You are here

Home » Latest News » Sources

Fantasy Flight Games

Leading publisher of board, card, and roleplaying games.
Updated: 5 hours 39 min ago

Wildcats and Dragon Teeth

Thu, 12/14/2017 - 03:04
Published 13 December 2017 | Legend of the Five Rings LCG Wildcats and Dragon Teeth

Read a New Piece of Fiction Set in the World of Legend of the Five Rings

As the second-highest ranking Magistrate, the Ruby Champion holds many duties… including training the Crown Prince, Hantei Sotorii, in the art of combat. During a sparring session, Agasha Sumiko reflects on her time in the Imperial City of Otosan Uchi, and the challenges to come. What awaits the land of Rokugan with the crowning of a new Emerald Champion, and what role will Agasha Sumiko play in the events to come?

Fantasy Flight Games is proud to present "Wildcats and Dragon Teeth" by Lisa Farrell. "Wildcats and Dragon Teeth" focuses on the Ruby Champion Agasha Sumiko and the Imperial Prince Hantei Sotorii and can be downloaded here (1.2 MB).

One Chapter Ends

With the end of the Imperial Cycle, weekly Legend of the Five Rings fiction on the website will be taking a short break, but check back frequently for more news on Legend of the Five Rings: The Card Game and more!

Complete your journey into Otosan Uchi and pre-order Meditations on the Ephemeral (L5C07) from your local retailer or our website!

Discuss this article
in our forums!
Categories: Company News

Dim Carcosa

Wed, 12/13/2017 - 00:03
Published 12 December 2017 | Arkham Horror: The Card Game Dim Carcosa

Announcing the Sixth and Final Mythos Pack in The Path to Carcosa

Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
     Dim Carcosa

   –Robert W. Chambers

In the realm of lost Carcosa, where black stars hang in the heavens, all truths will come to light beneath the fires of the suns. Fantasy Flight Games is proud to announce the upcoming release of Dim Carcosa, the sixth and final Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game, available for preorder now at your local retailer or online through our website!

Palace of the King

Your investigation into the mysterious play The King in Yellow has led you through a maddening series of events, from the darkest corners of Arkham Historical Society, to twisted halls of the asylum, and even the catacombs of Paris. It has all led you here, to dim Carcosa, a place beyond all imagining. A warped, alien city lies before you. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa—the realm of madness in the stars, where Hastur reigns supreme.

As the final act of the Path to Carcosa cycle, Dim Carcosa is filled with empyrean madness both beautiful and terrible. The once grand city stands in ruins, the remains of some accursed place that defies any sense or reason. In the middle of this madness you stand alone as the last defense for Arkham… and the world. If you wish to survive this journey into madness, you must learn as much as you can about this strange realm and make sure that you leave No Stone Unturned $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14944').colorbox(opts); }); (Dim Carcosa, 307), searching your player deck for any one card that may prove useful and adding it to your hand. You may have doubted your sanity before, but now you see that it was true. Everything—it was all true. But now that you have found your answers, will you be strong enough to put an end to The King in Yellow’s dark design and find a new ending?

Two Suns Sink

Your time is running out. Even as you explore the Ruins of Carcosa $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16EAF').colorbox(opts); }); (Dim Carcosa, 327), you become weak, taking damage as your investigation progresses. Your only hope for survival is to return to your own world. Yet somehow, you feel as if your fate is no longer under your control. Your story progresses with each location you discover, almost as if you are not acting under your own will. Each of the locations in the Dim Carcosa scenario have no unrevealed side. Instead, their reverse sides bear story cards. Trapped in a dim, distant realm, you will find few allies. But amongst the city’s remains, you may encounter one of the its dwellers, an Inhabitant of Carcosa $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#18002').colorbox(opts); }); (Dim Carcosa, 327), to aid you as the script demands.

You encounter a man among the ruins of the city, haggard and tired. “Good stranger,” he says, “I am ill and lost. Direct me, I beseech you, to Carcosa.” You tell him that you believe you are in the realm of Carcosa right now, and he falls to his knees in despair. “No… But that cannot be!”

The man cries and raves, telling you more of the ancient and famous city. Though his words have little meaning to you, deep within your mind, you begin to understand.

Dim Carcosa is fraught with dangers. You can desperately empty your ammo into your enemy, forcing them to "Eat Lead!" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#FA59').colorbox(opts); }); (Dim Carcosa, 304), but even this may not save you from the horrors that await you in lost Carcosa. In the moment of your demise, you may be lucky enough to Cheat Death $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#400B').colorbox(opts); }); (Dim Carcosa, 310), escaping the enemies surrounding you. But leaving combat alone would only buy a few sweet moments of life. Instead, this powerful Trick allows you to discard all cards in your threat area, heal two horror and two damage, and move to any revealed location where no enemies await you. This saving grace provide the opportunity you need to regain your strength and finish the seemingly impossible task before you. But the question remains: are you the master of your own fate, or are you simply a puppet of Hastur? What will become of you once your part has been played?

Shadow of Men’s Thoughts

In the lost realm of Carcosa, insanity is inevitable as the two suns that light the city burn madness into your mind. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Sometimes madness is the best response when confronted with an impossible reality. During your stay in Carcosa, you may continue to take horror in excess of your sanity, in which case your remaining sanity is considered zero.

On the surface, this may appear to be a blessing, but it may also prove a curse as you move towards The Final Act $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#A3DD').colorbox(opts); }); (Dim Carcosa, 339). When this encounter card is revealed, you must place two doom on the current agenda if you have no remaining sanity, perhaps pushing it to advance. Other consequences of a broken mind may come about in battles, forcing you to fail skill tests and depriving you of elder sign effects. When your mind becomes the playground of Hastur, you will find yourself bending to a will that is not your own. Forced to battle your own mind in a world you do not understand, will you be able to end the madness and return, or will you become another lost soul?

The Prophet’s Paradise

Travel to the realm of madness beyond the stars and take on The King in Yellow before your time and sanity run out. This is your final act and your curtain is about to fall.

Look for Dim Carcosa (AHC17) at your local retailer in the first quarter of 2018! You can pre-order this pack at your local retailer or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

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

Categories: Company News

A New Path

Tue, 12/12/2017 - 09:02
Published 11 December 2017 | Star Wars: Destiny A New Path

Learn More about the Rivals Draft Set for Star Wars: Destiny

"You underestimate my power!"
   –Darth Vader, Star Wars: Revenge of the Sith

For over a year, Star Wars™: Destiny has put players in the middle of epic duels from the Star Wars galaxy. From Rey and Jyn Erso teaming up to fight Count Dooku to Han Solo facing down Jango Fett, Star Wars: Destiny has allowed players to live out any battle they could imagine from a galaxy far, far away. 

Now, Star Wars: Destiny invites you to relive the epic showdowns of Star Wars in a brand-new way with the Rivals Draft Set. Team up with five other players and participate in a card draft before creating decks and proving yourself as the ultimate Star Wars: Destiny player!

What's more, we're proud to announce that the wait for Rivals is nearly over! Limited quanitites of the Rivals Draft Set will be available for purchase at retailers in the United States next Friday, December 15th to celebrate the holiday season. For more information, just check with your local retailer! Meanwhile, you can look for a full release of Rivals in the first quarter of 2018, with a special release promotion and more information coming soon!

Though this special Holiday Preview Wave of Rivals offers a preview of an exciting new product, it's important to note that these cards will not be tournament legal until the product is officially released in the first quarter of 2018.

Join us today as we preview a mock draft for Star Wars: Destiny, using the Rivals Draft Set!

A Demonstration of Power

With Rivals ushering in a brand-new format to Star Wars: Destiny, we’re going to look at what a draft might look like.

In this scenario, we’re going to follow Star Wars: Destiny player Jesse as he participates in a draft with five of his friends. A draft requires each player to have a Rivals Draft Set as well as six booster packs, taken from any sets of Star Wars: Destiny. In this case, each player has two packs of Spirit of Rebellion, two packs of Empire at War, and two packs of Legacies.

To begin a draft, each player opens three of their packs to create a hand of fifteen cards, setting the three dice from the rares or legendaries from their packs in front of them. Each player selects one card from their hand of fifteen and passes the rest to the player on their left.

Jesse opens his first three packs, (one from each set) and finds his dice cards to be Aurra Sing $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#133F4').colorbox(opts); });  (Spirit of Rebellion, 18), LR1K Sonic Cannon $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#DD25').colorbox(opts); }); (Empire at War, 46 ), and Aayla Secura $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1442D').colorbox(opts); });  (Legacies, 29). His uncommon cards are Defensive Teaching $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 312 }; $('#D5B').colorbox(opts); });  (Legacies, 106), Never Tell Me the Odds $(document).ready(function() { var opts = { iframe: true, innerHeight: 421, innerWidth: 300 }; $('#E5DF').colorbox(opts); });  (Spirit of Rebellion, 115) and  Fearless $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#13018').colorbox(opts); });  (Empire at War, 106). The rest of his cards are commons. Jesse figures he will see multiple copies of these cards during the draft and focuses first on the six rarer cards.

In a draft, selecting a character early is an important decision. Draft changes a lot of deckbuilding rules, but decks can still only include colors that match their characters. Deciding what you want to build early will help you make important decisions later in the draft and give you a clear direction.

Knowing this, Jesse decides to draft Aayla Secura, with ideas of constructing a Blue/Red deck with Aayla as a centerpoint. Jesse passes the rest of his cards to his left and receives fourteen more.

Knowing the commons will stick around for a while, Jesse focuses on the rares and uncommons in the next set. The Legacies rare has already been taken—and by looking at the dice in front of Mike, who's sitting to Jesse's right, Jesse can see a Palpatine, Darth Sidious $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#11688').colorbox(opts); }); (Legacies, 4) die with the matching card absent from his current hand. This lets Jesse know immediately that Mike might also be interested in drafting Blue cards. Looking through his options, Jesse decides to draft  Lure of Power $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#16448').colorbox(opts); }); (Spirit of Rebellion, 16), thinking it will pair well with Aayla’s high damage dealing die. Since draft decks can feature any mix of Hero and Villain cards, Jesse doesn’t have to worry about including Hero Aayla Secura and Villain Lure of Power in the same deck.

After another pass, Jesse receives thirteen cards and examines his options.

Not seeing anything interesting among the uncommons, and not wanting to draft commons quite yet, Jesse decides on BB-9E $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#78A9').colorbox(opts); }); (Legacies, 28). Jesse makes this choice partly because he won’t have many more opportunities to draft cards with dice this round, but also because this card is missing from his collection, and players in the draft get to keep the cards that they draft.

Jesse’s next hand has one rare remaining, a Y-Wing $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#709F').colorbox(opts); });  (Empire at War, 29). Still hoping to build a deck that's at least partially Red, Jesse selects the Y-Wing, despite not having drafted a red character. Every player has access to the Rivals Draft Set, so Jesse knows that he can always include Lobot, Cyborg Aide $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#4CE6').colorbox(opts); });  (Rivals, 2) on his team.

The round continues until the last card from each hand is drafted. At this point, the players open their next three packs and repeat the process, this time passing their cards to their right. When all is said and done, each player will have thirty drafted cards, as well the twenty cards available to them in the Rivals Draft Set to construct a deck of twenty to thirty cards. After all players have created their decks, they are ready to play! In a typical draft, you'll compete against each other player in the draft one time, tracking your wins as you play.

Putting It All Together

Jesse’s strategy of drafting Red and Blue cards has worked out well. As far as characters go, he knows he wants to build around Aayla Secura and was able to draft a Rebel Commando $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#2C64').colorbox(opts); });  (Spirit of Rebellion, 28) in the second group of packs. Jesse is still eleven points short of the thirty-point limit, which allows him to include Lobot as a third character.

Jesse now selects between twenty and thirty cards to make up his deck. He has selected a fair number of upgrades and supports that include dice, including a Y-Wing and Lure of Power, but he is still looking for more. He digs into the Rivals Draft Set to include a T-21 Repeating Blaster $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#C0E6').colorbox(opts); });  (Rivals, 16), Vibrosword $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#FA39').colorbox(opts); });  (Rivals,17), Crafted Lightsaber $(document).ready(function() { var opts = { iframe: true, innerHeight: 486, innerWidth: 418 }; $('#7256').colorbox(opts); });  (Rivals, 6), and Fang Fighter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#ABC8').colorbox(opts); });  (Rivals, 8) that will provide some additional firepower.

Next, Jesse adds in some dice removal cards to protect his characters in the form of  Crush the Rebellion $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#9793').colorbox(opts); });  (Legacies, 85) and Mislead $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#1FE7').colorbox(opts); });  (Legacies, 130). Jesse was able to draft three copies of  Spell of Removal $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#F36B').colorbox(opts); });  (Legacies, 81), and since there is no limit to the number of copies of a single card you can include in a draft deck, he decides to throw all three copies of Spell of Removal in.

Next, Jesse adds in some resource generation in the form of two copies of  Prepare for War $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#EF38').colorbox(opts); });  (Empire at War, 65).

Finally, Jesse adds some cards that will boost the value of his characters' dice. He includes Ataru Strike $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 312 }; $('#9731').colorbox(opts); });  (Legacies, 101) and Ruthless Tactics $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CBBE').colorbox(opts); });  (Empire at War, 67) for use with his upgrades.

