Gnarlwood Rivals Review 1: Gnarlspirit Pack, Sons of Velmorn, Daring Delvers, Tooth & Claw

 Other Rivals reviews available in previous articles!

In this blog, we give our Rivals review of the Gnarlwood season box: both Warbands and both decks. Decks are available here (jumps to underworldsdb.com) https://www.underworldsdb.com/rivals.php.

Podcast: https://podcast.battle-mallet.com/e/episode-45-hex-ed-playing-rivals-with-your-gnarlwood/

Gnarlwood Rivals Decks

Gnarlspirit Pack

The Gnarlspirit Pack is a 4-fighter Warband that feels like Godsworn Hunt 2.0. Each fighter has The Struggle as a special rule and the all share the same inspire condition: it is the inspire step after you removed a Spirit counter from this card. The Struggle says, at the start of this fighter's activation, you can give this fighter one Spirit counter or remove this fighter's Spirit counters. Each of the fighters has a special Overcome state while they have one or more Spirit counters. When Inspired, all of the fighters have this rule: "while this fighter has one or more Spirit counters, this fighter is un-Inspired." Between The Struggle and Inspiring, this feels a lot like the Crimson Court, where there are multiple states for each fighter. Sarrakkar (your leader) and Gorl both have 4 wounds and Kheira and Lupan have 3 wounds. The similarities more or less end after that.

Sarrakkar Blackwing is a Leader, a level 2 Wizard, and has 4 Move, 2 Dodge, and 4 Wounds. His Wildstaff is Range 2, 2 Smash, for 2 Damage. His Raptor Bolt is a spell attack action that is Range 2, Cast on a Focus, for 1 Damage. When Overcome, Sarrakkar gains +2 Move, is beast, is Flying, and cannot be inspired. When Inspired, Sarrakar's Wildstaff goes to 3 Smash and the Raptor Bolt goes to 2 Damage with Cleave!

Gorl Spinehammer is a Brawler and has 3 Move, 1 Block, and 4 Wounds. His Spinehammer is Range 1, 2 Smash for 3 Damage and has Knockback 1. When Overcome, Gorl gains +1 Defence, is a beast, and cannot be Inspired. When Inspired, his Spinehammer gains Knockback 2 and Stagger. He also gains Beast Breaker: Friendly beasts within 2 hexes of this fighter can hold objectives and you can re-roll one dice in defence rolls for those beasts.

Crimson Kheira is a Brawler with Move 4, 1 Block, and 3 Wounds. Her Clawed Axes are Range 1, 3 Fury for 2 Damage. Her Berserk Assault is Range 1, 4 Fury for 1 Damage with Unleash (Crit Grievous 1 and Scything if this fighter is a beast). When Overcome, she gains +1 Move, is a beast, and cannot be Inspired. When Inspired her Clawed Axes gain Cleave and Crit Grievous 1, but she loses Berserk Assault.

Lupan Longcut has 4 Move, 1 Dodge, and 3 Wounds. His Longcut is Range 3, 2 Smash for 1 Damage with Impact (+1 Damage when made during a charge action). His Silent Knife is Range 1, 3 Fury for 2 Damage. When Overcome, he gains +1 Move, counts double supports as successes in his attack and defence rolls, is a beast and cannot be inspired. When Inspired, he gains 2 Doge, his Longcut goes to 2 Smash and his Silent Knife gains Crit Grievous 1. He also gains the Beast Guide rule: this fighter supports each friendly beast.

