Board game berserk. Berserk VS. Berserk. Heroes Berserk board game

"Berserk. Heroes"- card strategy game.
This is a battle between two heroes who lead their armies. As you play, you'll recruit creatures into your warbands, use spells and weapons, and play event cards to ensure your dominance on the battlefield. The winner is the player who reduces the enemy hero's life total to zero or lower.

TYPES OF CARDS

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

Hero- This is the personification of the player. The hero always lies open in his owner's play area while the game continues. A player loses when his hero suffers a total number of wounds equal to (or greater than) his life total.

Creatures stand up for their hero and participate in battles. When playing a creature, a player places it on the table in his playing area. The creature stays there until it goes to the graveyard, back into the deck, or into a player's hand.

Equipment 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 there until it is sent to the cemetery. When new equipment enters the game, all other equipment of the same type are sent to the graveyard under the control of the player who played this equipment.

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

Events often affect both players' units. When resolving an event, a player places a card on the table next to the hero card. The event remains 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, forest, swamps, darkness. Most cards belong to one of these elements; cards that do not belong to any element are considered neutral. The elemental identity of a card is determined by its overall 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 elements is made in the form of separate icons in the upper right corner:

RARITY

The color in the bottom right corner of a card indicates how common that card is in booster packs.


RULES FOR DECK COMPILATION

Before the game starts, you have to create your battle deck. It includes one hero card and 40 or more other types of cards. The hero determines the element of the deck: the player's deck can only contain cards of the same element, as his hero, as well as neutral cards. In the case of multi-element cards, at least one of the card's elements must match the Hero's element.
Important: There can be no more than three copies of cards with the same name in the deck (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 will go first. Each player thoroughly shuffles his deck, places it face down in front of him and takes the top 4 cards. If a 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 along with the markers he already has. A player cannot have more than 10 coin markers. To play cards from your hand, the player pays for each card with coin markers according to its value. When using a coin marker, the player closes it - rotates it 90 degrees to the right. A player will not be able to use a closed coin marker to pay for playing cards until it is revealed again - usually at the beginning of the player's turn.

PRAYER TOKENS

In addition to coins, the player can have another resource - prayers. They can be obtained for various features of the hero and other cards. Having received a prayer token, the player places it on his hero card or places it on a “totem pole”. Prayers are used to pay for certain hero traits or other cards. In this case, remove the required number of prayer tokens from the hero card or remove them 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 turn
2. Main stage
3. End of turn

Start of turn stage
Recovery phase

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

Accumulation phase

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

Main stage

The player chooses any of the actions listed below and performs them in any order until the end of the turn is announced. 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 an enemy card by hitting your card. One creature can only attack once per turn, unless otherwise noted.
◆ Use the feature of your card (including the hero), if possible. Each feature is used once per turn unless otherwise noted.

Important: a creature card played from your hand cannot attack during the current turn, and you cannot use its requiring features (exception: cards with the “Dash” feature). The spell card's ability is used instantly after it is played. The features of Event, Hero, and Equipment cards are used at any time during a turn, including the same turn that those cards are played. On many maps, you can see the symbol in the text of features. This symbol means that after using the feature the card is closed - rotated 90 degrees to the right.

On his turn, a player can attack with any of his cards and/or use their various features. When a card acts (i.e. attacks or uses features with a cover symbol), it is covered and can no longer attack or use features with a cover symbol that turn.

End of turn stage

◆ “At the end of the turn” features are performed.
◆ The features of cards with the text “until the end of the turn” expire.
◆ Having finished the turn, the player passes the turn to his 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 came to the defense, then both creatures (yours and the enemy) inflict damage on each other equal to the values ​​of their attacks.
◆ If you attack closed enemy creature and no one comes to the defense, your creature deals damage to the attacked creature equal to the value of its blow.
◆ If you attack an enemy hero and no one comes to defend, your creature deals damage to the hero equal to the value of his hit.

Important: After a card has attacked with a punch and survived, it closes.

Appointment of a defender

If your card (creature or hero) is attacked by an enemy creature and you have your own open creature in the play area, you can designate this creature as a defender. In this case, instead of the original target, the enemy creature will fight the defender and they will deal damage to each other equal to the values ​​of their hits. After the battle, if your defender survives, he closes in the same way as the attacker. Each creature can act as a defender only once per turn.

Wounds

By attacking with a strike or using card features, you often deal damage to enemy creatures, and they receive wounds based on the amount of damage dealt. These wounds accumulate. Players can count runs in any way they choose (for example, using coins or chips). If the number of wounds on a card equals or exceeds the number of life, that card dies and is put into its owner's graveyard.

Golden Rule

If a card's text conflicts with the rules, the card's text takes precedence.

Simultaneous execution of features

If several features are triggered at the same moment (for example, “at the beginning of the turn”), then these features of the inactive player (not whose turn it is) are executed first in the order chosen by him. Then the features of the active player (whose turn is in progress) are performed in the order chosen by him.

