Warhammer Underworlds: Spitewood – A Must-Try for Current Fans

A new season of Warhammer Underworlds has arrived, and I’ve been diving into it over the past few weeks. Spitewood shifts the action from the ruined city of Embergard to the expansive great forest, where the forces of Kurnoth battle against the ruthless Helsmiths of Hashut.

The standout feature of Spitewood is its introduction of the latest faction from Age of Sigmar into the Warhammer Underworlds universe. This expansion is significant for both factions, as the Kurnothi also receive some impressive new models. Additionally, the game brings in fresh mechanics like Aqua Ghyranis and Waystone Hexes, along with two new Rivals decks. So, does it earn its spot among the top board games?

To provide some context, Warhammer Underworlds was relaunched in late 2024 with the Embergard box set, which refined the rules, updated the card decks (rendering previous releases obsolete, a move that frustrated some but was likely necessary to keep the game manageable), and made some aesthetic changes, notably replacing the card art with miniature photography.

Spitewood takes these updates a step further. As with previous seasons, it includes a new double-sided board (this time depicting the great forest), two miniature warbands (The Blood of the Bull and Kurnoth’s Heralds), and two new Rivals decks (Deadly Synergy and Hunting Grounds), along with all the necessary gaming tokens. However, it does not include the core rules or any dice.

Price: $85 / £52
Ages: 12+
Players: 2
Duration: 45+ mins
Complexity: Moderate
Play if you enjoy: Combat Arena, Age of Sigmar, traditional board games

This absence isn’t as dire as it may seem. You can download the core rules for free. Experienced Underworlds players likely have a stash of the required dice by now. Still, it’s worth noting that, for the first time, an Underworlds season box doesn’t function as a fully standalone game, which is a bit disappointing, especially since this game has typically catered to newcomers curious about Warhammer.

This change seems to be a cost-saving measure, reflected in the outer box, which is made from thinner cardboard compared to the sturdy, glossy boxes of the first edition season sets and Embergard. While it’s not a deal-breaker, it does give a slightly cheaper feel than what we’ve come to expect.

Fortunately, the contents of the box maintain the high quality we’ve come to appreciate. Let’s talk about the miniatures, which are the main attraction.

**The Blood of the Bull:** This five-member Helsmiths of Hashut warband offers a diverse selection of unit types. Zuldrakka serves as a War Despot, Tokkor is an Infernal Razer equipped with a flamehurler and is the only ranged fighter in the group. Morudok excels in close combat, while Imnidrin acts as the standard bearer for this diminished Ziggurat. Lastly, Grisk is a hobgrot.

**Kurnoth’s Heralds:** This Kurnothi warband introduces a different dynamic and adds a fresh twist to the Sylvaneth model line. While centaurs have appeared before, they are rare. Skaeth from Skaeth’s Wild Hunt was one, but the rest of his team consisted of more typical aelves. Kurnoth’s Heralds, however, are three centauroids dedicated to defending the Spitewood, and their rules emphasize territorial defense.

The major new gameplay feature in Spitewood is the introduction of two new hexes.

Waystone hexes grant fighters a free Attack or Save re-roll, positioned in fixed locations on the board.

Aqua Ghyranis hexes are tokens placed after treasure tokens are deployed, with players alternating placements. These serve as secondary objectives that can earn extra Glory Points.

Now, let’s delve deeper into the warbands…

The Blood of the Bull is primarily an offensive force that excels when working in unison. Individually, these fighters are fairly average, but together they can be formidable.

Their defining mechanic is Daemonforge Dice. You start with one of these (represented by a token, not actual dice) and gain another each time a friendly model Delves. These can be used to grant a fighter +1 Attack dice or +1 Save. Daemonforge Dice are lost at the end of each battle round, so use them wisely.

An added benefit is that using a Daemonforge Dice inspires your fighter. This clever mechanic encourages the Helsmiths to be both aggressive and resource-focused.

While they are outnumbered by the Helsmiths, the Kurnothi are tougher and faster. Each has 5 health, and their leader, Ylarin, Master of the Paths, also has 1 Shield, making him particularly resilient (though taking him out grants the opponent 3 Glory). All three boast a movement value of 4, making them agile warriors, especially on their home turf. Their defensive nature is reflected in their ability to inspire when they begin an Action step in friendly territory and successfully attack.

In terms of weaponry, Cullon wields an axe that deals a deadly 3 damage when inspired. Given that most Helsmiths have only 3 health, he can be a serious threat.

The unit’s special rules allow you to push an attacker 2 hexes with The Endless Hunt. Precision Volley enables Lenwhythe, the only ranged fighter, to target two enemies consecutively, while Herald’s Pride enhances Ylarin’s weapon with Cleave and Ensnare. Each of these can be used once per game.

