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Bring on the Alpha Strike

Mon, 08/21/2017 - 22:16
Published 21 August 2017 | X-Wing Bring on the Alpha Strike

Announcing the Twelfth Wave of X-Wing™ Starship Expansions

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Arm the missiles. Load the torpedoes. Line up the bullseye, and launch your attack.

Fantasy Flight Games is proud to announce the upcoming release of three new Wave XII starship expansions for X-Wing!

  • Alpha-class Star Wing Expansion Pack
  • M12-L Kimogila Fighter Expansion Pack
  • Phantom II Expansion Pack

Arriving for battle with powerful cannons and an arsenal of all the newest ordnance, these Wave XII starships give you all the firepower you need to saturate the skies with your missile salvos. And then you'll be able to reload and do it again!

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From left to right: The Alpha-class Star Wing, M12-L Kimogila fighter, and Phantom II.

Even as these starships continue to reinforce the central fundaments of maneuvering about the battlefield and lining up your shots, they permit the exploration of new tactics based around reloading ordnance, jamming enemy sensors, and making each shot count.

Alpha-class Star Wing Expansion Pack

The Empire's first widely deployed starfighter to have shields and a hyperdrive, the Alpha-class Star Wing was limited in its maneuverability, but heavily armed for its size.

Designed by Cygnus Spaceworks, the Star Wing was a versatile craft that could be outfitted with powerful cannons or devastating ordnance to rain destruction upon the Empire's enemies. The ship was often assigned to Imperial Navy specialist units that needed a starfighter they could outfit for multiple roles.

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In X-Wing, the Star Wing remains an impressively durable and versatile Imperial starfighter. It comes with two agility, four hull, three shields, and a primary weapon that boasts a modest attack value of two. Still, the Star Wing is bound to hit above its weight class thanks to its devastating arsenal of secondary weapons.

The Star Wing comes with the native ability to load both torpedo and missile upgrades, and if you choose to equip the XG-1 Assault Configuration $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#13B48').colorbox(opts); }); Title, the ship gains two cannon slots, as well. Together, all these weapons upgrade slots make it possible for you to outfit your Star Wing so that it can best perform the exact role you wish it to play in your squadron.

Moreover, you don't need to worry that the Star Wing's ordnance-driven sting is only temporary. While the fighter's certainly capable of delivering a blistering alpha strike before fading into a support role, its ability to perform the new reload action $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#ED6A').colorbox(opts); }); means that this long-awaited boost to the Imperial fleet isn't just a one-shot wonder.

All told, the Alpha-class Star Wing Expansion Pack comes with one pre-painted miniature, four ship cards, seven upgrades, one maneuver dial, reference cards for the reload action and jam tokens, and all the plastic and tokens you need to fly the ship to battle.

M12-L Kimogila Fighter Expansion Pack

Produced by MandalMotors and flown by enforcers of the Hutt kajidics and other criminal cartels, the M12-L Kimogila fighter was dreaded by spacers across the Outer Rim for its ordnance capacity and the withering torrents of coordinated fire it could unleash. It was a blunt instrument, trading maneuverability for raw destructive power, but this was a trade that suited its pilots, many of whom were blunt instruments themselves.

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Along with its pre-painted miniature, the M12-L Kimogila Fighter Expansion Pack brings this fearsome heavy fighter to life in X-Wing as a Scum and Villainy faction vessel with four ship cards and ten upgrades—all focused on catching your foes in your bullseye and pulling the trigger.

This is a starfighter that wants to joust. The M12-L Kimogila fighter has a hard time turning sharply, especially in close-quarters, but it excels in the initial, head-on approach and engagement.

Its shields and hull make it durable enough to withstand even the most devastating shots your opponent may fire in the initial pass. Then its primary attack value of "3," its ability to load and unleash missiles, and its new bullseye firing arc $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#EFAB').colorbox(opts); }); all combine to ensure your attacks will hit for maximum efficiency.

Phantom II Expansion Pack

Originally appearing in Star Wars Rebels Season Three when the Spectres recovered it from a Clone Wars-era military base, the Phantom II is a Sheathipede-class transport shuttle that has been heavily modified to include upgraded weapons and a custom docking system compatible with the Ghost.

As a result of its upgrades, the Phantom II arrives to X-Wing as an attack-ready vessel with two agility, four hull, one shield, and a primary weapon with an attack value of two that you can fire from either its forward firing arc or its auxiliary firing arc.

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In addition to its pre-painted miniature shuttle, the Phantom II Expansion Pack introduces four ship cards and six upgrades, including new astromechs, crew options, and Title upgrades for the Ghost $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#111E').colorbox(opts); }); and Phantom II $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#183E4').colorbox(opts); }); , many of which add depth to the ship's ability to perform the coordinate action. In addition, you'll find a maneuver dial, three reference cards, and all the plastic and tokens you need in order to field the Phantom II in battle.

All told, the Phantom II doesn't just allow you to keep up with the changes that Star Wars Rebels Season Three meant for the Spectres; it allows you to pursue a whole range of new, synergistic Rebel tactics—with or without the Ghost in your squadron.

Fire at Will

The time has come to litter the stars with ordnance. Unleash your missiles. Barrage your foes with torpedoes. Make sure your attack is coordinated from the very first instant of the engagement.

With the new ships, upgrades, and actions from X-Wing Wave XII, there's never been a better time to plan your alpha strike. You don't have to wait for just the right moment to strike. You can fire at will.

Look for X-Wing Wave XII (SWX69, 70, 72) to arrive at retailers in the fourth quarter of 2017!

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© and ™ Lucasfilm Ltd.

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Star Wars™: Legion

Sat, 08/19/2017 - 01:15
Published 18 August 2017 | Star Wars: Legion Star Wars™: Legion

Announcing a Miniatures Game of Infantry Battles in the Star Wars Galaxy

“It was I who allowed the Alliance to know the location of the shield generator. It is quite safe from your pitiful little band. An entire legion of my best troops awaits them.”
  
