Review of the collectible card game berserk. Rules of the game. Board card game Berserk: game rules

KKI "Berserk"​


"Berserk" is a board game published by OOO Mir Fantasy. Belongs to the class of collectible card games.

The name of the game is consonant with the Scandinavian word Berserker - a fearless warrior, ready to rush into battle at any moment, forgetting about fear and pain. Berserk is one of the first Russian collectible card games.

Since 2003, Berserk has been one of the most popular TCGs in Russia and Belarus. There are clubs of fans of the game, championships are held regularly

background

In the distant world of Laar, wandering detachments of the five elements are fighting, led by powerful Ungar mages. For centuries they fought for survival in this world, once scorched by the fire of the Cataclysm. Now everyone can assemble their own army and become the arbiter of their own fate, and, perhaps, the fate of Laar ...

Purpose of the game

As in all CCGs, the goal of the game is to win a duel with another player. In Berserk, victory is usually awarded to the player who has destroyed all of the opponent's creatures.

Game releases

On the this moment"Berserk" consists of fifteen full sets and four mini-sets (including the fan set
101 cards in the first set of the game "Berserk" - "War of the Elements"
30 cards in addition to the first set - "Equilibrium"
105 cards (hereinafter - including reprints) in the second set - "Invasion of Darkness"
63 cards in addition to the second set - "Birth of Heroes"
107 cards in the third set - "The Will of the Temple"
37 cards in addition to the third set - "Claws of Chaos"
36 cards in the second addition to the third set - "Hour of the Monsters"
18 cards in a mini-set - "Legends of Russia"
205 cards in the fourth set - "Hammer of Time"
102 cards in the fifth set - "Silent Guard"
28 different cards in the "Fan Set"
198 cards in the sixth set - "Wrath of the Gods"
106 cards in the seventh set - "Angels of Vengeance"
196 cards in the eighth set - "Gate of the Worlds"
24 cards in addition to the eighth set (released on the 5th anniversary of the game) - "The Lost Squad"
107 cards in the ninth set - "Black Wings"
18 cards in a mini-set - "Legends of Russia 2"
132 cards in the tenth set "Mystery of Dertakh"
110 cards in the eleventh set "Eclipse"
99 cards in the twelfth set "Retribution"
261 cards in the thirteenth set "Way of the Archaal" (including cards from the later expansion of the same name)
34 cards in the second addition to the thirteenth set: "Confrontation"
114 cards in the fourteenth set "Cataclysm"
18 cards in the mini-set "Legends of Russia: 3 heroes"
196 cards in the fifteenth set "Angheim"
100 cards in the sixteenth set "Air Fortress"

Game kits

The following sets are published:

Initial decks (Starters). They include: rules of the game, a deck of 30 cards, a booster, chips and a die for the game.
Boosters ( additional sets, consist of 7 cards, one of which is rare/super-rare or ultra-rare). In the boosters of the latest releases, there are also play money of various denominations - "Sodars". After accumulating enough sodars, players can exchange them for promo cards at the board game club in their city.
Pro-boosters (additional sets, consisting of 12 cards, two of which are rare/super-rare or ultra-rare in any combination). In official tournaments, it is Pro-boosters that are predominantly used.
Professional decks. Thematic decks of 30 cards. Stronger than starter decks, tournament ready. They also include: the rules of the game, chips and a die for the game.
Educational sets "Legends of Russia" (18 cards: two squads of 9 cards, game rules, chips and a die for the game).
Fan set (Parody set of 28 cards). Some Fanset cards have their own back: it indicates that game features such maps are patently absurd. Cards with an "abnormal" back are prohibited in official tournaments.

Also, due to an imbalance in official tournaments, the cards "Herald of Battle", "Wyrm of Chaos", "Ifrit", "Kiedel", "Cloak of Invisibility", "Wagon of the Inquisition", "Staff of Distortion", "Pathfinder", "Orb of Lightning" are prohibited ”, “Prisoner of Memory”, “Keeper of the Tree”, “Elyata”.
And finally, in official tournaments, regular players are not allowed to play super-powered cards of the overlord class (Xedden, Tree of Life, Spirit of Adrelian, Kianna, Chickpea, Krom, Archaal). Overlords are used only by game masters in special tournaments, and ordinary players try to defeat these overlords. The one who succeeds will receive the entire deck of the overlord, and most importantly the "Overlord" card itself as a prize.
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Cards

Cards in Berserk are divided into 6 types (according to the names of the elements), and those, in turn, are divided into classes:
Forests (green background with vine decoration)
Children of Krong (some representatives of this class are assigned to other elements - Swamps, Mountains, Steppes, Darkness)
Guardians of the Forest
Elves (occasionally there are also Dark Elves, not Forest Elves)
Mountains (bluish-gray background with stone-style decoration)
Gnomes
Yordlings
Linungs
Swamps (dark green background with mud decoration)
Archaalites
Corelings (starting from set 15)
River Maidens
Trolls (occasionally there are also mountain trolls, not swamp trolls)
Steppes (yellow background with desert-style decoration)
Akkenians
Brotherhood (starting from set 15)
Orcs (occasionally also come across Mountain, not steppe)
Toa-Dan
Forces of Darkness (black background with decoration in the form of bones)
Demons
coven
Slua
Twilight (starting from set 15)
Neutral cards, that is, not assigned to any of the elements (brown background, symbol - a panoply from a shield, sword and mace)
Inquisitors
Coyars
Pirates
spawn
there may also be exceptions when a card of a “not inherent” class is assigned to neutrals: gnome (Dwarf-apostate), demon (Talos), orc (Orc-stalker), river maiden (Siren), elf (Grey elf), etc. P.

