The rising sun turns red a hundred thousand spearpoints. Its rays burnish the armour of commanders hungry for conflict. And yet Man does not stand alone in his war against the darkness. The proud warhosts of the elder races stride out from their ancient realms, resplendent and majestic. Each warrior is the equal of a dozen lesser mortals, and yet none expect to see the dawn. –Warhammer, "War Unending"
As the nations of the Old World prepare for bloody conquest, each sends heroes in search of powerful Artefacts, magic, and tactics. The Bloodquest Cycle lends greater focus to questing units, beginning with the sixty new cards of Rising Dawn (three copies each of twenty different cards). Three exciting new quests offer tremendous reward, and the forces of Order gain questing power through new units and support cards, even as the forces of Destruction recruit units dedicated to undoing all that Order seeks to accomplish.
Additionally, Rising Dawn introduces new ways to accelerate resources, a mighty magical sword, and a High Elf legend capable of altering the flow of battle.