–Emperor Palpatine, Star Wars: Return of the Jedi

Shouts and screams echo around you—the din of pitched battle. The air smells acrid from blaster fire as lasers hiss past your squad. A scout trooper roars past on a 74-Z speeder bike, weaving between trees and firing at someone you can’t quite see through the underbrush. You raise your blaster and fire in the same direction, hoping to avoid any shrapnel. Ahead, you see Darth Vader, towering over a group of fallen Rebels strewn across the forest floor. He flicks his lightsaber forward, and your platoon charges…

Fantasy Flight Games is proud to announce Star Wars™: Legion, a new miniatures game of infantry battles that invites you to join iconic heroes and villains, lead your troopers into battle, and battle for the fate of the Star Wars galaxy. With Star Wars: Legion, you can build and paint a unique army of miniatures. You can command your troops in battle and devise masterful tactics. And you can conquer your opponent’s army to bring victory to the light side or the dark side!  

With thirty-three unpainted and easily assembled miniatures, and all the cards, movement tools, tokens, and terrain that you need for battle, the Star Wars: Legion Core Set is the perfect way to bring Star Wars battles to your tabletop.

If you’re here with us at Gen Con 50 in Indianapolis, head to our booth to get your first taste of Star Wars: Legion, but in the meantime, read on!

Charge into Battle

Star Wars: Legion casts you as a commander in the heat of battle, pitting the Empire’s finest against the ragtag forces of the Rebellion. You’ve received your objectives from high command, and the tactics that you execute in battle will determine if you can restore freedom to the galaxy or crush the resistance of the Rebel Alliance forever.

The heroes, villains, vehicles, and squads of troopers that you command are the heart of your army, and each round, you’ll command your units to press your advantage. Whether your unit is a squad of Stormtroopers or a salvaged Rebel AT-RT, each unit can take two actions to march across the battlefield, launch a devastating attack, take careful aim, dodge away from enemy fire, take a moment to recover, or hold their action until the optimal moment.

Movement in Star Wars: Legion is fast and organic as you maneuver your troops around the battlefield using jointed movement tools. Unlike many miniatures games, you don’t need to measure movement for every miniature in a unit! Once you’ve measured movement for your unit leader, you simply pick up the other soldiers in the unit and place them in cohesion with the unit leader.

Not only does this make movement fast and intuitive, it lets you strategically position your troops to take cover from blaster fire or control strategic terrain. Sending your Stormtroopers charging into just the right place to line up a devastating crossfire or catching your opponent’s forces between Luke Skywalker and a powerful AT-RT walker are some of the game-changing moves that can turn the tide and decide the fate of the galaxy in any game of Star Wars: Legion!

Movement and positioning are important, but you’ll need to send your troops forward if you’re going to defeat the enemy army. Combat in Star Wars: Legion is driven by the weapons each soldier wields—whether you’re firing blasters, throwing grenades, igniting vehicle-mounted flamethrowers, or drawing a lightsaber. For every attack, you’ll choose the weapons you want your soldiers to use, adapting to the evolving battlefield by choosing between a blaster and a rocket launcher, for example.


Each of the four Rebel Troopers chooses to use an A-280 Rifle, contributing a total of four black dice to the attack. The 74-Z Speeder Bikes unit will roll a defense die for each hit.

Just as important as choosing which weapon you use is choosing when to attack. If your opponent is taking cover behind terrain or prepared to dodge your attack, then it may be better to reposition your unit and maneuver your forces to create a better opportunity for your onslaught. The choices you make will govern the fates of your soldiers—but if you lead them wisely, then victory is assured! For more information about movement and combat, visit the Star Wars: Legion minisite and keep an eye out for future in-depth previews.

Command Your Troops

To win the battle, your troops will need to move and attack, but first they need orders—and that can be challenging at times during the heat of battle. Luckily, you have your army’s commander to ensure you can activate your units at the critical times.

While every unit you control on the battlefield will activate each round, the command system for Star Wars: Legion presents you with the opportunity to outmaneuver and outthink your opponent. Adapting to the changing tides of battle is one of the things that separates truly great commanders from lesser officers. 

You can find more details about the command system and ordering your troops on the Star Wars: Legion minisite and in future articles!

Build Your Army

Like other miniatures games, Star Wars: Legion also gives you the chance to build a unique army. Before the game begins, you’ll select the exact heroes, villains, troopers, and vehicles that you want to use. Within the Core Set alone, you already have choices to make with thirty-three miniatures, including Luke Skywalker, Darth Vader, Rebel Troopers, Stormtroopers, an AT-RT, and 74-Z Speeder Bikes.

While the Core Set gives you everything that you need for your first battles, you’ll find even more options as you expand from there. You may choose to build an army that uses swarm tactics with large numbers of troopers, or you may focus on the improved armor and firepower of vehicles, but whether you’re planning a small-scale skirmish or a pitched battle between dozens of units, the game allows you to build an army that fits the way you want to play.

The choices and customization don’t stop there, either. Every unit in Star Wars: Legion has the option for you to tweak it to fit your preferences and playstyle with upgrade cards. You may upgrade Darth Vader with the ability to throw his lightsaber, load a rotary blaster onto your AT-RT, bring heavy weapons specialists into your trooper unit, or equip your 74-Z Speeder Bikes with long-range comlinks. No matter how you upgrade your units, every upgrade card is another step to making your army different.

And of course, perhaps the most entertaining step of army building for many players is to paint and customize your miniatures! All Star Wars: Legion minis come unpainted, so after you assemble your army, you’ll be able to paint them to create a truly unique army and bring the Star Wars galaxy to your tabletop. Although you don’t need to paint your army, many players find it more enjoyable to play with a painted army—and we’ll have plenty of articles and video tutorials to support your painting in coming months, including help for beginners. Even if you’ve never played a miniatures game or painted an army before, the Star Wars: Legion Core Set is the perfect entrypoint to the hobby.