There are also a number of "inter-elemental" classes: Angels, Reborn, Harpies, Warrior Heroes, Mage Heroes, Dragons, Overlords, Elementals.

A card can sometimes have not one, but several classes at once. There are also "cards without a class".

In the fourteenth set ("Cataclysm"), multi-elemental cards appeared - they have signs of several elements at the same time and have their own design in the form of water flows. As a rule, such cards have either an inter-elemental class (say, elemental), or are endowed with several classes at once, one from each element.

Neutral cards coexist with any other. And between the elements there are often “conflicts” that complicate the recruitment and payment of the detachment (each element in the same detachment, starting from the third in a row, is fined).

Each card contains the following information:
Card cost (in crystals)
Card type
Initial number of lives
Stock movement (or "flight" or "symbiote" icon)
The force of a simple blow (three numbers X-Y-Z)
Map features (game text)
Artistic text
Release Symbol
Artist
Card rarity:

M - numerous (cards of starters of the "War of the Elements", later this rarity was canceled);
H - frequent,
P on a blue background - rare,
R or C on a green background - super-rare;
crown - ultra-rare;
star - promo (special) card.

"Berserk. Heroes»- card strategy game.
This is a battle of two heroes who lead their armies. As you play, you'll recruit creatures into combat units, use spells and weapons, and play event cards to ensure your dominance on the battlefield. The player who reduces to zero or less the number of lives of the opponent's hero wins.

TYPES OF CARD

In Berserk. Heroes» 5 main types of cards: heroes, creatures, spells, equipment and events.

Hero is the personification of the player. The hero is always lying face up in his owner's play area for as long as the game continues. The player loses when his hero takes a total number of wounds equal to (or greater than) his hit points.

creatures stand up for their hero and take part in battles. When playing a creature, a player puts it on the table in their play area. The creature remains lying there until it goes to the graveyard, back to the deck, or into the player's hand.

Equipment is divided into several types: weapons, armor, amulet. When playing equipment, the player places the card on the table next to the hero card. The equipment remains lying there until it is sent to the graveyard. When a new piece of equipment comes into play, all other pieces of the same type are sent to the graveyard, under the control of the player who played the item.

spells help the player to strengthen his own squad or weaken the enemy. Unlike creatures, spells have a one-time effect. When a player casts a spell, the player sends that card to the graveyard and immediately uses the spell's features.

Events often affect the units of both players. When resolving the event, the player places the card on the table next to the hero card. The event remains lying there until it is sent to the graveyard. When a new event comes into play, all other events under the control of the player who played the event are sent to the graveyard.

ELEMENTS

In the game "Berserk. Heroes" five opposing elements: steppes, mountains, forests, swamps, darkness. Most cards belong to one of these elements; cards that do not belong to any element are considered neutral. The card's belonging to the element is determined by its general color scheme, as well as the color of the circle in the upper right corner.

For full-size (with an enlarged picture) and multi-elemental (with several elements) cards, the designation of the elements is made in the form of separate icons in the upper right corner:

RARITY

The color in the lower right corner of the card indicates how often this card is found in boosters.


DECK COMPILATION RULES

Before starting the game, you have to build your battle deck. It includes one hero card and 40 or more cards of other types. The hero determines the element of the deck: a player's deck can only contain cards of the same element, which is his hero, as well as neutral cards. In the case of multi-elemental cards, at least one of the elements of the card must match the element of the Hero.
Important: cards with the same name in the deck can be no more than three copies (exception: cards with the "Horde" feature).
Note: if desired, opponents can choose the same element and even the same hero.

PREPARATION FOR THE GAME

Players place their heroes face up on the table. Randomly determine the first player (for example, by rolling a die). This player chooses who goes first. Each player shuffles his deck thoroughly, places it face down in front of him and draws the top 4 cards. If the player is not satisfied with the cards in the hand, he can discard some of the cards (or all) once. The discarded cards are placed at the bottom of the deck, and the player takes as many cards as he discarded.

COIN MARKERS

At the beginning of each of his turns, the player receives a new coin marker and places it on the table with the markers he already has. A player cannot have more than 10 coin markers. To play cards from his hand, the player pays each card with coin markers according to its value. When using the coin marker, the player closes it - turns it 90 degrees to the right. A closed coin marker cannot be used by a player to pay for playing cards until it is reopened, usually at the start of the player's turn.

