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Cracking the Metagame

14 hours 51 min ago
Published 22 February 2018 | X-Wing Cracking the Metagame

A Report from the 2018 X-Wing™ System Open Series

The 2018 X-Wing  System Open Series has just made the jump to lightspeed!

Last weekend, Portland's Oregon Convention Center played host to the System Open Series. This was the year's fourth event, and it came hard on the heels of the battles in Glendale, Arizona, and Copenhagen, Denmark.

And now that the System Open Series is in full swing, we’re racing from one event to the next, blasting through the stars at top speed. And after we just saw hundreds of ships flying to battle in Portland, we’re already running up against this weekend's battles in Kraków, Poland.

It’s a lot to process in relatively short time—especially as we're still seeing the metagame ripples from Wave XII and XIII. So what did we see in Portland, and what can you expect from Kraków?

Results from Portland

A string of results at recent Regional Championships, System Open Series events, and other tournaments have demonstrated the huge metagame impact of squadrons featuring the Ghost and Fenn Rau in the Sheathipede-class Shuttle.

As Top 8 player Andrew Bunn noted, the players in Portland were well aware of this fact. "People either brought the list itself, or something they thought had a good chance of beating it. That's why you see so much Expertise showing up in the lists in the cut—including my list."

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Expertise was easily the number one upgrade from the Top 8, featuring in no fewer than five of the eight squadrons. Even so, the Ghost and Fenn Rau still made their way to the final table, flown by Taylor Seidlitz against Gordon Pinkerton, who didn't just take Expertise as a counter to Fenn Rau's Hotshot Co-pilot, but also flew a Tactician aboard his Lowhhrick as a counter to the Expertise he saw everywhere else.

In the end, Gordon said the final moments of his match with Taylor were "extremely close and down to the wire, ending with a 1-hull Rey versus his 'Zeb' shuttle. It could've gone either way," he added, "but I managed to get in close and hit him hard before he could hit me back… But it was very tense!"

Notably, for their performances, Gordon, Taylor, and all the other Top 8 participants earned an invite to the Coruscant Invitational to be held in October at the Fantasy Flight Games Center.

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The Top 8 were joined, also, by Tom Wiggin who went undefeated in the Hyperspace Qualifier. With his success in that event, he has also earned an invitation to the Coruscant Invitational.

Tom's success is notable, in part, because he's been playing the game for less than a year. "It's been a great season so far," he said. "This is my first full year playing X-Wing with no tabletop experience before."

To prepare for the event, Tom tested a number of different lists in other events, trying the Alpha-class Star Wing at one event before trying out the Ghost and Fenn Rau in another. These experiences provided him a better idea of what he might expect, and he ended up playing what he saw as a "hard counter" to the Ghost and Fenn Rau—three Auzituck Gunships, all loaded with passive dice modification and Tactician.

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Congratulations to all nine of these players for their great showing at Portland, and we look forward to seeing them in October for the Coruscant Invitational. For his victory, Gordon earns a free flight and hotel accommodations for the event.

More to Come

The battles at the Portland System Open were fast and furious, but there's much more to come. In fact, the series blasts over to Kraków this weekend, where we'll get a glimpse of the European metagame!

What can we expect from the Europeans and their takes on the recent Waves? Will we see the Rebel Alliance once again conquer all? Check our list of System Open events to plan your attendance. Then stay tuned for more of our updates, and you might find some new squads to fly against your friends and in your local tourneys!

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© and ™ Lucasfilm Ltd.

Categories: Company News

The Oncoming Storm

14 hours 51 min ago
Published 22 February 2018 | Arkham Horror: The Card Game The Oncoming Storm

Black Stars Rise Is Now Available for Arkham Horror: The Card Game

“The people faded away, the arches, the vaulted roof vanished. I raised my seared eyes to the fathomless glare, and I saw the black stars hanging in the heavens: and the wet winds from the Lake of Hali chilled my face.”
   –Robert W. Chambers, “In the Court of the Dragon”

Long after The King in Yellow was first performed at Arkham’s Ward Theater, strange occurrences have continued to wreak havoc on those who witnessed the cursed play. You could not find the answers you sought in Arkham. Tracing back the history of the play, you voyaged across the sea to Paris and delved deep into the catacombs where few dare to tread. Even that was not enough. As the mystery unravels, you follow the trail to Mont Saint-Michel where a storm is brewing. Hastur is coming…

Black Stars Rise, the fifth Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game, is on sale now at your local retailer or online through our website here!

Choose Your Fate

The island commune of Mont Saint-Michel is both elegant and enigmatic. During low tide, you would be able to walk across the tidal causeway to reach the island, but when you arrive the tide is higher than you anticipated or even thought possible. Dark clouds circle overhead, blacking out the sun, and the distant roar of thunder speaks of an approaching storm. With a rare stroke of luck, you find a boat with a captain willing to take you to the island, and prepare for the ritual to come.

As the Black Stars Rise, there is no hope for escape. This Mythos Pack, which can be played as a standalone adventure or as part of the larger The Path to Carcosa campaign, has no Act deck. Rather, the only agency you have is in choosing how you will meet your doom with two Agenda decks in play at any given moment. By investigating the island locations, you will uncover clues that you can spend to advance the agenda of your choice. Advancing one agenda will bring you closer to opening a path to lost Carcosa, while the other will provide Hastur with a chance to escape into our world.

In some instances, you will have no choice which fate you suffer, such as when doom is placed on a location you visit or a monster you encounter. This counts towards the doom threshold on both agendas. But perhaps the freedom from choice is a blessing when your options may lay bare your soul for all to judge. A Rift Seeker $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17B98').colorbox(opts); }); (Black Stars Rise, 301) may force you to make an impossible decision when they attack: either take an additional blow to both your health and sanity or place one doom on each agenda in play. Do you push yourself closer to the brink of death or sacrifice yourself to protect the world, when you know it will only delay the inevitable?

Fortune’s Fool

How you respond to these shifting, inescapable agendas is entirely up to you. First, you may simply choose to prepare for the dangers to come. To help in this endeavor, Black Stars Rise provides you an upgraded version of Ward of Protection $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1A6E').colorbox(opts); }); (Black Stars Rise, 270). This Spell, which originally appeared in the Core Set, allows you to cancel the revelation effect of a non-weakness treachery card, in exchange for suffering one horror. But while the original Ward of Protection $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12133').colorbox(opts); }); (Core Set, 65) only permitted you to make this exchange in your own defense, the upgraded version found in this Mythos Pack lets you pay this price for any investigator, no matter how far away they are. With the coming of Carcosa and your impending doom, your companions are all you have left.

If the odds appear insurmountable, you can always surrender to despair and embrace the fact that you have nothing left to lose. The certainty of your demise may embolden you to stop trying to escape the monsters that stalk your every move and instead go On the Hunt $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#46F1').colorbox(opts); }); (Black Stars Rise, 263). You may use this Tactic when you would draw an encounter card during the mythos phase. Rather than drawing an encounter card, you can search the top nine cards of the encounter deck for an enemy and spawn it engaged with you. But be careful—those who go looking for trouble often find it and when courage becomes foolhardy, you put more than just yourself at risk.