Build. Command. Conquer.

Your troopers’ boots are on the ground, and battle is about to be joined. If you’re with us at Gen Con 50 in Indianapolis, head over to the Fantasy Flight Games booth to be among the first to experience the infantry battles of Star Wars: Legion!

Take command of your forces and give the order to charge—the Star Wars: Legion Core Set (SWL01) is scheduled to be released in early 2018. Head to your local retailer to pre-order your copy today, or you can place your pre-order with FFG here!

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© & ™ Lucasfilm Ltd.

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A Most Suitable Teacher

Sat, 08/19/2017 - 01:15
Published 18 August 2017 | Legend of the Five Rings LCG A Most Suitable Teacher

The Results of the Kiku Matsuri Story Choice

Chase the sun. Discover the world.
-Iuchi Wayfinder

The Kiku Matsuri has come to pass! Yesterday, a grand parade of samurai marched forth and threw open the doors to Rokugan at Gen Con 50. The Opening Ceremony was a spectacle unto itself, calling forth loyalties long held and inviting new devotees to pledge their sword to one of the seven Great Clans. Attendees were welcomed into a world where honor is stronger than steel, and celebrated the unveiling of our newest Living Card Game®, steeped in its story: Legend of the Five Rings: The Card Game!

Many attendees had the honor of participating in the largest Gen Con event ever hosted by Fantasy Flight Games, the Kiku Matsuri tournament. With over 700 tickets claimed, it was a monumental first opportunity to play with the new Legend of the Five Rings Core Set. Players contructed a Starting Deck, and stepped forth to fight for their clan. Glory was won, and incredible prizes were awarded to all.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 501, innerWidth: 550 }; $('#117F7').colorbox(opts); }); After five rounds of play, those who remained undefeated stood triumphant, and the prestigious title of Hatamoto was bestowed upon them all. This position of honor for a player carries many continuing benefits, but achieving this promotion at the very first tournament also awarded a unique opportunity to help determine the outcome of the first story choice.

These Hatamotos were faced with a difficult decision. Last week's short story, Smokeless Fire, detailed a petition to the Emperor from the Phoenix Clan. Believing they had forseen a great danger in the use of meishōdō, the mysterious name magic learned by the Unicorn Clan, Lady Kaede asked that its use be outlawed. This would have powerful ramifications throughout the kingdom, but so would the alternative: The Emperor could compel the Unicorn Clan to teach their secrets to the Hidden Guard, and bolster their defenses against the unknown.

The prestigious Hatamotos conferred following the hard-fought battles of the Kiku Matsuri. They weighed the wisdom presented on both sides, and then voted on whether meishōdō should be forbidden in Rokugan or taught in service of the Empire. Their councel reached the Emperor as he sought the guidance of his most trusted confidants, and his determination agreed with their valued input.

The Decision

The Emperor has seen fit to allow the Unicorn Clan to continue practicing meishōdō, but officially requests their assistance in teaching its use to his Hidden Guard. They cannot refuse their ruler's command, but complying will require the sacrifice of more than just secrets.

We invite you to read A Most Suitable Teacher (pdf, 1.1 MB), the short story that details the outcome of the Kiku Matsuri story choice presented to the Hatamotos.

Live the Story

The story of Rokugan will continue on our website, and in upcoming Legend of the Five Rings: The Card Game products. The next opportunity for a player to influence the story of Rokugan will be presented to the World Champion in November. They alone will decide which path the future will tread, after receiving the honorary title of Shogun!

Secure your Core Set and place in the three in-store events of the Launch Program by speaking to your local retailer today! Retailer pre-orders for the Launch Kit close on August 23rd, and the Legend of the Five Rings: The Card Game Core Set (L5C01) will be released in Q3 2017!

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Defenders of the Aymhelin

Sat, 08/19/2017 - 01:15
Published 17 August 2017 | Runewars Miniatures Defenders of the Aymhelin

The Latari Elves Army Expansion is On Sale Now

 

As certain death closed in around them, a bright, crisp horn resounded from the treeline of Watcher's Grove. It fell quickly into silence, the din of battle receding in the surprise of the harsh call, splitting the air like the dawn. The soldiers looked up from their weapons, finally recognizing the sound: an Elven horn, and their salvation.
     Watcher’s Grove erupted with reinforcements. Leonx sprang from the trees, ridden by glaive-wielding Elves. Archers rushed ahead, sending waves of arrows into the fray. Among them marched the scions: tall, living trees with angular bark and root-like limbs—the will of the forest made manifest. Roots burst from beneath the feet of the Uthuk to pierce their flesh or pull them into the earth as the waves of Elves advanced upon the now beleaguered enemy.

As the battle for Terrinoth rages on, the Latari Elves are called to leave the safety of the Aymehiln Forest to defend their homeland. A third faction now joins the battle for Terrinoth as Waiqar the Undying’s undead army stir in the Mistlands and the forces of the Uthuk Y’llan gather in the Ru Darklands. Fantasy Flight Games is proud to announce that the Latari Elves Army Expansion for Runewars Miniatures Game is available now!

Masterful Warriors

The Latari’s warriors spend decades honing their crafts. Whether they are stringing a bow or mastering tactical maneuvers astride the mighty Leonx, the elves are the unmatched masters of combat.

The unseen assassins of the trees, the Deepwood Archers compose the core of the Latari army. From the boughs of the Aymhelin forest, this ranged unit acts most effectively at a distance, with a command tool tailored for deadly accurate ranged attacks and evasion. With the Precise 1 keyword, the Deepwood Archers know that no amount of cunning can save an enemy from the perfect shot.

The mighty Aymhelin Scions are imbued with the power of the Deepwood itself. Feeling enemy movements through their roots, the arcane forest sentries are absolutely devastating in battle. These high impact units use their roots to latch hold of enemies, inflicting immobilize tokens on any unit that they impact with or that collides with them. Drawing power from the earth that increases with the number of natural energy runes in play, the Aymhelin Scions will fight alongside the Latari until the safety of their forest is secured.

