereotypical fantasy mold. 

Day of the Dead necromancers that look like a fun Mexican fiesta? Yes please! Geomancy gypsies with a fondness for capoeira? Why not? It was its own thing and it was going to drum to its own damn beat. And I respected that. 

Alas… this is not Crystal Clans 2.0. 

The original Ret-Talus for comparison. He’s uh… certainly green.

Now I’ve hated the visual design for Summoner Wars for a long time. But, truthfully, I felt that within its own framework, they were improving. While there’s a certain lack of creativity when it came to factions (we are swamp orcs, we are green vs we are ice orcs, we are blue), overtime a certain style was emerging that was, by a bare minimum, tolerable.

However, taking the Crystal Clan design and just painting over the old Summoner Wars factions is literally grabbing the worst of both worlds. Now we have these exaggerated, simplified characters composing exaggerated, simplified armies. Boring undead necromancers look like squeaky dog chew toys. Generic white angels and blonde clerics look like the Saturday morning children’s tie-in for a 2001 Bratz Dolls collection. 

Maybe I’ll be surprised that there’s been a huge rework to go along with the visual overhaul to the game but since the artist has already shown us Ret-Talus of the Fallen Kingdom and Sera Eldwin of the Vanguard, I suspect that won’t be the case. 

Even worse, both Crystal Clans and Summoner Wars are fantasy IPs. By using the same artist and art style you make the products visually indistinguishable. Maybe that’s not a problem. Maybe Plaid Hat wants to be known as the child pastel board game company. I don’t know. I don’t sit in on their creative meetings. 

Or, perhaps, the artist had a bulk sale on commissions and with Crystal Clans tanking they had all these leftover designs that had to be used for something. 

And I want to reiterate – the original Summoner Wars art was bad. I am not hating on this new direction simply because it is a new direction. I know that drastic changes, especially to nostalgic pieces, can often face a lot of undue criticism by people who simply want to reignite the experiences of their old favourites. I think I would have not liked it if Crystal Clans never existed and this was the first time I saw it. But I wouldn’t hate it. And I’d most certainly be thankful it wasn’t anime. 

Which, I guess I am thankful it’s not anime.

Given that the characters seem to all share the names of their original releases, I’m guessing this is going to be a hard reboot of the game? Like, everything we’ve seen we’ll be getting again?

I will say this. Plaid Hat must know that going for such a highly stylized design is going to provoke a strong reaction from interested players – whether that be adoration or derision. I can appreciate them being bold. I just don’t like how recycled it feels. I want Summoner Wars to have a more distinct identity whereas this is too muddying around with that other game. 

Will I buy Summoner Wars 2.0? We’ll see. I won’t let the art hold me back, that’s for certain. I didn’t with its first release. So that won’t be the line in the sand for the second. However, after my experience with Crystal Clans, I’ll certainly be more hesitant about a purchase. If it keeps the spirit of its gameplay which I enjoyed from the original, I’ll certainly push past its new coat of paint. 

I’ve done so before, I can do so again.

But I won’t be happy about it.