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Often outnumbered but never outgunned, Imperial Knights are miracles of the Dark Age technology. They can annihilate entire regiments of the foe in a single salvo, or else wield industrial-scale close-combat weaponry that can tear down a fortress gate or flip a battle tank with a single blow. There are numerous patterns of Knight, each of which lend themselves to broad strategic roles, such as scouting or fire support.

The ground shakes as the Imperial Knights march into battle, the pennants and honour banners affixed to their armour flapping in the hot winds of war. Massive plasma reactors thrum with energy, driving the pistons, servos, and gears that send the Knight suits pounding forward with frightening speed. At the heart of each towering war engine is a Noble pilot, sitting in their Throne Mechanicum and controlling their mighty steed. Orks are hulking creatures quite literally born to fight, a deadly alien race that loves nothing more than a good scrap.

Led into battle by hulking Warbosses, Ork hordes known as Waaaghs! To the Orks, might makes right — and few are as mighty as they. Ork armies are as diverse, punchy, and bonkers as Orks themselves! Orks are wildly unpredictable to both you and your foe, ensuring no two games are the same and offering all sorts of hilarious moments, while for painters and collectors, the range is a playground for vivid paint jobs and crazy conversions. Optimistic and forward-looking, they push the borders of their fledgling dominion ever forward with well-trained and superbly armed cadres made up of infantry, alien auxiliaries and super-advanced battlesuits.

They came from outside of our galaxy — a predator from some distant, forsaken place. Part of a unknowable vast gestalt consciousness known as the Hive Mind, the Tyranids are bio-adapted monstrosities who endlessly travel the stars in search of biomass, consuming entire planets in order to grow and adapt, falling upon worlds in waves until nothing remains but ash and acid-scarred rock.

They cannot be bargained with. They cannot be stopped. They are the Tyranids, and they will not cease until they have devoured the universe.

Tyranids offer you a seemingly endless horde of single-minded beasts and hulking monsters armed with claws, talons and bio-weapons. Tyranid armies are incredibly distinctive, using alien creatures where other armies might have tanks and planes! After all, to adapt is to survive! The Ultramarines epitomise what it means to be Adeptus Astartes. They are beacons of nobility, honour and discipline in a galaxy riven by darkness and disorder.

No Chapter holds the Codex Astartes in such hallowed regard as they, and they have utilised its tenets and strategies to achieve glorious victories over ten thousand years. The discipline and training of the Ultramarines is without peer — their morale is unshakeable, and they remain combat effective even during a tactical redeployment.

Forged in the crucible of war, the Salamanders are flame bearers and warrior-craftsmen who hail from the volcanic death world of Nocturne. This brotherhood of onyx-skinned guardians has fought stoically to defend the Imperium for ten millennia, wielding master-wrought weapons to hammer the foe into oblivion. Their mastery over their wargear makes them more accurate and deadly. The Black Templars are valiant knights and pious champions, unusual among the Adeptus Astartes for venerating the Emperor as a literal god.

A fleet-based Chapter, they divide their forces into crusades and storm across the galaxy annihilating everything in their path. As befits the heirs of the legendary swordsman Sigismund, the Black Templars are specialists in the white-hot fury of close combat. On the tabletop they charge headlong into the fray. Take the fight to the enemy! The roaring of furious engines, deep rumbles of thundering armoured transports, screaming of heavy jump packs at full burn and ferocious war cries herald the devastating assault of the White Scars.

Formidable hunters drawn from fierce tribesmen, the White Scars smash through their foes like a spear through their prey. The White Scars are the Masters of high speed, hit-and-run warfare. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next.

Adherents to cold logic, intolerant of weakness and utterly without mercy, the Iron Hands are implacable warriors whose resolve is as unflinching as solid adamantine. They are relentless defenders of the Imperium who seek to replace the weakness of the flesh with the unyielding strength of the machine to attain perfection.

To the Iron Hands, the flesh is weak. Though many Space Marine Chapters utilise bionics to replace body parts of their wounded that have been damaged beyond repair, the Iron Hands replace entirely functional limbs, organs and digits with mechanical augmentations.

These allow them to shrug off damage and stay in the fight longer. Masters of siege warfare, the Imperial Fists leave their enemy no place to hide.