Key Cards

  • Objectives:
    • Savaged (Surge: Score this immediately after a friendly beast's Attack action takes the target out of action. We like this one early, because it's likely that all of your fighters will be beast during their activation in round 1.)
    • Oath of Fortitude (Hybrid: You may reveal this card at the start of your first turn in a round, then return it to your hand. Score this in an end phase if: There are three or more surviving friendly fighters Or: There are one or more surviving friendly fighters and no friendly fighters were taken out of action in this round. If you revealed this card, gain one additional glory point. First, welcome the Oaths back to Underworlds. Second, this is excellent early because it can bait your opponent into attacking you. Even if you don't score it, you can get your opponent out of position)
    • True Selves (Score this in an end phase if each surviving friendly fighter is either Inspired or a beast. Again, this is great early because you'll likely give every fighter a Spirit counter in round 1.)
  • Gambits:
    • Fierce Competition (+1 Dice to the first Attack action made by a friendly fighter in the next activation. +2 Dice instead if that fighter is supported by one or more friendly beasts and/or Inspired fighters. +1 Dice is always nice, if you can be supported by another fighter, it's even better.)
    • In Control (Play this only if there are one or more friendly fighters that are not beasts. Push each friendly beast up to 1 hex. This card allows you you to reposition your fighters after their activations, grabbing feature tokens or setting up supports.)
    • Vicious Blow (The first Range 1 Attack action made by a friendly fighter in the next activation has Crit Grievous 1 or +1 Damage instead if that fighter is a beast and one or more other surviving friendly fighters are not beasts. Another great card to have early, since you none of your fighters start as beasts AND it's a +1 Damage card.)
  • Upgrades:
    • Preternatural Senses (You can re-roll one dice in this fighter's defense rolls, and this fighter ignores the rules for cover hexes while making an Attack action. Defense bonuses are always best when they can be applied early.)
    • Trophy of Strength (+1 Damage to this fighter's Range 1 and Range 2 Attack actions. Reaction: After a friendly fighter's Attack action that takes an enemy fighter out of action, if this card in your hand, give this upgrade to that friendly fighter. This does not cost any glory points. We love +1 Damage cards, the ability to apply it for free is just awesome!)
    • Wily Hunter (Reaction: After this fighter's activation, if this fighter made one or more Attack actions, push this fighter 1 hex. Repositioning your fighters is always useful.)

Boards

All aggro, all day: Chamber of Genesis

Play Style

Aggro / get on feature tokens in enemy territory.

Playing Against This?

Watch the placement of feature tokens in your territory. Try to keep them from playing in your territory. Focusing down Lupan early can remove some of their later game accuracy.

New Player Rating

Gold. The deck and fighters are closely aligned and the playstyle is fairly obvious.

Nemesis

100 % you want to use Tooth & Claw.

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Sons of Velmorn

The Sons of Velmorn is a 5-fighter warband that offers something a little different from the Death warbands we've seen so far. Each fighter is relatively unique, but they all share the same inspire condition:  An Attack action results in a critical hit, if this fighter was the attacker or supported the attacker.

King Morlak Velmorn is a Leader and has 3 Move, 1 Block, and 4 Wounds. His Baleful Tomb Blade is Range 1, 2 Smash for 2 Damage with Crit Grievous 1. He has the Deadly Command Reaction: After this fighte's activation, give this fighter one Command counter. While this fighter has one or more Command counters, it is supporting each friendly Grave Guard (3/4 of the other fighters!). Clear these counters at the end of the action phase. When inspired, he goes to 2 Block and his Baleful Tomb Blade goes to 3 Damage (but keeps Crit Grievous 1).

The 3 Grave Guard fighters are all 3 Move, 1 Block, 3 Wounds and all three have the Sibling Rivalry reaction: after the final power step of the round, Inspire one friendly fighter that has this ability. Thain's Great Wight Blade is Range1, 2 Fury for 2 Damage with Crit Trip (stagger the target). Helmar's Wight Axe is Range 1, 2 Fury for 1 Damage with Crit Grievous 1. Marshal Faulk's Wight Blade is Range 1, 2 Fury for 1 Damage with Crit Grievous 1. 

When inspired: Thain's Great Wight Blade goes to 3 Fury and he gains Scything Great Blade, a Range 1, 3 Fury for 1 Damage attack that has Scything and Crit Greivous 1. Helmar's Axe goes to 3 Fury for 2 Damage with Cleave and Crit Shield Up: Give this fighter one Guard Token. Lastly, Faulk's Wight Blade goes to 3 Fury for 2 Damage with Crit Shield Up.

Last, but certainly not least, we have Sir Jedran Falseborn. He is 3 Move, 1 Block and 5 (!) Wounds. His Great Tomb Blade is Range 1, 2 Fury for 3 Damage. When inpsired, his Great Tomb Blade goes to 2 Smash and he gains Slayer (You can re-roll one dice in the attack rolls of this fighter's Attack actions that target a large fighter) and Sleepless Sentinel (While this fighter is adjacent to a friendly fighter, this fighter supports that fighter.)

