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Plucking the Rose

16 hours 40 sec ago
Published 17 October 2017 | A Game of Thrones: The Card Game Plucking the Rose

Preview the Martell and Targaryen Cards from House of Thorns

“Your father keeps his secrets well, Prince Quentyn. Too well, I fear. If the queen had known of this pact in Qarth, she might never have turned aside for Slaver's Bay, but you came too late.”
–Ser Barristan Selmy, A Dance with Dragons

The strength of House Tyrell is growing in the Reach, as they draw upon their wealth and the prosperity of their lands to push their ambitions in King’s Landing. Still, there are those who have reason to wish the Tyrells ill. House Martell has a feud stretching back centuries—only exacerbated in recent years by the Red Viper’s crippling of the Tyrell heir, Willas. And while the Tyrells fought loyally under Aerys Targaryen against Robert’s rebellion, they have long since turned their cloak—paying no heed to the last of the Targaryens stranded in Essos. These Great Houses have nothing but fiery vengeance for those who bear the rose.

House of Thorns is an upcoming deluxe expansion for A Game of Thrones: The Card Game, and it invites House Tyrell to step fully into the spotlight with a massive influx of new characters, locations, attachments, and events. Still, House Tyrell is far from the only faction to receive new cards in this expansion. Alongside a new agenda and an assortment of neutral cards to push the game’s Maesters, each other faction in the game receives two non-loyal cards. Today, we’ll see the Martell and Targaryen cards from House of Thorns!

Bastards and Bloodriders

House Martell has a long history of animosity with the Tyrells. The two Houses have bickered and warred over the Dornish Marches for decades, and even when House Martell was brought into the Seven Kingdoms by marriage with the Targaryens, there has been little love between Tyrell and Martell bannermen. It’s fitting, then, that Martell receives a location like Hellholt $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#105C').colorbox(opts); }); (House of Thorns, 32).

Hellholt is a two-gold location with a simple effect—after you lose a challenge by five or more STR, Hellholt gains one power. At first glance, this may seem like a simple inverse of a Tyrell location— The Honeywine $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9633').colorbox(opts); }); (Watchers on the Wall, 38). There are, however, a few crucial differences.

First, The Honewine requires you to win a challenge by five or more STR as the attacking player. To trigger Hellholt, on the other hand, you simply need to lose a challenge by five or more STR—on attack or defense. This automatically raises the threshold for the number of times you could trigger Hellholt in a single round. The Honeywine could only be triggered three times at most, barring effects that grant additional challenges, such as Olenna's Informant $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4B95').colorbox(opts); }); (Core Set, 189). Hellholt, on the other hand, could conceivably be triggered six times in a single round! Even if that seems unfeasible, it’s undeniable that you’ll certainly lose several challenges by five or more STR in the course of a normal game. And with House Tyrell’s penchant for boosting their characters’ STR, Hellholt becomes even more likely to collect extra power.

The other Martell card in House of Thorns gives you a way to grab some power, but it can also boost your economy and help you spring some surprises. The Bastard of Godsgrace $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#15068').colorbox(opts); }); (House of Thorns, 31) is a respectable character on his own, featuring good STR and icons, and he's cheap enough to quickly bring into play with Arianne Martell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17890').colorbox(opts); }); (Core Set, 104). These attributes are paired with the renown keyword to grab more power—an aspect of the game where the Martells have been historically weak. You can use The Bastard of Godsgrace's power for far more interesting tactics than simply winning the game, however.

As a Challenges Action, you can discard one power from The Bastard of Godsgrace to reduce the cost of the next card you play or ambush this phase by two! Obviously, playing events like Tears of Lys $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#117A8').colorbox(opts); }); (Core Set, 44), Vengeance for Elia $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#99A2').colorbox(opts); }); (Calm Over Westeros, 96), or You Murdered Her Children $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2744').colorbox(opts); }); (Lions of Casterly Rock, 30) without needing to save any gold can have a significant impact on the game. Or, you may use The Bastard of Godsgrace to ambush Areo Hotah $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#170B0').colorbox(opts); }); (Core Set, 103), Southron Messenger $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B1E6').colorbox(opts); }); (Watchers on the Wall, 31), or Venomous Blade $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4EB5').colorbox(opts); }); (Called to Arms, 36) at a discounted price. Ultimately, The Bastard of Godsgrace offers an unprecedented freedom for planning your tricks.

House Targaryen has tricks of its own in House of Thorns—especially with Qotho $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C255').colorbox(opts); }); (House of Thorns, 37). Characters with the ambush keyword are relatively common. Qotho offers a twist by allowing you to pay with your cards instead of gold. By discarding two other Targaryen cards from your hand, you can put Qotho into play without paying a single gold! In many circumstances, springing a five STR character into play without warning can be a notable swing in the game's tempo, and Qotho is even more valuable if you use him to activate your other Bloodriders. Giving stealth to Jhogo $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8B8E').colorbox(opts); }); (True Steel, 113) and intimidate to Rakharo $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11FAF').colorbox(opts); }); (The Road to Winterfell, 33) is simply a bonus to Qotho rushing to your side in the fight.

Finally, you may be able to combat the power-rush tendencies of House Tyrell with a new Targaryen attachment: Tokar $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#A1D6').colorbox(opts); }); (House of Thorns, 38). In A Song of Ice and Fire, the tokar is a garment worn by the Ghiscari elite… but it’s also a symbol of the strictures of Ghiscari culture, entangling Daenerys in a web of bureaucracy, tradition, and compromise. Now, in your games of A Game of Thrones: The Card Game, you can use a Tokar to entrap your opponents in a similar way.

A Tokar can be given to any Targaryen character, and it raises the attached character’s STR for each attachment on that character. Boosting a character’s STR is most likely not enough to warrant inclusion—but a Tokar’s effects don’t stop there. In fact, it forces your opponents to play by your rules if they want to play the game of thrones. While your character wearing a Tokar is participating in a challenge, characters cannot gain power… unless they have attachments of their own! If your opponent was hoping to race to fifteen power by employing an wide assortment of characters with renown, a few Tokars could stop your opponent dead and force him to reconsider his battle plans.

Burn the Reach

Tyrell is ascendant with the coming release of the House of Thorns deluxe expansion, but that doesn’t mean the other factions are defenseless.

Choose which faction you will fight for, and pre-order your copy of House of Thorns (GT29) 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

Trust in the Force

Tue, 10/17/2017 - 23:01
Published 17 October 2017 | Star Wars: The Card Game Trust in the Force

Announcing the Fifth Force Pack in the Alliances Cycle

"This is Master Obi-Wan Kenobi. I regret to report that both the Jedi and the Republic have fallen, with the dark shadow of the Empire rising to take their place. This message is a warning and a reminder for any surviving Jedi: Trust in the force. Do not return to the Temple. That time has passed, and our future is uncertain."
     –Obi-Wan Kenobi

Fantasy Flight Games is proud to announce the upcoming release of Trust in the Force, the fifth Force Pack in the Alliances cycle for Star Wars™: The Card Game!

While the mighty mechanical feet of the Galactic Empire's AT-ATs and AT-STs trample across the galaxy, the defenders of freedom hide themselves on desert planets and in the icy wastes, biding their time until they can mount a critical counterattack. The Jedi haven fallen. Alderaan has been destroyed. But these Scouts, Leaders, Troopers, and Force Users still have hope for a brighter future. They still trust that if they can rally new recruits—and spur new worlds to action—they can still win the war.

With its sixty new cards (including two copies each of five new objective sets), Trust in the Force pushes the Alliances cycle closer to its climactic conclusion. Even as it continues to develop the cycle's support for decks that feature two or more affiliations, Trust in the Force follows the march of General Veers and his Walkers across the frozen surface of Hoth. It lends support to those massive war machines with a new Scum objective set that protects and enhances your Vehicles. And it peers into the hidden corners of Hoth and Tatooine, where Jawas, Rebel Troopers, and Jedi Masters all work in secret to rally new forces against Imperial tyranny.

Pre-order Trust in the Force at your local retailer or online through our webstore today, and read on for more information!

An Uncertain Future

"Help me, Obi-Wan Kenobi. You're my only hope."
     –Princess Leia

Even hidden among the arid sand dunes and rocky outcrops of Tatooine, Jedi Master Obi-Wan Kenobi posed a tremendous threat to the Galactic Empire, its tyranny, and its lies. He was a threat not only because of his skills as a warrior, Force user, and former general, but because he could inspire hope—as a survivor of Order 66. He hadn't been defeated. He lived. He could still fight back.

In Trust in the Force, we find a new version of Obi-Wan Kenobi $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1ECB').colorbox(opts); }); entering Star Wars™: The Card Game (Trust in the Force, 280-2), one with the power to protect and inspire others, offering new synergies with units from each of the game's different light side affiliations.

Arriving in the Danger in the Wastes $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#1266A').colorbox(opts); }); objective set (Trust in the Force, 280-1), this is an Obi-Wan at a crossroads. We recognize the old hermit who watched over the young Luke Skywalker from afar, silently and secretly protecting the boy and his family from the dangers presented by Jabba the Hutt, his enforcers, and even bounty hunters like Black Krrsantan. But we also recognize the Jedi Master's desire to lead the fight against the Empire—to provide the Rebellion with the Edge it would need to win more victories.

There's also a powerful remnant of the guardian impulse in this version of Obi-Wan Kenobi. Allied with any of the game's Smugglers and Spies, Obi-Wan gains protect Character; his protective instincts are not limited solely to Luke Skywalker, after all, but to all those threatened by the Empire, the Hutts, and other thugs and mercenaries.

All told, this new version of Obi-Wan finds himself pulled in a variety of different directions—and trusting the Force to guide him.

Regardless of the different directions in which he may have found himself pulled, we know that Obi-Wan ultimately stayed on Tatooine, remained hidden, and watched over Luke until the fateful day that Luke's new R2 unit brought the two together. The Danger in the Wastes objective set reflects this fact by supporting Obi-Wan's extended stay on Tatooine with a Steadfast Settler $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#8866').colorbox(opts); }); (Trust in the Force, 280-3) and Krayt Dragon Howl $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B82E').colorbox(opts); }); (Trust in the Force, 280-5). These suggest the different people with whom Obi-Wan would have interacted and the subtle ways he drew upon the Force in those moments when he felt compelled to do so—no lightsabers were needed when he could simply scare the weak-minded away from their misguided pursuits.

At the same time, the objective set provides us with Obi-Wan's Robes $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#4ADF').colorbox(opts); }); (Trust in the Force, 280-4), an enhancement that reminds us of the tremendous impact Obi-Wan could make outside of Tatooine—working either with the Rebel Alliance or the Smugglers and Spies subverting the Empire in their own ways. Whenever it is attached to a Character and you control a Rebel or Smuggler card, Obi-Wan's Robes increases your reserve value by one—or by two if the enhancement is attached to Obi-Wan himself.

Obi-Wan's Robes can easily have an even greater impact on your games when they're combined with the larger starting reserve values offered by Jedi: Guardians of Justice $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#402C').colorbox(opts); }); (Allies of Necessity, 2063). Imagine your opponent's surprise when your strange, old desert hermit pulls back the cowl of his robes to reveal the face of Obi-Wan Kenobi, Jedi Master. Backed by the whopping nine cards in your hand, your Obi-Wan will have more than enough tricks and Force icons to emerge the victor from any confrontation!

For Obi-Wan, the other residents of Tatooine, and all those oppressed by the Galactic Empire, the future may be uncertain, but if you trust in the Force—and let it flow through your hand—your opportunity will come. You'll be able to hold your ground, protect those around you, and then—when you sense the time is right—you can strike a blow for freedom!

It Binds the Galaxy Together

The Force binds the galaxy together, and it flows through Star Wars: The Card Game as you cycle your cards each turn. Some opportunities you seize. Some cards you play. Others you let pass, discarding them, or using them in your edge battles.

Whether you throw in your lot with Jedi Master Obi-Wan Kenobi and the light side of the Force or seek to harness its powers to spread tyranny and fear, you'll find the Force at full strength in Trust in the Force, penetrating and binding together all its cards.

Trust in the Force (SWC41) is scheduled for release in early 2018. Head to your local retailer to pre-order your copy today, or click here to place your pre-order online!

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


Categories: Company News

Compromised Perimeter

Tue, 10/17/2017 - 05:00
Published 16 October 2017 | Star Wars: Age of Rebellion Compromised Perimeter

Preview a New Specialization and Species from Cyphers and Masks

The daily life of a Spy in service to the Rebellion is one of flexibility and innovation. Every mission poses a new question that must be answered with minimal supplies and personnel against a foe with a surplus of both. The Rebellion relies on the ingenuity and skill of every single operative on their roster. Today, we're going to look a little closer at the secrets revealed in the newest Star Wars™: Age of Rebellion sourcebook, Cyphers and Masks.

Up and Over

In a galaxy filled to bursting with technology and networks and computer systems, tech experts like Slicers access streams of data to manipulate and control the flow of information. However, not everything of value is in code or safe on the holonet. Couriers are spies who specialize in the safe and secure movement of secrets and supplies. Where the previously revealed Sleeper Agent excels at social engineering and a carefully constructed legend, the Courier navigates physical space with similar deftness. Their training and skill at maneuvering through dense urban areas allows them to get where others can’t. Towering buildings, crowds of civilians, clutter-strewn alleys, and more are the preferred environments of the Courier.

Couriers are experts at operating deftly in enemy territory where the watchful eye of the Empire is ever present. Multiple ranks of the Indistinguishable talent upgrade the difficulty of observers to recognize and identify the character, and an Improved version extends this benefit to nearby allies. To represent their ability to navigate their surroundings where others would find difficulty, the talent Freerunning allows the Courier to spend 1 strain to move, even vertically, to any location within short range provided there is a path to do so.

The final tier of the Courier tree includes two potent active talents the PC will find supremely useful in their dangerous line of work. Lose Them requires a Stealth check, but penalizes any pursuers of the Courier with two setback dice for as long as the chase continues or allows an immediate escape if the Courier spends a Triumph from the roll. The setback dice may not seem like a huge detriment for a single check, but over the course of a chase encounter, the failures and threats rolled will steadily wear the enemy down enough for an eventual empty-handed end for the trackers.

The Incite Distraction talent calls for a Deception skill check and, upon success, turns an entire crowd of people into difficult terrain for the Courier’s enemies. Paired with Lose Them, a Courier will have little problem making their escape from authorities or anyone else foolish enough to engage pursuit. However, Incite Distraction includes even more utility than that. While certainly useful for escape, the distraction incited is also perfectly suited to establish a trap for anyone the party may be themselves pursuing. The chaos of an incited crowd may provide the perfect opportunity to approach and assassinate or abduct an Imperial officer or troublesome crime lord.

A Poisonous World

As a planet, Balosar is dedicated solely to corporations and their manufacturing and financial interests. As a people, Balosars are subject to distrust and suspicion among the galaxy’s civilized society as well as its criminal underworld. Balosar is home to myriad companies who strain the world’s resources and health, resulting in a planet that is choked environmentally and culturally. The perception of the Balosar people as conniving and untrustworthy is an occasionally fair assessment of the absurd amount of corruption, espionage, and backstabbing that happens at all levels of society on their homeworld. Nearly everyone from the mightiest CEO to the lowest street urchin see this duplicity as a necessary means of survival in a cutthroat culture of their own making. One of the mightiest industries on Balosar is the cultivation of the balo mushroom, of which one of the primary end products is the street narcotic known as the death stick. Very addictive and even more deadly, death sticks are as reviled as they are desired across the galaxy, and this innate connection to the drug further sullies the reputation of Balosars.