WINNING CONDITIONS

The winner is the player who reduces the enemy hero's life total to zero or lower. A player also wins if their opponent fails to draw a card from their deck for the third time during the game (see Accumulation Phase).

Full rules

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

Board game

Number of players
2

Party time
20 to 40 minutes

Game difficulty
Complex

Russian collectible card game (CCG) by the author duo M. Istomin and I. Popov, created under the impression of the popular game “Magic: The Gathering”, which is similar in mechanics. Designed for dueling play.

At the moment, the release of new sets is not supported due to the authors’ transition to the release of a new version - “Berserk.Heroes”.

Board card game Berserk: rules of the game

Gameplay and goal of Berserk

Like any CCG, the game consists of many separate card decks (basic “starters” and random “boosters” with rare cards), by purchasing which wisely the player assembles his own unique deck. There are 23 main sets. The goal of the game is to win through competent management of your creatures and tactical combat.

Peculiarities

The game traditionally has two directions: actual gaming and collection. The complete collection contains more than 2000 cards. A distinctive feature of the game itself from other CCGs is its complete openness: players see not only their own and the cards they have laid out, but also the opponent’s cards. You can also note the presence of a random element, the role of which is played by a cube.

In addition to the classic basic version, there are also:

  • Educational kits - Legends of Rus', Legends of Rus' 2, Legends of Rus' 3: heroes of 18 cards each, made in the theme of old Russian heroes and their entourage.
  • Fan Set is a special set of 28 cards with humorous abilities and descriptions.
  • "The Lost Squad" is a special edition, including 24 cards, made in a full-format version.
  • Professional dueling sets. 5 complete sets, including both sets of cards from two warring factions, and other necessary components for a duel match.

The popularity of the game also allowed the universe to expand into media entertainment.

  • A number of authors, since 2008, have published 4 books on the world of this tabletop wargame. The book is a fantasy biopic based on individual card characters.
  • Standing apart, self-sufficient board game “Storm of the Elements”.
  • In addition, a number of video games based on the following were released to the market: An online version on the Windows computer platform (“Berserk Online”), as well as its adapted version for more platforms (“Berserk: Rebirth”), a browser version for social networks and mobile platforms ("Berserk: Cataclysm") Each game includes, in addition to the cards of the original version, its own unique sets of cards.

Preparing for the game

For a full game you need a minimum of 30 cards, a field of 5x6 cells, six-sided dice and chips. The dice determine the turn order. The leading player receives 23 gold and 22 silver nuggets, the second player receives 24 gold and 23 silver. Each player uses the received crystals to build a game deck from their cards, which is laid out on the gaming table.

For a good chance of winning, the player is advised to have creatures of different elements and classes in his hands, taking into account that cards of different elements conflict with each other and, starting from the third new element, are subject to a penalty.

There are cards of 6 types (elements), each with 1-4 classes, neutral cards, plus there are multi-elemental cards that belong to several or all types at once.

  • Forests (Elves, Ents, Children of Krong)
  • Mountains (Dwarves, Linungs, Yordlings)
  • Swamps (River Maidens, Archaalites, Trolls, Coremen)
  • Steppes (Orcs, Akkenians, Toa-Dan, Brotherhood)
  • Forces of Darkness (Coven, Demons, Slua, Twilight)
  • Fire (Draconids)
  • Neutral cards (Inquisitors, Coyars, Corsairs, Spawns)

In addition, cards are classified by appearance:

  • Creature. The player's main combat strength. Can attack, dodge and defend. There are flying ones (when used, they move to an additional zone) and symbiotes (they move to another creature).
  • Artifact. With its help, special actions are performed.
  • Terrain. Changes the playing field conditions
  • Equipment. There are five classes (armor, melee weapons, protection, shoes, potion). Changes the characteristics of Creature cards.

Game progress in the board game Berserk

During a turn, the walker can move his creatures or force them to attack enemy cards with either a simple attack or a special attack described on the card. The spent card is flipped 90°C and is inoperative until the end of that turn. The player has the right to decide how many cards he wants to use, after which the right to move is transferred to the opponent.

Working cards, unlike inverted ones, can block or reflect an oncoming blow. Also, at the will of the defending player, they can take a blow that was not intended for them, protecting other creatures. In addition, there are many individual exceptions for cards that can be used to circumvent the rules. At the beginning of each next turn, inactive cards are restored.

During an attack, players roll dice that determine the type of attack. The one who throws more points has the right to reduce the attack power to a weaker one. The wounds received are applied to the opponents' cards. Before, during and after the attack, available special actions on both sides can be used. In addition, specific actions can be carried out at the beginning or end of a turn.

End of the game

Victory is awarded when the opponent's cards are completely destroyed.