Jesse then gets to work filling in the rest of the holes before he must select a battlefield. Since he chose not to draft one, he chooses to use Sith Temple $(document).ready(function() { var opts = { iframe: true, innerHeight: 298, innerWidth: 418 }; $('#10751').colorbox(opts); });  (Rivals, 20), which is included in the Rivals Draft Set and ends up with a deck as follows:

Characters (3):
Aayla Secura $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#3754').colorbox(opts); }); , Lobot $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#AB00').colorbox(opts); }); , Rebel Commando $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#57F0').colorbox(opts); });   Battlefield (1):
Sith Temple $(document).ready(function() { var opts = { iframe: true, innerHeight: 298, innerWidth: 418 }; $('#3BB8').colorbox(opts); }); Events (11):
  Prepare for War $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#ADF5').colorbox(opts); }); (2), Ataru Strike $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 312 }; $('#1AE6').colorbox(opts); }); (1), Ruthless Tactics $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12F39').colorbox(opts); });  (2), Crush the Rebellion $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#14E2A').colorbox(opts); });  (1) , Mislead $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#144EC').colorbox(opts); });  (2),  Spell of Removal $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#1134C').colorbox(opts); }); (3),  Supports (3):
  Y-Wing $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1169F').colorbox(opts); });  (1),  BB-9E $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#15732').colorbox(opts); }); (1), Fang Fighter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1108B').colorbox(opts); }); (1) Upgrades (6):
  T-21 Repeating Blaster $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1458').colorbox(opts); }); (1), Crafted Lightsaber $(document).ready(function() { var opts = { iframe: true, innerHeight: 486, innerWidth: 418 }; $('#2A66').colorbox(opts); });  (1), Lure of Power $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#132ED').colorbox(opts); });  (1), Shoto Lightsaber $(document).ready(function() { var opts = { iframe: true, innerHeight: 486, innerWidth: 418 }; $('#E476').colorbox(opts); });  (1),  Makashi Training $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#AA7E').colorbox(opts); }); (1), Vibrosword $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#181A2').colorbox(opts); }); (1)

Now, Jesse is ready to play his friends with his very own draft deck!

Rivals

The time for talk is over. Seize your chance to get the Rivals Draft Set next Friday, December 15th from select retailers in the United States, with a wide release in the first quarter of 2018. Do you have what it takes to create the ultimate draft deck?

Fulfill your destiny and pre-order a Star Wars: Destiny Rivals Draft Set (SWD06) from your local retailer or our website to prepare for a whole new way to play Star Wars: Destiny.

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

Meditations on the Ephemeral

Tue, 12/12/2017 - 03:02
Published 11 December 2017 | Legend of the Five Rings LCG Meditations on the Ephemeral

Preview the Sixth Dynasty Pack in the Imperial Cycle

Autumn’s voice falters
Visions of days together
Fade with the new snow

Everything ends. From the changing of the seasons to the passing of old legends, the Emerald Empire is no stranger to the impermanence of time. Change is coming to Rokugan, and new champions take up the mantle to lead their clan. Unseen forces pull the strings of war. And a new Emerald Champion shoulders the responsibility of keeping Rokugan together.

Join as today as we preview Meditations on the Ephemeral, the sixth and final Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game! As the finale to the Imperial Cycle, Meditations on the Ephemeral expands on each clan's strategies first introduced in the Core Set, as well as offering an assortment of Imperial cards, and a new neutral character that ties them all together.

Imperial Strength

The Imperial Cycle has introduced a wealth of cards with the Imperial keyword to the world of Legend of the Five Rings: The Card Game. From the magistrates of every clan to various districts in the Imperial city of Otosan Uchi, it is entirely possible to construct a deck focusing on these powerful Imperial fixtures. Miya family Daimyō Miya Satoshi $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CAC0').colorbox(opts); });  (Meditations on the Ephemeral, 112) is not only a powerful force in political conflicts, he ensures that you can find the Imperial cards in your dynasty deck. As an Action with Miya Satoshi, you may discard cards from the top of your dynasty deck until you discard an Imperial card. Then, you'll switch that card with a card in one of your provinces, placing it faceup and ready to be brought into play. You may use Miya Satoshi to ensure that you can find your respective clan’s district of the Imperial City, since these holdings are generally limited to one per deck. Of course, there is no way to tell how far down your Imperial cards are in your dynasty deck, and you may set aside some important characters and holdings along the way. Still, this is a small price to pay for the gatekeeper to the Son of Heaven.

Aside from his ability to tutor through your dynasty deck, Miya Satoshi has an impressive amount of political acumen with four skill. Not only will he be a force in any political conflict, his status as a Courtier allows you to use cards like For Shame! $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C36F').colorbox(opts); });  (Core Set, 207), or even Forged Edict $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17174').colorbox(opts); });  (Core Set, 184), should you include him in a Scorpion deck.

Miya Satoshi gives you consistency when it comes to the clan-specific districts of the Imperial Cycle, including the new Phoenix district included in Meditations on the Ephemeral. The Kanjo District $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#564').colorbox(opts); });  (Meditations on the Ephemeral, 108) is a holding that provides an additional two strength to the province it is occupying. This already provides ample protection, but the Kanjo District also provides a powerful effect that takes the bite out of your opponent's forces. As an Action during a conflict, you may discard the Imperial Favor to send a participating character home and bow it! Kanjo District can even be used during conflicts where it's not being attacked, allowing you to conceivably use this ability every turn, as long as you maintain control of the Imperial Favor. With Kanjo District on the board, your opponent will have to account for their best character suddenly becoming a non-factor in conflicts, as their fate slowly drips away and they come one step closer to leaving the battlefield.

The Changing of the Season

Of course, no one can remain on the battlefield forever. From the least significant politician to the Clan Champions themselves, everyone’s time must come to an end as their fate is slowly removed. Impermeance has always been vital to the essence of Legend of the Five Rings: The Card Game, and what better way to bring the Imperial Cycle to a triumphant conclusion than a card that exemplifys that very concept.

Mono No Aware $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3B7E').colorbox(opts); });  (Meditations on the Ephemeral, 120) is a neutral conflict card that can be used by any clan, and it simply removes one fate from every character on the field before allowing you to draw a card. When played in the right circumstances, Mono No Aware can absolutely destroy your opponent’s board. Whether it’s completely wiping out the boost provided by For Greater Glory $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1B13').colorbox(opts); });  (Core Set, 168) or simply taking a massive step forward in clearing the board, Mono No Aware can completely change the game. Of course, this card affects all characters, even your own… but there are always ways to extend a character’s time in your service.

The Crab defend the Emerald Empire with everything they have, extending their time in conflicts in the unsubstantiated hope that their service and sacrifice will help defend Rokugan. While their new province,  Iron Mine $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#13EB2').colorbox(opts); });  (Meditations on the Ephemeral, 103), doesn’t provide any additional strength to provinces, it can still activate cards like the Shrewd Yasuki $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12EF8').colorbox(opts); });  (Core Set, 29), as well as providing a vital ability. When a character that you control would leave play, you may sacrifice the Iron Mine instead. The Crab defend the wall, and they will give their all to remain in the field of battle or in the courts of Rokugan, extending the time that they provide their service and breaking through the limits normally enforced by the fate mechanic. Filling your dynasty deck with Iron Mines and your conflict deck with Repreive $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B69E').colorbox(opts); });  (Core Set, 132) will allow your brave Crab warriors and courtiers to remain in you service, to continue to fight against the encroaching evils of the south.  

All Things End

The Imperial Cycle comes to an end with Meditations on the Ephemeral. Complete your journey into Otosan Uchi with the final Dynasty Pack of the Imperial Cycle. Which clan will come out on top when all is said and done?

Complete your journey into the Imperial City of Otosan Uchi and pre-order Meditations on the Ephemeral (L5C07) from your local retailer or our website today!

Discuss this article
in our forums!
Categories: Company News

Governor Pryce

Tue, 12/12/2017 - 03:02
Published 11 December 2017 | Star Wars: Armada Governor Pryce

2015 World Champion Jonathan Reinig on Designing Governor Pryce

"They fight so hard to gain so little."
     –Governor Arihnda Pryce

The Chimaera Expansion Pack for Star Wars™: Armada is notable for many reasons.

The expansion marks the arrival of Grand Admiral Thrawn. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#80F8').colorbox(opts); });  It introduces a new Imperial Star Destroyer with an alternate paint scheme—designed to match Thrawn's signature Chimaera. It allows Imperial players to field a pair of Mandalorian Gauntlet squadrons. And as we revealed in our first preview of the expansion, it introduces a pair of Champion cards—designed by 2016 World Champion Josiah Burkhardsmeier and 2015 World Champion Jonathan Reinig.

One of the greatest parts of winning the Armada World Championship is earning the chance to work with the game's developers to design a card and make a lasting impact on the game you love. Now that we've already seen what Josiah Burkhardsmeier had to say about the privilege of introducing Grand Admiral Thrawn to the game, we turn our attention to Jonathan Reinig and the card that he hopes will shake up the metagame and bring back the big Imperial ships—the really big ships…


2015 Armada World Champion Jonathan Reinig shakes hands with his opponent during the final match. You can watch the match on our YouTube channel.

2015 World Champion Jonathan Reinig on Governor Pryce

When my swarm of A-wings $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1755A').colorbox(opts); }); led me to victory in the 2015 Star Wars: Armada World Championships, I was overjoyed. But if I am completely honest, it was not the way I wanted to win.

Prior to Worlds, I had dreamed of marching a giant Imperial Star Destroyer across the table and watching waves of enemy ships break against its shields as its turbolaser batteries ended their feeble attempts to stop me. Sadly, however, the more I put the Imperial Star Destroyer on the table, the more I found my attempts to fly it to victory more frustrating than impressive.

With opponents bringing more and more activations to the table, ships like the Imperial Star Destroyer that required large fleet-point investments simply became less and less practical. I would be forced to activate my Star Destroyer early in the round, having run out of other options, and then I would watch as the Rebellion's Corvettes snaked around and past me.


The iconic Imperial Star Destroyer.

In more than one game, I was forced to watch my opponent's Demolisher $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#15CF').colorbox(opts); }); activate last in a round, fly right in front of my Imperial Star Destroyer, fire, and then activate first in the next round, firing again and running away. My opponents were almost mocking my big ships in a way—playing chicken like that.

When I won Worlds, I knew I wanted my card effect to prevent the Imperials from suffering these kinds of insults in the future. The Star Destroyer was a massively imposing force in the movies, and I wanted it to invoke the same awe and fear on the table.

A Large Impact on the Value of Large Ships

Luckily enough, after I expressed this opinion, the design team did an amazing job of helping me create a card that really supports the types of ships I've always wanted to fly— Governor Pryce. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#170FD').colorbox(opts); });

Governor Pryce may clock in at a monstrous seven fleet points, but she still feels fairly comfortable aboard a ship into which you are already sinking over one-hundred points. She takes up the officer slot, which is conveniently a slot currently available to all medium and large ships in the Imperial fleet, and the fact that she is restricted to medium and large ships means she won't add yet another tool to the Demolisher.

Far more interesting, though, is what Governor Pryce can do for the game's larger ships. In short, she makes all my dreams of big activations viable.

It's true that she forces you to showcase what round her ship will activate last, but this is a price I’m willing to pay for the ability to get all of the information possible before committing to a course. The payoff is that by activating last in a round, you will have forced your opponent to play out his entire hand, moving some of his ships into the danger zone before you activate. This gives you the chance to bring your Star Destroyer into the fight just the way you want them.


With some clever positioning, the Imperial player leaves the Rebels nowhere to go but straight into his Star Destroyer's main battery!

And if you have bid deep enough to become first player, you may even get to live the dream of activating your Star Destroyer last in one round, and then first in the next. Not many ships can withstand a Star Destroyer's full-strength one-two punch!

Governor Pryce in Action

Currently there are a ton of ships that could benefit from Governor Pryce. Activating last in a round with a heavy hitter is an extremely strategic tool.

The most obvious spot to stick Pryce would have been the Demolisher. Being able to guarantee it acts last in the round would have meant you no longer had to "out-activate" your opponent; however, Governor Pryce's restriction to medium and large ships ensures that this isn’t going to be a problem. Guaranteeing a player's ability to move the Demolisher last is not something I felt the game needed.

My favorite officer slot to fill with Governor Pryce is on the Imperial Star Destroyer. This fits with my original intent, and when I build a fleet, the officer slot is generally one of the last slots I worry about filling. The defensive retrofit, weapons, team, and turbolaser slots all generally rank far higher on my priority list. This means Governor Pryce's opportunity cost is rather negligible.

One build I look forward to trying out is an Imperial II-class Star Destroyer $(document).ready(function() { var opts = { iframe: true, innerHeight: 516, innerWidth: 300 }; $('#E29F').colorbox(opts); }); with Governor Pryce, Gunnery Team, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#912D').colorbox(opts); });   Spinal Armament, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#110AC').colorbox(opts); });  and Leading Shots. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#9ECA').colorbox(opts); });

Properly positioned to activate last in a round, this punishing Star Destroyer can fire its forward battery armament at two separate targets trapped in its front arc. Then—if you are truly a master of positioning—you can activate it again in the next round to unload against the same two targets, presumably obliterating them.