Physically, Balosars are remarkably humanlike save for a pair of retractable antennae protruding vertically from their heads. Otherwise, one might mistake a Balosar for a tall, slender, unhealthy-looking human. Generations of living on an overdeveloped corporate world have turned the physique of the Balosars gaunt and sallow.

Balosar characters benefit from a boosted Cunning score and a free rank in the Streetwise skill, both owing to the threatening nature of their culture. Many individuals find their way into the spy or smuggling trade because of this, whether striking out on their own or serving one of the mighty corporations on their home planet. They also receive two automatic advantages when making a Vigilance skill check reflecting their constant need to be aware of their (often dangerous) surroundings.

Cyphers and Masks (SWA53), an Age of Rebellion sourcebook for Spies, will be infiltrating your local game store soon! Pre-order at your local retailer or online here!

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© & ™ Lucasfilm Ltd.

Categories: Company News


Mon, 10/16/2017 - 23:00
Published 16 October 2017 | Star Wars: Destiny Rivals

Announcing a Draft Set for Star Wars: Destiny

"Good is a point of view, Anakin. The Sith and the Jedi are similar in almost every way, including their quest for greater power."
Palpatine, Star Wars: Revenge of the Sith

Since Awakenings was released in 2016, Star Wars™: Destiny has grown and evolved through Spirit of Rebellion and Empire at War. Players have engaged in duels with characters spanning the entire Star Wars saga. Now, it’s time to find a different path to your destiny.

Fantasy Flight Games is proud to present the Star Wars: Destiny Rivals Draft Set, the backbone of a brand-new way to play Star Wars: Destiny.

The Star Wars: Destiny Rivals Draft Set introduces a new way to play Destiny in the form of draft and sealed events. Playing in a draft requires each player to have one Rivals Draft Set and six Star Wars: Destiny booster packs of any set. You can pre-order your Rivals Draft Set at your local retailer or online through our website today, and read on for more information!

No Such Thing as Luck

During a Star Wars: Destiny draft event, every player will open three booster packs and combine the cards into a single pack. Then, every player will select a single card from the pack and pass the remaining cards to their left for the next player to select a single card before passing the pack on again. Once all of these cards have all been selected, the next three packs are opened and players draft cards again, passing in the opposite direction. When the draft is finished, you and each of your fellow players will have thirty cards from the booster packs and the twenty cards featured in their Rivals Draft Set to construct a deck of twenty to thirty cards. In the draft format, you can add as many copies of a card to a deck as you want, even crossing the boundaries of morality to mix hero, villain, and neutral cards in the same deck.


In a draft, each player needs a Star Wars: Destiny Rivals Draft Set and six Star Wars: Destiny booster packs. In the sealed format, every player needs a Star Wars: Destiny Rivals Draft Set and eight Destiny booster packs.

A sealed event works similarly to a draft. Every player starts with eight booster packs and opens all of them, ending up with forty cards from the booster packs and the twenty cards in the Star Wars: Destiny Rivals Draft Set to construct a deck.

The twenty cards within the Rivals Draft Set are meant to supplement the cards you draft from Booster Packs. With characters, supports, upgrades, and events of every color, the Rivals Draft Set gives you all the tools you need to construct a successful deck. What's more, every card featured in Rivals is legal for constructed play in Destiny, making this a great way to expand your collection.

The Space Between

Should you choose to draft heavy into blue but are missing a solid character, Rivals introduces Anakin Skywalker, Conflicted Apprentice $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#137FC').colorbox(opts); });  (Rivals, 1). Anakin Skywalker represents the conflict between the light and dark found in all characters in Rivals. As a neutral character, Anakin can be built with an exclusively hero or exclusively villain deck in constructed play, and gains distinct advantages for each, letting either his protective nature or inner rage shine through. Anakin can be used as a hero, teamed up with characters like  Rey, Finding the Ways $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#12AD2').colorbox(opts); }); (Two-Player Starter, 24) to provide a steady stream of shields or with Villains like  Captain Phasma, Ruthless Tactician $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#B91F').colorbox(opts); }); (Two-Player Starter, 2) to create a team focused on pure damage. Anakin can slot into a hero or villain deck perfectly in constructed play, and his presence can be used to add in powerful blue cards during draft play.

But perhaps you went a different direction with your draft, and you need a Red character to fill out your drafted deck. Lobot, Cyborg Aide $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#7AD3').colorbox(opts); }); (Rivals, 2) might be exactly what you are looking for. His special symbol allows you to resolve one of your dice, increasing its value by two. Furthermore, while you control the battlefield, Lobot gains the Guardian Keyword. With the Guardian ability and the potential to boost the value of other dice, Lobot is a great support character used the fuel the abilities of more expensive characters. If you find you have drafted a powerful fifteen-to-twenty point character with plenty of damage like Mace Windu $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#E3D4').colorbox(opts); }); (Empire at War, 34), Lobot may be a solid choice to add protection and additional damage to your team.

Players looking to build a trickier deck can find Ketsu Onyo, Black Sun Operative $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#1225F').colorbox(opts); }); (Rivals, 3) in Rivals. Before one of your characters is defeated, you can move a Weapon from that character to Ketsu. This essentially gives all of your Weapon cards the redeploy keyword if your opponent chooses to focus damage on another one of your characters. Teaming up Ketsu with characters like Rey, Force Prodigy $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#18676').colorbox(opts); }); (Awakenings, 28) can allow you to take full advantage of Rey's ability, while ensuring any Weapon you equip her with will be around until the end of the game, moved to Ketsu in case of Rey's defeat.  This makes Ketsu Onyo an aggressive support, able to deal damage when needed and ideally getting a boost when your other characters are defeated.

Along with neutral characters, Rivals introduces another first to Star Wars: Destiny in the form of a Gray character. It’s possible that when drafting you may come up just a little short of your full, thirty point allotment. This is where the Jawa Scavenger $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#115EA').colorbox(opts); }); (Rivals, 4) comes into play. At only six points, the Scavenger can give your team the extra strength they need to succeed, and after you activate the Scavenger, you may discard a support or upgrade that costs two or more to gain a resource. While the Scavenger’s die may not hit consistently with two blank sides, their ability to convert your cards into resources can help fuel your deck’s resource engine and give you the tools you need to play high-costed cards.

The Jawa Scavenger is also currently the only card that can allow you to play Resourceful $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 298 }; $('#9969').colorbox(opts); });  (Rivals, 13), which can only be used if you spot a Gray character. Resourceful lets you remove one of your character dice to gain one resource. If you rolled a blank (something that's especially likely with the Jawa Scavenger), this can be a way to scavenge something from a bad result and turn that blank into something useful for future rounds.

A New Path

With the Star Wars: Destiny Rivals Draft Set, your destiny is in your hands. The set features a fresh new way to play Destiny and features cards that will become staples in constructed play.

Forge a new path and pre-order the Star Wars: Destiny Rivals Draft Set (SWD06) set from your local retailer or from our website here!

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© & ™ Lucasfilm Ltd.

Categories: Company News

New Times for New Angeles

Mon, 10/16/2017 - 23:00
Published 16 October 2017 | Android: Netrunner LCG New Times for New Angeles

2016 World Champion Chris Dyer on the Future of Android: Netrunner

It's an exciting time to be a fan of Android: Netrunner. Rotation and the announcements of the Revised Core Set, the Kitara Cycle, and the new Most Wanted List (pdf, 5.8 MB) have dramatically altered the game's landscape.

You still have hoppers racing overhead. Virt displays continue to burst to life with sound and color as they register your PAD. And you'll stil find the Beanstalk shooting up from the heart of New Angeles.

But at the street level, many things have changed. The game's Corps and Runners continue to go about their business—waging high-stakes duels for control of valuable data—but the players have changed. They've aged. There have been promotions, demotions, and disappearances. This is a time of tremendous change. Chaos. Potential.

With the Android: Netrunner 2017 World Championships fast approaching, the Corps and Runners who can best adapt to the changing environment stand the best chance of ruling and reshaping the Net. What do you see in the future of Android: Netrunner? How can you unlock its potential?

To help us answer these questions, we turned to 2016 World Champion Chris Dyer.

Chris Dyer with the trophy from his 2016 World Championship. You can watch his match on YouTube.

2016 World Champion Chris Dyer on the Future of Android: Netrunner

The recent changes—including the rotation of the first two Data Pack cycles, the introduction of the Revised Core Set, and a completely overhauled Most Wanted List—have provided a totally fresh Android: Netrunner play environment. That makes things exciting, and the first significant tournament to be played under these rules will be the 2017 World Championships, which will provide a fantastic advert for the revitalized game and a true test of skill for those attending!

As we look toward Worlds, let's take a guess at what each faction will look like by the time of the tournament, starting today with some general thoughts about the larger metagame and then a look at the Runner facitons.

Rotation and the Revised Core Set

There are some very significant changes coming with rotation and the Revised Core Set that promise to fundamentally impact the way that players build their decks and play the game.

  • The game looks to be a little bit slower, as some of the more explosive cards, economic options, and powerful combinations will no longer be around. I expect to see games average a couple of turns longer than they used to, and decks that take a bit longer to build toward a powerful late-game should be more viable. The natural counter to this is for Corporations to try to go faster and score quickly, if they can.
  • The removal of Yog.0 and Parasite means that some ice, especially low-strength, high-impact ice like Komainu $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1D6B').colorbox(opts); }); (Honor and Profit, 17) and Fairchild 2.0 $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#33FB').colorbox(opts); }); (Blood Money, 31), will see a lot more play than they did before. Runners will need sustainable solutions to this type of ice, plus the economy to support them.
  • The rotation of Account Siphon, Vamp, and Medium significantly reduces the pressure and disruption that runners place on central servers. Corps can respond by defending centrals less and being more aggressive when creating and icing remote servers.
  • Jackson Howard, who for years has been the most reliable way to deal with early hands containing too many agendas, is gone. Corporations will need to find another way to deal with agenda flooding or pursue more aggressive strategies that prefer to see agendas early. Runners can respond by trying to make the Corporation’s scoring plans difficult, and picking off the agendas as they build up in HQ.

The Most Wanted List

The sweeping changes made by the new Most Wanted List also promise to have a huge impact on deckbuilding and gameplay. Previous iterations of the list raised the influence cost of certain ubiquitous or overpowered cards, while this new list flat-out removes the most problematic cards while simultaneously aiming to break up oppressive combinations and increase diversity in deckbuilding.

The most notable hit on the runner side is to economy, with all of the most powerful and sustainable options having either been Removed—Temujin Contract and Bloo Moose—or Restricted— Aesop’s Pawnshop $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#8D28').colorbox(opts); }); (Revised Core Set, 52) and Magnum Opus $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#576').colorbox(opts); }); (Revised Core Set, 50). Corp strategies that aim to economically tax the Runner had recently fallen out of favor, but these changes promise to make those decks viable again. On the other side of the table, Runners will have to think much more carefully about their economy engine while building their deck, and may need to spend influence or jump through a few hoops to make their decks as reliable as possible.

On the Corporation side, the Most Wanted List has primarily hit asset-based decks, removing several key components and restricting others. Before the announcement of the new Most Wanted List, these strategies looked like they might be even better post-rotation since their natural predator, Whizzard, was no longer an option. I think that the Most Wanted List has done a good job of making pure asset strategies untenable, which should allow more freedom in deckbuilding and more exciting game play.

The other significant impact is on agenda suites, with Global Food Initiative $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C499').colorbox(opts); });  (Data and Destiny, 26) and Obokata Protocol $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F317').colorbox(opts); }); (Blood and Water, 70) both Restricted. Global Food Initiative, in particular, has featured in ninety-nine percent of competitive decks since its release, but the opportunity cost of putting it in your deck means it will now be a bit rarer, though still very well represented. Expect to see a bit more diversity in the Corporation's agendas.

The Most Wanted List has another, subtler impact, as well. Players don’t need to spend additional influence for cards on the list, which means that they will have a bit more influence to spend during deckbuilding. As a result of this, you should expect to see more high-influence, high-impact cards splashed across all the factions. It also means that players will have some more flexibility to import basic requirements, like economy or breakers, that their faction may be lacking.

So what do these changes mean for the game's Runner factions? Read on!


The competitive game has long been dominated by Anarchs in one form or another, but the faction now needs to find a dramatically new look. All of the existing archetypes have lost fundamental elements of their decks—whether it’s Yog.0, Parasite, and Medium which helped power the "regular" Anarch decks or the Account Siphon, Keyhole, and Data Leak Reversal that fueled the more aggressive builds. In addition, Whizzard—by far the most common Runner identity at tournaments for the past two years—has now rotated out of the game.

As a result, new wave Anarch decks are likely to focus on the faction’s ability to pressure centrals and disrupt the Corporation’s game plan. There are a wide range of powerful cards—such as Mining Accident $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#AD31').colorbox(opts); }); (Crimson Dust, 101), Lamprey $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2986').colorbox(opts); }); (Upstalk, 14), Imp $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#BA98').colorbox(opts); }); (Revised Core Set, 11), Maw $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#81B5').colorbox(opts); }); (Daedalus Complex, 2), Datasucker $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#4E08').colorbox(opts); }); (Revised Core Set, 9), and Bhagat $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#13218').colorbox(opts); }); (Fear the Masses, 98)—that all support this theme. There are also several good identities for the deck, including Alice Merchant $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2B61').colorbox(opts); }); (Blood and Water, 61), Edward Kim $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6564').colorbox(opts); }); (Order and Chaos, 3), and Reina Roja $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#17E8D').colorbox(opts); }); (Revised Core Set, 1). The one element that the faction really lacks is a way to translate this disruption in to victory, so players will likely need to import cards like Indexing (Revised Core Set, 39) or HQ Interface $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1301A').colorbox(opts); }); (Revised Core Set, 26) to prop up this part of their deck.

Players might also find success by using Frantic Coding $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1330B').colorbox(opts); }); (Intervention, 62) to install Magnum Opus early and place the "conspiracy breakers"— Black Orchestra $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#46D3').colorbox(opts); }); (Escalation, 42), MKUltra $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#52F3').colorbox(opts); }); (Martial Law, 81), and Paperclip $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#15DFE').colorbox(opts); }); (Blood Money, 24) in the heap. The advantage of this deck is that it has strong economy and can quickly threaten remote servers, making it a strong answer to rush decks.

The new Most Wanted List has also returned DDoS $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4B7E').colorbox(opts); }); (The Universe of Tomorrow, 103) as an influence-free card for Anarchs, which opens up a few options like decks built around Apocalypse $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D852').colorbox(opts); }); (Data and Destiny, 30) to create huge swings in board state. The fact that both DDOS and D4v1d $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5B6C').colorbox(opts); }); (The Spaces Between, 33) are once again free to Anarch decks gives the faction a much needed boost and makes them an intriguing proposition for deckbuilders.

All in all, I suspect that the World Championships is likely to come a month or two too soon for Anarchs. I think they have a really strong faction identity, and I’m excited to see what they get from the next cycle. But I think they probably need those cards to round them out. I still expect them to be a popular choice at the World Championships, but would be surprised if there were many Anarch decks left towards the sharp end of the tournament.  