But one more choice remains. You can decide that this cursed place so far from home is not where you meet your demise. No, you will fight what is written in the stars and prove that you are a True Survivor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14792').colorbox(opts); }); (Black Stars Rise, 273), using all your knowledge to pull through this ordeal and keep your Spirit alive. After all you have learned, all you have seen, it cannot end like this.

Rising Tide

Your fate is sealed, but all hope is not lost. You may be powerless to escape the horror of Black Stars Rise, but you can be sure that you will not go down without a fight. Journey to Mont Saint-Michel, battle the agents of Hastur, and discover The Path to Carcosa

You can pick up Black Stars Rise (AHC16) at your local retailer today or on 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

The Dirge of Reason

14 hours 51 min ago
Published 22 February 2018 | Arkham Horror: The Card Game The Dirge of Reason

A New Arkham Horror Novella Is Now Available

“Where were the bodies?”
“All over,” he said, “Some were whole, some were in pieces, some were…”
“Some were what?”
“Hard to describe. Crushed, I guess. Like a bug when you step on it and drag your shoe.”

Lake house destroyed. 38 dead. Cause unknown.

Federal Agent Roland Banks has always done things by the book. It was the only way to avoid being dragged into the mire of corruption and quid pro quo that is government in Prohibition America. But when Banks busts the wrong bootlegging operation in backwoods Virginia, his punishment is a bizarre assignment in Arkham, Massachusetts.

It is clear from the outset that Arkham keeps its secrets close, and Roland isn’t going to break open this case if he sticks to standard procedure. As the mystery and chaos surrounding the investigation threaten to unravel Roland, he must decide how much he’s willing to risk in order to uncover the truth. Fantasy Flight Games is pleased to announce that The Dirge of Reason, the thrilling new Arkham Horror novella by Graeme Davis (including four exclusive cards for Arkham Horror: The Card Game) is on sale now at your local retailer or on our website here!

A Tragic Quandary

The Dirge of Reason throws you headfirst into the roaring twenties, where tragedy has struck the small town of Arkham, Massachusetts. During an apparent freak accident, the entire New England Virtuosi Orchestra perished, and federal agent Roland Banks has been sent all the way from Washington D.C. to investigate. The official report reads, “Explosion, cause unknown.” Can you really expect anyone to be pleased with a conclusion like that? The house looks like a howitzer shell hit it, but nobody knows why and the local authorities weren’t encouraged to look very hard. There is no gas that anyone knows of, and the boiler was far too small to explode with that amount of force. Could it have been bootleggers? A mob hit? Or something more sinister, something unnatural?

Upon investigating the house, or what remains of it, Roland finds that even the trees are bowed away from the house as if some giant had pushed them askew. At the center of the clearing, there's nothing more than hints of foundation and a crumbling chimney which looms over a jumble of wood and rubble. There is no hint of fire anywhere. All the animals have fled, and the only sound is an unsettling wind that chills Roland’s heart and fills the federal agent with a sense of dread. Even dynamite would have been kinder than whatever happened here.

With few leads and even fewer witnesses, Roland begins his investigation. But where it takes him may be worse than the crushing ignorance that haunts his waking hours. Now, you are invited to accompany the Fed and experience the mystery for yourself. Within the pages of The Dirge of Reason, you will find full-color inserts of Roland Banks’s case notes as well as all the evidence that the agent has at his disposal: letters, newspaper clippings, and official reports. You have the unique opportunity to step into the federal agent’s shoes as you review the evidence that may lead to a crack in the case. The key to solving this riddle may be hidden right in front of you.

Mysteries Remain

In addition to the novella, filled with the twists and turns that define the Arkham Horror Files universe, The Dirge of Reason includes four exclusive cards for Arkham Horror: The Card Game that can only be found in The Dirge of Reason. These new cards offer additional deckbuilding options for use with this investigator. The fearless Roland Banks was one of the first to confront the terrors that haunt Arkham when he entered Arkham Horror: The Card Game in the Core Set. Now, in The Dirge of Reason, the Fed gets a bold new player card to accompany his continuing adventures.

Roland Banks is nothing if not a savvy investigator. Even in places where others are certain all clues have been found, Roland knows that Mysteries Remain $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#AA0E').colorbox(opts); }); (The Dirge of Reason, 5). When you are embodying the federal agent in your investigations, his natural Insight enables you to either place one clue from the token bank on your location, or discover one clue at your location, and then remove Mysteries Remain from the game. If you find yourself trapped in an investigation where you are constantly hitting dead ends, you may use this event to increase the number of clues at a location with a low shroud value, thus giving you the opportunity to gain more clues and advance the Act deck without struggling at locations that are difficult to investigate.

However, on the opposite end of the spectrum, Roland Banks may become bogged down by The Dirge of Reason $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#13EE0').colorbox(opts); }); (The Dirge of Reason, 6) trapping him in his own form of Madness. When you are playing as Roland and this card is revealed, you must place two of your clues on your location. If you cannot, you must place all of your clues on your location, take one horror, and shuffle The Dirge of Reason back into your deck. Roland may be a skillful, trained agent, but how can an investigator accept answers that defy all laws of logic?

Crack the Case

Solving this mystery will not bring back the lives that have been lost, but it may offer closure to the families and prevent anyone else from suffering the same fate. Expand your investigations, help Roland Banks crack the case, and never surrender to The Dirge of Reason!

Pick up The Dirge of Reason (NAH11) at your local retailer today or on 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

Blizzard Assault

14 hours 51 min ago
Published 22 February 2018 | Star Wars: The Card Game Blizzard Assault

Trust in the Force Is Now Available for Star Wars: The Card Game

“We have spotted Imperial walkers!”
  
–Echo Base trooper, Star Wars: The Empire Strikes Back

The Star Wars galaxy is a place of adventure and danger, a place where anything can happen. Perhaps most of all, it’s a place where you want close friends and allies standing by your side. You can bring the iconic characters of the classic trilogy and Star Wars Rebels together with Trust in the Force, the fifth Force Pack of the Alliances cycle for Star Wars™: The Card Game, now available at your local retailer and online through our webstore!

The Alliances cycle has nearly drawn to its close with the release of Trust in the Force. As it pushed the boundaries by encouraging players to bring their factions together in a single deck, it also turned an eye onto the past cycles of Star Wars: The Card Game. Within the ten new objective sets (two copies each of five distinct sets) found within Trust in the Force, you’ll find a copy of Obi-Wan Kenobi that rewards you for working across factions and two other sets that mark a return to the battles of Hoth.

Back on the Ice

In the first cycle of Force Packs for Star Wars: The Card Game, The Hoth Cycle, players were drawn into a thematic journey through the entire Battle of Hoth—from the Empire’s first probing efforts to find Echo Base to the Rebel Alliance’s desperate flight after the walker assault. Now, the Imperial Navy objective set from Trust in the Force gives dark side players a way to make Walker units more dangerous than ever before.