PRAYER TOKENS

In addition to coins, the player may have another resource - prayers. They can be obtained for various features of the hero and other cards. After receiving a prayer token, the player places it on his hero card or puts it on a “totem pole”. Prayers are used as payment for certain features of a hero or other cards. In this case, remove the required number of prayer tokens from the hero card or remove from the "totem pole". At the start of the game, players have no prayer tokens.

PROGRESS OF THE GAME

Each player's turn consists of three stages:
1. Start of the move
2. Main stage
3. End of turn

Turn start stage
recovery phase

◆ If there are face-down cards (including a hero) and/or face-down coin markers in the player's play area, all of them are revealed.
◆ All "X times per turn" traits can be used X times again.

Accumulation phase

◆ The player receives a new coin token. Important: if a player already has 10 markers, he does not receive a new marker.
◆ The player draws a card from his deck (except on the first turn of the first player). If there are no cards left in the deck, then the player simply does not take a card. Important: if a player could not take a card from the deck for the third time in a game for this reason, he loses.
◆ The player simultaneously reveals all his hidden cards that he wants to reveal.
◆ The "at the beginning of the turn" features are performed.

main stage

The player chooses any of the actions listed below and performs them in any order until the end of the turn is declared. Possible actions at the main stage:

◆ Play a card from your hand, paying its cost with coin markers (by paying the cost of playing cards, the player covers his markers).
◆ Attack the opponent's card by hitting your own card. A single creature can only strike once per turn, unless otherwise noted.
◆ Use the feature of your card (including the hero), if possible. Any trait is used once per turn, unless otherwise noted.

Important: a creature card played from your hand cannot attack this turn, nor can you use its abilities that require it (exception: cards with the dash trait). A feature of a spell card is used immediately after it is cast. Features of event, hero, and equipment cards are used at any time during the turn, including the same turn that these cards were played. Many cards have the symbol in their feature text. This symbol means that after using the trait, the map closes - rotates 90 degrees to the right.

On his turn, a player may attack with any of his cards and/or use their various features. When a card is acting (i.e., attacking or using traits with the close symbol), it is closed and can no longer attack or use traits with the close symbol that turn.

End of turn stage

◆ "At the end of turn" features are performed.
◆ Traits on cards with "until end of turn" text expire.
◆ When the player finishes their turn, they pass the turn to their opponent.

IMPORTANT RULES

Punch attack

Any creature has a strike and can attack a hero or enemy creature with it.

◆ If you attack open enemy creature and no one defended, then both creatures (yours and the enemy) deal damage to each other equal to the values ​​of their blows.
◆ If you attack closed enemy creature and no one defended, your creature deals damage to the attacked creature equal to the value of its strike.
◆ If you attack an enemy hero and no one defends, your minion deals damage to the hero equal to the value of his hit.

Important: after a card hits and survives, it closes.

Appointment of a defender

If your card (creature or hero) is being attacked by an enemy creature and you have a face-up creature of your own in the play area, you can designate that creature as a defender. In this case, instead of the original target, the opponent's creature will fight with the defender and they will deal damage to each other equal to the value of their blows. After the battle, if your defender survived, he closes in the same way as the attacker. Each creature can only act as a defender once per turn.

Wounds

When attacking with a hit or using card traits, you often deal damage to enemy creatures, and they receive wounds according to the amount of damage dealt. These wounds are cumulative. Players can keep track of wounds in any way they like (for example, using coins or chips). If the number of wounds on a card equals or exceeds the number of lives, that card dies and is put into its owner's graveyard.

Golden Rule

If the card text conflicts with the rules, the card text takes precedence.

Simultaneous execution of features

If several traits are triggered at the same moment (for example, "at the beginning of the turn"), then those traits of the inactive player (not whose turn is on) are executed first in the order chosen by him. Then the features of the active player (whose turn is in progress) are executed in the order chosen by him.

VICTORY CONDITIONS

The player who reduces to zero or less the number of lives of the opponent's hero wins. The player also wins if his opponent fails to draw a card from his deck for the third time in the game (see Accumulation Phase).

Complete Rules

Full game rules (recommended for experienced players) can be downloaded from

, Berserk: Cataclysm , Berserk: Rebirth

Encyclopedic YouTube

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    ✪ Board game review - Berserk Heroes

    ✪ RUSSIAN HARTSTONE. Review of the game "Berserk Heroes"

    ✪ New Game 2017: Berserk Musou (Trailer & Gameplay)

    ✪ Berserk And The Band Of The Hawk - Full Game Walkthrough Gameplay & Ending (No Commentary Longplay)

    ✪ BERSERK and the Band of the Hawk Game Trailer (TGS 2016)