Still, this isn't the only use for Governor Pryce. Another excellent place to put her would be aboard a Quasar Fire I-class Cruiser/Carrier $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 300 }; $('#48F').colorbox(opts); }); with Expanded Hangar Bay, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#157B6').colorbox(opts); });   Flight Controllers, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#5AF9').colorbox(opts); });  and the Squall $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1106C').colorbox(opts); });   Title. Starting far outside of your enemies' threat range, this ship could pounce at the end of the turn to direct a large number of elite Imperial squadrons against your opponent—after he has lost his ability to counter your assault with his fighter activations.

There are plenty of other ways to use Governor Pryce, too, and I look forward to seeing her in action. I'm delighted to have had the chance to work with the design team, and I hope she'll help make the Empire's largest ships as brutally effective in the game as they were always meant to be!

Wave VII Is Coming

Armada Wave VII is coming, and it's going to introduce a host of exciting new tactics and strategies for both the Galactic Empire and Rebel Alliance. Without a doubt, the Champion cards from the Chimaera Expansion Pack are bound to play a prominent role in your upcoming battles—as players everywhere look for ways to incorporate Grand Admiral Thrawn and Governor Pryce into their Imperial fleets.

What else will we find in the Chimaera Expansion Pack and Profundity Expansion Pack? We'll take a closer look in our next previews, so stay tuned!

In the meantime, head to your local retailer to pre-order your copy of the Chimaera Expansion Pack (SWM29) or place your pre-order online through our webstore.

Discuss this article
in our forums!

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

New Journeys in Middle-earth

Sun, 12/10/2017 - 03:01
Published 9 December 2017 | The Lord of the Rings LCG New Journeys in Middle-earth

Fantasy Flight Interactive and The Lord of the Rings Living Card Game

“With hope or without hope we will follow the trail of our enemies. And woe to them, if we prove the swifter! We will make such a chase as shall be accounted a marvel among the Three Kindreds: Elves, Dwarves, and Men. Forth the Three Hunters!”
–Aragorn, The Fellowship of the Ring

Your journeys across Middle-earth have taken you far in The Lord of the Rings: The Card Game. With this game’s expansive Saga Expansions and Adventure Packs, you have traveled from the shadowy eaves of Mirkwood, through the stone halls of the Dwarrowdelf, into the uncharted oceans west of Middle-earth and the deepest south of Far Harad. Your journeys are about to bring you one step farther into the wild.

You have been hailed as one of Middle-earth’s greatest heroes, and we are proud to announce The Lord of the Rings™ Living Card Game™, a digital card game adaptation coming soon from the Fantasy Flight Interactive studio!

What Is the Fantasy Flight Interactive Studio?

Fantasy Flight Games is thrilled to partner with a brand-new studio and subsidiary of Asmodee North America—Fantasy Flight Interactive! This studio was founded by veterans of the digital game industry. The first project from Fantasy Flight Interactive will be The Lord of the Rings Living Card Game! For more information about FFI and The Lord of the Rings Living Card Game, you can visit their website here, or read on.

Beyond the Shire

Over the years, The Lord of the Rings: The Card Game has been a massively successful product for Fantasy Flight Games, pioneering the idea of the cooperative Living Card Game®, and inviting players to journey through the epic saga of The Lord of the Rings and weave their own stories in this rich universe.

Fantasy Flight Interactive is adapting this game into a new format as a digital game—The Lord of the Rings Living Card Game. The physical game will continue to exist alongside the new digital game, offering fans multiple formats to enjoy and more ways to interact with the universe and the game, no matter where you are.

As a digital Living Card Game, The Lord of the Rings Living Card Game offers something completely new to the realm of digital games. Within the game, you’ll choose a set of three heroes, build your thirty-card deck, and pit your wits against the evil legions of Sauron, battling spiders, Orcs, and more. Along your journey, you’ll have chances to earn new cards and devise new tactics along the way.

Your games will not pit you against another player—instead, you will battle  against the might of Sauron himself and the forces of darkness controlled by the computer, embarking on a journey that unfolds over multiple adventures of a narrative campaign. The Lord of the Rings Living Card Game draws its origins and inspiration from The Lord of the Rings: The Card Game, but there are some notable differences between the two formats, which designer Caleb Grace will cover in more detail below!

The Lord of the Rings Living Card Game is the first-ever digital Living Card Game, featuring an in-game economy built around fixed packs and a story-based campaign. There is no randomness inherent in the packs that you unlock through gameplay—you can look at the contents of every pack and know exactly what you are getting. As you gain new cards, you’ll embark on a series of adventures across Middle-earth. Narratively driven and exceedingly replayable, The Lord of the Rings Living Card Game provides a digital card game experience unlike any other game.

Read below for more information on The Lord of the Rings Living Card Game from designer Caleb Grace.

Designer Caleb Grace on The Lord of the Rings Living Card Game

The Lord of the Rings Living Card Game was initially inspired by the success of the physical version of the game, The Lord of the Rings: The Card Game. We wanted to take the things that players loved most about the tabletop game, and develop them into a digital game that you could enjoy on your computers and tablets. The translation from physical to digital also gave us the unique opportunity to evaluate which game elements were essential to the experience, and which ones could be trimmed in order to create a game that can be played in easily digestible 10-20 minute play-sessions. Our end result is a game that is easier to play than the LCG, but still provides the immersive experience of adventuring through Middle-earth.

The Lord of the Rings Living Card Game shares the same concept as its tabletop predecessor. You’ll take control of heroes attempting to complete a quest in Middle-earth, but instead of representing the quest and the environment with quest cards and location cards, the digital game brings Middle-earth to life with stunning visuals and detailed backgrounds. These let players visualize the locations that they had previously only imagined, and as they advance from one location to the next, the scenery changes—creating the sensation of traveling through Middle-earth.

Enhanced visuals and backdrops are not the only advantages of building a digital game: the AI for the game has been improved as well. Whereas the tabletop game could only simulate the sensation of a live, “thinking” opponent through card effects, the digital game has actual AI programmed for Sauron, so that he plays like a human opponent, playing minions and directing them to attack your characters. Not only does this make Sauron a more engaging opponent, it removes the stress of managing the encounter deck. There is no more book-keeping and scenario management—all of that is automated by the game. You only have to manage the cards in your hand and your characters in play.

To defeat Sauron and complete each quest, you first need to build your own decks. Fans of the tabletop game will recognize how the heroes and player cards are divided into four spheres (Leadership, Lore, Spirit, and Tactics), but their role in the digital game has been somewhat changed. Heroes no longer have individual resource pools and cards no longer require a “resource match.” Instead, you’ll collect three resources at the beginning of each round, regardless of how many heroes you control. These resources can be used to pay for player cards belonging to any of the four spheres.

The spheres themselves serve as a deckbuilding restriction. In order to include a card of a certain sphere, you must choose a hero belonging to that sphere for your starting lineup. Some cards require two or three heroes of the matching sphere in order to be included in your deck. This is indicated by a card’s level. A Level 1 card only requires one hero of the matching sphere to be included in your deck, but a Level 2 card requires two heroes of that sphere. A Level 3 card requires all three of your starting heroes to belong to that sphere. This system preserves the importance of the different spheres while streamlining deckbuilding and gameplay.

Once fans of the tabletop game start their first quest in the digital game, they will immediately recognize the familiar sensation of sending their heroes on a mission and the challenge of overcoming Sauron’s forces. But instead of seven different phases, each round in the digital game is broken into two phases: Planning and Adventure. During the Planning phase, both Sauron and the player draw cards and collect resources. You can spend resources to play allies and attachments from your hand, but only after Sauron spends his resources to play enemies, objectives, and treacheries. Once you are done playing cards, you’ll advance to the Adventure phase.

During the Adventure phase, you’ll attempt to complete the quest and defeat Sauron’s threats. The threaded turn structure of the Adventure phase allows you and Sauron to react to each other by trading turns back and forth until Sauron is out of actions and you choose to end the round.

Each quest that you embark on is made up of several locations, and each location has a specific objective that must be completed in order to advance and win the game. These objectives are represented by objective cards, and you’ll complete them by using your characters’ willpower to make progress. Once an objective has progress equal to its quest points, it is overcome.

Sauron will try to prevent you from completing objectives by attacking your characters with enemies under his control. Characters and enemies both have attack and hit point values. When an enemy attacks a character, they both deal their damage to each other and are then exhausted. This is a significant change from the tabletop game, where enemies always attacked first and you had to defend these attacks before you could counter-attack. By removing the defense value from the game and making each attack reciprocal, combat in the digital game is faster and more aggressive. Without the ability to direct enemy attacks or prevent damage from them, you’ll have to be smart about how you hold enemies at bay while your characters complete objectives.

One of the ways that players will do this is with the smart use of important keywords like Sentinel and Ranged. Fans of the tabletop will recognize these keywords, but they mean something different in the digital game. The Sentinel keyword forces Sauron to defeat that character before attacking any non-Sentinel characters. This can buy time for the player to quest with a different character or play an event. It also combos well with the Ranged keyword. When a character with the Ranged keyword attacks an exhausted enemy, it does not take reciprocal damage. So, if an enemy exhausts itself by attacking a Sentinel character, a Ranged character can be used to attack that enemy without taking damage itself.

These and many other innovations make The Lord of the Rings Living Card Game a game unlike any other digital game—and an experience that I believe fans of The Lord of the Rings: The Card Game as well as new players can love.

Enter the World of J.R.R. Tolkien

The Lord of the Rings Living Card Game will launch first into Early Access via Steam, as a single-player-only game in the coming months. Fans can take part in Early Access by purchasing one or more of three Founder’s Packs, containing in-game currency, card packs, custom card backs and player tags, Avatars, and much more. The game will be launched as a full free-to-play release in 2018, with additional quests and cards and a steady stream of new content. For more information on Early Access, you can visit the Fantasy Flight Interactive website here.

A new format for you to experience the realm of Middle-earth is at your doorstep—it’s time for you to take your first steps out of the Shire, on your own adventure. Look for The Lord of the Rings Living Card Game, coming soon from Fantasy Flight Interactive!

Discuss this article
in our forums!

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

Holiday Horror

Sat, 12/09/2017 - 09:01
Published 8 December 2017 | Fantasy Flight Supply Holiday Horror

Two Festive Playmats with a Lovecraftian Twist Are Now Available

The bitter winds of winter howl across the frozen earth, cutting to the bone. All things living either shrivel or slumber beneath a shroud of heavy, white death. The only source of hope in this dismal, seemingly endless season is the festive light that glows warmly at the end of December... but even the holidays aren't safe from the reach of the creatures that thrive in darkness. Fantasy Flight Games is proud to announce the limited release of the Arkham Holiday Playmats, available exclusively on our website here from now until December 17th!

Perfectly balancing the best elements of customizable card games and roleplaying games, Arkham Horror: The Card Game puts you into the shoes of investigators exploring the dark, twisted world of H.P. Lovecraft’s Cthuhlu mythos. Now, you can further immerse yourself in your games while still embracing the holiday spirit with these beautifully illustrated playmats. Each playmat features original art printed atop an approximately 14” x 24” high quality, slip-resistant rubber base.

Arkham Ho Ho Horror

The Jolly Ancient One playmat depicts Cthulhu donning his holiday apparel as he looms ominously over a plate of cookies. Despite the mittens and earmuffs, these morsels are sure to meet a terrible fate, devoured by the Ancient Sleeper. The second playmat, Beyond the North Portal, reveals a strange scene in which some nefarious ritual has gone horribly wrong. Through the use of arcane magic, the investigators of Arkham Horror Files have opened a portal to confront an otherworldly threat. But instead of an Ancient One or one of their maddening minions, they have stumbled upon Santa Claus himself, preparing his sleigh for his annual journey. It remains to be seen whether this incident will end as a happy accident, or if this mistake will brand the investigators as naughty, unable to ever receive presents again.

Add some horror to your holiday. These playmats are only available on our website until December 17th, so be sure to grab yours today for the lover of Cthulu mythos horror gaming in your life. Pick up the Arkham Holiday Playmats and experience a Lovecraftian twist on the most wonderful time of the year!

 Order the The Jolly Ancient One Playmat (HOL01) and the Beyond the North Portal Playmat (HOL02) online through the Fantasy Flight Games website today!

Discuss this article
in our forums!

Twilight Imperium, Descent: Journeys in the Dark, Arkham Horror, Midnight, and Red November are © and ™ and/or ® Fantasy Flight Publishing, Inc. Lord of the Rings LCG, Call of Cthulhu LCG, A Game of Thrones LCG and DungeonQuest are © Fantasy Flight Publishing, Inc. Living Card Game, LCG and LCG logo are ® of Fantasy Flight Publishing, Inc. The Lord of the Rings is ™ The Saul Zaentz Co. d/b/a Middle-Earth Enterprises. Call of Cthulhu is ™ Chaosium, Inc. A Game of Thrones is ™ George R.R. Martin. DungeonQuest is ™ Scanditoy AB. Pandemic is ™ Z-Man Games. Warhammer: Invasion LCG is © and ™ and/or ® Games Workshop, Ltd. Star Wars is © and ™ and/or ® Lucasfilm, Ltd. Fantasy Flight Supply is a trademark of Fantasy Flight Publishing, Inc.