, Berserk: Cataclysm , Berserk: Rebirth

Encyclopedic YouTube

    1 / 5

    ✪ Review of the board game - Berserk Heroes

    ✪ RUSSIAN HEARTSTONE. 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 Issue 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 Invasion of Darkness 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 Worlds Gate of Worlds 196 cards September 2008
9 Black wings Gate of Worlds 100 cards March 2009
10 The Mystery of Dertakh The Mystery of Dertakh 132 cards August 2009
11 Eclipse The Mystery of Dertakh 100 cards December 2009
12 Retribution The Mystery of Dertakh 100 cards May 2010
13 Path of Arhaal + additional set Path of Arhaal 198 + 63 cards September 2010, December 2010
14 Cataclysm Path of Arhaal 101 cards March 2011
15 Angheim Angheim 198 cards August 2011
16 Air Fortress Angheim 98 cards November 2011
17 Tremors Angheim 147 cards March 2012
18 Death of the Machines Death of the Machines 147 cards August 2012
19 Laar's voice Death of the Machines 144 cards February 2012
20 Basic Edition 2013 (B-13) Core set 2013 (B-13) 150 cards August 2013
21 Winds of the Wasteland Winds of the Wasteland 149 cards March 2014
22 Covenant of the Ancients Covenant 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 Berserk educational kits

There are also educational sets “Legends of Rus'”. The mechanics of the cards in the sets are simplified, the themes are fairy tales and legends of Kievan Rus. The deck is divided into two groups of 9 cards each - forest-mountains (heroes and their allies) and swamp-steppes (nomads and evil spirits). Later, all three issues were combined into the duel set “Knights and Foes.”

Professional dueling sets of the classic “Berserker”

Dueling sets contain everything necessary for a game between two opponents - decks of warring factions, game rules, chips and dice. As a rule, they are intended for professional level players and Class Wars tournaments.

Other

  • "Fan-Set"- a parody edition consisting of 28 cards with comic features. Released in August 2007.
  • "Lost Squad"- An anniversary mini-set consisting of 24 cards in a special full-format version. Released in November 2008 to mark the fifth anniversary of Berserk.
  • "Storm of the Elements"- a separate board game based on Berserk. The set contains 120 different cards that can be used either separately or together with other Berserk cards. Released in December 2012.

Classic "Berserk"

Background

In the distant world of Laar, squads of six elements fight, as well as so-called “neutral” squads and creatures led by powerful magicians - Ungars (players). For centuries they fought for survival in this world, once scorched by the fire of the Cataclysm. Now everyone can gather their own army and become the arbiter of their own destiny and, perhaps, the fate of Laar...

Edition

TCG "Berserk" was published in the form of:

  • Boosters- packs of 7 cards of a certain set, one of which is rare/super-rare. Additionally, you may find an ultra-rare or random foil card.
  • Pro-boosters- contain 12 cards of a certain set, two of which are rare/super-rare. Additionally, you may also find an ultra-rare or random foil card. They started releasing with the 13th set “The Path of Arhaal”.
  • Starter Decks- contain 30 simple cards, usually common and a few rare. Additionally, it includes game rules, dice, damage, effect and element chips, and sometimes a booster. They came out with the release of each new set and were divided into the “Forests-Mountains” and “Swamps-Steppes” sets up to the “Angheim” set.
  • Professional decks- thematic sets of 30 cards. As a rule, they are specific, ready for playing in tournaments. They also include: game rules, chips and dice for the game. They leave after the last set of the next block.
  • Educational sets “Legends of Rus'”- consist of 18 cards: two squads of 9 cards, as well as game rules, chips and dice. Dedicated to the classic heroes of fairy tales and legends of Kievan Rus.
  • Dueling sets- contain two decks of opposing factions, ready for two-player play.

Prohibitions

Fan sets are prohibited at official tournaments. His cards are identified 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 different formats, it is impossible to use cards such as “Chaos Serpent”, “Ifrit”, “Kiedel”, “Cloak of Invisibility”, “Wagon of the Inquisition”, “Staff of Distortion”, “Lightning Sphere”, “ 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-enhanced class cards Lord(“Xedden”, “Tree of Life”, “Spirit of Adrelian”, “Kyanna”, “Nut”, “Krom”, “Arhaal”, “Dragon King”, “Tendala” and “Talitha”). They are used only by game masters in special types of tournaments, and ordinary players try to defeat these overlords. The one who succeeds receives the entire overlord deck, and most importantly, the “Overlord” card itself as a prize.