    Subtitles

Edition

Released Sets

Issue number Release name Block Number of cards release date
CLASSIC BERSERK
1 Elemental War + Equilibrium War of the Elements 101+30 cards November 2003, February 2004
2 Invasion of Darkness + Birth of Heroes Dark Invasion 105+60 cards October 2004, April 2005
3 Will of the Temple + Claws of Chaos + Hour of Monsters Will of the Temple 107+36+37 cards September 2005, January 2006, May 2006
4 Hammer of Time Hammer of Time 202 cards October 8, 2006
5 Silent Guard Hammer of Time 102 cards January 2007
6 Wrath of the gods Wrath of the gods 198 cards October 2007
7 Angels of Vengeance Wrath of the gods 98 cards March 2008
8 Gate of the Worlds Gate of the Worlds 196 cards September 2008
9 Black wings Gate of the Worlds 100 cards March 2009
10 Mystery of Dertah Mystery of Dertah 132 cards August 2009
11 Eclipse Mystery of Dertah 100 cards December 2009
12 Retribution Mystery of Dertah 100 cards May 2010
13 Path of Archaal + additional set Path of Archaal 198 + 63 cards September 2010, December 2010
14 Cataclysm Path of Archaal 101 cards March 2011
15 Angheim Angheim 198 cards August 2011
16 Air Fortress Angheim 98 cards November 2011
17 Trembling of the Earth Angheim 147 cards March 2012
18 Machine Destruction Machine Destruction 147 cards August 2012
19 Voice of Laar Machine Destruction 144 cards February 2012
20 Core Edition 2013 (B-13) Core release 2013 (B-13) 150 cards August 2013
21 Winds of the Waste Winds of the Waste 149 cards March 2014
22 Testament of the Ancients Testament of the Ancients 153 cards August 2014
23 Shadows of the Past Shadows of the Past 150 cards March 2015
BERSERK.HEROES
1 Time of Heroes Time of Heroes 317 cards November 6, 2015

Classic Berserker Training Packs

There are also training sets "Legends of Russia". The mechanics of cards in sets are simplified, the theme is fairy tales and legends Kievan Rus. The deck is divided into two groups of 9 cards each - forest-mountains (heroes and their allies) and swamps-steppes (nomads and evil spirits). Later, all three issues were combined into a duel set "Knights and Adversaries".

Professional duel sets of the classic "Berserker"

Duel sets contain everything you need to play between two opponents - decks of warring factions, game rules, tokens and a dice. As a rule, they are intended for professional level players and tournaments of the "Class Wars" format.

Other

  • "Fan Set"- a parody set consisting of 28 cards with comic features. Released in August 2007.
  • "Lost Squad"- anniversary mini-set, consisting of 24 cards in a special full-length version. Released in November 2008 on the occasion fifth anniversary"Berserk".
  • "Storm of the Elements"- a separate board game based on Berserk. In the set 120 different cards, which can be used both separately and together with other Berserk cards. Released in December 2012.

Classic "Berserk"

background

In the distant world of Laar, units of the six elements are fighting, as well as the so-called "neutral" units and creatures led by powerful mages - ungars (players). For centuries they fought for survival in this world, once scorched by the fire of the Cataclysm. Now everyone can assemble their own army and become the arbiter of their own fate, and, perhaps, the fate of Laar ...

Edition

KKI "Berserk" was published in the form:

  • Boosters- packs of 7 cards of a certain set, one of which is rare / super-rare. Additionally, an ultra-rare or random foil card may come across.
  • pro boosters- contain 12 cards of a certain set, two of which are rare / super-rare. Additionally, an ultra-rare or random foil card may also come across. They began to be produced from the 13th set "The Way of the Arkhaal".
  • Starter decks- contain 30 simple cards tend to be frequent and slightly rare. Additionally, there are game rules, a die, damage, effects and elements tokens, and sometimes a booster. They came out with the release of each new set and were divided into the "Forest-Mountains" and "Swamps-Steppes" sets up to the "Angheim" set.
  • Professional decks- thematic sets of 30 cards. As a rule, they are specific, ready to play in tournaments. They also include: the rules of the game, chips and a die for the game. Exit after the last set of the next block.
  • Educational sets "Legends of Russia"- consist of 18 cards: two squads of 9 cards each, as well as game rules, chips and dice. Dedicated to the classic heroes of fairy tales and legends of Kievan Rus.
  • Duel Sets- contain two decks of opposing factions, ready to play for two.

Prohibitions

Fan sets are prohibited in official tournaments. His cards are determined by a special back. The reason for this is the absurdity of the cards and their features.

Also, due to the imbalance in official tournaments of various formats, it is impossible to use cards such as the Serpent of Chaos, Ifrit, Kyedel, Cloak of Invisibility, Wagon of the Inquisition, Staff of Distortion, Sphere of Lightning, " Prisoner of Memory", "Keeper of the Tree", "Elyata" (prohibited for use in "Class Wars").

In addition, in official tournaments, ordinary players are not allowed to play super-powered class cards. Lord(Xedden, Tree of Life, Spirit of Adrelian, Kianna, Nut, Krom, Archaal, Dragon King, Tendala, and Talitha). They are used only by game masters in tournaments of a special kind, and ordinary players try to defeat these overlords. The one who succeeds receives the entire deck of the overlord, and most importantly, the “Overlord” card itself as a prize.