They can dismantle fortifications with shocking ease, and target entrenched enemies with pinpoint-accurate firepower. They are amongst the most noble Space Marine Chapters, yet they bear a hideous curse they conceal from all outsiders and ever strive to resist.

The Blood Angels are one of the most aggressive of all Chapters, quick to get stuck in with unique, melee-oriented units. If you want to close ranks and tear your enemy apart in a bloody display of martial skill, this is your Chapter. The Chapter is a brotherhood of heroes seeking to forge their sagas of honour, ever hungry for glory and dedicated to defending the Imperium. The primal ferocity and independence of the Space Wolves makes them one of the most unique Chapters of Space Marines, including a wide variety of specialised units.

The Dark Angels were the First Legion. No other Space Marine brotherhood has served the Emperor for as long. Staunch defenders of Mankind, merciless on the attack and stubborn in defence. They are also shrouded in mystery, guarding secrets so shameful they are kept even from many of their own. The inclusion of specialised Ravenwing and Deathwing contingents makes the Dark Angels one of the most versatile armies, catering to a variety of play styles.

If you want to keep your tactical options open, this Chapter is a great choice. Masters of clandestine warfare and the shadowed blade, when the Raven Guard engage in open warfare, it is already too late for their enemies.

Sabotage, guerrilla tactics, and targeted strikes are the means by which the Raven Guard apply exactly the right amount of power to utterly destroy their foe.

Both fast and stealthy, the Raven Guard are hard for your enemy to pin down. If you enjoy springing traps or coordinating a complicated all-out attack at just the right moment, the Raven Guard are for you. Savage and brutal to an extreme, these warriors will stop at nothing to close ranks and tear the enemy limb-from-limb.

If you like your Blood Angels even more aggressive, follow Gabriel Seth into battle! Tested like few others at the forefront of the endless war against the barbaric Orks, they forever rise to new glories as they strive to fulfil their duty. The Crimson Fists spent arduous decades on the brink of extinction. This has inured them to pain, and also taught them the value of experience. If you like your Space Marines stubborn and battle-tested, choose the Crimson Fists.

It is the task of the Deathwatch to defend the Imperium from the ravages of the xenos, countless species of which threaten Mankind in every corner of the galaxy. Drawing their numbers from almost every Space Marine Chapter, each is an elite alien killer of proven skill in battle. Their focus and mission makes them unique amongst Space Marines, and their affiliation with the Inquisition grants them access to exceedingly rare and deadly weapons of war. The Szarekhan Dynasty exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty.

Enemy fire ricochets harmlessly from their magnificent android forms while, in return, every blast and blade stroke the Szarekhan level at their enemies is lethal in the extreme. The Szarekhan Dynasty are particularly resilient to psychic damage inflicted by their foes, while striking in return with deadly accuracy. Nothing can halt the inexorable march of the Sautekh.

These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare to defy them in a storm of death and destruction. The Sautekh Dynasty make the most of Warriors and Immortals, with both unleashing rapid fire over longer ranges than their brethren in other dynasties — all the better to reclaim the galaxy! The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times.

The Novokh Dynasty transform your Necrons into a savage close-combat force, with even humble Warriors capable of slicing apart lesser enemies. Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from the Nihilakh rightful lands. This dynasty excels in taking and holding ground, fighting with extra tenacity to secure terrain — and, ultimately, victory.

Fast moving units can claim points from even dedicated defenders, while the core of your army is that much harder to shift in defence.

Their soldiery can utilise translocation beamer technology to transmute their bodies into living light in order to flicker across the battlefield. The Nephrekh Dynasty are the most mobile of the Necrons, capable of translocating to wherever they need to be on the tabletop with terrifying speed.

The Mephrit have harnessed the wrath of captive stars to imbue into their weapons. This raging solar energy confers immense raw power and can sear through even the thickest armour with ease. The Mephrit Dynasty are masters of the short-ranged firefight, striking with armour-rending force when close to their foes. No amount of suffering is too great for them to bear, and all they endure is paid double to their foes. Valorous Heart armies can walk through a storm of bullets and survive unscathed.

Their faith in the Emperor reduces the impact of incoming fire and shields them against damage. The more losses they take, the harder Sisters of Our Martyred Lady fight.