Towards the end of the Red Sand Cycle, Andromeda decks started to gain popularity, picking up wins at several Nationals events and the North American Championship. Those decks have taken a significant hit, losing cards that have long formed the very core of the deck—Account Siphon, Desperado, and Andromeda herself. This means Criminal players will need to look in a new direction for Worlds.

All is not lost, though. Cards like Legwork $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#62').colorbox(opts); }); (Honor and Profit, 35), HQ Interface, and Gang Sign $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14F9').colorbox(opts); }); (The Underway, 67) provide an element of HQ pressure that should prove even more valuable now that Jackson Howard has rotated, especially if players can find enough ways to slow the game down and disrupt scoring. And while that may prove tricky without Account Siphon, there are still plenty of Criminal cards to threaten remote servers and make it difficult for the Corp to rush agendas, especially with the Leela Patel $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#FE7E').colorbox(opts); }); identity (All That Remains, 95). It’s even possible that corporations will defend HQ less than they have in the past, making this faction’s key strength in that area more potent.

The other hurdle that Criminals will need to overcome is their economy, which has long relied on Temujin Contract and, more recently, Bloo Moose. Both cards have been removed by the Most Wanted List, meaning that players will have to find alternatives or import solutions from other factions. Tapwrm $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#7F39').colorbox(opts); }); (Quorum, 104) may be the strongest in-faction answer, but they are also likely to import cards like Liberated Account $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#6431').colorbox(opts); }); (Revised Core Set, 16) or even Magnum Opus. They also have a range of cards like Aeneas Informant $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1A2B').colorbox(opts); }); (Earth's Scion, 44), Security Testing $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5C43').colorbox(opts); }); (Honor and Profit, 48), and Aumakua $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#431F').colorbox(opts); }); (Crimson Dust, 104), which can punish open remotes and may provide Criminals with a solution if asset-based decks continue to prove strong.

The Red Sand Cycle also focused on de-rezzing ice as a key mechanic, with cards like Rubicon Switch $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#16D3B').colorbox(opts); }); (Earth's Scion, 43), Los $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BC06').colorbox(opts); }); (Station One, 25), and Keros McIntyre $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#D015').colorbox(opts); }); (Blood and Water, 65) providing the core of a very synergistic deck. Although Crescentus has rotated out, Emergency Shutdown $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1601C').colorbox(opts); }); (Revised Core Set, 21) remains and adds a bit more punch to this archetype.  

The other Criminal to consider is Armand "Geist" Walker $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6FB0').colorbox(opts); }); (The Underway, 63), who saw a key card preserved in the form of Fall Guy $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#A15C').colorbox(opts); }); (Revised Core Set, 35). Geist was the one Criminal ID that usually did not use Desperado or Account Siphon, and is, therefore, in a stronger position than most post-rotation. Geist also tends to benefit from a slower game, as he is extremely strong once he’s fully set-up.

Ultimately, the success of Criminal decks will depend largely upon which Corporation decks are most popular. Geist looks to be the strongest deck that they have available, but he often struggles against quick or rush decks. Criminals have decent decks available to them, but they may not be best placed to exploit the field.


At first glance, Shapers appear to be the big winners of the announced changes and look set to dominate the first few tournaments post-rotation. They already had a range of existing viable decks, most of which used Faust to answer early rush strategies before building a more traditional rig late game. And while those decks were neutered by the Most Wanted List and its removal of Faust, Shapers still have plenty of options going forwards.

The Most Wanted List also restricted a range of Shaper cards, meaning that players will have to think long and hard about which one to include. Magnum Opus is likely to be a popular choice, because it provides all the economy a Runner needs without taking too many card slots. There are a range of other economy packages available, though, with Professional Contacts $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#A84D').colorbox(opts); }); (Creation and Control, 49) likely to prove popular. Shapers can also import Tapwrm for additional income—and it's a card they are well positioned to exploit as Sacrificial Construct $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1195F').colorbox(opts); }); (Revised Core Set, 54) is also commonly played. Avoiding Magnum Opus will let Shapers take Clone Chip $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1818B').colorbox(opts); }); (Creation and Control, 38) as a restricted card to give them greater flexibility, Film Critic $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2823').colorbox(opts); }); (Old Hollywood, 86) to counter some Weyland or Jinteki strategies, or Employee Strike $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12E6C').colorbox(opts); }); (Data and Destiny, 53) to give them general protection against a range of decks. Ultimately, I expect all of these choices to be viable, which goes to show just how much flexibility the faction has after rotation.

The obvious biggest hurdle for the faction to overcome will be the rotation of Kate McCaffrey. On the other hand, there are several other identities with strong abilities that are already seeing play. These identities, however, require a bit more focus during deckbuilding, but cards like Deep Data Mining $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#6A8').colorbox(opts); });  (Terminal Directive, 14), Indexing, and Mad Dash $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1478D').colorbox(opts); }); (Daedalus Complex, 8) grant Shapers the strongest R&D pressure in the game—and I expect other factions to lean on some of these cards, as well.

Because they have such a wide range of toolbox cards, Shapers always tend to do well in an uncertain environment. They can search their decks with cards like Artist Colony $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#46E3').colorbox(opts); }); (Kala Ghoda, 9) and Self-modifying Code $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#11D85').colorbox(opts); }); (Creation and Control, 46). These allow Shapers to play flexible decks that can dig out answers to a range of archetypes—the perfect sort of deck for a large tournament where people aren’t sure what the strongest deck is!

I expect to see a wide range of Shaper decks doing well at Worlds, played out of Ayla "Bios" Rahim $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11FF1').colorbox(opts); }); (Terminal Directive, 12), Hayley Kaplan $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12380').colorbox(opts); }); (Breaker Bay, 25), and Ele "Smoke" Scovak $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#35E7').colorbox(opts); }); (Intervention, 66)—all of which will aim to make scoring out of a remote server difficult before building up late-game inevitability through an efficient rig and some choice multi-access cards.

In the end, Shaper can support a range of diverse strategies such as combo, stealth, Apocalypse, and Security Nexus $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E230').colorbox(opts); }); (Data and Destiny, 47), and all look to be competitive come Worlds.

And What of the Corporate Response?

Now that Chris has profiled the post-rotation Runners, you can bet that all the game's top Corporate executives are placing calls to their chief officers, sysadmins, and… independent contractors. Which of the game's Corps will respond most effectively to the new Runner threat? We won't know for certain until the World Championships on November 5th, but Chris will return shortly to offer his take on what each of the Corps has to offer.

Until then, head over to our community forums and share your thoughts on what the Revised Core Set, rotation, and the new Most Wanted List have brought to your games of Android: Netrunner!

You can pre-order the Revised Core Set (ADN49) at your local retailer or online through our website today!

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

Categories: Company News

Murderous Marauder

Sat, 10/14/2017 - 01:55
Published 13 October 2017 | Runewars Miniatures Murderous Marauder

Previewing the Hero of the Uthuk Y'llan Army Expansion

“I, Ravos the Everhungry, took this Ylairc! The spoils come to ME!”

East beyond the careful watch of Hernfar Isle in Terrinoth’s northeast, and as far south as the edge of the Aymhelin, the sun-bleached steppes of the Ru gleam across the wide Lothan River. The inhospitable lands are home to the vicious, demon-worshipping tribes of the Uthuk Y’llan. Once thought dead, the ancient enemy has returned from exile in the distant east to ravage Terrinoth once more. Today, we'll journey to that blighted land for a closer look at Ravos the Everhungry, the dark hero of the Uthuk Y’llan Army Expansion for Runewars Miniatures Game!

Demonic General

The embodiment of ruthlessness and greed, Ravos the Everhungry manifests every aspect valued by the Uthuk Y’llan. The hulking creature is covered in bulging, sagging tissue and sharpened, bony growths. Open gashes crisscross his enormous belly and thighs and weep a foul substance with every movement. A stranger to both fear and mercy, Ravos is equipped with three keywords: Brutal 1, Precise 1, and Steadfast [Fear 2]. The deadly warrior is armed with a brutal scythe of bone, inscribed with unholy bronzed scrawls. This foul blade means death for any who come too close, regardless of whether they are friend or foe. When participating in a melee, Ravos the Everhungry can spend a surge once to inflict a wound on every enemy at range one… but the demonic general’s thirst for blood is not restricted to his enemies. Before each End Phase, you must choose a unit—friend or foe—at range one of Ravos, and force that unit to suffer one wound!

The very knowledge that Ravos the Everhungry has taken to the battlefield is enough to strike fear into the hearts of men and elves alike. His Ynfernael Presence causes each enemy to receive one panic token after setup. Once the battle begins in earnest, Ravos rolls a red, a blue, and a white die during melees, nearly ensuring that the brutal warrior will find hits to inflict extra damage.

Relentless Assault

Ravos the Everhungry is a one-man war machine. He is the first hero of any army faction to be categorized as a siege unit; large, strong, and singular. But dissimilar to the defensive nature of most other siege units in Runewars Miniatures Game, Ravos has the unstable speed of the Uthuk Y’llan. At initiative four, Ravos the Everhungry can harness the Uthuk Y’llan’s link to the Ynfernael and perform a march action with speed equal to the number of unstable energy runes in play. However, if the evil warrior finds himself on a battlefield where the runes are against him, he may simply bide his time until initiative eight, when he may perform a speed four march, regardless of which runes are present.

Aside from his remarkable speed, Ravos is ravening warlord, instinctively understanding how to strike at the heart of an enemy army to cause maximum bloodshed. The Uthuk’s hero has not one, but two melee actions on his action dial. He may strike early in the round at initiative three, or wait until the Berserkers and Fesh Rippers under his command have had their fill and instead strike at initiative six. When striking at his enemies, Ravos can pair his melee actions to cause bonus hits or inflict significant panic. If the Ynfernael bestows its favor upon Ravos and grants him bonus panic icons in his dice rolls, the results of a morale test can become nothing short of devastating.

Sower of Catastrophe

The raw power of Ravos the Everhungry is compounded by devastating upgrade cards. Like many among the ranks of the Uthuk Y’llan, Ravos the Everhungry’s sole desire is to cause as much pain to his enemies as possible, caring little for who falls from collateral damage. Ravos the Everhungry $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#DBBB').colorbox(opts); }); ’s upgrade card states that before each end phase, a player commanding Ravos the Everhungry must choose a unit at range one to suffer one wound. What's more, after setup, each enemy receives one panic token. This powerful upgrade also maintains Ravos's Precise 1 and Steadfast [Fear] keywords.

Driven by bloodlust, Ravos the Everhungry’s Insatiable Hunger $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#5CC').colorbox(opts); }); pushes him to continue pursuing enemies, even after his action for the round is complete. Before each End Phase, this upgrade lets Ravos perform a speed one or two march that he may treat as modified by a turn if he chooses. Ultimately, this allows Ravos to use his dark cunning and maneuver into a position that best exploits his enemies’ vulnerabilities. After all, how can your opponent fight an enemy that he cannot catch?

Ravage, Pillage, Plunder

A new darkness falls over Terrinoth. Add Ravos the Everhungry to your ranks and let him lead your demonic host to victory!

Look for the Uthuk Y’llan Army Expansion (RWM22) when it hits shelves in the fourth quarter of 2017! You can pre-order this expansion at your local retailer or online through our webstore today.

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TM & © 2016 Fantasy Flight Games.

Categories: Company News

Your Investigators in Action

Fri, 10/13/2017 - 22:55
Published 13 October 2017 | Arkham Fiction Your Investigators in Action

Hour of the Huntress Begins Our New Line of Arkham Horror Novellas

The engraved nickel plating was beautiful, but Jenny liked the tapered grip even more. She’d fired big pistols before, but she’d found the grips too big for her hands. These fit perfectly.
     –Dave Gross, Hour of the Huntress

Find your favorite Arkham Horror investigators springing into action and confronting unknowable horrors. Beginning with Hour of the Huntressavailable now—our new Arkham Horror novellas bring your investigators to life like never before!

“Perhaps Izzie saw something they didn’t want known.” Jenny turned to Gal. “It doesn’t matter what else they’re trying to hide. They’re definitely hiding whatever happened to my sister.”

You've stepped into their shoes. You've accompanied them for battles with cultists, monsters, and Ancient Ones. And you've steered them through the multi-layered mysteries of Arkham Horror, Eldritch Horror, Elder SignMansions of Madness Second Edition, and Arkham Horror: The Card Game. But you've never seen them like this—grappling with their choices and uncertainties, pitted against unthinkable evils, and fighting for their lives as they unravel the mysteries that forced them to come face to face with the Mythos for the first time!

In addition, each Arkham Horror novella unveils a secondary window into its mysteries—with a full-color insert of notes, fliers, newspaper clippings, book excerpts, letters, and more of the in-universe artifacts and text in which the story's investigator finds his or her clues. And just as these images beckon you towards a deeper experience of the story, each novella comes with five exclusive cards for Arkham Horror: The Card Game that allow you to gain a more rounded appreciation of the character's talents in that game.

Arkham's Investigators Brought to Life

There's no question that the Arkham Horror Files universe has been heavily influenced by the works and world of H.P. Lovecraft. Both feature stories set in sleepy, coastal New England—rooted among the quiet, wooded hillsides and punctuated by the flappers and bootleggers of the Roaring Twenties. And both have a tendency to peel back the ragged veil between our world and the strange realities beyond human comprehension. They challenge us with truths we cannot ignore. Truths concerning humanity's infinitesimal significance in the greater cosmos. And terrifying truths about merciless powers—the Ancient Ones—that we cannot unlearn.

It was a crude depiction of a man’s face, rough as though carved into a long-eroded stone. The man’s hair and beard appeared braided, but Jenny knew that what seemed like braids in this crude print were willow fronds. She’d seen the same image on a medallion she owned, one she had paid a Marseillais jeweler to duplicate for Izzie. They were two of a kind and—as far as Jenny knew—only two.

But the Lovecraftian mythos and the Arkham Horror universe are nearly as different as they are similar. It's all about attitude. Arkham Horror is a place of terrors, to be certain, but it's also a setting full of unlikely heroes willing to act against danger. These are not the wilting protagonists of Lovecraft's slow, simmering stories of dread. These are action heroes—clever, brave, resourceful, and more than willing to squeeze off a few rounds to see if the monsters can bleed.

Now with Hour of the Huntress and the rest of our upcoming Arkham Horror novellas, you can find these daring investigators treated with the same love and respect that they received in The Investigators of Arkham Horror—but within the context of a full, book-length investigation. You'll be able to get inside their heads as noted authors explore their personalities, backgrounds, fears, and motivations. You'll see them in action. You'll recognize their strengths and weaknesses. And you'll recognize their iconic accoutrements, as well as the stories behind them.

