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The World, A Stage

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 16 August 2017 | Legend of the Five Rings LCG The World, A Stage

Read a new short story set in the world of Legend of the Five Rings

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$(document).ready(function() { var opts = { iframe: true, innerHeight: 352, innerWidth: 300 }; $('#B107').colorbox(opts); }); With six terrible words, the Kami Bayushi set his followers in the newly founded Scorpion Clan on a dark and dangerous path. Enemies loomed beyond Rokugan’s borders, but they also lurked within them. Bayushi swore to protect the Empire by any means necessary. Where the Code of Bushidō tied the Emperor’s Left and Right Hands—the courtiers of the Crane and the mighty legions of the Lion—the Emperor’s Underhand could still reach.  

Yet, in spite of—and perhaps because of—the clan’s fearsome reputation, there is none more loyal than a Scorpion. In a clan of deceivers and manipulators, trust is a hard-earned treasure to be cherished and guarded. Betrayal is punished with swift retribution, the souls of the treacherous forever bound into the horrific limbo of the place known as Traitor’s Grove. Such fierce loyalty is a small consolation, at least, given the dangerous but vital role the Scorpion have played in the Empire from the moment their Kami spoke his fateful words: “I will be your villain, Hantei.” 

Lies of the Scorpion

Fantasy Flight Games is proud to present "The World, A Stage" by D.G. Laderoute, a new piece of fiction set in the world of Legend of the Five Rings!

"The World, A Stage" focuses on the deceptive Scorpion Clan and can be downloaded here (2.0 mb).

The Kiku Matsuri

Be sure to check the Fantasy Flight Games website every other week for new Legend of the Five Rings fiction! Join us this Thursday, August 17th, at 1 p.m. EST  on the Fantasy Flight Games Facebook Page for a special episode of L5RLive. Join Samurai from around the world as we stream the opening ceremonies of the Kiku Matsuri! Be sure to tweet in support of your clan to help them earn the Emperor's Favor!

Be the villain and purchase Legend of the Five Rings: The Card Game (L5C01) at Gen Con or from your local retailer in the fourth quarter of 2017!

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Categories: Company News

The Age of Twilight

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 15 August 2017 | Twilight Imperium Fourth Edition The Age of Twilight

The Rules for Twilight Imperium Fourth Edition are Available Now

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Plan Your Conquest

The day will soon come when a new Empire will rise. For the sake of all, may the new Emperor have not only the power to seize the throne, but the strength to conquer the peace.

   - Mahthom Iq Seerva

This Thursday, attendees of Gen Con 50 will have the opportunity to demo Twilight Imperium Fourth Edition, the next evolution of the classic game of galactic conquest.

For those not attending or looking for an all-encompassing view, the Learn to Play guide and Rules Reference are now available! Players can now read a complete ruleset for the epic game, and prepare their strategies for galactic conquest. Keep an eye on Fantasy Flight Games for further previews of Twilight Imperium Fourth Edition and be sure to participate in the extensive Pre-Order campaign for the game!

Take Mecatol Rex and pre-order Twilight Imperium Fourth Edition (TI07) from your local retailer today or from FFG here!

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Categories: Company News

The Kiku Matsuri

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 15 August 2017 | Legend of the Five Rings LCG The Kiku Matsuri

Pledge your Allegiance in Legend of the Five Rings: The Card Game 

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Gen Con 50 not only marks the launch of Legend of the Five Rings: The Card Game, but also an opportunity for the seven great clans of Rokugan to compete for the Emperor’s favor.

The Kiku Matsuri, also known as the Chrysanthemum Festival, is being held at Gen Con from August 17th through 20th. The stunning event will feature over 700 participants competing in the very first Legend of the Five Rings: The Card Game  tournament!

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Pledge your Allegiance

Those not attending Gen Con can still support their clan in a bid for the Emperor’s Favor. Simply send out a tweet with two hashtags: “#Kikumatsuri” and the other in support of your clan. Tweets will be counted between noon and 2:30 p.m. on Thursday, August 17th. Be sure to support your clan with the following hashtags: $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F246').colorbox(opts); });

  • #CrabClan
  • #CraneClan
  • #DragonClan
  • #LionClan
  • #PhoenixClan
  • #ScorpionClan
  • #UnicornClan

This social media support, combined with the Great Clans’ performances at Gen Con, will determine which Clan wins the Emperor’s Favor. The victorious Clan will have their sigil featured in the decorations and many prizes at the annual Winter Court in November. L5R play will continue throughout the convention. An additional tournament on Friday and Saturday will determine what role the clans will take in the months leading up to the Winter Court!

Be sure to tune into L5RLive on the Fantasy Flight Games Facebook Page starting at 1:00 p.m. Eastern standard time for a view of the Kiku Matsuri Opening Ceremonies! Join L5R fans around the world as we celebrate the Gen Con release of Legend of the Five Rings: The Card Game with a parade and opening remarks!

Mikado

Samurai attending Gen Con will no doubt be parched after a day of battling for supremacy. Be sure to head to Mikado, a Japanese Restaurant located at 148 Illinois St. across the street from the convention center. A cover charge of $10 can be used on Food and Drinks. Be sure to wear your L5R wristband to get an additional $3 in Mikado cash!

Be a part of history with the Kiku Matsuri. Support your clan and be sure to purchase Legend of the Five Rings: The Card Game when it releases in the fourth quarter of 2017!

Rally your clan during the Kiku Matsuri by tweeting out your support this Thursday, August 17th, between noon and 2:30 p.m.!

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Categories: Company News

Bury Them Deep

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 15 August 2017 | Arkham Horror: The Card Game Bury Them Deep

The Path to Carcosa Unleashes Its Horrors Upon Arkham Later This Month

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"All the world's a stage,
And all the men and women merely players;
They have their entrances and their exits,
And one man in his time plays many parts."

     –William Shakespear, Hamlet

Alas, poor William Yorick! For all his talent and training, he could not find fame and fortune in the theater, and after struggling for years to keep food on his table, he left Boston and moved to the sleepy town of Arkham. There, he continued to audition for the local theater, but he earned his living as gravedigger, toiling late at night with his spade and lantern.

It seemed at first like a good move. The work was tiring, but Yorick didn't mind the labor. Moreover, the dead provided an excellent audience for his soliloquies.

But Yorick's job took a darker turn when he found degenerate creatures eating the dead in their graves. Strange and inhuman, the things caused Yorick's skin to crawl. He drove them away with his spade, but still they returned, visiting the cemetery on random nights to open graves and feed upon the dead.

One night he followed these ghouls to the bog near the potter's field, then through a subterranean tunnel that led into the crypts beneath the chapel. With only his spade as a weapon, Yorick decided not to follow them further on his own, but he knows his discovery marks a new act in his life. And he knows what part he must play.

This is where we find Yorick in The Path to Carcosa expansion for Arkham Horror: The Card Game.

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The Gravedigger's Task

William Yorick $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#5AFD').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#12A64').colorbox(opts); }); (The Path to Carcosa, 5) has no military training. He has never studied monstrous lore, nor dabbled in the occult. He lacks the resources to pursue special weapons or to recruit others to his cause. But he's a Survivor, and he feels compelled to act—to defend the dead and the living from the ghouls that would feed upon them.

Accordingly, William Yorick enters the game as a Survivor with the ability to round out his deck with Guardian cards Level 0–2. In many ways, this gives him the feel of a Core Set investigator, especially since he also shares their deckbuilding requirement of thirty cards. However, as The Path to Carcosa expansion continues to lead its investigators in all-new directions, it provides Yorick with a unique ability that clearly distinguishes him from the game's other investigators:

"After you defeat an enemy: Play an asset from your discard pile (paying its cost)."

Card recursion—the ability to get your cards back from the discard pile—is rife with potential in any card game. Although much of the appeal of the Arkham LCG® is the way it bridges the traditional customizable card game experience with the choices and character-building of a strong roleplaying game, Arkham Horror: The Card Game is still very much a card game at heart. This means that even though you, the player, are given tremendous freedom to plan your turns and develop your investigator as you wish, the more you can manipulate your cards, the more likely you are to advance your investigation.

This is where Yorick's ability comes in; it allows us to manipulate our deck in a whole range of all-new ways.

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The first way Yorick allows us to bend the rules of the game is that he makes it possible to play more than two copies of a card. Normally, the rules of the game limit us to just two copies of any given card. That means you're normally limited to eight ammo with your two copies of .45 Automatic $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#2A88').colorbox(opts); }); (Core Set, 16), you're limited to six supplies between your two Flashlights $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1A7').colorbox(opts); }); (Core Set, 87), and you can only evade two enemies with your Stray Cats $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#EDB').colorbox(opts); }); (Core Set, 76). Yorick, however, frees us from many of these limitations.