Cards

Cards in Berserk are divided into 7 types (according to the names of the elements), and those, in turn, into classes:

  1. Forests(green background with vine decoration)
    • Elves (from 3rd set)
    • Guardians of the Forest (from the 4th set)
    • Crong's children (from the 6th set)
  2. The mountains(bluish-gray background with stone-style decoration)
    • Gnomes (from the 3rd set)
    • Linungi (from the 4th set)
    • Yordlings (from the 6th set)
  3. swamps(dark green background with mud decoration)
    • River Maidens (from 3rd set)
    • Archaalites (from 4th set)
    • Trolls (from 6th set)
    • Grounders (from the 15th set)
  4. Steppes(yellow background with desert style decoration)
    • Orcs (from 3rd set)
    • Akkenians (from the 4th set)
    • Toa-Dan (from 6th set)
    • Brotherhood (from the 15th set)
  5. Forces of Darkness(black background with dice decoration)
    • Coven (from 3rd set)
    • Demons (from 4th set)
    • Slua (from the 6th set)
    • Twilight (from the 15th set)
  6. Fire(orange-red background, decorated with flames)
    • Draconids (from the 18th set)
  7. Neutral cards, that is, not assigned to any of the elements (brown background, symbol - a panoply from a shield, sword and mace)
    • Inquisitors (from 3rd set)
    • Coyars (from the 4th set)
    • Pirates (from the 15th set)
    • Spawns (from the 7th set)
  8. There are also a number of classes related to all elements (including neutrals)
    • Heroes-warriors, heroes-mages and overlords (from the 2nd set)
    • Dragons (from 3rd set)
    • Elementals (from 4th set)
    • Angels (from 7th set)
    • Harpies (from the 9th set)
    • Reborn (from the 12th set)
    • There may also be exceptions when a card of any class gets an "inappropriate element": Renegade Dwarf (neutral dwarf), Legionary Dwarf (steppe dwarf), Talos (neutral demon), Orc Stalker (neutral orc), Mountain Orc, and Wolf Rider (Mountain Orc), Bonebreaker (Mountain Troll), Siren (Neutral River Maiden), Gray Elf (Neutral Elf), Dark Elf, Soul Burner, Swarm Priest, Swarm Warrior, Swarm Spider, Imagori, Swarm Scout (Dark Elf) etc.

In the fourteenth set ("Cataclysm"), multi-elemental cards appeared - they have signs of several elements at the same time and have their own design in the form of water flows. As a rule, such cards have either an inter-elemental class (say, elemental), or are endowed with several classes at once, one from each element.

Neutral cards coexist with any other. And between the elements there are often “conflicts” that complicate the recruitment and payment of the detachment (each element in the same detachment, starting from the third in a row, is fined).

Each card contains the following information:

  • Card cost (in crystals)
  • Card type
  • Initial number of lives
  • Stock movement (or "flight" or "symbiote" icon)
  • The force of a simple blow (three numbers X-Y-Z)
  • Map features (game text)
  • Artistic text
  • Release Symbol
  • Artist
  • Card rarity:

M - numerous (cards of starters of the "War of the Elements", later this rarity was canceled);
H - frequent,
P on a blue background - rare,
R or C on a green background - super-rare;
crown - ultra-rare;
star - promo (special) card.

Promo cards can be obtained by participating in official Berserk tournaments. You can also get full-size maps there - for such maps, the illustration occupies the entire area of ​​the map, the text is placed on top of the drawing. Promo cards for "Night Assassin", "Mage's Apprentice", "Knight Errant" and "Balthorn" could be found in the World of Fantasy magazine.

Card types

  • Creature. At the beginning of the battle, it is located on the field. Can attack, parry and act as a defender. The creature's information usually includes cost, starting life, number of turns, card attack, card features, and artistic text. There are also creatures that do not have a number of moves: flying creatures (with wings instead of units of movement), after opening, they are located in an additional zone; symbiotes (with a symbiote icon instead of movement units), after opening, located on other creatures.
  • Artifact. At the beginning of the battle, it is located on the field. Cannot attack, parry, or defend. Artifact information usually includes cost, starting life, card features, and artistic text.
  • terrain. Before the showdown is on the field, after - in the auxiliary zone. Each player can have only one terrain in the squad. The information does not indicate the number of lives, the stock of movement, and the strength of the blow. The area cannot be destroyed.
  • Equipment. It has a single basic property - cost. Cannot attack, but has the ability to block all attacks against itself and take no damage. Equipment is divided into five classes - armor, weapons, shield, shoes, potion. The latter most often has a property like "Destroy the potion - give your card such and such a bonus."

Game zones

  • Battlefield (main field 5x6 cells)
  • Auxiliary zone (here are the terrain (s), flying creatures and some other cards, such as artifacts "Reed Idol", "Hammer of Time")
  • Deck (your deck)
  • Graveyard ("dead" creatures and destroyed artifacts/terrain/equipment)

Game process

"Berserk" by game mechanics reminiscent of classic wargames.