Finally, it's not just the insight you'll gain into these investigators that will help you bring them more fully to life within your favorite Arkham Horror Files games. Each Arkham Horror novella comes with five cards for Arkham Horror: The Card Game that are exclusive to the novella—one rules card, one alternate art investigator, the investigator's alternate art mini-card, and two never-before-published signature cards for the investigator, both of which feature the "Replacement" keyword that allows you to use them in place of the investigator's normal signature cards.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 427, innerWidth: 700 }; $('#85DB').colorbox(opts); });

Hour of the Huntress

A young woman's disappearance. A daring and resourceful dilettante. A sleepy New England town brimming with dark and deadly secrets…

Guinevere "Jenny" Barnes never guessed that she would be returning to America so soon, or under such circumstances. Arkham, Massachusetts, is a far cry from Paris, but after her sister’s regular correspondence became increasingly deranged—then ceased entirely—Jenny couldn't shake the feeling that something terrible had happened to Izzie.

As Jenny begins the search for her sister, she quickly realizes that Isabelle isn't the only girl in Arkham who has gone missing. How might the disappearances be connected? And why do the flyers for the local harvest festival depict the face from a medallion Jenny sent to her sister?

Izzie’s trail leads Jenny from jazz-filled speakeasies to the dusty alcoves of the famed Miskatonic University. And as it becomes increasingly clear that Izzie's disappearance is tied to dark events, Jenny realizes she must make allies among the strange and secretive citizens of Arkham or risk losing her sister forever.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 604, innerWidth: 700 }; $('#AFB3').colorbox(opts); });

Written by Dave Gross and set in the Roaring Twenties, Hour of the Huntress is full of e.e. cummings, loud jazz, and knee-length dresses. And while it plucks Jenny Barnes out from your games of Arkham Horror and Eldritch Horror to drop her into action against cultists, mobsters, and monsters, this novella offers you a rare chance to get inside Jenny's head as she follows her leads, ensuring you'll enjoy the drive, resourcefulness, and sass that make her such a popular heroine.

Lay Bare the Secrets of Arkham

Join Jenny Barnes on her quest to find her missing sister, and lay bare the secrets of Arkham. With his steady command of pace, author Dave Gross slowly opens your eyes to the darkest of the city's truths—and to the terrible truths of the things beyond.

Prepare yourself for truths that can never be unlearned. Hour of the Huntress (NAH10), the first of our new Arkham Horror novellas, is now available. Order your copy today!

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

Categories: Company News

Your Place in the Story

Fri, 10/13/2017 - 19:55
Published 13 October 2017 | Legacy of Dragonholt Your Place in the Story

Inside the Narrative Adventure of Legacy of Dragonholt

Terrinoth is a world full of magic and mystery. Its deep forests and dark caverns beckon to adventurers, while the plots and political intrigues of the court promise danger and hidden secrets. Now, you have the opportunity to explore the realm like never before in Legacy of Dragonholt, a cooperative narrative adventure for one to six players. This standalone game set in the Runebound universe is not about winning or losing, but about creating a story. The world is yours to command and explore as you seek love, revenge, or answers to the mysteries lurking in the seemingly quiet village. Before you strap on your pack and set out for new adventures, take a closer look at the identity of a narrative adventure game, and what you can expect to find in the world of Legacy of Dragonholt!

You can pre-order Legacy of Dragonholt at your local retailer or online through our webstore today!

What Is a Narrative Adventure Game?

Legacy of Dragonholt is a new style of game: the narrative adventure game. Its unique, intuitive system borrows elements from roleplaying games and adventure board games, open world video games, and even Choose Your Own Adventure books to create an expansive story experience. Your goal in a narrative adventure game is not to win or to lose per se—instead, you're creating a story that you can experience with your friends. However, Legacy of Dragonholt is not truly a roleplaying game, because it offers significantly more structure to your adventure, focusing your choices and helping the player to build the narrative without the need for a Game Master. A full playthrough of Legacy of Dragonholt can't (usually) be played in a single sitting. Instead, you're embarking on an adventure that will unfold over the course of several play sessions.

Players begin a game of Legacy of Dragonholt by creating their own characters, complete with a race, class, and history. Each of these aspects of character creation inform the sort of skills that your character may possess and how they contribute to the group. A rebellious elf who has turned their back on the teachings of the Latari may know little arcana, despite this skill being typically attributed to their race, but they may be a skilled apothecary with a rich knowledge of alchemy and craftsmanship. Just as in life, people are more than their pasts. There is always more than meets the eye. (We'll take a closer look at character creation in a future preview!)

Once the characters’ identities have been formed, they are placed in a fully realized world and set in motion on a story. Players may choose to go on quests in the areas surrounding your home base of Dragonholt village, help an entrepreneur start a business, or even pursue romantic interests with the people they encounter. The options are limitless and with the game system’s freedom from the need of a Game Master, everyone is a vital part of the story. While playing the game, players will be presented with a series of choices and scenarios that will affect how their story unfolds. The game tracks the choices that you make, and those same choices will affect your options and your unfolding story. We'll take a much closer look at the choices that you make below.

Even beyond the immediate impact of the choices that you make, the story of Legacy of Dragonholt changes independent to the players’ involvement as the world continues to breathe around them. Quests, stories, and interactions can change and morph based on anything and everything; from who the adventurers have met, to which items they possess, to what day of the week it is.

Explore New Vistas

As players explore Terrinoth, they will find six quests that they may embark upon. Here, they may delve into dark crypts, battle goblin bands, or solve a mystery that has plagued the once quiet village. Players do not need to become noble heroes. They are under no obligation to rescue innocents or search for treasure. The story progresses however the adventurers choose. While their decisions have consequences, ultimately, the power is with the players—and it all starts with the To New Roads adventure.

To New Roads is where you'll begin your experience with Legacy of Dragonholt—in the midst of a new adventure! Legacy of Dragonholt will teach you to play as you embark on this initial adventure, illustrating all rules as they become pertinent. At the heart of these rules and the experience of the game are the choices that you and your fellow players will make. At the beginning of the game, each adventurer receives an activation token. Whenever your band of adventurers is faced with a choice, you may naturally discuss and debate, but ultimately one player decides how the group will act. When that player declares the group’s course of action, they flip their activation token and the entire band must abide by that player’s decision. However, that player does not get the final say again until each of the players have used their activation token, at which point the tokens refresh and the cycle begins again. In this way, Legacy of Dragonholt ensures that all players have an equal opportunity to determine their fate, no matter how many players you have in your party.

For example, in the To New Roads quest, an adventurer on watch is confronted by a troupe of bandits, as described in the text to the right. This discovery of these villains leads you to first mark story point X1—marking story points is the game's way of remembering your choices and encounters and adapting to what you have done in future adventures. Perhaps the discovery of the bandits (and marking story point X1) will save the travelers by giving them extra time to escape, or make a preemptive strike more plausible. Perhaps one of the bandits will appear in a tavern in three days, or a character may find one rogue particularly attractive in the firelight. The only way to find out is to read on.

At the end of the entry, the adventurer is faced with three possible choices. They may shout a warning to their companions, draw their weapon and engage the bandits, or sneak up on the bandits and ambush them. Each decision leads to a different entry within the quest book. This is where the player’s character comes in to play. Which option makes the most sense for who they are? Does your character have the extensive military training to allow them to feel confident in direct melee? Do they even have the stealth skills that would enable them to creep up behind the bandits? There are no wrong answers, but only one can be chosen!

If players manage to make it safely out of Eventide Forest and complete the To New Roads adventure, Legacy of Dragonholt opens up into a new experience, with the vibrant village of Dragonholt itself. The party of players can explore Dragonholt by interacting with the expansive village book. With nearly 150 pages filled with possibilities, it is impossible for any troupe of adventurers to explore Dragonholt’s many hidden corners on a single playthrough. As in real life, the stories woven in Legacy of Dragonholt do not progress in a strictly linear fashion of cause and effect. Rather, the village book adopts an open world concept where adventurers are free to explore shops, taverns, libraries, and even the manor of Lady Regina Fairfax, the Countess of Dragonholt. In this sweeping literary landscape, players may only see a quarter of the entries during any game, but the encounters that you have, and the friends that you make can have an effect on countless other storylines.

As part of your explorations in the village of Dragonholt, you and your fellow adventurers will inevitably uncover the threads of additional quests, leading you out into the wild. These quests may lead you into dark crypts, into battle with marauding goblins, or into even stranger situations—and we don't want to spoil what you may encounter in Terrinoth once you stray beyond Dragonholt's borders. But rest assured that these quests provide you with new stories to tell, testing your characters to the utmost and transforming every game of Legacy of Dragonholt that you play in completely unique ways.

Live the Story

Begin a new adventure. Gather your team of heroes, explore the realm of Terrinoth, and build a story worthy of legend!

Pre-order Legacy of Dragonholt (ORA01) today at your local retailer or on the Fantasy Flight Games website!

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Categories: Company News

My Ally Is the Force

Thu, 10/12/2017 - 22:54
Published 12 October 2017 | Star Wars: Imperial Assault My Ally Is the Force

Three New Ally and Villain Packs Are Now Available for Imperial Assault

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"Judge me by my size, do you? Hmm? Hmm. And well you should not. For my ally is the Force, and a powerful ally it is."

It is the power that binds the galaxy together. It flows through all things and gives the Jedi his power—even as it powers the Sith. Those who have the means to draw upon its strength can use it to perform incredible feats—augment their strength, levitate objects, sense emotions, influence others' minds, and call lightning to hurl at their foes…

This mysterious and mystical energy is, of course, the Force, and it is arguably the greatest power in the Star Wars galaxy.

Now you can bring more of this mystical power to your games of Imperial Assault with the three new Ally and Villain Packs now available at retailers everywhere!

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To Be a Force User

Each of these new Ally and Villain Packs introduces a sculpted plastic figure, a deployment card, and a handful of command cards.

The figures give Maul, Ahsoka, and the Emperor new depth and dimension. They replace the ally and villain tokens from Heart of the Empire and enhance the characters' presence in your campaign and skirmish games.

The deployment and command cards, however, do something else entirely. They bring the Force to your tabletop and allow you to wield it against your opponents.

In Imperial Assault, each unit's talents are represented in terms of attack dice, defense dice, hit points, and abilities. And they come with traits that connect them to a number of different abilities they can access via your command deck. For the game's Force Users, these abilities can often influence the game in dramatic and surprising ways.

Like Maul and Ahsoka Tano, most Imperial Assault Force Users feature abilities that relate to their weapon of choice—the lightsaber. For Maul $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#72EA').colorbox(opts); }); , this ability is his Dual-Blade Fury, and for Ahsoka $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#444A').colorbox(opts); }); , it's her Twin Sabers. These abilities relate to the characters' individual fighting styles, but their mastery of the lightsaber is further reflected in their surge abilities. Both of them boast the Pierce 3 surge ability that's common to nearly every character who wields a lightsaber.

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The Emperor $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#BFCB').colorbox(opts); }); , on the other hand, comes with abilities that better reflect his use of the Force to manipulate others and electrocute his foes with Force Lightning. These abilities guarantee the Sith Master is never unarmed, and they pair well with the command cards from his Villain Pack to make your skirmish games feel like more than figures and dice. They evoke the Star Wars source material that inspired them.

As an example, you might reinforce the Emperor's Force Lightning by playing the Force Lightning $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#8024').colorbox(opts); }); command card from the Core Set. Unleashing the Emperor's full fury, this combination can deal a whopping six damage to a single figure, plus three damage to each figure adjacent to it, and if the Emperor's primary target survives, that figure will still be Stunned and Weakened. Add in the Corrupting Force $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#2B8').colorbox(opts); }); command card from the Emperor Palpatine Villain Pack, and you might deal as much as eight damage to one figure, five to each figure adjacent to it, and two to everyone else… Talk about showing your rival the true power of the dark side!

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The theme of sudden surges in movement runs through another significant portion of the game's Force User command cards, and you'll find this theme given additional support in the form of Dark Energy $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#1481A').colorbox(opts); }); , Force Push $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#10AD3').colorbox(opts); }); , and Force Jump $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#16B1E').colorbox(opts); }); . The first of these appears in the Emperor's Villain Pack; the latter two appear in Ahsoka's Ally Pack.

While it's always advantageous to have as much movement available to you as possible, it's not always advantageous to have all your movement listed on your deployment card. If you've ever played a skirmish with Obi-Wan Kenobi $(document).ready(function() { var opts = { iframe: true, innerHeight: 465, innerWidth: 300 }; $('#18399').colorbox(opts); }); in your list, you've probably wished he could cover more than four spaces with a single move action. But his limitations—as shown on his deployment card—are open information and available to your opponent while he or she is planning the next round's activations.

What he or she doesn't know is how much movement Obi-Wan, or your other Force User, is about to gain from the command cards in your hand. If the expectation is that Obi-Wan can only cover four spaces before attacking, your opponent might not be ready for the Jedi to Force Jump five spaces—straight over normally impassable terrain—and ignite his lightsaber.

These kinds of surprises—as well as those that come from watching Darth Vader $(document).ready(function() { var opts = { iframe: true, innerHeight: 467, innerWidth: 300 }; $('#1779F').colorbox(opts); }); or Luke Skywalker (Jedi) $(document).ready(function() { var opts = { iframe: true, innerHeight: 465, innerWidth: 300 }; $('#224C').colorbox(opts); }); Deflect $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#15430').colorbox(opts); }); a blaster or two—are what make the Force such an intriguing part of an Imperial Assault skirmish. It flows through the whole game, preventing it from becoming too obvious—keeping it mysterious. The hidden information is central.

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Even with the surge for a bonus point of accuracy and the two points of accuracy from its Charged Shot ability, the Sentry Droid's $(document).ready(function() { var opts = { iframe: true, innerHeight: 468, innerWidth: 300 }; $('#11DB1').colorbox(opts); }); shot misses when Ahsoka's Deflection reduces the accuracy from seven to five.

Figures Full of Surprises

"The ability to destroy a planet is insignificant next to the power of the Force."
     –Darth Vader

Wield more of the Force. Fill your skirmishes with surprises. Inspire the Rebels and Imperials in your campaigns to new heights.

Three of the galaxy's most notable Force users are now available for your games of Imperial Assault.

Head to your local retailer today to pick up your copies of the Maul Villain Pack (SWI47), Emperor Palpatine Villain Pack (SWI48), and Ahsoka Tano Ally Pack (SWI49)!

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Categories: Company News

Down the White Nile

Thu, 10/12/2017 - 04:54
Published 11 October 2017 | Android: Netrunner LCG Down the White Nile

Announcing the Second Data Pack in the Kitara Cycle

What Jinteki secrets does Jinja hold?

Fantasy Flight Games is proud to announce the upcoming release of Down the White Nile, the second Data Pack in the Kitara Cycle for Android: Netrunner The Card Game!

Situated along the equator, on the northern shores of Lake Victoria and near the source of the White Nile, the fast-growing city of Jinja is destined to become a major global power. There, the nations of the Sub-Saharan League have gathered a small army of workers. Their tasks? To help the world's second beanstalk grow through and out of its early stages of construction. To replicate the closely held secrets of Weyland's buckyweave. And to raise the colossal tower until it brushes against the heavens.

But while so much of the city's activity aims toward the skies and beyond, there's plenty happening on the ground—and behind the locked doors of Jinteki's Kisu2 Hospital. The biotech giant has established a good survival rate for patients suffering from the HV-X hemorrhagic virus, but how have they done this? Bacteria and viruses (both physical and virtual) feature heavily in Down the White Nile, as the Data Pack's sixty new cards (including three copies each of twenty different cards) continue to explore every aspect of life along the shores of Lake Victoria, even touching on the boundary between life and death.