It's true that Scavenging $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1AB3').colorbox(opts); }); (Core Set, 73), another Survivor card, also permits a good measure of recursion. But Scavenging requires you to succeed at an investigation by two or more—something Yorick is unlikely to do very often with his Intellect of two. Moreover, Scavenging is limited to Item assets, and Yorick gains access to the full gamut of assets in his discard pile.

And this leads us to another way that Yorick's ability bends the game; it thins the distinction between his most valuable assets and his skill cards. Yorick gains a measure of freedom to commit the skill icons on valuable allies like the Beat Cop $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#10039').colorbox(opts); }); (Core Set, 18) to skill checks that other investigators wouldn't necessarily have.

For example, there are times that Roland Banks $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#B589').colorbox(opts); }); (Core Set, 1) might really want that one Combat skill icon the Beat Cop could give him, but he'd likely hold it in hand to play it later. And where Roland might struggle with that decision—and even fail at the skill check—William Yorick should have much less reservation about committing the Beat Cop's icon when he needs it. After all, if he succeeds and destroys the enemy he's fighting, Yorick can dig the Beat Cop right back out of the discard pile.

Finally, it's worth noting that recursion is an ability that only ever gains strength as a game expands and the card pool grows deeper. The existing combinations—like those with Police Badge $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#24CE').colorbox(opts); }); (Core Set, 27) and The Red-Gloved Man $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#16211').colorbox(opts); }); (Lost in Time and Space, 310)—remain, and then we add such targets for recursion as Lantern $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#438F').colorbox(opts); }); (The Path to Carcosa, 36), Gravedigger's Shovel $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#15FA2').colorbox(opts); }); (The Path to Carcosa, 37), and more.

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Graveyard Ghouls

There is, however, one inescapable problem that should concern anyone hoping to build a William Yorick recursion deck—Yorick's unique weakness, Graveyard Ghouls $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B415').colorbox(opts); }); (The Path to Carcosa, 17).

This monstrous enemy—a pack of enemies, really—appear to have taken offense to Yorick's constant interference in the graveyard, and they intend to burrow into his deck only to pop up at the most inopportune of moments (as all your weaknesses are wont to do). Then, they'll hunt down Yorick and prevent him from recovering any of the cards he's discarded until such a time as he can destroy them.

Now, a good Yorick deck should be loaded with plenty of Combat bonuses, meaning it won't likely be too difficult for Yorick to successfully overcome the Ghouls' three Combat, but the kicker is that they also feature three health. In most cases, this means Yorick needs to shoot them twice, or hit them twice with his Gravedigger's Shovel before setting them alight with his Lantern. And since the Arkham LCG is one in which every action matters, it's hard to find the time to deal with unruly ghouls when you still have an agenda deck resting beneath an ever-mounting stack of doom tokens.

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As a result, you'll likely want to pack a couple copies of Vicious Blow $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#C7DE').colorbox(opts); }); (Core Set, 25) so that you can punch through the Graveyard Ghouls in a single action. You may even want to invest in a stick of dynamite or two so that you can trigger a Dynamite Blast $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#C26F').colorbox(opts); }); (Core Set, 24) at a key moment.

Fortunately, there is some good that comes out of Yorick's unending battles with the Graveyard Ghouls. So long as they don't kill Yorick, they can make him stronger.

Every investigator gains experience points over the course of his or her adventures, and this experience can be spent toward self-improvement via upgrades to your deck. Generally, this experience comes from the locations you investigate, the enemies you defeat, and some story rewards, but there are other ways to gain experience, as well. The Mystic card Delve Too Deep $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2CF0').colorbox(opts); }); (The Miskatonic Museum, 111) has fast become a mainstay among hardcore card players looking to build toward their campaigns' endgames.

And, now, William Yorick is likely to appeal to many of these same types of gamers with his unique Task, Bury Them Deep $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#F182').colorbox(opts); }); (The Path to Carcosa, 16). Playable for zero resources after you defeat a non-Elite enemy, the event buries itself and that enemy in the victory display, netting Yorick a point of experience. In some rare situations, the fact that the enemy is removed from the discard pile may prove useful, but the true strength of the card is the point of experience it grants you.

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If you can Bury Them Deep in every scenario you play, you'll be able to net seven experience before you reach the conclusion of The Path to Carcosa campaign. That's enough experience to transform Yorick into a grizzled Scrapper $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1381').colorbox(opts); }); (Blood on the Altar, 193) and Relic Hunter $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#5169').colorbox(opts); }); (The Essex County Express, 157)—or to experiment with any of the most interesting cards coming in The Path to Carcosa Mythos Packs.

And that's the beauty of playing as William Yorick; you start out as a struggling actor turned gravedigger, but fate changes you. Your greatest role lies ahead of you. You are called to it. Where will it lead you? That remains to be discovered.

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Stage Rehearsal

The Path to Carcosa expansion is nearly here, and The King in Yellow will soon make its way to Arkham. While you're waiting for the show to begin, we encourage you to take a look at the program $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 600 }; $('#4718').colorbox(opts); }); (pdf, 1.8 MB) and peruse the sample deckbuilds we've made available for William Yorick and the other investigators from The Path to Carcosa (pdf, 3.9 MB).

Whether you copy one of these deck lists directly or use them as inspiration for other, wilder builds, we hope you will enjoy the show.

Keep your eyes open. The Path to Carcosa (AHC11) will soon make its debut!

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© 2016 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight Games.

Categories: Company News

Vaksai

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 15 August 2017 | X-Wing Vaksai

A Preview of the Guns for Hire Expansion Pack for X-Wing™

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With its new paint schemes, ship cards, and upgrades, the Guns for Hire Expansion Pack ensures your Scum faction StarVipers and Kihraxz fighters will soon enjoy an all-new look on your table and in your X-Wing battles.

As we already learned from the expansion's announcement, many of the changes owe to the introduction of two new Title upgrades, one for each ship—the StarViper Mk. II $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#17B5B').colorbox(opts); }); and the Vaksai $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#CE76').colorbox(opts); }); .

By reducing the number of squad points you need to commit to your StarVipers and Kihraxz fighters, these Titles add to their versatility, affording you more space to upgrade them, select more powerful pilots, and pair them with a greater number of wingmates. But they don't just increase your fighters' versatility within your squadrons; they increase the versatility of the individual ships themselves.

In our last preview, we explored some of the ways the StarViper Mk. II Title makes the StarViper a trickier and deadlier starfighter. The new barrel roll it forces upon the ship makes it harder to master, but it makes the fighter's maneuvers even harder to predict.

We also got a glimpse of how the Vaksai Title lends new customization options to the Kihraxz fighter, and fans in our community forums responded with a field day's worth of theorycrafting new ship and squadron builds. Accordingly, we'll continue this theorycrafting in today's article, even as we look at more of the new Kihraxz fighter pilots and upgrades.

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Build a Better Starfighter

The Vaksai Title is something of a conundrum. Unlike the StarViper Mk. II Title, which applies a flat three-point reduction, the Vaksai Title starts at zero points and only gains squad-point value as you load your ship with upgrades. The more upgrades you add to your Kihraxz fighter, the greater the squad-point value your Vaksai Title offers.

Traditional wisdom, however, warns us against spending too much time—and too many squad points—loading our ships with upgrades.

At the end of the day, X-Wing is a game about lining up shots, aiming, and firing, and it behooves us to throw as many attack dice as we can reasonably modify toward success. At the same time, we want to defend against our opponents attacks with as many points of agility, hull, and shields as we can. Squad points spent on upgrades are traditionally less valuable than points spent on ships, then, because the attack and defense bonuses associated with upgrades tend to be more expensive than those associated with the ships themselves.

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A 360-degree view of the Kihraxz fighter from Guns for Hire.

Accordingly, many of the game's most successful squadrons have featured relatively low investments on upgrades. This has been true from the time that TIE swarms dominated the game's early stages through the Attanni Mindlink $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#35B7').colorbox(opts); }); synergies that have formed the base of many recent Scum squadrons featuring fewer than ten total squad points invested in upgrades.

Moreover, as three-time World Champion Paul Heaver has noted in his Turn Zero articles, upgrades can complicate games, and not always in a good way. In his article, "Assembling Your Squadron," Paul reminded us that upgrades are only worth their points if you make good use of them. If you forget their abilities or cannot coordinate them with all the other tricks in your squadron, the points you invest in those upgrades are points you fail to apply toward more powerful or defensible starships.

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Loading Viktor Hel $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#48E3').colorbox(opts); }); with Fearlessness $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#12F9C').colorbox(opts); }); , Ion Pulse Missiles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#12E8D').colorbox(opts); }); , Scavenger Crane $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#AAAD').colorbox(opts); }); , Stealth Device $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#15BE').colorbox(opts); }); , Vectored Thrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#16F27').colorbox(opts); }); , and an Engine Upgrade $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#10F62').colorbox(opts); }); may make your Vaksai Title worth a total of six squad-points, but the ship will still consume more than a third of your available squad points.