 

Categories: Company News

A Legacy of Battle

Sat, 12/09/2017 - 09:01
Published 8 December 2017 | Star Wars: Destiny A Legacy of Battle

Preview the Red Cards of Star Wars: Destiny Legacies

"Evacuate? In our moment of triumph? I think you overestimate their chances!"
   
–Grand Moff Tarkin, Star Wars: A New Hope

Few carry more weight on their shoulders than those fighting on the front lines of the galaxy. The legacy of soldiers and commanders has widespread effects throughout the galaxy, a single command can influence the course of a war, and a soldier’s actions can echo throughout the galaxy, changing the shape of things to come.

These soldiers use advanced tactics to defeat any who stand in their way, and today, we’ll show you some of those tactics by previewing the Red Heroes and Villains of Star Wars™: Destiny Legacies, available for pre-order from your local retailer or our website!

Taking a Stand

When FN-2187 landed on Jakku in search of the map to the location of Luke Skywalker, he had no idea that his life would change forever. By helping Poe Dameron escape the clutches of the First Order, this Stormtrooper learned to forge his own path. FN-2187 became Finn, Soldier of Necessity $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#10788').colorbox(opts); }); (Legacies, 39). This new version of Finn hearkens to the soldier he was trained to be, with three of his die sides dealing damage. His special ability also invites you to move damage from one card to another—healing one of your Heroes while damaging an opponent, or even moving damage off of a support onto a character. At twelve points for a normal version or sixteen for an elite, Finn can team up with an elite Han Solo, Savvy Smuggler $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#124F9').colorbox(opts); }); (Legacies, 46) to make a team that's heavily focused on ranged damage.

Finn’s special ability can also be used to prolong the usage of Suppression Field $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C77A').colorbox(opts); });  (Legacies, 115), a new upgrade that can save your characters from taking serious damage. Suppression Field almost acts as a guardian, protecting your characters from dangerous damage dice. Of course, your Suppression Field will eventually take damage and collapse—but you can prolong its lifespan with the new Red event Mend $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B210').colorbox(opts); });  (Legacies, 112). If you can maintain the Suppression Field on the battlefield, it can be quite difficult for an opponent to break damage through to your characters.

Red Heroes often rely on powerful supports to overwhelm their foes, and those supports need a solid mechanic to keep them functional. This is where Rose, Skilled Mechanic $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#2AF4').colorbox(opts); }); (Legacies, 40) comes into play. Making her debut in Star Wars: The Last Jedi, Rose also enters Star Wars: Destiny as an eight-point character, or eleven for an elite. Rose’s special ability also allows you to gain one resource and remove a damage from a support. This special ability, combined with her low point cost, makes Rose a great supporting character for higher-cost Heroes like Obi-Wan Kenobi, Jedi Master $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#8AC6').colorbox(opts); }); (Legacies, 32).

Heroes like Finn and Rose give everything they have to their cause, and in dire circumstances, they would be ready to make the ultimate sacrifice for what they believe in. That's part of what makes them the heroes they are. Final Moment $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1263E').colorbox(opts); });  (Legacies, 110) is a powerful event that readies every character you control as you make your last stand against those who oppose you. While readying all of your characters can obviously give you a huge boost in damage potential, you have to make the most of it; at the end of the action phase, you will lose the game. Final Moment is a high-risk, high-reward card, but the heroes of the Star Wars galaxy have never accomplished anything great without risk.

As You Command

A Red Villain’s legacy is one of cunning tactics, brutal efficiency, and destruction. Whether they are serving the Separatists, the Emperor, or the First Order, Red Villains have a job to do, and they do it well.

One of the most famous Red Villains is Grand Moff Tarkin $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#71B3').colorbox(opts); }); (Legacies, 12). While overseeing the Death Star, Tarkin was responsible for both the destruction of Alderaan and the discovery of the hidden rebel base on Yavin 4. Tarkin is a strategist, and commands one of the deadliest weapons in the galaxy in the form of the dreaded Death Star. That’s why, as a Power Action, you can remove two of your dice showing the same symbol to deal four indirect damage to an opponent. With two focus sides on his own die, Tarkin can also manipulate your pool to make two dice show the same symbol before blasting your opponent with a bevy of indirect damage. At thirteen points for a normal version or sixteen for an elite, Tarkin can pair with an elite Seventh Sister $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#13D24').colorbox(opts); });  (Empire at War, 10)… who also gives you an additional die to target with Tarkin’s ability!

Through loyalty to the Empire, Tarkin earned the rank of Grand Moff $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#10A85').colorbox(opts); }); (Legacies, 16), and this title pairs well with him in Star Wars: Destiny. Not only does Grand Moff provide multiple focus symbols to manipulate your dice on the field, it also lets you use the Claim ability on the battlefield or switch the battlefield completely as a Power Action. Battlefields have powerful abilities, and being able to use one and then continue your turn is a major advantage. Furthermore, denying an opponent their battlefield and switching it with your own can swing the game in your favor, especially if your opponent’s game plan is heavily dependent on claiming their own battlefield.

Tarkin worked with many agents during his time with the Empire, but few were as persistent and efficient as Kallus, Agent of the Empire $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#71A5').colorbox(opts); }); (Legacies, 10). Well versed in the art of combat, Kallus’s die features four sides showing damage, and as a Power Action, Kallus can rotate his die from a side showing ranged damage to melee damage, or vice versa. This dual fighting style makes Kallus an extremely flexible character who is a natural fit for any damage-modifying upgrade—whether it specializes in ranged or melee damage. At fourteen points for a normal version or eighteen for an elite, Kallus can team up with Boba Fett $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#EF14').colorbox(opts); });  (Legacies, 19) for both mixed damage and access to Boba Fett’s special ability, which combos well with Kallus's Power Action.

Red Villains are known for their effective tactics—for getting into their enemy’s head and always being Three Steps Ahead $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#614A').colorbox(opts); });  (Legacies, 90). Appropriately, Three Steps Ahead gives you three additional actions, perhaps allowing you to activate two characters and resolve their dice, or play a bevy of cards from your hand before your opponent even knows what hit them.

With the introduction of indirect damage, players may choose to spread damage out among their characters. This tactic, while understandable, just plays into the hands of Red characters, who now have access to powerful cards like Crackdown $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5608').colorbox(opts); });  (Legacies, 136), which allows you to gain a resource if all of your opponent’s characters have at least one damage. When facing down Red characters, players will have to be cautious on how they choose to disperse their indirect damage.

A Legacy of War

Few have impacted the saga of Star Wars like the soldiers and tacticians who fight on the frontlines of the galaxy. Whether they are fighting for freedom or order, Red characters do battle with an efficiency that is difficult to match. Will you fall into their ranks?

Decide your destiny and pre-order Legacies (SWD11) from your local retailer or from our website!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

The Wilds of Rhovanion

Sat, 12/09/2017 - 03:00
Published 8 December 2017 | The Lord of the Rings LCG The Wilds of Rhovanion

Announcing a New Deluxe Expansion for The Lord of the Rings: the Card Game

Dwarves had not passed that way for many years, but Gandalf had, and he knew how evil and danger had grown and thriven in the Wild, since the dragons had driven men from the lands, and the goblins had spread in secret after the battle of the Mines of Moria. Even the good plans of wise wizards like Gandalf and of good friends like Elrond go astray sometimes when you are off on dangerous adventures over the Edge of the Wild…
   –J.R.R. Tolkien, The Hobbit

As the shadow of Mordor extends its reach, ever more people are torn from their homes and left without safety or refuge. When you are met with one such band of wanderers, you find yourself honor-bound to deliver them to a new setting where they may finally find peace. But the road is treacherous and fraught with dangers. Will you be able to keep them safe? Who knows what you may encounter over the Edge of the Wild?

Fantasy Flight Games is proud to announce the upcoming release of The Wilds of Rhovanion, a new deluxe expansion for The Lord of the Rings: The Card Game, available for preorder at your local retailer or on our website here!

A Noble Mission

The Lord of the Rings: The Card Game is a cooperative Living Card Game® that transports players into the world originally penned by J.R.R Tolkien, where they will embody some of the realm’s most powerful heroes and explore Middle-earth like never before. With various difficulty levels to embrace both new and experienced players, The Lord of the Rings: The Card Game allows you to embark on an engaging adventure that is truly your own.

In The Wilds of Rhovanion deluxe expansion, you take the first steps in another new adventure, stretching forwards through a cycle of upcoming Adventure Packs. On this adventure, you accompany a group of refugees seeking asylum in the Wilderlands. This expansion explores the vast untamed country of Rhovanion in three original scenarios that take you from the Vales of Anduin, through Mirkwood Forest, and into the Iron Hills. With an expansive 156 cards—including two hero cards, thirteen quest cards, 39 player cards, and 102 encounter cards—The Wilds of Rhovanion introduces new ways to expand your quests and help you master the art of trade, as perfected by the merchants of Dale.

A Perilous Journey

Your adventures begin in "Journey up the Anduin." Here, your small band of adventurers make their way up the mighty Anduin river, bringing with them the remnants of Haradim tribe whose village was destroyed when they defied Mordor, as chronicled in the Haradrim cycle. While both the Steward of Gondor and the King of Rohan have denied them refuge, they were granted safe passage north. Now, they make their way towards Dale, but the journey is long and winter is nigh. To make matters worse, Warg-riders and Mountain Trolls have been spotted along the journey. This land is no longer safe.

As you progress forward, "Lost in Mirkwood" draws you deep into the cursed forest, where only the brave, the desperate, and the foolhardy will tread. The Forest Road is the heroes’ only path through Mirkwood, but it is a perilous crossing. To the south, the fortress of Dol Guldur has again become a place of evil and its influence can be felt throughout the darkening forest, while to the north, sinister spiders and their many traps await. When faced with the Vastness of Mirkwood $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7677').colorbox(opts); }); (The Wilds of Rhovanion, 37), you may feel the icy breath of fear upon your neck as the threat of each non-objective location increases. Once within the depths of the forest, you may be confronted by Ravenous Spiders $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#166A8').colorbox(opts); }); (The Wilds of Rhovanion, 35) who strike without warning. To wander off the trail could mean to be lost forever.

If you manage to escape the grasp of Mordor and reach your destination, new challenges await you in "The King’s Quest." King Brand is sympathetic to the plight of the Haradrim, but cautious for the safety of his own people. However, the king has a task that may offer you a chance to prove your loyalty. Villages are being ransacked on the borders of his realm and with his forces already stretched thin, it is up to you to explore the caverns of the Iron Hills and discover the cause of this destruction. In this quest, you will explore Middle-earth’s Deep underground. Locations with the Deep keyword draw you into the caves of the Iron Hills, forcing you into the darkness whether you are prepared for the dangers that await you there or not. Exploring these caverns and dealing with the threat may gain the king’s favor for those you swore to protect, but it could easily cost you your life.

Masterful Merchants

In addition to the three new adventures, The Wilds of Rhovanion also introduces an assortment of new player cards. In the time since the dragon Smaug’s defeat, Dale has become a prosperous trade hub. You will see this reflected in the many cards found in The Wilds of Rhovanion that focus on your ability to utilize Item attachments. In the streets of the city itself, Traffic From Dale $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7B59').colorbox(opts); }); (The Wilds of Rhovanion, 12) offers the city’s residents additional resources equal to the number of attachments they possess. Meanwhile, you can call upon the aid of a Long Lake Trader $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3819').colorbox(opts); }); (The Wilds of Rhovanion, 6) to help move the merchandise, exhausting this ally to move an Item attachment from one of your characters to another.

But perhaps the strongest of Dale are the noblemen of the city who draw their power from those they lead. Descendant of the famed bowman who slew Smaug, Bard Son of Brand $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#513E').colorbox(opts); }); (The Wilds of Rhovanion, 2) is a man of Dale, and trade runs in his blood. When the city prospers, so does he. While playing an Item attachment, Bard Son of Brand is considered to have Leadership, Lore, and Tactics spheres. Additionally, once per phase, Bard lends you the ability to return each of a character’s attachments to your hand when they leave play—keeping them from being discarded and allowing you to reuse them again and again.

Beyond the trade skills and tactics that you can learn from the residents of Dale, the exotic merchandise they deal in also has great value in The Lord of the Rings: The Card Game. In The Wilds of Rhovanion, certain Items such as the Necklace of Girion $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6C1F').colorbox(opts); }); (The Wilds of Rhovanion, 11), bear a new version of the Guarded keyword. When a card with the Guarded (enemy) or Guarded (location) keyword enters play, you will discard cards from the encounter deck until a card of the indicated type is discarded. Then, you add that card to the staging area and attach the Guarded card to it as a guarded objective.

