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5
By David “DC” Carl The Castle of the Keys campaign expansion for HORDES High Command continues to broaden the High Command gameplay experience by giving players new Winds of War and location deck options in addition to new cards for Trollbloods, Circle Orboros, Skorne, and Legion of Everblight reinforcement decks. Castle of the Keys focuses on the perilous journey these factions took into Pyromalfic’s lair deep within the ruins of the Castle of the Keys. As with the WARMACHINE High Command: Invasion of Sul campaign expansion, the four warlocks in Castle of the Keys were previously available and are the cards some players had the chance to pick up during the HORDES High Command release events last fall. These colored pips represent the maximum number of times a card can appear in a particular detachment. CASTLE OF THE KEYS CARD LIST HIGH COMMAND PREVIEWS 27

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Page 1: card list - Home - Privateer Pressprivateerpress.com/files/HD Castle of the Keys expansion.pdfIron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer

By David “DC” CarlThe Castle of the Keys campaign expansion for HORDES High Command continues to broaden the High Command gameplay experience by giving players new Winds of War and location deck options in addition to new cards for Trollbloods, Circle Orboros, Skorne, and Legion of Everblight reinforcement decks. Castle of the Keys focuses on the perilous journey these factions took into Pyromalfic’s lair deep within the ruins of the Castle of the Keys. As with the WARMACHINE High Command: Invasion of Sul campaign expansion, the four warlocks in Castle of the Keys were previously available and are the cards some players had the chance to pick up during the HORDES High Command release events last fall.

These colored pips represent the maximum number of times a card can appear in a particular detachment.

castle of the keyscard list

HigH Command Previews 27

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VP

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CRUMBLING PARAPET

At the end of each turn, return any cards here with more than 4 base Health to

their owners’ hands.

3 CMD

3 WAR

7

VP

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PERILOUS RUINS

At the end of your turn, if you have fewer than two cards at this location,

your cards at this location are destroyed.

2 CMD

2 WAR

8

VP

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BLIGHTED PASSAGE

At the start of your battle step, if you have cards at this location, choose one card here. That card loses its abilities

until the end of the turn.

2 CMD

3 WAR

6

VP

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CLIFFSIDE VANTAGE POINT

When you rush or deploy a card to this location, you can refresh one card in

your reserves.

3 CMD

2 WAR

5VP

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CAVERN OF INSCRIPTIONS

When you rush a card to this location, the rush cost is decreased by 2 CMD

or 2 WAR (to a minimum of the card’s purchase cost).

2 CMD

2 WAR

6

VP

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PYROMALFIC

At the start of your turn, destroy one friendly card here. When Day of

Reckoning is revealed, destroy all cards here before resolving it.

0 CMD

0 WAR

13

VP

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ESCAPE TUNNEL

If you control more cards at this location than any other player, when one of your cards at any other location is destroyed or discarded, you can move it to your hand instead of your discard pile.

1 CMD

1 WAR

7

locationsAs with other campaign expansions, the Castle of the Keys location cards substantially change the way combat occurs at that location. There is even one card, Escape Tunnel, that changes the way combat occurs at other locations. More than ever, players will need to incorporate the location cards into their tactics to ensure success. Castle of the Keys has three specific locations originally seen in HORDES: Evolution—the Cavern of Inscriptions, Escape Tunnel, and the dragon Pyromalfic himself. (Yes, he’s big enough to be his own location; check out the story in Evolution if you have any doubts.) Castle of the Keys also includes three copies each of general locations—Cliffside Vantage Point, Perilous Ruins, Blighted Passage, and Crumbling Parapet.

The Castle of the Keys locations emphasize a more maneuverable fighting style than the Invasion of Sul location cards that showcased a pitched street-to-street battle. Cards like Cliffside Vantage Point and Escape Tunnel in particular give players a speed and adaptability wholly unlike the tanky Gates of Sul and Walls of Sul location cards. The Castle of the Keys location deck also includes a theme of peril. The Castle of the Keys is an ancient ruin occupied by a blighted dragon, after all. Cards like Perilous Ruins and Pyromalfic are high-reward cards with massive VPs, but they also carry a hefty risk.

VP

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CRUMBLING PARAPET

At the end of each turn, return any cards here with more than 4 base Health to

their owners’ hands.

3 CMD

3 WAR

7

VP

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PERILOUS RUINS

At the end of your turn, if you have fewer than two cards at this location,

your cards at this location are destroyed.