Before the start of the battle, it is determined which of the players will be the attacker and who will be the defender. The players roll the dice. The one who rolled the higher number chooses who will be the first player (receives 23 gold and 22 silver crystals to recruit a squad), and who - the Second player (receives 24 gold (rule revision 28 February 2011 (Version 13.1d)) and 23 silver crystals). Then a detachment is recruited for the received crystals. The players place the recruited squad on the playing field, after which the First player becomes active and receives the right to move.

On their turn, a player can move their creatures, as well as act: each creature can attack a nearby enemy card with a simple blow or use the action described in its game text (for example, a shot or a spell). The affected card is “closed” (that is, it becomes temporarily incapacitated, as a sign of which it turns to the right 90 degrees) and can no longer move this turn. When a player decides to finish moving and acting with his cards, the turn is passed to the opponent. One strategic moment is important - the biggest damage, as a rule, is caused by a simple blow. But an open card (usually one that did not act on its turn) has a chance to fight off a simple blow or even strike back, while a simple blow almost always passes on a closed card. Also, an open creature can protect a nearby card from a simple blow by taking an attack on itself. There are many cards in the game, the text of which contradicts the rules of the game, but it is the text of the card that needs to be trusted (the so-called "Rule of the Ax").

The game can go on different terrain and according to completely different rules. Variants of the game are possible with hiding cards under a bench or trash can, exchanging money (crystals) between players.

Stroke structure

Initial Phase

Opening sub-phase. All face down cards of the Active Player are revealed at the same time. All traits and properties that trigger at that moment go on the stack. Neither player receives priority in this sub-phase.

Sub-phase of the beginning of the turn. In this subphase, all the features that act “at the beginning of the turn” are triggered.

Main Phase

Sub-phase of Choice. The active player chooses a Movement, Action, Combat sub-phase for a card in his squad, or the End Phase, after which the game enters the selected sub-phase (phase).

Movement sub-phase. The active player declares how and to which square of the battlefield the selected card will move. After both players pass, this card moves.

Sub-phase Actions. The active player declares the action of the chosen card and, if necessary, indicates the goal (s). After both players pass, the card is valid.

The active player returns to the Select subphase.

Battle sub-phase.

Stage Before Attack. At this stage, the features "before the attack" are triggered. The active player declares with what attack (hit) and what target his creature is attacking.

An inactive player can assign a defender to the selected attack target. This action is played as a sudden action. If it was interrupted or blocked, then the Inactive player can appoint a defender again.

Stage Offensive. At the start of this phase, all On Attack traits will trigger. The creature that declared the attack becomes the attacker. Protector, and in its absence, the original target becomes reflective. Dice rolls determine the attacks exchanged between creatures. The player who rolls the most on the die gets the opportunity to play a reduction to a weak strike on the strike table. Then there is a calculation and infliction of wounds on the cards of the players.

Stage After the attack. At this stage, the "after attack" features are triggered. The attacking card, the Defender from the blow are closed. Cards cease to be attacking and reflecting.

The active player returns to the Select subphase.

Final Phase

End sub-phase. Features "at the end of the turn" are triggered in this sub-phase. The Active Player passes the turn and becomes the Inactive Player, and the Inactive Player receives the turn and becomes the Active Player. .

The announcement of "Heroes" took place on September 11, 2015. It was told what kind of game it would be and also reported that the game would be sold in Belarus, Ukraine and Russia. On October 1-4, a prerelease was promised, during which it was possible to buy a starter kit. A championship was planned for April-May 2016 with prize fund in 200k+ rubles. On the same day, five starting heroes of the first issue were published - the warriors Ferocious Cutter, Hrothgar, Ilariel and Revenkar, and the mage Tisha.

Edition

Issue 1: Time for Heroes

The first issue is dedicated to the Heroes - significant personalities in the history of Laar, game world. A total of 5 starter packs will be released, as well as displays of 24 booster packs. Each of the sets is dedicated to one of the elements - the steppe (Fierce Cutter), mountains (Hrodgar), forests (Ilariel), swamps (Tisha), darkness (Ravencar) and contains a ready-made deck of cards with the Hero, as well as a training deck with the Golem.

All heroes of the set are common cards. Heroes such as Endor Flem (Steppes), Bjornbon (Mountains), Narhi (Forests), Tharna (Marshes) and Lord Sulu (Darkness) can be found by opening the booster. They can be caught instead of the regular frequent card. The remaining heroes - Ruach (Steppes), Teia (Mountains), Alirra (Forests), Daela (Marshes), Azathoth (Darkness) and Hygarth (Neutral) - are available as tournament prizes.

There are 20 Ultra Rare, 60 Rare, 80 Uncommon, and 140 frequent cards.

Card types

In the game "Berserk. Heroes" cards are divided into 5 types: heroes, creatures, spells, equipment and events. The lower left corner shows the serial number of the card, in the lower right - its rarity - common, uncommon, rare or ultra-rare.

Resource system

Game actions are carried out at the expense of resources. They are the gold coins of the Cataclysm. The cost of the card in gold is indicated at the top left. At the start of each turn, the player receives a gold token. A player cannot have more than 10 markers at the same time. When a marker is used, it closes .