The swift Leonx Riders lead the Latari’s charge on the battlefield. This cavalry mounted on the ferocious felines native to the Aymhelin is among the most agile and adaptable in all of Terrinoth. Their primal natures are expressed by the Leonx Rider’s melee ability to spend two icons to add a mortal strike. While these nomads normally defend the outskirts of Latari territory, they will proudly band together to punish any who threaten those they protect.

At the head of the Leonx Riders is the Latari’s champion, Aliana of Summersong. Players who control the Latari may use Aliana to constantly confuse the enemy by switching her position with that of any other Leonx Rider. The hero’s predatory instincts grant her both the Impact 2 and Precise 1 keywords. Battling atop Wildcall, her loyal Leonx, Aliana of Summersong is prepared to face any threat to her people, whether it be an Uthuk berserker or Waiqar the Undying himself.

Power of the Forest

This expansion comes with sixteen Deepwood Archer miniatures, four Leonx Rider miniatures, one Aymhelin Scion miniature, and one Aliana of Summersong miniature, as well as a collection of new terrain pieces, tokens, and twelve available upgrade cards to enhance the Latari Elves' lethality on the battlefield. When used in combination with either the Runewars Miniatures Game Core Set or the Runewars Miniatures Game Essentials Pack, this expansion allows players to build their own army of elves, customized to their personal fighting style.

Unique to the Latari Elves, this expansion includes Overgrowth Tokens which may interact with some game effects. Certain upgrade cards, such as Support Aymhelin Scion, $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#15005').colorbox(opts); });  enhance a unit’s movement if they are within a certain range of overgrown terrain. By tapping into the elves’ connection to their environment, commanders are sure to achieve victory. No enemy can stand against the power of nature itself!

The Battle Rages On

Call the banners. Build your army of the Latari’s finest fighters and defend the Aymhelin from the forces of evil!

Pick up the Latari Elves Army Expansion (RWM14) at your local retailer or online today!

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TM & © 2016 Fantasy Flight Games.

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Expansive Arsenal

Sat, 08/19/2017 - 01:15
Published 17 August 2017 | Runewars Miniatures Expansive Arsenal

The Runewars Miniatures Essentials Pack is Now Available

The land of Terrinoth has been peaceful for centuries following the age of the First Darkness. What was once history faded into story, and story into myth. The mortals of the realm foolishly believed themselves safe. But as the people of Terrinoth forgot the threats of the past, evil began to stir in the Mists and the Ru Darklands. Now, the forces of darkness have returned and the only hope for realm is for the armies of mortals and elves alike to take to the battlefield once more.

As the fight for Terrinoth erupts once again in Runewars Miniatures Game, militaries expand their forces and require more supplies. Fantasy Flight Games is pleased to announce that the Runewars Miniatures Game Essentials Pack is now available!

Lay Your Battle Plans

The Runewars Miniatures Game Essentials Pack includes everything players need to expand their arsenal, from cards and dice to references and templates. With a cornucopia of components matching those found in the Core Set, players can build a powerful army from expansion packs and army expansions, further customize their card decks, and design more complex battlefields.

The components of the Runewars Miniatures Game Essentials Pack include:

  • Four terrain pieces with matching cards
  • Six objective cards
  • Six deployment cards
  • Thirty morale cards
  • Ten upgrade cards
  • Four reference cards
  • Four deployment markers
  • Eight objective markers
  • Ten wound tokens
  • Five energy tokens
  • Twenty-two boon and bane tokens
  • Twelve Unit ID Tokens
  • One Round Counter
  • Nine movement templates
  • Six attack dice

This pack both enables players to fight larger battles and provides backup components for pieces that may be lost or damaged in the chaos of battle. Fully compatible with the Core Set and expansions, the martial leaders of Terrinoth may use the Runewars Miniatures Game Essentials Pack to train their chosen armies with ten upgrade cards that can be added to the deck of any army in Runewars Miniatures Game. While Terrinoth falls under ever-increasing threat, players can now prepare for the oncoming storm as the armies of the Latari and the Uthuk Y’llan approach.

Conquer the Realm

The fate of Terrinoth rests on your shoulders. Will you save the realm or destroy it? Whether you choose the path of darkness or the that of the light, ensure that your forces are fully equipped to dominate the battlefields.

Look for the Runewars Miniatures Game Essentials Pack (RWM13) at your local retailer or online today!

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TM & © 2016 Fantasy Flight Games.

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Star Wars Roleplaying Gamemat

Sat, 08/19/2017 - 01:15
Published 17 August 2017 | Star Wars: Edge of the Empire Star Wars Roleplaying Gamemat

Bring Your Star Wars™ Roleplaying Games to Life

"Everything that has transpired has done so according to my design."
  - Emperor Palpatine, Return of the Jedi

Your team has prepared as much as possible for the coming conflicts. Your blasters are loaded, your speeches prepared, your minds quiet; all you wait for now is the signal to begin your heist, your trial, your rebellion. And now, you can be even more prepared to face the unmentionable odds your favorite iconic characters from the Star Wars™ galaxy have battled for generations with the Star Wars Roleplaying Gamemat, new from Fantasy Flight Games!

This 26” x 26” natural rubber gamemat is the perfect surface upon which to tackle any obstacles the galaxy (or your gamemaster) might throw at you, whether you're plundering ancient riches in Edge of the Empire, striking at a critical Imperial target in Age of Rebellion, or constructing your very first lightsaber in Force and Destiny. Not only does its natural rubber provide a pliable and durable surface perfect for rolling your skill tests upon, the gamemat is lined with all manner of helpful keys and graphics to enable quick and easy dice pool reading so that the game can continue flowing quickly and organically to its destiny.

