Hello, friends, and welcome to Nightfall review #4. This one is of.... well.... the 4th set - Nightfall: The Coldest War.
As with most of my expansion reviews, I will assume that you are already familiar with the base game. If you're not, I highly recommend checking out my review of Nightfall, so that you'll have a context to frame this discussion, as I only plan on writing about the changes that Coldest War has introduced.
One of the phases of the moon |
The next new addition in Coldest War are Combat effects. Combat effects are cards that you can play during any combat phase, and they give you a bonus. This is nice, since inevitably you will not be able to chain every card in your hand every turn. Most of these bonuses aren't large enough to be overpowering (give a minion +1 strength, heal a minion, etc), but it is nice to have an alternative way of playing cards. My favorite Combat effect is the minion that is able to be put into play from your hand, but with only one health. He then becomes a nice surprise attack to your opponents. Whereas I was a bit torn, because it almost felt like cheating to be able to gain effects from your cards without successfully chaining them (chaining is the crux of the game!), I do like the new Combat effects, and they help the Coldest War expansion to have a different feel than the previous sets. This is a nice addition.
The third thing that I will mention isn't really a new addition, but is really awesome. I love the new wound cards. It's worth mentioning - Coldest War is a standalone set. Yet, instead of giving you all "new" wounds, Coldest War gives you wounds of each of the existing types. This can be a bit confusing when you first look through the set and see "Martial Law" written on some of your wounds, but it really makes sense when you think about it. Anyway (drumroll....) the new wound effect is: "This card chains to and from any card. This does not count toward your 1 wound effect per turn limit." That is amazing! Suddenly, I want to get hit a few times, because I'll be able to chain on any card on any turn (assuming that other players start a chain). However, because of the final part (not counting towards your 1 wound effect limit) it makes sense to include the other kinds of wounds - otherwise the Coldest War set woundn't make sense without being mixed with the other sets (and, after all, it is supposed to be a standalone expansion). So, yes, I love the new wound effect. I like it more than any of the actual archive cards I've seen in the set!
Bone Cruncher! |
Now, just because it's fun, here's my (current) favorite card from this set: "Bone Cruncher." He is a Lycanthrope (this actually matters now, but still not much) with 4 hitpoints, and he deals 5 damage! Plus, he has a Combat effect that lets you make a target minion's damage unblockable. Awesome! Can you just imagine having a handful of these in your deck? You play one on the table, then discard another copy from your hand to make the first one unblockable - all 5 damage!
Overall, I give Nightfall: The Coldest War an 8.5/10. Whereas I still like the base game significantly more than this one, because of the new wounds and starting cards I think that The Coldest War is at the top of my list of Nightfall expansions.
If you like expansions, you might also check out (of course) Nightfall: Blood Country, but also Bang! Dodge City, and Thunderstone: Dragonspire.
I would like to thank AEG for providing me with a review copy of Nightfall: The Coldest War.
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