For example, if during the planning phase you play Necklace of Girion, which has the Guarded (enemy or location) keyword, you will discard cards from the encounter deck until you find an enemy or location. In this case the first card discarded is Lonely Lands $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#525A').colorbox(opts); }); (The Wilds of Rhovanion, 24). You'll then add Lonely Lands to the staging area and attach Necklace of Girion to it as a guarded objective. Once the Lonely Lands is explored, you can take control of the Necklace of Girion and attach it to a hero of your choice: in this case, Bard Son of Brand. Bard now gets +2 willpower and collects an additional resource during the resource phase. By learning from newfound allies and using these powerful implements, you will be ready to confront any dangers that lurk in the Wilderlands.

A New Adventure

Middle-earth awaits. Gather your allies, protect the Haradrim, and set out for daring adventures in The Wilds of Rhovanion!

Look for The Wilds of Rhovanion (MEC65) when it hits shelves in the first quarter of 2018! You may also preorder the expansion at your local retailer or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

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

Raw, Untamed Power

Sat, 12/09/2017 - 00:00
Published 8 December 2017 | X-Wing Raw, Untamed Power

X-Wing™ Waves XII and XIII Are Now Available

“When I found you, I saw raw, untamed power. And beyond that, something truly special.”
  
–Supreme Leader Snoke, Star Wars: The Last Jedi

Five new ships. Five new ways to take your starfighter squadrons to the next level in X-Wing. Whether you’re flying with the Lothal Rebels before the first days of the Galactic Civil War or you’re joining the space battles between the First Order and the Resistance in The Last Jedi, you can expand your options with the five ships from X-Wing Waves XII and XIII!

Five new X-Wing expansions—fully loaded with ordnance and unique upgrades—are now available at your local retailer or online through our webstore:

Resistance Bomber

Like Star Wars fans around the world, you’re thrilled and excited to watch the next installment of the saga—Star Wars: The Last Jedi. Now, you have the chance to play out some of the battles between the First Order and the Resistance on your tabletop before the movie even comes out, with the Resistance Bomber Expansion Pack.

B/SF-17 heavy bombers—otherwise known as “Resistance Bombers”—are flown by the brave Resistance pilots who use these craft to strike at the heart of the First Order. Packed with destructive ordnance and protected by rotating turrets, a B/SF-17 bomber can turn the tide of a battle by deterring enemy forces with mines and annihilating key targets with bombs.

With two bomb upgrade slots, a B/SF-17 heavy bomber is a powerful tool for you to control the battlefield, forcing your opponent to fly differently if he wants to avoid your unique armaments. And of course, if you choose to equip your bombers with Ordnance Silos, you won’t be running out of bombs any time soon, allowing you to saturate the battlefield with firepower throughout the game. You can see the full combat capabilities of the Resistance Bomber in our “Turn the Tide of Battle” preview.

Containing a single beautifully painted B/SF-17 heavy bomber miniature, and all of the dials, tokens, ship cards, and upgrade cards that you need to add this ship to your Resistance fleets, the Resistance Bomber Expansion Pack is the perfect addition to your squadrons.

TIE Silencer

The Resistance Bomber Expansion Pack gives you the chance to fly with the Resistance, but your sympathies may lie with the First Order instead. Fortunately, the First Order brings a new type of TIE to the battlefield with the TIE Silencer Expansion Pack, giving you your chance to see how the ship flies on your table before you see The Last Jedi in theaters.

Only the First Order’s most elite fly the TIE/vn Space Superiority Fighter, a high-performance craft as demanding of its pilots as it was deadly to its enemies. Only pilots with the highest aptitude and advanced training can control these ships as they speed through space, weaving past obstacles to tear apart specific targets with precise fire.

Such a challenging fighter to fly is a natural fit for a pilot who’s skilled in the dark side of the Force—and the First Order has none other than Kylo Ren, the grandson of Anakin Skywalker. With powerful lasers, a natural agility, and powerful systems, the TIE silencer has already established a reputation for its ability to cut enemy squadrons to shreds. This jet-black fighter will be a terrifying sight for any Resistance squadron leader to see, and you can see it in action in our preview article, “Space Superiority.”

You can pick up your copy of the TIE Silencer Expansion Pack today to add a fully-painted TIE silencer miniature to your squadrons. With the arsenal of cards, tokens, and dials that you need to serve the First Order, this expansion is an essential addition for any servant of the dark side.

Alpha­-class Star Wing

Since it first appeared in the Star Wars: X-Wing computer game from LucasArts, the Alpha-class star wing has been a fan favorite. Now, this starship is finally making its debut in the X-Wing Miniatures Game as an impressively durable and versatile Imperial starfighter.

As the Empire’s first widely deployed ship that carried shields and a hyperdrive, the Alpha-class star wing was known as a heavily armed and dangerous fighter—thought it could be somewhat limited in its maneuverability. Still, the star wing more than made up for any lack of maneuverability with its potential for delivering a devastating alpha strike at the beginning of the game.

An Alpha-class star wing has the ability to naturally load both missile and torpedo upgrades, and if you choose to equip it with the XG-1 Assault Configuration, you can offer your star wing two cannon upgrade slots as well. Such an explosive array of upgrades is not something that any squadron leader should take lightly, and you have the chance to add some of this raw firepower to your Imperial squadrons starting today. For more on the star wing’s full combat capability, read our preview entitled “Indiscriminate Devastation.

With a fully-painted miniature, a wide array of pilots and upgrades, plus the tokens and dials that you need to bring your ship to life on the tabletop, the Alpha-class Star Wing Expansion Pack is an undeniable boon for any Imperial starfighter squadron.

M12-L Kimogila Fighter

The galaxy’s Scum and Villany do not go wanting with this latest release of X-Wing ships. Whether they’re fighting for an organized cartel or just looking for a fighter that packs a punch on its own, they find an ideal candidate for their squadrons in this expansion.

Primarily flown by enforcers of the Hutt kajidics and other criminal organizations, the M12-L Kimogila fighter is dreaded by spacers across the Outer Rim for its ordnance capacity and the withering torrents of coordinated fire that it can unleash. When you pick up your copies of the M12-L Kimogila Fighter Expansion Pack today, you gain access to that fighter in your own Scum and Villainy squadrons.

Unlike any other fighter yet released in the game, the M12-L Kimogila fighter rewards you for charging straight at your opponent’s squadron and catching enemy ships in the bullseye firing arc. If you are able to bullseye an enemy ship, you guarantee that they cannot easily slip away from the fusillade of laser fire that you unleash. You can read more about the M12-L Kimogila fighter in our article, “Bullseye!

The M12-L Kimogila Fighter Expansion Pack invites you to play with a fully-painted miniature and all of the cards, tokens, and dials that make it such an important addition to Scum and Villainy hangars across the galaxy.

Phantom II

From its initial appearance in the first season of Star Wars Rebels, the Phantom has been a valuable tool, docking with the Ghost and providing a second starship for the Lothal Rebels to use in their fight against the Empire. In the third season of Star Wars Rebels, that ship is replaced with the Phantom II.

Recovered by the Spectres from a Clone Wars-era military base, the Phantom II is a heavily modified Sheathipede-class shuttle with upgraded weapons and a custom docking system compatible with the Ghost. With a little love from the crew of the Ghost, the Phantom II can become a part of your Rebel squadron with the power to forge a legend as large as the original Phantom.

More than any other Rebel ship, the Phantom II enables you to coordinate your squadron tactics, ensuring that your ships can fly together and execute your strategy perfectly. We took a much closer look at the Phantom II in our preview, “Coordinate Your Attack.

The Phantom II Expansion Pack is the perfect tool to add this new ship to your Rebel squadrons, with a beautifully painted Phantom II miniature, plus a wealth of cards, tokens, and the maneuver dial that you need to bring this ship fully into your games of X-Wing.

Five New Ships

Star Wars: The Last Jedi is almost in theaters—and you have the chance to fly some of the ships on your tabletop before you see them on the silver screen. Pick up two new starships featured in The Last Jedi, as well as three other ships from the era of the Galactic Civil War at your local retailer today!

  •  Resistance Bomber Expansion Pack
  • TIE Silencer Expansion Pack
  • Alpha-class Star Wing Expansion Pack
  • M12-L Kimogila Fighter Expansion Pack
  • Phantom II Expansion Pack
Discuss this article
in our forums!

© and ™ Lucasfilm Ltd.

Categories: Company News

Ire of the Void

Fri, 12/08/2017 - 06:00
Published 7 December 2017 | Arkham Fiction Ire of the Void

A New Arkham Horror Novella Is Now Available

How could six stars vanish from sight all at once, never to reappear?

Norman Withers has perhaps made the greatest scientific discover in the history of Miskatonic University, one that could earn him prestige and international fame. There's only one problem—nobody believes him. So when a young student of Albert Einstein himself comes to Arkham, Norman seizes the chance to prove his discovery to the world. When the physicist mysteriously goes missing, Norman finds himself in a desperate fight against time and the creatures that defy scientific explanation. Fantasy Flight Games is pleased to announce that Ire of the Void, the latest Arkham Horror novella complete with four new cards for Arkham Horror: The Card Game, is on sale now! 

A Quest for Truth

Ire of the Void, a thrilling novella by Richard Lee Byers, transports you to Arkham, Massachusetts at the height of the Roaring Twenties. Here, astronomer and Miskatonic University professor Norman Withers struggles to regain his standing among the city’s academic elite. His opportunity arises when guest speaker, a protégé of the renowned Albert Einstein, arrives on campus. This man may hold the key to Norman's redemption. If the visiting physicist can help Norman explain the phenomenon of the vanishing stars, his credit will surely be restored.

Unfortunately for Norman, it soon comes to light that the young physicist has his own unsettling theories about the curvature of space-time; theories that have drawn him across the sea to Arkham and that he now needs Norman’s help to prove. With his reputation on the line, Norman has little choice but to offer his aid, no matter how insane the idea. But when the two men begin working to unwind these experimental conundrums, they find they are no longer the seekers of knowledge. They are themselves being sought out, as the physicist is swallowed by nothingness and a dark, unknowable entity is left in his place. What creatures lurk in the angles of time and how can a man of science stand up to beings that defy the laws of reality?

Among the story and its intrigues, you will find Withers’s own collection of notes and evidence. These detailed full-color inserts offer you the opportunity to take on the role of an investigator yourself and draw you deeper into the world of Arkham Horror, as represented through games like Arkham Horror: The Card Game. Within these pages of primary documents, you can race alongside Norman Withers to uncover the secret of the void and lift the veil long enough to retrieve your lost physicist friend before it's too late.

Reach Beyond Reality

In addition to the book itself, Ire of the Void includes four cards for Arkham Horror: The Card Game that accompany the novella’s storyline. The new cards included in this pack allow you to add Norman Withers to your crew of investigators, marking his first introduction to Arkham Horror: The Card Game. This novella enables you to build a deck tailored to Norman Withers before his official release, and introduces two new Replacement signature cards for the astronomer: Split the Angle and Vengeful Hound. When Norman Withers is released in a future expansion for Arkham Horror: The Card Game, he will feature a different set of signature cards—meaning that Ire of the Void is the only place you will find these cards.

With insight into the movement of the cosmos, Norman Withers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#D6A6').colorbox(opts); }); plays with the top card of his player deck revealed. When you choose to play as the Miskatonic astronomer, you may play the top card of your deck once per round as if it were in your hand at a reduced resource cost. But knowing what lies in your future does not always protect you from it, and like any human, Norman has his frailties. Whenever a weakness is revealed on top of his player deck, he must draw it.

Norman's insight also comes into play with his elder sign effect. When an elder sign chaos token appears for one of his skill tests, Norman increases his skill based on the resource cost of the top card of his deck. Then, to ensure that you have the best chance of survival when you are playing as Norman Withers, you may swap the top card of your deck with a card in your hand.

Over the course of Ire of the Void, Norman will gain new skills along with maddening knowledge that cannot be forgotten no matter how much he may wish. When Split the Angle $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#11713').colorbox(opts); }); is in play, you may use an action to reveal the top card of the encounter deck. From there, you may freely exhaust Split the Angle to discard that card alongside the top card of your player deck. This ability works beautifully when combined with Norman Withers’s ability to play with the top card of his player deck revealed. You will always know what the cost of discarding the encounter card will be, allowing you to make a well-informed decision.

From beyond the realm of science and sense come the hunting creatures known as the Vengeful Hounds. $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#13D1B').colorbox(opts); });  These extradimensional monsters, also known as the hounds of Tindalos, seek Norman Withers as their prey. When faced with these maddening creatures, investigators may forget themselves in their desperation to survive. When you are engaged with the Vengeful Hound, you cannot draw or reveal cards via card effects, canceling Norman Withers’s ability and leaving him at the mercy of fate. But he has traveled too far and lost too much to surrender to these beasts. Norman Withers will fight with every ounce of strength and sanity he has left, and if you choose to join the astronomer in his fight for redemption and his search for answers, your perception of the world will be forever changed.

Question Everything

Look into the void. Add new cards to your investigations to discover what lies beyond the realm of science and defeat the monsters that reside there!

Pick up Ire of the Void (NAH12) at your local retailer or online at the Fantasy Flight Games webstore today!

Discuss this article
in our forums!