Two of the gamemat’s sides are lined with a dice key so that you can quickly assemble dice pools using accurate in-game terminology and easily interpret the results of your rolls to keep the game moving. The helpful range band reference will keep your maneuvers in check as you advance upon your foe. Along the GM’s edge of the mat, players will find a helpful stylized initiative tracker that will keep their heads in the game as they plan their next action and enable them to prioritize lethal targets who may be acting sooner than the group would like. Additionally, there is a handy key for dice pool difficulty, allowing all players to easily assemble the dice for a Daunting Computers check, and quickly see what the available Destiny pool looks like in case they need that little extra push to succeed.

Players will also find the iconic art of Luke Skywalker and Darth Vader, drawing them into the narratives that their characters will be building over the course of their enthralling campaigns. The star field backdrop also keeps players firmly grounded in the vibrant and dangerous Star Wars galaxy.

Meet Your Destiny

You’ve assembled your team, you’ve been briefed on your mission. All that’s left is to pick up those dice and trust in the Force. Bring your Star Wars Roleplaying to the next level with the Star Wars Roleplaying Gamemat, now available from Fantasy Flight Games’ in-house manufacturing!

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A Valiant Deed

Sat, 08/19/2017 - 01:15
Published 17 August 2017 | A Game of Thrones: The Card Game A Valiant Deed

Oberyn’s Revenge Is Now Available for A Game of Thrones: The Card Game

“A valiant deed unsung is no less valiant.”
  
–Ser Garlan Tyrell, A Storm of Swords

The north reels in the gory aftermath of the Red Wedding. In a single day and night of misfortune, House Stark is left leaderless—usurped by the treachery of House Frey and House Bolton. Yet the Red Wedding was not the only dire plot that now grows to fruition in Westeros. For fifteen years, House Martell has plotted vengeance for the murder of Elia and her children—and with Oberyn Martell in King’s Landing, their chance for justice may have arrived. Now you have your chance to join these schemes and many others: Oberyn’s Revenge  is now available at your local United States retailer for A Game of Thrones: The Card Game!

In keeping with the key themes of the Blood and Gold cycle, Oberyn’s Revenge continues to offer support for the bestow keyword, as well as powerful new economy cards and new ways to spend your gold. You’ve had the chance to read Ryan Jones' writing about his champion card—The Iron Bank Will Have Its Due. Now, prepare to enact your own plots and schemes as you battle to seize the Iron Throne!

A Knight of the Realm

If any single House can lay claim to the ideals of knightly conduct in Westeros, it’s House Tyrell… but the veneer of honor is a perfect way to hide dastardly schemes. Now, in Oberyn’s Revenge, you’ll find two cards that aptly illustrate both sides of House Tyrell—the honorable knights and the power-grabbing intrigues.

Ser Garlan Tyrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#15072').colorbox(opts); }); (Oberyn’s Revenge, 83), the second son of Mace Tyrell, has a well-earned reputation as a paragon of chivalry and a worthy knight. Such a knight would undoubtedly inspire those around him to deeds of greatness, and in the game, Ser Garlan Tyrell is adept at giving your characters the strength they need to punch through your opponent’s defenses.

First, you’ll notice that Ser Garlan Tyrell possesses the bestow (3) keyword, inviting you to place up to three gold from your gold pool onto this card when you play it. Ser Garlan gets one additional STR for each gold on his card, but that’s not the only way you can use this gold—as an Action, you can discard a gold from Ser Garlan Tyrell to increase the STR of any Tyrell character by two! It’s also noteworthy that Ser Garlan Tyrell has renown, making him a natural fit for any Tyrell deck focused on snatching power and rushing for victory.

Obviously, increasing a character’s STR can offer powerful combos by standing Randyll Tarly $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4838').colorbox(opts); }); (Core Set, 183) or intimidating stronger characters with "Lord Renly's Ride" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#132ED').colorbox(opts); }); (Guarding the Realm, 24). It also works well with two of House Tyrell’s preferred agendas—inviting you to negate the downside of The Lord of the Crossing $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7693').colorbox(opts); }); (The King’s Peace, 60) or win intrigue by five STR with "The Rains of Castamere" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#89D5').colorbox(opts); }); (Lions of Casterly Rock, 45). Of course, Ser Garlan Tyrell’s triggers are limited to the gold on his card, but even when your gold waits unused on Ser Garlan Tyrell, it’s still increasing his STR and making him more difficult to stop.

In fact, increasing the STR of character in intrigue challenges is a crucial component of the second Tyrell card in Oberyn’s Revenge: Olenna's Machinations $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1078C').colorbox(opts); }); (Oberyn’s Revenge, 84). Olenna’s Machinations can be played for two gold, and it offers a unique effect: you may initiate an additional power challenge this phase. A second power challenge and another chance to steal power from your opponent can be game-winning on its own—but this event isn’t limited to the one time you play it. Following in the theme of recurring events established across the Blood and Gold cycle, you can pay one gold to return this event to your hand after you win an intrigue challenge by five or more STR!

With the option to make multiple additional power challenges throughout the game, you have the chance to skyrocket the power that you gain every round. Pairing this event with A Clash of Kings $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#65C0').colorbox(opts); }); (Core Set, 1) is a natural fit, and you may even use it in conjunction with The Red Wedding $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#1E12').colorbox(opts); }); (The Red Wedding, 80) and “The Rains of Castamere” to utterly destroy your opponent’s Lords and Ladies. No matter what you use it for, who better to use in your second power challenge than a character with renown like Ser Garlan Tyrell? Then, you can use Ser Garlan’s inspiring ability to win an intrigue challenge and recur Olenna’s Machinations. Though the knightly chivalry and the underhanded intrigues of House Tyrell may seem disconnected, they can still work together, as two edges of the same sword. 

Wheels Within Wheels

With the death of Joffrey Baratheon, the Iron Throne is vacant—and every House has its eyes on this inestimable prize.

Choose your side and join the battle when you pick up your copy of Oberyn’s Revenge (GT20) at your local retailer today!

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

Categories: Company News

All Sectors On Alert

Sat, 08/19/2017 - 01:15
Published 17 August 2017 | Android: Netrunner LCG All Sectors On Alert

Crimson Dust Is On Sale Now!