If you want to battle to the last, with your units increasing in effectiveness as casualties mount, the Order of the Martyred Lady is for you. Obstinate in their traditions and indomitable in combat, the Sisters of the Ebon Chalice seek to perfect the martial disciplines of the Daughters of the Emperor, employing tactics that have been honed over millennia to annihilate the enemies of the Imperium. Armies of the Ebon Chalice have ways to shrug off mortal wounds and make their Acts of Faith more effective, making them perfect for a player who wants to use precisely timed abilities to turn the tide of battle.

They are renowned for their speed in combat, and are often first into the fray, where their faith in their protector saint shines bright.

Sisters of the Argent Shroud can fire their weapons at full effectiveness as they move forwards, allowing them to get into the perfect battlefield positions while raking the enemy with with withering firepower. Their Wars of Faith are not waged to save the innocent, but to slaughter the guilty, for only in death can the vile be made pure.

Bloody Rose units are more effective close to the enemy, striking hard and fast with pistols and melee weapons. They will reward players who like to advance quickly and bring the battle to the foe. Wreathed in holy light and possessed of divine serenity, the Sisters of the Sacred Rose are the calm at the centre of a violent storm.

Their hymns of hope and salvation are underscored in battle by the crack of bolts and the roar of burning promethium. Sisters of the Sacred Rose rarely flee, meaning that the enemy will have to work harder to kill them all. If you like an army that will stick around and stay effective into the late game, check them out. Fear is a familiar weapon to the Imperium, used to deter enemies and keep seething populations in line.

The Dread Host are among the most aggressive of their elite warrior brotherhood. If you seek to take the fight to the foe and unleash the destruction and terror upon them in the name of the Master of Mankind, the Dread Host is for you!

The Solar Watch favour aggressive tactics and advance quickly on the foe while still laying down brutal fusillades from their guardian spears. Look no further for a swift and dynamic edge to your Adeptus Custodes. To the Shadowkeepers falls the duty of standing guard over them unto the end of time. The Shadowkeepers are captors and gaolers without peer, making them especially deadly adversaries for enemy Characters.

Give them nowhere to hide with the Shadowkeepers! In the days of the Great Crusade, the Emperor often entrusted crucial messages or artefacts to be borne by his Custodians. It is a duty they still fulfil now, speaking with the authority of the Master of Mankind himself. Serving as the Voice of the Emperor, the Emissaries Imperatus both complement and greatly augment other Imperium factions in battle.

As such, they make an excellent choice to field within a mixed army of the Imperium. Certain servants of the Emperor bear great responsibilities deemed directly relevant to the safety of Terra. Such esteemed figures are afforded the protection of the Aquilan Shield, at least until their usefulness is thought to be at its end.

As their name suggest, the Aquilan Shield are formed of the most stoic and determined warriors of the Adeptus Custodes. Situated on the cusp of the Eye of Terror, this forge world has long stood as a bulwark against the forces of Chaos.

Grim of demeanor and likeness, they reserve a special hatred for the twisted minions of the Dark Gods. Experts in defensive warfare, these stalwart soldiers are hard to shift from an entrenched position. If you like to hold your ground, look no further than the Skitarii of Agripinaa and their exotic allies. This forge world is actually a network of space stations capable of warp travel — though few outsiders are made aware of this capability.

Their warriors are hardwired to be intensely dogmatic, rational and logical almost to a fault. All Skitarii are stubborn, but the soldiers of Graia refuse to retreat even in face of overwhelming odds. Situated on a hollow world with an artificial sun inside it, Lucius has become one of the most productive forge worlds in the Imperium. Lacking natural resources as it does, their armies can be found marching to war anywhere ore and raw materials can be found.

The wargear produced on Lucius is of impeccable craftsmanship, using a unique alloys called Luciun. This offers their warriors superior protection that allows them to shrug off small arms fire — ideal if you want to take on hordes of lesser enemies. The Red Planet is the ancient seat of the Adeptus Mechanicus, stretching far back before the birth of the Imperium. The troops raised there are justifiably proud, and as well equipped as any Skitarii force in the galaxy.

