TCG "Berserk"​


"Berserk" is a board game published by Mir Fantasy LLC. 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 remains one of the popular CCGs in Russia and Belarus. There are clubs for fans of the game, championships are held regularly

Background

In the distant world of Laar, wandering troops of the five elements, led by powerful Ungar magicians, fight. 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...

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 destroys all of the opponent's creatures.

Game releases

On 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 - “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 Monsters”
18 cards in a mini-set - “Legends of Rus'”
205 cards in the fourth set - “Hammer of Time”
102 cards in the fifth set - “Mute Guard”
28 different maps 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 - “Gates of Worlds”
24 cards in addition to the eighth set (released for the 5th anniversary of the game) - “Lost Squad”
107 cards in the ninth set - “Black Wings”
18 cards in a mini-set - “Legends of Rus' 2”
132 cards in the tenth set “The Secret of Dertakh”
110 cards in the eleventh set “Eclipse”
99 cards in the twelfth set “Retribution”
261 cards in the thirteenth set “Path of Arhaal” (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 Rus': 3 heroes”
196 cards in the fifteenth Angheim set
100 cards in the sixteenth set “Air Fortress”

Game kits

The following sets are published:

Initial decks (Starters). They include: game rules, a deck of 30 cards, a booster pack, chips and a die for the game.
Boosters (additional sets, consisting of 7 cards, one of which is rare/super-rare or ultra-rare). The booster packs of the latest releases also include play money of various denominations - “Sodars”. Once players have accumulated enough sodars, they can exchange them for promo cards at their city's board game club.
Pro-boosters (additional sets consisting of 12 cards, two of which are rare/super-rare or ultra-rare in any combination). At official tournaments, Pro-boosters are predominantly used.
Professional decks. Thematic decks of 30 cards. Stronger than starting tournament-ready decks. They also include: game rules, chips and dice for the game.
Educational sets "Legends of Rus'" (18 cards: two squads of 9 cards each, rules of the game, chips and a die for the game).
Fanset (Parody set of 28 cards). Some of the Fanset cards have their own back: it indicates that the game features of such cards are obviously absurd. Cards with "abnormal" backs are prohibited in official tournaments.

Also, due to the imbalance in official tournaments, the cards “Herald of Battles”, “Chaos Serpent”, “Ifrit”, “Kiedel”, “Cloak of the Invisible”, “Wagon of the Inquisition”, “Staff of Distortion”, “Pathfinder”, “Lightning Sphere” are prohibited ", "Prisoner of Memory", "Keeper of the Tree", "Elyata".
And finally, in official tournaments, regular players are not allowed to play overpowered overlord class cards (Xedden, Tree of Life, Spirit of Adrelian, Kianna, Nut, Krom, Arhaal). Overlords 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.
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Cards

Cards in Berserk are divided into 6 types (based on the names of the elements), and those, in turn, are divided into classes:
Forests (green background with vine design)
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 ones, not forest ones)
Mountains (blue-gray background with stone style design)
Gnomes
Yordlings
Linungs
Swamps (dark green background with mud design)
Archaalites
Subterraneans (starting from set 15)
River Maidens
Trolls (occasionally there are also Mountain Trolls, not Swamp Trolls)
Steppes (yellow background with desert style design)
Akkenians
Brotherhood (starting from set 15)
Orcs (occasionally there are also Mountain Orcs, not Steppe Orcs)
Toa-Dan
Forces of Darkness (black background with bone design)
Demons
Coven
Sluagh
Twilight (starting from set 15)
Neutral cards, that is, not assigned to any of the elements (brown background, symbol - panoplia of a shield, sword and mace)
Inquisitors
Coyars
Pirates
Spawns
There may also be exceptions when a card of a class “not inherent” to them is assigned to neutrals: gnome (Gnome Renegade), demon (Talos), orc (Orc Hunter), river maiden (Siren), elf (Gray Elf), etc. P.

There are also a number of “inter-elemental” classes: Angels, Reborn, Harpies, Warrior Heroes, Magician Heroes, Dragons, Lords, Elementals.

Sometimes a card can 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 the characteristics of several elements at the same time and have 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.

As part of our review competition, Comrade. AtsukawaToshiro prepared a comparative review of games Berserk And Berserk. Heroes. The author goes through in detail various aspects of these boards and notes that they are very different, but both are good.

I started playing “Berserk” (hereinafter referred to as bers) in the kitchen from set 6 “Wrath of the Gods”. We more or less mastered its rather complex rules only after a few games, because... for the first time we dealt with a CCG, and with a normal board game in general... In fact, they began to play bersa voraciously - an abundance of tactics, a lot different cards and properties, gorgeous art, and the famous dice for determining the outcome of the battle. All this simply fascinated us. In our town (Kasli), little was known about tabletops at all, so for us bers became a breath of fresh air (by the way, we were able to get it only in Chelyabinsk).

The middle of the batch of the Legends of Rus' training set. The Knights finally brought out the filthy Idol, but at a very high price. And they were unlucky - many times they got ragged in return.