This is a priority alpha alert! Crimson Dust operatives have breached the dome! Oxygen levels are decreasing rapidly. Radiation levels will reach the orange zone within the hour. Nonessential personnel should head to their designated shelters ASAP. Engineering crews must report to the zones designated on their PADs. You will receive further instructions from your crew leaders in person.

Security teams Epsilon, Bravo, and Whiskey will develop a defensive position immediately and prepare for a frontal assault. Delta and Charlie teams should begin their security sweeps. We believe Threat Level Alpha targets may be in the vicinity.

All personnel are ordered to keep sensitive information off the comms. They may be compromised. 

Crimson Dust, the final Data Pack in the Red Sands Cycle for Android: Netrunner, is on sale today! Its sixty cards (three copies each of twenty unique cards) reveal the damage wrought on Mars by its history of conflict—and they provide Corps and Runners alike new tools for exploiting the chaos.

A World in Ruins

True-born Martians can never forget the price they paid for opposing Earth. They can see signs of it littered across the landscape. There are still battlefields covered in pock marks from exploded shells and burnt out manufacturing sites that were targeted from orbit. Vanadis Industries used to sell arms to the Clans before their operations were gutted by Earth forces. Now, the Clans scavenge their old armories for salvageable weapons that can help them resist the MCA.

Salvaged Vanadis Armory $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D992').colorbox(opts); }); (Crimson Dust, 103) represents this legacy of Martian conflicts. After taking damage, a Runner can trash the newest Clan Resource to force the Corp to trash a number of cards from R&D equal to the total amount of damage they’ve taken that turn. This means that a Runner can respond to a Scorched Earth $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#125F').colorbox(opts); }); (Core Set, 99) strike by immediately forcing the Corp to trash four cards from R&D. Or, you might develop a more intricate strategy of dealing damage to yourself with cards like Stimhack $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9BCB').colorbox(opts); }); (Core Set, 4) or Respirocytes $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#10851').colorbox(opts); }); (Crimson Dust, 102) before trashing the Armory on your own turn to force the Corp to dump cards into Archives.

A World Rebuilt

The Corps will never forget the price they paid to develop Mars—the long hours scheming, the endless stream of raw materials, and the billions of credits required to ship those resources—and they will accept nothing less than extraordinary returns on their investments.

The Weyland Consortium hopes to take a cut out of every corporations’ profits by erecting their Martian Beanstalk as fast as possible. A Beanstalk on the Red Planet to match their most famous investment on Earth would ensure that Weyland continues to dominate the interplanetary shipping business. But its extensive construction sites are also prime targets for Crimson Dust terror attacks. So, the largest Corp in the universe has made it a priority to construct potent new defenses.

Priority Construction $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4E7A').colorbox(opts); }); (Crimson Dust, 118) highlights Weyland’s commitment to defending its investments, as well as its preference for improving its most tried-and-true ice. With Priority Construction, a Weyland player can install a piece of ice protecting a remote server and immediately place three advancement tokens on it. This means that, in a single turn and at the cost of a single credit, they could install an agenda like Posted Bounty $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B673').colorbox(opts); }); (Core Set, 95) and defend it with a triple-advanced Asteroid Belt $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#70DB').colorbox(opts); }); (Order and Chaos, 12)—which it can rez for free!

Alternately, since Priority Construction allows the Corp to ignore all installation costs, a Weyland player could build a truly taxing server, three or four pieces of ice deep, by layering defenses like Mausolus $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#608').colorbox(opts); }); (Martial Law, 97) and Colossus $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#9D5F').colorbox(opts); }); (Terminal Directive, 48) that get a substantial power boost when they have three advancement tokens.

Will the Clans salvage their war-scarred world? Will the Corps finish building the unrestrained utopia for research and development that they can only dream of on Earth? Or, will the hardliners in the Crimson Dust reduce everything to rubble?

Pick up your copy of Crimson Dust (ADN48) today—and start building your world! 

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

Categories: Company News

The Force Is with Me

Sat, 08/19/2017 - 01:15
Published 17 August 2017 | Star Wars: The Card Game The Force Is with Me

Aggressive Negotiations Is Now Available for Star Wars: The Card Game

“I am one with the Force.”
  
–Chirrut Îmwe, Rogue One

Across the Star Wars saga, the alliances and friendships between characters have formed some of the most memorable pieces of the story—just as much as the epic conflicts between adversaries like Darth Vader and Luke Skywalker. When you can rely on your friends, there’s no limit to what you might accomplish. Now, those alliances become more important than ever before. Aggressive Negotiations, the second Force Pack in the Alliances cycle for Star Wars™: The Card Game, is now available at your local United States retailer!

The Aggressive Negotiations Force Pack continues the major themes of the Alliances cycle, bringing the ways that affiliations can work together to the forefront of your attention. With ten new objective sets (two copies each of five distinct sets), you’ll find new ways to use many decks, whether you’re focused on capturing your opponent’s cards or unleashing the power of the Wookiees. With recognizable characters such as 0-0-0, BT-1, and Chirrut Îmwe and two new fate cards entering the game for the first time, there are plenty of new alliances that could give you the edge as you play out your conflicts in the Star Wars universe.

Trust in the Force

Within the new Jedi objective set included in Aggressive Negotiations, you’ll find Chirrut Îmwe, a warrior-monk dedicated to the Force. Though Chirrut is sworn to be a guardian and a protector, he possesses undeniable skills in combat. He is a character balanced between defense and offense—a character of quiet insight and explosive attacks. Fittingly, this objective set mirrors that dichotomy, with three defensive cards and three offensive cards.

Chirrut Îmwe $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5F58').colorbox(opts); }); (Aggressive Negotiations, 2096) is a powerful character, who’s perfectly capable of hitting hard in a fight, taking down enemy units and objectives alike. Still, though his combat icons are balanced, his ability is more defensive in nature—when an enemy card effect or combat icon would place focus tokens on Chirrut, you can prevent the placement of one of those tokens. Combined with the elite keyword, this ability helps ensure that Chirrut won’t be tied down or distracted by your opponent. He’ll always be where you—and the Force—need him to be.