Two towering Walker units lie at the heart of this objective set, starting with Blizzard 1 $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#667A').colorbox(opts); }); (Trust in the Force, 2178), the AT-AT that General Veers rode as he commanded the assault on Echo Base. Like all AT-ATs, Blizzard 1 offers high damage capacity and a punishing array of combat icons, as well as the elite keyword. However, like many other Walker units, it also offers you the chance to forfeit your combat icons for another effect. In this case, you can simply discard any participating unit, so long as it doesn’t have an enhancement attached to it. If your blast damage would be useless (such as when defending against a light side attack), discarding an enemy unit outright can be more powerful.

You’ll also be able to punish your opponent’s forces with another Walker, Blizzard 2 $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D8B2').colorbox(opts); }); (Trust in the Force, 2179). While it’s not an elite unit like Blizzard 1, Blizzard 2 has the edge (1) keyword, making it that much easier for you to win the edge battle. Blizzard 2’s effect is not as openly dangerous as Blizzard 1, but it offers a far more insidious effect. Instead of using Blizzard 2’s combat icons, you can instead set the Balance of the Force to the dark side and skip the Force phase this turn! By guaranteeing that you’ll hold the Force through the entirety of the next turn, Blizzard 2 can help you spread the power of the dark side across the galaxy.

The downside of marching heavy Walkers into battle is their high resource cost. Especially earlier in the game, before you’ve had a chance to establish your economy, investing a large amount of resources to play a single unit could be fatal. Fortunately, this set’s objective gives you a way to reduce the cost of your assault force. So long as you have Blizzard Assault $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#FBD5').colorbox(opts); }); (Trust in the Force, 2176) in play, you can reduce the cost of the first Walker unit you play each turn by the number of Hoth objectives that you control. Potentially playing Blizzard 1 for just two resources makes Blizzard Assault an invaluable addition to your objective lineup—and you can keep it around longer by using Battle of Hoth $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#136F8').colorbox(opts); }); (Trust in the Force, 202) to remove damage.

No assault on Echo Base would be complete without the Imperial general who led their forces into battle: General Veers $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#10849').colorbox(opts); }); (Trust in the Force, 2177). General Veers makes all of your Walker units elite, and you can also play him as a pilot on one of your Walker units. As we’ve already seen, Walker units are known for having an additional, powerful effect, so long as you forfeit your combat icons. With General Veers piloting a Walker, that unit can both trigger its Reaction and resolve its combat icons! This additional firepower may even give you the edge that you need to declare a Decisive Victory $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2E23').colorbox(opts); }); (Trust in the Force, 2180), destroying enemy enhancements even as you blow up objectives.

The Force Is Strong

You may be fighting the Battle of Hoth all over again—or you may be forging unlikely alliances across the galaxy, finding new friends, and fighting side by side. Whether you fight for the dark side or the light, you’ll find new cards in the Trust in the Force expansion for Star Wars: The Card Game!

You can pick up your copy of Trust in the Force (SWC41) at your local retailer or online through our webstore today!

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

 

Categories: Company News

The Rebellion Is Born

14 hours 51 min ago
Published 22 February 2018 | Star Wars: Edge of the Empire The Rebellion Is Born

Dawn of Rebellion Is Now Available

Dawn of Rebellion, the first Era Sourcebook for the Star Wars™ Roleplaying Game, is available now from your local retailer or on our webstore! Drawing from the characters, locations, and equipment featured in Rogue One: A Star Wars Story and the Star Wars Rebels series, Dawn of Rebellion gives players and Game Masters the tools and the inspiration to create their own adventures set in the early days of the Rebellion against the indomitable war machine of the Empire.

Whether your campaign is primarily themed around Edge of the Empire, Age of RebellionForce and Destiny, or a blend of all three, Dawn of Rebellion offers a range of new specialization trees and species for you to use as player characters and the denizens of the galaxy that they meet. Location dossiers for iconic worlds such as Alderaan, Jedha, Dathomir, and more contribute terrific source material for your tales of danger and adventure. Additionally, extensive information on every level of the organization of the Empire gives players and Game Masters a solid background foundation for stories of desperate fringers, brave Rebels, or nascent Force-users.

Talents for the Talented

In Dawn of Rebellion, players gain access to an astounding six new specialization trees, representing a wide range of archetypal themes from the Star Wars galaxy that can help contour a character’s place in their own story.

We’ve shown you the Retired Clone Trooper, a veteran of countless battles who serves as a stalwart anchor for allies in combat. Force Adherents, while not able to channel to flow of the Force themselves, dedicate their lives to the lost principles of focus, determination, and discipline that guided the Jedi for millennia. Imperial Academy Cadet is a specialization designed for those who became disillusioned with the oppressive government they once swore to serve and now use that same galaxy-class education and training for their own, or loftier, goals. The Padawan Survivor provides a character of any previous specialization with a Force Rating of 1 and includes a multitude of talents for protecting oneself in a hostile galaxy. Pirates navigate the underworld with a sharp tongue and plasteel nerves, always on alert for a good deal or an unsuspecting fool. Finally, Ship Captains roam the galaxy with their loyal crew, confident in the knowledge that that loyalty is earned and rewarded.

Species in Revolt

Four new species also arrive in Dawn of Rebellion, all of which are themed around the control and exploitation of Imperial occupation. Freedom-loving Drabatans are an amphibious race of artists and singers who value expression and independence above nearly all else. Gigorans are burly, furry giants whose family and clan social structure has been upended by organized slavery operations. The ape-like Iakaru never developed space travel on their own, so their simple matriarchal society has only recently been displaced due to Imperial and corporate invasions of their resource-rich homeworld. The mineral-rich planet of Yar Togna has long been a source of materials for vital technologies, and the Empire did not hesitate to dominate the harvest and exportation of resources once belonging to the callous and cybernetically enhanced Tognath people.

Grand Designs

For Game Masters, Dawn of Rebellion offers significant insight into the workings of many Imperial organizations that may vex players, no matter the theme of the campaign. The Imperial Army and Navy are obvious foes, and ones that might largely be avoided by characters not playing an Age of Rebellion story. However, COMPNOR, the Imperial Security Bureau, and the Inquisitorius are fundamentally more insidious and pervasive. Beyond that, other groups like criminal organizations and independent Rebel cells provide both allies and opposition, as all kinds of motivations and goals may align or counter in interesting ways.

Modular encounters also make a return in Dawn of Rebellion, showcasing each of the different legendary locations featured in the book. As always, these encounters are designed to give players a strong sense of connection between the locale and the campaign, though any of the encounters could easily be modified to assimilate into an existing story.

Make Your Way

The embers simmer, ready to become a mighty blaze. From the populous and buzzing Core Worlds to the barren frontier of Outer Rim, no individual can fully escape the repercussions of the Galactic Empire. Even if one never sees a stormtrooper or hasn't felt terror in the shadow of an orbiting Star Destroyer, the presence of the Empire permeates all things. It is a galaxy in which, if the Emperor so wishes, it shall be.

Civilization has never seen such darkness. It has never needed such hope. It has never before needed heroes more. 

Join the fight. Dawn of Rebellion (SWR10) is available now at your local retailer and our online store, so pick up your copy today!

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© and ™ Lucasfilm Ltd.