The copyrightable portions of: Ghouls of the Miskatonic are © 2010 Fantasy Flight Publishing, Inc.; Dance of the Damned are © 2011 Fantasy Flight Publishing, Inc.;  Bones of the Yopasi and Lies of Solace are © 2012 Fantasy Flight Publishing, Inc.; Feeders from Within and Dweller in the Deep are © 2013 Fantasy Flight Publishing, Inc. The Hungering God are © 2014 Fantasy Flight Publishing, Inc.; Arkham Horror is a registered trademark of Fantasy Flight Publishing, Inc.

Categories: Company News

Into the Dungeons

Fri, 12/08/2017 - 03:00
Published 7 December 2017 | The Lord of the Rings LCG Into the Dungeons

The Dungeons of Cirith Gurat Is Now Available

“I alone of you have ever been in the dungeons of the Dark Lord, and only in his older and lesser dwelling in Dol Guldur.”
  
–Gandalf, The Fellowship of the Ring

Your journeys across Harad have led you far. From the port city of Umbar, across the sandy wastes of Near Harad, and into the deepest jungles of Far Harad, you and some other of Middle-earth’s greatest heroes have been tasked to your limits. Over the course of the Haradrim cycle, you’ve slowly made your way northwards, crossing the sands with your Haradrim allies. Kahliel and his people have proven their worth time and again—so when they propose a plan to free the prisoners from the citadel of Cirith Gurat, you agree without hesitation…

The Dungeons of Cirith Gurat, the fifth Adventure Pack in the Haradrim cycle for The Lord of the Rings: The Card Game, is now available at your local retailer and online through our website! Here, you’ll find the next chapter of your unfolding adventures as you and your fellow heroes struggle to slip past the Dark Lord’s forces. Though the forces of Mordor are strong in the garrison at Cirith Gurat, you cannot in good faith slip past the tower and leave those imprisoned within to torment and death.

Pick up your copy of The Dungeons of Cirith Gurat today, and read on to find a piece of what you may encounter within!

Rescue the Captives

The dungeons of Cirith Gurat are filled with prisoners, who spend their days in hard labor, enduring the injustices and depravities heaped upon them by the Orcs who hold the tower. With your arrival, the prisoners’ time of suffering has finally come to an end. To successfully escape from Cirith Gurat, you must first overpower the guards in the prison cells, sneak your way past as many defenses as you can, and finally cut your way out past any who still stand in your way. Even with your plan in place, freeing the captives from their prison cells will be no easy task—and the enemies arrayed against you will seek to stop you at every turn.

This encounter is loaded with cards that bring new captives into play: most commonly taking your own allies and holding them as prisoners until you can defeat their guards. The Jailer of Cirith Gurat $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4E9B').colorbox(opts); }); (The Dungeons of Cirith Gurat, 121) takes one of your allies immediately when he engages with you, while the vast assortment of Dungeon Cells $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#53C3').colorbox(opts); }); (The Dungeons of Cirith Gurat, 125) are prone to capturing any ally that would be destroyed and imprisoning that ally instead. Of course, as heroes of Middle-earth, you cannot leave your friends to imprisonment. Your valor may be all that carries you through to victory.

Fortunately, as your peril draws near and your threat creeps higher and higher, you’ll find three new player cards within this expansion that drastically increase in power once you pass the Valour threshold at forty threat. We’ve already seen the first of these cards, Open the Armory $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16B38').colorbox(opts); }); (The Dungeons of Cirith Gurat, 118), in our announcement article. When your need is truly dire, you can use Open the Armory to find a new Weapon or piece of Armor that can give you the edge in your struggles against Sauron.

There are two other cards in this Adventure Pack that also have Valour effects, becoming more powerful as your quest to free the prisoners of Cirith Gurat grows more dangerous. You may find yourself fighting alongside a Knight of Dale $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BE98').colorbox(opts); }); (The Dungeons of Cirith Gurat, 110). Though far from home, this doughty warrior boasts a solid array of stats, but more importantly, you can send him into battle multiple times each round. As a Valour Action, you can simply ready the Knight of Dale, allowing you to quest and defend, or guard against an attack and then counterattack. No matter how you choose to use him, the Knight of Dale is a valiant ally in your journeys through Harad.

Of course, the very nature of Valour triggers is that you’re already close to losing the game. You’ll need every edge you can muster, including mounting a Fierce Defense $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#175EC').colorbox(opts); }); (The Dungeons of Cirith Gurat, 113) wherever possible. This Tactics-sphere event can deal three damage to any non-unique enemy engaged with you—but when you are truly pushed to the edge of what you can master, Fierce Defense has a Valour Action that lets you simply discard a non-unique enemy engaged with you. Even if you’re hard-pressed by powerful Uruks or Trolls, a Fierce Defense may be all you need to survive.

Escape from Cirith Gurat

The servants of the Dark Lord are many—and many are the prisoners of Cirith Gurat. What kind of hero would you be if you left these men and women to suffer and die alone?

Take up arms and venture into the dungeons! The Dungeons of Cirith Gurat (MEC60) is now available at your local retailer and online through our website.

Discuss this article
in our forums!

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

Conflict and Bloodshed

Fri, 12/08/2017 - 03:00
Published 7 December 2017 | Battle for Rokugan Conflict and Bloodshed

Battle for Rokugan Is Now Available

The Emerald Empire is filled with strife as the seven honorable clans clash and battle to become the dominant force of the realm. Each clan has selected a trusted daimyō to formulate their military strategies and lead their forces to victory. Now, your fight for honor and glory begins: Battle for Rokugan is on sale now at your local retailer and online through our website!

The Forces Gather

In Battle for Rokugan, two to five players become the Rokugani daimyō who fight for control of the Emerald Empire in the name of their clan. Over the course of five rounds, these daimyō must gather resources, formulate military strategies, and battle with rival clans. Starting at the beginning of the game, you and those destined to become your rivals each pledge your swords to one of the seven honorable clans, claiming that clan's special ability, daimyō screen, and combat and control tokens.

Once you've gained the boons of your chosen clan, you'll draw a secret objective card and begin to lay claim to the bountiful land of the Emerald Empire by placing control tokens in unclaimed provinces. Each of these areas provides you with different amounts of honor—which in Battle for Rokugan is the ultimate measure of a true leader. When the conflicts and bloodshed are over, the most honorable daimyō shall win the day, proving that their clan is the worthiest of the Emperor’s favor and best equipped to guide Rokugan into a new age of peace and prosperity.

The Conflict Commences

Each round of Battle for Rokugan consists of three phases: upkeep, placement, and resolution. During the upkeep phase, you determine the first player for the round by drawing from the initiative deck. Next, you draw a secret hand of six combat tokens that will provide your resources for the duration of the round. With these combat tokens, you will strengthen the defenses of your provinces, seek diplomatic resolutions or divine intervention, bluff your rivals, assemble your military forces, and prepare raiding parties. This is also the time when you can use the powers of territories already under your control by playing territory cards: powerful abilities that you receive as a reward for controlling all of the provinces within a territory.

From left to right: Blessing, Diplomacy, Army, Navy, Raid, Shinobi, Bluff.

Once all the daimyō have taken stock of their resources, you lay your battle plans during the placement phase. Here, you'll distribute your forces by placing combat tokens on the map. For an in-depth look at the different combat tokens at your disposal and their effects, you can view our previous article here. During this phase, reading your enemies' intentions is key. As all combat tokens are placed facedown, there is no certain way of knowing whether your rival is sending an army to your province (and if so, how strong it is), or whether they are bluffing. Truly wise daimyō must be able to divide truth from fiction.

All truths come to light when the combat tokens are revealed during the resolution phase. To resolve a battle, the invading daimyō weighs the strength of their armies against those of the defender, who may bolster their defenses with bonuses from their control tokens. You can find a closer look at these confrontations, including battle examples, in our resolution phase preview here. Once strengths have been totaled, the strongest clan wins the conflict and comes one step closer to victory.


Phoenix and Scorpion attack Dragon's province, which Dragon defends. With the strongest total force, Scopion wins the battle.

The Dust Settles

When the resolution phase ends, the victorious daimyō claim the spoils of war. If you control all of the provinces within a territory, you'll gain the territory card for that region, offering an edge that you may use during the next round. Alternatively, should you fail your clan and lose all provinces under your control, you'll become a wandering ronin. In this event, the only way to regain your land and honor is to strike anywhere you see an opportunity. Ronin can place combat tokens on any border during the placement phase until they have reclaimed a province to act as the base of their clan.

Unicorn is ronin and may attack any border, in this case targeting Scorpion and Crab.

After all the bloodshed and shifting areas of control, the daimyō must reach a peace and declare a winner at the end of five rounds. At this time, the player who has earned the most honor by conquering provinces and territories and completing their secret objective will earn the favor of the Emperor and be granted supremacy over the Emerald Empire in the name of their clan. Only one daimyō will conquer Rokugan and lead their clan to glory. Gather your wits and employ all your cunning to ensure that that leader is you.

The Victor Rises

Fight for the honor of your clan. The land is yours to claim. Take control of the Emerald Empire and win the Battle for Rokugan!

Pick up Battle for Rokugan (L5B01) at your local retailer or on the Fantasy Flight Games website today!

Discuss this article
in our forums!
Categories: Company News

A City of Secrets

Fri, 12/08/2017 - 00:00
Published 7 December 2017 | Legend of the Five Rings LCG A City of Secrets

Fate Has No Secrets Is Available Now for Legend of the Five Rings: The Card Game

"Let them fear the law and be better for it,"
   –Cunning Magistrate

It takes a certain political skill to navigate the webs of Otosan Uchi. Every clan has needs, and finding the means to meet those needs is a valuable skill that can take a lifetime to master. But everything has a price, and all that is hidden will eventually be revealed in the Forbidden City.

Fate Has No Secrets, the fifth Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game  is available now from your local retailer or our webstore!

The Wily Trader

Yasuki family daimyō Yasuki Taka $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CAEB').colorbox(opts); });  (Fate Has No Secrets, 83) came to the Forbidden City in search of assistance at the Kaiu Wall from the Crane Clan's Kakita Yoshi. Though Kakita Yoshi did not deliver the help the Crab Clan was looking for, off the shores of the Emerald Empire, Taka has found a new ally…

Yasuki Taka enters Legend of the Five Rings: The Card Game as a wily trader, able to procure resources from the Crab to use in their eternal fight against the Shadowlands. In fact, Yasuki Taka allows you to gain one fate whenever a Crab character leaves play. When Crab characters are used to fuel Funeral Pyre $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#165A8').colorbox(opts); });  (Core Set, 39), you will receive a fate and a card if Yasuki Taka is on the field. If that character happens to be a Kaiu Envoy $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#83F9').colorbox(opts); });  (Core Set, 27), then you will receive two cards and two fate, a massive boost. At three military and four political skill, Taka can impact both military and political conflicts, even as he earns the Crab additional fate.

Of course, the Crab need other ways of maintaining their economy throughout the game. Fair Accord $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F203').colorbox(opts); });  (Fate Has No Secrets, 91) lets you discard the Imperial Favor to gain two fate. Like the Crab themselves, Fair Accord is not flashy, but it's incredibly efficient, giving the Crab the vital fate to play their more expensive characters like Yasuki Taka himself. Or, Fair Accord can be used in the middle of a conflict to fuel powerful conflict cards like Charge! $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16C9B').colorbox(opts); });   (Core Set, 210) or Raise the Alarm $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#EA81').colorbox(opts); });  (For Honor and Glory, 32).

An Imperial Duty

The Imperial Cycle has introduced a variety of Imperial cards for every clan, in the form of Magistrates and clan-specific districts. Fate Has No Secrets introduces an Imperial card that benefits from all of these cards in the form of Seppun Ishikawa $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#DB7').colorbox(opts); });  (Fate Has No Secrets, 90). For each other Imperial card you control, Seppun Ishikawa gets plus one military and political skill. At three cost and two glory, it simply takes one or two other Imperial cards to make Seppun Ishikawa a force to be reckoned with in any kind of conflict. Since every clan has access to various Imperial cards, Seppun Ishikawa can fit well into any deck looking to take advantage of the new cards found throughout the Imperial Cycle. Teaming up with the various Magistrates released in this cycle can be a powerful strategy for Seppun Ishikawa.

Another one of these Magistrates can be found in Fate Has No Secrets. The Cunning Magistrate $(document).ready(function() { var opts = { iframe: true, innerHeight: 426, innerWidth: 300 }; $('#1253B').colorbox(opts); }); (Fate Has No Secrets, 97) ensures the Scorpion Clan’s dishonor tactics become even more effective, as any character who has lost their honor does not count their skill in a conflict where the Cunning Magistrate is participating. This means a Way of the Scorpion $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12EDD').colorbox(opts); });  (Core Set, 185) won't only lower a character’s skill, but completely eliminate them from participating in conflicts. While dishonoring Hida Kisada $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BA74').colorbox(opts); });  (Core Set, 37) normally has minimal effect, the Cunning Magistrate makes him far less fearsome in the eyes of the Scorpion. As a conflict character, the Cunning Magistrate can also enter play in the middle of conflicts, negating characters who are already dishonored as well as adding political or military skill to your side. Unlike the Magistrates based in other clans, the Cunning Magistrate can take your opponents by surprise and force them to adjust their plans on the fly.