2 CMD

2 WAR

8

VP

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BLIGHTED PASSAGE

At the start of your battle step, if you have cards at this location, choose one card here. That card loses its abilities

until the end of the turn.

2 CMD

3 WAR

6

VP

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CLIFFSIDE VANTAGE POINT

When you rush or deploy a card to this location, you can refresh one card in

your reserves.

3 CMD

2 WAR

5

VP

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CRUMBLING PARAPET

At the end of each turn, return any cards here with more than 4 base Health to

their owners’ hands.

3 CMD

3 WAR

7

VP

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PERILOUS RUINS

At the end of your turn, if you have fewer than two cards at this location,

your cards at this location are destroyed.

2 CMD

2 WAR

8

VP

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BLIGHTED PASSAGE

At the start of your battle step, if you have cards at this location, choose one card here. That card loses its abilities

until the end of the turn.

2 CMD

3 WAR

6

VP

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CLIFFSIDE VANTAGE POINT

When you rush or deploy a card to this location, you can refresh one card in

your reserves.

3 CMD

2 WAR

5

28 HigH Command Previews

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You can rush cards with a purchase cost of up to 3 CMD or 3 WAR for their purchase

costs this round.

They have no resolve. No courage. No inner strength. They hide behind rifles and pray to weak gods. Make

them beg to those gods for mercy as they face real warriors at last!

—hoarluK dooMshaper, shaMan of the Gnarls

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The cost of the first card you purchase or rush this round is decreased by 2 CMD or

2 WAR.

I know the location of a dragon, a sibling to the one you serve. A dragon that is crippled, weak, and hiding to recover its strength. It would be easy prey for even

the least of its kin.—Goreshade the Bastard

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Each time you purchase a card this round, you can bank one card.

Why not make a stand here and hold this place? We cannot keep building and rebuilding and keep nothing.

—KarGess, of the thornwood Kriels

winds of warThe Winds of War deck in Castle of the Keys builds on the themes found in its location deck. Amassing for War, Calculated Sacrifice, and Decisive Assault add to the scouting and maneuverability theme by giving players more speed and adaptability to compound with that of the location deck. Additionally, Redirection and Isolated Forces add to the perilous vibe of Pyromalfic’s fortress ruins. When combined, the location cards and Winds of War cards become more than the sum of their parts. Consider, for example, combat at the Perilous Ruins while one of the Isolated Forces cards is showing. This combination screams that horror movie adage, “Don’t go into the dark alone!”

Even some of the cards that do not showcase raw elements of peril have a risk-and-reward component to them. Cautious Advance allows players to sacrifice some of their momentum now for a more advantageous next turn. At Any Cost does just the opposite by allowing a player to draw a whopping four additional cards now if that player is willing to gamble his or her entire next turn (a turn that may or may not come to pass, depending on the position of the Day of Reckoning card in the Winds of War deck).

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You can draw four cards at the start of your turn this round. If you do, skip your next turn.

Every victory you gain by its edge is tainted. I fear for what doom has followed your footsteps to our door.

—shaMan KrasMar JaGGedscar

Mid

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If you shuffle your deck this round, you can move one additional card to your occupying

forces pile.

I thought it best to report to you and ask your guidance. Say the word and I will leap from this cliff if

I have proven unworthy.—deacon halvys

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You cannot rush warbeast, warjack, or warrior cards this round.

Meanwhile, other dangers have arisen in their place. Sometimes, I wonder if there is a deliberate agency at

play here, one that has not yet revealed itself.—lord tyrant hexeris

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If one of your cards is the only friendly card at a location, it suffers –2 Power.

She is too far from any reinforcements. They destroyed our stones at Kelvanesh two weeks ago. This is just a

small remnant force left as a trap.—Morvahna the autuMnBlade

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You can rush cards with a purchase cost of up to 3 CMD or 3 WAR for their purchase

costs this round.

They have no resolve. No courage. No inner strength. They hide behind rifles and pray to weak gods. Make

them beg to those gods for mercy as they face real warriors at last!

—hoarluK dooMshaper, shaMan of the Gnarls

early

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The cost of the first card you purchase or rush this round is decreased by 2 CMD or

2 WAR.

I know the location of a dragon, a sibling to the one you serve. A dragon that is crippled, weak, and hiding to recover its strength. It would be easy prey for even

the least of its kin.—Goreshade the Bastard

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Each time you purchase a card this round, you can bank one card.