Additionally, you'll find a new Shaper identity, programs, ice, a devious ambush, and an agenda that pays the Corp even if the Runner steals it. Altogether, the cards from Down the White Nile deepen the interactions between Corp and Runner, raising the stakes and layering them in new bluffs and stratagems.

Pre-order Down the White Nile at your local retailer or online through our website today, and read on for more information!

Win-Win Propositions

When you play Android: Netrunner as the Corp, one of your first and most important choices is to decide which agendas to include in your deck. The importance of this choice was reinforced by 2013 World Champion Jens Erickson in his article, "A New Golden Age," and it's a choice that's given more fuel in the Kitara Cycle with an assortment of powerful new agendas, including several that reward the Corp whether they're scored or stolen.

No Corp wants to have its agendas stolen—although there are rumors that the Weyland Consortium has left a few rather loosely guarded as bait for the unwary Runner—but stolen agendas are a part of Android: Netrunner. So why not make sure you get something from your agendas, even if they're stolen?

Down the White Nile takes the rare "scored or stolen" trigger and applies it to the Corporation's benefit on no fewer than two new agendas— Bacterial Reprogramming $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#EBCE').colorbox(opts); }); (Down the White Nile, 33) and SSL Endorsement $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#10A68').colorbox(opts); }); (Down the White Nile, 38).

Previously, the "scored or stolen" trigger appeared on just one agenda, Jinteki's Improved Protein Source $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#14172').colorbox(opts); }); (Fear the Masses, 105), a rare four-advance, three-point agenda that gave the Runner four credits whenever it was scored or stolen. Now, however, these agendas turn the trigger in the Corp's favor, meaning that your investment is never completely wasted.

Of the two, SSL Endorsement offers the more obvious Corporate reward—free credits. Nine credits over the course of three turns. And while it's certainly better to gain these credits after scoring the agenda and its three points, the credits can go a long way toward easing the hurt of a stolen agenda.

Well, they can help ease the Corp's hurt, anyway. The Runner, on the other hand, might find the agenda making an immediate and powerful contribution to his or her hurt. The three credits your Corp gains from SSL Endorsement are just enough to pay for a single Punitive Counterstrike $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#AA20').colorbox(opts); }); (Revised Core Set, 122), and if you have four more credits on hand, you can strip the Runner's accounts with Economic Warfare $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#9486').colorbox(opts); }); (Down the White Nile, 36) before flatlining him or her with two copies of Punitive Counterstrike. There aren't many Runners who can survive six meat damage.

Bacterial Reprogramming, meanwhile, is every bit as subtle, insidious, and forward-thinking as Jinteki, itself. Whenever the agenda is scored or stolen, you may look at the top seven cards of your R&D, add any number of them to HQ, trash any number of them, and arrange the rest in any order.

This does two things for you.

First, it can help you rebound more quickly from the loss of your agenda. Perhaps, if you're working with the Weyland Consortium to arrange a Punitive Counterstrike or two, it may even help you bounce right back into victory. After all, there are few better ways to set up your card combos than by gaining immediate access to the top seven cards of your deck, filtering out all those that may be unwanted in the next turn or two.

Second, the card serves as a silent check on the Runner's deep dives. While the Runner generally views cards like The Maker's Eye $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#8A1D').colorbox(opts); }); (Revised Core Set, 43) and HQ Interface $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#5506').colorbox(opts); }); (Revised Core Set, 26) as valuable tools to help him or her access multiple cards with a single run, Bacterial Reprogramming threatens to transform those deep-access runs into painful reminders that Corporate secrets are best left alone.

Since cards are always accessed one at a time—and because Bacterial Reprogramming triggers immediately after it's accessed and stolen—you can use it to fetch your Snare! $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#3E5E').colorbox(opts); }); (Revised Core Set, 82) and guarantee the Runner accesses it next. If the Runner accesses Bacterial Reprogramming at the beginning of a deep run on R&D, you can place one or two copies of Snare! atop your deck and force the Runner to access them—without any chance to jack out. Similarly, if the Runner's using a couple HQ Interfaces to access three cards from HQ and accesses Bacterial Reprogramming early, you can reshape your HQ, pulling Snare! from R&D and ditching the cards in HQ that aren't Snare!

Of course, there are other ways you can use the agenda to reshape your R&D and HQ, but the immediate gratification of dealing three net damage and handing out a tag is hard to overlook.

You Have to Play to Win

No matter where you find yourself in the world of Android: Netrunner, you will find the network. Wherever you'll find the network, you'll find Corps and Runners competing for control of valuable data. And the new cards from Down the White Nile and the Kitara Cycle ensure those competitions feature plenty of daring forays, punishing traps, and pressure-cooker moments to enhance the cat-and-mouse, back-and-forth interactions rooted at the game's core.

You can build a rig. Or you can layer servers with ice. But at some point at time, you'll need to take some risks if you want to win. At that point, you might want to consider heading to the shores of Lake Victoria…

Down the White Nile (ADN51) is scheduled to arrive at retailers in the first quarter of 2018! Head to your local retailer to pre-order your copy today, or click here to pre-order yours on our website.

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

Categories: Company News

The Imperial Cycle

Wed, 10/11/2017 - 22:53
Published 11 October 2017 | Legend of the Five Rings LCG The Imperial Cycle

Announcing the First Dynasty Packs for Legend of the Five Rings: The Card Game

Shoju clasped his hands behind his back, his good left holding his withered right. “An absurd thought occurs to me,” he said. “Perhaps it is only because I’m fatigued after my exertions in the dōjō. However, one could take what you just said to mean that I could sit upon the Chrysanthemum Throne.” He smiled. “As I said, though, it is absurd to think you could even be so much as hinting at such a thing, isn’t it?”
–D.G. Laderoute, The World, A Stage

Change is coming to the Emerald Empire, as the Great Clans jockey for position in the Emperor’s courts and on the field of battle. From the opium dens in the City of Lies, to the Wall that still stands strong against the Shadowlands, to the High House of Light in the northern mountains, there are stories being told across all Rokugan—and in Legend of the Five Rings: The Card Game, you have the chance to play a role in that story unfolding.

Today, Fantasy Flight Games is proud to announce the next chapters of the unfolding story of Legend of the Five Rings: the six Dynasty Packs of the Imperial Cycle for Legend of the Five Rings: The Card Game:

You can pre-order the Dynasty Packs of the Imperial Cycle at your local retailer or by clicking one of the links above, and read on for more information about the release of this cycle!

The Imperial Summons

The Emperor has summoned you to court—and for the advent of the first cycle of Dynasty Packs, we are thrilled to announce a special event to grow and immerse you into Legend of the Five Rings: The Card Game in an unprecedented way.

Rather than releasing one Dynasty Pack per month over a period of six months, the release schedule for the Imperial Cycle will be compounded and concentrated into a shorter period of time. Beginning in early November, one Dynasty Pack will be released every week for six weeks. During this special event, the meta for Legend of the Five Rings: The Card Game will evolve rapidly, potentially allowing new and exciting deck archetypes to rise to prominence in a matter of days. In addition, the tales of Rokugan told through the fiction included in each Dynasty Pack will see the story of the Imperial Cycle advance from week to week.

We can’t wait to journey deeper into the realm of Rokugan every week during this special event, and we’re excited for you to visit the Imperial city alongside us!

Enter the Imperial City

As you experience the wonders of the Imperial Cycle, you’ll find yourself pulled into the inter-Clan politics and power struggles that define the world of Rokugan. Each of the seven Great Clans receives new cards over the course of these six Dynasty Packs, continuing to embrace and define the themes that began in the Legend of the Five Rings: The Card Game Core Set. Along the way, you’ll find a great assortment of cards focused on the Imperial City of Otosan Uchi. From neutral samurai sworn to the Imperial family, to certain districts of the great city that have an affinity for a certain clan, to Imperial magistrates from each of the Great Clans, to rewards for holding the Imperial Favor, this cycle draws you into the world of Otosan Uchi and the service of the Emperor.

Above and beyond the focus on new Imperial cards in this cycle, every faction receives a new Keeper and a new Seeker card in the Imperial Cycle, further playing into the impact of the role cards chosen by the champions and leading players of each clan. These roles were first chosen at the Kiku Matsuri at Gen Con 50—and they will be chosen anew during the World Championships at the Winter Court on November 1st – 5th. The first Dynasty Pack of the Imperial Cycle will release shortly after the Winter Court.

Of course, you’ll want to know exactly what you’re choosing between if you’re selecting a Keeper role or a Seeker role for your clan. Below, you can find the fourteen clan-specific Keeper and Seeker cards of this cycle. After the Legend of the Five Rings: The Card Game World Championships is complete, only one of these cards will be legal for your clan to use until the next World Championships. Review your chosen clan’s options below, and prepare yourself for the great tournament at the FFG World Championships!

The Imperial Cycle Begins

What will you choose for your clan? Are you a Keeper of your element, protecting and guiding? Or are you a Seeker, journeying into new lands and pushing the boundaries of what’s possible? Prepare for the release of the Imperial Cycle over six weeks, beginning shortly after the FFG World Championships in November!

Watch our website for individual previews of each of the six Dynasty Packs of the Imperial Cycle!

You can pre-order the six Dynasty Packs of the Imperial Cycle at your local retailer today, or online through our website by clicking the links below:

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Categories: Company News

The Pallid Mask

Wed, 10/11/2017 - 01:53
Published 10 October 2017 | Arkham Horror: The Card Game The Pallid Mask

Announcing the Fourth Mythos Pack in The Path to Carcosa Cycle

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"My mind will bear for ever the memory of the Pallid Mask."
     –Robert W. Chambers, The King in Yellow

Fantasy Flight Games is proud to announce the upcoming release of The Pallid Mask, the fourth Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

From the streets of Paris to the city's subterranean catacombs, your pursuit of the truth behind The King in Yellow leads you farther and farther from Arkham's familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren't the only foreign elements at play. There's something distinctly otherworldly in the Parisian catacombs…

In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you'll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play's mysteries, but there's a chance, too, you'll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through  The Gate to Hell, $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1677F').colorbox(opts); });  and straight to your demise at the Well of Souls $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11901').colorbox(opts); }); or some other forgotten chamber.

Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game's locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last.

Pre-order The Pallid Mask at your local retailer or online through our website today, and read on for more information!

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Additionally, the sixty new cards from The Pallid Mask include two copies each of twelve different player cards. Divided between the game's five different investigator classes, these feature several higher level versions of existing cards alongside a range of new skill cards that offer potent kickers. Draw a card, ready an exhausted ally, gain resources, or offer sacrifices to increase your skill card's value. In the unpredictable subterranean darkness of The Pallid Mask, could these skill cards be what ultimately prevents your demise?

No Safe Passage

When you're ready to head beneath the Parisian streets and explore the deadly catacombs of The Pallid Mask, you'll set aside a handful of the Mythos Pack's new Catacombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#332A').colorbox(opts); }); cards, including the one you ultimately hope to discover. You'll shuffle these cards and place them at the bottom of your Catacombs deck. Then you'll place your starting location, marking it with a resource, and you'll shuffle the remaining Catacombs locations to place atop the others.

This is how you form your Catacombs deck, but the truly interesting part of The Pallid Mask is how the Catacombs deck transforms its new scenario into an adventure full of deadly pitfalls and frightening discoveries.

Instead of laying out a whole network of locations at the beginning of your game, you'll place only a single location onto the table—the one through which you enter the Catacombs. Then, throughout the adventure, each time you reveal a new Catacombs location, you'll discover new passages that lead deeper into the tunnels. Depending which location you enter, you may find yourself placing a single unrevealed Catacombs location to its right, or possibly above it. Or below it. Or to its left. Or you may find that your position branches in multiple directions.

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Given the unpredictable nature of your journey through these Catacombs, The Pallid Mask introduces a unique set of scenario-specific rules stating all orthogonally adjacent locations (directly to the left, or right, above, or below each other) are adjacent for the purposes of travel. And this means that you'll never know what to expect as you set foot in a new location.

No Place for Rookies

With all its physical dangers—plus an array of untold supernatural threats—the scenario from The Pallid Mask is no place for rookie investigators. It's easy to get lost. It's just as easy to be lost forever, dragged down into sudden pitfalls by raving Lunatics, grotesque Monsters, or other Terrors. As a result, you'll want to have earned and spent every possible iota of experience to upgrade your deck and increase your chances of survival.

The new player cards in the Mythos Pack feature a split between higher level versions of existing cards and new skill cards, all of which come with a potent kicker.

By the time you start to explore the scenario's Catacombs, if your journey through The Path to Carcosa campaign has been mostly successful, you might wish simply to upgrade your cards, rather than introduce larger changes to the composition of your deck. Or perhaps you simply find yourself gravitating toward the Ritualist archetype we outlined in the article, "That Which Doesn't Kill Us…" Either way, you'll find a number of valuable upgrades in The Pallid Mask, such as the new version of Emergency Cache $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#DA1B').colorbox(opts); }); (The Pallid Mask, 239) that can help you quickly refresh your most important supplies.

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On the other hand, if you're pursuing new paths—or flailing about for anything that might get you a better handle on your remaining sanity—you might want to play with the Mythos Pack's new skill cards. As with Inspiring Presence $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#543D').colorbox(opts); }); (The Pallid Mask, 228), each of these skill cards offers multiple icons and a valuable kicker that might very well make the difference between successfully navigating these eerie tunnels and being lost in them forever.

Remember to Carry a Torch

There are layers upon layers of darkness in the catacombs beneath Paris. Within that darkness, though, you may find the clues that will begin to shed light upon the mysterious play, The King in Yellow. You may finally learn how the play is connected to the atrocities that follow it from city to city… But you should be careful what you choose to uncover.

Traps, monsters, and branching corridors—what else will you find in the subterranean world of The Pallid Mask?

You'll soon have your chance to step into the darkness. The Pallid Mask (ACH15) is scheduled to arrive at retailers early in the first quarter of 2018, but you can pre-order from your local retailer or the Fantasy Flight Games website here!

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

Categories: Company News

Omens of the Phararoh

Tue, 10/10/2017 - 22:52
Published 10 October 2017 | Elder Sign Omens of the Phararoh

Announcing the Omens of the Pharaoh Expansion for Elder Sign

“The Pharaoh Nephren-Ka built around it a temple with a windowless crypt, and did that which caused his name to be stricken from all monuments and records. Then it slept in the ruins of that evil fane which the priests and the new Pharaoh destroyed, till the delver’s spade once more brought it forth to curse mankind.”
   –H.P. Lovecraft, The Haunter of the Dark

Despite the nagging doubts that plague you now, there is little chance that you could have possibly been better prepared for this dig. You had participated in many exciting and contentious scholarly debates centered around this area of Dashur and the relic known as the “Eye of Light and Darkness.” This was your area of expertise, and you knew that there was little evidence to support the hoarse ravings of the crazed old man who burst into your office following one such debate. He had rambled on about “Nephren-Ka,” chambers sealed in eternal darkness, and ancient faceted stones that whispered into one’s mind. Who would have believed such things? Now, huddled in the dark, you hear voices speaking in long-dead languages behind walls that have been unopened for untold centuries, and you wish you had considered the wisdom the madman had offered. For the first time in your scholarly career, you truly dread what you may learn.