 

Categories: Company News

Crime Never Ends

Thu, 02/22/2018 - 15:53
Published 21 February 2018 | Android: Netrunner LCG Crime Never Ends

A New Android: Netrunner Most Wanted List Is Now Available

The latest version of the Android: Netrunner Most Wanted List is now online! Each quarter we evaluate the health of the competitive Android: Netrunner metagame and make changes to the Most Wanted List when necessary. Learn why these changes were made directly from the lead developer himself in the paragraphs below, and then download today’s update to the Most Wanted List to see the changes for yourself!

Download the new Most Wanted List by clicking on the image above.
This update goes into effect 02/26/2018.

Android: Netrunner Lead Developer, Michael Boggs

We've been pleased with the effect that Most Wanted List 2.0 and rotation have had on the meta! New and interesting builds have come about, and the game is fresh and original. With the arrival of additional strategies in this renewed environment, the NAPD has identified new targets. Now is the time for Most Wanted List 2.1.

Before we get started with individual cards, we would like to specifically address the potency and prevalence of Cerebral Imaging. $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#7C41').colorbox(opts); });  Though it did not make its way onto the final version, during various iterations of testing, Cerebral Imaging was a candidate for both the Restricted and Removed sections of the Most Wanted List. However, we eventually decided that it was better to hit the cards that enabled Cerebral Imaging, specifically Violet Level Clearance, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#120F0').colorbox(opts); });  rather than the identity itself. The enablers are what skyrocketed Cerebral Imaging from an obscure identity to the powerhouse it is now. While removing Cerebral Imaging may have been the cleanest solution, it would take away an identity that so many people enjoy playing.

That being said, over the next few months, we’ll be keeping a close eye on Cerebral Imaging’s performance. If things do not shake out the way we anticipate, we will take whatever action necessary to ensure events are fun and diverse.

Now, onto the cards!

Restricted

Rumor Mill: When Most Wanted List 2.0 was first put together, we decided that Rumor Mill $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#10D5A').colorbox(opts); }); should be on the Removed List to ensure that other cards within the pool could have their time to shine. However, since then, we have realized that moving Rumor Mill from Removed to Restricted is better for the game overall. The primary cards that it counters— MCA Austerity Policy, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#D3FA').colorbox(opts); });   Marcus Batty, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#8E7B').colorbox(opts); });   Estelle Moon, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#CD8A').colorbox(opts); });   Bryan Stinson, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#2CC3').colorbox(opts); });  and Ash 2X3ZB9CY $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#1264F').colorbox(opts); }); —are all powerful in their own right. Additionally, restricting Rumor Mill creates an interesting decision between itself, Employee Strike, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#6CE1').colorbox(opts); });  and Film Critic $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#132A4').colorbox(opts); }); when building a deck to offset a meta.

Tapwrm:  Tapwrm, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#1560E').colorbox(opts); });  along with Sacrificial Construct, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#238').colorbox(opts); });  is an engine that’s easy to set up and difficult to get rid of. While this is still an option, players will now have to give up other powerful cards in order to get this engine going.

Brain Rewiring:  Brain Rewiring $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#13C91').colorbox(opts); }); is a polarizing card, either used for degeneracy or not used at all. While this type of card can be fun, the playstyle that it fosters is not healthy when widespread. Putting Brain Rewiring on the Restricted section either slows down its deck due to a lack of Estelle Moon or makes the deck more susceptible to runs without Fairchild 3.0 $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#1780E').colorbox(opts); }); or Global Food Initiative. $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#1811B').colorbox(opts); });

Mother Goddess: Similar to Brain Rewiring, its rare to find Mother Goddess $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#C450').colorbox(opts); }); in a deck that isn’t trying to do something unfun for opponents. Especially in conjunction with Loki, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#F15').colorbox(opts); });  an AI-less Runner can be permanently locked out of multiple servers at once. Again, while this combination is still possible, the decks that use Mother Goddess will have to eschew a lot of other powerful cards.

Mumbad City Hall: Similar to Rumor Mill, Mumbad City Hall $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#12CBB').colorbox(opts); }); was first put on the Removed list to ensure that the meta could shake out in a healthy way. However, this is moving from Removed to Restricted due to the fact that the cards it works best with— Mumba Temple $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#FD21').colorbox(opts); }); and Museum of History $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#E80C').colorbox(opts); }); —are also restricted. Best case scenario, Mumbad City Hall can tutor Consulting Visit, $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#7EC5').colorbox(opts); });  but that’s a three-cost, three-click, two-card combo that can be disrupted if the Runner trashes Mumbad City Hall.

Whampoa Reclamation: This card makes the sub-game of “Hide the Agenda” all too easy, a game which can become frustrating for the Runner. Whampoa Reclamation's $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#10BBF').colorbox(opts); });  ability to let the Corp cycle through a bad hand is important, however, and for that reason should stay an option when building a deck.

Removed

Violet Level Clearance: Ideally, the efficiency of this card—seven clicks of value for one click that can be played on the first turn—is balanced by the fact that it is Terminal, has a low trash cost, and, for most Corps, requires planning to ensure that the Corp doesn’t flood HQ. For Cerebral Imagining, almost none of those conditions apply. Being able to fire this off on turn one without the risk of flood sets Cerebral Imaging’s economy up for the rest of the game. By removing Violet Level Clearance $(document).ready(function() { var opts = { iframe: true, innerHeight: 558, innerWidth: 400 }; $('#A69A').colorbox(opts); }); from Cerebral Imaging’s arsenal, the deck slows down to the point where it's still fun to play but also fun to play against.

Download the new Android: Netrunner Most Wanted List now to read the entire update before it goes into effect on February 26th. Players attending a tournament before February 26th can still find the previous Most Wanted List, along with other rules documents and support materials, on the Android: Netrunner page.

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2018 Fantasy Flight Games. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2018 Wizards.

Categories: Company News

The Shadow City

Thu, 02/22/2018 - 00:52
Published 21 February 2018 | A Game of Thrones: The Card Game The Shadow City

Announcing the First Chapter Pack in the Dance of Shadows Cycle

“The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother’s milk. Darkness will make you strong.”
  
–The three-eyed crow, A Dance with Dragons

Fantasy Flight Games is proud to announce The Shadow City, the first Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game!

Darkness falls across the world of A Song of Ice and Fire. While Daenerys Targaryen struggles to rule Meereen, conspirators plot her downfall. Jon Snow serves the Night’s Watch as their new Lord Commander, but there are dissidents hidden within his ranks. In the darkling alleys of King’s Landing itself, House Lannister, House Tyrell, and the faith of the Seven clash for control of Westeros. There are shadows everywhere.

The Shadow City marks the beginning of the fifth cycle of Chapter Packs—the Dance of Shadows cycle. Here, you’ll find the story advancing into the pages of A Dance with Dragons and the return of a beloved mechanic from the game’s first edition: shadows. Throughout this expansion and the rest of the cycle, you’ll find characters, locations, attachments, and events emblazoned with the shadow keyword. Assassins, spies, conspirators, and secrets hide in the twilight, ready to spring into view. Every faction must embrace the darkness and the path of shadows—or fade into obscurity.

