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Genesys Roleplaying Dice Pack

8 hours 48 min ago
Published 27 June 2017 | Genesys Genesys Roleplaying Dice Pack

Announcing a Dice Pack for the Genesys System

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Fantasy Flight Games is proud to announce the Genesys Roleplaying Dice Pack for the Genesys roleplaying system!

Genesys is a roleplaying game that utilizes the critically-acclaimed Narrative Dice System with a ruleset that can be used in a wide variety of settings. Take to the skies in a Victorian airship, slay an ancient dragon, or explore unknown planets. All this and more is possible with the Genesys system, which uses the specialized dice found in this pack to propel adventures!

Adventure in Your Hands

The Genesys Roleplaying Dice Pack features three Ability dice, three Difficulty dice, two Setback dice, two Boost dice, two Proficiency dice, and two Challenge dice. These dice, combined with the Genesys Core Rulebook, give you everything you need to run a game with infinite possibilities.

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These specialized dice provide dynamic results to every skill check, allowing players to succeed in their task while experiencing a massive setback, or finding some advantage in a critical failure. Not only that, but the dice are easy to interpret, keeping the flow of the game steady and smooth as players and game masters apply the results of the myriad of skill checks.

Buying multiple copies of the Genesys Roleplaying Dice Pack will ensure you always have the proper amount of dice you need to roll even the most difficult of skill checks.

Always Be Prepared

With the Genesys Roleplaying Dice Pack, adventure is in your hands. Craft your own journey with all the tools you need close by!

Always be prepared with the Genesys Roleplaying Dice Pack (GNS02) available at your local retailer in the fourth quarter of 2017.

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© 2017 FFG

Categories: Company News

Genesys

8 hours 48 min ago
Published 27 June 2017 | Genesys Genesys

Announcing a New Roleplaying Game Featuring the Narrative Dice System

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Blast hordes of reanimated skeletons with holy fire, explore new worlds in a steam-powered zeppelin, match wits with alien warlords, or invent your own entirely unique world. Unlimited adventure awaits you in a new roleplaying system limited only by your imagination!

Fantasy Flight Games is proud to announce Genesys, a new roleplaying game system compatible with any setting, and featuring the critically acclaimed Narrative Dice System.

The Genesys experience begins with the Genesys Core Rulebook, which features an explanation of the narrative dice system and core mechanics of the game, an overview of five different settings in which to place campaigns, and advice for Game Masters to craft a myriad of adventures with unparalleled freedom.

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A Dynamic Dice System

Genesys utilizes the Narrative Dice System which allows for creative storytelling that goes beyond success and failure, and allows every dice roll to impact the story in dramatic ways.

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Every challenge your character faces will have them rolling some combination of Ability and Difficulty dice, known as a dice pool, to determine the results. Ability dice come from your character’s unique skills and characteristics, and provide Success and Advantage symbols. Difficulty dice come from the difficulty of the task your character is trying to achieve, and provide Failure and Threat symbols. Lockpicking an old, rusty door may only provide one Difficulty die, while hacking through a hi-tech firewall designed by a master codesmith may provide many more Difficulty dice. To succeed in whatever task your character is trying to accomplish, a player simply must roll more Success symbols than Failure symbols.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 754, innerWidth: 700 }; $('#79EF').colorbox(opts); }); While this may seem simple, the addition of the Advantage and Threat symbols make the results far from binary. Rolling more Advantage symbols yields some positive side effect, regardless of success or failure of the task. This can include things like finding unexpected cover in a firefight or remaining unnoticed while hacking a computer. Meanwhile, rolling Threat means some negative side effect has occurred. Maybe your character drops their weapon after a successful attack or takes longer than expected to track their quarry through the wilderness.

When your character is an expert in the field, or when a task is truly difficult, Ability dice and Difficulty dice can be upgraded to Proficiency and Challenge dice, respectively. Proficiency dice, like Ability dice, feature Success and Advantage symbols, but also include the Triumph symbol. The Triumph symbol not only represents a Success, but also provides a massive side benefit to your action. This might be inflicting a critical injury on a foe or triggering a powerful ability on a weapon. Inversely, the Challenge die features Failure and Threat symbols, but also includes the powerful Despair symbol. Rolling this icon not only counts as a Failure, but indicates a significant bane or side effect to your action. Your character may fall off the rope they are trying to climb, or run out of ammo in the middle of a gunfight. These effects can drastically impact the course of your game, and make every dice roll an exciting event.

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Your dice pool can further be modified by Boost and Setback dice. Boost dice feature Success and Advantage symbols, and are added to your roll when the circumstances around the task you are trying to achieve are beneficial. Maybe your character has hacked a computer like this before, or they have ample time to complete the task; your GM will likely add Boost dice to your pool. Setback dice, on the other hand, feature Failure and Threat symbols, and represent complications to the task at hand. Maybe your character is trying to act in the dark, or they don’t have the resources they need.

With the variance provided by these clever Advantage and Threat icons, the possibilities of results are limited only by you and your GM’s creativity.

Unlimited Adventure

From science fiction to fantasy to steampunk, the Genesys Core Rulebook features everything you need to both craft and partake in adventures of all kinds. Providing character templates, equipment, and foes for five wildly different settings, the Genesys Core Rulebook is a pathway to any roleplaying adventure you can imagine. The settings detailed in the book are as follows:

Fantasy

$(document).ready(function() { var opts = { iframe: true, innerHeight: 655, innerWidth: 700 }; $('#324A').colorbox(opts); }); Magic, monsters, heroic warriors, and evil overlords—fantasy has all the makings of a good adventure. There’s a reason it’s the basis for so many games and central to the roots of roleplaying.

Despite being instantly recognizable and familiar, fantasy is an incredibly varied genre, with numerous subdivisions. However you decide to style your fantasy game, Genesys’ customizability makes it perfect for tailoring to the game you want. 

Steampunk

Although the term "steampunk" originated in the 1980s, the foundations of the genre go back much further. As is often the case when it comes to defining and categorizing fiction and its genres, opinions differ. But a strong argument can be made that the origins of steampunk lie in what are more commonly considered the earliest science fiction stories. The fantastic science and contraptions shown in the works of Jules Verne, H. G. Wells, and Mary Shelley are based in the technology of the 1800s, but go far beyond what was possible at the time. This advance beyond this historical realism is the core of steampunk.

Weird War

$(document).ready(function() { var opts = { iframe: true, innerHeight: 266, innerWidth: 700 }; $('#7A5D').colorbox(opts); }); Weird war settings are alternate-universe historical settings where one or another of humanity’s global wars spun out of control and changed history as we know it. Rooted in historical fiction and war stories, weird war settings combine real-world history and alternate history, liberally sprinkling them with horror and sci-fi elements to create unique and exciting stories.

Weird war settings can take place in any historical era. You can fight werewolves with the Roman legions, chase ghost ships during the Napoleonic Wars, or protect villagers from packs of ghouls in the mountains of Afghanistan. 

Modern Day

Modern day settings are a catch-all that encompass several sub settings including, but not limited to, modern horror, spy thrillers, detective stories, and military adventures. These settings are home to countless action movies, video games, spy novels, and a host of police procedurals and hard-boiled detective stories. In modern settings, hard men and women battle against crooked bureaucrats, vicious killers, terror cells, and the mob as a departure from elves, zombies, and aliens.

Science Fiction

Science fiction is, as the name implies, a genre that merges scientific theory and accuracy with fictional stories. People often use the term to describe so-called “hard sci-fi” and “soft sci-fi” interchangeably. Hard sci-fi focuses more on grounding the story with scientific realism, while soft sci-fi worries less about scientific accuracy and generally has many more fantastical elements.

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One thing you should keep in mind about hard and soft science fiction is that these aren’t rigorous denotations. Each is one end of a broad spectrum, with most works of science fiction falling somewhere in between. Most of the science fiction you read or watch will have elements of realism alongside fantastical inventions, but will probably trend toward one end of the spectrum or the other. Fantasy Flight Games' own Android setting is the perfect example of grounded sci-fi. If you choose to explore the Android Universe in Genesys, you'll enter a not-so-distant future where mega-corporations run sprawling cities, and runners explore the digital frontier of a network linking every electronic device on the earth.

The science fiction setting found in the Genesys Core Rulebook is further broken down into more grounded science fiction and space operas, offering a wide swathe of tropes, equipment, and adversaries. 

The Genesys system isn't limited to the settings found in the core rulebook, either. Keep your eyes out for future supplemental material that will provide in-depth guides to additional settings!

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Choose Your Path

Race into a blazing inferno as a firefighter, fight demons on a space station, or stop a mystical ritual—with Genesys, any story can be told. One book, unlimited adventures.

Tell your own stories and pick up the Genesys Core Rulebook (GNS01) when it releases in the fourth quarter of 2017.

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© 2017 FFG

Categories: Company News

The Locust Horde

Tue, 06/27/2017 - 01:25
Published 26 June 2017 | Runewars Miniatures The Locust Horde

Announcing the Uthuk Y'llan Army Expansion for Runewars Miniatures Game

'Tis a broken land of rock and bone, of poisoned dust and choking smoke. Nothing grows in the Ru Darklands save evil, and nothing dwells there but death.

Long ago, the Uthuk Y’llan ravaged the land like locusts, consuming everything in their path, leaving only destruction in their wake. After the horde’s defeat at the end of the First Darkness, the Uthuk disappeared and their memory faded into legend. But the Ru Darklands begin to stir again as the demonic warbands emerge from the Black Citadel to spread chaos and destruction once more.

Fantasy Flight Games is excited to announce the Uthuk Y’llan Army Expansion for Runewars Miniatures Game! Build your swarming ranks with the twisted creatures of the Uthuk Y’llan as you hunger to bring Terrinoth to its knees.

Uthuk Berserkers

No tribesman of the Uthuk Y’llan is weak after surviving the crucible of life in the Darklands, but only the truly mighty can survive long in the front ranks of a Berserker warband. These fearless assailants make up the infantry of the Locust hordes. Infamous for the unearthly scream they unleash as they run frenzied into battle strikes panic into the hearts of their enemies. Any soldier who hears their cry knows that their opponent is the embodiment of evil and, while they appear close to human, they have no sense of compassion and offer no mercy.

In battle, the Berserkers are whipped into a frenzy by witches of the Blood Coven. This powerful and encompassing insanity ensures a Steadfast nature, making them very resistant to any fear effects. The Blood Coven’s mind control also causes the Berserkers to lose all regard for their own lives, as their only cause becomes to destroy their enemies. As such, when the Berserkers engage in combat, they may choose to suffer one wound to gain Lethal 1 for the duration of the attack. But this frenzy cannot last forever; Berserkers can only use this ability twice during a combat.

Flesh Rippers

The Uthuk Y'llan’s cavalry is filled with fearsome Flesh Rippers. These demons, summoned from the depths of the Ynfernael itself, hunt the enemies of the Locust horde whether they be hounds, scouts, or saboteurs. Powerful Uthuk chieftans and sorcerers choose these steeds as their battle mounts for their swift movement and unholy ability to smell the blood beating in the hearts of their foes. However, the demons are nearly impossible for even their Uthuk handlers to restrain. Before the player who controls the Flesh Rippers reveals their command tool, they must perform a speed-1 maneuver.

This relentless, erratic speed is what lends the demons power while engaging foes. When the Flesh Rippers are locked in combat, surges are the creature’s greatest asset. After rolling one red die and two blue dice, they have the ability to inflict damage on their enemy equal to each surge icon revealed. The demons tear flesh from bone before defenders can counter or even attempt to protect themselves.

Even the Uthuk Y’llan fear these creatures and keep them constantly caged and guarded when they are not used in battle. Flesh Rippers spawn quickly from the Ynfernael and a player may have up to nine trays of these fell beasts on the battlefield at a given time.

Ravos the Everhungry

One of the most revered of the Uthuk Y’llan’s ranks is their mighty and imposing hero, Ravos the Everhungry. The brutal Ravos embodies the ideal of the Locust Horde with his undying bloodlust as he consumes everything in his path. The perfect soldier, Ravos the Everhungry has three keywords: Brutal 1, Precise 1, and Steadfast [Fear 2].

That's hardly the end of his savagery though. There is no escape from the dread commander’s wicked curved blade that extends his attack range. During a combat, Ravos the Everhungry can spend a surge icon to inflict a wound on every enemy within range of one. What's more, despite his elevated rank, Ravos the Everhungry is as reckless as any Berserker. Before the End Phase, the player who controls Ravos must choose a unit at range one to suffer one wound. This attack does not discriminate between sides, and can affect enemy units or another member of the Uthuk Y’llan army.

Ravos the Everhungry is one of the most terrifying beings that has ever engaged in battle upon the fields of Terrinoth. Merely being in the presence of the demonic Locust Horde commander is enough to shake the bravery of even the bravest soldier. To represent this, Ravos the Everhungry’s Ynfernael Presence ability inflicts one panic token on every single enemy after setup. A player commanding the Uthuk Y’llan can harm his enemy even before the battle begins!

The bloodthirsty Ravos the Everhungry’s command dial bears two melee icons that allow him to attack either early or late within the round. A player can use him to front an attack and weaken their enemy, or wait until the demonic swarm has tired the Realm’s defenders and bring in Ravos for a final devastating blow. Ravos can either engage in direct combat or also use fear as his weapon of choice to inflict not one, but two panic icons on an enemy. Then, the commander may choose to leave his enemies to the Spined Threshers who thrive on the fear of their enemies.

Spined Threshers

The Uthuk’s demonic army would not be complete without the monstrous beasts known as the Spined Threshers. In ancient legends, these creatures were summoned to the mortal realm by the river of blood left in the Locust Horde’s wake. The twisted crab-like demons rend flesh, armor, and even fortified stone with their monstrous claws, and strike fear into all who behold their twisted shape. Once a Spine Thresher has been activated, each enemy who does not bear a panic token within Range 1 to the number of unstable runes on the battlefield receives a panic token.

