Boardgames

Summoner Wars: Grungor’s Charge Reinforcement Pack

Add 32 new cards to the Guild Dwarves vs. Cave Goblins battle with champions, defensive units, climbing archers, beast riders, and mercenaries.

30
minutes

2 - 4
player(s)

Medium

Summoner Wars: Grungor’s Charge Reinforcement Pack board game cover

About this expansion

Summoner Wars: Grungor’s Charge Reinforcement Pack is a 2010 card expansion for 2–4 players, with a play time of about 30 minutes. It adds 32 cards to the Guild Dwarves vs. Cave Goblins starter set, bringing new troops and deck-construction possibilities to the War for Itharia.

The Guild Dwarves receive powerful reinforcements. The headstrong champion Grungor leads the charge, while Tordok uses defensive runes to protect his fellow Dwarves. Halvor can sacrifice himself to land a killing blow, and Guardsmen use their armor to withstand attacks that would fell ordinary warriors.

Dwarven forces also gain Ballistas, ancient siege weapons whose bolts can punch through solid stone. Together, these additions give the Dwarves new champions, common units, and formidable battlefield support.

The Cave Goblins answer with champions of their own. Reeker and Krag join the fight alongside the strange shaman Scagg, while Beast Riders swarm from their mountain dens to overrun the enemy. Goblin Climbers advance while firing their bows and can scale even the strongest walls with ease.

  • Guild Dwarves: Grungor, Halvor, Tordok, Guardsmen, and Ballistas
  • Cave Goblins: Reeker, Krag, Scagg, Beast Riders, and Climbers
  • Mercenaries: Malevolence and Vermin

The conflict grows stranger with the arrival of the mercenary champion Malevolence, who offers her magic blade to the highest bidder, and the plague-ridden Vermin, who fight for any army willing to brave their diseased presence. Grungor’s Charge expands the original battle with distinctive champions and troops for both sides, plus unpredictable mercenary forces.

Other expansions for the same board game