Warhammer: Battle for Atluma is a translation of the CCG with a few added elements, the most notable being a story-based campaign mode that has the forces of good battling evil over control of a powerful artifact. The story, however, isn’t all that important to gameplay since it is really just a vehicle to move you between card games.
Like most card games, Battle for Atluma is broken up into three phases. The first phase is called the Muster phase. Here you use your gold supply to deploy cards and position them on the play field. Troop cards come in a variety of types, namely infantry, calvary and ranged fighters. Each can be placed on the front lines or left in reserve. After deploying troops, you can equip them with magical weapons and other stat-enhancing items.
Once your troops are deployed and ready, you move on to the battle phase. Here you draw cards from another hand that can add additional bonuses to your army or cause bad things to happen to your opponent’s army. Once all actions have been played and resolved, you then roll the dice to see who wins.
The system isn’t overly complicated once you get the basics down, but it isn’t all that interesting either. Maybe it is just personal taste, but War Cry never really got my interest or attention – and you’re looking at someone who was with Magic: The Gathering from the start and played every CCG from Rage to the original Star Wars CCG. Beyond simple combos and decisions, there really isn’t much to the game’s strategy. The cards are bland and there doesn’t seem to be that much of a difference between factions other than names. Even balance between cards in each faction feels really off.