Cards

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

  1. Forests(green background with vine design)
    • Elves (from 3rd set)
    • Guardians of the Forest (from 4th set)
    • Children of Krong (from 6th set)
  2. Mountains(bluish-gray background with stone style design)
    • Dwarves (from 3rd set)
    • Linungi (from 4th set)
    • Yordlings (from 6th set)
  3. Swamps(dark green background with mud design)
    • River Maidens (from 3rd set)
    • Archaalites (from 4th set)
    • Trolls (from 6th set)
    • Undergrounders (from the 15th set)
  4. Steppes(yellow background with desert style design)
    • Orcs (from 3rd set)
    • Akkenians (from 4th set)
    • Toa-Dan (from 6th set)
    • Brotherhood (from 15th set)
  5. Forces of Darkness(black background with bone design)
    • Coven (from 3rd set)
    • Demons (from 4th set)
    • Slua (from 6th set)
    • Twilight (from the 15th set)
  6. Fire(orange-red background, with flame-shaped design)
    • Draconids (from 18th set)
  7. Neutral cards, that is, not assigned to any of the elements (brown background, symbol - panoplia of a shield, sword and mace)
    • Inquisitors (from 3rd set)
    • Coyars (from 4th set)
    • Pirates (from 15th set)
    • Spawns (from 7th set)
  8. There are also a number of classes related to all elements (including neutrals)
    • Warrior heroes, mage heroes and overlords (from 2nd set)
    • Dragons (from 3rd set)
    • Elementals (from 4th set)
    • Angels (from 7th set)
    • Harpies (from 9th set)
    • Revived (from the 12th set)
    • There may also be exceptions when a card of any class receives an "inappropriate element": Gnome Renegade (neutral Dwarf), Dwarf Legionnaire (Steppe Dwarf), Talos (neutral Demon), Orc Stalker (neutral Orc), Mountain Orc and Wolf Rider (mountain orc), Bonecrusher (mountain troll), Siren (neutral river maiden), Gray Elf (neutral elf), Dark Elf, Soul Burner, Swarm Priest, Swarm Warrior, Swarm Spider, Imagori, Swarm Scout (dark elves) and so on.

In the fourteenth set (“Cataclysm”), multi-elemental cards appeared - they have the characteristics of several elements at the same time and have their own design in the form of streams of water. 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 others. And there are often “conflicts” between elements, which complicate the recruitment and payment of a detachment (each element in the same detachment, starting with the third, is fined).

Each card contains the following information:

  • Card cost (in crystals)
  • Card type
  • Initial number of lives
  • Motion reserve (or flight or symbiote icon)
  • The power of a simple blow (three numbers X-Y-Z)
  • Map Features (Game Text)
  • Artistic text
  • Release Symbol
  • Artist
  • Card rarity:

M - numerous (Elemental War starter cards, this rarity was later cancelled);
H - frequent,
P on a blue background - rare,
P 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 cards, 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 Science Fiction" magazine.

Types of cards

  • Creature. At the beginning of the battle it is located on the field. Can attack, reflect blows and act as a defender. Creature information typically includes cost, starting life, number of turns, card attack, card features, and flair. 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), which, after opening, are located on other creatures.
  • Artifact. At the beginning of the battle it is located on the field. Cannot attack, reflect blows or act as a defender. Artifact information typically includes cost, starting life, card features, and flair.
  • Terrain. Before the cards are revealed, he is on the field, after - in the auxiliary zone. Each player can only have one terrain in his squad. The information does not indicate the number of lives, movement reserve, and impact force. the terrain cannot be destroyed.
  • Equipment. It has only one basic property - cost. Cannot attack, but has the ability to block all attacks on itself and not receive wounds. Equipment is divided into five classes - armor, weapons, shield, shoes, potion. The latter most often has a property like “Destroy a potion - give your card such and such a bonus.”

Game zones

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

Game process

Berserk's game mechanics are 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. Players roll the dice. Whoever rolls the highest number chooses who will be the First Player (receives 23 gold and 22 silver crystals for recruiting a squad), and who is the Second player (receives 24 gold (revision of the rules dated February 28, 2011 (Version 13.1d)) and 23 silver crystal). Then a squad is recruited using the received crystals. The players place the recruited squad on the playing field, after which the First player becomes active and gets the right to move.

On his turn, a player can move his creatures, as well as act: each creature can attack an adjacent enemy card with a simple blow or use an 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 that turn. When a player decides to finish moving and acting with his cards, the turn passes to his opponent. One strategic point is important - the greatest 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 fend 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 the attack on itself. There are many cards in the game whose text contradicts the rules of the game, but at the same time you need to believe the text of the card (the so-called “Axe Rule”).

The game can take place on different terrain and according to completely different rules. Possible game options include hiding cards under a bench or trash can, or exchanging money (crystals) between players.

Turn structure

Initial Phase

Subphase of Discovery. All of the Active Player's face-down cards are revealed simultaneously. All features and properties triggered at this moment go on the stack. Neither player receives priority in this subphase.

Subphase Start of turn. During this subphase, all features that operate “at the beginning of the turn” are triggered.

Main Phase

Subphase of Choice. The active player selects the Movement, Action, Combat subphase for a card in his squad, or the Final Phase, after which the game moves to the selected subphase (phase).

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

Action subphase. 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 Choice subphase.

Subphase of the Battle.

Stage Before the Attack. At this stage, the “pre-attack” features are triggered. The active player declares which attack (strike) and which target his creature attacks.