In battle, a Spined Thresher is fear and chaos incarnate. Their enemies’ panic enhances their combat ability which states that if the defender has a panic token, the player controlling the Threshers may reroll one die. This increases the odds of a Spined Thresher tearing down bulwarks set against it and making meals of the all-too-brave or stubborn to flee. With five wounds and two stolid defense, the Spine Threshers are too resilient for anything less than a full military deployment to have a hope of stopping its rampage.

Of course, Spined Threshers are difficult for the witches of the Blood Coven to summon. Each beast has a cost of eighteen, making it among the highest cost units in the game. Yet savvy commanders will quickly find that these monsters are well worth their cost for how much chaos they can sow on the field of battle. With even one Spined Thresher and an army of well-composed chaos, the Locust Horde can become unstoppable.

Overrun the Realm

Offer yourself to darkness and unleash the chaos of the Ynfernael upon Terrinoth with the mighty Uthuk Y’llan!

Look for the Uthuk Y’llan Army Expansion (RWM22) in Q4 of 2017!

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TM & © 2016 Fantasy Flight Games.

Categories: Company News

United Against the Swarm

Sat, 06/24/2017 - 01:23
Published 23 June 2017 | Runebound United Against the Swarm

Previewing the Locust Swarm Scenario from the Unbreakable Bonds Expansion

Long ago the world met darkness
Beneath red banners, horror gripped the land
Wandering, thirsty, and bloodied by rage
They swarmed the land like locusts

Rumors have reached the adventurers of Terrinoth that an ancient evil has returned to terrorize the Realm. The Uthuk Y’llan, commonly called the locust swarm, have awoken from their slumber. Their violent warbands have gathered and are riding out of the wastes to attack shrines, towns, strongholds, and cities of the Baronies. If the realm’s heroes wish to push back the locust swarm, they must set aside their differences and work together… even if just this once.

Today we'll look at a preview of the Locust Swarm scenario from the Unbreakable Bonds  expansion for Runebound Third Edition!

Locust Swarm

The Uthuk Y’llan are a race twisted by their unholy alliance with the demonic realm. They have not been seen in Terrinoth since the First Darkness, when a horde led by Llovar Rutonu rampaged across the kingdoms of Elves, Dwarves, and Men. They came from the Ru Darklands, where their foul touch turned what was once green brown and sere. They did the same to the lands they conquered, turning them into blackened wastes, slaughtering or taking prisoner any who dared cross their path. It was only the heroism of Timmerran Lokander that saved the world, when he slew Llovar at the Battle of the Locusts. The threat of the Uthuk soon faded into memory, and memory into legend.

But the Ru Darklands stir once more, and the Uthuk warbands venture forth from the Black Citadel to bring nightmares to life. Woe betide anyone who falls beneath the grisly cut of the Uthuk’s curved blades, but a worse fate awaits those who are taken alive.

Demonic Destruction

Now, the Uthuk warbands rampage across Terrinoth and leave destruction in their wake. At the beginning of the Locust Swarm scenario, players place one random warband faceup on the first space of the story track, and then spawn that warband in Outlaw’s Glade. To anticipate the growing horde, players must also place one additional random warband facedown on the story track for each player; these will reveal themselves as the Story Quest progresses.

Each of the five Uthuk warbands gains units throughout the story, either through events or when gems are refreshed. These units make the locust hordes more powerful, with their growing power determining their next target. At their weakest, with one unit, the warband can target shrines only. But as their forces grow, they progressively become equipped to target towns, strongholds, and eventually cities. Whenever a warband enters a civilized hex, they ravage the area beyond repair, and players must place a scorched earth token in that hex. Civilized hexes that bear the scorched earth token are considered empty and have the wild terrain type.

The Uthuk Y’llan are an opportunistic race, taking advantage of those they know they can dominate. As such, they will never engage in a fight they cannot win and cannot enter a civilized hex they cannot target. Instead, they must maneuver around these areas, keeping to the shadows until they find a weaker target they can strike. If a warband does not have a target, they gain a unit on each of their turns until a target is acquired. The moment that the Uthuk Y’llan learn of a target ripe to pillage, they move in its direction no matter how far it takes them.

Unlikely Partnership

The only ones standing in the way of the Uthuk Y'llan's unopposed victory are the heroes of Terrinoth. Unbreakable Bonds changes a core element of the original Runebound game by introducing both solo and cooperative combat experiences. Now faced with their most difficult task to date, heroes will have to put aside their differences and fight alongside those who once acted as their rivals.

To defeat the Locust Swarm, up to four heroes may form a Party. A party allows players to achieve more by sharing the cost of learning skills, and trading across the realm using envelopes to share gold, quests, rumors, or skills. However, old rivalries die hard, and working together may not always go smoothly. If tensions rise among the group, a hero may leave the Party at any time, regardless of whose turn it is. This can increase a single player's opportunity to gain wealth and glory, but also costs them any skills they learned as part of the team. Should a hero decide their abandonment was folly, they must reach a hex occupied by the rest of the party and likely make a humble apology to rejoin the group. 

Infiltrate the Horde

To combat the Locust Swarm, heroes may find that brain is more effective than brawn. With the right clothing, makeup, and stench, even a human can pass for an Uthuk. With the Infiltrate quest, a hero may test their mind against the cunning of the Uthuk and hopefully gain entrance into their ranks. In order to invade the warband and gain their trust, a hero will have to take damage by donating blood to sell the illusion. However, once they have successfully penetrated the Uthuk’s ranks, a hero has the opportunity to falsify orders. This can weaken the warband by moving their units to another locust horde. Ultimately, the hero may steal from the warband’s pillage hoard, using the demonic foe’s ill-gotten gains to benefit themselves and act toward the warband’s ultimate destruction.

To win, heroes must defeat all the Uthuk warbands, a task only possible by banding together to push back the mighty locust hordes. The demonic foes are daunting, but the power of heroes fighting side-by-side may be enough to drive the monstrosities out of Terrinoth.

Push Back the Swarm

Can the heroes of today live up to the greatness of the past, or will Terrinoth itself fall into legend, granting Llovar his final revenge?

Battle the Locust Swarm in Unbreakable Bonds (RB06) at your local retailer in Q4 of 2017!

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The copyrightable portions of Runebound Third Edition are © 2015 Fantasy Flight Publishing, Inc. Runebound is a ® of Fantasy Flight Publishing, Inc.

Categories: Company News

Deadly Twists

Fri, 06/23/2017 - 22:23
Published 23 June 2017 | Game of Thrones: The Iron Throne Deadly Twists

Discover What the Allies of The Wars to Come Add to The Iron Throne Board Game

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"Always keep your foes confused. If they are never certain who you are or what you want, they cannot know what you are like to do next."
     –Petyr Baelish

With all of its battles, alliances, betrayals, and mind games, The Iron Throne board game makes it easy for you and your friends to imagine yourselves within the world of HBO's hit television series, Game of Thrones. You command one of the Great Houses. Your friends control others. All of you seek power. But there's only one Iron Throne.

Inevitably… invariably… your tensions lead to conflicts. Alliances are brokered—then shattered upon the altar of convenience. And yet your struggles remain consistently unpredictable. Yes, you can expect your friend to betray you, but when? What will be the tipping point? So long as you share a common coal, your friends in House Tyrell are bound to support you, right? So long as you treat the Starks fairly, shouldn't you expect them to repay you in kind?

The Iron Throne encourages all manner of deadly twists. Someone is always hatching a new intrigue. Someone else is always waiting to make the clever play of a House card and emerge victorious from his or her next conflict. And all of these desperate and secretive strategies are soon to get a massive boost from The Wars to Come expansion.

Not only does The Wars to Come introduce the two Great Houses we reviewed in our earlier previews—House Greyjoy and House Martell—it also offers you the chance to populate your games with twenty-five of the most iconic and notorious allies in Essos and the Seven Kingdoms.

Petyr Baelish $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#B640').colorbox(opts); }); , Varys $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#448D').colorbox(opts); }); , Jon Snow $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#4138').colorbox(opts); }); , Ygritte $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#EC2B').colorbox(opts); }); , Mance Rayder $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#18438').colorbox(opts); }); , Daario Naharis $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#1874').colorbox(opts); }); , Missandei $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#131F3').colorbox(opts); }); , and Brienne of Tarth $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#16247').colorbox(opts); }); —they're all here, plus many more. And when you play with the expansion's optional ally rules, these characters infuse your struggles with even more unpredictability, chaos, and opportunity.

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Sworn to Your Cause

"The Second Sons are yours, and so is Daario Naharis. My sword is yours. My life is yours. My heart is yours."
     –Daario Naharis

When you play the game of thrones, the allies you make can spell the difference between life and death. And when you play with the ally deck from The Wars to Come, its characters' unique abilities can be a tremendous boon to your efforts—or the bane of your opponents. Either way, if you choose to play with the ally deck, you won't be the only one using it to forge a variety of secretive and powerful friendships.

Each player in the game receives one ally at random during setup and can then choose to draw an ally card from the top of the deck instead of receiving rewards. You can claim an ally no matter if you're the active player or a supporting player, the challenger or the defender. If you do, you place your new ally with any other allies, keeping them all facedown in your play area—ready to spring to life and wreak havoc at the appropriate moment.

Each ally indicates when it can be played, both in terms of timing and conditions to be met, and there are no limits to the number of ally cards you can play in a turn, provided you meet their criteria. So, as an example, if you were lured into a challenge as the defender, you could use Ygritte to discard three of your opponent's House cards. Then before you reveal the House cards, you can use Gregor Clegane $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#F9E').colorbox(opts); }); to triple the power value of your participating character.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#778A').colorbox(opts); });

After the House Greyjoy player sends Yara Greyjoy against the Martells, Oberyn gains the support of both Olenna Tyrell and Robb Stark. This puts the defenders at twelve strength to Yara's three, but the Greyjoys surprise their opponents by using Ygritte to discard all three of the Martell's House cards, then playing Gregor Clegane to triple Yara's strength. Finally, the Greyjoy player plays a four-strength House card to tip her total strength to thirteen and win the challenge!

And that might be the least astonishing of all the different ways the expansion's new allies might alter the course of your games!

Each of the twenty-five different allies introduces a unique—and uniquely powerful—way to disrupt the game's standard flow. After all, there's very little in Westeros that's beyond the reach of your plots and schemes.

  • Despite all that your opponent might do with his or her allies to spur the downfall of your House, Maester Aemon $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#F47F').colorbox(opts); }); allows you to broker a truce out of thin air.
  • Ramsey Bolton $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#12CE0').colorbox(opts); }); coopts the talents of any hostages you've taken, allowing you to use their game text as though they were taking part in one of your challenges.
  • Podrick Payne $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#17CD5').colorbox(opts); }); can deflect an entire challenge, forcing one of your power hungry opponents to crash headlong into another power hungry opponent, rather than letting either of them sink their swords into you.
  • Missandei shares information with the whole table, forcing an opponent of your choice to reveal his or her hand before the House cards are played facedown in a challenge.
  • And Petyr Baelish, who manipulates his opponents best when he's not directly involved in a challenge, seems to have instructed Sansa Stark $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#E629').colorbox(opts); }); in the game of thrones quite well. She doesn't just get even; she uses her name, title, and talents to get ahead of anyone who moves against her and her House.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 644, innerWidth: 700 }; $('#2E70').colorbox(opts); });

But, perhaps, the most important thing that these allies do is bring even more life to The Iron Throne and the ways it portrays your struggles in Westeros. They take you from the North, where the Wildlings gather under Mance Rayder, to the remote grasslands of Essos, where Pyat Pree $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#175C3').colorbox(opts); }); works his magic, and to the war-torn kingdoms where Thoros of Myr $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#B22E').colorbox(opts); }); travels with the Brotherhood Without Banners, breathing life back into Beric Dondarrion each time he falls.

When you take control of one of these allies, you gain access to more of the show's setting, cast, and deadly twists. You gain access to more of Westeros.

There Is No Middle Ground

"The Red God takes what is his, lovely girl. And only death may pay for life."
     –Jaqen H'gar

The Wars to Come are fast approaching. The Ironborn of House Greyjoy and the vengeful Dornish of House Martell are setting forth to join the struggles in King's Landing. They're placing their bids for the Iron Throne. And all throughout the Seven Kingdoms—and Essos—you'll find men and women ready to support one of the Houses or another, serving either faithfully or according to their own selfish interests.

But behind it all, one simple truth lingers in all their minds—their game is a dangerous one. When you play the game of thrones, you win or you die. There is no middle ground.

Enjoy bigger games. Recruit more of your favorite characters. Navigate a wild and tumultuous path to the Iron Throne. The Wars to Come is scheduled to arrive at retailers on Thursday, July 6th, and your games of The Iron Throne board game will soon be bigger, better, and more fantastic than ever!

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Official HBO Licensed Product © 2017 Home Box Office, Inc. All Rights Reserved. HBO and related trademarks are the property of Home Box Office, Inc.

Categories: Company News

The Storm Rises

Fri, 06/23/2017 - 04:22
Published 22 June 2017 | The Lord of the Rings LCG The Storm Rises

Three New The Lord of the Rings Nightmare Decks Are Now Available

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"In the days of the Kings most of the High Elves that still lingered in Middle-earth dwelt with Círdan or in the seawards lands of Lindon. If any now remain they are few."
     –J.R.R. Tolkien, Appendix A

One of the greatest things about The Lord of the Rings: The Card Game is the way it reinvents itself with each new cycle and each new scenario. The structural flexibility of the game's quest and encounter decks permit a seemingly endless array of heroic quests, perilous dungeon crawls, epic battles, and sinister mysteries. From the shadows of Mirkwood, the game has delved into the heart of Khazad-dûm, traveled through the forests of Ithilien, and ventured into the tainted realms of Angmar.