Why not make a stand here and hold this place? We cannot keep building and rebuilding and keep nothing.

—KarGess, of the thornwood Kriels

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If you shuffle your deck this round, you can move one additional card to your occupying

forces pile.

I thought it best to report to you and ask your guidance. Say the word and I will leap from this

cliff if I have proven unworthy.—deacon halvys

late

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You cannot rush warbeast, warjack, or warrior cards this round.

Meanwhile, other dangers have arisen in their place. Sometimes, I wonder if there is a deliberate agency at

play here, one that has not yet revealed itself.—lord tyrant hexeris

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If one of your cards is the only friendly card at a location, it suffers –2 Power.

She is too far from any reinforcements. They destroyed our stones at Kelvanesh two weeks ago. This is just a

small remnant force left as a trap.—Morvahna the autuMnBlade

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You can draw four cards at the start of your turn this round. If you do, skip your next turn.

Every victory you gain by its edge is tainted. I fear for what doom has followed your footsteps to our door.

—shaMan KrasMar JaGGedscar

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For each location, if a player has at least two more cards than any other player there, he immediately captures that location. Then

destroy all army cards, and the game ends.

They have won this battle, but in doing so may have lost everything. A larger army will arrive soon. We

may yet crush what remains of them. —Morvahna the autuMnBlade

29HigH Command Previews

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CALANDRA TRUTHSAYER, KRIEL ORACLECHARACTER, WARLOCK

2

BATTLEGROUP COMMANDERFriendly warbeast cards at Truthsayer’s location gain +1 Power.

GOOD OMENSAfter you attack at Truthsayer’s location, draw two cards.

2 WAR

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GRAYLE THE FARSTRIDERCHARACTER, WARLOCK

3

BATTLEGROUP COMMANDERFriendly warbeast cards at Grayle’s location gain +1 Power.

DARKEST NIGHTAfter your battle step this turn, you can move friendly cards from this location to other locations however you choose.

2 CMD

PURCHASE: RUSH:Illus. by Eric Deschamps © Privateer Press, Inc. All Rights Reserved.

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REEVES OF ORBOROSREEVES, WARRIOR

2

1

CAMOUFLAGEDuring your battle step, you can choose to skip your attack at this location.

1 CMD

1 WAR

2 CMD 3 CMD

VP

PURCHASE: RUSH:Illus. by Carlos Cabrera © Privateer Press, Inc. All Rights Reserved.

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WARPWOLF STALKERWARBEAST

5

3

SPRINTIf there is an attack at this location this turn, return this card to your hand at the end of the turn.

0 CMD

2 WAR

4 WAR 6 WAR

1

VPVP

PURCHASE: RUSH:Illus. by Adam Gillespie © Privateer Press, Inc. All Rights Reserved.

Iron Kingdoms®, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

REEVE MASTER HUNTSMANREEVES, WARRIOR

3

3

REEVES COMMANDERAt the start of an attack, other friendly Reeves cards at this location gain +1 Power and +1 Health until the end of the turn.

2 CMD

0 WAR

4 CMD 6 CMD

1

trollbloodsIn addition to one of my personal favorite warlocks, Calandra Truthsayer, Kriel Oracle, the Trollbloods receive Troll Impalers, Kriels War Banners, and Runebearer Elders. The War Banners

are a great support card with decent staying power for their cost, while the Runebearers’ new Power Glyphs ability synergizes beautifully with banking a card, Snacking, Desperate Times, Fury Vault, or Battle-Driven.

circle orborosThe new Circle cards start out with the Reeves of Orboros, a very low-cost card that excels at contesting locations, thanks to Camouflage. Add in the Reeve Master Huntsman, and they turn from location

blockers into serious combat threats. The Warpwolf Stalker is wildly efficient, but it comes with a drawback. May I recommend sending a Warpwolf Stalker over to the Blighted Passage? The location ability can negate drawbacks or advantages.

warlock• Calandra Truthsayer,

Kriel Oracle

reinforceMents• Troll Impaler

• Kriels War Banner

• Runebearer Elders

warlock• Grayle the Farstrider

reinforceMents• Warpwolf Stalker

• Reeves of Orboros

• Reeve Master Huntsman

PURCHASE: RUSH:

VP

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TROLL IMPALERWARBEAST

4

2

CRITICAL SMITEAt the start of your attack, if you have a warlock at this location choose an opponent who has cards here. That player discards a card.