The trick with the Vaksai, then, is to make sure every upgrade is carrying its weight. If they're not making valuable contributions to your overall strategy, you may even be better off avoiding upgrades that the Title can reduce to zero squad points—like a set of XX-23 S-thread Tracers $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#A9CE').colorbox(opts); }); or the Munitions Failsafe $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#110DD').colorbox(opts); }); —and leaving those slots open, rather than filling them just because you can. The risk is that you start flying and attacking differently just because you can, and a ship that wants to deal damage does not want to fire its XX-23 S-thread Tracers.

The real power of the Vaksai is not the discount it offers you, but the ability to better customize your fighter for the role you want it to play in your squadron.

Perhaps you want to transform Talonbane Cobra $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E87').colorbox(opts); }); into a late-game arc-dodging ace like Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F876').colorbox(opts); }); or Corran Horn $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9EBF').colorbox(opts); }); . The Vaksai Title makes this a viable option by allowing you to outfit Talonbane's ship with Push the Limit $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#3F51').colorbox(opts); }); , Ion Dischargers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#17BC1').colorbox(opts); }); , Vectored Thrusters, Engine Upgrade, and Pulsed Ray Shield $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#BBA2').colorbox(opts); }); .

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The fact that the Title grants you a five-point discount on the upgrades is secondary to the fact that the Title allows you to transform the way Talonbane can fly.

As another example, if you use the Vaksai Title to load Graz the Hunter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#318F').colorbox(opts); }); , the other ace from the Kihraxz Fighter Expansion Pack, with Harpoon Missiles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#185F9').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#14DD1').colorbox(opts); }); , Guidance Chips $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#B268').colorbox(opts); }); , Munitions Failsafe, and Glitterstim $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#154E7').colorbox(opts); }); , you'll end up with a wildly different ship and squadron than if you had equipped the pilot with Vectored Thrusters, Stealth Device, Hull Upgrade $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#CDE5').colorbox(opts); }); , and Scavenger Crane.

What Can You Do with Three Modifications?

So what can you do with three modifications? That's the question the Vaksai begs of you, and it can be answered in any number of ways.

Returning momentarily to Paul Heaver's squad building advice, we might consider our upgrades in terms of shoring up our squadron's defenses or maximizing its offensive potential.

Defensively, we can use Stealth Device to give our Kihraxz fighter an extra point of agility, and if the ship is hit and loses its Stealth Device, we can use a Scavenger Crane to recover it. We can use Vectored Thrusters and Engine Upgrade in combination to gain extra positional advantages after executing a maneuver, and because the Engine Upgrade adds the boost icon to the ship's action bar, it also allows us to upgrade our Vaksai with a set of Autothrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#FD1A').colorbox(opts); }); , making it all the more difficult to hit.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 509, innerWidth: 700 }; $('#F1B7').colorbox(opts); });
With his focus token and Autothrusters, Graz the Hunter can convert this unfortunate roll into enough defense to completely evade the Upsilon-class shuttle's four hits.

Alternatively, we can simply opt for a Pulsed Ray Shield and Ion Dischargers, then play them on a Black Sun Ace $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#164BE').colorbox(opts); }); with Fearlessness. The Vaksai Title reduces these upgrades to just two points total, meaning that we could recruit four of these Black Sun Aces into a squadron capable of getting the better of just about any head-on exchange.

Still, we don't need to think of our defenses simply in terms of a single ship's combination of agility, hull, and shields. Viktor Hel defends himself and his wingmates by stressing his opponents whenever he rolls more or less than two defense dice. The threat of this stress may discourage his enemies from attacking him, or it may limit their options in subsequent rounds. Either way, it changes the way your opponents interact with him just as much as another point of agility or shields might.

Similarly, you might trigger the discounted EMP Device $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#5ACA').colorbox(opts); }); on one of your Kihraxz fighters to limit your opponent's ability to fire at the rest of your squadron in the next round.

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A Kihraxz fighter discharges its EMP Device to ionize an entire Rebel squadron.

This EMP Device trick might even prove to be one of the ways you increase your Kihraxz fighter's offensive potential, if you use it when the rest of your squadron can take advantage of your opponent's predictable straight "1" maneuvers.

But there are plenty of other ways the Guns for Hire Expansion Pack increases the Kihraxz figher's offensive potential, and not just through the Vaksai Title. It also introduces Captain Jostero $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#2E09').colorbox(opts); }); , whose unique pilot ability can earn you an extra attack once per round.

Whenever an enemy ship that is not defending against an attack suffers damage, Captain Jostero is ready to pounce. And his ability isn't limited to any given phase. This means it works with Spacetug Tractor Arrays $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#CE8A').colorbox(opts); }); that slam enemies onto asteroids. It works with the splash damage from Assault Missiles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#183B2').colorbox(opts); }); . It works with bombs and mines. It works with Feedback Array $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#14F0D').colorbox(opts); }); . And it works with the splash damage assigned by the Harpooned! condition.

Given all the different ways you can trigger Captain Jostero's extra attack, he's likely to find his way into a wide variety of different squadrons, but it's notable that he can even use the Vaksai Title to trigger and modify his own attacks. Outfitted with Predator $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#173C2').colorbox(opts); }); , Assault Missiles, Glitterstim, Guidance Chips, and a Munitions Failsafe, Captain Jostero can reasonably expect his Assault Missiles to hit any ship he can target lock, meaning he'll be able to deal splash damage to another enemy ship within Range "1," triggering his ability and allowing him to immediately turn his fire upon it.

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Customize Your Scum

With all the strange and creative freedoms afforded by the StarViper Mk. II and Vaksai Titles, the Guns for Hire Expansion Pack promises to deliver an abundance of new ways to customize your Scum squadron. And the tremendous range of these options mean there's a greater chance you'll find exactly the ship—and exactly the squadron—that you want to fly.

How will you begin your experimentation? Share your thoughts with the other members of our community forums. Then head to your local retailer to pre-order your copy of the Guns for Hire Expansion Pack (SWX73)!

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© and ™ Lucasfilm Ltd.

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A New Age Dawns

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 14 August 2017 | Sid Meier's Civilization: A New Dawn A New Age Dawns

Announcing Sid Meier's Civilization: A New Dawn

"Each of us is carving a stone, erecting a column, or cutting a piece of stained glass in the construction of something much bigger than ourselves."
 – Adrienne Clarkson

As the currents of time pass over ancient nations, leaders emerge with a simple goal: to create something grand that will outlive them and work towards a better tomorrow. From humble origins, these individuals strive to advance and build the greatest nation in the world. And now, you can join them. Fantasy Flight Games is proud to announce Sid Meier’s Civilization: A New Dawn! Rewrite history, forge your destiny, and take your place among the most influential icons to ever walk to the earth as the founder of a new age.

Rewrite History

Sid Meier’s Civilization: A New Dawn is a strategy board game in which two to four players act as the rulers of history’s most memorable empires. Over the course of the game, players will expand their domains, gain new technologies, and build many of humanity’s greatest wonders. In the end, one nation will rise above all others to leave its indelible mark upon history.

This new game presents players with an undiscovered country to conquer, built from beautifully illustrated map tiles. These would-be conquerors construct and populate the map with barbarians, natural resources, and city-states, then formulate their plans for how they will shape this world to their vision. Their exact goals, however, change with each game. Agendas are detailed on victory cards, three of which are drawn during set up. Players race to become the first to accomplish one agenda on each of these victory cards, spreading throughout the world and ensuring their civilization’s place as the greatest world power.

Before players begin their mission to rewrite history, they must each select the leader they will embody for the duration of the game. Players may become the Roman emperor Trajan, the Aztec’s warrior Montezuma, France’s Catherine de Medici, and many more, each with their own unique abilities that help you shape the world along specific ideologies. Once equipped with their leaders’ tools and missions, players are ready to build a nation like none the world has ever seen!

Build Your Empire

Sid Meier’s Civilization: A New Dawn is played over a series of turns that take players from ancient history to the present day. As the wheel of time turns, leaders build their nations from single cities to sprawling empires filled with wonders and technology. As leaders explore the world, their nation can develop and flourish through accomplishments such as scientific advancements, cultural developments, and military production. Each player has a series of five focus cards, one for each area of advancement, that shift as a player takes turns to represent the investment of time. A card resolved in the fifth slot has a greater impact than a card resolved in the first slot, as more time was spent developing that pursuit. Leaders must prioritize and balance their nation’s goals, weighing the value of any given pursuit against the time needed to accomplish it and know when to resolve a card for its maximum effect.

While leaders attempt to raise their civilizations to prominence, they must also confront world events such as barbarian attacks. These roving ravagers can destroy caravans to wreck a nation’s economy, or lay low an unfortified city. Fate favors the well prepared and players may quickly learn that a diversified nation is better equipped to withstand the attacks of outside assailants. If leaders are not prepared for these often unpredictable obstacles, their civilization can crumble into dust and be swept away by the currents of time.