Each new adventure has heralded new challenges and afforded new experiences. And each new Nightmare Deck has taken one of those experiences and rarified it into something just a little darker, a little deadlier, and a little bit more focused—filled with terrifying surprises certain to trip the unwary travelers who fall back to their tried-and-true strategies.

Now three more of these Nightmare Decks are available via FFG's in-house factory. Combined in a single package of 62 cards, The Grey Havens Nightmare Decks hit like a sudden squall, dramatically changing the course of the nautical adventures The Grey Havens expansion first allowed you to enjoy aboard the Dream-chaser and west of the shores of Middle-earth.

For a more detailed look at how these Nightmare Decks modify the expansion's three scenarios, we turn to developer Matt Newman.

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Voyage Across Belegaer

The first scenario in The Grey Havens, Voyage Across Belegaer was originally designed as a tutorial to introduce the new rules for sailing, ships, and boarding that the expansion introduced. These new mechanics changed up the ways that players quest and the ways they perceive enemies in the staging area, so it seemed natural to offer players a chance to experience these new mechanics for the first time in a scenario that was basically "what you see is what you get."

That said, the scenario had one more aspect of interest in its quest deck, which contained many different Stage 2 quests, and players needed to sail through them one by one, although they could skip one each time they completed a stage while staying on-course.

For the Voyage Across Belegaer Nightmare Deck, I had two primary goals, and they ensured the scenario would no longer—by any means—be considered an introductory tutorial.

  • My first goal was to ensure confrontation between the players and the Corsairs, since the original version made it possible—desirable, even—to try to stay under the radar and avoid enemies.
  • The second was to make Sailing tests more difficult. The gloves are off in Nightmare Mode, after all!

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To that end, two new Stage 2 quests are included in this version of the scenario, Corsair Confrontation $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#12662').colorbox(opts); }); (Voyage Across Belegaer Nightmare Deck, 2) and Lost at Sea $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#50E5').colorbox(opts); }); (Voyage Across Belegaer Nightmare Deck, 3), and each requires the players to deal with Corsairs or Sailing tests.

There are also new enemies, new ship enemies, and new locations that replace some of the easier cards from the original version. These cards test the players’ ability to manage their ships, their heading, their progress, and their threat simultaneously. Finally, there is a new treachery with a deadly effect that triggers not when it is revealed from the encounter deck, but when it is discarded during a Sailing test, dealing damage to every character committed to the test.

In the end, this scenario has been transformed from an introductory tutorial into a grueling and deadly voyage across the ocean that you will be hard-pressed to survive!

The Fate of Númenor

When we designed the Nightmare version of The Fate of Númenor, we knew we wanted to work with its double-sided locations, and we ultimately decided the best way was to create a whole new set of them, creating some new ones and reprinting some of the originals. The result is that you'll recognize some familiar locations, but you'll also stumble into such terrifying new locations as Desecrated Grounds $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#F92').colorbox(opts); }); (The Fate of Númenor, 7).

Another change in this scenario comes from the Nightmare Setup card $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#9FB9').colorbox(opts); }); (The Fate of Númenor, 1), which guarantees that players at Stage 2 cannot stumble into the Shrine to Morgoth too early. In Nightmare Mode, you must explore more of the uncharted locations in the staging area before you can find the Shrine.

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Finally, many of the new enemy and treachery cards in the Nightmare version of this quest enhance its manipulation of the bottom of your deck, and these cards tend to become more powerful the lower the cost of the cards in your deck.

While this theme was explored in the original scenario, it really reaches critical mass in Nightmare mode, with cards like Corrupted Flora $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B62D').colorbox(opts); }); (The Fate of Númenor, 11), which removes characters from the quest and deals damage. My personal favorite is Guardian of the Golden King $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#FD61').colorbox(opts); }); (The Fate of Númenor, 9), a powerful opponent who can remove attacking characters from combat.

When you play this deadly new version of The Fate of Númenor, you’ll definitely want to stick close to Calphon’s $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B939').colorbox(opts); }); (The Grey Havens, 28) side.

Raid on the Grey Havens

The climactic scenario from The Grey Havens, Raid on the Grey Havens had players on the defensive, protecting the ships in the Grey Havens from attack by deadly Corsairs.

One of the things I loved about this quest was the Aflame version of the Dream-chaser that felt really tragic and personal to me. I wanted each of the players to feel this personal connection to the quest, so the first thing I did in the Nightmare version of this quest was add a new Aflame version of the rest of the Dream-chaser’s fleet—the Nárelenya $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#10F1').colorbox(opts); }); (Raid on the Grey Havens, 6), the Dawn Star $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#789').colorbox(opts); }); (Raid on the Grey Havens, 7), and the Silver Wing $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11A8').colorbox(opts); }); (Raid on the Grey Havens, 8).

Each of these has a Forced effect that mirrors the ship’s original ability, dealing damage to the ship if triggered. These new locations also advance one of this Nightmare Deck's greatest goals—to burn more ships to the ground! The more Ship locations you have in play—and the more you have damage dealt to them—the more likely you are to lose from The Havens Burn $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1632').colorbox(opts); }); (The Grey Havens, 38), which amplifies the quest's tension and excitement.

The other major goal we pursued with this version of the quest is to make the battle with Captain Sahír $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#16A78').colorbox(opts); }); (The Grey Havens, 76) and Na’asiyah $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#FCA8').colorbox(opts); }); (The Grey Havens, 78) deadlier and more thrilling. The new version of Stage 2, Sahír’s Advance $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#AD41').colorbox(opts); }); (Raid on the Grey Havens, 2), works toward this goal.

First, it does away with the ability to remove damage from locations by questing successfully, which means Aflame locations and The Havens Burn remain a huge threat during Stage 2. Second, Na’asiyah actually supports her captain during this stage, adding her resources to his throughout the battle. Finally, both Na’asiyah and Sahír must be defeated in order for the players to win. No longer can players effectively ignore Na’asiyah and go straight for Sahír; they must contend with both of them fighting in unison!

These new threats, along with those posed by its new Raider enemies, Aflame locations, and treachery cards, should make the scenario a harrowing experience even for experienced The Lord of the Rings: The Card Game players!

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Face the Raging Seas

Continuing in the greatest traditions of The Lord of the Rings: The Card Game, The Grey Havens Nightmare Decks build upon the game's versatile framework—and the thrilling adventures from The Grey Havens expansion—to offer you bold, colorful, and thematic new experiences in the world of J.R.R. Tolkien's Middle-earth.

Are you ready to face these deadly new challenges? Pick up your copy of The Grey Havens Nightmare Decks today!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

Categories: Company News

Taking Risks

Thu, 06/22/2017 - 22:22
Published 22 June 2017 | Android: Netrunner LCG Taking Risks

Blood and Water Is Now Available for Android: Netrunner

“Taking risks is what makes it fun!”
–Kabonesa Wu

Life on Mars is defined by hardships. Mining accidents, radiation poison, and ancient grudges keep the life expectancy down. There’s simply not enough water to go around, and too much blood has been spilled over the planet’s red deserts. 

An outsider—someone accustomed to the on-demand comforts of life in New Angeles—might expect to find the citizens of Mars downtrodden and depressed. But unless you’re actually two klicks deep in one of Whampoa’s infamous mines, you’ll probably see more than a few smiles on the faces of the Martians around you that could rival the famous grin of Haarpsichord’s latest star.

Blood and Water, the fourth Data Pack in the Red Sand cycle for Android: Netrunner is on sale now and introduces sixty new cards (three copies each of twenty unique cards) that explore not only the everyday hardships of life on Mars, but also the exciting new thrills that can't be found anywhere else in the galaxy!

Come for the Tech

The challenges of Mars can prove irresistible to runners with an innovative streak. And the hardware developed by these runners reflects the joy they take in overcoming obstacles. Both Los' preferred console, Maui $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B0F8').colorbox(opts); }); (Blood and Water, 63), and the mysterious Daredevil $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#234E').colorbox(opts); }); (Blood and Water, 66) console, reward players for running against servers protected by multiple pieces of ice. 

Criminals have always presented a significant threat to the Corp's HQ. While cards like HQ Interface $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F9F8').colorbox(opts); }); (Humanity’s Shadow, 85) and Legwork $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16182').colorbox(opts); }); (Honor and Profit, 35) offer them multiple chances at finding an agenda, other cards, including Political Operative $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2E9B').colorbox(opts); }); (Democracy and Dogma, 43) and Emergency Shutdown $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14F01').colorbox(opts); }); (Cyber Exodus, 43), let them wreak havoc on the Corp's board state after they've made a successful attack. It's no surprise, then, that most Corp players defend HQ as heavily as they can when they see a Criminal ID hit the table. 

Maui tilts this strategy against the Corp by giving the Runner a recurring credit for each piece of ice protecting HQ. These credits can only be used while running against HQ—and if you're playing blue, you were going to do that anyway, right?—but advantageously, they can be used for anything, even if the ice protecting HQ isn't rezzed. So, if your opponent can't afford to rez those three pieces of ice you just Exploited $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1063F').colorbox(opts); }); (Daedalus Complex, 4), you have three credits for your first Psi-game to steal The Future Perfect $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C9BF').colorbox(opts); }); (Honor and Profit, 7) or to pay for trashing any assets you find there.

Meanwhile, Daredevil rewards Shapers with two cards for running against any server protected by at least two pieces of ice. Although it only offers them this reward once per turn, the tempo advantage is significant for players who want to dig up some Dirty Laundry $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14996').colorbox(opts); }); (Creation and Control, 52) and find their next Sure Gamble $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9897').colorbox(opts); }); (Core Set, 50) simultaneously. It may be even more significant for Shapers like Smoke $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#58BC').colorbox(opts); }); (Intervention, 66) who can use recurring stealth credits for their first run each turn. 

Stay for the Challenge

Runners aren't the only ones having fun on Mars. Without the suits from Central breathing down their necks, corporate sysops are free to get creative too. And any sysop with the skill and free reign to do so would want to create a piece of ice like Loki $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14AD6').colorbox(opts); }); (Blood and Water, 69). 

Like Mother Goddess $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#99E7').colorbox(opts); }); (Upstalk, 10), Loki gains the subtypes of another piece of rezzed ice. Unlike Mother Goddess though, it only gains the subtypes of a single piece of ice, and it gains the subroutines of that ice! 

Of course, this means that some trickster playing HB could protect R&D with Mother Goddess and HQ with Loki—and no fracter, decoder, or killer would be sufficient for accessing those key servers. 

So, pick up your copy of Blood and Water (ADN46) today and start getting creative! 

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.

Categories: Company News

Streets of Arkham

Thu, 06/22/2017 - 01:21
Published 21 June 2017 | Mansions of Madness Streets of Arkham

Announcing a New Expansion for Mansions of Madness: Second Edition

"There be those who say that things and places have souls, and there be those who say they have not; I dare not say, myself, but I will tell of The Street."
  
H.P. Lovecraft, “The Street”

Evil extends its reach and spills into the Streets of Arkham, the newest expansion for Mansions of Madness Second Edition! The city’s façade of normalcy fails as strange happenings begin to infect key places around town. You're likely to find odd circumstances at many areas, including the Miskatonic University, the hidden gang-run speakeasies, and the curious storefronts that populate the once quiet neighborhoods. As an invested citizen with a penchant for noticing when "odd" becomes "too odd," you gather a team of likeminded investigators to examine these supernatural threats. It'll take all of your wits, grit, and the occasional bit of luck to do what needs doing, but somebody has to.

Fantasy Flight Games is excited to announce Streets of Arkham, a new expansion for Mansions of Madness: Second Edition. Three new digital scenarios build upon the Arkham Files universe with yet unseen tiles, mythos events, investigators, and cards to expand upon your investigations.

Assemble Your Team

Ancient supernatural forces have abandoned the confines of the dark mansions and gloomy crypts, and the once peaceful streets now serve as a battleground. A new team of investigators joins the fray as the battle to quell the Ancient Ones spills out into the open. Streets of Arkham unites four new investigators with a wide range of backgrounds, including a rookie cop, a bootlegger, an entertainer, and even a reformed cultist.

Each new investigator comes with their own unique ability to align with the backstory detailed on the back of their character cards. Finn Edwards’s past as a bootlegger has prepared him to be quick as he moves about the shadows, allowing him to move an extra space before or after performing a search action. The reformed cultist, Diana Stanley, has seen more terrors than any other investigator of the Arkham universe. As such, when she would suffer two or more horror, she suffers one fewer horror instead. Officer Tommy Muldoon of Boston always has his trusty rifle, Becky, at his side, which he can use on any test. And last but certainly not least, the enchanting singer Marie Lambeau can use the skills learned from her grand-mere in the bayou to cast a spell without spending an action.

Taking the action outside the confines of the mansion forces investigators to adapt and learn on the fly. After all, the only way to forge a weapon of great power is by hammering it into shape. With Streets of Arkham, players can now strengthen their investigators with new Improvement tokens. When as investigator is instructed to improve one of their six skills, he or she claims an Improvement Token associated with that skill, placing it on his or her play area. This increases the printed value of their corresponding skill by one. A skill cannot be improved more than once, but these boons will benefit the entire investigation in ways previously impossible.

Fortify Your Being

Beyond Improvement tokens, Streets of Arkham also introduces a new item to aide investigators in their mission in the form of Elixirs, fortifying potions that can improve a player’s skill… for a price. Elixirs are chemical concoctions the investigators encounter during their investigation. In addition to encountering the potions throughout their searches, some effects in Streets of Arkham cause investigators to gain Elixirs.

When an investigator first gains an Elixir, they draw it faceup and treat it as an item. As such, they can be dropped, picked up, or traded. However, these tricky elixirs are double sided. If an investigator flips an elixir facedown, they must immediately resolve the effect described on the card, and it is no longer considered an item.

Explore Arkham

Streets of Arkham comprises of three new adventures with various levels of difficulty that draw investigators across the city. The first of these, Astral Alchemy, leads investigators to Miskatonic University where strange beasts from beyond the stars are stalking the shadowy halls. With help from the academic elite, players may just be able to push the astral abominations back from whence they came.