An eternal tyrant struggles to return to life from beneath the scorching sands of Egypt in Omens of the Pharaoh, the newest expansion for Elder Sign, a cooperative dice game that takes a team of investigators into the dark corners of H.P. Lovecraft’s terrifying mythos. Based on the Dark Pharaoh expansion for the Elder Sign: Omens app, a team of investigators must travel to Cairo and join an expedition to stop the rise of the Dark Pharaoh Nephren-Ka. This dread ruler seeks to return from beyond the grave and continue his blood-soaked reign of terror. What otherworldly forces have preserved Nephren-Ka for all this time, and how can such a being be stopped?

You can pre-order Omens of the Pharaoh on our website here, and read on for more information!

Secrets Beneath the Sands of Dashur

Even with all the precautions that were taken to seal away both the memory and the man himself, the shadow of Nephren-Ka still lingers in the ruins near Dashur. Unbeknownst to the archaeologists, they have begun to uncover chambers that, for the safety of mankind, should have remained sealed and hidden for all time. Now, the Dark Pharaoh himself begins to stir, and the investigators have no choice but to continue to explore the ruins with great care, in hopes of finding the key to stopping the full return of Nephren-Ka.

As alien creatures emerge and prowl the ruins, your team of investigators will need to prepare themselves for the horrors that await them in Dashur. Omens of the Pharaoh not only includes this new terror, but a brand-new mode of play. The new Lightless Pyramid mode allows the investigators to travel back and forth between the relative safety of Cairo and the darker dangers of Dashur. Savvy investigators will learn the value of gathering supplies and performing some valuable research before venturing out, but shouldn't be afraid to beat a hasty retreat when needed.

The rulers that came after the horrific reign of Nephren-Ka decided that his name and deeds should be utterly stricken from the annals of history, lest some fool attempt to seize upon the same wellspring of power that fueled the Dark Pharaoh. Unfortunately, this precaution has left the investigators at a great disadvantage, and your team’s ignorance of the threat that they face may spell certain doom for the world. Furthering the research of the expedition’s archaeological dig will give the investigators a chance to gain some advantages against the encroaching darkness. Adding tokens to "The Expedition" scenario sheet will apply what little you can learn at the dig sites to bolster your chances of survival.

Stop the Dark Pharaoh

The rise of Nephren-Ka is imminent, and the investigators will need to work continuously to stop his return. New to the Omens of the Pharaoh expansion, players can gather powerful relics to aid in their fight. These artifacts will give the investigators a fighting chance against the darkness by providing them with a chance to reroll dice and other advantages.

No matter how well prepared the investigators may be, the pressure will always be mounting. Dark Pharaoh special adventures must be regularly completed in order to stop the Ancient One from waking. While staving off the Dark Pharaoh’s encroaching presence, the investigators can also risk exploring the long-sealed hidden chambers in search of elder signs. Even with new and powerful relics in hand, will the onslaught of ancient evils be too much for the beleaguered investigators? Will they be able to gather the elder signs they need to stop the return of the menacing Nephren-Ka and seal him away once again?

Uncover the secrets beneath the sand in the Omens of the Pharaoh (SL20) expansion for Elder Sign, available in first quarter of 2018! Pre-order your copy at your local retailer today, or online through our webstore.

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The copyrightable portions of Elder Sign are © 2011-2013 Fantasy Flight Publishing, Inc. Elder Sign, Arkham Horror and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc.

Categories: Company News

Imperial Living

Tue, 10/10/2017 - 01:52
Published 9 October 2017 | Star Wars: Edge of the Empire Imperial Living

Preview Some of the New Player Options Arriving in Dawn of Rebellion

As the first sourcebook of its kind, and one focused on a different point in time than presented in the core rulebooks, Dawn of Rebellion is all about context. This context informs what connections the player characters will have to each other and their galaxy, and this is reflected in a heap of new options that are inspired by many of the iconic characters introduced in Star Wars Rebels™ and Rogue One: A Star Wars Story™. 

While these works are primarily focused on the military aspects of the Star Wars™ saga and would take place in a Star Wars: Age of Rebellion setting, considering the individual stories of these characters should give ample inspiration to be housed in Edge of the Empire or Force and Destiny. Jyn Erso was little more than a criminal after being abandoned and then rescued by the Rebellion. Chirrut Imwe’s path of devotion to the Force may have taken him far from the temple on Jedha had events unfolded differently. Hondo Ohnaka (probably) doesn’t spend all of his time swindling Rebel cells into helping him acquire plunder and then escape to plunder another day. The adventurous lives of characters we see on the screen for only a short time can point towards campaigns in Edge of the Empire or Force and Destiny, or even finding where the intersections of those themes create some of the most memorable and beloved Star Wars stories!

As such, the Dawn of Rebellion sourcebook contains an unprecedented six universal specializations designed to bolster any character’s abilities while also providing a strong narrative link to that character’s backstory and future. Four new species choices, each with unique traits and histories describing their place in the galaxy, also contribute to a richer game setting for players and gamemasters to explore.

Kamino's Best

The Retired Clone Trooper talent tree is as reliable and robust as a clone trooper is expected to be. After the rise of the Empire, the ranks of Republic clones were replaced with more conventional beings instead of vat-grown duplicates, and so these clones have dispersed throughout the galaxy. Disposable soldiers who served their purpose, many surviving clones grapple with guilt over their betrayal of their Jedi generals at the execution of Order 66 and the coronation of a tyrannical Emperor. But rather than wallow in remorse, some of these clones find their way back into the warrior life in the name of the Rebellion, perhaps seeking atonement for the sins of their brothers.

Featuring an unusually high six new career skills, the talents for the Retired Clone Trooper are focused on all-around consistency and character improvement. Eighteen of the twenty talents in the tree are passive, meaning they simply add an ongoing benefit to various stats and abilities such as wound and strain thresholds and explosive damage. One of the activated talents at the end of the tree is Comrades in Arms, themed around the formidable battle prowess of squads of clone troopers. Once per encounter, the character may make a Discipline check to grant themselves and allies bonus defense until the fight is finished.

No Such Thing as "Snow Wookiees"

Perhaps owing to the harsh wintery conditions of their native planet of Gigor that requires cooperation and community to survive, Gigorans are often accurately referred to as ‘gentle giants.’ Gigorans stand over two meters tall with long and powerful arms and torsos, but their imposing figures are belied by their friendliness and almost joyful curiosity. Unfortunately for them, these  traits have proven to make them easy prey for the galactic slave trade that puts a high profit margin on powerful-yet-easy-to-control laborers. When first discovered and exploited, their stature and shaggy white fur led slavers to market them as “Snow Wookiees,” which was a very useful fiction. Now, nearly every Gigoran encountered off their homeworld is either in slavery or has escaped it. Such a traumatic experience has different effects on individuals with some aligning themselves to the noble cause of freedom for all beings while others become so twisted and corrupted that they find that causing pain to others is the only way they can protect themselves from worse.

Gigoran player characters benefit greatly from their natural Brawn and free rank in the Brawl skill, while their pragmatic hunter-gatherer society has inhibited their Intellectual growth, as well as imposing and automatic upgraded difficulty on Mechanics checks related to advanced technology. One can safely expect not to find too many Gigoran scholars or engineers, but escaped slaves have been able to find ample opportunity as mercenaries, bounty hunters, and soldiers.

Stay alert for more information on how gamemasters will be provided more insight into crafting vibrant and thrilling campaigns set during the height of Imperial power, and be ready to pick up your copy of Dawn of Rebellion (SWR10) when it launches in Q4 of 2017!

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© and ™ Lucasfilm Ltd.


Categories: Company News

Corps and Runners

Mon, 10/09/2017 - 22:52
Published 9 October 2017 | Android: Netrunner LCG Corps and Runners

Preview the Bluffs, Counterbluffs, and High-Stakes Cyberstruggles of Android: Netrunner

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High-stakes cybercrime. Done right.

What makes Android: Netrunner great? For starters, it isn’t just another card game. It is the most cyberpunk of all card games, and the Revised Core Set is your chance to boot up and start running.

Based on the classic, asymmetrical design by Richard Garfield, Android: Netrunner is set in the not-too-distant future of the Android universe, a not-quite dystopian setting where a handful of monolithic megacorporations control the vast majority of all human interests.

These corps, their innovation, and their labors have transformed humanity. Bioroids and clones have reshaped the workforce. The New Angeles space elevator has permitted lunar colonization and mining. And the Network binds the solar system together, transmitting more information every second than was expressed in the first five-thousand years of written language.

“If you’re a fan of Bladerunner or anything in the cyberpunk fiction genre, Android: Netrunner is an awesome way to get your fix.”
    –Game Informer

While the world has changed, crime has not.

Android: Netrunner is all about crime—the threat of crime, the thrill of crime, and the consequences of it. Wherever there are corps looking to secure their data on the Network, there are runners—those elite hackers skilled enough to weave or break through all the layers of corporate security.

But runners aren't defined solely by their talents. Being a runner isn't as simple as jacking in, altering some code, stealing some files, and jacking out. Running is a whole lifestyle. It is a life's purpose. It is a commitment to crimes of the highest magnitude that could very well cost you your life.

This is because the megacorps have their credits rooted in nearly every aspect of human existence, and they don't stop their pursuit of runners once those runners leave the Net. Seccams, detectives, PIs, psyops—these corps will stop at nothing to protect their most valuable information.

And this is where Android: Netrunner takes you—straight into the middle of high-stakes cybercrime. Battles waged in the virtual world, as well as in meatspace—while the divide between the haves and the have-nots is greater than ever. Everything you hold is valuable. And fragile. Everything you know is a weapon. Everything you don't know… could ruin you.

The Run Is Everything.

Android: Netrunner is different from most other card games in the way that it grants you an unparalleled measure of control over your tactics and strategy, both over the course of the game and from moment to moment. You always have actions you can take outside of what your cards grant you, and this means you're never helpless.

It also means your opponent is never without options, and this fact lends the game a curious psychological edge—one that was of particular interest to its original designer, Richard Garfield:

"I would say the best part of Netrunner was the space for head games that would take place between the players. Sometimes, in trading card games, it feels like the cards are playing you; the card you draw each turn defines the game. In Netrunner, you definitely play the cards, and you have enormous latitude in how you play them.
     "One measure of this is the question, 'How much would it affect things if I knew my opponents' cards?' […] For a lot of players and a lot of situations, the answer is, 'Not much.' You have to be very good (or find yourself in an unusual situation) to bluff. In Netrunner, even the most casual player will very quickly start bluffing and wishing they could see their opponent's cards."

All this bluffing and all these gambles begin with the game's asymmetrical design. One player is the Corp. One is the Runner. Each side has its own separate victory conditions and set of actions it can take. Yet both sides need the Corp's agendas to win. The Corp needs to install its agendas and advance them to score them. The Runner needs to steal them, and to do that the Runner must run.

When the Runner conducts a run, he or she targets one of the Corp's servers. This could be one of the Corp's central servers—HQ (hand), R&D (deck), or Archives (discard pile)—or it could be a remote server that the Corp created by installing one or more cards from its hand.

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So here, already, we have the fact that the Runner can potentially hack into anything the Corp builds. As the Runner, you can attack the Corp player's hand or deck. You can go after the Corp player's discard pile. Or you can test the defenses of any of the remote servers the Corp creates.

Added to this, we have the fact that the Runner is hunting blind. When the Corp installs a card, it puts that card into play facedown. It's only at the very moment of interaction that the card is typically revealed. And these points of interaction come—most often—during runs.

To initiate a run, the Runner simply spends one of his or her four actions for the turn, targets a server, and begins to approach it. If the Corp hasn't defended the server, the Runner automatically accesses one or more cards—depending on the cards in play and the server the Runner targeted. If, however, the Corp has installed defenses between the server and the Runner, the Corp player has the chance to "rez" these layers of ice—paying credits to turn them face-up—as the Runner approaches them.

Each piece of ice has a rez cost, indicating how many credits the Corp must spend to rez it, a number of subroutines that will fire if the Runner doesn't break them, a strength the Runner must match in order to interact with the ice's subroutines, and one or more traits—such as Barrier, Sentry, or Code Gate—that dictate which programs the Runner must use to break the ice's subroutines.

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If there are multiple layers of ice, then both players face choices at each layer. Will the Runner continue to press forward, or will he or she "jack out," ending the run to avoid any additional risks? Will the Corp rez the next piece of ice, or save the credits for a different aspect of the corporate expansion?

Sometimes the Corp can simply bluff the Runner into ending a run by looking at the rez cost of its ice, peeking underneath the facedown card installed in the root of the remote server, counting credits, and then deciding not to rez the ice. What does this mean? Is this a bluff? Or did the Corp player just let on that they are saving four credits to spring an ambush, paying for a lethal Snare! $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#17FA4').colorbox(opts); }); (Revised Core Set, 82)?

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$(document).ready(function() { var opts = { iframe: true, innerHeight: 546, innerWidth: 1000 }; $('#36A6').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 546, innerWidth: 1000 }; $('#C63A').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 546, innerWidth: 1000 }; $('#10A81').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 546, innerWidth: 1000 }; $('#16BDB').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 546, innerWidth: 1000 }; $('#10E24').colorbox(opts); }); Click on the above image to launch a run against the Corporation's remote server.

Assuming the Runner continues the run and successfully makes it through the server's ice alive, the Corp still has the opportunity to rez any upgrades the server may contain—such as Ash 2X3ZB9CY $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1E51').colorbox(opts); }); (Revised Core Set, 75)—which may alter the run according to their game text. Otherwise, the Runner accesses cards normally, and if the Runner accesses an agenda, that card is "stolen."

To win the game, the Runner needs to steal a total of seven points worth of agendas. The Corp, on the other hand, needs to score seven agenda points by advancing them. And here, again, the game creates a rich and nuanced tension between you and your opponent.

“Last year, I found a game that gives me what I’ve always wanted from a cyberpunk game—Android: Netrunner […] When I make a run on a corporation’s server, using my icebreakers to slip past their defenses, dive into their systems, and swipe some precious, glowing core of data, it feels just like I always imagined it would.”
    –Carolyn Petit, Netrunner: Every Deck Tells a Story

Both sides want to build for the moments of interaction. But the Corp can never be certain its defenses are strong enough. The Runner can never be certain he or she isn't dashing headlong into a trap. And, ultimately, you have to take risks. The Corp needs to install its agendas to score them, but doing so places them in vulnerable locations. The Runner needs to run to steal the agendas, but can only hope its rig of icebreakers is up to the task of breaking whatever ice the Corp might rez.

So, here, in a nutshell is the game: Both sides are desperately maneuvering to exploit the other's momentary weaknesses. Both sides are withholding key information from the other and making decisions from round to round about whether to push fast through small windows in which they have the advantage—or to build for even greater advantages. And it's all driven by that ever-present threat of the Runner's attack on a Corporate server.

Accordingly, the Revised Core Set—while it reprints a good number of cards from the original Core Set—focuses on these key points of interaction. It reprints cards from the original Core Set that enhance the game's central tensions, and it moves away from others that interacted with the game's expanding card pool in ways that detracted from the threats of agendas scored or stolen. It rewards the constant back-and-forth of the round structure, playing up the cat-and-mouse analogy of the Corp and Runner, while moving away from cards that could swing a game's momentum too far in either direction.

