The Guild halls lay deep beneath the surface of the hold, arranged in a circle. In the centre was the main workshop, a massive space large enough to fit even The Great Temple of Sigmar in Altdorf, connected to the surface by a single vertical shaft hundreds of feet deep. Wide enough that a dragon could fly down it without its wings touching the sides, the shaft was more often used to deliver supplies to the workshops, and often sealed behind steel hatches. Brok produced a set of master keys to unlock yet another iron grate, and the two passed into the innermost ring of rooms, where the most venerable Engineers drafted their designs. – From “Karaz-a-Karak”
Karaz-a-Karak introduces a host of options to your Dwarf deck. First, each Battle Pack in The Capital Cycle introduces a Capital Center card for its respective faction. This costly support card provides an amazingly beneficial text effect...but only if it remains in play long enough to trigger. For example, the Great Guild Hall (Karaz-a-Karak, 69) is the epicenter of Dwarf ingenuity if it remains in play for four rounds, it can provide your forces with a burst of Dwarf technology!
Each faction similarly receives some benefit from its Capital Center after a set number of rounds (The Iron Rock brings the Orcs a Boss Pit (The Iron Rock, 49), for example), and this exciting mechanic introduces new synergies when paired with cards like Lore Seeker (Karaz-a-Karak, 63). When used to advance your own cause, Lore Seeker can bring you one step closer to completing some all-important quest. But used against an opponent, Lore Seeker can be used to add tokens to his Capital Center, slowing its progress.
Not a Dwarf player? Karaz-a-Karak offers never-before-seen support, tactic, and unit cards for players of all six factions.