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Discover the four playstyles and Rivals decks in the new edition of Warhammer Underworlds

The new edition of Warhammer Underworlds is arriving with tons of smart changes which take the core formula to new heights, making it more accessible to new and existing players. 

Our very own Nick has already listed his 10 favourite changes to the game – and one of his top picks is how each Rivals Deck and warband now fulfils one of four archetypes. Players of all levels will now know what to expect from every warband and deck, rather than relying on experienced players to decode the playstyle.

There are four playstyles: Strike, Take and Hold, Flex, and Mastery. There is a deck for each playstyle in the Warhammer Underworlds: Embergard box, so no matter which warband you want to use, you’ll have a deck that works with them in your collection.

Strike is all about bold, aggressive plays, encouraging your warband to get stuck into combat with Charges and Attacks.

The Blazing Assault deck stokes the berserk fury that fills all fighters who journey to Embergard. Ploys like Determined Effort grant your blows additional power, while Sidestep gets your fighters into (or out of) the fight. Upgrades like Keen Eye increase your accuracy in combat, helping attacks land, while Duellist helps you press forward to get into position to attack again, or to move back and avoid reprisal.

You’ll score Glory by throwing your all into killing enemies with cards like Branching Fate and Strike the Head, with the ultimate prize of Annihilation.

With Take and Hold, the focus is on controlling the battlefield, securing treasure tokens, and occupying territory.

The Emberstone Sentinels deck prioritises treasure tokens, including those in enemy and neutral territory, so you’ll need to take the initiative instead of skulking in the shadows. Switch Things Up lets you swap treasure tokens, and The Extra Mile helps fighters cover the distance to the treasure, while Great Speed and Brute Momentum Upgrades help you get in position and stay there.

When scoring, Careful Advance rewards invading enemy territory, while Iron Grasp asks you to hold all the treasure tokens in friendly or enemy territory.

Mastery introduces unique mechanics and goals, opening up entirely new ways to play. Decks sometimes feature a Plot card, which functions as they did in the previous edition. These are common in Mastery decks as they add extra rules to your games when using that deck.

Countdown to Cataclysm’s Plot card is all about increasing your Cataclysm value, representing your fighters causing carnage in the mines of Embergard. This value increases by preventing enemy fighters from holding treasure tokens and from goading your opponent into slaying your fighters. It will only increase once per battle round from your fighters being slain though, so knowing who to sacrifice and when is very important.

Many cards in this deck increase in potency with your Cataclysm value. You can hamper enemies with Growing Concerns, wound them with Sunder the Realm, and force your opponent to discard power cards with The End is Nigh. Bringer of Doom will help you maximise the effectiveness of these cards. Certain cards, including Sunder the Realm and The End is Nigh can affect you negatively, so be careful. Using these cards well is key to surviving the Cataclysm!

The tracker keys into the Objectives like Collateral Damage, while Too Close for Comfort recognises the risk of scoring cards like Spread Havoc.

Flex is a mix of two or more playstyles, requiring you to consider both combat and control equally, with a risk vs reward style of play.

With the Pillage and Plunder deck you’ll be aiming to secure treasure tokens and flip them using the Delve ability – which turns a treasure token into a cover token, or vice versa. Explosive Charges galvanises all friendly fighters for the whole battle round, while Frenzy of Greed keeps fighters alive as they’re trying to accomplish goals while surrounded by enemy fighters.

You’ll need to be able to weather incoming attacks to move around the board and score Desolate Homeland and Claim the Prize, with your ultimate goal being to Strip the Realm.

While each warband has its own playstyle, any deck can be played with any warband, so it’s up to you to find the best combos with particular warband abilities. As warbands are now defined by their unique warscroll cards, each one will add a twist to every deck they’re paired with.

Zikkit’s Tunnelpack and the Emberwatch are both Flex warbands, so they will work well with any deck in the box. Mixing and matching warbands and decks is a huge part of the fun in the new edition, and it ensures everyone has access to the same decks and cards.

Those who enjoy deckbuilding have not been left out – Nemesis deck-building returns to the new edition, and is defined in the rulebook. We’ll explore that in the coming weeks, and next week we’ll share a Roadmap for the launch year.