Clad in the heraldry of Mars itself, their faith in the Cult Mechanicus is beyond reproach. Their unquestioning loyalty allows them to draw power and strength from their worship of the Omnissiah, keeping them mighty throughout the entire game. Having long since destroyed all life on their forge world in the pursuit of industrial efficiency, the entire surface of their planit is clad in hissing pistons, glowing forges, and industrial waste.

Their white-robed warriors march to war to spread the purity of the machine to unbelievers. Relentless is the word often used to describe the Skitarii of Metalica. If you like to advance implacably forward without reducing your rate of fire, Metalica lets you do just that.

Having been invaded not once, but twice by Orks, the Tech-Priests of Ryza have been able to monitor and optimise their weapons and strategies using copious amounts of first-hand data.

More aggressive than other forge worlds, the warriors of Ryza utilise deadly martial training protocols to inflict maximum damage at close quarters. Not a fan of massive gunlines? Get stuck in with Ryza. Mistrusted even by their peers, this forge world was once saved with the aid of the Aeldari. Secretive to an extreme, they are surrounded by dark whispers of research into forbidden xenos technology. A mysterious force protects the warriors of Stygies VIII, making it harder for your opponent to land shots.

If you like your cyborg soldiers sneaky, this is the faction for you. For thousands of years, the people of Cadia have known nought but war. All Cadians — no matter their age, gender or station — must know how to fight, and be capable of facing with unwavering courage all the horrors that proliferate in the 41st Millennium. Cadians are the quintessential Astra Militarum force. If you want an army that have been forged into expert sharp-shooters by decades of rigorous firing drills, choose them and cut down hordes of enemy fighters with accurate shooting.

Catachan is one of the most notorious death worlds in the Imperium, and its planet-wide jungles are lethal beyond reason. Thanks to this brutal environment, Catachans are physically and mentally resilient on a level that much of Humanity simply cannot match.

In the deadly jungles of Catachan, only the strongest can hope to survive. Choose the sons and daughters of this death world to command an army of ferocious warriors who are taller and more powerful than typical humans. The regiments of Valhalla have a reputation for stoicism and dedication to the Emperor.

When attacking, they are renowned for combining massed artillery barrages with infantry assault waves. When defending they show dogged determination, even in the face of defeat.

Want an army possessed of a grim fatalism regarding the prospect of death? Then get some Valhallan Ice Warriors, they will march unflinchingly into even the most hellish of firestorms, claiming victory against all the odds.

For ten thousand years the Vostroyans have given up the firstborn child of every family for service in the Imperial Guard. There are no exceptions to this. Even the greatest noble families must comply.

Each wields a lovingly hand-crafted weapon, engraved with intricate ornamental detail. These are no artisanal trinkets, however, as victims of their deadly accurate firepower will attest. While it is difficult for most Imperial commanders and Planetary Governors to obtain and maintain enough of the vehicles needed for such formations, Armageddon has produced hundreds of these swift-moving regiments.

Crush your foes beneath the tracks of the Steel Legions of Armageddon. They employ more tanks and vehicles than any other regiment and butcher their enemies with a completely dispassionate efficiency. The regiments drawn from Tallarn consist of mobile guerrilla fighters, evasive as they are opportunistic.

They are masters of hit-and-run warfare, striking a killing blow at the heart of an enemy formation before returning to their own lines, prepared to pounce once more. Surprise your enemies with the lightning ambushes of the regiments of Tallarn. If you want to strike with overwhelming force before swiftly fading into the wilderness as if your army was never there at all, then this is the army for you.

The Mordian Iron Guard are superbly drilled and accoutred soldiers from a world bathed in perpetual night and cursed by the attentions of Chaos. In battle, the Iron Guard present a solid wall of brightly uniformed, flawlessly formed troops. Are you a fan of proud, unyielding soldiers? Then the Mordians are for you. They fight and die facing the enemy, standing tall in perfectly ordered ranks and unleashing volley after volley of devastating las-fire.

Militarum Tempestus Scions are cold, proficient killers whose deadly firepower reduces foes to smouldering heaps of corpses. Trained in the Schola Progenium, these men commit to a rigorous program of physical and mental indoctrination that raises them to the peak of human conditioning. Command the very best of the best with the Scions of the Militarum Tempestus. There are plenty of turn-based 40K games about squads of space marines jogging from hex to hex, but what makes Betrayal at Calth different is its viewpoint.