Moreover, each of the game's seven factions approaches this core struggle according to its own style, strengths, and motivations. The result is that the game and its deckbuilding options are as rich and varied as the world in which it's set—and that's already one of the most diverse settings in all of gaming.

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Your Future Starts Here

Since 2012, Android: Netrunner The Card Game has proven itself something special—it's constantly set itself one step apart from your standard card game.

This owes largely to the strength of Richard Garfield's original design and the way it lends itself to bluffs, mind games, and the variety of actions that players can take without ever playing a card. It owes a great deal, as well, to the way it was reimagined as a Living Card Game® with seven core factions loaded with theme and personality.

“In Android: Netrunner exists one of the singular cultural artifacts of our time.”
    –Kill Screen

But there's plenty to be said, too, for the way that Android: Netrunner explodes in the mind and reaches beyond our games and into the way we think about the world around us. It is set in the future of the Android universe, yes, but this is a future that everyday seems a little closer.

The issues we touch in Android: Netrunner feel more real than those in games with knights and wizards and dragons. Corporations are actually gobbling each other up and forming giant megacorps. Hackers are no longer just a geek concern; they are an everyday threat and a recurring news item. As a result, Android: Netrunner feels a bit like the card games you may have played earlier—but more grownup.

To some extent we see this maturation reflected in the Revised Core Set, which has moved the Android universe five years forward from the classic Core Set. But while characters like Chaos Theory $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#DBD8').colorbox(opts); }); (Revised Core Set, 37) and Gabriel Santiago $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#17A80').colorbox(opts); }); (Revised Core Set, 19) may be five years older, their spirits remain young.

Android: Netrunner isn't just a game; it's a cultural artifact that's fun to play. The Revised Core Set (ADN49) is your starting point. Head to your local gaming store to pre-order your copy today, or pre-order yours online from our webstore. Then keep your eyes open for our previews of the game's Corp and Runner factions!

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

Categories: Company News


Sat, 10/07/2017 - 01:50
Published 6 October 2017 | Star Wars: Destiny Legacies

Announcing a New Set of Boosters and Starter Sets for Star Wars™: Destiny

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"I want to learn the ways of the Force and become a Jedi like my father."
Luke Skywalker, Star Wars: A New Hope

The Star Wars universe is a galaxy of change. Fans have watched regimes rise and fall as the legacy of their favorite characters shift and change with the dramatic twists of the generation-spanning saga.

Fantasy Flight Games is proud to announce Legacies, a new 160-card booster set for Star Wars™: Destiny, as well as two new 24-card Starter Sets, the Boba Fett Starter Set and the Luke Skywalker Starter Set.

Legacies continues the evolution of Star Wars: Destiny, expanding on classic archetypes while introducing new mechanics, including a new die symbol and a new card type. As a new Base Set, Legacies looks to be a solid starting point for Destiny newcomers while introducing innovative new concepts.

Pre-order the Boba Fett Starter Set, the Luke Skywalker Starter Set, and the Legacies Booster Packs at your local retailer or from the Fantasy Flight website, and read on for more of what you may expect to find in Legacies!

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A Troubling Find

Legacies features a new dice symbol to Star Wars: Destiny. Indirect Damage can be a powerful tool, but comes with a major drawback.

The symbol represents Indirect Damage, and allows you to force an opponent to deal that much damage to their characters, distributed as they wish, allowing them to split it up among multiple characters.

When you deal indirect damage to an opponent, they choose how that damage is dispersed among their characters. Indirect Damage is powerful but unfocused—sometimes great effects can even see you dealing indirect damage to yourself.

Of course some characters are used to collateral damage, like Doctor Aphra, Artifact Hunter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#24A0').colorbox(opts); });  (Legacies, 20). A brilliant scientist and explorer, Aphra’s life changed forever when she was recruited by Darth Vader after the Battle of Yavin. Aphra enters Destiny at eleven points for a normal version or fourteen for an elite. Her die features a ranged damage side, an indirect damage side, a discard side, a shield side, and a resource side. Doctor Aphra’s affinity for Droids gives you the ability to receive a one-resource discount on the first droid you play each turn. Furthermore, her knack for trouble lets you draw a card whenever you deal indirect damage to yourself.

Several cards in Legacies will allow you to inflict indirect damage on yourself for powerful effects. One of these is Aphra’s upgraded droid unit, BT-1 $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#DE77').colorbox(opts); });  (Legacies, 24). BT-1 is a two-cost droid upgrade (or one cost if played with Dr. Aphra’s ability) and deals one indirect damage to yourself and your opponent whenever you activate it. Its die can also dispense damage, with two melee damage sides, two indirect damage sides, and a disrupt side. Rolling in BT-1 ensures your opponent will be taking at least a little bit of damage every turn from this support alone.

Doctor Aphra can also actively continue her dangerous hunt for artifacts, using Delve $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 311 }; $('#1120B').colorbox(opts); });  (Legacies, 92) to deal one indirect damage to yourself to play a support or upgrade from your hand for free.

An Old Friend

While in his older years, Obi-Wan Kenobi $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#13A1D').colorbox(opts); });  (Legacies, 32) served as a mentor to Luke Skywalker, his legacy lies in the Clone Wars as a Jedi Master and General. This younger version of Obi-Wan Kenobi enters Destiny at fifteen points, or nineteen for an elite. His die includes two melee damage sides, two shield sides, and a resource side. Furthermore, anytime you activate Obi-Wan, you may give a character one shield. With both of his damage sides dealing an impressive three melee-damage, Obi-Wan provides both a solid offensive and defensive basis, protecting your characters while dishing out damage.

Obi-Wan’s impressive damage output can be amplified with his signature weapon, Obi-Wan Kenobi's Lightsaber $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#6683').colorbox(opts); });  (Legacies, 37). At three-cost, the weapon features a melee damage side, a modified melee damage side, two shield sides, and a special symbol. This special mirrors Obi-Wan’s offensive and defensive balance, allowing you to give a shield to the attached character before dealing unblockable damage to a character equal to the number of shields on the attached character. This can help build a natural defense while still dealing out devastating damage.

A Veteran Pilot

Also, introduced in Legacies is the concept of the “Power Action,” abilities that may only be used once per round, and are found on multiple characters, including famed pilot Wedge Antilles $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#10394').colorbox(opts); });  (Legacies, 41).

Wedge enters Destiny at eleven points for a normal version or fifteen for an elite. His die features an indirect damage side, a modified indirect damage side, a disrupt side, a shield side, and a resource side. His ability is a new Power Action that allows you to turn one of your vehicle dice to any side. This can ensure a powerful blow to your opponents from a vehicle like  Ghost $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#62DB').colorbox(opts); });  (Empire at War, 28) or a U-Wing $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#16011').colorbox(opts); });  (Spirit of Rebellion, 31), but is of course limited to once per round.

Wedge will get plenty of new vehicles to work with in Legacies. The Resistance Bomber $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#EED4').colorbox(opts); });  (Legacies, 43) is a three-cost vehicle that features three indirect damage sides (including one that deals a massive six damage) and a disrupt side. The Resistance Bomber also introduces a new concept in Legacies; damage on supports. Several vehicles will accrue damage as the game goes on; the Resistance Bomber is the simplest of these, taking a damage every time its die is resolved and being discarded after it takes three damage. The Resistance Bomber is a powerful but fragile tool, and Wedge can ensure you always get the most out of it.

Damage on supports can also be used as a protective method—one-cost support Bubble Shield $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 311 }; $('#FD6C').colorbox(opts); });  (Legacies, 145) allows you to mitigate indirect damage by placing it on the support.

Plan Your Assault

Since the beginning of Star Wars: Destiny, points for deckbuilding have resided purely on characters. With a thirty-point limit, any team that added up to less than that was playing with a disadvantage, resulting in little motivation to play a twenty-nine or twenty-eight point team. Legacies looks to expand on deckbuilding opportunities with new Plot cards. At the start of a game, you may choose a single Plot card to give you an advantage at the start of the game, in exchange for your deckbuilding points.

In Legacies, Plot cards cost between one and three points, allowing you to get to make a thirty-point deck even if your characters add up to a total in the high twenties. You can team an elite Lando Calrissian $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#874').colorbox(opts); });  (Empire at War, 39) with an elite Maz Kanata $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#D92C').colorbox(opts); });  (Spirit of Rebellion, 45) with a Profitable Connection $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 311 }; $('#82E5').colorbox(opts); });  (Legacies, 171) Plot to start the game with four resources!

A New Hope

Launching alongside Legacies will be two new starter sets for Destiny, focusing on two characters inheriting their father's legacies: Boba Fett and Luke Skywalker. Both decks feature twenty-four cards, nine dice, and all the components you need to take your first steps into Star Wars: Destiny.

The Boba Fett Starter Set features the Infamous Bounty Hunter himself as well as a veteran Stormtrooper. Boba Fett $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#DA69').colorbox(opts); });  (Legacies, 19) enters the game at twelve points for a normal version or sixteen points for the elite version, as featured in the starter. Boba Fett’s die includes a ranged damage side, a melee damage side, a disrupt side, a resource side, and a special symbol. The symbol allows you to deal damage to a character equal to the value showing on a die. This can turn your opponent’s greatest weapons against them and allow the bounty hunter to get the upper hand.

Meanwhile the Veteran Stormtrooper $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#BB52').colorbox(opts); });  (Legacies, 13) costs nine points and is sure to dish out damage with two ranged damage sides and an indirect damage side. A resource side and two blanks rounds out their die, so while they may not be the most consistent character, they are sure to support Boba Fett with additional damage.

The Luke Skywalker Starter Set features heroes from the original Star Wars trilogy: Luke Skywalker and Han Solo.

While his Awakenings version $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#BD13').colorbox(opts); }); (Awakenings, 35) shows Luke in his prime, Luke Skywalker, Unlikely Hero $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#124A4').colorbox(opts); });  (Legacies, 31) is just beginning his journey through the galaxy, entering Destiny as eleven points for a normal version or fourteen for the elite version, as featured in the starter. Luke’s die features two ranged sides, a melee side, a shield side, and a resource side. As a Power Action, you may spend two resources to resolve one of Luke’s character or upgrade dice, increasing its value by two. This gives you options when resolving Luke’s die, either saving your resources and resolving them as normal, or going for a big swing by increasing their value.

Fighting alongside Luke is the Savvy Smuggler, Han Solo $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#789').colorbox(opts); });  (Legacies, 46). This version of Han can be played at eleven points for a normal version or fourteen for an elite. Han’s die includes two ranged sides, a discard side, a resource side, and a modified resource side. After you activate Han, you may reroll a die, either yours or an opponent’s. This is essentially a free action and can be used to mitigate a threat or reroll into something better for yourself. With powerful abilities, this unlikely pair of heroes is ready to take on whatever challenge comes their way.

These characters are supported by brand new cards in their respective starter decks—check back later for future previews of these powerful tools!


With new mechanics and abilities for every color, Legacies will change the shape of Star Wars: Destiny for years to come.

Establish your legacy by pre-ordering the Boba Fett Starter Set (SWD09), the Luke Skywalker Starter Set (SWD10), and the Legacies Booster Packs (SWD11a) from your local retailer or from the Fantasy Flight Games website by clicking the links above.

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The Path of Honor and Steel

Sat, 10/07/2017 - 01:50
Published 6 October 2017 | Legend of the Five Rings LCG The Path of Honor and Steel

More Details for Legend of the Five Rings: The Card Game Organized Play

Prepare to live the story of Rokugan, with the debut of Legend of the Five Rings: The Card Game! Our previous Organized Play announcement detailed the clan-exclusive elemental role deckbuilding mechanic, the Hall of Honor for players who earn the title of Hatamoto at prestigious events, and the incredible preview events which were held at Gen Con and in London.

The release of the Core Set is upon us. Participating game stores worldwide will be hosting their Launch Party events, providing the first steps on the Organized Play path for their communities. Today, we are pleased to share two more of the steps along that path for players who thirst for the glory of competition!

Winter Court World Championship

November 1st through 5th, at the Fantasy Flight Games Center in Roseville, MN, the first Shogun will be crowned, and they alone will have the privilage of making the next Story Choice! The 2017 World Championships include a prestigious competition, side events, and a Prize Wall offering coveted items. Visit the Winter Court webpage for more information on this momentous tournament and its exclusive prizes, and wait with bated breath for the short story about the champion's Story Choice. After adding a third Day 1 heat to accomodate additional demand, we still have a limited number of seats available for purchase. Visit the 2017 World Championships webpage for attendee information, and then proceed to our ticketing portal by 9:00 AM CDT on Monday, October 9th to claim your opportunity to compete!

Kotei Series

The Toshi Ranbo Season of the Kotei Series begins two weeks after Winter Court at PAX Unplugged! These events feature a prestigious main tournament, plus many side events for players of all skill levels. The Great Clans will earn seasonal points in pursuit of three incredible clan rewards, one of which is an exclusive card for their clan's use, representing the season's namesake. Every player will receive a commemorative exclusive playmat and other prizes, in recognition of their courage and contribution to their clan's standing.

Five of the approximately twenty Kotei events in the Toshi Ranbo Season are recognized as a Grand Kotei, including PAX Unplugged, UK Games Expo, and Gen Con 2018, offering variant prizes and additional points. Hatamotos will be recognized and created, exclusive prizes will be awarded, and top players will earn a free seat at the 2018 Winter Court World Championship! Grand Kotei champions even earn travel and accomodations to attend Winter Court! Visit our Kotei Series webpage for more information and locations, and follow us on Twitter for updates as more locations are added!

For Rokugan!

Legend of the Five Rings has a rich history of passionate players and communities around the world. Much as the Great Clans of Rokugan are all part of a single united empire, local and regional communities are unified in their goal of sharing and enjoying the game they love. Many of the traditions these diverse communities practiced over multiple editions of these games are cherished ways to celebrate their passion, and invite others to join an inclusive group of players.

One of the most well known and long-standing traditions is the Banzai chant at large Organized Play events. While it bears similarities to historical chants and phrases, its creation is rooted in deference and respect of Rokugan and its Emperor. For many, this tradition instills a sense of belonging in competitors that have gathered from many different communities, unifying them as one voice before turning their focus to the battle at hand. Unfortunately, the real-world historical context of similar phrases has connected a number of negative associations to this chant, which undermines the tradition by detracting from the sense of community and positivity it seeks to establish.

We invite you to enter a Rokugan which honors the traditions of the past, while blazing a new path for its games and narrative. At the preview events for Legend of the Five Rings: The Card Game, we honored the path tradition of the Banzai chant by leading over 900 players in its recital. Now we blaze a new path, forging new traditions together with reinvigorated communities. The Banzai chant's powerful foundations of unity and deference will live on in a new Organized Play tradition!

Rokugan Chant

Leaders: For Honor!
Competitors: Honor!
Leaders: For Glory!
Competitors: Glory!
Leaders: For Rokugan!
Competitors: Rokugan!

At Kotei Series events and the Winter Court World Championship, event staff and Hatamotos will lead competitors in the Rokugan Chant. Their united voices will thunderously announce the epic battle about to take place, crafting new memories for players and observers alike. Its words will be proclaimed in the language of the hosting territory, in recognition of the diverse global communities that share in the game's history even as it continues to be written.

Please join us as we craft this tradition and others together, beginning with the release of the Core Set for Legend of the Five Rings: The Card Game, and for many years to come! For Honor! For Glory! For Rokugan!