Bold Innovation

A New Dawn stays true to its origins in the Sid Meier’s Civilization video game series by challenging players with tactical decisions for how they plan to take over the world. Do they wish to become the world’s richest nation, harvesting resources and trading with allies? Or perhaps they prefer to rule through military conquest, trampling their rivals into the dust? The areas in which players can gain power and influence are defined with five focus card types: culture lets players expand their territory and claim resources, science allows players to discover new technologies, economy enables players to interact with city-states and rival cities, industry allows players to build cities and world wonders, and military allows players to either reinforce defenses or perform attacks.

While each focus is unique, they are inherently linked. For example, leaders need the resources gained through cultural pursuits in order to build cities and wonders. Meanwhile, an empire needs a strong military to defend cities and caravans from barbarian attacks, therefore safeguarding its economy. Players must strategize and diversify to ensure that their civilization thrives.

But no great empire can withstand the test of time by remaining completely insular. Leaders gain trade tokens by using their economy focus to send caravans to city-states and rival cities, or when the event dial’s pointer moves to the trade icon. Players may then spend trade tokens when resolving focus cards to increase their effects. For culture, a player may spread their influence beyond their borders. A military focus enhancement increases the player’s combat value. An improvement in science advances a player’s tech dial. Enhancing industry increases the player’s production if they are building a wonder. Otherwise, a trade may boost the player’s economy, allowing their caravans sent out to trade to move further. By trading with the outside world, the leaders of Civilization advance their own nation’s goals and achieve more than they ever could alone.

Achieve Greatness

The leaders of Sid Meier’s Civilization: A New Dawn race against one another to prove that they are the greatest nation that has ever existed. Their paths to victory may differ, but their goal is the same: to conquer the world. By achieving goals in their focus areas, players get closer to accomplishing the agendas detailed on the game’s victory cards. Each of the three victory cards is divided into two agendas, giving players six possible missions to choose from. When a player completes an agenda, that player places one of his or her control tokens next to that agenda’s victory card. More than one player may have a control token on any given victory card, but these markers cannot be removed. Even if a leader ceases to satisfy the agenda later in the game, the control token remains and they do not need to complete the agenda again.

Experienced players may also choose to enforce the aptly named "epic game" rule. This offers players a longer gaming experience by including four victory cards in the game instead of three. The rules for victory remain the same: players must complete one agenda on each victory card. The first player who accomplishes this wins and may proudly look upon the civilization they have built, knowing that their people can look forward to a bright and glorious future.

Defy Limits

Build something greater than yourself. Set a new course of history and create a civilization that knows no limits!

Sid Meier’s Civilization: A New Dawn (CIV01) is scheduled to hit shelves in Q4 of 2017. You can head to your local retailer to pre-order your copy today, or you can pre-order from FFG here.

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Dread Cavalry

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 14 August 2017 | Runewars Miniatures Dread Cavalry

The Death Knights Ride in to Trample the Enemies of Waiqar the Undying

Among of the most renowned and feared of the forces of Waiqar the Undying are the infamous Death Knights—a unit of undead veteran warriors mounted upon vampiric steeds born from the Mistlands. Death Knights are dangerous foes of the living, their tormented spirits overcome with an intense jealousy for the free will of mortals. To many Death Knights, the act of slaughter is more than just obeying orders—it is the only way they can express their hatred for those not cursed with undeath.

Before you unleash your deadly forces upon the world of Terrinoth, Fantasy Flight Games offers you a closer look at the Death Knights Unit Expansion for Runewars Miniatures Game!

Merciless Assailants

Unencumbered by morality or compassion, Death Knights will go beyond the acts of even the cruelest living mercenary or warlord in the pursuit of victory. Whether it's cutting down innocents to affect enemy morale or raiding villages simply to force liege lords to spread out their forces, the Death Knights make little distinction between warrior and bystander; all who draw breath are as lambs to the slaughter.

Misery is sure to befall any soldier who find themselves beneath the hooves of this dark cavalry. Their assault is relentless, with a wide variety of march actions that can fall at almost any time during the round and two impact modifiers to force their enemies into a melee and wreak havoc upon the living. The Death Knights’ command dial also includes a mortal strike modifier that they can attach to a melee attack, guaranteeing their deadly impact upon the enemies of Waiqar the Undying. When used in combination with an upgrade such as Column Tactics, $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#BA64').colorbox(opts); });  these undead warriors are nothing short of devastating on the battlefield.

Inescapable Horsemen

The powerful Death Knights are fearsome to face in battle. The riders are kept alive through the use of dark magic, an arcane link reflected on their unit card. The Death Knights’ Impact is directly linked to the number of stable energy runes on the field. This keyword states that when the Death Knights collide with an enemy, that enemy receives panic tokens equal to the number of stable energy runes in play.

The Death Knights impact with the Deepwood Archers and inflict two panic tokens!

In addition to this potentially devastating ability, the Death Knights also have the Steadfast [Fear] keyword which allows them to treat Fear cards as having one additional morale icon during a morale test. The undead warriors do not understand fear; all they know is their desire to ravage and destroy. Once the knights chase down an enemy and lock them into a melee, their victory is all but certain. When attacking, the Death Knights roll a total of three dice, one blue and two red, to increase their chance to deal devastating blows. 

Refined Savagery

This expansion includes five available upgrade cards to help the Death Knights increase their strength even further. A player commanding the undead cavalry may choose to equip their riders with the Shield of Margath, $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#ED53').colorbox(opts); });  a fearful shield that not only protects the soldier who bears it, but also harms whomever strikes against it. This upgrade allows the Death Knights to inflict damage upon an enemy equal to their defense when defending against a melee. With the cavalry's defense value of three, they can cut through an army of the men or elves with little resistance.

The Death Knights Unit Expansion includes another dangerous item in the dark riders’ arsenal with Obcasium's Gauntlet. $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#A2DE').colorbox(opts); });  The Death Knights may exhaust this card in order to give the defender in a melee the rare “Death’s Grasp” condition. When an enemy of Waiqar is caught in Death’s Grasp, they suffer wounds equal to the number of stable energy runes in play before each End Phase. If there are a large number of these runes in play, the Death Knights can destroy even high impact units, including even the Daqan’s foolish hero Lord Hawthorne, with a minimal amount of risk to the forces of the undead.

Conquering Cavalry

Now that Waiqar the Undying has regained his strength, his terrifying forces can leave the safety of their hidden kingdom and claim their rightful place as rulers of Terrinoth. As the army of the undead emerges from the Mistlands, the Death Knights will lead the assault with pride and revel in the ecstasy of destruction.

Assemble your undead cavalry. Stampede across the fields of Terrinoth and make the worthless mortals quake with fear!

Look for the Death Knights Unit Expansion (RWM21) online or at your local retailer in Q3 of 2017!

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TM & © 2016 Fantasy Flight Games.

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Masters of Deception

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 14 August 2017 | Legend of the Five Rings LCG Masters of Deception

Preview the Scorpion Clan in Legend of the Five Rings: The Card Game

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Underhanded and manipulative, the Scorpion Clan are often seen as the villain in the land of the Emerald Empire. And often, with good reason. After all, to best combat the liars, thieves, and traitors within the Great Clans, the Scorpion lie, steal, and cheat in turn. The weapons of the Scorpion have become blackmail, poison, and sabotage, their agents unafraid to dirty their hands to keep the Empire clean.

Today we’re previewing the secretive Scorpion Clan in  Legend of the Five Rings: The Card Game. With potent tricks and traps, the Scorpion Clan devastate their foes with powerful conflict cards and deceptive tactics. 

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Dishonorable Tactics

The Scorpion best those who oppose them not through physical might, but through shame and sabotage. 

This is exemplified by Way of the Scorpion  (Core Set, 185), a card that doesn’t provide a bonus to you, but instead dishonors an opponent’s non-Scorpion character during a conflict, potentially lowering their skills and forcing your opponent to lose an honor when that character leaves the field.
Yogo Hiroue $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#95CC').colorbox(opts); });  (Core Set, 106) already excels in winning political conflicts with four political skill, but as an action can also bring a character into a conflict he is participating in and dishonor them if you win the conflict. Not only does this force a character into a conflict they may not be optimal in, the additional dishonor ensures they are left in a poor state, and bowed at that.

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The Scorpion have more ways than dishonor to devastate an opponent’s skills. Inflicting characters with a Fiery Madness $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#110C0').colorbox(opts); });  (Core Set, 183) attachment gives them minus two military and political skill at the cost of one fate, taking a toll on even the most hardened warriors. 