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

Stage Under Attack. At the beginning of this stage, all “on attack” features are triggered. The creature that declared the attack becomes the attacker. The defender, and in his absence the original target becomes a reflector. The dice rolls determine the attacks that the creatures exchange. The player who rolls the highest on the die gets the opportunity to play a reduction of the blow to a weak one according to the table of blows. Then the wounds are calculated and applied to the players’ cards.

Stage After the Attack. At this stage, the “after attack” features are triggered. The attacking card and the defender are closed from the attack. Cards cease to be attacking and reflective.

The active player returns to the Choice subphase.

Final Phase

Subphase of the End. End of turn features trigger during this subphase. 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 told what kind of game it would be and also said that the game would be sold in Belarus, Ukraine and Russia. A prerelease was promised on October 1-4, during which a starter set could be purchased. A championship with a prize fund of 200k+ rubles was planned for April-May 2016. On the same day, the five starting heroes of the first issue were published - the warriors Ferocious Cutter, Hrothgar, Ilariel and Revencar, and the mage Tisha.

Edition

Episode 1: Time of Heroes

The first issue is dedicated to Heroes - significant personalities in the history of Laar, the game world. A total of 5 starter sets will be published, as well as displays of 24 booster packs. Each of the sets is dedicated to one of the elements - the steppe (Fierce Cutter), mountains (Hrothgar), 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 frequent cards. Heroes such as Endor Flem (Barrens), Bjornbon (Mountains), Narhi (Forests), Tarna (Swamps) and Lord Sulu (Darkness) can be found by opening booster packs. They may come across instead of a regular frequent card. The remaining heroes - Ruach (Steppes), Teya (Mountains), Alirra (Forests), Deila (Swamps), Azathoth (Darkness) and Hygarth (Neutral) - are available as tournament prizes.

In total, the set contains 20 ultra-rare, 60 rare, 80 uncommon and 140 common cards.

Types of cards

In the game “Berserk. Heroes cards are divided into 5 types: heroes, creatures, spells, equipment and events. The card's serial number is shown in the lower left corner, and its rarity is shown in the lower right corner - common, unusual, 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 gold cost of the card is indicated at the top left. At the start of each turn, the player receives a gold marker. A player cannot have more than 10 markers at the same time. When the marker is used, it closes.

Play areas

Glossary

Deck Construction Rules

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) - is a card game with a legend edited by Nick Perumov. Over 700 different fantasy monsters are ready to come under your leadership - from heroes of Russian fairy tales to creatures from the worlds of Tolkien. In order to play online you just need to download the game client for free. You will receive a starter set of cards for free.

  • There are two different starting decks of cards in the game: a deck of mountain and forest creatures, as well as a deck of swamp and steppe creatures (you will receive one of your choice for free immediately after registering and logging into the game). It is easier to play with the Swamp-Steppe set, but the Mountain-Forest set provides more room for strategic maneuver.
  • The starting deck consists of 30 cards. You can expand your army by purchasing new cards at the Market (subroom of the “Trading 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) at "Trading Rows". The created deck can contain no more than three identical cards. There can be a maximum of 50 cards in a deck. Minimum - 30 cards.
  • "Berserk. Heroes" is a Russian collectible card game of a new generation. It is a strategic duel between two players leading their armies. You can create your own decks, recruit creatures in battle, use spells and weapons, play out various events on the field - everything to gain an advantage over the enemy, everything to win!

    The gameplay is built around unique heroes. The game takes place in the fantasy world of Laar.

    The entire gameplay is based on cards. In your deck you must have one hero card, which is your alter ego in the game, has a certain life reserve, ability and element. There are five elements in total: steppes, mountains, forest, swamps, darkness. Cards without an element are neutral. In addition to the hero card, in your deck you can have at least 40 cards of the element to which your hero belongs, but no more than three copies of the same card.

    Cards have different values ​​and powers. The cost is expressed in the amount of gold that will have to be given away from your reserve. Each turn, players expand their gold pool by 1 to a maximum of 10 coins, and restore it to the maximum at the start of each of their turns.

    There are also five types of cards: heroes, creatures, spells, equipment and events. The creatures play pranks and come to the defense of their master. Three types of equipment cards can be played to strengthen your hero. Spells have a one-time effect and have different effects. Events most often affect both players and spread their effect until the event is replaced or reset.

    In addition, cards, as is customary in CCGs, have a rarity: Common, Uncommon, Rare and Ultra Rare.

    Having received four cards in their hands, players decide whether they will discard any cards and draw new ones or whether they are satisfied with everything. After this mulligan, the game begins, consisting of three phases:

    • start of the turn - hole cards are restored, the player receives a new gold marker and one card in his hand;
    • the main stage - cards are played and paid for, attacks are made with creatures and cards, and various features of the cards are used;
    • end of turn - various effects end and the turn is transferred to another player.