Launch Program

Participating game stores will be welcoming players into Rokugan with the first of the events in the Launch Program! Three opportunities await players in the months following the release of the Core Set. The Launch Party is a casual open play event, using decks built from a single Core Set. Then, after the exclusive elemental roles for each clan are determined at the Winter Court World Championship, the Imperial Summons event calls players back to strategize and play with full decks built from two or three Core Sets, using the new exclusive role card for their clans. The last event in the Launch Program is the first tournament: players will compete in three rounds of paired games at the Way of the Rings event. Fantastic prizes, including stunning textless clan champion cards with extended art, will be awarded to attendees of each event. Visit the Launch Program webpage for more information and the instructional guide, then contact your local game store to find out when their events are taking place!

In-Store Play

In the coming weeks, pre-orders will begin for the first quarterly in-store Organized Play kit for Legend of the Five Rings: The Card Game. This deluxe quarterly kit will bring weekly or monthly play into your local game store along with a special event, each calendar quarter! The first quarter of 2018 will feature an in-store championship to embrace the competitive spirit of local communities around the world. Stay tuned for particulars about the prizes and experiences that the in-store kits will contain! Follow us on Twitter, and sign up for the FFG Community OP Newsletter to be the first to know when these tantalizing Organized Play details are revealed!

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Masks of Nyarlathotep

Sat, 10/07/2017 - 01:50
Published 6 October 2017 | Eldritch Horror Masks of Nyarlathotep

Announcing the Newest Expansion for Eldritch Horror


“...I saw the world battling against blackness; against the waves of destruction from ultimate space; whirling, churning; struggling around the dimming, cooling sun. Then the sparks played amazingly around the heads of the spectators, and hair stood up on end whilst shadows more grotesque than I can tell came out and squatted on the heads.”
H.P. Lovecraft, Nyarlathotep

Join the search to stop innumerable cults worshipping a single, dreaded being in Masks of Nyarlathotep, a new expansion for Eldritch Horror from Fantasy Flight Games, inspired by the classic Call of Cthulhu roleplaying adventure! At the same time, you can experience the adventure anew in your roleplaying group with a new edition of the Masks of Nyarlathotep adventure from Chaosium that brings the definitive Call of Cthulhu roleplaying campaign into the game's seventh edition.

From this story's inception in the first edition of the Call of Cthulhu roleplaying game, the dark horrors of Nyarlathotep have thrilled and delighted fans around the world. With this expansion, Fantasy Flight Games worked closely with our good friends at Chaosium to learn the midnight secrets and terrifying truths of one of their most famous Ancient Ones—and we're thrilled for you to experience that in Eldritch Horror and the Call of Cthulhu RPG. The Masks of Nyarlathotep expansion for Eldritch Horror is now available for pre-order from your local retailer or the Fantasy Flight Games website here! For more information on the Masks of Nyarlathotep adventure for the Call of Cthulhu RPG, visit their website here!

The stink of charred flesh still lingers in the night air amidst a dense copse of trees. You stare numbly at the pages in your hands and try to fight off the realization that threatens to coalesce in your thoughts. Three different cults. One under the streets of London, one amongst the sands of Egypt, and now this sect just outside of Tokyo. The specifics of the horrific rituals had all been wholly different, save for one, singular detail: the mind-bending invocation that closed each of the ceremonies was exactly the same at each site. Each time, you and your compatriots had barely averted some soul-wrenching atrocity against nature. How many more groups were still chanting this terrifying phrase? Each cult had been so difficult to find, and so different from the last. None of it added up. What thing were these rites feeding and how could you follow this thing when every clue led to a new trail?

Once again, the world’s intrepid investigators must attempt to thwart the cataclysmic rise of an otherworldly Ancient One. Strange cults are gathering strength in remote corners and bustling cities all over the world. Though the cults seem to worship different gods, the investigators will find one thread that runs throughout all their evil rites: Nyarlathotep. Known as the Messenger of the Outer Gods, Nyarlathotep is the only Ancient One who still actively walks the Earth to work his will upon humanity. The investigators must stop these cults, or Nyarlathotep will gain enough strength to open the Ultimate Gate, ushering in an unthinkable doom.

Many Guises With One Goal

Nyarlathotep’s followers dot the face of the earth, opening gates and weakening the membrane between this reality and the realm of the Outer Gods. These cults of Nyarlathotep must be rooted out by undertaking new Adventures and by visiting the sites of new Mystic Ruins. Will you work to destroy the Australian Cult of the Sand Bat, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 467 }; $('#14D13').colorbox(opts); });  or perhaps there is something to be found in the lost Yithian city of Pnakotus? $(document).ready(function() { var opts = { iframe: true, innerHeight: 467, innerWidth: 300 }; $('#FDFF').colorbox(opts); });  The investigators will need to race to gather information and stop the influence of Nyarlathotep in each and every form he takes, but it will take careful planning if they hope to stamp out enough of his followers in time.

Nyarlathotep sows chaos, gathers followers, and then changes his face as easily as a person changes clothes. Constantly altering his form and taking on new aspects, Nyarlathotep works ceaselessly to bring the Outer Gods into our world. He has pulled his puppeteer’s strings so subtly and for so long, that there are very few that have not been affected by his fell purpose. In Masks of Nyarlathotep, each investigator bears the scars of their own unique brushes with the otherworldly in the form of new Personal Stories. Pursue an investigator’s Personal Story to gain insight into each character’s background, gain unique rewards, and stave off terrible consequences, but take care to weigh the needs of these few with the fate of the many who hang in the balance.

Gathering Strength to Stop the Chaos

The investigators will need to be well-prepared to take on the widespread threat of cultists that support Nyarlathotep by gathering new Artifacts, Unique Assets, and Spells for the journey ahead. The team will also need to be especially well-equipped when taking on the new Campaign mode of play introduced in the Masks of Nyarlathotep expansion. When taking on a Campaign, players will need to win multiple games, with consequences and benefits carrying over to the next game after each threat is sealed away from the world. If stopping any single Ancient One seems an impossible task, can the investigators possibly hope to succeed as these otherworldly beings attack one after another? 

Around the world, the cultists chant on, each committed to their own goals while unwittingly worshipping one of the myriad aspects of Nyarlathotep. How many of these groups have completed their occult rites? How many more have yet to be stopped by the investigators? Find out more about the new investigators and how their pasts factor into the fight against the Messenger of the Outer Gods in our upcoming previews of Masks of Nyarlathotep!

Masks of Nyarlathotep (EH09), the newest expansion for Eldritch Horror, will be available in the first quarter of 2018. Pre-order from your local retailer or the Fantasy Flight Games website here, and remember to visit the Chaosium website to learn more about the Masks of Nyarlathotep adventure for the Call of Cthulhu roleplaying game!

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The copyrightable portions of Eldritch Horror are © 2013 Fantasy Flight Publishing, Inc. Eldritch Horror and Fantasy Flight Supply are trademarks of Fantasy Flight Publishing, Inc. Arkham Horror is a registered trademark of Fantasy Flight Publishing, Inc.

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Welcome to Rokugan

Fri, 10/06/2017 - 01:49
Published 5 October 2017 | Legend of the Five Rings LCG Welcome to Rokugan

Legend of the Five Rings: The Card Game Is Available Now

From the Shadowlands in the south to the Burning Sands in the north, from the Twilight Mountains in the west to the Islands of Spice and Silk in the east, Rokugan, the Emerald Empire, has stood for over one thousand years thanks to the seven Great Clans who serve the Emperor. As guardians and politicians, each clan fulfills their role in society and they are as varied as they are powerful. But all are bound by the same code of honor, the way of the warrior, the code of Bushidō. Honor is valued above all else, and a misspoken remark can be just as fatal as an enemy’s blade.

Enter the Emerald Empire. Legend of the Five Rings: The Card Game is available now!

The world of Rokugan expands before you with the new Living Card Game® of honor and steel. Choose your Great Clan and overrun your opponent’s provinces through military and political strength. Every game of Legend of the Five Rings: The Card Game sees two players vie for superiority on the battlefield and in court. The first to overrun their opponent’s stronghold—through military or political means—claims victory.

Honor and Steel

 A round of Legend of the Five Rings: The Card Game begins with the dynasty and draw phases, in which the clans recruit characters from their provinces for the purposes of war or political intrigue. We also introduced the game's fate mechanic, which is not only used to deploy characters but also determines how long those characters will be on the field. After characters are recruited, players prepare for any eventuality by bidding their clan's honor in order to draw more cards.

Next, we looked at the second half of a turn, in which the clans engage in conflict. Players take turns attacking one another’s provinces through military and political might. A game of Legend of the Five Rings ends when three of a player’s provinces are broken, and their stronghold is overrun.

The Great Clans

The most important choice you’ll make in Legend of the Five Rings: The Card Game is your clan. The seven Great Clans of Rokugan are all different: mechanically, philosophically, and thematically, and each provides a completely different play experience.

The Lion Clan serve as the Right Hand of the Emperor, supplementing their military might with honor and tradition. As such, the Lion Clan heavily favors military conflicts and can bring characters and attachments back from your discard piles with their focus on tradition and history.

The Dragon Clan watches over Rokugan as mysterious monks in the mountains to the north. As seekers of enlightenment, the Dragon Clan interact with the rings of Rokugan in mysterious ways and strike a balance between military and political skill.

Meanwhile, to the south, the Crab defend the massive Kaiu wall from the monstrosities that reside in the dread Shadowlands. With no need for honor or glory, the Crab dutifully protect the Emerald Empire, though the citizens of Rokugan will never know how much the Crab sacrifice in the name of safety. The Crab excel when defending, and are willing to sacrifice their own warriors and courtiers for powerful effects.

Over 700 years ago, the Ki-Rin Clan left Rokugan to investigate external threats. After centuries of exploration and intermingling with foreign cultures, the clan returned to Rokugan as strangers in their own lands, renamed the Unicorn Clan. The Unicorn’s affinity for horses and strange magic are used to gain momentum over their foes in a game of Legend of the Five Rings: The Card Game.

While the Lion represent the Right Hand of the Emperor, the Crane represent the left. Artisans and poets, the Crane are the pinnacle of perfection in Rokugan, always setting trends and speaking with grace unmatched. In political conflicts, the Crane dominate their opposition and win with a fluid style.

As caretakers of the elements, the mystical Phoenix Clan fill the important role of guarding the Emperor’s soul. Delving into the mysteries of the spirit, what some would call arrogance the Phoenix call wisdom. Wielding powerful spells and high glory values, the Phoenix can overwhelm their opponents with a mix of military and political might.
The Scorpion Clan serve as the underhand of the Emperor, dirtying their hands to keep Rokugan safe, no matter the cost to their own honor. The Scorpion do what must be done, and as such, they earn the ire of the other clans. Dishonor and underhanded tactics are the weapons of the Scorpion, and their foes must be wary of attacks from all angles.

The Conflicts Ahead

It’s been a long journey into Rokugan, but now, you can enter the land of honor and steel with Legend of the Five Rings: The Card Game. When the Great Clans face off, what side will you choose? Do you have what it takes to emerge victorius?

Make your choice and pick up your copy of Legend of the Five Rings: The Card Game (L5C01) from your local retailer today!

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Honor and Adventure Await

Fri, 10/06/2017 - 01:49
Published 5 October 2017 | Legend of the Five Rings RPG Honor and Adventure Await

Download the Legend of the Five Rings RPG Beta Now

The land of Rokugan is under siege from all sides. Intrigue lurks around every corner as the seven Great Clans compete for superiority. Danger threatens the land from natural calamities and celestial inteference both. Caught between all of this is you, an honorable samurai of the Emerald Empire. The first steps into adventure are yours to take—but what awaits you in the mystical land of Rokugan? Adventure? Horror? Romance? All this and more arrive in the Legend of the Five Rings Roleplaying Game.

Fantasy Flight Games is proud to announce the Legend of the Five Rings Roleplaying Beta is available now, and can be downloaded here!

Adventure Awaits

The Legend of the Five Rings Roleplaying Game is a game of samurai drama, drawing inspiration from real world literature and history and taking place in the fictional land of Rokugan. Characters are torn between their personal desires and their sworn duties, and must often contend with cunning court intrigues, deadly armed conflicts, and dangerous supernatural creatures.

In the game, each player takes on the role of an individual samurai whose honor and loyalty will be put to the test through adventures featuring suspense, romance, action, and more. All the while, you must grapple with your human emotions and choose between following your heart’s desire or doing what society—and the code of Bushidō—demands of you. These personal stories of triumph and tragedy will reverberate across the Emerald Empire and shape the very future of Rokugan.

The Legend of the Five Rings Roleplaying Game provides players and Game Masters with the tools to tell stories of samurai drama within the Emerald Empire. The game contains rules for creating characters sworn to one of the seven Great Clans and running game sessions filled with intrigue and conflict. A wide variety of skills, techniques, passions, flaws, and more allow players to customize their character mechanically and narratively. And the fantastical feudal setting of Rokugan provides a rich tapestry of majesty and wonder where these stories can unfold.

The Legend of the Five Rings Roleplaying Game employs custom dice, but it uses a system completely unique from the Narrative Dice System employed by Genesys and the Star Wars™ Roleplaying Games. The Legend of the Five Rings Roleplaying Game revolves around a concept from previous editions called roll and keep, now using unique custom dice. When attempting to have their character resolve a task in the story, a player rolls a number of dice and then chooses and keeps a number of these dice. This activity (rolling and keeping dice to see the consequences of a character’s effort) is called a check. Only kept dice are resolved, which gives the player the strategic opportunity to decide which symbols will make for the best story. Many die faces contain both positive and negative outcomes together, and a player must decide if the benefits of keeping that die outweigh the costs—greater success may cost more than you are willing to bear.

A Warrior's Weapon

The dice used for the Legend of the Five Rings Roleplaying Game are unique in nature, using custom symbols. While the beta contains a conversion chart that allows you to use standard six-sided and twelve-sided dice for checks, Fantasy Flight Games has also created a dice app which can be downloaded from the App Store or Google Play! The app features a standard set of dice as well as the custom dice featured in the game, inviting you to perform checks with just the click of a few buttons!

$(document).ready(function() { var opts = { iframe: true, innerHeight: 2048, innerWidth: 1536 }; $('#8F3A').colorbox(opts); });

The Legend of the Five Rings Roleplaying Game Dice App gives you all the dice you need to play a game of Legend of the Five Rings.

The Legend of the Five Ring Roleplaying Game Beta gives players everything they need to start running adventures in the world of Rokugan. Though it does not contain the full contents and character options of the future release, it has more than enough for you to begin roleplaying in Rokugan. You can download the beta here, and sign up for our mailing list here! After providing an email address for our mailing list, the Legend of the Five Rings development team will send out surveys every other week for players to provide feedback and distill their experiences in the world of Rokugan. This feedback will be read and taken into account when creating the final product, giving you a chance to influence what roleplaying in Rokugan looks like!

The First Steps

If you want more information on Legend of the Five Rings Roleplaying Game, be sure to sign up for our mailing list located here. The emails you receive will feature information on Legend of the Five Rings Roleplaying Game development and updates on how the beta is progressing.

The Legend of the Five Rings Roleplaying Game Beta has arrived. Find out what adventure awaits you by downloading the beta here!

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