Play areas

Glossary

Deck building rules

a source .
1. Contains 40 cards or more.
2. The element of the deck is determined by its hero. The deck can contain cards of the same element or neutral ones.
3. There can be no more than three identical cards.
4. There may be more cards with the "Horde" feature. (under the pseudonym Yaroslav Khabarov) - - this is card game with a legend edited by Nick Perumov. Over 700 different fantasy monsters are ready to stand under your leadership - from the heroes of Russian fairy tales to creatures from Tolkien's worlds. In order to play online, you just need to download the client for the game for free. You will receive a starter set of cards for free.

  • There are two different initial decks of cards in the game: a deck of mountain and forest creatures, as well as a deck of marsh and steppe creatures (you will receive one of your choice for free immediately after registering and entering the game). It is easier to play with the Swamps-Steppes set, but the Mountains-Forests set provides more room for strategic maneuvering.
  • The starting deck consists of 30 cards. You can expand your army by purchasing new cards in the Market (a sub-room of the "Trade Rows"), or by purchasing a booster (a set of 7 cards, one of which is rare or ultra-rare) or a display (a set of 48 boosters with 2 guaranteed ultra-rare cards) on "Trading Rows". There can be no more than three identical cards in the created deck. There can be a maximum of 50 cards in a deck. Minimum - 30 cards.
  • As part of our review competition, comrade. AtsukawaToshiro prepared a comparative review of games Berserk and Berserk. Heroes. The author goes through the various aspects of these boards in detail and notes that they are very different, but both are good.

    In "Berserk" (hereinafter referred to as bers), I started playing in the kitchen from the 6th set of "Wrath of the Gods". We more or less mastered its rather complex rules only after a few games, because. for the first time dealt with KKI, and with normal board game in general ... Actually, they began to play bers with a binge - an abundance of tactics, a bunch of different cards and properties, chic art, well, the famous dice to determine the outcome of the battle. All this just blew us away. In our town (Kasli), little was known about tabletops at all, so for us bers became a sip fresh air(by the way, it was possible to get it only in Chelyabinsk).

    The middle part of the training set "Legends of Russia". The Knights finally carried out the filthy Idolishche, but at a very high price. Yes, and they were not lucky - they raked them back many times.

    And now, after so many years, I came across the announcement of a new bers with a fancy name "Berserk. Heroes" (hereinafter referred to as heroes). At that time, I was already sitting headlong in the board games, and the card experience was marked by MTG, Pokemon, war, as well as various electronic CCGs, including Hearthstone. To be honest, I was very surprised ... After all, they decided to cover up the old bers, and instead they put in a completely different game, but with the same art and universe. I still don’t understand the reasons for such a cardinal policy, because. the mechanics of the bers was original and unique (the MX even managed to take him over the hill - and there he was very well received). Of course, over the 12 years of existence, the ideas have dried up, there have been many reprints (reprints of old maps), the art has become worse, but is this how to cover it up? They even cleaned up the whole site. It's a shame.

    Okay, stop whining - now we'll look at bers and heroes together.

    Mechanics. Both games have completely different engines. Bers is a card wargame on the field with completely open information about the cards (the deck is used only at the stage of recruiting a squad, during the battle it is stupid in 98% of cases). In heroes, the deck plays a key role, because. Each turn, the player draws a card from it. The engine itself is more like computer games like "Demiurges" and "Hearthstone" (or MTG, but with lands outside the deck).

    Fourth move. None of the heroes have received any wounds yet. The piranha swims to the attack.

    Deck building. In bers, a deck of 30 cards, and to recruit a squad, we take 15 cards (= 50%). The heroes have a deck of 40 cards, but usually about 15 cards also come out per game (= 37%). Consequently, the role of chance in heroes increases significantly. Of course, this is all corrected by the addition of the necessary cards for searching in the deck, but this will require additional investments of both money and brains. To be honest, I have already played a couple of dozen games of heroes, but my opponents very often did not go desired cards(at the same time, we changed decks).

    The limits on duplicates in both games are a maximum of 3 copies of a card (or 5 if the "horde" property is present). But in the elemental plan, the bers had no prohibitions - you can combine any elements (however, you lose 1 crystal for this for each additional element when recruiting for a squad). In heroes, it is allowed to use only one element + neutrals - this means that if you are used to playing with mountains, then you can give the rest of the cards to someone (you still won’t be able to use them).

    Of course, there is an exception hero "Hygarth", which allows you to put any number of elements (although all spells become more expensive by 1 coin), but this guy can only be obtained by winning the tournament. In general, because of this, the deck builder in heroes is sharply limited (although it may be fixed in the future), but its role is significant.

    You can play bers without a deck at all - I drafted cards and assembled a squad (in fact, we play like that).

    Cubes. In bers, to determine the results of the battle, dice are thrown - there are three options (according to the new rules):

    a) the warrior successfully attacked with a weak / medium / strong blow (the strength of the blow is determined randomly);

    b) the warrior missed (the attack failed, maybe he slipped);

    c) missed, but gets hit in the face by the enemy (who yelled, then plowed and got it).