    Played creature cards, as a rule, cannot attack immediately and appear on the battlefield rotated 90 degrees. On your turn, you can choose a target for a creature - another creature or an enemy hero, and the second player, accordingly, if there is an open creature, can put it on defense. An attack against a closed creature or hero causes damage only to the enemy, and when attacking an open creature, both sides will suffer losses expressed in wounds. When the number of wounds is greater than or equal to the creature's health, it is considered dead.

    The game goes on like this until a winner is determined.

    The first player to reduce the enemy's health to zero or below wins. A player also loses if the player's deck runs out and they are unable to draw a card for the third time at the start of their turn.

    About Trading Card Games

    CCG is the most popular format of card games all over the world; for example, it includes games that do not need introduction, such as “” and “”. By building your decks and expanding your collection of cards, you get new gaming opportunities and combinations within the game. Having taken possession of a rare card, you will experience incomparable pleasure!

    Representatives of this category are dynamic, interesting and rich games, but at the same time they have enormous space for the manifestation of imagination and their strategic skill. The CCG format allows you to constantly update the metagame, make decks more diverse and respond to fan demands through new sets and boosters - special expansions with a random set of cards. By purchasing them, you expand your personal collection and gain access to new combinations, strategies and tricks.

    All cards have their own rarity; the rarer the card, the more valuable it is for collectors and players, and, as a rule, the stronger or more original the effect of the card itself.

    « Where is my axe, where is my meat? Oh no, it's poisoned...»

    I went through a period on the blog where I wrote a series of reviews of collectible card games. There was also a popular MtG, and my favorite LegendoftheFiveRings, and smaller representatives of card games. I was planning another review of a Russian card game, but the stars didn’t align in the sky, I got tired of writing about CCGs and switched to regular board games. But after looking through the telescope this evening, I realized that the stars had finally aligned, and I simply had to write a review of the game Berserk.

    One article is definitely not enough to cover the entire game with its rich history, so I will limit myself to the latest special issue entitled “ Elemental Storm».

    What is Berserk?

    Once upon a time, around the time when dinosaurs were still running around the Earth, Ivan Popov and Maxim Istomin got acquainted with the game Magic:theGathering(I can't keep silent about this game). And they liked the “hoe” so much that they decided to make their own game. With beautiful cards, a field and its own unique world. That's pretty much how the game came about Berserk.

    It is a strategy trading card game where creatures fight each other on the battlefield. The one who manages to defeat the opposing army wins.

    As in any typical CCG in Berserker Each player has his own deck of cards. Cards range in rarity from common to legendary. In this plan B(Berserker) doesn't have much difference. But the gameplay is unique, especially if we talk about this within the Russian gaming industry.

    Game process

    All cards in Berserker– these are creatures, areas, artifacts and equipment. A starting deck is made up of at least 30 cards and no more than 50. Cards are taken from special sets - starters and boosters. There are 6 elements in the game (once there were 5), into which the cards are divided - steppes, forests, mountains, swamps, darkness and fire.

    Out of 30 cards, each player deals himself 15. Yes, this is the main catch - you will not be able to play all the cards, no matter how much you want to. After which the formation of detachments occurs. Each card has a value in the upper left corner, displayed in gold or silver crystals. Depending on the number of elements to which the cards in your deck belong, and the turn order (you go first or second), you recruit a squad for a certain number of crystals. For example, for a two-element squad, the player who goes first is given 23 gold crystals and 22 silver crystals. And if the second player has one element, then he has 25 gold and 23 silver. Accordingly, the fewer elements, the more crystals you will have.

    After recruiting a squad, each player begins to place cards on the field.

    The fact is that Berserk A bit atypical CCG. It's more of a wargame. Players fight on a 5x6 field. The formation takes place in their own half of the field according to special rules, which I will not dwell on. And as soon as you lay out the cards on the field, the game turns into chess. Each card has a health level, movement points, a unique property, and attack indicators.

    And yet the English text is here for a reason...

    At the beginning of the game, you lay out cards in the available three lines. Tanks are logically placed in front, then followed by magicians, archers and other ranged warriors. The deployment of troops should be taken seriously, as this is one of the keys to victory.

    On their turn, players can move and take actions. Moreover, this can be done with all cards at once, and not one card at a time, passing the move to the opponent.

    Revealed creatures (i.e. untapped) can move a certain number of squares on the field. On a free cell on the right, left, above or below, but not diagonally (unless the card has such a unique property).

    A revealed creature can take one of three types of action:

    - attack with a simple blow;

    - act as a defender from a simple blow;

    - use card abilities per turn.

    After using an action, the card must rotate 90°, which means it can no longer move or act. This system is well known to experienced kish players.

    Now I’ll briefly go over the types of actions.