You command from the perspective of a servo-skull, a camera that swoops around the battlefield and lets you appreciate the architecture of the Horus Heresy-era up close. You can even play in VR. It's a cool idea. Unfortunately, you can feel where the money ran out. A limited number of unit barks repeat often from a different direction to the acting unit , some weapons have animations while others don't, and the mission objectives occasionally leave out details you need to know.

It started in Early Access and clearly didn't make enough money to keep it there until it was done. It's out now with a version number on it, but it doesn't feel finished. In Games Workshop released collectible cards with photos of Warhammer miniatures that had stats so you could play a rudimentary Top Trumps kind of game with them. It went through several iterations, and the version became a free-to-play videogame with painted 40K miniatures on the cards. Don't expect Magic: The Gathering.

You build a deck of one warlord and a bundle of bodyguards, keeping three of them in play, replacing bodyguards as they die. Each turn you choose whether to make a ranged, melee, or psychic attack and the relevant numbers get added up and damage exchanged. Tactical choice comes via buffs to the attacks you don't choose which can pay off in later turns , and deciding when to play your warlord a powerful card whose death means you lose.

Oddly, the only PvP is within your clan and mostly you play against AI that uses other players' decks. Not that Warhammer Combat Cards tells you this, or much of anything else. Good luck trying to join a clan even after you've leveled-up the appropriate amount, thanks to a designed-for-mobile interface. NeocoreGames Steam Microsoft Store. Inquisitor—Martyr is pulling in three directions at once.

It's a game about being an Inquisitor, investigating the mysteries of the Caligari Sector, chief among them a ghost ship called the Martyr. It's also an action-RPG, which means if it goes for more than five minutes without a fight something's wrong, and among the most important qualities your heretic-hunting space detective genius possesses are their bonus to crit damage and the quality of their loot. Finally, it's a live-service game with shifting seasonal content, global events, limited-duration vendors, daily quests, heroic deeds, no offline mode, and the expectation you'll replay samey missions for hundreds of hours every time there's a content update.

Why would an Inquisitor spend so much time crafting new gear? Why do I need to collect a different color of shards every time there's a new "Void Crusade"? Every game wants me to collect shards of something and I'm just so tired.

Scale is important in a setting where billions die and nobody blinks. Mechs can't just be mechs in 40K. They're titans, god-machines up to feet tall that stomp through fancy gothic megacathedrals without slowing down.

Dominus pits maniples of titans belonging to the Imperium and Chaos against each other in turn-based combat. You order a titan to move and a hologram appears at its end position; you choose who it's going to target and color-coded projections show which weapons will be in range. You commit and the titan spends 10 seconds stomping to its endpoint, firing continuously the entire time—just spaffing out barrages of missiles and lasers while walking through buildings.

You get a lot of odd-looking turns where most of the shooting is at impenetrable rocks that happen to be between titans, which isn't helped by the AI's tendency to shoot when it has no chance of hitting, or the cinematic camera's tendency to clip inside mountains. Another oddity: you don't plot out moves but simply pick where to finish. Sometimes you'll select a position within the movement radius and the hologram will instead appear on the opposite side of where you started because apparently you need to go the long way round and don't have enough movement after all.

Some missions give you a fresh maniple, but partway through the campaign suddenly half the missions have to be completed with the titans that survived the previous one, a fact Dominus doesn't bother to tell you. You're up against the forces of Chaos, which means Chaos Cultists, Traitor Marines, and half-a-dozen varieties of daemon. Meanwhile you're in charge of the Ultramarines, and while you can rename your troops and assign a limited number of heavy weapons per squad, after a while every battle feels the same.

They drag on too, thanks to the Traitor Marines who litter most maps being able to survive multiple krak grenades and heavy bolter rounds. The classic hex-and-counter wargame Panzer General has inspired a lot of 40K games, and Sanctus Reach, which pits Space Wolves against orks, is certainly one of them.

It's not bad, but it is basic. The objectives are often just capturing or defending victory points and only after three levels of those will you get something different like an escort mission or something, the story's a paragraph of text between maps, there's no strategy layer, and everything on the presentation side, from unit types to animation to level furniture, feels like the absolute minimum, where 40K should be all about maximalism.