Even without lowering your opponent’s skills, the Scorpion are masters of manipulation. Bayushi Yunako $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C9FB').colorbox(opts); });  (Core Set, 105) is a four-cost character with four military and two political skill. During a conflict, she is participating in, Yunako can switch the base military and political skills of a character until the end of the conflict. This can severely lower the impact of characters in conflict— Shiba Peacemaker $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7ACF').colorbox(opts); });  (Core Set, 82) participating in a military conflict may find himself suddenly near useless. But the ability can also be used to your benefit, even turning Yunako herself into a character with four political skill. 

$(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B905').colorbox(opts); }); Shosuro Miyako $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9462').colorbox(opts); }); is a Shinobi with three military and two political skill. As a Reaction, any time you play character from your hand, your opponent must either discard a random card from their hand or dishonor a character they control. Both play into the Scorpion’s strategy by either dishonoring a character or pushing higher honor bids as your opponent is forced to discard more and more options. Playing an Unassuming Yojimbo $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#155C0').colorbox(opts); });  (Core Set, 181) with Shosuro Miyako on the field is a powerful move, and can swing the conflict momentum greatly in your favor. 

A Small Price

The Scorpion’s dishonor theme extends to themselves, playing the role of the villain for the good of the Emerald Empire. 

Forged Edict $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9E7D').colorbox(opts); });  (Core Set, 184) allows a player to cancel the effects of an event, provided they dishonor a friendly Courtier character. While this may seem like a steep cost, the ability to stop powerful events like For Greater Glory $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BBAF').colorbox(opts); });  (Core Set, 168) in their tracks is a massive benefit.

Attaching one of your characters with a Court Mask $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1254D').colorbox(opts); });  (Core Set, 182) gives them an additional military skill and two political skill. The mask can be brought back to your hand as an action, but the attached character becomes dishonored. Using this action when the attached character has no fate left can be a powerful move, as you retrieve a powerful attachment that would otherwise be lost, with only the cost of one honor.

Of course, an honored or dishonored status can be removed with the Soshi Illusionist $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#176D1').colorbox(opts); });  (Core Set, 99), a two cost Shugenja with one military skill and three political skill. As an action, he can remove harmful dishonored tokens on your friendly characters, or an honored status token of a foe for the cost of one fate. This can ensure your character’s stats are not affected negatively when using cards like Forged Edict. 

Strongholds of Deception

As can be seen, the Scorpion excel at honor manipulation, often sinking their own honor to bring down their opponent. Though their Stronghold, City of the Open Hand $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B57C').colorbox(opts); });  (Core Set, 6), starts the Scorpion off with only ten honor, its ability allows you to bow it if you are less honorable than an opponent and take one honor from that player. This can offset the high honor bids the Scorpion Clan will often employ while also inching your opponent closer to losing all their honor.

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The Scorpion Clan’s unique province, Secret Cache $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#830F').colorbox(opts); });  (Core Set, 13), allows the Scorpion to search the top five cards of their conflict deck for a card to add to their hand whenever a conflict is declared there. This can ensure the Scorpion always have the tools they need to defend their lands by gaining cards without losing any honor.

The World, a Stage

$(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#317').colorbox(opts); }); Of all the Clan Champions, few have the foresight of Bayushi Shoju $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#84D8').colorbox(opts); });  (Core Set, 107). Contemplative and wise, Shoju studies the Emerald Empire through a macro-lens, and understands the subtle machinations needed to not only keep the Empire in balance, but the Scorpion in favor. Shoju enters Legend of the Five Rings: The Card Game with three military skill, seven political skill, and two glory. While Shoju already has a massive advantage in political conflicts, his ability makes him an even bigger threat.

Twice per round as an action during a political conflict he is participating in, Shoju can choose a character controlled by an opponent and lower their political skill by one until the end of that conflict, discarding that character if their political skill reaches zero. This forces your opponent to always be wary when sending characters to political conflicts, as Shoju can easily discard a character that has two or lower political skill. When you consider all the other ways Scorpion have of lowering skills, virtually no character is safe from the threat of Bayushi Shoju.

Masked Manipulators

Through deception and sabotage, the Scorpion have secured themselves as one of the most powerful Clans in Rokugan. Will you put on the mask and become the villain the Empire needs?

Become the villain and purchase Legend of the Five Rings: The Card Game (L5C01) at Gen Con 2017 or from your local retailer in the fourth quarter of 2017!

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Twilight Imperium Fourth Edition

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 11 August 2017 | Twilight Imperium Fourth Edition Twilight Imperium Fourth Edition

Announcing a New Edition of the Classic Game of Galactic Conquest

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Mecatol Rex. The center of the known galaxy and seat of the former Lazax Empire. Scarred by the flames of betrayal, Rex is a specter of a fallen empire and of ages long forgotten, yet it remains an object of reverence—and desire—in a galaxy of conflict and uncertainty.

Once, the great city that spanned its surface was the pinnacle of civilization. Today, Mecatol City is naught but a blasted shell of its former glory, a grim respite in the toxic Sea of Desolation that covers the majority of the planet.

Even so, its parabolic history of decadence and destruction does little to deter those who would seek to harness its power. The Winaaran custodians who dwell within the remnants of the city maintain what is left of the former capital, waiting for one of the Great Races to step forward and take up the mantle of the former Emperors.

But who among the races of the galaxy could fill the void left by the Lazax? To lay claim to the throne is a destiny sought by many, yet the shadows of the past serve as a grim warning to those who would follow in their footsteps...

A Galaxy at War

For two decades, Twilight Imperium has defined the essence of epic in board games. Now, Fantasy Flight Games is proud to announce the next step in the game’s tremendous legacy: Twilight Imperium Fourth Edition, a game of galactic conquest in which three to six players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining.

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 Twilight Imperium Fourth Edition contains over 350 plastic units, 51 system tiles, 561 command and control tokens, 80 action cards, 50 agenda cards, 40 objective cards, 59 planet cards, 184 technology and technology upgrade cards, 41 promissory note cards, and much more.

An Historic Conflict

Are you a Twilight Imperium veteran? Click here for information on key differences between the Third and Fourth Editions!

Twilight Imperium's epic and engaging gameplay has enthralled players all over the world. Now, new players have the opportunity to dive into the modern classic with the most refined version of the game ever released. 

Players will attempt to score victory points by completing both public and individual secret objectives that will see each of their factions maneuvering ships around an expansive and diverse galaxy, trading goods and commodities for favors and promises, claiming planets for their resources and influence, and politically maneuvering their way to glory. The first faction to ten victory points wins the game, but this is easier said than done.

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At the start of each game of Twilight Imperium, players begin by creating their own custom galaxy. Each player is dealt a "hand" of galaxy tiles and takes turns placing them one at a time around Mecatol Rex, the center of the galaxy, until three rings are created, with their home planets occupying the outermost ring. This creates a strategic element to the setup of Twilight Imperium and ensures that no two games will ever be the same. 

At the start of every round, players will select one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players will take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways.


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The heart of your empire resides on your unique faction and command sheet. While the command sheet will give a brief overview of options available to you during your turn and house your command tokens, your faction sheet not only includes an overview of your faction’s special abilities, but details the capabilities of each ship in your fleet. Carriers ferry your infantry from system to system, the mobility of Cruisers makes them perfect for exploring new systems, Dreadnoughts provide heavy firepower for your fleets, Destroyers are perfect for picking off enemy fighters, PDS units defend your systems, and the mighty War Sun's devastating firepower is unrivaled in the galaxy. Additionally, each faction comes equipped with their own unique flagship that synergizes with their unique abilities.

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Through researching new technologies, each of these ships can be powered up in significant ways. Should these ships be upgraded by a technology card, you simply place the card representing the new version of the ship over the old one, making upgrades easy to track.

Players then take turns performing actions, which can come in a number of ways. Primarily, they will be moving fleets throughout the galaxy using a limited supply of command tokens. Moving ships into an unoccupied system allows your transported infantry units to claim planets, which provide valuable resources and influence. If the system is occupied by another player, a battle will occur that will end in either utter destruction or retreat for one side. Instead of moving fleets, players may also use the actions provided by their strategy cards.

Every strategy card not only provides a primary ability for its owner, but a secondary ability for every other player, keeping them engaged even when it is not their turn. For example, the Leadership strategy card allows its owner to gain three command tokens, and then spend any amount of influence to gain an additional token for every three influence spent. Other players will also get the opportunity to spend influence to gain command tokens as well, improving their ability to move ships throughout the galaxy, build larger fleets, or activate other powerful secondary actions of their opponents' yet unused strategy cards. While they miss out on the three "free" tokens provided with the primary ability, your opponents can still reap a benefit while holding on to their own powerful strategy cards. The careful timing of these cards is integral to the strategic and measured play of Twilight Imperium.

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After every player has passed their turn, players move up the victory track by checking to see if they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points only achievable by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives will be revealed and more secret objectives will be dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points.