In Gangs of Arkham, investigators must solve an inhuman murder to prevent an all-out war between the Sheldon and O’Bannon gangs. Each gang accuses the other as the culprit, but the real killer may be something more sinister, something unnatural. The stakes are high; if investigators fail, innocent lives can be lost in the crossfire and the true murderer will be free to continue tormenting the citizens of Arkham.

Finally, Ill-Fated Exhibit takes place at the Miskatonic Museum where the opening of a new exhibit featuring several ancient artifacts is marred by a series of impossible accidents. After several deaths, the assistant curator has called in the investigators to determine which artifact is cursed and destroy it before anyone else gets hurt.

Within these perplexing scenarios, Streets of Arkham includes a new digital game to further puzzle the investigators. The tower puzzle consists of three columns with randomized blocks of various sizes stacked atop one another. Players must move the topmost piece of one column to the top of any other. The puzzle is solved when each piece of the puzzle is on the correct position in a single column and the tower is properly displayed with the largest piece on the bottom and the stack descending in block size to the top.

Save the City

The citizens of Arkham need your aide. Otherworldly terrors stalk their streets and prey upon their sanity. The inexplicable is slowly becoming undeniable and reality itself is beginning to unwind where all can witness. The danger is only escalating, and there are few who can rise to meet the danger. Except you, of course. Always you. Answer the call, journey outside the mansion, and defeat the forces of darkness.

Look for Streets of Arkham (MAD25) at your local retailer in Q4 of 2017!

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The copyrightable portions of Mansions of Madness and its expansions are © 2011-2013 Fantasy Flight Publishing, Inc. Mansions of Madness, its expansion titles, Arkham Horror and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc.

Categories: Company News

The Rising Wave

Wed, 06/21/2017 - 22:21
Published 21 June 2017 | Legend of the Five Rings LCG The Rising Wave

Read a New Short Story Set in the World of Legend of the Five Rings

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In an empire that usually prizes conformity and respect for tradition, the Dragon Clan is an enigma. Inspired by their mysterious founder, the Kami Togashi, the Dragon place more emphasis than most of their fellow samurai on the individual search for enlightenment and expertise. $(document).ready(function() { var opts = { iframe: true, innerHeight: 415, innerWidth: 300 }; $('#18576').colorbox(opts); });

In the centuries since the Kami fell to earth, Togashi’s followers have acquired a reputation for strange behavior. Isolated by the mountains of their northern home and entrusted with watching over the Empire, the Dragon rarely participate as actively in the politics of the Empire as other clans do—and when they do intervene, it is often for reasons at which others can only guess. The secret of the Dragon is that they are guided by their founder’s foresight, but even they do not always know what Togashi saw in his visions. 

Fantasy Flight Games is proud to present "The Rising Wave" by Marie Brennan, a short story set in the world of Legend of the Five Rings!

"The Rising Wave" focuses on the Dragon Clan and can be downloaded here (2.6 MB).

Join us next week as we continue spotlighting the Way of the Dragon with an in-depth look at their gameplay mechanics in Legend of the Five Rings: The Card Game. Join us this Friday, June 23rd, at 11 a.m. central  on the Fantasy Flight Games Facebook Page for another episode of L5R Live. Be sure to ask questions on Twitter with the hashtag #L5RLIVE or in our community forum for a chance to have them answered live on air! Be sure to check the Fantasy Flight Games website every other week for new Legend of the Five Rings fiction!

Embrace the mystery 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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Categories: Company News

Squadron Battle Plans

Wed, 06/21/2017 - 04:20
Published 20 June 2017 | Star Wars: Armada Squadron Battle Plans

A New Star Wars™: Armada FAQ is Now Available

The latest version of the Star Wars™: Armada FAQ is now online! This update contains the usual streamlined rules, clarifications, new questions, and other minor changes that come with refining the rules. In addition, today’s update includes errata to a couple of cards that players should be sure to read about. Learn why these changes were made directly from the developers in the paragraphs below, and then download the new FAQ to see all the changes for yourself!

Click on the image above to see the new FAQ. This update goes into effect 6/26/2017.

Star Wars: Armada Developers

The Star Wars: Armada development team is excited to release FAQ Version 3.2.1, an update that contains five errata to existing cards, a rules errata for flotilla ships, and several updates to existing clarifications.

Card Errata

The card errata found in FAQ Version 3.2.1 are updates for balance. These changes are intended to help promote greater list parity and diversity for competitive-tier Star Wars: Armada fleets. To support this, the Bomber Command Center, $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#D81').colorbox(opts); });   Demolisher, $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#11216').colorbox(opts); });   General Rieekan, $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#1228C').colorbox(opts); });  and Turbolaser Reroute Circuits $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#1898').colorbox(opts); }); upgrade cards and the Major Rhymer squadron card $(document).ready(function() { var opts = { iframe: true, innerHeight: 697, innerWidth: 500 }; $('#62DB').colorbox(opts); }); all have updates to the wordings of their abilities. Overall, these changes reflect an effort to introduce additional risk and decision-making for abilities that previously enabled extremely powerful combos or repetitive use with no downside.

Bomber Command Center

Bomber Command Center $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#FDA5').colorbox(opts); }); has provided reliability to bomber squadrons, especially squadrons with a single die in their battery armament. This has had the positive effect on squadron-focused fleets that we sought. However, the efficiency of overlapping Bomber Command Centers combined with the inherent benefits of flotillas has reinforced the dominance of fleets that deal damage primarily through squadrons.

For that reason, this card’s effect gains an additional restriction that reads “A squadron cannot resolve more than 1 ‘Bomber Command Center’ card per attack.” The effect remains a powerful base-level benefit, but having multiple Bomber Command Centers now provides redundancy rather than certainty.

Demolisher

Demolisher $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#3724').colorbox(opts); }); is a powerful card and has been part of the game’s competitive scene from the beginning. While this card is unique, when combined with the Engine Techs $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#55EB').colorbox(opts); }); upgrade card it enables one of the game’s most powerful combos. This factors heavily into both factions’ list-building and initiative considerations, so much so that opponents must plan to sacrifice ships rather than outmaneuver Demolisher.

The update to this card is minor, but introduces some additional counter play and risk. The card now reads: “During your activation, you can perform 1 of your attacks after you execute your first maneuver.” This change means that Demolisher can no longer perform its attack after the maneuver granted by Engine Techs. Demolisher can still pounce from long range and attack, but it is much harder for it to avoid all attacks before doing so.

General Rieekan

General Rieekan $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#75E0').colorbox(opts); }); has become a popular choice of competitive players in Star Wars: Armada. His ability radically alters sacrifice play and—when paired with ace fighter squadrons—has created one of the game’s defining fleet archetypes. While this is very thematic, it has further combined with the activation benefits of flotillas to make General Rieekan lists extremely difficult to defeat in competitive play as well as crowding out other fleet-building choices for both factions.

The change in General Rieekan’s effect wording is minor but significantly increases the risk involved in using him: "Once per round, when a friendly ship or friendly unique squadron is destroyed, it remains in the play area and is treated as if it was not destroyed until the end of the Status Phase.” This change doesn't negate Rieekan's utility, but requires more careful management of casualties. It especially changes some of the tactics for confronting Rieekan fleets that use multiple small ships and aces, as destroying more than one unit during a round will overwhelm Rieekan’s effect.

Turbolaser Reroute Circuits

Turbolaser Reroute Circuits $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 300 }; $('#71D3').colorbox(opts); }); have dramatically increased the value of small ships’ attacks, especially the CR90 Corvette A $(document).ready(function() { var opts = { iframe: true, innerHeight: 857, innerWidth: 500 }; $('#F2BB').colorbox(opts); }); and MC30c Scout Frigate. $(document).ready(function() { var opts = { iframe: true, innerHeight: 857, innerWidth: 500 }; $('#C7B0').colorbox(opts); });  However, this has also compounded the power of fleets focused around multiple small ships, which already enjoy a significant activation advantage. Bringing two arcs to bear on an enemy is a major tactic in Star Wars: Armada, and nimble CR90’s and MC30’s are able to further exploit Turbolaser Reroute Circuits as a dramatic force multiplier. The cost of spending an additional evade token is minor compared to guaranteeing an additional four damage across two attacks.

The change to this card is minor but adds an additional restriction: “While attacking, you may exhaust this card and spend 1 evade defense token to change 1 red die to a face with a crit icon or 2 hit icons.” This effect’s guaranteed damage is still powerful, but this change provides more firepower parity between fleets composed of many small ships and those focused around fewer, larger ships.

Major Rhymer

Major Rhymer $(document).ready(function() { var opts = { iframe: true, innerHeight: 697, innerWidth: 500 }; $('#1555E').colorbox(opts); }); is the single most indispensable unit for squadron-centered Imperial fleets for good reason. His effect enables an extremely long threat range for squadron commands as well as setting up a dangerous passive-threat zone during the Squadron Phase. While this effect gives the Empire’s bomber squadrons their own signature anti-ship tactic, it also combines with the intel and escort keywords to dramatically reduce counter-play strategies. Major Rhymer’s ubiquity also prevents alternative fleet-building choices for the Empire.        

This squadron’s effect now reads: “Friendly squadrons at distance 1 can attack enemy ships at close range using all dice in their battery armament.” This substantially reduces Major Rhymer’s range benefit and makes opponents’ interception strategies easier. However, Major Rhymer’s bombers can still outrange the engagement distance of enemy squadrons.

Flotilla Rules Errata

Of all the additions to Star Wars: Armada’s competitive scene, flotilla ships have had the greatest underlying impact since their introduction. Flotillas have provided inexpensive additional activations, an additional source of squadron commands, and significant effects through Fleet Support upgrade cards. While they have proven to be vital support ships, the effect of flotillas on activation economy has undermined the competitive value of many fleet combinations. This tendency has only been compounded by the ability of flotillas to serve as flagships and allow the game’s commanders to avoid the main battle with little cost.

For these reasons, the rules for flotillas now include an additional restriction for this ship type: “A flotilla cannot equip a commander upgrade card.” Although this is a minor change for flotillas, it restores much of the risk to commanders and raises the effective price of keeping a flagship out of danger.

Download the new Star Wars: Armada FAQ now to read the entire update before it goes into effect on June 26th. If you're planning on playing in a Store Championship, make sure to read the errata so you're prepared! Players attending a Store Championship before June 26th can still find the previous FAQ on the Star Wars: Armada page..

As always, game rules, tournament regulations, and other support materials for Star Wars: Armada can be found on our Star Wars: Armada page.

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Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy.

© & TM Lucasfilm Ltd.

 

Categories: Company News

Promise of Power

Wed, 06/21/2017 - 01:20
Published 20 June 2017 | Star Wars: The Card Game Promise of Power

A Preview of Allies of Necessity for Star Wars™: The Card Game

$(document).ready(function() { var opts = { iframe: true, innerHeight: 695, innerWidth: 415 }; $('#569E').colorbox(opts); });

"The way I've lived, I know I'm lucky to be alive."
     –Doctor Aphra

Allies of Necessity, the first Force Pack in the Alliances cycle for Star Wars™: The Card Game, is scheduled to arrive at retailers in just a couple weeks!

While many of its objective sets and cards explore the bonds of friendship that shaped the Star Wars galaxy, there are plenty others that turn their attention toward the tenuous bonds formed by credits, blackmail, and the fear of death.

Light side players can celebrate the heroic partnerships formed out of desperation and shared by such characters as Jyn Erso $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#91B4').colorbox(opts); }); (Allies of Necessity, 262-2) and Captain Cassian Andor $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B61').colorbox(opts); }); (Allies of Necessity, 261-2). But there are plenty of other ways that characters and agencies can come to work together. The Empire's hierarchical structure may force "alliances" upon Officers such as Director Krennic $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#16D7').colorbox(opts); }); (Allies of Necessity, 264-2) and the Troopers under their command. And Rogue Archaeologists such as Doctor Aphra $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#755E').colorbox(opts); }); (Allies of Necessity, 263-2) may simply stumble into the paths of Sith Lords willing to allow them to continue breathing so long as they can make themselves useful.

And in Star Wars: The Card Game, Allies of Necessity allows you to celebrate all these fateful partnerships not only by introducing a good number of the parties involved, but also by introducing two new affiliation cards for each affiliation. These come with potent abilities, but—in turn—require you to find creative means to satisfy their unique deck-building requirements.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 561, innerWidth: 700 }; $('#8256').colorbox(opts); });

In order to get a better handle on just what these new affiliation cards might mean for the game, we asked two-time World Champion Mick Cipra to share his insights. As we expected, he had a lot to offer.

Two-Time World Champion Mick Cipra on the Art of Deck-Building

For me, the deck-building of Star Wars: The Card Game is a way to explore different ideas. The gameplay is a puzzle that I can spend hours enjoying. But I see both as ways to express my creativity.

I’ve been playing regularly since the game's launch in December 2012. In the beginning, I would often build two decks and mash them up against each other to see how things would play out. This, of course, made edge battles rather interesting, but as long as you’re willing to entertain the idea of a split personality, I think it’s something anyone can do. By playing against myself, I was able to freeze at any point and think about all the different decisions each player has.

And there are so many decisions during every game.

One of the things that keeps me coming back for game after game of Star Wars is the vast number of choices each player has on every single turn. The fact the game allows players to draw to their hand size of six at the start of each of their turns means there’s always a multitude of options. Even the cards that don’t get played can be bid in an edge battle. And sometimes you have to choose whether you should play less so you can bid more.

The most competitive decks, of course, each have a game plan of what they want to play each turn and how they want the board to develop. But between the sheer variance of draws and the fact that no plan survives first contact with the enemy, I can confidently say no two of my competitive games have ever played out exactly the same. And I love it when games are so back-and-forth that neither my deck nor my opponent's can hit its stride.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 274, innerWidth: 700 }; $('#3109').colorbox(opts); });

What Drives Deck-Building?