Key Cards

  • Objectives:
    • Clinical Efficiency (Surge, Hybrid: Score this immediately after a friendly fighter's Attack action that took the target out of action, if: That Attack action dealt precisely enough damage to take the target out of action Or: That Attack action resulted in a critical hit. With a variety of damage characteristics, this is easier to score than for other warbands, the insurance against spiking over the required damage on a critical hit is great!)
    • Relentless Unity (Surge, Hybrid: Score this immediately after an Attack action: That targeted a supported friendly fighter and failed Or: That was made by a supported friendly fighter and succeeded. Velmorn's Deadly Command ability makes this work really well.)
    • Hereditary Claims (Dual: Score this in an end phase if: Your warband holds two or more objectives And: One or more of those objectives is not in your territory. A flexible, two glory end phase card is always welcome!)
  • Gambits:
    • Imperious Will (Give your leader on Command counter and one Guard token. Getting a Command counter without having to activate Velmorn is really good!)
    • Redoubled Fervour (Reaction: Play this after a friendly Grave Guard's failed Attack action. When you do, you can remove one Command counter from your leader. That Grave Guard makes one Attack action. That Grave Guard makes one Attack action. If you removed a Command counter, +1 Dice to that Attack action until it has been resolved. The ever-present Death attack again card, with the bonus of addittional dice if you have the Command counter to spare.)
    • Spike of Terror (Choose one enemy fighter within 2 hexes of one or more friendly fighters. That fighter's play picks two: you push the chosen fighter 1 hex, or your stagger the chosen fighter, or you give the chosen fighter one Move token. Forcing your opponent to make a bad choice? Excellent!)
  • Upgrades:
    • Fell Enchantments (Reaction: After an enemy fighter's failed Attack action that targeted this fighter, give the attacker one Curse counter. While a fighter has one or more Curse counters, that fighter has -1 Defense, to a minimum of 1, and -1 Dice from that fighter's Attack actions, to a minimum of 1. Clear all Curse counters at the end of the phase. A great way to dissuade your opponent from attacking a fighter.)
    • Heirloom Weapons (+1 Damage to this fighter's Range 1 and Range 2 Attack actions. We love +1 Damage cards!)
    • Proud Son (You can re-roll one attack dice in the attack rolls for this fighter's Range 1 Attack actions. Additional accuracy plus an extra chance to roll a crit!)

Boards

Mid to aggressive starting hexes.

Play Style

Retaliatory aggro,

Playing Against This?

Go for Velmorn if you can get to him, otherwise spread yourself wide to split them and keep them from focusing your fighters down.

New Player Rating

Silver. Lots of nuance + being dice dependent.

Nemesis

We like Illusory Might for the 3 dice attack action upgrades!

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Daring Delvers

Plot Card

NOTE: Plot cards are new. The plot card for Daring Delvers reads as follows:

If you include one or more cards in your decks that bear the Daring Delvers symbol, show this card to your opponent in the Reveal Your Warbands step, and use these rules in the game.

Your Exploration count starts at 0. Increase your Exploration count by 1:

  • When you place a feature token during a round
  • At the end of the action phase for each friendly fighter that is on a feature token that is not in your territory
  • At the end of the action phase for each surviving friendly explorer that is not in your territory
Decrease your Exploration count by 1 (to a minimum of 0):
  • At the end of the round, for each enemy fighter that is on a feature token that is in your territory

Key Cards

  • Objectives:
    • Brave the Rootmaze (Surge: Score this immediately after an activation if three or more friendly fighters are each in a cover hex or lethal hex or on a feature token. A flexible surge for a having fighters in the right place)
    • Stealthy Advance (Surge, Dual: Score this immediately after a friendly fighter's Attack action, if: That fighter was in a cover hex or a lethal hex or on a feature token when it made that Attack action And: That fighter was not in your territory when it made that Attack action. You're going to be putting your fighters on special hexes anyway!)
    • Cautious Venture (Dual: Score this in an end phase if: Two or more surviving friendly fighters are in enemy territory And: Your Exploration count is 3 or more. You're going to push fighters into enemy territory anyway)
  • Gambits:
    • Quickroots (Trap - Reaction: Play this after an enemy fighter's activation, if that fighter has one or more Move and/or Charge tokens. Deal 1 damage to that fighter. Hooray ping damage!)
    • Temporary Haven (Pick one: Place one available feature token in a hex occupied by a friendly fighter not in your territory, or increase your Exploration count by 1 if one or more friendly fighters are each on a feature token not in your territory. Increase your Exploration count and possibly get a feature token into a better position!)
    • Significant Find (Pick one: Place one available feature token in an empty hex 2 or more hexes from each fighter, or increase your Exploration count by 1 if one or more surviving friendly explorers are not in your territory. Increase your Exploration count and possibly get a feature token back onto the board.)
  • Upgrades:
    • Dowsing Limb (This fighter is an explorer. Reaction: After this fighter's activation, scatter 2 from this fighter's hex and push this fighter up to 2 hexes along the chain. Makes a fighter an explorer and gives you a good chance to reposition well, since you can push the fighter 0, 1, or 2 hexes)
    • Gifted Sight (Mutation - This fighter is an explorer. Blocked hexes do not block line or sight for this fighter. Reaction: After a friendly fighter's Attack action that takes an enemy fighter out of action, if this card is in your hand, give this upgrade to that friendly fighter. This does not cost any glory points. You want explorers anyway, the ability to ignore blocked hexes and possibly apply the upgrade for free is even better!)
    • Plundered Knowledge (Reaction: After this fighter's activation in which its Attack action took an adjacent target out of action, pick one: increase your Exploration count by 2, or draw two power cards. Increase your Exploration count or cycle through your deck, great!)