You can pre-order your copy of this Chapter Pack at your local retailer or online through our webstore today! Then, read on to learn what you might expect to find within The Shadow City.

Shrouded by Shadow

Your battles for the Iron Throne fall into darkness with the advent of the Dance of Shadows cycle and its new keyword, shadow. Before this cycle, most cards in the game were drawn from your deck and remained in one of two spaces: in your hand or in play. The shadow keyword introduces a new place for your most devious, underhanded, and unexpected cards to be played.

For example, we may look at one of the new characters introduced in this expansion: Ser Gerris Drinkwater $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8003').colorbox(opts); }); (The Shadow City, 16). Ser Gerris Drinkwater may seem like a standard character, but his shadow (5) keyword and the dark sigil attached to his gold cost destine him for the game’s most shadowy areas.

Cards that bear the shadow keyword can be played normally by paying their gold cost, or they can be marshaled or setup facedown in the shadows area by paying two gold! Cards in shadows exist in a unique state—separate from your hand and play area and hidden from your opponent’s sight. Though your opponent can see how many cards you have in shadows, he won’t know what they are until you reveal them. Once you’ve played cards into shadows, you can bring them out of shadows as Actions in any phase, at any point during the game. To bring a card out of shadows, you must pay its shadow cost: the number found as part of its shadow keyword.


By paying two gold, you may place Ser Gerris Drinkwater facedown in your shadows area.

In other words, you could marshal or setup Ser Gerris Drinkwater in shadows for two gold. Then, at any point in the game, you could take an Action and pay his shadow cost—five gold—to bring him out of shadows and into play!

The advantages of holding cards in shadows are readily apparent. Your cards in shadows almost form a second hand of cards—a place to put cards where they can’t be lost to intrigue claim or discarded to meet reserve. You can setup shadow cards into shadows, potentially improving your setups. And cards in shadows have many similarities to cards with ambush, letting you spring them into play without warning! Unlike the ambush keyword, however, cards in shadows aren’t fettered to the challenges phase. You can bring them into play as an Action in any phase.

And if the inherent benefits of shadows weren’t enough, many shadow cards offer a powerful effect when they come out of shadows! Ser Gerris Drinkwater, to return to our earlier example, lets you choose a card in your plot deck and switch it with a card in your used pile—potentially reusing powerful plots like Valar Morghulis $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#7596').colorbox(opts); }); (There Is My Claim, 80) or The First Snow of Winter $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#2BA7').colorbox(opts); }); (No Middle Ground, 79) without cycling through your entire plot deck. If the plot you need is locked in your used pile, Ser Gerris Drinkwater can get you what you need.

A character like Ser Gerris Drinkwater could be played in a deck without any other shadow cards, simply on the strength of his ability alone. But if you’re trying to build a Martell deck based around shadow cards, you’ll want to enter The Shadow City $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4EE').colorbox(opts); }); (The Shadow City, 17). This location can, of course, enter the shadows itself, but its true potency is only apparent while it’s in play. First, The Shadow City reduces the cost to marshal your cards into shadows by one—meaning you’ll only pay a single gold to put a card in shadows. And if that weren’t enough, you can kneel The Shadow City and discard a card from shadows to draw two cards!

By giving you both an economic advantage and a way to reliably draw cards, The Shadow City can serve as the linchpin for a Martell deck dedicated to the shadows. You may even use The House with the Red Door $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7446').colorbox(opts); }); (Journey to Oldtown, 39) to ensure you always start the game with The Shadow City in play. After all, four gold is the perfect amount to setup two cards in shadows.

While many shadow cards can be played normally or into shadows, some powerful cards must pass through the shadows, such as Beneath the Bridge of Dream $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#281D').colorbox(opts); }); (The Shadow City, 11). Instead of its gold cost, Beneath the Bridge of Dream bears a cost of “—“ to signify that it cannot be played normally. Instead, you must pay two gold to place Beneath the Bridge of Dream facedown into shadows, and pay its shadow cost (in this case, zero gold) to bring it out. These cards offer unusual and powerful effects, such as regaining access to your entire plot deck. You just need a little forethought to marshal these cards into shadows so they’ll be there when you need them.

Darkness Falls

The summer has been long, but winter is coming to Westeros—and with it, the return of shadows to A Game of Thrones: The Card Game. Your games are about to become much darker.

Look for The Shadow City (GT31) in the second quarter of 2018! You can pre-order your copy at your local retailer or online through our website 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

The Duels in Portland

Wed, 02/21/2018 - 03:51
Published 20 February 2018 | Star Wars: Destiny The Duels in Portland

A Report from the Star Wars™: Destiny Galactic Qualifiers

This past weekend, Portland's Oregon Convention Center played host to the most recent Galactic Qualifiers for Star Wars™: Destiny.

The tables were packed, the battles hard-fought, and for the pair of players who went undefeated, the rewards were as sweet as could be. Of course, they earned stacks of Prize Credits to cash in for custom prizes at the Prize Wall, but more than this, they earned invitations to the 2018 Star Wars: Destiny World Championships!

So as we look forward to the next Galactic Qualifiers in Seattle, who are these players, what heroes—or villains—helped carry them to victory, and what can you learn from their decisions that might help you find success in your own battles?

Saturday's Champion

There were two Galactic Qualifier tournaments held in Portland—one Trilogy and one Standard—and the action began with Saturday's Trilogy Qualifier.

While players were all still experimenting with the new charaters and tactics from the Boba Fett Starter Set, the Luke Skywalker Starter Set, and the Legacies Booster Packs, we saw just one player go undefeated on the day—Andrew Heintz.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 512, innerWidth: 1024 }; $('#1BDC').colorbox(opts); });

Andrew's deck relied heavily upon the new indirect damage mechanic from Legacies, and he told us that his indirect damage caught a lot of his opponents by surprise. "I think indirect damage has significant value," he said, "especially in the end-game."

Apart from its focus on indirect damage, Andrew's deck brought a lot of health to the table—twenty-seven points of health between his three characters—which bought him time to pile on the damage before tilting games irrevocably in his favor with big plays from cards like Sudden Impact.

Sunday's Champion

With the full force of the Star Wars: Destiny dice and card pools behind it, Sunday's Galactic Qualifier was a battlefield erupting in blaster fire and shrapnel.

At the end of the day, only one player managed to navigate the tides of battle and go undefeated. Relying upon a combination of Kylo Ren's dark side mastery and Mother Talzin's witch magick, Ryan Caldwell earned himself an invitation to the World Championships in May.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 512, innerWidth: 1024 }; $('#2C17').colorbox(opts); });

Ryan's deck shows that you don't need to lean heavily on legendary cards to play at the top levels in Star Wars: Destiny. Instead, as Ryan said, his deck was based on "characters I own and characters I like."

Loaded with healing from cards like Witch Magick and Rise Again, along with the damage prevention from Force Illusion, Ryan's deck proved highly durable, but was nearly caught off-guard by a hero discard strategy featuring Rose, Jar Jar Binks, and Yoda.