The two most important tactical skills a player has to hone in Star Wars: The Card Game are 1) risk analysis and 2) order of operations.

The same could probably be said about any card game, but it’s different and perhaps doubly important in Star Wars because of the uncertainty introduced by the edge battle, and the alternating striking of units in combat.

When players start out, they tend to risk too much in engagements and get blown out when the edge battle doesn’t go their way. Or they strike in an order that produces a suboptimal outcome. If you’re starting off, I encourage you to think of the game primarily as a game of board control. If you control the board you can, as light side, destroy three dark side objectives or, as dark side, tick that dial up to "12" at your leisure.

Everything you do should be about maintaining your board presence and controlling your opponent's. Don’t risk too much too early, and look for the most devastating way to resolve your combat icons or play an event. It’s ok to play your game at a measured pace. If your chances for success this turn look grim, you can always get a new hand full of options next turn. You’re not trying to win a battle; you’re trying to win a war.

This type of work on your tactical play will take you far in the game, but at the highest level of competition it’s not enough…

$(document).ready(function() { var opts = { iframe: true, innerHeight: 369, innerWidth: 700 }; $('#3E53').colorbox(opts); });

In Star Wars: The Card Game, the most strategic choice you'll make in an event is which decks you'll bring. There are hyper-efficient units and super-synergistic sets out there, but even if you have perfected when to attack and how to resolve your icons, you might lose to an opponent who hasn’t if you’re simply not playing the best cards.

So why not just run all the best cards? Because… IT’S A TRAP!

Ok, now that I’ve got that out of my system, what does it really mean? There are very powerful cards in the environment that will make up the core of any champion-caliber deck. But they can’t fill the deck. They still need support in the form of economy or events or fate cards. No archetype is pigeonholed into 100% of their slots. There are always flex choices and different lateral moves to make, and this is where I see the most creativity happening in Star Wars: The Card Game. I love seeing what other players bring in to flesh out their World Championship decks. Do they go for raw efficiency, pod synergy, or surprises? Personally, I love a good surprise.

Surprising Deck-Builds in Star Wars: The Card Game

It's the idea of a good surprise that brings us to my World’s winning light side deck.

Just like my 2014 Worlds light side deck, my Worlds 2017 light side deck was built off a known archetype. The 2014 deck was built off a slow-build Jedi Leia $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#70EA').colorbox(opts); }); (It Binds All Things, 117-2) deck that tries to control the board, and the 2017 deck grew from a Spark of Rebellion deck that tries to build a massive board.

Total Cards: (60)

Affiliation:
Smugglers and Spies

Objective: (10)
2x May the Force Be With You (Join Us or Die)
2x Sacrifice at Endor (Between the Shadows)
2x Spark of Rebellion $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#E109').colorbox(opts); }); (Galactic Ambitions)
2x The Last Warrior (A Wretched Hive)
2x Haunting the Empire (Power of the Force)

Unit: (24)
2x Yoda $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E1C5').colorbox(opts); }); (Join Us or Die)
2x Dagobah Nudj (Join Us or Die)
4x Ewok Hunter $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#132E1').colorbox(opts); }); (Between the Shadows)
2x Kanan Jarrus $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#DBBA').colorbox(opts); }); (Galactic Ambitions)
4x Children of the Force $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#96B1').colorbox(opts); }); (Galactic Ambitions)
2x Zeb Orrelios $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D598').colorbox(opts); }); (A Wretched Hive)
2x Freelance Slicer (A Wretched Hive)
2x Hera Syndulla $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#163B').colorbox(opts); }); (Power of the Force)
2x Ghost (Power of the Force)
2x Phantom (Power of the Force)

Enhancement: (10)
2x Dagobah Training Grounds (Join Us or Die)
2x Funeral Pyre $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11F62').colorbox(opts); }); (Between the Shadows)
2x Bo-Rifle (A Wretched Hive)
2x Improvised Defenses (A Wretched Hive)
2x Hidden Outpost (Power of the Force)

Event: (8)
$(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#BBBC').colorbox(opts); }); 2x Yoda, You Seek Yoda (Join Us or Die)
2x Unexpected Assistance (Between the Shadows)
2x Retreat to the Forest (Between the Shadows)
2x Kanan’s Concentration (Galactic Ambitions)

Fate: (6)
2x Seeds of Decay (Join Us or Die)
2x Target of Opportunity (Galactic Ambitions)
2x Well Equipped (A Wretched Hive)

Mission: (2)
2x Call to Action (Power of the Force)

The surprises in the decks were the inclusion of Deep Commitment $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#3E06').colorbox(opts); }); (Darkness and Light, 122-1) and Mobilize the Squadron $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#3E26').colorbox(opts); }); (Core Set, 13-1) in 2014, and Sacrifice at Endor and—to a lesser extent—Haunting the Empire in 2017.

To say these were surprises is a little misleading because there’s so much information available in a game of Star Wars: The Card Game, that very early in a match, my opponent would know I’m playing these cards and my deck's general plan. It’s not like the surprise offered by one-card counters in other games. The surprise is that I would even bother to run these objective sets in a Worlds-level event to begin with… and the reason for that is three-fold.

  • One: The objective sets were very synergistic with other things the core of the deck was already trying to do.

Back in 2014, Asteroid Base $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2D5D').colorbox(opts); }); (Darkness and Light, 122-5) could turn any shield into a blast or a gun without limit, and the Deep Commitment objective set plus four Guardians of Peace $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#104D0').colorbox(opts); }); (Core Set, 5-3) ensured there were plenty of shields to go around. Because all of the deck's sets had lots of very cheap, small units, I could build the deck until I hit a mass shielding event and go crazy with bombs galore—all funneled into one glorious Trench Run $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#9D61').colorbox(opts); }); (Core Set, 13-4).

My Spark deck wanted more targets it could Spark into play—which meant Hera Syndulla and Ewok Hunters.

Ewok Hunters provided a nice synergy because they could change the top card of the deck resetting my opportunities to hit something with Spark of Rebellion. They also worked well with Hera because she would get them up to two guns, which helps when you need to attack an otherwise overwhelming Navy fortress. The Phantom and the Ghost, too, offered nice layers of protection to keep my big units on the board, and Unexpected Assistance worked well in the few instances where I needed to strike big with a main.

My personal favorite inclusion from the Ewok set, however, was Funeral Pyre. It added a lot of control, and in a Spark deck, there’s no lack of units who can be put on the pyre. Sacrificing your Ewok Hunters to reset the top card of your deck is just pure synergy.

  • Two: The inclusions actually are surprising.

Unless a player has dug really deep in their playtesting, they may not have come up with the idea to include such sets to flesh out their core strategies—much less actually play any games with them. Of course, the sets have to be strong enough to hold their own if people know what you’re trying to do, but by running unusual sets, you can sometimes force people to confront situations they hadn’t planned for. The more chances I have to create a situation where my opponent makes a mistake, the better.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 347, innerWidth: 700 }; $('#11DEE').colorbox(opts); });

  • Three: The inclusions are funny.

Hurling Ewoks and lizards into the Death Star’s exhaust port or inconveniencing Emperor Palpatine by burning the fallen on a Funeral Pyre appeals to my sense of humor. Star Wars: The Card Game can be a funny game, and players should revel in the bizarre situations they are able to create.

Springing the Ambush

So how do you find these hidden gems and determine if they’re good enough to include in your worlds deck?

You play a lot of games. You play a lot of games with as many different cards during the competitive off-season as you can.

I had been working with Funeral Pyre for awhile and had been revisiting the idea when Ithorian Junk Dealers $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#EA18').colorbox(opts); }); (Galactic Ambitions, 230-3) and Search Your Feelings $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CEAB').colorbox(opts); }); (Redemption and Return, 212-4) came out last summer. Those decks didn’t quite pan out, but they made me more familiar with the Sacrifice at Endor objective set, so when Haunting the Empire came out, it seemed like a natural inclusion to finish out a tri-color Spark deck.

Plus, Ewoks are funny.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 700 }; $('#9E73').colorbox(opts); });

What Will You Make of Your Alliances?

Let me ask you this: When new cards come out, what do you see? The light? The darkness? The balance?

As we are nearing the release of the Alliances cycle, FFG asked me to see what creative deck ideas it might open up, and man—oh man!—are we in for a great Force Pack!

When I first get any new pack, I tend to mash several of the sets together—just to see how the cards play. But I also throw in some older sets that have fallen out of the competitive scene to see if their time has come. My goal is first and foremost to get a working experience with the cards. If you do this, you won’t come up with the greatest deck right away… and will likely lose a lot. But some cards might surprise you, and that’s what you want to store in your memory to look for synergies later.

As for me? This will be where I will start with Allies of Necessity.

Total Cards: (60)

Affiliation:
Scum and Villainy: Promise of Power $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1216C').colorbox(opts); }); (Allies of Necessity)

Objective: (10)
2x Rogue Archaeology $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#1103C').colorbox(opts); }); (Allies of Necessity)
1x The Emperor's Web (Core Set)
2x The Droid’s Task (It Binds All Things)
2x Nar Shaddaa Drift (Chain of Command)
1x The Droid Revolution (Solo’s Command)
2x The Emperor’s Shadow (Technological Terror)

Unit: (25)
2x BX-series Droid Commando $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#DDD2').colorbox(opts); }); (Allies of Necessity)
2x Doctor Aphra $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B855').colorbox(opts); }); (Allies of Necessity)
1x Emperor Palpatine (Core Set)
1x Emperor's Royal Guard (Core Set)
2x IG-88 $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#127AE').colorbox(opts); }); (It Binds All Things)
4x Reprogrammed DRK-1 Droid (It Binds All Things)
2x Race Circuit Champion (Chain of Command)
4x Racing Swoop (Chain of Command)
1x IG-88B $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#109CD').colorbox(opts); }); (Solo’s Command)
1x Assassin Droid (Solo’s Command)
1x K4 Security Droid (Solo’s Command)
2x The Emperor’s Shuttle (Technological Terror)
2x Shuttle Pilot (Technological Terror)

Enhancement: (11)
1x Sith Library (Core Set)
2x Black Market Exchange (Chain of Command)
1x Illegal Modifications (Solo’s Command)
1x Prized Possession (Solo’s Command)
2x The Emperor’s Favor (Technological Terror)
2x Secret Information $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1791B').colorbox(opts); }); (Allies of Necessity)
2x Sensor Array (Technological Terror)

Event: (8)
1x Force Lightning (Core Set)
1x Force Choke (Core Set)
2x Reconstruction $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#AFB3').colorbox(opts); }); (Allies of Necessity)
2x Sonic Detonation (It Binds All Things)
2x Cut Off (Chain of Command)

Fate: (6)
2x Allies of Necessity $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1195B').colorbox(opts); }); (Allies of Necessity)
2x Echoes of the Force (It Binds All Things)
2x Well Equipped (Technological Terror)

I want to run this deck because I want to test how well this fifty-fifty, split-affiliation card works. For the deck-building puzzle, the affiliation card lets you remove an additional focus during refresh. This is a big effect for the dark side as it will make it harder for the light side to use tactics and strike sequences to lock down your best blockers for an additional turn. It will also let you commit any non-elite unit on your first turn and then block with it without it getting locked out on your second turn.

Promise of Power has additional synergy with Doctor Aphra. She isn’t elite, but she has a double-focus cost to bring Droids into play from discard. So Promise of Power allows me to pay this cost every turn, and if I’m trying to bring in Droids every turn, I want to have a good droid to bring into play. IG-88 fits this bill. He’ll often have three black guns and a black tactics, making him a great blocker.

The problem is that when IG-88 survives his engagement, he’s then put on the bottom of the deck. So how does a wicked smart Doctor get more than a single strike with the cold, metallic assassin? She sells him on the Black Market Exchange after he strikes!

By selling IG-88 to the discard pile, Doctor Aphra ensures she'll be able to summon him again. And, accordingly, this deck has dreams of looping IG-88 and other Droids with a Doctor Aphra who has the Emperor’s Favor. Will it be a good deck? I don't know, but it sounds hilarious!

Full of Surprises

Star Wars: The Card Game is full of surprises, and you'll be able to pursue even more of them when Allies of Necessity. What else can you do with its cards beside tinkering endlessly with a psychotic assassin droid? The Force Pack's ten new affiliation cards are sure to prompt all kinds of new deck-builds, and two-time World Champion Mick Cipra will be back with two more of them!

Allies of Necessity (SWC37) arrives at retailers Thursday, July 6th!

Discuss this article
in our forums!

© & TM Lucasfilm Ltd. Living Card Game, LCG, and the LCG logo are ® of Fantasy Flight Publishing, Inc.

 

Categories: Company News

House of Thorns

Tue, 06/20/2017 - 22:19
Published 20 June 2017 | A Game of Thrones: The Card Game House of Thorns

Announcing a New Deluxe Expansion for A Game of Thrones: The Card Game

“We should have stayed well out of all this bloody foolishness if you ask me, but once the cow's been milked there's no squirting the cream back up her udder. After Lord Puff Fish put that crown on Renly's head, we were into the pudding up to our knees, so here we are to see things through.”
  
–Olenna Tyrell, A Storm of Swords

Fantasy Flight Games is proud to announce House of Thorns, the fourth deluxe expansion for A Game of Thrones: The Card Game!

At the time of Aegon’s Conquest, the Tyrells were nothing more than stewards to the Gardener Kings. Raised to lordship when the last of the Gardeners were burnt to ash on the Field of Fire, House Tyrell has grown from humble beginnings—and their ambitions stretch far higher. The lands of the Reach are famed for their bounty, the Tyrell knights are paragons of chivalry and virtue, and Highgarden is known as a place of light, beauty, and song. Yet there are hidden thorns beneath the golden rose of House Tyrell, and the intrigues of House Tyrell may be as devious as any Lannister scheme.