Boards

Stick to the kind of board your warband would want, but try to gain cover hexes. Place feature tokens (at the beginning of the game) in enemy or no-one's territory.

Play Style

Aggro, but feature token or cover-hex based (you and your opponent).

What Warband Should I Choose?

Dread Pageant, Khagra's Ravagers, the Wurmspat

New Player Rating

Silver. The deck works as designed, It's got a lot of nuance that keeps it out of Gold.

Rivals+ Rating

Silver (see above).

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Tooth & Claw

Plot Card

NOTE: Plot cards are new. The plot card for Tooth and Claw reads as follows:

If you include one or more cards in your decks that bear the Tooth and Claw symbol, show this card to your opponent in the Reveal Your Warbands step, and use these rules in the game.

At the start of a friendly fighter's activation, you can stagger that fighter.

A fighter (in any warband) is save while any of the following are true:

  • That fighter has one or more Charge tokens
  • That fighter is staggered
  • That fighter has two or more wound counters

Key Cards

  • Objectives:
    • Embraced Savagery (Surge: Score this immediately after an activation if each surviving friendly fighter is savage. Easy enough for you to control, especially if you have 4 or fewer fighters)
    • Paragon of Ferocity (Surge, Hybrid: Score this immediately after a savage friendly fighter's Attack action takes the target out of action if: That friendly fighter is in enemy territory Or: The target was an enemy leader. You want your fighters to be savage and you want to fight in enemy territory, so this plays into what you're already doing.)
    • Move or Die (Score this in an end phase if each surviving friendly fighter has one or more Move and/or Charge tokens. You're probably just charging anyway so this works out well!)
  • Gambits:
    • Call to Heel (Choose one beast or savage fighter. Push the chosen fighter 1 hex, or up to 4 hexes if it is a friendly fighter, so it is adjacent to a friendly fighter. We love pushes and this one gives you the chance to push an enemy fighter!)
    • Dark Command (Choose one beast or savage fighter. Deal 1 damage to one enemy fighter adjacent to the chosen fighter. Ping damage, yay!)
    • Predatory Fog (Domain - After each fighter's activation, stagger that fighter unless that fighter made one or more Range 1 or Range 2 Attack actions during that activation. This effect persists until the end of the round or until another Domain gambit is played. Force fighters to attack or become staggered and therefore savage.)
  • Upgrades:
    • Brutal Transformation (You cannot give this card to a Leader or a Large fighter. This fighter is a beast. +2 Damage to this fighter's Range 1 Attack actions.
      This fighter cannot make superactions. +2 DAMAGE! If you have a warband that has ways to move or push fighters into position, this is amazing!)
    • Feral Instincts (You cannot give this to a Large fighter. This fighter is a beast. +1 Move, +1 Wounds, This fighter's Range 1 and Range 2 Attack actions have Knockback 1. NOTE: if you give this to a 4-wound fighter, it immediately breaks. But this is a great card for 2 or 3 wound fighters!)
    • Gifted Ferocity (Mutation - +1 Dice to this fighter's Range 1 Attack actions. Reaction: After a friendly fighter's Attack action that takes an enemy fighter out of action, if this card is in your hand, give this upgrade to that friendly fighter. This does not cost any glory points. We love accuracy cards. Applying them for free is even better.)

Boards

Anything aggressive that give you plenty of opportunities to charge

Play Style

Aggro!

What Warband Should I Choose?

Exiled Dead, Zarbag's Gitz, Elathain's Soulraid

New Player Rating

Gold. Straightforward, fun, engaging playstyle.

Rivals+ Rating

Gold. Several cards that are useful to every warband!

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