Chirrut is joined in this objective set by a Mirialan Mystic $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BB36').colorbox(opts); }); (Aggressive Negotiations, 2097). Although this unit has no unique abilities, her combat icons make her naturally suited to defense, using her tactics icon to neutralize your opponent’s most dangerous unit. And if the Mirialan Mystic or Chirrut Îmwe should fall in battle, Trust in the Force $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#67C7').colorbox(opts); }); (Aggressive Negotiations, 2095) gives you a way to recover from your losses. Whenever a Jedi Character unit leaves play, Trust in the Force lets you put a non-Jedi unit with equal or lower cost into play, maintaining your board position, even in the face of losses. Of course, you’ll need to forge alliances with other affiliations to make the most of Trust in the Force, but with the other rewards offered by this cycle, that’s hardly a problem.

While the first three cards of this objective set are more defensive in nature, the other three cards take a decidedly more aggressive bent, starting with a copy of Heat of Battle $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3CA4').colorbox(opts); }); (Aggressive Negotiations, 65). By dealing a damage to any unit participating in the conflict, Heat of Battle is perfect for eliminating weakened units or softening them up before your attack.

If a unit is too tough to be destroyed by Heat of Battle, the Handcrafted Light Bow $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12D4').colorbox(opts); }); (Aggressive Negotiations, 2098) is the perfect enhancement to spread more damage around. This enhancement can be given to any Character unit, raising its damage capacity and granting it more unit damage. Of course, the Handcrafted Light Bow is much more dangerous in the hands of a master like Chirrut Îmwe. While the Handcrafted Light Bow is attached to Chirrut Îmwe, he can deal one damage to every participating enemy unit after he strikes—spreading a swath of damage across every unit that opposes you.

Of course, some units are simply too strong to be taken down by a few points of damage—and you may desperately need to stop those units before they strike. If you don’t have a way to focus a unit with a tactics icon, then Stunning Blow $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17037').colorbox(opts); }); (Aggressive Negotiations, 2099) could be just what you need. This zero-cost event has a simple, but effective Reaction: “After a target unit takes 1 or more damage, place 1 focus token on that unit.” By focusing a unit that you damage, you can ensure that even if you don’t destroy that unit, it won’t be able to strike back and disrupt your well-laid plans.

I Fear Nothing

Balance in all things is the way of the Force—and with Chirrut Îmwe at your side, it can be your path as well.

Head to your local United States retailer and pick up your copy of Aggressive Negotiations (SWC38) today!

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

 

Categories: Company News

Come See Us at Gen Con!

Sat, 08/19/2017 - 01:15
Published 16 August 2017 | Come See Us at Gen Con!

Join FFG at Gen Con 50 from August 17th – 20th

Every year, gamers from around the world gather in Indianapolis for one reason—Gen Con Indy and the best four days in gaming! This year is Gen Con’s fiftieth anniversary, and once more, Fantasy Flight Games is beyond thrilled to participate! Whether you’re coming to demo new games, participate in our North American Championships, or fill your bags with the newest releases from our booth, Gen Con 50 is the perfect place for any gamer!

The Best Four Days in Gaming

Gen Con is always an amazing event, bringing tens of thousands of people from around the world together to celebrate one thing: a shared love of tabletop games! Between events and tournaments running around the clock and the amazing new games offered in the exhibit hall, the convention is always packed. Fantasy Flight Games has been a proud part of the Gen Con experience for the last twenty years, and we’re thrilled to return again!

One of the most attractive aspects of Gen Con is the chance to play and demo new games before they’re released. Fantasy Flight Games always has plenty of games available for demo, both old and new, and this year is no different. Visit our booth to get demos of the latest offerings from FFG, including:

If you prefer to spend your time testing your competitive mettle in tournaments, then you’re also in the right spot! Gen Con 50 is the home base for the North American Championships for most of our Organized Play games, including:

In addition, we’ll have several tournaments for Runewars Miniatures Game and Legend of the Five Rings: The Card Game throughout the weekend, including the massive, inaugural Kiku Matsuri. Although most of these events are sold out, there’s still a chance that you can get in with generic tickets. For more information on generic tickets, click here.

And of course, Gen Con isn’t just a great place to demo new games and participate in tournaments. It’s also the perfect opportunity to expand your collection by picking up new games—potentially even before they become available to the outside world! This year, we’re happy to announce that the following products will be available to purchase in limited quantities through our on-site store:

Join Us at the Show

Like many of you, we’ve spent the whole year planning and preparing for Gen Con—and we can’t wait for you to see what we have to show you! This year is our biggest and most impressive Gen Con yet, and whether you join us in the exhibit hall or at a tournament, we’re excited to meet you. For more information, visit www.gencon.com.

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Don't Underestimate the Force

Sat, 08/19/2017 - 01:15
Published 16 August 2017 | Star Wars: The Roleplaying Game Don't Underestimate the Force

Star Wars™: The Roleplaying Game 30th Anniversary Edition

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"Don't underestimate the Force."
     –Darth Vader

Fantasy Flight Games is proud to announce the upcoming release of the Star Wars™: The Roleplaying Game 30th Anniversary Edition!

First published in 1987 by West End Games, Star Wars: The Roleplaying Game arrived at a time when the future of the Star Wars galaxy was uncertain. The original trilogy had been completed. There were no plans for additional films. It was as if a hundred million voices had cheered at the Rebellion's triumph and then suddenly went silent…

But the Star Wars galaxy is too vibrant, too dynamic, and too full of adventure to simply fade away. Even after the Jedi had returned, the Empire had been toppled, and the original trilogy had been completed, the galaxy begged for further exploration.