House Tyrell surges into the light with their deluxe expansion, House of Thorns! Within this box, you’ll find a wealth of new cards, bringing powerful new options to support and diversify House Tyrell’s most important themes, such as increasing the STR of their characters, removing characters from challenges, and winning challenges with the Knights and Ladies of Westeros. You’ll also find plenty of iconic characters sworn to House Tyrell entering the game, including Mace Tyrell, Brienne of Tarth, the Queen of Thorns, Margaery Tyrell, and the Knight of Flowers.

Though House Tyrell receives the bulk of the cards in this expansion, you’ll also find new non-loyal cards for each of the seven other factions, many featuring ways to counter the primary strategies of House Tyrell. And since Oldtown falls within the domain of House Tyrell, it’s fitting that this deluxe expansion includes a new agenda focused on the Maesters of Westeros, as voted on by players during the Battle of the Trident. With new Maester characters and a potent new agenda, the power of knowledge could soon become a force to be reckoned with. Completing the expansion, you’ll uncover new options for any deck with seven new plots (one loyal to House Tyrell and six neutral).

The Wealth of Highgarden

Though House Lannister’s position of wealth is undisputed, the gold of Casterly Rock is worthless without something to purchase. The verdant plains of the Reach, on the other hand, are the breadbasket of Westeros, and the food that flows through House Tyrell can support massive armies—or starve their enemies into submission. Whether the supporters that flock to the Tyrell banner are looking for food or glory, the courtiers and knights who swear fealty to Highgarden are an undeniable source of power.

That power finds its expression in the Lord of House Tyrell, Mace Tyrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17A23').colorbox(opts); }); (House of Thorns, 1). Mace Tyrell, the Warden of the South, commands massive armies of infantry and knights, and in the game, Mace Tyrell gains power as more characters gather beneath your banner. In fact, after a Tyrell character enters play under your control, you can pay one gold to have Mace Tyrell gain one power—allowing you to rush to fifteen power even faster. In most circumstances, you’ll reliably trigger Mace Tyrell in marshaling, but with ambush characters and cards like The Queen of Thorns $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F09').colorbox(opts); }); (Core Set, 186) and Bitterbridge Encampment $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#173A0').colorbox(opts); }); (Across the Seven Kingdoms, 5), your power may accelerate much faster.

You’re not limited to using other cards to give Mace Tyrell more opportunities to claim power, however. As an Action, Mace lets you kneel your faction card to remove another Tyrell character you control from the game until the beginning of the next phase! Obviously, this lets you claim more power for Mace Tyrell himself, but there are several other, subtler applications. For instance, Mace Tyrell gives you tremendous value from any Tyrell character with an “enters play” effect—potentially using a card like House Florent Knight $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#146FE').colorbox(opts); }); (Wolves of the North, 37) or Alerie Tyrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1781F').colorbox(opts); }); (Lions of Casterly Rock, 37) over and over again throughout the game.

Temporarily removing a character from the game is also an ideal way to combat troublesome attachments such as Craven $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#11B04').colorbox(opts); }); (Called to Arms, 26) or Marriage Pact $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#DDD').colorbox(opts); }); (Guarding the Realm, 22). Because these attachments are terminal, they’re simply discarded when the attached character leaves play, letting you discard them for the simple price of kneeling your faction card.

And what better way to reap greater benefits than a location that rewards you when Tyrell characters enters play? The Hightower $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#46FD').colorbox(opts); }); (House of Thorns, 17) costs four gold, but after a Tyrell character enters play under your control, it lets you gain one gold and draw one card. Combined with Mace Tyrell, The Hightower could singlehandedly supply you with gold and cards for the rest of the game.

The Valiant Never Taste of Death

Since the earliest days of House Tyrell, some of their greatest strengths have been intrinsically tied to their Knights and Ladies. Though chivalry is Westeros may be an ideal or a façade, it is still a useful tool for the Tyrells, and many of their most impactful characters bear these traits.

Tyrell Knights in particular are often rewarded for attacking alone, ranging from cards like The Knight of Flowers $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#97EC').colorbox(opts); }); (Core Set, 185), to Mare in Heat $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B5C8').colorbox(opts); }); (The King’s Peace, 44), to Lady Sansa's Rose $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#17EBB').colorbox(opts); }); (The Road to Winterfell, 24). Now, you’ll find another way to make those Knights more impactful with Ser Garlan Tyrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B375').colorbox(opts); }); (House of Thorns, 3). Ser Garlan is perfect for inspiring all of your Knights to great feats—during a challenge in which one of your Knights is attacking alone, you can discard a card from your hand to raise the claim on your plot by one until the end of the challenge!

Obviously, raising your claim is an incredibly powerful effect—and when you maximize the impact with two-claim plots, you could deal significant damage to your opponent with just a few challenges. Still, Ser Garlan Tyrell requires you to win challenges in which a Knight is attacking alone—and who better to clear the way for your Knights than Ser Garlan’s sister, Margaery Tyrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6F1').colorbox(opts); }); (House of Thorns, 6).

If there’s a troublesome character that would block the path for your jousting Knights, Margaery Tyrell is the perfect character to lead that character astray. After Margaery Tyrell is declared as an attacker, you can kneel one of your opponent’s characters and force it to participate as a defender, even if it doesn’t bear the corresponding challenge icon. If you add the kneeling power of cards like Melisandre $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1104').colorbox(opts); }); (Core Set, 47) or Even-Handed Justice $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#98C').colorbox(opts); }); (Wolves of the North, 26), Margaery Tyrell should have little trouble clearing a path for a valiant Knight to follow.

The Power of Knowledge

In the world of Westeros, as in A Game of Thrones: The Card Game, knowledge is often equated to power. Few have more knowledge of the world and its workings than the Maesters, and in the House of Thorns expansion, the Maester-centric agenda voted on by the community during the Battle of the Trident events becomes reality.

One of the first lessons any player learns in A Game of Thrones: The Card Game is that you and your opponent each draw two cards near the beginning of every round. If you’re unable to gain a reliable source of additional cards, or if it’s late in the game and your hand has been depleted, drawing the right two cards has the power to make or break your chances for victory. With The Conclave $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2A1D').colorbox(opts); }); (House of Thorns, 45), you gain a new level of control over what you draw.

First, this agenda is inherently tied to the Maesters of Westeros—you can include non-loyal Maester characters from any faction in your deck, and you must include at least twelve Maesters. Already, this allows you to bring efficient characters like Maester Caleotte $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#18593').colorbox(opts); }); (Core Set, 107), Maester Aemon $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#FABF').colorbox(opts); }); (Core Set, 125), and Maester Cressen $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BC2F').colorbox(opts); }); (Core Set, 46) together in a single deck, but there’s a far greater benefit to The Conclave than the options it opens up for deckbuilding.

After you’ve drawn your starting hand, but before you place setup cards, you must place the top seven cards of your deck facedown underneath The Conclave. Then, in the game, these cards will form a pseudo-sideboard—after you win a challenge with a Maester character, you can choose one card under The Conclave and switch it with the top card of your deck!

It’s easy to see the massive implications of gaining the support of The Conclave. Perhaps you’ve been short on economy locations throughout the game—chances are good that there’s one under The Conclave that you can bring in at will. Maybe there’s a specific event, such as Tears of Lys $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#168E0').colorbox(opts); }); (Core Set, 44) or Vengeance for Elia $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#15C47').colorbox(opts); }); (Calm Over Westeros, 96), that you wouldn’t necessarily want taking up room in your hand all the time… but it’s right there under The Conclave if you need it. And, of course, if you have a way to draw when you win a challenge, such as Lannisport $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#152C4').colorbox(opts); }); (Core Set, 98) or The Mander $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#678D').colorbox(opts); }); (Core Set, 193), it’s easy to place a card on top of your deck and immediately draw it! No matter which faction you play, it’s worth considering the adaptability that The Conclave can bring to your games.

Growing Strong

The ambition of House Tyrell is yours to channel with the House of Thorns expansion for A Game of Thrones: The Card Game.

Stay tuned for more previews of the hidden thorns in House Tyrell, and look for House of Thorns (GT29) at your local retailer in the fourth quarter of 2017!

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The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

Categories: Company News

Raid the Caravan

Tue, 06/20/2017 - 04:19
Published 19 June 2017 | The Lord of the Rings LCG Raid the Caravan

A Preview of The Black Serpent Adventure Pack for The Lord of the Rings

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"We heard of the horns in the hills ringing,
the swords shining in the South-kingdom.
Steeds went striding to the Stoningland
as wind in the morning. War was kindled."

          –J.R.R. Tolkien, The Return of the King

The Black Serpent is making its way to retailers soon, and it provides your heroes another chance to continue their journey through the Haradrim cycle of Adventure Packs for The Lord of the Rings: The Card Game.

Hundreds of miles from home. Stranded in enemy territory. Outnumbered. Short on supplies… Your heroes may find themselves in a tight spot, but the fight hasn't yet gone out of them.

When several of Middle-earth's greatest heroes learn of an opportunity to strike against a caravan carrying tribute to the Dark Lord of Mordor—and to free the friends of their allies—their thoughts of home, hunger, and fatigue are momentarily set aside. There is a storm brewing in the east, beyond the Ephel Dúath. War is coming. And even if they're far from home and far from their allies, these noble warriors will seize any opportunity to turn the tide. Or simply to slow it.

Throughout The Black Serpent, you'll do your best to strike a blow against the forces of Mordor. But you'll need to be clever. You'll need to strike quickly. And you'll need to hew close to the plan you devise.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 501, innerWidth: 700 }; $('#DB53').colorbox(opts); });

Lay Your Ambush

In The Lord of the Rings: The Card Game, it seems like the odds are almost always against you and your heroes.

Not only are you outnumbered, but you often find yourself on the defensive. You might be assaulted while you're escorting an important diplomat through the mountains. Or you might follow your prey into a dangerous wilderness where you know you'll be surrounded by foes on all sides. You might ride to thr defense of a city under siege. Or you might spot a horde of Orcs and Wargs riding hard to catch and destroy you.

So it's no surprise that the odds are against you—once again—in The Black Serpent, but this time, you're the aggressor. You devise the plan of attack, you lay the ambush. And if you can execute your plan swiftly, while your opponents are still in disarray, you just might succeed. Certainly, it won't be the first time you've taken action in a situation where others would tremble and falter.

At the scenario's heart are its three Harad objectives— Banner of the Serpent $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#10FCA').colorbox(opts); }); (The Black Serpent, 91), The Serpent's Guard $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#6C6A').colorbox(opts); }); (The Black Serpent, 92), and Summons from Mordor $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#A196').colorbox(opts); }); (The Black Serpent, 93).

However you arrange your plans, you'll want to be certain to claim all three of these powerful Items as swiftly as possible. Not only do they lend strength to your enemies so long as they remain attached to encounter cards, but you need to seize them in order to move from stage to stage. There are three quest stages in The Black Serpent, and each one demands that you claim all of the Harad objectives in play in order to advance.

Moreover, as these Items are neither inherently good nor evil, you can put them to use as soon as you seize them. For example, wresting the Banner of the Serpent from your enemies' hands will not only reduce each Harad enemy's Attack Strength by one, but will allow you to raise your threat and exhaust the Banner to further reduce the Strength of each enemy engaged with you.

Likewise, seizing The Serpent's Guard allows you to create a large swing in the amount of threat in the staging area, and dispossessing the hostile Haradrim of their Summons from Mordor drastically lessens the pressures placed upon you by your threat level and limited resources.

All these things are important because speed is of the essence. The Black Serpent $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#A34E').colorbox(opts); }); (The Black Serpent, 94) himself enforces this idea, posing an ever-present threat from his place in the staging area, which he enters during setup. The longer the game wears on, the more you expose yourself to this deadly and implacable foe, and as you might suspect, you'll find a number of cards that hit back at you even as you think you're moving forward.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1055').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#16F4A').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#135E5').colorbox(opts); });

With the encounter deck revealing these sorts of cards, plus the occasional side quest to force you into tough decisions, it's easy to imagine one momentary slip-up that will allow the Haradrim to wake and rally. And that only reinforces the importance of executing your plan as swiftly and smoothly as possible.

Strike at the Head

However you plan your assault, you'll want to be sure to strike at the head of the Haradrim forces as fast as possible.

So will you first send a Fearless Scout $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#111A').colorbox(opts); }); (The Black Serpent, 86) to reconnoiter the enemy's defenses? Or will you ride like the thunder, sending the enemy into panic and disarray as you and your Haradrim allies charge forward, recalling the Oath of Eorl $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#10917').colorbox(opts); }); (The Black Serpent, 85) and the friendship it engendered between the Rohirrim and the Men of Gondor?

Plan now while the clouds dim the moon and hide you from the Haradrim lookouts. When The Black Serpent (MEC59) arrives at retailers, you must strike!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

Categories: Company News

Man and Machine

Mon, 06/19/2017 - 22:14
Published 19 June 2017 | Star Wars: Age of Rebellion Man and Machine

Learn About New Specialization and Species Options Coming Soon in Fully Operational

The Engineers who serve the Rebellion come from myriad backgrounds. Research labs, academia, metropolitan speeder shops, and everything in between are fertile grounds for the practical and theoretical training required to literally and figuratively build a resistance to the rule of the Empire. Someone needs to design the equipment that someone else needs to build that someone else needs to repair that someone else needs to salvage for parts to reassemble their light freighter that got half its hull blasted off while running a blockade of Star Destroyers. At every point in the lifetime of a piece of equipment, there is an Engineer there ready to put it to good use.

In today's preview, we'll take a closer look at just how resourceful these Engineers have to be, especially when working on behalf of an underfunded rebellion that's severely lacking infrastructure. Just as much as the Rebel Alliance's success was dependent upon the courage and determination of its brave soldiers, it needed the creativity and elbow grease of its Engineers. Fully Operational, the Engineer sourcebook for Star Wars™: Age of Rebellion provides the tools you need to build a Rebellion from nothing.