0 CMD

2 WAR

4 WAR 5 WAR

1

PURCHASE: RUSH:Illus. by Matt Dixon © Privateer Press, Inc. All Rights Reserved.

Iron Kingdoms®, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

KRIELS WAR BANNERTROLLKIN, WARRIOR

3

0

OVERCOMEWhen you rush a card to a location containing one or more friendly cards with Overcome, reduce the rush cost by 2 CMD or 2 WAR (to a minimum of the card’s purchase cost).

1 CMD

0 WAR

2 CMD 4 CMD

PURCHASE: RUSH:Illus. by Jeff Axer © Privateer Press, Inc. All Rights Reserved.

Iron Kingdoms®, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

RUNEBEARER ELDERSTROLLKIN, WARRIOR

4

1

POWER GLYPHSIf you control one or more cards with Power Glyphs, once per turn when you bank cards you can add the top card of your army deck to your banked cards.

2 CMD

0 WAR

4 CMD 7 CMD

30 HigH Command Previews

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RUSH:Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved.

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DOMINAR RASHETHCHARACTER, WARLOCK

2

BATTLEGROUP COMMANDERFriendly warbeast cards at Rasheth’s location gain +1 Power.

PLAGUE WINDEnemy cards at Rasheth’s location suffer –1 Health.

2 WAR

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RHYAS, SIGIL OF EVERBLIGHTCHARACTER, WARLOCK

3

BATTLEGROUP COMMANDERFriendly warbeast cards at Rhyas’ location gain +1 Power.

TIDE OF BLOODIf more than one opponent has cards at Rhyas’ location, double her Power.

2 CMD

PURCHASE: RUSH:Illus. by Karl Richardson © Privateer Press, Inc. All Rights Reserved.

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DRAGONSPAWN SHEPHERDSWARRIOR

3

1

BEAST MASTERWhen you deploy or rush warbeasts to this location, you can use CMD, WAR, or a combination of the two.

1 CMD

2 WAR

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HARRIERWARBEAST

2

1

BLOOD CREATIONYou can deploy this card from your discard pile.

0 CMD

1 WAR

2 WAR 4 WAR

PURCHASE: RUSH:

VP

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LONGBOW ARCHER CHAMPIONSWARRIOR

2

3

SUPERIOR RANGEThis card cannot be destroyed if there are any friendly cards without Superior Range at this location.

2 CMD

0 WAR

4 CMD 7 CMD

1

skorneThe Basilisk Krea is a low- to mid-range warbeast worth considering for its victory point alone. Against Cygnar or Legion of Everblight, however, it’s a true terror. The Venator Flayer Battery

provides solid Power and another victory point, but the Praetorian Karax may be the star of the show. Ranked Attacks is a solid support ability, but it becomes truly impressive on a 4-Health card with a mere 3-CMD purchase cost.

legion of everblightLegion of Everblight gains some solid raw power with Longbow Archer Champions as well as a couple of subtler but very cool cards. Dragonspawn Shepherds allow any

warbeast without Blight Gift to pretend it has the ability when deploying or rushing to a specific location. The Harriers are one such warbeast…that you can also deploy from your discard pile. Be sure to pack a Spawning Vessel!

warlock• Dominar Rasheth

reinforceMents• Basilisk Krea

• Venator Flayer Battery

• Praetorian Karax

warlock• Rhyas, Sigil of Everblight

reinforceMents• Harrier

• Dragonspawn Shepherds

• Longbow Archer Champions

PURCHASE: RUSH:

VP

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BASILISK KREABASILISK, WARBEAST

3

1

PARALYTIC AURAEnemy cards at this location lose Superior Range.

1 CMD

1 WAR

3 WAR 5 WAR

1

PURCHASE: RUSH:

VP

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VENATOR FLAYER BATTERYVENATOR, WARRIOR

4

2

NEEDLEBURSTThis card gains +1 Power if there are any enemy warjack or warbeast cards at this location.

1 CMD

2 WAR

4 CMD 7 CMD

1

PURCHASE: RUSH:Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved.

Iron Kingdoms®, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

PRAETORIAN KARAXWARRIOR

4

1

RANKED ATTACKSFriendly cards without Ranked Attacks at this location cannot be destroyed.

2 CMD

0 WAR

3 CMD 6 CMD

31HigH Command Previews