The Battles to Come

With the duels from Protland now behind us, we can turn our attention to the blast of Star Wars: Destiny Galactic Qualifiers headed our way in March. We have events lined up in Seattle, Washington; Austin, Texas; Schaumburg, Illinois; and Houston, Texas. Each of these events offers another shot at some of the hottest custom cards and playmats that you'll find anywhere—along with a chance to qualify for the World Championships in May.

What will we see at these events? If the results at Portland are any indication, we'll see plenty of Mother Talzin and her Witch Magick, and we may see more hero discard strategies as well. Both Andrew and Ryan claimed that their toughest match-ups were against these hero "mill" decks.

In the end, though, there's really only one way to know what heroes or villains will claim the day—by taking matters into your own hands. Take the time to dig deep into Legacies, build your best deck, head to one of these upcoming Galactic Qualifiers, and win!

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Categories: Company News

Breaking Ties

Wed, 02/21/2018 - 03:51
Published 20 February 2018 | A Game of Thrones: The Card Game Breaking Ties

A Champion Card Preview for A Game of Thrones: The Card Game

Lothar smiled. "My lord father bids me tell Your Grace that he will agree to this new marriage alliance between our houses and renew his fealty to the King in the North, upon the condition that the King's Grace apologize for the insult done to House Frey, in his royal person, face to face."
  
–George R.R. Martin, A Storm of Swords

In the game of thrones, alliances are forged and broken with disturbing regularity. Claiming the Iron Throne is your ultimate goal, but to attain it, you’ll have to make sacrifices. Sometimes, you’re forced to betray your own.

In Sands of Dorne, the fifth deluxe expansion for A Game of Thrones: The Card Game, House Martell holds the spotlight, but you’ll find cards for each other faction, as well as an assortment of neutral cards and plots. One of those neutral plots was designed by none other than the 2016 European Melee Champion, Luiz Gustavo Bretas.

You can pre-order Sands of Dorne at your local retailer or online through our website today! Then, read on for Luiz’s thoughts on designing his champion card.

Luiz Gustavo Bretas on His Champion Card

I love A Game of Thrones: The Card Game! And, more than that, I love the community around it! Those alone were good enough reasons to make me leave Rio de Janeiro to play in the great Tourney of Stahleck! What more could I ask? Winning? Having a chance to work on a card design? Those things never crossed my mind. 

So, when the final match of the European Melee Championship started at Stahleck, I was already feeling like the luckiest person in the world! When the game ended and I had won, it felt like a dream. I was not only having the best time with my friends—I also won the opportunity to work on a card design!  

When the design process started, my goal was to make a very special card. I wanted to work with every feature of the card to make each of them meaningful. And now, since Fantasy Flight Games gave me this opportunity, I get to share some of my intentions and the meaning behind each aspect of Breaking Ties $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#62C8').colorbox(opts); }); (Sands of Dorne, 50)!

Playstyle: I’ve always liked versatile cards. I wanted a card that could be used aggressively to apply pressure, or played more defensively. The best example of another card in this category is our beloved Valar Morghulis $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#5A73').colorbox(opts); }); (There Is My Claim, 80). I think Breaking Ties is the same type of card—a card that can provide control when the situation isn’t going well or help you establish and hold the position that you’ve created.

The Mechanics: One of my favorite mechanics in A Game of Thrones: The Card Game is sacrifice, which forces you to pay a hard price in exchange for an impactful effect. I wanted the card that I designed to have that kind of ability. Also, I am a big fan of the loyal and non-loyal cards introduced in the game’s second edition, and I wanted my card to interact with loyalty. In its final form, Breaking Ties certainly has a strong and flexible effect, but it comes with the price of losing one of your loyal characters.

The Effect: Breaking Ties was meant to be an “on-demand toolbox effect.” I wanted a card that could help players deal with anything that might crop up during the game. After all, do you really have to find space in every deck for Nightmares $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#EFCE').colorbox(opts); }); (Calm Over Westeros, 99)? Isn’t it hard to deal with locations if you’re not playing House Greyjoy or House Stark? Don’t you wish that you had alternative ways to deal with The Wall $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F707').colorbox(opts); }); (Core Set, 137) and Chamber of the Painted Table $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#166AD').colorbox(opts); }); (Core Set, 60)?

These were some of the principal thoughts in my head while I was designing the effect. Even when you’re using Nightmares and other removal cards, sometimes you won’t draw them. A plot card is always there when you need it. And because Breaking Ties is a Scheme plot, it can’t be blanked by Forgotten Plans $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#251').colorbox(opts); }); (True Steel, 119) and it can be accessed with  "The Rains of Castamere" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1255D').colorbox(opts); }); (Lions of Casterly Rock, 45).

The Traits: Why House Frey? I know, it’s hard to like them in the books, but we can all agree that they add some spice to the story. Also, the Freys are probably the biggest family, spread across all of Westeros. For me, the A Game of Thrones: The Card Game community is a big family, spread around the world. We act nothing like the Freys, though!

The Art and Lore: High initiative and a threatening effect for negotiation are good things to have in a melee game, but Breaking Ties was designed to be a powerful toolbox card for joust as well. Still, another goal was to use its art to hail the melee format and the Brazilian meta, where we only play melee. The moment when the Starks arrive at The Twins to deal with the “betrayal” is a reference to the melee format and all the alliances that are broken in melee. Deciding when and how to make deals and when and how break ties is something that all good melee players have to know how to do!

The Name: This is my favorite part of the card and probably the most meaningful. In fact, this was among the first things that I chose for the card. The name “Breaking Ties” was a suggestion from Kostas Adamopoulos, one of the finalists at Stahleck 2016. For those who don’t know, I won the melee tourney in a tie breaker. Kostas, Wedge, and I were incompetent enough to only have twelve power after three full rounds. What were the odds? Of course, I was the lucky player who had more cards in the deck and won a card design. I like to think that I was the lucky player who won five tables in a row and was able to participate in the best melee game anyone could ever ask for. No collusions, great players, and great friends killing each other until the very last minute.

I hope I could give you a good idea of the meaning behind Breaking Ties! I want to acknowledge the designers and the playtesters so they know how thankful I am for their incredible work. The whole process was very professional, serious, and quick. And last, but not least, I hope that Breaking Ties can fight for scarce space in plot decks around the world! Can’t wait to have players finding creative ways to use it.

Luiz Gustavo Bretas started playing A Game of Thrones: The Card Game at the end of 2014, and after Gen Con 2015, he decided to make A Game of Thrones a big part of his life. Unlike most players, he primarily plays competitive melee. Belo Horizonte, his home town, holds a melee league that is already in its fourth year! His passion for the game has made him leave Brazil to travel to tournaments in Europe, Chile, and the United States.

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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

Runewars Versus: Carnage and Decay

Tue, 02/20/2018 - 00:50
Published 19 February 2018 | Runewars Miniatures Runewars Versus: Carnage and Decay

The First Entry in a Matchup Series for Runewars Miniatures Game

Four powerful factions engage in massive, ground-shaking battles for control of Terrinoth in Runewars Miniatures Game, the tactical miniatures game of rank-and-file fantasy warfare. In the game, players command expansive armies, each with a distinct set of soldiers, monsters, magic, and skills which they will use to build their strategies and earn victory. Today, Fantasy Flight Games is pleased to offer you a look at the battles of Runewars Miniatures Game through the eyes of four new players with the beginning of our Runewars Versus series! 