 

More than Metal

For thousands of years, galactic civilization has been aided by droids. War, medicine, construction, diplomacy, and countless other aspects of society exhibit these artificially intelligent individuals. While the legions of Separatist battle droids have soured the perception of utilizing a mechanized army as a primary fighting force, both the Empire and Rebellion have found the assistance of droids to be invaluable. This service, however, often goes unnoticed and underappreciated—but not to the Droid Specialist.

The Droid Specialist aids the Rebellion not merely by constructing or maintaining droids; they are front-line operatives whose expertise bolsters their robotic companions in the field. The nature of the relationship between a Droid Specialist and their droids can be as varied as the individuals who employ their skills. To some, droids are highly sophisticated tools; while eminently useful, not philosophically different from a spanner or starship. Others, however, may view the sentience of droids as evidence of a personhood largely overlooked in galactic society.

Featuring many talents that may be used once per encounter, the Droid Specialist’s abilities shine when accompanied in the field by either another Player Character who is a droid or by the Specialist's own personal droid companion. Combat Programming can enhance the battle capabilities of the target droid, providing an additional rank in one combat skill for the entirety of an encounter. This talent’s efficiency is perhaps its strongest selling point as it does not require a dedicated action to accomplish; the Computers check required can be made as additional roll on top of any other repair or action made on the droid. 

Sometimes in battle, a nemesis-classified droid may become incapacitated due to ionization damage or the simple stresses of combat. The Desperate Repairs talent essentially “reboots” the droid, removing all acquired strain and getting it back into the fight. Reroute Processors, on the other hand, ratchets up a droid’s effectiveness in one characteristic at the expense of another whether it is to enhance their combat capabilities, social acumen, or technical know-how.

Under Pressure

Hailing from the politically and environmentally isolated Core World of Skako, Skakoans were happy to enjoy their lives of relative peace while the machinations of galactic politics churned around them. Skako’s atmosphere is highly pressurized and saturated with methane gas, which has proved to be a boon for industrial advancement. Due to their world being one decidedly hazardous for most other lifeforms in the galaxy, few have visited Skako or seen a Skakoan elsewhere in their robotic-looking pressurized suits.

Most in the galaxy would know of Skakoans from the influential Techno Union headquartered on Skako. The Techno Union was a very important supporter of the Separatist movement against the Republic and, as such, were branded enemies of the Empire when the Emperor seized power. Thus, their world has suffered as much as anyone from political and economic isolation, though some Skakoans see the enforced separation from the rest of the galaxy as beneficial.

Skakoan culture has arisen to be a mixture of tradition and technology. Skako itself is a planetwide city, and the mechanical and physiological requirements of an inhospitable world have taught Skakoans to value technological advancement as being intertwined with biological evolution. Consequently, they do not see technology as an intrusion on the ‘natural order.’

Skakoan player characters will benefit from an increased Intelligence score, with complementary ranks in Mechanics and Knowledge (Education), two skills that feature very prominently in Fully Operational. Additionally, the physical requirement of a methane-supplying pressurized suit is accounted for at creation at no additional cost to the character. While the suit is absolutely required to sustain their lives in peace, the Skakoan ethos of technological improvement is reflected in the fact that the suit also provides supplementary martial protection and mechanical flexibility.

Nearly Operational

Skakoans and Droid Specialists are very close to being available for your Star Wars roleplaying campaigns, whether you are playing an Age of Rebellion campaign against the Empire or pursuing any other multitude of adventures among the stars!

Fully Operational (SWA47) is arriving soon at your local hobby retailer, so keep scanning our website for more information!

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© & ™ Lucasfilm Ltd.

Categories: Company News

Cry Havoc

Sat, 06/17/2017 - 07:12
Published 16 June 2017 | X-Wing Cry Havoc

A Preview of the Scurrg H-6 Bomber Expansion Pack for X-Wing™

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Two words—infinite bombs.

Do we have your attention, X-Wing fans?

You read correctly; the Scurrg H-6 Bomber Expansion Pack is bringing infinite bombs to your favorite starfighter dogfights. Of course, it's bringing a lot of other things, as well. You'll find two non-unique pilots and two aces, including two different versions of Captain Nym—one Rebel and one Scum. You'll find ten upgrades. And you'll find that the Scurrg H-6 is, itself, a bomber with a uniquely flexible maneuver dial $(document).ready(function() { var opts = { iframe: true, innerHeight: 299, innerWidth: 300 }; $('#8D5E').colorbox(opts); }); .

But before we get into all of that other stuff, let's start by looking more closely at the Havoc $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#D754').colorbox(opts); }); and its Bomblet Generator and what they might mean for your favorite Rebels, Imperials, and Scum.

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The Havoc and the Bomblet Generator

Captain Nym's signature vessel, the Havoc was a modification of the prototype Scurrg H-6 bomber. The ship was designed by the Nubian Design Collective with combat versatility in mind. It was surprisingly fast and maneuverable, and it flew to battle armed with powerful shields and a bristling array of destructive weaponry.

The ship featured six forward-facing laser cannons, plus a rotating laser turret. But the most powerful weapon aboard the Havoc was its bomblet generator—a device that could draw upon the power of the ship's reactor core to fashion and deploy an unlimited number of energy bombs.

In X-Wing, the Bomblet Generator $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#15D7E').colorbox(opts); }); is a unique upgrade that costs three squad points and allows you to deploy a bomblet token $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#8F64').colorbox(opts); }); once each round after you reveal your maneuver. Notably, this potent piece of tech isn't specific to any given faction, but it is limited to ships that can match the two bomb slots it occupies. These include the Scurrg (of course), the K-wing, and the TIE punisher. A Firespray-31 equipped with the Andrasta $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#FE47').colorbox(opts); }); Title can also equip the Bomblet Generator, as can a Firespray-31 or a quadjumper crewed by the infamous bounty hunter Cad Bane $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#73C8').colorbox(opts); }); .

Once aboard your ship, then, the Bomblet Generator functions in most ways like several other bomb-slot upgrades— Seismic Charges $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#131BE').colorbox(opts); }); , Ion Bombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#1158F').colorbox(opts); }); , and Thermal Detonators $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#16F89').colorbox(opts); }); among them. When you reveal your maneuver, you can place a bomblet token at a speed "1" straight maneuver back from the Scurrg. At the end of the activation phase, the bomblet detonates, and anything within Range "1" of the token may suffer damage.

In other ways, though, the Bomblet Generator functions like a primary weapon. It doesn't get discarded. It offers a persistent threat. It heavily influences the way you fly your ship. And on ships like the TIE punisher and the quadjumper—as well as the Scurrg H-6—the Bomblet Generator may very well prove to be your attack of choice, so that you're positioning your ship in battle more to deploy your bomblets than you're trying to line up shots with your forward guns.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 507, innerWidth: 700 }; $('#1045B').colorbox(opts); });
A Karthakk Pirate $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#AC59').colorbox(opts); }); drops a bomblet before racing forward at speed "5," hoping to end up out of the TIE pilots' firing arcs.

This may be especially true for the quadjumper, since Cad Bane's presence would mean your bomblet attacks are likely going to be far more consistent than any attack dice you might throw into the mix.

Forced to Choose

There's another way that the Bomblet Generator functions much like a primary weapon—and that's in how your opponents respond to your ship.

In a game about fast-speed starfighter dogfights, bombs have been making an increasingly explosive impact. And while the Bomblet Generator may, at first glance, appear to steer things away from the classic dance of positioning and taking aim, the truth is that it is heavily limited—both by its uniqueness and by its double-slot requirement.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 296, innerWidth: 600 }; $('#116E8').colorbox(opts); });
A 360-degree view of the Scurrg H-6 bomber.

It is the second of these facts that forces us to consider what we want from our bombs. Do we want big, high-impact explosions that are likely to cripple our enemies and leave them dead-to-rights for the rest of our squadron to finish them off? If so, the Bomblet Generator is three squad points and two bomb slots in the wrong direction. Conner Nets $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#A098').colorbox(opts); }); , Ion Bombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#8F4B').colorbox(opts); }); , and Cluster Mines $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#B25F').colorbox(opts); }); offer far more synergy with a larger squadron.

However, with all things Wave XI, if you're looking to fly your Scurrg H-6 as a flanker, removed from the rest of your squadron, the Bomblet Generator makes for a wonderful and persistent nuisance. It may only deal a point or two of damage in any given round, but those points of damage can add up.

And because the Bomblet Generator activates when you reveal your maneuver dial, your opponent will be able to select his or her ships' maneuvers with full knowledge of where the bomblet token would be deployed, meaning its mere presence may redirect your enemy's squadron, just as would the threat of catching an enemy ship in arc and at Range "1" of your primary weapon.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 501, innerWidth: 700 }; $('#1469A').colorbox(opts); });
Imperial aces like Darth Vader $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E6E2').colorbox(opts); }); , Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12993').colorbox(opts); }); , and The Inquisitor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C117').colorbox(opts); }); may be more maneuverable than the Havoc, but they have to be wary of the constant threat its Bomblet Generator poses.

As a result, a Scurrg H-6 outfitted with a Bomblet Generator may be seen as a larger threat than its attack value of "3" might otherwise suggest, and your opponent may prioritize the ship's destruction from the beginning of the match.

But there's another reason why you might choose to load your Scurrg H-6 with bombs other than the Bomblet Generator. That's because the Minefield Mapper $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#3C46').colorbox(opts); }); system upgrade allows you to discard any number of your equipped bomb upgrades after the "Place Forces" step of setup, and then you can place all the corresponding bomb tokens in the play area beyond Range "3" of enemy ships.

Choking off your opponent's planned approach with a Conner Net and a set of Cluster Mines may very well lead them to fly differently, and in many games, that ability to disrupt your opponent's opening strategy may very well outweigh the persistent threat of a Bomblet Generator.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 497, innerWidth: 700 }; $('#1526A').colorbox(opts); });
Thanks to the Minefield Mapper, the range "2" band at the edge of the battlefield is no longer guaranteed to offer you an unobstructed flight path toward your opponent.

Captain Nym

In the end, all the questions about the relative values of the Havoc's Bomblet Generator and its other armaments only become material when you've got a pilot at the controls. Without a pilot, the ship is all potential. With the right pilot, though, the Scurrg is one-hundred percent action.

While there's much to be said for flying the bomber and dropping Conner Nets with a Karthakk Pirate at pilot skill "1," there's far more that we can share about the notorious pirate Captain Nym, a pilot famed for his heroism in the Clone Wars, his service to the Rebellion, and for leading the Lok Revenants, a band of pirates that was active in the Karthakk system.

First of all, the Captain Nym ship card appears twice in the Scurrg H-6 Bomber Expansion Pack—once as a Rebel pilot and once as Scum—and although both ship cards share Nym's pilot skill value of "8," they offer two wildly different, bomb-related abilities.

As a member of the Scum and Villainy faction, Captain Nym $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#5BC4').colorbox(opts); }); comes with the ability to ignore friendly bombs. He can fly right over your Conner Nets and Proximity Mines without detonating them, and he can even ignore the damage from your Seismic Charges.

This is a handy talent for your pilot to have if you want to litter the battlefield with bombs, but that's not even all that Captain Nym offers you. If you're really choking the battlefield with bombs and mines, such as you may lay with your Minefield Mapper, then Captain Nym adds a measure of defense to your whole squadron. "When a friendly ship is defending, if the attacker measures range through a friendly bomb token, the defender may add 1  result."

With this ability—which almost begs to be explored at the top levels of play—Captain Nym ensures that the Havoc isn't just going to make a splash in dedicated bomber lists; it's also going to help skillful players keep their ships unscathed through the initial combat passes at Range "2" and "3" before they devastate their opponents with powerful shots at Range "1."

As a Rebel, Captain Nym's $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#984A').colorbox(opts); }); ability lends additional value to bombs like Seismic Charges, Proton Bombs, and even your bomblet tokens. His text reads, "Once per round, you may prevent a friendly bomb from detonating."

There are two effects folded into this ability. First, you can prevent a bomb from discharging to no effect. If your Captain Nym or Warden Squadron Pilot $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#15704').colorbox(opts); }); should happen to drop a bomb while revealing his maneuver dial only for your opponent to avoid the blast radius, Nym's ability allows you to hold that bomb in place, transforming it into a threat for future rounds. Second, Nym can prevent your own ship from detonating one of your mines. While Scum Nym can fly over his Conner Nets with impunity, Rebel Nym allows any of your pilots to do so—although only once per round.

Importantly, there's no limit to the number of rounds Nym can target the same bomb. So if you're looking to choke the battlefield by deploying ordnance with your Minefield Mapper, Captain Nym can hold your Ion Bomb in place indefinitely, so long as he doesn't switch his target. And this means that Rebel Nym can take that Range "1" radius danger zone created by his Ion Bomb or Proton Bombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#1137').colorbox(opts); }); and apply it to the battlefield as early as setup with his Minefield Mapper—then just hold it in place for round after round until your opponent can no longer escape it and your trap, at last, comes together.

Built for War

With an armament boasting the Bomblet Generator alongside six laser cannons and a Synced Turret $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#14F8').colorbox(opts); }); , plus pilots like Captain Nym and Sol Sixxa $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#F30B').colorbox(opts); }); , the Havoc and the Scurrg H-6 Bomber are truly built for war.

How will you loose these forces upon your opponents? Share your thoughts with the other members of our community forums. Then head to your local retailer to pre-order your copy of the Scurrg H-6 Bomber Expansion Pack (SWX65) today!

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© and ™ Lucasfilm Ltd.

Categories: Company News

Empire at War

Fri, 06/16/2017 - 22:12
Published 16 June 2017 | Star Wars: Destiny Empire at War

Announcing a New Set of Booster Packs for Star Wars: Destiny

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“How we choose to fight is just as important as what we fight for.”
  
