Berserk VS. Berserk

"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

"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.

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

At the 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 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.

« 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 quiet 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.