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To be honest with you, I misjudged Warhammer Underworlds: Embergard.
Don’t get me wrong I’m always in favor of more accessible rules.
But wasn’t it already streamlined?
I certainly thought so.
If you ask me, it’d already done a good job of easing newcomers in.
What could Warhammer Underworlds: Embergard add to that?
As it turns out, a lot.
You see, it’s been a hot minute since I’ve played Underworlds.
So when I sat down with Embergard, I didn’t notice a difference.
Not at first, anyway.
Then I saw the turn sequence.
In comparison to Embergard, the old version is… well, it’s a bit overwhelming.
It drops all that for something much more beginner-friendly.
In a bid to streamline the old ‘Action Phase,’ its many minor steps have been stripped away.
It’s the same with inspiring your fighters, e.g.
making them more powerful based on a specific trigger.
Although this may not sound like much of a change, it’s more significant than you’d think.
For starters, it streamlines the flow of the game where new players are concerned.
I love this in particular.
Why make things more complicated than they need to be?
These are bespoke images with handsome scenery and lighting that can still bring the atmosphere when needed.
I appreciate that images featuring models from all warbands work better with the more generalized decks, too.
I was sad about that until I actually played the new edition myself.
I was wrong, and have been turned round on Embergard.
But until then, I think this makes a good game even better.
Want to get into the game for less?
There should be some good offers coming our way this month as part of November’sBlack Friday Warhammer deals.
Until then, why not try something new with these essentialboard games for adults?