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Big Changes To Shadespire: Updates & FAQ

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Games Workshop has officially updated the online card library for Shadepspire and also gave us a new FAQ. Come take a look at some of the BIG key changes, and clarifications.

Warhammer Underworlds: Shadespire has been a huge success when it comes to specialty games, and we’re pleased to see Games Workshop sticking with it. Today we’re getting a look at a brand new FAQ, as well as an updated online card library. Not sure if you want to buy an expansion for the cards or not, see what’s in it first, then decide. Let’s take a look at what Games Workshop had to say about the latest updates.

irstly, the Warhammer Underworlds Card Library has now been updated with all 120 new cards from the Magore’s Fiends and The Farstridersexpansions – and as always, it’s free to access! With cards for every warband, you’ll be able to start planning what you want from each expansion, as well as preparing yourself for the latest cunning tricks you and your opponents will be able to try.

Shadespire Cards

With the latest two expansions, Warhammer Underworlds now features 437 cards and eight warbands, offering a huge number of possibilities to players when building their decks and choosing their playstyles – and there’s more on the way.

It’s nice to see GW taking such an active role in maintaining and updating the card library, especially so quickly. Magore’s Fiends and the Fastriders aren’t even released yet, they’re still up for pre-order, and you can already get on and look at all of the cards that they’re coming with to help you start building your deck.

But that’s not all, we’re also getting a look at a brand new FAQ for Shadespire. But what’s changing?

Q: How does it work if I have multiple rules allowing me to re-roll a dice?
A: You can only ever re-roll any particular dice once. However, if for example you have two rules allowing you to re-roll a dice when a fighter makes an Attack action and you roll at least two dice for that Attack action, you can re-roll two of the dice. As these are separate abilities, you can roll the attack dice, then you can re-roll one of the dice, and then you can re-roll one of the dice not already re-rolled.

This is great information to have honestly. If you have two different actions that allow you to re-roll a dice, you can’t re-roll the same dice twice, but instead, you can re-roll two different dice one time each. This will really come in handy for those times that you roll horribly and want to re-roll two of your dice. Which, let’s be honest, it’s really easy to have a bad roll in Shadespire.

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As frustrating as it may be, if your opponent plays something to get out of the way after you charge and you’re no longer able to attack, it still counts as a Charge. You will not be able to move or attack again with that model for the rest of the round.

This next one is a big one, extra actions.

Q: How do ploys that grant extra actions work?
A: Some ploy cards allow you to make extra actions with your fighters. They can do so in two ways: either they specify an action or actions (e.g. Ready for Action – ‘Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.’) or they allow a fighter an unspecified action (e.g. Time Trap – ‘Choose a fighter. They can take an action…’). When using cards like this, remember that actions and activations are different things, and while a Charge action forbids further activations of a fighter in that round, a ploy card that grants an extra action to a fighter is not an activation of that fighter.

When a ploy specifies an action, or actions, a fighter can make those actions even if the rules of the game would normally not allow it. In the case of Ready for Action, a fighter could make a Move action even if they had already made a Move or Charge action in the current round.

When a ploy allows a fighter to make an action, but does not specify an action, the fighter cannot make an action that would not normally be allowed by the rules of the game. In the case of Time Trap, if the fighter chosen had already made a Move action in the round, they could not make a Move or  charge action, as the rules forbid a fighter from making two Move actions in a round (and a Charge action always includes a Move action). However, if the fighter had made a Charge action earlier in the round, this ploy would still allow them to make an Attack action or go on Guard, for example.

So, what they’re saying is that if the action is specified on the card, i.e. the card states you can perform an additional movement action, it doesn’t matter if you’ve already charged or moved, you can still perform the action on the card. Bring on the double move! However, if the card just stated you can make an action, but doesn’t state which action, you can only perform actions allowed by game rules. So if you already charged with a model you won’t be able to move or attack, but you can still put it on guard giving you a much-needed defense buff.

This was a big update to the Shadespire FAQ so make sure you head over and check out everything that has changed. It wasn’t just the core rules either, there’s been updates to a lot of different warbands as well.

What do you think about the latest update to the FAQ? Is there something you would have liked to see changed? Or did they change something you feel they shouldn’t have?

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About the Author: James Rodriguez

I'm a huge fan of anything tabletop. I play strictly Chaos in Warhammer, and Imperial in anything Star Wars. I spent 8 years in the military. Now I'm happy to be a civilian working with a great group of people. "We are all tyrants. Do not fool yourself. We were bred for nothing else." -Mortarion