    Simple Strike Attack. Each card has magic numbers like 1-2-2 or 3-4-5, etc. - it's a simple blow. The first number is a weak blow, the second is medium, the third is strong. A simple blow can only attack a nearby card. If the attacked creature is exposed, it fights the attacking creature. Each player rolls the dice. First, it turns out who threw away more. Then the difference in throws is calculated. For example, the attacker rolled 4, the defender – 1. The difference is 3. We look at the special table to see what happened in the end. Striker throws more + difference 3 = striker hits a midrange hit that deflects a miss.

    From this table you can also find out that it is possible for the attacker to receive damage from the defender if he throws more and with a big difference. So in this game you can easily step on a rake.

    Only if the defender is turned, he will not be able to strike back. The attacker deals a weak hit on a die roll of 1-3, a medium hit on a 4-5, and a strong hit on a 6+.

    Appointment of a defender. You can assign any face-up creature card that is adjacent to both the defending and attacking creatures at the same time as a defender. In this case, the defender says - I'm sorry, you're not attacking this creature, but me. This is good in cases where you need to save an important card. Defenders are very important in Berserker.

    Using the turn feature. Some cards have such properties - they are indicated by a special rotation icon. As a rule, this is some kind of special blow. Only in this case the creature cannot receive a retaliatory blow.

    If a creature has wounds equal to or more hit points, it is destroyed. The game ends when one side is completely eliminated.

    Elemental Storm

    This is a special set in which you will find everything you need to thoroughly get acquainted with the game. Namely:

    - rules;

    — 6 decks of different elements;

    — a deck of neutral cards;

    — 2 playing fields (for each player);

    - cubes;

    - all the necessary chips.

    The rules are bright and colorful. Everything you need for the entry level is described there. But I still recommend that after studying this book of rules, download the extended rules from the official website. There are a lot of pages in small print, but all the nuances are described in detail. But you will still have questions sooner or later.

    As I already mentioned, in Berserker there are 6 elements. IN Storm of Elements all these elements are represented by full-fledged decks consisting of 30 cards. You can build your own decks from any number of elements, you can add neutral cards, or you can play with mono-decks, which I recommend doing if you are unfamiliar with the game.

    Double sided comic

    Let's talk about each of the elements, because they differ not only in emblems and card colors.

    Akkenians (steppe element). Good warriors who have both strong healthy tanks and small weak warriors who have the skill of throwing and shooting. They often have the “avant-garde” property, which allows them to carry out one unanswered attack with a simple blow to the nearest opponent before the start of the battle. They often know how to “give” opponent’s creatures the “vulnerability” property, which allows Akkenians to inflict more wounds when attacking.

    Archaalites (swamp element). These comrades are masters of poisoning. They have little health, their attacks are very weak, but they have the ability to poison and deal additional damage to poisoned creatures. In addition, when a poisoned creature turns around, it loses health equal to the level of poisoning. Thus, the archaalites simply try not to die before their opponent dies from poisoning. They can also throw and use the Arhaal shield ( are you poisoned? Then I have protection from your non-magical attacks!), and some creatures can also heal if a poisoned creature dies. One of my favorite elements.

    Linungi (mountain element). Very interesting guys who master magic. The main mechanics of this element are meditation (allows you to use chips from other cards), spells, discharges and accumulate chips. For discarding counters, the creature can do something super-duper cool. For example, deal 4 damage to all cards in the selected vertical row. It's powerful, believe me. They have protection from ranged attacks and armor. Dedicated to magic lovers.

    Guardians of the forest (forest element). Secretive warriors of the forest who, in addition to excellent shooting skills, can gain extra lives. And if you don’t pay attention to some especially well-regenerating creatures, then out of the 4 initial lives they can easily have 15 additional ones.

    Slua (element of darkness). The main feature of the darkness cards in this set is vampirism. Extremely dangerous creatures, because when they strike, they are healed for the same number of lives. In addition, the Atalle card can also fly. Difficult opponents.

    Draconids (fire element). A completely new element for me. It turned out to be an interesting element. They know how to throw, shoot, can be strong dragons, burn both strangers and their own, have the skills of jumping over cells, and also have the property of scales - they receive damage only from simple blows while they have 5 or more wounds.

    I don’t want to focus too much on neutrals. Except that the Priest of Cthulhu card smiled (once again they remembered Lovecraft).

    I was very pleased with the presence of fields. Nice, cardboard ones, with lovely art. Of course, you can’t really bring them to the club with you, but if you take the game for home gatherings, then they are very much in the theme.

    There are only 2 cubes, and you don’t need more. Each player gets a dice.

    Tokens are offered in bulk on all topics - wounds, poisoning, vulnerabilities, negative effects, extra lives - everything is there.

    About the game in general

    In this part of the review I will express my thoughts about the game. Berserk. You never know when someone hears about it for the first time and wonders whether it’s worth buying it at all.

    Many people compare any collectible card game to Magic for similarities. So here it is Berserk doesn't look like magic. There is no concept of mana, cards move across the field, all selected cards are available at once, there is no random set of cards every turn. This is practically a wargame, but instead of figures there are cards. We immediately have a powerful full-fledged army, which will become weaker with each move. The idea of ​​the game is more reminiscent of chess than Magic: the Gathering.