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Finally, if a player has taken control of the Mecatol Rex system at the center of the galaxy, the agenda phase begins. This phase sees players revealing the top card of the agenda deck and voting on it. These agendas can be anything from electing a player to receive a victory point to restricting the use of powerful War Suns. Players use the influence values on their planets to vote, but must weigh how much they wish to use very carefully. After the first agenda card is voted on, the process begins again with a second card and a second vote, and players who used all their influence on the first vote may not have a say in an important galactic decision. 

Claiming victory in Twilight Imperium will require careful negotiations with fellow players, offering them boons they might not find elsewhere. Among these are the new commodities; each faction produces commodities using the trade strategy card. These commodities do nothing on their own, but become trade goods when traded to another player. These trade goods can be used as resources to build ships, influence votes, or even as a way to score certain objectives. Having a healthy supply of these goods may be essential to your faction's ascension as rulers of the galaxy. However, trading with other players can be a risky proposition, and encourages factions to toe the line between friend and foe, as you may only trade with your neighbors. A neighbor is defined as any faction who has ships or claimed planets in a system adjacent to your own. While this may put you in a vulnerable position, as these trade lines may disintegrate into open battle at any time, true masters of trade will keep their neighbors happy and dominate the galaxy with their economic superiority.

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Another aspect of trade are Promissory Notes. These can be traded throughout a game, and give the receiver a powerful benefit against the player trading them away. Every player receives four generic notes and a faction specific note. These are valuable resources that should only be traded for a massive benefit. 

However, victory cannot be claimed through the careful manipulation of the galactic economy alone. Your civilization will have to push its supremacy forward through discovering the lost technologies used freely during the reign of the Lazax Empire. Whether it's the ability to travel through an asteroid field or construct powerful War Suns, new technologies will be vital in the race for galactic superiority. The technology strategy cards allows you to research a technology from your personal technology deck, and collecting various types of technology will not only give you significant advantages throughout the game, but may also be the key to scoring certain objectives. 

In Twilight Imperium Fourth Edition, the most powerful technologies will require other technologies of that color to be known before they can be researched. However, upgrading ships will often require technologies of various colors, meaning you must diversify your research if you want a fleet that will make whole worlds tremble.

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With three blue technologies already acquired, the player is free to research the Light/Wave Deflector technology.

Players may also own planets that include a technology specialty. These planets are valuable resources that may be used to ignore a prerequisite on a technology currently being researched, letting players advance their tech trees quicker than would normally be possible. 

A Galaxy Restored

For twenty years, the custom space operas created by Twilight Imperium have thrilled gamers like nothing else. Now, Twilight Imperium Fourth Edition builds on the grand space opera found in previous editions while streamlining rules and putting player interaction center stage.

Twilight Imperium Fourth Edition aims to be the most complete version of the game ever printed. Seventeen playable races are included in the game, offering a wide variety of starting faction options. Twilight Imperium Fourth Edition brings a galactic space opera to your table, and no two games will ever be the same.

Additionally, Fantasy Flight Games is happy to offer a special limited pre-order offer available at your friendly local retailer or through our webstore. For more information on the pre-order program and the limited content, click here.

As the galaxy churns inexorably toward its violent future, the Great Races have begun to feed the flames that fuel their war machines. An epoch of great struggle threatens to engulf the galaxy once more as each faction races toward the desiccated seat of an ancient empire on Mecatol Rex to become the indisputable ruler of the stars. It is a time of steadfast alliances and bloody betrayals. Of words and of war. Of deep-seated honor and hard-won glory. It is the dawn of a new era.

Take Mecatol Rex and pick up Twilight Imperium Fourth Edition (TI07) when it releases in the fourth quarter of 2017!

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Twilight Imperium Pre-Order Program

Fantasy Flight Games - Sat, 08/19/2017 - 01:15
Published 11 August 2017 | Twilight Imperium Fourth Edition Twilight Imperium Pre-Order Program

Pre-Order Twilight Imperium Today to Receive Limited Promotional Offers

With the announcement of the next chapter in the epic space opera that helped shape a generation of strategy games, Fantasy Flight Games is proud to launch pre-orders for Twilight Imperium Fourth Edition! To celebrate the game's announcement and the 20th anniversary of Twilight Imperium, we are going to be offering some fantastic limited promotional items when they pre-order the game.

To pre-order Twilight Imperium Fourth Edition now, click here!

Pre-orders are a convenient way for fans of FFG to order new products ahead of their release dates. We always recommend that players pre-order FFG products through their local hobby games retailer to support and ensure the well-being of local hobby gaming communities.

To learn more about Twilight Imperium Fourth Edition, please read our official announcement article here. For more information on the pre-order program and the exclusive limited edition content available, read on!

Creator Christian T. Petersen admires the twenty year legacy of Twilight Imperium.

Enter an Age of Twilight

Twilight Imperium Fourth Edition not only offers players the definitive edition of crafting your own epic space saga, but marks the 20th anniversary of the entire line of Twilight Imperium games. To mark this momentous occasion, you can pre-order this fantastic game now from your friendly local retailer for the opportunity to receive exclusive limited content. Retailers should contact their distributors for more information on the program and these limited promotional items!

*The cover design for the hardcover rulebook is not yet final.

If you pre-order Twilight Imperium Fourth Edition, you’ll  receive the Twilight Imperium Fourth Edition rulebooks bound together in a single volume hardback book. Not only will you be able to learn and teach the game at the pinnacle of style, but you'll be treated to expanded fiction and content that paints the rich universe of Twilight Imperium in exacting detail. You'll also find extensive gorgeous art that depicts these many disparate peoples coming together in war as they struggle to dominate the galaxy and lay claim to the desiccated throne of Mecatol Rex.

Additionally, you'll receive two beautiful limited edition 11 x 17 art prints with special commemorative branding that showcases twenty years of exacting world building and gorgeous design work that has brought this vibrant universe to life. One print $(document).ready(function() { var opts = { iframe: true, innerHeight: 657, innerWidth: 1000 }; $('#DAF5').colorbox(opts); }); showcases the box art in all its glorious detail, highlighting the varied races that are battling for supremacy of Mecatol Rex. The other print $(document).ready(function() { var opts = { iframe: true, innerHeight: 657, innerWidth: 1000 }; $('#5F52').colorbox(opts); }); features the construction of one of the most powerful weapons that the races of Twilight Imperium are willing to bring to bear in the name of galactic superiority: the devastating War Sun.

Pre-order now from your local retailer or from FFG here and guarantee your access to this limited content!

For those coming to Gen Con 50, make sure to stop by the Fantasy Flight Games booth to find out more about the game and get your chance to demo it first before anyone else. 

For Mecatol Rex! For the Throne!

The war for the galaxy has never been more important. All the races of the universe are racing toward the empty throne on Mecatol Rex to lay claim as the new Emperors of the galaxy. Will you reach Mecatol Rex in time to stake your claim? Or you will be burnt to ash in the fires of war, another forgotten ambition lost to the annals of history?

These limited promotional copies will only be available while supplies last. Pre-order Twilight Imperium Fourth Edition (TI07) from your local retailer today or from FFG here!

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August 18, 2017: Guest Of Honour At Worldcon 2019 In Dublin

Steve Jackson Games - Sat, 08/19/2017 - 01:15
Dublin I will have the great privilege of being one of the Guests of Honour at the 77th World Science Fiction Convention, to be held in Dublin, Ireland.

The other GoHs are Bill and Mary Burns, Diane Duane, Ginjer Buchanan, Ian McDonald, and Jocelyn Bell Burnell.

This is the first time that a Worldcon has selected a game designer as a GoH, and I am both humbled and excited! This will be a great chance to meet and talk to a lot of new people as well as some old friends, and to be an ambassador for gaming. I do intend to take some time off before or after to enjoy beautiful Dublin.

A Worldcon is a huge event and I'm sure I'll have more to report as the time gets closer. Two years to go. I can't wait!

Steve Jackson

Warehouse 23 News: Friends, Romans, Munchkins . . . Lend Me Your Ears!

Alert ye countrymen - the Munchkin Shakespeare Pre-Order Bundle is available during Gen Con for, well, pre-order. You'll get these six bard-inspired items: Munchkin Shakespeare Deluxe, Kill-o-Meter, Flowerspeare Pawns, Spykespeare Pawns, Drama Dice, and Staged Demo. To pre-order or not to pre-order, that is the question. We know the answer – pre-order one for thine home right now at Warehouse 23.      

Categories: Company News

August 17, 2017: Join Us At Gen Con!