And now, after so many years, I came across the announcement of a new bers with the bizarre name “Berserk.Heroes” (hereinafter referred to as heroes). At that time, I was already deep into board games, and my 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 in return they put in a completely different game, but with the same art and universe. I still don’t understand the reasons for such a radical policy, because... The bers was mechanically original and unique (the MX even managed to take it over the hill - and there it was very well received). Of course, over the 12 years of its existence, the ideas have dried up, there have been a lot of reprints (reprints of old cards), the art has become worse, but just like that and cover it up? They even cleaned up the entire site. It's a shame.

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

Mechanics. Both games have completely different engines. Bers is a card wargame on the field with completely open information about cards (the deck is used only at the stage of recruiting a squad; during the battle, in 98% of cases it lies stupidly). In heroes, the deck plays a key role, because... Each turn the player takes 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. Piranha swims to attack.

Deck building. In berse there is 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 come out per game (=37%). Consequently, the role of chance in heroes increases significantly. Of course, this can all be done by adding the necessary cards to search 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 get the cards they needed (at the same time, we changed decks).

The limit on duplicates in both games is a maximum of 3 copies of the card (or 5 if there is a "horde" property). But in the elemental sense, the bers had no prohibitions - you can combine any elements (however, you lose 1 crystal for each additional element when recruited into a squad). Heroes are only allowed to use one element + neutrals - this means that if you are used to playing 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, “Higarth,” who allows you to put in any number of elements (though all spells become 1 coin more expensive), but this guy can only be obtained by winning the tournament. In general, because of this, deck building in heroes is sharply limited (although it may be corrected in the future), but its role is significant.

You can play Bersa without a deck at all - you draft cards and assemble a squad (in fact, that’s how we play).

Cubes. In bers, dice are rolled to determine the results of the battle - 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 was unsuccessful, he may have slipped);

c) missed, but gets punched in the face by the enemy (those who screamed got punched in the face).

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

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

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 initially designed to be faster).

Cards. As for the art, I already talked about it at the beginning. But I’ll still add that for many hero cards the 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 stuff that doesn’t fit into the style

But I like the design of the cards in berse more - it’s very visual (although old design, at least new). In the heroes, the symbol of gold would be better replaced with a more familiar crystal (even according to legend, warriors were recruited for magic crystals, and not for money), and throw the circle away from your heart (it looks disgusting). It’s also a shame that they stopped using icons 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 Bersa was initially common/rare/ultra + promo (then they added numerous, super-rare, legendary). In heroes, it is still common/unusual/rare/ultra (greetings from MTG). The only thing that bothers me here is that rarity in heroes is now designated by color (without duplicating the letter). Moreover, all the colors are quite dark - it is more difficult to distinguish.


No comments... You have to see this live

The thickness of the cards themselves is the same, but the bers cardboard is denser (and previously it was even varnished).



This is what I call epic :)

Starter kits. In bers, the starter supplied absolutely everything that was needed for the game: rules, wound chips, dice, deck (which could be played even by two people, since 15 cards were of one element, and 15 of another) + booster in the latest releases add (and then 2). In the heroes for some reason they completely forgot about the wound chips, although in other respects everything is fine (there is even an additional training deck, so one starter is enough for a small battle for two).


This is the wealth of the starter set (the booster has already been opened, the rules are in the box). Why weren't the wound tokens 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 + plenty of room to store a second stack of cards. So you don't need to buy a special box for the deck. In Bers, only duel sets and elemental storms had travel cardboard boxes, but they were large and square (lots of air) - it’s not convenient to go anywhere with one like that. For starters, the box is nothing at all = disposable, and the cardboard is thin.


Yes, it's a nice box. The cards fit well even in the protectors. All that remains is to make a separator in the middle

Rules. It is much more difficult to master the rules in bers than in heroes. This is understandable, because the impact table alone is worth a lot (but with the introduction of special dice, this problem partially disappeared). Nevertheless, in order to simplify training, special sets were even released: “Legends of Rus'”, “Berserk junior” and a beginner set without a name (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 battle. However, heroes for beginners are still more friendly.


And here is the last educational mini-set “Legends of Rus'”. I'm very glad I bought it

Duration of the game. For Bers, the game takes about 40-60 minutes, because... you need to recruit a squad, deploy it, and then it’s time for battle. In heroes, the game takes a maximum of half an hour (with a calm game). In general, you can find for both games free time easy enough.

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

Gameplay. In bers there is a feeling that you are in control of a combat detachment - tusks, defenders and rear support (magicians, shooters). During the battle, you really see how the system breaks down and what it all leads to. The outcome of the battle really depends on your skillful use of the fighters' properties. Even maneuvers play a huge role. Yes, the atmosphere of battle here is at its best. And it's because of her that I like to play again and again.

In heroes, combat is no longer so exciting. I played a creature and cast a spell into battle. There are no maneuvers here anymore. And without defenders, your shooters are taken out at once. And the distinction between tusks and rear support is implemented very poorly here. The battle is more like two heroes throwing stones at each other. In general, the scale is sharply narrowed, and the release of new creatures fits poorly here. Another drawback is that the hero can NOT even stand up for key creatures.

As for the goals of the game, in bers - to completely destroy the enemy squad, and in heroes - to overwhelm the enemy hero.

, 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 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 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, as a rule, frequent and slightly 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 each, 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 decoration)
    • 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. The one who threw it away larger 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 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 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) - - this is card game with the 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.