Fate Has No Secrets

All is revealed in Otosan Uchi, and whatever a Clan’s motivation may be, the answer can be found in the Imperial City. Still, whether the clans get what they want is a matter of diplomacy. Do you have what it takes to navigate the political web of the Otosan Uchi?

Uncover the secrets of Otosan Uchi with Fate Has No Secrets (L5C06), available now at your local retailer or our website!

Discuss this article
in our forums!
Categories: Company News

Sanctum of Twilight

Thu, 12/07/2017 - 09:00
Published 6 December 2017 | Mansions of Madness Second Edition Sanctum of Twilight

Announcing a New Expansion for Mansions of Madness Second Edition

It is a mistake to fancy that horror is associated inextricably with darkness, silence, and solitude.
   –H.P. Lovecraft, “Cool Air”

Arkham is under threat once more, but this time, evil is not emerging from beyond the veil that divides worlds. It comes from within the city itself. The Order of the Silver Twilight is a powerful, esteemed society within Arkham, but their secretive nature naturally incites your curiosity. What are they really up to and what are their motives? Fantasy Flight Games is excited to announce the upcoming release of Sanctum of Twilight, a new expansion for Mansions of Madness Second Edition, now available for pre-order at your local retailer and online through our website here!

A Powerful Adversary

Sanctum of Twilight is an expansion for Mansions of Madness, challenging one to five players to investigate the occult happenings and horrors that haunt the once-quiet city of Arkham, Massachusetts. With previously unseen tiles and cards, a new monster, and two new investigators, this expansion takes a closer look at the wealthy and upstanding members of the Silver Twilight Lodge who wield forbidden arcane powers alongside their city-wide influence. Beneath a veneer of respectability, the true Order of the Silver Twilight performs rituals with mysterious motives.

To bring these nefarious misdeeds to light, this expansion brings two new investigators to Mansions of Madness. Lily Chen has spent her life in training with an obscure sect of monks who believed that she was destined to one day face a great evil. As a master of martial arts, when Lily attacks unarmed, she inflicts two additional damage on any monster she strikes. Her intense training has also given her the will to become a stalwart defender against the unimaginable terror that lurk on the fringes of reality.

Politician Charlie Kane, on the other hand, never believed that in confronting the important issues facing Arkham he would end up taking on monsters and cults. Still, he knows that he was elected for a purpose and defending the city is his duty. Using his incredible influence and connections, Charlie is prepared to protect the people of Arkham from any threat, supernatural or otherwise. After all, he needs his constituents alive and voting if he runs for re-election.

To aid you in your investigation of the Order of the Silver Twilight, Sanctum of Twilight introduces a new type of token in the form of Restraints. These tokens are not possessions, but they can prove invaluable in the course of your investigations. Throughout the game, various effects may cause investigators to place Restraints on the map to trap a monster, binding them to that space. A restrained monster does not need to be evaded, and when this monster activates, the investigators may choose to discard a Restraint from the monster’s space and force the monster to forfeit its movement. When time is of the essence, these Restraints may provide a vital opportunity to gather evidence without being pursued and assailed by the dark creatures spawned by the Order’s activities.

A Cordial Invitation

The Sanctum of Twilight expansion unlocks two new digital adventures for you to continue your adventures in Arkham. Behind Closed Doors begins with a peaceful stroll through the park. For once, no desperate friends, sudden phone calls, or mysterious notes have disrupted your plans. But somehow, you cannot shake the feeling that someone is watching you. A chill breeze soon sweeps the sensation away, but the sense of paranoia sticks with you. Another denizen of the park walks just behind you and you cannot shake the feeling that something is not right, when suddenly your world goes black.

You awake in a dark cell, the cold from the stone floor beneath you creeping uncomfortably into your skin. How long were you out? What is this place? And most importantly, how do you get out?

Then, in Twilight Diadem, the annual Twilight Fair hosted by the powerful Silver Twilight Lodge lights up the streets of Arkham. As per tradition, on the last day of the Fair a young debutante is crowned the Queen of Love and Beauty at the Twilight Ball. But when this year’s queen, Mary Ann Chase, comes to you insisting that the Silver Twilight Lodge is up to something sinister, you know that you are the only one who can help her. The Twilight Fair, she insists, is not all that it seems.

Still, the show must go on, and what is a fair without a parade? Sanctum of Twilight allows you to fully take part in the festivities by introducing a previously unseen map element in the form of moving tiles. When a map tile (such as a parade float) moves, all investigators, monsters, and tokens maintain their positions on the tile. This may work in your favor by delivering you from danger, or the motion could prove to be your downfall, driving you toward an enemy without offering a chance to escape. This newfound mobility may only present you with a new question: how can you keep a steady hold on your own fate when even the ground you stand on is unstable?

The Fading of the Light

Confront the evils that threaten the city from within. Gather your team of investigators and defend Arkham from the sinister forces lurking in the twilight!

Look for Sanctum of Twilight (MAD26) at your local retailer when it hits shelves in the first quarter of 2018! This game is also available for pre-order at your local retailer or on the Fantasy Flight Games website here

Discuss this article
in our forums!
Categories: Company News

Honor, Loyalty, Duty

Thu, 12/07/2017 - 02:59
Published 6 December 2017 | Legend of the Five Rings LCG Honor, Loyalty, Duty

Read New Fiction Set in the World of Legend of the Five Rings

"Honor. Dishonor. Am I a traitor? Whom would I be a traitor to?"
   
–Bayushi Yojiro, "Honor, Loyalty, Duty"

In the land of Rokugan, honor is stronger than steel. A samurai serves their clan with honor. But what happens when duty demands dishonor? This is an internal conflict the Scorpion Clan knows well, and few feel this tension more than Bayushi Yojiro, the one known as the Honest Scorpion. Preferring the stone face of a magistrate to the masks of the Scorpion, Yojiro is about to have his loyalty put to the test. What will become of Bayushi Yojiro when he must choose between his clan and his honor?

Fantasy Flight Games is proud to present “Honor, Loyalty, Duty”  by Mari Murdock, a new piece of fiction set in the world of Legend of the Five Rings. “Honor, Loyalty, Duty” focuses on the Scorpion Clan and can be downloaded here (1.2 MB).

The Honest Scorpion

Keep an eye on the Fantasy Flight Games website for information on Legend of the Five Rings: The Card Game and Battle for Rokugan.

Striking a balance between the concepts of Bushidō is not easy, and it is a challenge that all samurai must face. What decisions await the one known as the Honest Scorpion?

Show your honor and pre-order Fate Has No Secrets (L5C06) from your local retailer or our website!

Discuss this article
in our forums!
Categories: Company News

The Legacy of the Fringe

Tue, 12/05/2017 - 23:59
Published 5 December 2017 | Star Wars: Destiny The Legacy of the Fringe

Preview the Yellow Cards of Star Wars: Destiny Legacies

"Jabba's put a price on your head so large, every bounty hunter in the galaxy will be looking for you. I'm lucky I found you first. "
   –
Greedo, Star Wars: A New Hope

Slipping between the cracks of society, scoundrels and scum have a long legacy of profiting off the conflict of the Star Wars galaxy. The legacy of these scoundrels resides in their ability to survive, often times through less than savory means.

Today, we’re previewing the Yellow cards of Star Wars™: Destiny Legacies, currently available for pre-order at your local retailer or our website. Yellow characters continue to have one last trick up their sleeve, even when their back is against the wall.

The Shadows of the Fringe

The legacy of Greedo $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1055B').colorbox(opts); }); (Legacies, 21) is an unlucky one. Caught in the unfortunate situation of cornering Han Solo in the Mos Eisley Cantina, Greedo nearly claimed the bounty on one of the most infamous smugglers in the galaxy before becoming just another mess.

Now, Greedo brings his skills to Star Wars: Destiny. At only seven health, Greedo can’t take much damage, but he's always able to get one last shot off with his special ability. Greedo can roll any number of his character die into the pool and resolve them right before he is defeated, potentially giving you a final burst of damage. An elite Greedo can form a 30-point team with an elite Director Krennic $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#15526').colorbox(opts); }); (Spirit of Rebellion, 3), giving you five dice focusing on ranged damage while you control the battlefield.

Not all Yellow characters are dangerous bounty hunters, however.The lair of a crime lord would not run smoothly without a proper caretaker, and few are as cunning as Bib Fortuna $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#14A8E').colorbox(opts); }); (Legacies, 18), majordomo to Jabba the Hutt. Bib is a master of coordinating Jabba's many criminal interests, and his die reflects that with its two special symbols. Rolling this symbol lets you roll a character die on one of your other characters into your pool. You may use this ability to roll out a character die and resolve it before that character activates, or to get extra mileage out of a die that's already been resolved. Bib Fortuna makes a fantastic servant and pairs well with characters with strong dice like Darth Vader, Sith Lord $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#69C0').colorbox(opts); }); (Awakenings, 10).

Previously announced Doctor Aphra $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#3E15').colorbox(opts); }); (Legacies, 20) is one of the greatest artifact hunters in the galaxy, but can’t go far without her trusty ship, the Ark Angel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1837E').colorbox(opts); });  (Legacies, 23). The Ark Angel is an incredibly efficient ship, and can quickly boost your action economy if you're relying on supports. After you activate the Ark Angel, you may activate up to two other supports in the order of your choice. In a vehicle-heavy deck, this can activate a row of powerful ships very quickly and force your opponent to stare down a field full of strong dice.

Supports aren’t the only type of cards that Yellow villains can mass-activate in a single turn. In Pursuit $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1F6C').colorbox(opts); });  (Legacies, 94) invites you to activate all of your Yellow characters at once as they hone in on an opponent’s character. If these characters are equipped with upgrades like Fast Hands $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#9A0D').colorbox(opts); });  (Spirit of Rebellion, 150), some of their dice may even be resolved immediately, sending a barrage of damage straight at your opponent.

Yellow Villains will also have new ways to gain resources, including collecting on bounties with  No Good to Me Dead $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F10').colorbox(opts); });  (Legacies, 95). This event heals up to two damage from an opponent’s character in exchange for gaining resources. While healing your opponent’s characters may seem counter-productive, if the resources pay for something like Crime Lord $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#60F8').colorbox(opts); }); (Awakenings, 23), the deal works out in your favor.

The Courage of the Fringe

Heroes come in many shapes and sizes, whether they are part of a rogue rebel cell or have been swept up in the galaxy-spanning saga, Yellow heroes have a legacy of courage and fearlessness when the time comes to act.

The rebel leader Saw Gererra $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1CBA').colorbox(opts); }); (Legacies, 48) was considered an extremist to the Rebel Alliance, lashing out against the Empire in various ways. This modus operandi makes Saw Gerrera the perfect representation of indirect damage in Star Wars: Destiny, using the many tools at his disposal to defeat his foes both physically and mentally. Saw Gererra’s ability also hurts your opponent on multiple fronts—by both discarding a random card and dealing indirect damage equal to that card's cost.

General, Senator, Friend, Jar Jar Binks' $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#10A91').colorbox(opts); });  (Legacies, 47) legacy is many things. Though he was manipulated by Senator Palpatine into giving him additional power, Jar Jar has always meant well and is a true ally to the forces of freedom in the galaxy.

Jar Jar Binks is one of the most unique characters in Star Wars: Destiny. For starters, any opponent may use an action to force you to activate Jar Jar. After he is activated, you and your opponent reroll all dice not showing the same symbol as one on Jar Jar's character dice. It's notable that Jar Jar’s die features no ranged or melee damage, guaranteeing dice showing those symbols will be immediately rerolled following his activation. This can help you get out of some tight spots by rerolling your opponent’s dice—but Jar Jar’s clumsiness can get in your own way. If you're lining up the perfect move, your opponent may activate Jar Jar and force you to reroll dice already sitting on the perfect symbol.

During the battle of Naboo, Jar Jar helped lead the Gungans to a triumphant victory over an army of battle droids. One of the most important weapons of the conflict was the barrage of Runaway Boomas $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#A7BD').colorbox(opts); }); (Legacies, 51) unleashed on the battlefield. These Boomas are imprecise, but can deal a ton of damage. Furthermore, as a Power Action, they can cascade, allowing you to roll an additional Runaway Boomas die into the field.

Runaway Boomas are just one of the ways Yellow heroes take advantage of indirect damage. Explosive Tactics $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8524').colorbox(opts); });  (Legacies, 118) allows you to discard the top card of a deck and deal indirect damage to an opponent equal to that card’s cost, whittling down your opponent’s deck while damaging their characters.

The Space Between

The Star Wars galaxy is filled with heroes and villains in constant contact with one another. But maybe sometimes the distinction isn’t so easy. For some, good or evil does not matter, and profit takes precedence over moral obligation. This is something the respected businessman Hondo Ohnaka $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#C91E').colorbox(opts); }); (Legacies, 65) knows well. During the Clone Wars and the early days of the Rebellion against the Empire, Ohnaka carved his own path through the galaxy, aligning with those who helped him most and making a profit along the way.