Steve Jackson Games - Sat, 08/19/2017 - 01:15
Gen Con Welcome to the first day of Gen Con! Our team has been in Indianapolis for a few days now, putting the finishing touches on our booth, preparing the MIBs for hours of gaming, and making sure that the Munchkin Tavern is ready for the opening bell later today. (Please note that there is no bell, though there probably should be – bells are pretty sweet.) Months of hard work by Guy, Jimmie, Andreas, and many others is going to be put to the test today, so if you are at Gen Con, please stop by booth 1413 and thank them. It is only because of their planning and efforts that I can walk into the convention today completely relaxed, knowing that any last-minute troubles have already been resolved and that our booth is ready for you.

And what can you do when you stop by our Gen Con booth today? Play games! We'll be showing off the new Dungeon Fantasy Roleplaying Game, giving everyone a chance to see the finished game, and even wade into a dungeon and smash some monsters. We will also be teaching Port Royal and Muertoons, both of which are available here for sale (in limited quantities), as well as a new card game that we won't be ready to name until the Gen Con doors open later this morning. (If you follow us on Twitter and Facebook, then you've already seen the game, including a brief glimpse at the game being played. If not, mash those Follow and Like buttons so you don't miss the cool stuff in the future.)

If giant cybernetic tanks and futuristic wargaming are more your speed, we encourage you to take a closer look at Ogre Sixth Edition and the upcoming Ogre Miniatures Set 1. We're running Ogre demos in the booth, and the display case is stocked with the available and soon-to-be-released plastic miniatures. You cannot take the minis home with you, but you can always support the current Ogrezine project on Kickstarter at the highest reward level to receive the minis late this year when the set reaches our warehouse. And Steve will be signing at the Munchkin Tavern, so be sure to bring your Ogre game to autograph! We've also got a sneak peek at the Ogre video game! Auroch Digital just launched the Steam page, which you can add to your Wishlist to get notified when it comes out later this year. 

For Munchkin fans at the show, stop by our booth to play the new Munchkin Shakespeare Deluxe game and get a look at all of the Munchkin Shakespeare swag that's on display in the glass cases. Additionally, we're revealing a new Munchkin game at Gen Con, our first Munchkin title of 2018 - and it's already at print! (All I can say now is: Moop is back.) In the evenings, after a long day of playing Munchkin at our booth and with the MIBs, you can swing by the Munchkin Tavern for eats, exclusive promos, awesome Tavern goodies, and even chances to get your Munchkin games signed.

Last, later today, we are announcing the release date for the Munchkin Collectible Card Game and its first two expansions. The game has been a challenge for our team – do you know how much art goes into a CCG?!?! (Spoiler alert: it's a lot!) But we can officially report that the base set is finished and ready for print, the first expansion is nearly complete, and we have a strong start to the second expansion; all three titles are on track for release in 2018. The Munchkin Collectible Card Game has shaped up to be an amazing parody of the CCG format as well as a fun game – bringing in Eric M. Lang and Kevin Wilson guaranteed that we had the talent to make this a strong release – and part of my own time at the show will be spent showing the game to our business partners and a few retailers. 

If you're at Gen Con, we look forward to seeing you. And if you couldn't make it this year, please keep a close eye on Facebook and Twitter over the next few days, because Hunter and Rhea have some great reveals, live videos (if our signal stays strong!), and photos planned for each day of the con.

Phil Reed

Warehouse 23 News: Why Are You Named Axe Cop? Oh, No, My Head!

You are Axe Cop, the appropriately named, axe-wielding, crime-fighting cop. Are you skilled at chopping off bad guys' heads? Do you take their stuff afterward? Uh . . . YES! Don't let blood splatter on you, though, or you could become Bat Warthog Man or Avocado Warrior. Order Munchkin Axe Cop today at Warehouse 23.
Categories: Company News

August 16, 2017: Sales Special Offers On Warehouse 23 During Gen Con!

Steve Jackson Games - Sat, 08/19/2017 - 01:15
No Gen Con? No problem. We've got you covered with tons of sweet deals coming up on Warehouse 23! There are so many that I have broken it into groups. (All sale items are available from August 17-21, while supplies last. Preorder items and 2017 releases are not part of the sales.) 

Gen Con Preorders Preorders!

Take the stage with our Munchkin Shakespeare Preorder Bundle, which includes: For dungeon delvers, we have our Dungeon Fantasy RPG Preorder Bundle, including:  Gen Con Sales!

Complete your collections with these discounts! Bonus Swag! 

All physical orders (not digital purchases) will get this awesome bonus loot, regardless of the order (while supplies last)! The best part - bonus items are cumulative! So someone who orders $125 or more gets one of each of those items! Plus, don't forget that all Warehouse 23 orders of $100 or more get free shipping. (And just to reiterate, discounts don't include any preorder items or 2017 releases.) Show Deals!

For those of you joining us there, we'll have deals at Gen Con as well! Purchase $50 or more of Steve Jackson Games merchandise at our partners, Adventure Retail (booth 1401), and you get a free Ogre Canvas Bag and copy of Munchkin Deluxe! (Obviously, while supplies last.) That's right, a free Munchkin game and Ogre bag just for buying our stuff!

What can we say . . . Gen Con makes us feel generous! So take advantage of these sweet deals on Warehouse 23 August 17-21, and at Adventure Retail during Gen Con. 

Hunter Shelburne

Warehouse 23 News: The Benefits Of Friendship

If you're going dungeon-delving, allies can make the difference between getting loot and getting lost. GURPS Dungeon Fantasy 17: Guilds has rules and options for crypt-crawlers to join myriad organizations such as tribes, armies, secret conspiracies, and more. Membership has advantages in a GURPS Dungeon Fantasy campaign, and the first step to joining is just a download away . . . and only from Warehouse 23!
Categories: Company News

August 15, 2017: Grognard: Loren Wiseman's Editorials

Steve Jackson Games - Sat, 08/19/2017 - 01:15
Loren Wiseman Loren is no longer with us, but his writings live on. I hope you'll support Marc Miller's Kickstarter project for a book collecting his editorials from JTAS, with ruminations about Traveller, game design, being a gamer, and more or less everything else under the sun. There are over 400 essays here, totaling about a quarter-million words, from a very perceptive observer who helped shape our hobby.

I have written an introduction, and Marc wrote the Afterword. It's available in both hardcopy and digital format. There's some good writing here - you want this. Read the samples linked from the project page and you'll see what I mean.

Steve Jackson

Warehouse 23 News: Gambling In Gotham. Does It Get Any Grander?!

You're a Super-Villain with one goal: get away with as much loot as you can. Batman: The Animated Series Dice Game rewards the savviest at exploiting villains' evil skills. It won't be easy, though - Batman is eager to bust you. Grab your copy at Warehouse 23.

 
Categories: Company News

August 14, 2017: Play Our Games At Gen Con In Hall C!

Steve Jackson Games - Sat, 08/19/2017 - 01:15
MIB Our play area in Hall C (near the HQ/Registration Desk) is the perfect place to experience a full session of a game you saw demoed at our booth (#1413), learn to play a new game, or scratch your competitive itch. You can register ahead of time, or bring generic tickets in case we have open slots at the event.    Learn to play all our latest games, including Munchkin ShakespeareBatman: The Animated Series Dice GameBill and Ted's Excellent BoardgameSimon's Cat Card GamePort RoyalDungeon Fantasy RPG, Zombie Dice Horde Editionas well as classics like Munchkin and Ogre!   We also have competitive play, where you can test your skills against players around the country (and possibly the world)! Follow the links below to find tickets for events.  There will be prizes for winners and swag for all participants, so come out and play in Hall C at Gen Con! 

Andreas Stein

Warehouse 23 News: Harness The Powers Of The Mind

Psionics is more than just awesome powers; it's also important to know how to use them. With GURPS Psionic Campaigns, you'll get history, advice, insight, and campaign ideas about psionic abilities. Opening your mind is just a download away, thanks to Warehouse 23!
Categories: Company News

August 13, 2017: Crowdfunding Focus - A Song Of Ice & Fire: Tabletop Miniatures Game

Steve Jackson Games - Sat, 08/19/2017 - 01:15
It's Sunday, and for many people (myself included), that means a new Game of Thrones episode is on. However, I'll also be watching a different game: Cool Mini or Not's A Song of Ice & Fire: Tabletop Miniatures Game on Kickstarter. It's made over a million dollars, and still climbing, but there are some amazing models yet to be unlocked. 

A Song of Ice & Fire

The game is based on the novels by George R.R. Martin, so you may notice the artwork has a bit more of a painted style versus the television series. However, even if you eschewed the books for the show, many of your favorite characters will take the field . . . or work behind the scenes. One of the unique elements of the game is its use of Non-Combat Units, on their own intrigue board. This board will provide your forces with additional powers and strategies, and gives players a way to utilize characters whose lack of combat prowess makes them hard to translate onto a battlefield.

Ultimately, though, the miniatures are what you're here for, and there are a ton. I mean, it's in the company name, right? Starks, Lannisters, mercenaries, and even 3-D terrain and playmats adorn the campaign, through pledges or add-ons.