Other games do this identical thing better. Take Civilization 5 or maybe Warlock: The Exiled, or Age of Wonders , then remove the diplomacy so it's all about war. Add some inspiration from RTS base-building, with separate barracks for infantry and vehicles around your city, then add heroes who level up and gain some quite Warcraft 3 abilities on top of that. Gladius is an intriguing strategy game Frankenstein, but it's got issues.

On enemy turns it'll show a random battle happening to an ally rather than your own troops being slaughtered.

There's a storyline scattered about in quests, but to get anywhere with them you have to play an artificially long game or you'll defeat all the enemies and win by conquest before uncovering any of the tantalizing secrets it hints at.

Finally, even with wildlife turned down to Very Low, the early turns of every game are spent fighting alien dogs and bugs and floating mind-control jellyfish for way too long before actually going to war with the other factions.

Although it launched in a terribly buggy and unoptimized state, an enhanced edition rerelease fixed some of its worst problems. Now it's a competent claustrophobic multiplayer game where you can dress up your terminators real fancy. As a singleplayer experience it's let down by daft AI, and even with friends you'll have to overlook whiffy melee weapons and shooting that feels more like you're turning on a hose than opening up with a mark-two storm bolter.

Milton Bradley's follow-up to HeroQuest was a version of Warhammer 40, for ages 10 to adult, and Gremlin Interactive were once again responsible for the videogame. Like the adaptation of HeroQuest, it's a pretty direct replication—although for some reason the genestealers have been replaced by different aliens called "soulsuckers. It's quite slow-paced and you have to choose between music or cheerfully rinky-dink sound effects because it can't do both at once, and of course it's lacking the board game's slick miniatures and card art.

Nostalgia's a powerful thing though, and I adore these goofy pixel space marines. This was our first look into the grim darkness of a near future where there are only PC ports of 40K games made for tablets.

Space Hulk comes with all the limitations you'd expect from a game designed to run on an iPad Mini. This fine if unambitious version of the board game plays the same limited animations over and over, whether it's sprays of blood that appear sort of around genestealers as they're shot, or three red lines appearing in mid-air to mark a terminator falling to their claws.

The way genestealers suddenly transform into a pair of bleeding leg-stumps when hit by an assault cannon is unintentionally hilarious. Thanks to some patched-in improvements, like the ability to speed up terminators so your turns don't take forever, this take on Space Hulk ended up OK if all you want is a version of the board game with a singleplayer mode where you're the space marines.

After the negative response to the PC version of their previous Space Hulk game, Full Control retooled it into Ascension, giving it a welcome visual upgrade and customizable marines. More divisively it plays less like a board game, with reduced randomness, an upgrade system based on experience points, and tweaks to the way weapons work. Storm bolters gain heat when fired and jam when it maxes out, and instead of just filling an entire room or corridor with fire, the flamethrower has multiple modes of spray.

And to make it look less like a board game there's fog of war, rendering the map dark beyond a tiny zone of vision.

Some of the changes are fussy and don't add much, but it's a slight improvement overall. Not many 40K games let you play aliens, but Dakka Squadron isn't just a game that lets you be an ork, it's committed to the bit.

This is arcade aerial combat if Star Fox was violently Cockney and everything was soundtracked by wailing deedly-deedly guitar and shouts of "Dakka dakka dakka! It's maybe a bit too orky. Multiplayer is orks versus orks, and so is most of the singleplayer, though eventually you get to shoot down some Adeptus Mechanicus craft that look like flying boxes full of lasers, a few of the necrons' tin death croissants, and so on.

Mostly though it's endless orks in World War II fighter jets with nose-mounted spikes laughing as they krump each other. Missions drag on, with wave after wave of enemies and the same combat barks as you shoot them down, but fortunately a three-lives system was patched in so you don't have to re-do an entire mission because you got krumped at the end.

I did turn down the guitars, though. Everguild Ltd. It's the Horus Heresy era again, only this time in the form of a free-to-play collectible card game.

Though it plays a lot like them it's not as flashy as the big names in the genre, with the quality of the card art being all over the place. But if you've got the time or money it's a solid enough example of the form, and if you've read the books and the phrase "the Fall of Isstvan III" makes you feel like a 19th century French campaigner hearing the word "Waterloo," then there's a stirring singleplayer campaign that will let you experience that in card game form.

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