Our four volunteers, all new to the game, have each taken command of a faction which they will lead into combat over a series of matchups. We will accompany them as they learn and adapt their military strategies, growing from inexperienced leaders to masterful commanders. To begin, the forces of darkness face off. Rose will lead the undead forces of Waiqar the Undying, while Lizzie will fight with the screaming hordes of Uthuk Y’llan.

Preliminary Reconaissance

Before the battle commenced, we had a word with our two commanders.

What is your background with Runewars Miniatures Game?

Rose: I would consider myself a VERY casual gamer. Miniatures have always looked complicated and intimidating, and I’m very worried I’ll forget the rules or abilities of my skele-dudes and make a big ole fool of myself. But I mean, why not try something new? What’s the worst thing that could happen?

Lizzie: I’m familiar with the mechanics of the game, but my actual playtime has been limited. I like the Uthuk because they are so unlike anything I’ve seen in other fantasy worlds, so I’m excited to give them a shot.

Is there anything you would like to say to your opponent?

Rose: Please, be gentle.

Lizzie: Bring. It. On.

Objective:
Supply Raid $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#B363').colorbox(opts); }); Deployment:
Unprepared $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#B6B').colorbox(opts); }); Starting Army (Waiqar the Undying):
Ankaur Maro $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#10A8C').colorbox(opts); }); (1 tray, 40 points), Carrion Lancers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#1389F').colorbox(opts); }); (2 trays, 27 points), Death Knights $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#A8C8').colorbox(opts); }); (4 trays, 42 points), Reanimates $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#1106A').colorbox(opts); }); (4 trays, 35 points), Reanimate Archers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#7A6E').colorbox(opts); }); (6 trays, 32 points) Upgrades (Waiqar the Undying):
Regenerative Magic $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#7CAB').colorbox(opts); }); (Ankaur Maro, 5 points), Shield of Margath $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#5F99').colorbox(opts); }); (Death Knights, 6 points), Rank Discipline $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#1729D').colorbox(opts); }); (Death Knights, 4 points), Bull Pennon $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#690B').colorbox(opts); }); (Reanimates, 3 points), Trumpets $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#172B3').colorbox(opts); }); (Reanimates, 2 points) Starting Army (Uthuk Y'llan):
Ravos the Everhungry $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#113C2').colorbox(opts); }); (1 tray, 40 points), Spined Threshers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#185FA').colorbox(opts); }); (2 trays, 28 points), Flesh Rippers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#175A3').colorbox(opts); }); (2 trays, 38 points), Flesh Rippers (2 trays, 38 points), Berserkers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#126AA').colorbox(opts); }); (6 trays, 37 points) Upgrades (Uthuk Y'llan):
Reaping Blade $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#6FFA').colorbox(opts); }); (Ravos the Everhungry, 4 points), War Crier $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#B25B').colorbox(opts); }); (Berserkers, 5 points), Fear Incarnate $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#29C2').colorbox(opts); }); (Ravos the Everhungry, 5 points) Powers Collide

War and bloodshed consume Terrinoth. Resources have become scarce—especially for those forced to reside in the poisoned landscapes where only foul and evil things can flourish. But recently, word of a ravaged Daqan caravan on the edge of the Mistlands has reached the ears of two opposing militant leaders… and each have decided it’s time to launch a Supply Raid. At the site of the Daqan caravan, a throng of Waiqar the Undying’s followers happen upon an unprepared swarm of Uthuk Y’llan. Peace has never come naturally for either side, and now that they have been set in opposition, only one army can leave with the supplies from the Daqan caravan.

The two commanders eye each other from opposite ends of the field as they send out their forces. Both begin by setting their infantry, Rose’s Reanimate Archers and Lizzie’s Uthuk Berserkers, in the ideal position to gather supplies early while remaining shielded from the heart of the battle. As the deployment phase continues, Rose attempts to keep Ankaur Maro protected from the vicious Flesh Rippers, even if that means he is too far from her infantry to use Regenerative Magic. Rose tries to bait out the deployment of the demon dogs, but with fewer units in the Waiqar army, she must eventually deploy Ankaur Maro and as if reading her fears, the first unit of Flesh Rippers is deployed directly before him.

Dark Destruction

Waiqar the Undying has had little experience battling against the Uthuk Y’llan as their key quarrel, that which drives them from the peace of the grave, is against the Daqan Lords. This leads to the Waiqar commander underestimating her opponent’s speed. In the corner of the battlefield, the shrieking Berserkers rush towards the same supplies as Rose's Reanimate Archers, causing an unexpected collision in the first round. The bloodshed is destined to begin early in this battle and at the end of the round, Ravos’s all-consuming hunger drives him to the edge of insanity. With no other options for feeding on nearby units, he begins to tear at himself and suffers one wound.

This violent display disturbs the Waiqar command to the point of distraction, and the next round begins her opponent finding the four unstable energy runes needed for her champion, Ravos the Everhungry, to launch an early charge against Waiqar’s Reanimates at Initiative 4. Ravos wastes no time tearing the skeletal soldiers apart, wiping out nearly half their ranks before they can counter-attack.

Last Man Standing

With the beginning of the third round, nearly all units are locked in combat. Only Ankaur Maro, the Reanimate Archers, and a single unit of Flesh Rippers remain unengaged. As the bloodshed begins in earnest, the Uthuk Y'llan seem to have earned the blessing of the Ynfernael yet again, with four unstable energy runes at their disposal alongside one natural and one stable rune. Were he free to help his allies, this powerful display of unstable energy would enable Ankaur Maro to execute a ranged attack with a devastating four white dice. However, the Flesh Rippers still chase the scent of his blood and the sorcerer values his own life above those of his allies. Rather than provide aid, he flees from the demons who remain close behind.

Ravos continues to wipe out Waiqar’s infantry left and right with his Reaping Blade, ensuring that the dice roll in his favor even when they show blanks. Between this upgrade ability and his Brutal 1 keyword, the Uthuk Y’llan hero is able to take out two full trays of Reanimates, leaving just one steadfast soldier behind to face not only Ravos, but two scuttling horrors, the Spined Threshers, who approach from the north.

Can a dead man fear death?

Suddenly, the surrounded soldier is not nearly as alone as he once thought! A pair of Carrion Lancers charge in to aid their comrade and face the dreaded commander of the Locust Swarm. Ravos the Everhungy feels, perhaps for the first time in his life, a twinge of fear. He suffers three wounds at the hands of the Lancers, but he devours the final Reanimate using the consuming hunger of his unit card ability during the end of the round.

Turning the Tide

Seeing the last soldier fall fills Waiqar’s army with a sense of rage as the battle moves into the fourth round. The battle wears on, weakening the bodies and minds of both sides. Dazed by the heat of battle, the Berserkers and Reanimate Archers begin to falter. The Berserkers buckle down and prepare their defenses for a melee that never comes, while the Reanimate Archers launch a ranged attack, expecting their enemies would turn tail and flee. 