If you're interested in pledging, back soon, because it ends shortly. Watch their video for a bit more detail on how to play if you need some convincing. 

Just remember; in the game of thrones, you win or you die. 

Hunter Shelburne

Warehouse 23 News: The GURPS Supplement With The Most Class?

The school year is around the corner . . . a perfect time for adventure! With GURPS Social Engineering: Back to School, learning comes to life, whether you're looking at campaigns set in classrooms or at universities, or just making downtime and improvement more interesting. Your education begins with a download, only at Warehouse 23!

Categories: Company News

August 12, 2017: Come See Andrew This Weekend!

Steve Jackson Games - Sat, 08/19/2017 - 01:15
Munchkin Unrivaled I'm going to be a special guest commentator for the Unrivaled regional Munchkin tournament being held on Saturday at Dragon's Lair in Austin. The fun starts early and goes all day, so if you're in the neighborhood, swing by! I'll be the guy trying not to embarrass myself in front of a microphone.

If you can't make it, check out the live Twitch stream and join in the fun!

Andrew Hackard

Warehouse 23 News: Book Passage Aboard The Future Of Yesteryear!

Attention, steampunk travelers! Over 30 forms of transportation are ready for boarding, thanks to GURPS Vehicles: Steampunk Conveyances. Whether you're looking for the humble hansom cab, an exotic submersible, or the impossible interplanetary solar steamer, this guide has something you can use. Your ticket to adventure is just a download away . . . exclusively at Warehouse 23!
Categories: Company News

August 11, 2017: Gen Con Is . . . NEXT WEEK!

Steve Jackson Games - Sat, 08/19/2017 - 01:15
Gen Con The biggest show of the year is closing in, and we're ready for it! Gen Con 50 is happening in Indianapolis, IN, August 17-20, and SJ Games will be gaming all day, every day, at booth 1413. And boy, we have a stacked schedule! 

At the booth, we'll demo our upcoming releases, like Port Royal, Muertoons, Dungeon Fantasy RPG, and Munchkin Shakespeare Deluxe. We'll even have a small number of Port Royal and Muertoons for sale (get there early)! We'll have some Ogre features as well, like the free "Bad Timing" handout, featuring a fully playable Ogre scenario on one sheet! Ogre fans will also get a sneak peek of Ogre Miniatures Set 1, as well as the Ogre Video Game with a short teaser trailer. Speaking of sneak peeks, we are making a few announcements at the convention for some highly anticipated releases, so keep an eye on our glass case to catch a glimpse!

For our Munchkin fans, you need to be at the Munchkin Tavern, our nightly convention after-party, with some exclusive swag and guest appearances. Tavern runs Thursday, Friday, and Saturday night, from 4 p.m. until 10 p.m., and features the amazing food and drinks of Tavern on South. Bring your Munchkin swag, or get some of the Munchkin Tavern merch, and get it signed by our guests from 7:30 p.m. to 8:30 p.m. Artist John Kovalic (Thursday), Munchkin Czar Andrew Hackard (Friday), and Steve Jackson (Saturday) will all be joining us throughout the event; find the full schedule on the Munchkin Tavern site. We even have a limited number of our special Tavern Take-Home ​Box, full of Munchkin loot and an item signed by Steve Jackson, so make sure you visit the Munchkin Tavern on opening night, if you can! You can get a first look at some of the Tavern swag on our Facebook live stream; check it out!

If scheduled events and tournaments are your bag, check out our Organized Play area in Hall C! We've still got tickets for a few events, like the Batman: The Animated Series Dice Game Survivor Tournaments, Ogre Tournaments, Munchkin Mayhem, and more! We featured a lot of those events on a previous Daily Illuminator

And for those of you that aren't lucky enough to attend the convention, we'll still be running contests all week on Twitter, Facebook, and Instagram! Follow us on each so you don't miss your chance to win some #GenCant prizes. We'll also be sharing our Gen Con announcements on social media the day the show opens, so keep a close watch for an early look at our hottest upcoming stuff! 

Don't forget - Steve is part of a panel discussing the history of Gen Con. If you're interested in that, or want to find out what Steve is up to at the convention, he shared his schedule earlier this week

Help us celebrate Gen Con's 50th at their biggest show ever! See you next week at booth 1413!

Hunter Shelburne

Warehouse 23 News: Bringing New Meaning To Movie Magic

Sometimes magic looks tailor-made for the big screen. Bring that eldritch excitement to your gaming table with Pyramid #3/105: Cinematic Magic. Become a cinematic sorcerer, take to the rooftops with martial-arts marvels, harness the power of dead gods, and more. Download it individually, or subscribe today for this and many more months of marvels . . . only from Warehouse 23!
Categories: Company News

August 10, 2017: Ogrezine Is Live On Kickstarter!

Steve Jackson Games - Sat, 08/19/2017 - 01:15
Ogrezine I'm developing a new addiction: checking Kickstarter-status updates. Our latest Kickstarter, Ogrezine, went live this morning. I checked in to write an Ogre News update, and it hit its funding goal while I was writing. I literally had to update the draft prior to posting. And now, as I'm writing a Daily Illuminator post, it is about to pass our second stretch goal. I'll probably need to update this draft before I'm done. (Editor's Note: We did pass it, and have unlocked all of our stretch goals!)   As excited as I am to see the success of this project, that doesn't hold a candle to how I feel about what I know is to come. Curating and editing this upcoming magazine will be a blast and it is all thanks to you, our dedicated Ogre fans.   I can't say I'm surprised, however. I've read so many amazing posts on the forums that I absolutely knew the talent was out there and our fans would be appreciative of a collection of this fine work. Through Ogrezine, we all can share the many stories and scenarios that slip past on the forums.   So, more work to do. But that's a good thing!  

-- Drew Metzger

Warehouse 23 News: A Munchkin Star Is Born!

Star Munchkin Guest Artist Edition , featuring the incredible illustrations of Len Peralta, lets you join Captain Quirk and other characters in this take on the original Munchkin. Enjoy all the monsters, swindling, and killing you've come to love, in an entirely new universe. Make it your own now, at Warehouse 23.
Categories: Company News

August 9, 2017: The Discworld Roleplaying Game: Moving Along

Steve Jackson Games - Sat, 08/19/2017 - 01:15
Discworld Roleplaying Game The Discworld Roleplaying Game has been out for half a year now, and the recent release of the PDF version offers an excuse to add a few notes about the book. To start with, anyone still wondering what's inside might like to read some of the (at least) four, gratifyingly positive, reviews published online: Between the compilation of the book – and especially its bibliography – and its actual appearance, the corpus of Discworld literature expanded a little. Sadly, we gained only one more adult novel, Raising Steam, before the tragic death of the creator of the Disc himself – but that novel added a whole new set of options for games by moving the Disc into its very own Steam Age. I'm personally obliged to point out here that steam power offers a whole load of possibilities to roleplaying games; I can also say from personal experience of running convention demo games that steam trains offer lots of options for the GM, by making it easy to move characters around significant parts of the Disc quickly and conveniently. Also, that novel inspired the publication of another bit of Discworld ephemera, Mrs Bradshaw's Handbook, which describes various locations along those railway tracks – some of them replete with possible scenario hooks.

Perhaps even more broadly useful to Discworld gamers, though, is the appearance of The Compleat Discworld Atlas, which expands on the already invaluable Discworld Mapp (the way a frog expands on a tadpole). GMs skimming through the book, and finding countless notes on previously undocumented areas of the Disc, might even miss the actual point of the exercise - the huge and gorgeous douple-sided map of the whole Disc, folded up and tucked in the sleeve at the back, complete with supplementary thumbnail maps covering things like climate and magic levels.

And last, some seriously game-specific stuff: I've done my best to add a few extra post-publication notes to the book - initially on the Steve Jackson Games discussion boards, but for convenience, I've also collated them as PDFs. Mostly, this is material that was squeezed out of the book itself: more Occupational Templatesmore example spells, and full stats for more characters from the books, along with a look "Under the Bonnet" at how these rules were derived from the full GURPS ruleset and hence how the two versions relate. But in tribute to the next big GURPS launch, I also brewed up "Discworld, Dungeonworld" – for using the Disc as "The World" in GURPS Dungeon Fantasy games. Oh, and readers who use GURPS Character Assistant might like to know that we now have a GCA version of the Discworld character sheet (which even calculates Magic Points for you when necessary); I've worked up a full Discworld data file for GCA.

-- Phil Masters

Warehouse 23 News: Procure Costumed Kid's Confections!

You're a ghost. You crave candy – copious amounts of candy. How can you make this happen? Just scare trick-or-treaters out of their sugary goodies. The ghost with the most candy wins. Ghosts Love Candy is a fast game, frighteningly fun for three to six phantasmal friends. Have a copy spirited to your home today from Warehouse 23.
Categories: Company News

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