The box also includes two new Rivals decks. Deadly Synergy focuses on the United keyword, which activates when a fighter is adjacent to a teammate or if the warband is down to one model. This deck favors larger warbands with five or more fighters.

Objective cards like Got Your Back reward you with one Glory when an enemy fails an attack on a united friendly model. Aggressive Unity offers two Glory if you make three or more melee attacks in the final battle round. Outmuscle provides another two Glory if a united friendly fighter drives back an enemy with a successful attack in the closing battle round.

While some cards can be game-changers, many of the other Objectives are a bit too complex to recommend as reliable scorers. Hemmed In grants two Glory, but requires you to eliminate the enemy leader with a united fighter in the final battle round. Closed Down is even trickier, requiring a united friendly fighter to hold a treasure token previously held by an enemy in the same round. We deserve more than two Glory for that!

The united keyword is also reflected in Ploy cards like Army of Two, which allows you to designate a fighter as United for the entire turn, and Brother-in-Arms, which lets a fighter use an adjacent friendly model’s melee weapon in its attack. This can significantly enhance weaker models’ combat effectiveness. Another useful card is Selfless Parry, which boosts a fighter’s Save by borrowing that of a United ally.

The Upgrade cards provide powerful enhancements as well. Coordinated Deathblow adds Grievous to a weapon and boosts its stats. Entangling Strike is another solid weapon upgrade that increases stats while potentially adding Cleave and Ensnare. Keen Eye, an older card, returns to grant +1 Attack dice to a fighter’s melee weapons.

The second deck, Hunting Grounds, is a Strike deck focused on defending friendly territory. This blend of aggression and defense aligns perfectly with the theme of Kurnoth’s Hunters, but it can be utilized with any warband. It offers Ploy and Upgrade cards that shine when opponents encroach on your side of the board.

Several Objective Cards here can quickly earn you Glory Points, such as Back Off! (scored if a friendly fighter’s Attack pushes an enemy into different territory) and No Business Here (scored if you attack a flanked enemy in your territory, regardless of success). Home Advantage is particularly rewarding, granting Glory if an enemy fails an attack in your territory.

Not all Objectives are stellar, though. Usurped requires your fighter to be on a feature token that the target occupied when you selected them, which is overly complicated for just one Glory. Pinned! is also challenging, needing you to drive an enemy back into an edge hex in friendly territory during the end phase to score. However, this one can yield a potentially game-winning three Glory.

The Ploy cards are a mixed bag. Some are excellent: Deny Invaders grants +1 Attack dice to friendly models in your territory for the next turn. Keep Them At Bay adds +1 to melee weapons if an enemy fighter is in your territory. Mind Your Step can push enemy fighters up to 2 hexes out of your territory, which can be incredibly useful.

On the downside, Mystical Misdirection, which swaps treasure token positions, is rarely beneficial, and Hidden Snares, which reduces enemy melee attacks by -1, is only effective if you target the right enemy.

In terms of Upgrade cards, Goading Defender grants +1 Save in friendly territory, which is quite handy. Hidden Aid marks enemy fighters adjacent to a friendly model as Flanked, and Blocked! can hinder an enemy fighter’s movement if they enter a hex next to your chosen fighter.

Overall, this expansion for Warhammer Underworlds is solid and enjoyable, introducing two new warbands to the mix. It’s your first opportunity to play as the Helsmiths, and The Blood of the Bull offers an aggressive playstyle with some fantastic models. Kurnoth’s Heralds cater to players who prefer a more defensive approach, expanding this unique part of the range.

The perceived cost-cutting in the set is somewhat frustrating. The seasonal format’s appeal was that anyone could jump into the game without needing additional purchases, so requiring your own dice and the Embergard rulebook is a bit annoying. However, this is a minor issue and unlikely to deter dedicated players.

The new hexes add thematic depth to the board and do influence gameplay, though not dramatically. The new decks feature some exciting cards that make this expansion worthwhile for existing players. If you’re already invested, you won’t need much convincing to grab it. For newcomers, starting with Embergard is recommended.

✅ You’re a fan of the new warbands
You get two unique warbands in one box. The Helsmiths fit well within Age of Sigmar’s latest race, while the Kurnothi serve as tough defenders, building on the aesthetic of the previous Sylvaneth warband, Skaeth’s Wild Hunt.

❌ You’re totally new to Warhammer Underworlds
While you could technically pick this up and play without the rulebook and dice, it would be cumbersome. This expansion is designed for those who already own the previous release, Warhammer Underworld: Embergard.

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