Ohnaka is the only neutral character in Legacies, and that makes him extremely versatile. During deck building, Hondo may be paired on a team with other hero or villain characters, but not both in the same team. Hondo is not opposed to violence, but he would rather make a profit, as shown by his special ability that can deal three damage to any character… unless your opponent gives you a resource. As long as Hondo is making a profit, he is perfectly happy, whether he is assisting the Rebel Alliance by teaming up with Jyn Erso $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#13135').colorbox(opts); });  (Spirit of Rebellion, 44) or looking out for himself as he works with his old ally Aurra Sing $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#9A05').colorbox(opts); }); (Spirit of Rebellion, 18).

And whether they're heroes or villains, the scoundrels and rogues of the galaxy aren’t averse to getting their hands dirty. A good old-fashioned Cantina Brawl $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1443C').colorbox(opts); });  (Legacies, 148) can be slotted into any Yellow deck. The brawl lasts as long as both participants are willing, both having the option to discard cards to keep dealing damage to another character. If you are willing to sacrifice your hand of cards, you can ensure you will come out ahead in the brawl.

A Legacy of Survival

Warrior, extremist, pirate—the Yellow characters of Star Wars: Destiny have many legacies. What will yours be?

Build your legacy and pre-order Star Wars: Destiny Legacies (SWD11) from your local retailer or from our website here! Look for Legacies Booster Packs at your local retailer early in the first quarter of 2018.

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

Five Years On

Tue, 12/05/2017 - 23:59
Published 5 December 2017 | Android: Netrunner LCG Five Years On

The New Face of the Android: Netrunner Revised Core Set

“Of course I steal from the rich. They’re the ones with all the money.”
  
–Gabriel Santiago

From the buzzing nightlife of New Angeles, to the political upheaval of Mumbad, to the new beanstalk rising over the shining waters of Lake Victoria, the Android universe is constant evolving and changing. But no matter how advanced the technology becomes, no matter how many new worlds the megacorps expand onto, some things never change. Crime and people both remain the same.

With the new Revised Core Set for Android: Netrunner, the Android setting has been advanced five years. Some of your favorite characters may appear a bit older, the corporations may be pushing new agendas, but beneath the surface, they’re the same familiar runners and megacorps that you first fell in love with. Today, we have Story Manager Katrina Ostrander to talk about what the Android universe looks like, five years on from the classic Core Set.

Katrina Ostrander on the New Face of the Android Universe

It’s been five years since Android: Netrunner first debuted. A Revised Core Set is on the horizon, with updated art to reflect the latest trends and styles of meatspace and the bleeding-edge technology to be found on custom-built rigs and locked-down servers. But amidst the controversies and conspiracies that have threatened to tilt the balance of power in one direction or another, the old saying remains true: the more things change, the more they stay the same.

Five years have passed in New Angeles. The megapolis remains a priceless economic jewel for the corps and government that lay claim to it, but the reversion to Ecuador is five years closer, and nobody is prepared. The NAPD’s android detectives—Caprice Nisei, Floyd 2X3A7C, and Drake 3GI2RC—struggle to solve crimes while navigating their own complicated identities. At the same time, Haas-Bioroid attempts to quash rumors of bioroid uprisings on Mars and rogue bioroids on the streets of New Angeles, while Jinteki tries to protect the secrets surrounding its clone manufacturing processes and contracts on specific clone lines. Runners crack into datafortresses to try and discern the truth or sell what they can to the highest bidder.

Beneath the sky-high arcologies of the corporate sarariman, orgcrime syndicates wage bloody wars and protect their own against corporate and political meddling. Drones sweep the streets in search of criminals and stolen tech, while even more insidious spies can be found inside children’s playthings in every home. NBN can turn any camera into a surveillance tool, despite the activism of groups like the Opticon Foundation and independent investigative journalists.

And yet, despite the incredible advances in technology, even the titans of the financial industry can fall with a little push. What came to be known as the Flashpoint and the 23 Seconds that almost led to outright war between the corps shook New Angeles far more than the tsunami that may have been triggered by Project Vulcan and the GRNDL facility. Even after the rapid deployment of all-new security features, something new seems to be menacing the Network, reminding some data-analysts of the Blackout Virus that crippled the world in the late twenty-first century.

In meatspace, more mundane threats are simmering. The Indian Union is still recovering after the highly anticipated election and tragic assassination of Akshara Sareen, whose push for clone rights earned her enemies, both without and within her own Ēkatā Party. Up the Beanstalk, on Luna, Melange Mining does whatever it takes to keep Helium-3 flowing Downstalk, and the steady stream of profits climbing back up. But the creation of a second space elevator in Kampala threatens Melange’s and Weyland’s chokehold on the energy industry. Such squabbles are meaningless to the colonists on Mars trying to start a new life unhampered by Earth authority, yet the Weyland Consortium, Globalsec, and other private security outfits appear to be stocking up for what they hope will be a new conflagration of Martian Colony Wars.

Amidst all this upheaval across the worlds, our characters have aged, grown, and suffered new scars. For La Reina Roja, the War continues, her resolve even more hardened by the death of Rafe Cruz and the continued corruption of corporations like Weyland. Chaos Theory has had to grow up, or at least, that’s what her fathers keep telling her. And Gabe “El Lobo” Santiago has learned the biggest lesson of wealth: it doesn’t matter how much you have, it’s never enough.

It is in this new era that the cyberstruggles of the near future take place, with even more threats threatening to boil over into the next big confrontation. Whoever holds the keys to the Network will help decide who wins, who loses, and who gets to survive.

Jack In

The worlds of the near future are a dangerous place—for runners playing with powers that could snuff out their lives, and yes, even for the seemingly impregnable megacorps. With the Android: Netrunner Revised Core Set, you can return to this new world, playing the game that you love and enjoying the wealth of new art included on the cards. For more information on the corps and runners that do battle in the shadows of the Android universe, you can read our previous articles!

It’s time to jack in once more. Pre-order your copy of the Android: Netrunner Revised Core Set (ADN49) at your local retailer or online through our website today!

Discuss this article
in our forums!

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

Categories: Company News

You Can Either Profit By This…

Tue, 12/05/2017 - 05:54
Published 4 December 2017 | Star Wars: Imperial Assault You Can Either Profit By This…

Why You Should Join the Imperial Assault Regional Championship Nearest You

"You can either profit by this or be destroyed."
     –Luke Skywalker

The Imperial Assault Regional Championship season is now upon us, and you should be a part of it—even if you've never yet tried your hand at the skirmish game.

Imperial Assault skirmishes are fast-paced, ground-based, Star Wars conflicts between opposing armies, with both sides searching for every opportunity to score objective points and destroy enemy units. And amid all the blaster fire, lightsaber duels, and explosions, you can shape your battles with the surprising tactics and Force powers of your command deck.

Of course, if you're a veteran of the skirmish game and Imperial Assault tournaments, you already know all of this, but if your experience is mostly with the campaign game, you can think of the skirmish game as though it were the escape from the Death Star in A New Hope—all boiled down to rounds of miniatures-moving, dice-chucking action.

From November 25, 2017 to March 25, 2018, the Imperial Assault Regional Championships offer you a great opportunity to jump into the action. Not only do these high-energy events draw players from near and far, but they're the perfect occassion to break out Driven by Hatred $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#1545F').colorbox(opts); }); and the other new skirmish upgrades from the Heart of the Empire expansion and to pair them with the new Force users released at the same time— Ahsoka Tano $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#141FF').colorbox(opts); }); , Maul $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#11967').colorbox(opts); }); , and the Emperor $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#12B7').colorbox(opts); }); .

Plus, when you play, you put yourself in contention for all of the event's exclusive prizes—many of which can be used in both the skirmish and campaign games. You can even win some of these without ever making the top tables!

The Prizes

The Organized Play program for Imperial Assault is all about helping you get more enjoyment from your games—more places to play, more players to meet, more variety in your games, and more ways to customize your experience.

This season's Regional Championship prizes boast a decidedly Scum and Villainy aesthetic, acknowledging the roles that the galaxy's various bounty hunters, crime lords, and Hutts play in the greater Star Wars saga. You'll find these characters and their actions represented by alternate art deployment cards and a decorative point dial. And it's hardly a stretch of the imagination to think of these characters fighting for the bounty represented by the speckled dice available to the Top 8 players at each tournament.

  • $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#2EBB').colorbox(opts); }); Top 64: Alternate art Bossk deployment card. Arguably the galaxy's most ferocious Trandoshan bounty hunter—and certainly its most notorious—Bossk roars to life with the dramatic alternate art on this deployment card. Add him to your skirmish force, or recruit this villain to your campaign—either way, with this deployment card, he'll be more than ready to leap into action.
  • Top 16: Set of acrylic damage tokens. Add a little extra gravitas to each wound you suffer with these acrylic damage tokens.
  • Top 8: Set of speckled dice. Add a little bit of sparkle to your battles—and incentivize your bounty hunters. This set of custom dice includes two of each type, all speckled to add a little extra glimmer to your games.
  • Top 4: Commemorative acrylic point dial. There are few places in the Star Wars galaxy more fully associated with menace and mystery than Jabba's Palace, and you thrust all of the court's ominous weight onto your opponent by tracking each increase in your score with this commemorative dial. It's also a perfect tool for tracking your threat increases in the campaign game.
  • Champion: Regional Championship trophy and National Championship prize bye. Win your Imperial Assault Regional Championship, and you can almost relive the medal ceremony that followed the Battle of Yavin. The Regional Championship trophy is inspired by the medals awarded to Luke Skywalker and Han Solo, and it is accompanied by a free first-round bye at your region's National Championship, a terrific acknowledgment of your resounding victory.

Get More from Your Game

Thrust your new Force users into action, meet new players, make new friends, and enjoy riveting games of Imperial Assault. Review our list of Imperial Assault Regional Championship tournaments to find the one nearest you. Then, make your plans to attend one of these high-energy events and enjoy more thrilling, boots-on-the-ground Star Wars combat and drama!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

A Reason to Look Forward

Tue, 12/05/2017 - 05:54
Published 4 December 2017 | Star Wars: The Card Game A Reason to Look Forward

The Star Wars™: The Card Game Regional Championships Are Here

"I'm glad I gave you something to look forward to."
     –Ahsoka Tano

This year's Regional Championships for Star Wars™: The Card Game are now upon us… and they're poised to go down in history as a series of epic confrontations!

The Regional Championships for Star Wars™: The Card Game are high-level events, offering some of the greatest and most spirited competition to be found in your region and, as a result, they draw players from far and near. This means the events aren't just fantastic opportunities to try out your newest decks; they're also great opportunities to meet new players and enjoy more of the game's extended community.

The Regional Championships are also great opportunities to compete for some of the coolest Star Wars: The Card Game prizes you'll find anywhere—alternate art cards, custom playmats, and character-focused affiliation cards!

The Prizes

The first and most important "prize" at any Regional Championship is, of course, the opportunity to play the game you love with other dedicated and enthusiastic players. This will be even more evident during the Regional Championships for Star Wars: The Card Game, as the season will see more of the Alliances Cycle make its way into the game, and the Regional Championships will likely be your best opportunity to witness all the creative ways that other players bring the new Force Packs and their cards into the game.

But in addition to the chance to take your new multi-affiliation decks to the next level of play, the Regional Championships offer a host of other prizes as well—custom prizes that are cool enough to lure every smuggler, mercenary, and bounty hunter.

These prizes are all exclusive to the Regional Championships, and the best part is that you don't even have to make the top tables to walk away with your share of the bounty!

  • $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#17C5C').colorbox(opts); }); Top 64: Alternate art Ahsoka Tano. With her bold new artwork, this Ahsoka Tano is ready to stand up to anyone—including the Dark Lord of the Sith. Depicted in combat with Darth Vader, this is Ahsoka Tano at her bravest and most resolute.
  • Top 16: Acrylic shield tokens. These white-and-red acrylic shield tokens offer a colorful alternative to the blue tokens from the Core Set.
  • Top 8: Custom playmat. The terrifying black-furred Wookiee bounty hunter roars into action atop this stylish playmat. Set this down in front of you, and your opponent will know you are no one to trifle with!
  • Top 4: Set of plastic affiliation cards. Emperor Palpatine for the Sith. Agent Kallus for the Imperials. Boba Fett for the Scum and Villainy. Leia Organa for the Rebel Alliance. Lando Calrissian for the Smugglers and Spies. And Yoda for the Jedi. Six iconic characters—each of whom immediately evokes his or her affiliation—decorate these plastic cards, meaning that your first resource won't just come with style; it will also come with personality.
  • Champion: Regional Championship trophy and National Championship prize bye. Each tournament can have only one winner, and that proud Champion will be able to commemorate his or her victory with a trophy that recalls the medallions awarded to Luke Skywalker and Han Solo after the Battle of Yavin IV. Additionally, each Regional Champion gains a free prize bye worth one win at the region's National Championship.

Forge New Alliances

Discover what the Alliances cycle brings to Star Wars: The Card Game. Meet new players and make new friends. Alliances are right at the heart of the game's Organized Play program, and the Regional Championships stand at a uniquely approachable position on the ladder of competitive events.

Whether you're hoping to win it all, walk away with your alternate art Ahsoka Tano, or just cover a table with Ewoks or Troopers, the Star Wars: The Card Game Regional Championships are your next opportunity to take your game to the next level.

Plan your attendance now. Visit our list of Regional Championships to find the event nearest you!

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

Pages