This was where Star Wars: The Roleplaying Game came in. With its award-winning ruleset, its focus on operatic space adventures, and the many starships, vehicles, droids, creatures, and aliens detailed in its sourcebook, West End Games didn't just allow Star Wars fans to continue pursuing the ways of the Force, it left an enduring impression upon the galaxy itself.

Now, forty years after the debut of A New Hope and thirty years after its first printing, Star Wars: The Roleplaying Game makes its return as a limited edition set of two lovingly recreated, hardcover books, Star Wars: The Roleplaying Game and The Star Wars™ Sourcebook!

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Relics of an Earlier Age

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."
     –Obi-Wan Kenobi

The Star Wars: The Roleplaying Game 30th Anniversary Edition faithfully recreates Star Wars: The Roleplaying Game and The Star Wars Sourcebook as high-quality, hardbound tomes that feature all the original game rules, information, and graphic design. These are printed on higher quality paper than the original versions and shrinkwrapped together in a stylized slipcase that features the original cover art on a clean black background.

Every bit as playable now as it was in 1987, Star Wars: The Roleplaying Game offers fast d6-based action along with unique takes on the ideas of roleplaying, designing adventures, running adventures, and the nature of the Force. The rulebook also introduces a full-length adventure, "Rebel Breakout," and The Star Wars Sourcebook provides you with a wealth of information that you could use to populate additional adventures, including detailed descriptions of starfighters, capital ships, droids, aliens, blasters, lightsabers, and combat vehicles like the AT-AT and AT-ST.

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Notably, these books and their contents did more than inspire countless gamers at their tables; they helped shape the Star Wars galaxy itself.

Elements from The Star Wars Sourcebook have since become Star Wars canon, such as the names of the alien races, Twi'lek, Rodian, and Quarren. Timothy Zahn was given the books as reference when he was developing Grand Admiral Thrawn and his Thrawn trilogy. And the rulebook's chapter on "Designing Adventures" so clearly and effectively deconstructed the particular nature of space opera to which Star Wars belongs that Pablo Hidalgo cites it as inspiration for the writers' bible he developed for the Lucasfilm Story Group.

This critical tie between Star Wars: The Roleplaying Game and our current apprecation of everything Star Wars is brought to life in the foreword Pablo Hidalgo wrote for the 30th Anniversary Edition, and it's one of the few changes between this edition and the original. You'll also find a few updated photos, pieces of concept art, and advertisements, but they're all carefully designed to match the book's original style, including its alternating use of black-and-white and full color.

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The Game that Grew the Galaxy

"Kid, I’ve flown from one side of this galaxy to the other. I’ve seen a lot of strange stuff."
     –Han Solo

Forty years after A New Hope, the Force and the Star Wars galaxy are more powerful and resonant than ever before. They permeate all walks of life by way of movies, television shows, comic books, novels, games, and licensed merchandise. They bind us together.

West End Games' Star Wars: The Roleplaying Game is a significant part of the wider Star Wars legacy, and Fantasy Flight Games is proud to present this limited, commemorative 30th Anniversary Edition!

Star Wars: The Roleplaying Game 30th Anniversary Edition (SWW01) is scheduled for release in the fourth quarter of 2017. Pre-order your copy from your lcoal retailer today or from FFG here. Then find more information on the game's description page!

The rules and reference materials presented in the Star Wars™: The Roleplaying Game 30th Anniversary Edition are not compatible with Star Wars™: Age of Rebellion™, Star Wars™: Edge of the Empire™, and Star Wars™: Force and Destiny™.
     The
Star Wars: The Roleplaying Game 30th Anniversary Edition is being made available as a collectible piece of Star Wars history, intended to stand alone.

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© & ™ Lucasfilm Ltd.

Categories: Company News

The World, A Stage

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

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

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

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

Lies of the Scorpion

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

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

The Kiku Matsuri

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

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

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Categories: Company News

The Age of Twilight

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

The Rules for Twilight Imperium Fourth Edition are Available Now

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Plan Your Conquest

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

   - Mahthom Iq Seerva

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

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

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

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Categories: Company News

The Kiku Matsuri

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

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

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

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

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Pledge your Allegiance

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

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

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

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

Mikado

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

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

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

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Categories: Company News

Bury Them Deep

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

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

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

     –William Shakespear, Hamlet

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

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

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

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

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

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The Gravedigger's Task

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

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

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

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

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

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

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

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

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

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

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Graveyard Ghouls

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

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

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

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

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

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

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

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

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

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Stage Rehearsal

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

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

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

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

Vaksai

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

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

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

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

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

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

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

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Build a Better Starfighter

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

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

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

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

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

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

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

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

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

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

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

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

What Can You Do with Three Modifications?

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

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

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

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With his focus token and Autothrusters, Graz the Hunter can convert this unfortunate roll into enough defense to completely evade the Upsilon-class shuttle's four hits.

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

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

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

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

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

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

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

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

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Customize Your Scum

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

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

Discuss this article
in our forums!

© and ™ Lucasfilm Ltd.

Categories: Company News

A New Age Dawns

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

Announcing Sid Meier's Civilization: A New Dawn

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

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

Rewrite History

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

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

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

Build Your Empire

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

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

Bold Innovation

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

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

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

Achieve Greatness

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

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

Defy Limits

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

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

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Dread Cavalry

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

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

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

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

Merciless Assailants

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

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

Inescapable Horsemen

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

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

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

Refined Savagery

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

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

Conquering Cavalry

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

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

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

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TM & © 2016 Fantasy Flight Games.

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Masters of Deception

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

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

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

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

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Dishonorable Tactics

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

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

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

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

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

A Small Price

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

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

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

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

Strongholds of Deception

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

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

The World, a Stage

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

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

Masked Manipulators

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

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

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Twilight Imperium Fourth Edition

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

Announcing a New Edition of the Classic Game of Galactic Conquest

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

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

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

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

A Galaxy at War

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

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

An Historic Conflict

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

A Galaxy Restored

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

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

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

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

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

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