    My opinion about Berserker It's always been like this: a good game for beginner CCG players. This is when you don’t really mind spending the money, because you’ll learn how to assemble decks, the boosters in the game are inexpensive, and the tournament support is excellent, and if you suddenly get bored, you always have the opportunity to jump to Magic. To be honest, I never wanted to get newbies hooked on expensive games right away.

    I have always seen a lot of children in clubs who actively play Bers. Moreover, they only have decks of any kind, at best rarki and promki from free Friday beginner tournaments. And they have fun, they play with pleasure. Older players are looking for ultras in boosters, even buying entire displays for this. But the fact remains that Berserker a deck without super rare cards can beat an expensive deck.

    Players often complain about this, because sometimes the cube starts to become very harmful and ruins the whole game. And the seemingly weak enemy army continually delivers strong blows.

    Another weak side of the game is that out of your entire deck, only 15 cards will play at most. And who knows what cards they will be. Maybe the ones you're counting on, or maybe the cheap junk you used to plug holes in your deck. On the other hand, other CCGs also have the concept of a starting hand and subsequent drawing of cards every turn. There, too, the cards you may receive are completely different from what you were hoping for. Those. V Berserker your own version of random. Some people like it, some don't.

    Another ambiguous option is that all cards are open. There is no surprise from the hand. When you play with a hidden hand, your opponent has no idea whether you are sitting with strong cards or nonsense.

    Berserk offers no surprises in this regard. Just like in chess, which I constantly think about today. Everyone clearly knows how the rook moves, the only question is which way it will go. I know for sure that that card over there makes a shot at 2, the only question is who the shot will go to.

    Now there are many similar games - SummonerWars, MageWars, For example. There are also fields and its own army, which is laid out on the field, moves along it and inflicts damage on the opponent.

    It is very important to try to study the properties of the cards in the deck in advance. Otherwise, the first games have the potential to be boring and tedious.

    “I shoot this creature at yours.

    - No, brother, he has protection from shots.

    - Then that one.

    - And he also has protection.

    - Who can I use?

    - This one, but his defensive reaction will work, and he will respond with a return shot.

    - Hm…»

    Although there is nothing wrong with this, since all card games require studying the cards. IN Berserker a sea of ​​special terms, so at first the rule book will be very popular with you. What is a blessing? Armor? Vampirism? Shot? Anger? Ranged attack without range indication? Soul catcher? And so on. Be ready.

    35 pages

    And the glossary starts from the 15th

    For me, this is a relaxing game, a chance to think about who to hit, and enjoy leaving the dice.

    About the new release

    Either last year or the year before the publishing house Hobby World wanted to launch B abroad, but in the form of LCD, not CCI. And then they added that this version of the game will be intended only for foreigners, and we will have the good old collectible format. And I felt sad.

    Managed to pick up extra lives

    Well, I don’t like CCG, I’m tired of it. A race with legalities, searching for the right cards, opening dozens, or even hundreds of booster packs... no, I definitely don’t want to. I would love to play a free format game where everything is legal and new standard sets are released periodically.

    What about that English version? B So still nothing is known. But at the end of last year, a special gift set was released, which I am talking about today.

    Previously, all sorts of duel sets for two players have already been released. There you could find tokens, rules and 2 decks of different elements. In the gift set we receive 6 elements at once, which is good news.

    Honestly, I'll say that the set Elemental Storm made me happy. Everything a beginning player needs is in this box. Even if you doubt which elements to play, then Elemental Storm corrects this misunderstanding and allows you to replay with all the elements.

    This set can be played quietly at home with family or friends. But with deck building, it probably won’t quite work out. Because it takes time. I can’t imagine such a situation that friends who are unfamiliar with the game come to me, I give them a box of cards and say - you choose something for the deck... Most likely I’ll have to collect something for them myself or just play with decks with one element.

    It’s even easier when each player has such a set - then you won’t have to argue about who will take the good card. Yes, and it will be possible to play mirror - like a swamp on a swamp.

    I enjoyed looking at the draconians, playing with vampires, which I had never played with before (I’m closer to demons and soul catchers with reapers). Once again I was convinced that I love playing in the swamp =)

    In general, I felt a wave of nostalgia. For some, this set will be the first step in understanding the world of Laar, followed by tournaments, purchases of boosters, etc. And this set is enough for me to sometimes play with my friends.

    I still hope that such sets will still be released, and maybe the CCG format will turn into something else, more interesting to me. Although I recently spoke with my friend, the head of a board games club, and he said the following: “ If they (Hobby World) change the format, they will bury the game, definitely" So who cares what.

    I like this set. For those who wanted to get acquainted with the game, this is the best option. The cost of the game is 1140 Russian rubles, which is inexpensive.

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