- Ezra Bridger, Star Wars Rebels

From the Clone Wars to the rise of the First Order, the Star Wars™ galaxy is in a constant state of turmoil. When villains look to impose their oppressive wills upon the galaxy, heroes will dutifully rise to defend their freedoms, even if it means war.

Fantasy Flight Games is proud to announce Empire at War, the third set of booster packs for Star Wars: Destiny™!

Empire at War emulates the chaos found in the Star Wars galaxy during its darkest times with themes that disrupt your opponent’s board and decimate their best laid plans. These 160 brand-new cards will focus on taking core concepts of Star Wars: Destiny and throwing them into disarray.

Just like Spirit of Rebellion brought the characters of Rogue One™ to players’ games, Empire at War brings the thrilling action of Star Wars Rebels to the tabletop. Join the crew of the Ghost and their adversaries as they join the epic duels taking place across every era of the Star Wars saga.

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A Master Strategist

Few of the Empire's Grand Admirals are as efficent and talented as Thrawn $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#15DB9').colorbox(opts); }); (Empire at War, 4). Hunting down the Empire’s enemies through studying their culture and art, Thrawn is one of the fiercest assets Emperor Palpatine has under his command.

Now, Thrawn brings his strategic mind to Star Wars: Destiny, at fourteen points for a normal version or seventeen for an elite. The Grand Admiral’s die features two focus symbols, ensuring players will be in control of their destiny, even in the most chaotic of times. His die is further rounded out by disrupt, shield, and resource symbols. Furthermore, Thrawn’s ability shows off the disruptive themes of Empire at War—every time a player activates Thrawn, they may name a number, then view their opponents hand and discard a card that costs that amount. If players know what their opponent is thinking, Thrawn provides the perfect tool to disrupt their plans, discarding key cards and getting a view of things to come. An elite Thrawn can be paired with an elite  Kylo Ren $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#D682').colorbox(opts); });  (Awakenings,11) for consistant views of your opponent's hand. Cards viewed with Kylo Ren's special ability are easy fodder for Thrawn to target.

Amid the chaos of an Empire at War, Thrawn stands supreme as a commander in control. His two focus symbols ensure everything will go according to plan, and with twelve health, Thrawn will be a difficult foe to take down. $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#70F5').colorbox(opts); });

Like Thrawn, Red villains in Empire at War will earn victory through careful preparation and an efficient use of resources. Prepare for War $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2640').colorbox(opts); }); (Empire at War, 65) gives you a free resource when playing it as the first action taken during the turn, meaning planning ahead will be essential in order to use the benefit effectively. Red villains will also turn resource costs to their advantage with cards like Ruthless Tactics $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E1E2').colorbox(opts); }); (Empire at War, 67), which allows them to increase the value of a die by the resource cost showing on it.

Even previous sure-things in Star Wars: Destiny are thrown into turmoil in Empire at War, with cards like  The Day is Ours $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#10350').colorbox(opts); }); (Empire at War, 125), Red characters can clinch victory away from their enemies by claiming the battlefield, even after their opponent has already claimed it. Not only will they get to use the claim ability of the battlefield, but their opponent, who was planning to go first during the next round, now must readjust their plans.

Spark of Rebellion

With an Empire at War, survival becomes key for the citizens of the galaxy. Yellow characters use their wits and tricks to ensure they not only survive in a tumultuous time of war, but come out ahead. 

In the early days of the Rebellion, Ezra Bridger $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1550B').colorbox(opts); }); (Empire at War, 38) emerged as a natural-born hero. Along with the crew of the Ghost, Ezra helped disparate cells of the Rebellion come together, and now brings the fight to Star Wars: Destiny. $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#5A11').colorbox(opts); });

At only seven points for a normal version, or ten points for an elite, Ezra is one of the most affordable heroes in the game. Being Force-sensitive, Ezra can use Blue upgrades normally only reserved for Blue characters, including the powerful  Force Speed $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#B2C6').colorbox(opts); }); (Spirit of Rebellion, 55).

Ezra also exhibits the resourcefulness of Yellow heroes, with a special ability on his die that takes a resource from your opponent. The rest of his die is rounded out by a resource symbol, a disrupt symbol, a ranged damage symbol, and a modified ranged damage symbol, giving him a mix of damage and support abilities, and making him well worth his meager cost.

Though Ezra only has seven health, new Yellow cards will help him survive the duels to come. Quick Escape $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9675').colorbox(opts); }); (Empire at War, 113) has to be the last action you take on a turn, but allows you to remove two dice showing damage, ensuring your heroes will live to fight another day.

A True Champion

Though Empire at War focuses on bringing the characters of Star Wars Rebels to players’ tabletop, it still features iconic characters from every era of the Star Wars saga.

Before the Ghost crew rebelled against the Empire, the Republic was defended by the Jedi Order. Among the greatest of these warriors was Mace Windu $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#91A1').colorbox(opts); }); (Empire at War, 34), Jedi Champion.

At sixteen points for a normal version or twenty-two for an elite, Mace Windu is one of the most powerful Blue heroes in the game. With three die sides showing melee damage, one of which deals a massive four damage, Mace Windu is a consistent threat to any opponent.

When he has his opponent at the brink of defeat, Mace is an expert at delivering the final blow. With the ability to remove his character die to defeat a character that has two or less health, no amount of shields will protect Mace’s enemies from his iconic lightsaber.

While Mace Windu is a master on the battlefield, he also serves a role as a  Master of the Council $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#338D').colorbox(opts); });  (Empire at War, 36), a powerful upgrade perfectly suited for Mace. The modified melee damage can potentially double Mace’s already impressive damage output, and with a special ability that allows you to spend two resources to ready a character, Master of the Council is one of the most threatening cards in the game.

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The Chaos of War

With an Empire at War, the heroes and villains of the Star Wars galaxy will have to pull out all the stops to achieve victory. And with new Empire at War boosters, Star Wars: Destiny players will have all the tricks they need to disrupt their opponents’ plans.

Prepare for war and purchase Empire at War (SWD07) boosters from your local retailer in the third quarter of 2017!

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© & ™ Lucasfilm Ltd.

Categories: Company News

Protect Your Cards in the Colors of the Sun

Fri, 06/16/2017 - 04:12
Published 15 June 2017 | Dragon Shield Protect Your Cards in the Colors of the Sun

Three New Colors of Japanese Matte Sleeves Are Now Available

Strong as Dragon Scales

Keep your cards protected in style with Dragon Shield Japanese Matte Sleeves! Whether you’re competing in a high-caliber tournament or playing with friends, you can safeguard your cards in a wide range of colors to match every player. These resistant polypropylene sleeves now come in three new vibrant colors: Yellow, Sky Blue, and Crimson.

Security Without Sacrifice

These sleeves from Arcane Tinmen and distributed by Fantasy Flight Games measure 2.32 by 3.38 inches to comfortably keep Japanese-style cards secure without disturbing gameplay. Dragon Shield Japanese Matte Sleeves come in a set of 60 matte finish sleeves that allow you to smoothly shuffle your deck while keeping cards safe from liquids, stains, chafed edges, bent corners, and everyday wear and tear. Built for both practicality and durability, these sleeves provide optimum protection for your treasured cards.

Dragon Shield Japanese Matte Sleeves (DSH 126-128) are available now online or in-store at your local retailer.

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Manufactured by Arcane Tinmen ApS. Distributed by Fantasy Flight Publishing, Inc.

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A Mighty Hero

Fri, 06/16/2017 - 04:12
Published 15 June 2017 | Runewars Miniatures A Mighty Hero

The Lord Hawthorne Hero Expansion for Runewars Miniatures Game Is Available Now

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Across the land of Terrinoth, few have more valor than the courageous Lord Hawthorne. Famed for driving away a horde of barbarians led by the evil Ankaur Maro from his village, Lord Hawthorne rides his mighty mount into battle, slashing down all those who would stand against the might of the Daqan Lords. With the finest soldiers of Daqan at his back, Lord Hawthorne leads the charge against those that threaten the free baronies of Terrinoth.

Fantasy Flight Games is proud to announce the Lord Hawthorne Hero Expansion for Runewars Miniatures Game is available now!

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The enemies of Daqan tremble at the mere sight of Lord Hawthorne—his speed, reach, and inspiring presence are unparalleled on the field of battle. The Lord Hawthorne Hero Expansion includes two different figures for Lord Hawthorne to add to your Daqan army, a mounted and unmounted version, as well as six upgrade cards. For a full preview of the Lord Hawthorne Hero Expansion, click here!

Heroic Deeds

Lord Hawthorne is one of the most protective figures in Runewars Miniatures Game. With two surges, Lord Hawthorne can receive an inspiration token to fight off any harmful Bane conditions that come his way. Furthermore, anytime he makes a melee attack, he may make another melee attack against another figure he has yet to target this turn. This can make trying to flank Lord Hawthorne a risky proposition—even when he is surrounded, Lord Hawthorne can dish out a hefty amount of damage.

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Lord Hawthorne’s command tool also affords him some valuable options. His high-speed march actions allow him to quickly make his way across the battlefield, and these can even be modified to add two additional speed to his movement. Lord Hawthorne also has two different versions of a melee attack, a red that can be modified with a hit and a yellow that can be used as a quick strike.

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An Inspiring Presence

With the Lord Hawthorne Hero Expansion, your Daqan forces will be led by one of the most inspiring figures in Terrinoth. With his ability to engage multiple foes with ease, Lord Hawthorne is an imposing figure on the battlefield.

Lead your forces into battle with the Lord Hawthorne Hero Expansion (RWM06) available at your local retailer today.

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TM & © 2016 Fantasy Flight Games.

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Spears of Justice

Fri, 06/16/2017 - 04:12
Published 15 June 2017 | Runewars Miniatures Spears of Justice

The Spearmen Unit Expansion for Runewars Miniatures Game Is Available Now

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When the fires of war threaten the land of Terrinoth, the rank-and-file of Daqan form a mighty bulwark to protect their homes, and the spearman rise to the challenge of keeping their lands safe. The rows of infantry clad in the Citadel’s own colors—majestic blue and gold—march as a symbol of safety and security to those who make their home in the Land of Steel.

It is difficult to find a group more disciplined than the Spearmen making up the front lines of the Daqan army. These rank-and-file units are made up of soldiers passionate about defending their homeland, and they will move with choreographed ferocity to defeat those that threaten the peace of the Free Cities.

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Fantasy Flight Games is proud to announce the Spearmen Unit Expansion for Runewars Miniatures Game is available now!

The Mighty Bulwark

The Spearmen Unit Expansion features eight plastic figures and two infantry trays, allowing you to form a two-tray unit of spearmen or add those trays to an existing unit. For an in depth look at the Spearmen Unit Expansion, click here.

Like the imposing Lord Hawthorne, these Spearmen can spend surges to receive inspiration tokens, avoiding harmful bane conditions. With an inspiring presence, these Spearmen are sure to lead the charge against any enemy of Daqan.

With two different melee attacks, the Spearmen have the option of acting quickly with an initiative-three strike, or attacking later in the turn with an initiative seven strike that can be modified to add an additional hit. This versatility makes the Spearmen extremely dangerous, and gives them a mix of speed and power that is valuable in any battle.

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Spears of the Daqan

With the Spearmen Unit Expansion, the Daqan Lords forces have been bolstered, and their foes now face the might of a legion of Spearmen ready to fight for the glory of Daqan.

Form a mighty bulwark and purchase the Spearmen Unit Expansion (RWM07) for Runewars Miniatures Game from your local retailer today!

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TM & © 2016 Fantasy Flight Games.

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The Dark Necromancer

Fri, 06/16/2017 - 04:12
Published 15 June 2017 | Runewars Miniatures The Dark Necromancer

The Ankaur Maro Hero Expansion for Runewars Miniatures Game Is Available Now

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As death sweeps across the land, the armies of Terrinoth search not only for allies to aid them, but ancient magic to gain the upper hand over their foes. While the Daqan dig through ancient ruins, the forces of Waiqar know where true power lies; in flesh, blood, bone, and death. Of all Waiqar’s servants, few exemplify this like Ankaur Maro, a fearsome necromancer whose ambition and lust for power knows no bounds. Those who oppose the undead legion are subject to the dark magic of the necromancer, and may even end up serving Waiqar themselves.

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Fantasy Flight Games is proud to announce the Ankaur Maro Hero Expansion for Runewars Miniatures Game is available now!

The expansion features one infantry and one cavalry figure for Ankaur Maro as well as new terrain and upgrade, objective, and deployment cards to expand your Runewars Miniatures Game collection. For a full preview of the Ankaur Maro Hero Expansion, click here.

Dark Power

Ankaur Maro's hefty ranged attack fluctuates in power, rolling a number of white dice equal to the amount of unstable energy runes on the field.

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While unstable energy affects Ankaur Maro’s pure attack, stable energy fuels his necrotic power. Using his special modifier, Ankaur Maro can add full trays to Waiqar infantry units within range 1-5 equal to the number of stable energy runes on the field. While this is a powerful ability that can quickly grow the ranks of the undead, dark magic has a price, and Ankaur Maro takes wounds equal to the number of trays added.

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Both Maro's melee and ranged attacks can be modified by two hit symbols, a surge, or a mortal strike, allowing players to adjust Ankaur Maro’s attacks to what is most helpful in the current situation. Low defense targets can be devastated with additional hits, the high defense of stronger targets can be pierced with the mortal strike, and the surge can be used to help Ankaur Maro recover or fuel an upgrade. Whatever you choose, Ankaur Maro is sure to prove himself a worthy servant of Waiqar.

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Raise the Dead

With Ankaur Maro as the vanguard of Waiqar’s forces, there is little that can stand in their way. Every fallen ally and foe is just fodder for Ankaur Maro’s dark necrotic powers, as the dead rise and overrun those who would challenge Waiqar for control of Terrinoth.

Raise the dead and purchase the Ankaur Maro Hero Expansion (RWM11) for Runewars Miniatures game from your local retailer today!

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TM & © 2016 Fantasy Flight Games.

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