    In the old rules (when the dice were without pictograms) there was another option, when sometimes the player faced a choice - to strike and get back, or to deliver a weaker blow, but remain unharmed. This choice made the tactical possibilities deeper, but the rules more complicated. I personally recommend playing the old fashioned way (when you get comfortable with the game).

    And after all, the cube is a real highlight of the bers, because. options are implemented up to the opposite, when the attacker, on the contrary, rakes (we had a case when the entire first row of the attacker missed and raked in response). Many people hate this cube (they say it breaks the whole game), but from my own experience I will say that this is all garbage. The blow is NOT unambiguous only if you hit on open map(when closed, it is automatically successful) - calculate the outcome of the battle and distract the defenders - it's much easier than it seems. In addition, you have archers and magicians who will shoot for sure.

    In heroes, dice are not used at all - all randomness is determined by the deck. This is also good, because the speed of the game becomes higher (after all, the heroes themselves were originally conceived to be faster).

    Cards. As for the art, I already talked about it at the beginning. But still, I’ll add that for many hero cards, art was chosen by G. And this despite the fact that they have more than 1000 illustrations.


    for example, bang, poof and bang squad - casual that does not fit into the style

    But I like the design of the cards in bers more - it is very visual (at least the old design, at least the new one). In the heroes, the gold symbol would be better replaced with a more familiar crystal (even according to legend, warriors were recruited for magic crystals, and not for grandmas), and throw the circle out of the heart away (looks disgusting). It's also a shame that they stopped using pictograms for directed strike, protection from magic and other things - they are less cumbersome than text.


    Compared to traditional bers design


    Compared to the updated bers design

    The rarity of cards in bers was originally common / rare / ultra + promo (later they added numerous, super rare, legendary). In the heroes, while the frequent / unusual / rare / ultra (hello from MTG). The only thing that annoys me here is that in the heroes they began to designate rarity with a color (without duplicating a letter). Moreover, all the colors are quite dark - it is more difficult to distinguish.


    No comment... This must be seen live

    The thickness of the cards themselves is the same, but at the same time, the cardboard of the bers is denser (and even varnished before).



    That's what I call epic 🙂

    Starter kits. In bers, the starter supplied absolutely everything that was necessary for the game: rules, wound chips, a die, a deck (which could be played even together, because 15 cards were of one element, and 15 were of another) + a booster in the latest releases became add (and then 2). For some reason, the heroes forgot about the chips of the wounds at all, although otherwise everything is fine (there is even an additional training deck, so one starter is enough for a small battle for two).


    That's wealth starter set(the booster has already been opened, the rules are in the box). Why didn't the wound tokens be placed? Well, at least from the old bers

    Separately, it is worth noting the breakthrough of the heroes in terms of the box - it is cool, durable and compact. Thick cardboard + enough space to store a second stack of cards. So you don't need to buy a special deck box. In the bers, only dueling sets and elemental storms had travel cardboard boxes, but they are large and square (a lot of air) - it’s not convenient to go anywhere with this. For starters, the box is about nothing at all = one-time, and the cardboard is thin there.


    Yes, nice box. Cards fit well even in protectors. It remains to make a separator in the middle

    Rules. In bers, mastering the rules is much more difficult than in heroes. It is understandable, because one strike table is worth something (but with the introduction of special dice, this problem has partly disappeared). Nevertheless, in order to simplify training, special sets were even released: “Legends of Russia”, “Berserk junior” and an untitled beginner set (4 decks). In such sets, cards contain a minimum of properties (and without sudden actions), which allows you to get used to the mechanics of combat. However, the heroes for beginners are still more benevolent.


    And here is the last training mini-set "Legends of Russia". Very glad I bought

    Game duration. For bers, the game takes about 40-60 minutes, because. you need to recruit a detachment, place it, and then the turn of the battle comes. In heroes, the party takes a maximum of half an hour (with a calm game). In general, it is quite easy to find free time for both games.

    By the way, in bers we sometimes cut the cost of units by 2 times (and the field is no longer 5x6, but 3x6) - it turns out a mini-berserk. The gameplay from this changes a lot, but it's fun to play, and the time of the game is reduced to 15-20 minutes.

    Gameplay. In bers there is a feeling that you control a combat squad - tusks, defenders and support for the rear (mages, arrows). During the battle, you really see how the formation breaks down and what it all leads to. The outcome of the battle really depends on your skillful use of the properties of fighters. A huge role is given even to maneuvers. Yes, the atmosphere of the battle here is on top. And it is because of her that I like to play again and again.

    In heroes, combat is NOT so exciting anymore. Played a creature, threw a spell into battle. There are no more maneuvers. And without defenders, your shooters are taken out at a time. Yes, and the distinction between tusks and support for the rear is implemented very poorly here. The fight is more like two heroes throwing stones at each other. In general, the scale is sharply narrowed, and the release of new creatures does not fit here well. Another drawback is that the hero can NOT even defend key creatures.

    As for the goals of the game, in berse - completely destroy the enemy squad, and in heroes - to fill up the enemy hero.