Rose’s Death Knights attempt to give succor to Ankaur Maro, taking off after the Flesh Rippers, pushing them to the edge of the battlefield, and allowing Ankaur Maro a chance to show his true power. As a necromancer, Ankaur Maro draws upon the dark, unstable power of the Ynfernael and executes a ranged attack with two white dice (and a mortal strike modifier!) against the Spined Threshers. The mortal strike modifier proves to be Ankaur Maro's only saving grace—his dice show only blanks.

“Rose,” the Uthuk Y'llan commander’s voice bellows from across the battlefield, “I’ve made a terrible mistake.” Indeed, going into round five, her orders have forced Ravos the Everhungry to shift directly into the path of the Spined Threshers. This collision that will be difficult to work out of, considering both units are hindered by a noxious swamp nearby. During the confusion, Rose’s Carrion Lancers launch an attack against the Spined Threshers and inflict another wound. But perhaps the Uthuk commander's greatest miscalculation comes in the seventh round, when the Spined Threshers use the last of their energy to charge Ankaur Maro. They fall just millimeters short of contact, almost as if some dark force is protecting the necromancer, who then charges straight into the crab-like horrors and manages to inflict a wound through their hard and bony carapaces.

Ravos the Everhungy, on death’s door, begins to feed on the flesh of his own allies to survive. At this point, the Uthuk Y'llan commander realizes that she does not stand a chance of destroying what remains of Waiqar’s battalion. The tide of battle has turned, and therefore, swallowing her pride, she changes course to flee. While a scant few of her high-value units still live, her only true hope for victory in the final round is to have claimed more objective tokens. Ankaur Maro continues his assault on the Spined Threshers, killing one as the other continues to limp forward. Finally, the smallest unit of Flesh Rippers manage to evade the cruel blades of the Death Knights, carrying the supplies their forces so desperately need. Will it be enough?

End of the Raid

In the end, Ankaur Maro and the Death Knights shrink back into the mists without having claimed any resources from the ravaged caravan. Meanwhile, the Uthuk Y’llan have survivors in most of their units, but all are dripping blood. Ravos and the remaining Spined Thresher survive, though both are severely wounded. The Flesh Rippers managed to gather three objective tokens between their two units, and the Berserkers gained one as well. With these, the Ru tribesmen will be able to bolster their strength as they prepare to extend their reach across Terrinoth.

Objective Tokens Claimed (Waiqar the Undying):
0 Objective Tokens Claimed (Uthuk Y'llan):
4 Remaining Army (Waiqar the Undying):
Ankaur Maro (40), Death Knights (42) Remaining Upgrades (Waiqar the Undying):
Regenerative Magic (5), Shield of Margath (6), Rank Discipline (4), Remaining Army (Uthuk Y'llan):
Ravos the Everhungry (40), Spined Threshers (18), Flesh Rippers (22), Flesh Rippers (22), Berserkers (27) Remaining Upgrades (Uthuk Y'llan):
Reaping Blade (4), War Crier (5), Fear Incarnate (5)

Before dividing, the two commanders exchange a few final words.

How do you think it went?

Rose: It went really well… for Lizzie. You know, its not as intimidating as I originally thought. There was a lot to remember, but it was easier to remember the longer we played. I want to play as the other factions now so I can be a stronger Waiqar leader. #WaiqarForever 

Lizzie: I was hoping to kill all of her soldiers, but I'm happy with how it turned out. Next time, there will be no survivors!

What would you change?

Rose: Next time, I will definitely have Ankaur Maro start closer to the Reanimates. Rookie mistake. I started off fighting in close combat, which I think is influenced by the very first time I played Runewars, and I didn’t switch my tactics up until it was too late. Next time, I'd use ranged attacks much sooner.

Lizzie: I need to be more careful with how my units move. I sent in some of my guys too early, didn’t send some far enough, and just caused an awful traffic-jam. Also, I rarely used my upgrades, so I hope to use those more in the future.

Join The Fight

The battle went to the Uthuk, but the war has only just begun for our players. What tales will your own battles unfold? Over the coming weeks, we'll have several more matchups in the Runewars Versus series, chronicling the battles for the fate of Terrinoth as our players grow into seasoned commanders in the world of Runewars Miniatures Game!

To join the battle for Terrinoth, you can purchase Runewars Miniatures Game (RWM01) at your local retailer or the Fantasy Flight Game website here! Be sure to keep an eye on our webpage as our matchup series continues!

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TM & © 2016 Fantasy Flight Games.

Categories: Company News

Stomping into Battle

Sat, 02/17/2018 - 00:48
Published 16 February 2018 | Star Wars: Legion Stomping into Battle

Preview the AT-RT Unit Expansion for Star Wars: Legion

“Prepare for ground assault.”
  
–General Rieekan, Star Wars: The Empire Strikes Back

The All Terrain Recon Transport, or AT-RT, was a common sight on the battlefields of the Clone Wars, piloted by Republic clone troopers and used in ground support, civil defense, and post-battle cleanup ops. By the time of the Galactic Civil War, the Empire has moved beyond the AT-RT—but the Rebel Alliance will take any advantage they can get, including salvaging and refitting these old walkers. Soon, you’ll be able to bring them to your own battles!

Within the AT-RT Unit Expansion for Star Wars™: Legion, you’ll find a finely sculpted, unpainted AT-RT. This easily assembled miniature offers a different sculpt from the AT-RT found in the Star Wars: Legion Core Set, along with three different weapons modifications that alter your AT-RT miniature to match the upgrades you’ve equipped. With unit cards and new upgrade cards to outfit your army, the AT-RT Unit Expansion has everything you need to expand your army.

The AT-RT Unit Expansion will be released on March 22nd, alongside seven other expansions and the Star Wars: Legion Core Set, so you can start building your armies from the very first day! You can pre-order your copies of the AT-RT Unit Expansion at your local retailer or online through our webstore today; then, read on for a preview of what you’ll find within!

Support the Advance

Although they’re commonly salvaged from abandoned Republic bases or bought on the black markets of the Outer Rim, the AT-RTs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#BF71').colorbox(opts); }); used by the Rebel Alliance have been fully repaired and newly customized. Though these walkers lack the awe-inspiring durability and firepower of the Galactic Empire’s AT-ST, $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#FA80').colorbox(opts); }); they’re still dangerous—and at only fifty-five points, an AT-RT is a fraction of the cost of a massive AT-ST. What’s more, the AT-RT’s lighter build actually makes it significantly more mobile.

An AT-RT is no faster than an AT-ST: both have speed-two movement. When its path is blocked by walls or low buildings, however, the AT-RT has a distinct advantage. It bears both the Climbing Vehicle and Expert Climber keywords—which allow it to move vertically as easily as a trooper and easily clamber over obstacles in its path. An AT-RT also has the same heavy Armor as the AT-ST. Standard infantry weapons will have difficulty piercing this armor plating without the help of the Impact keyword.

For its own weapons, the AT-RT offers you a significant degree of choice. In melee, an AT-RT can stomp back and forth with deadly grappling claws, which can shred infantry troopers with ease. Alternatively, the Rebel piloting the AT-RT can take potshots with his A-300 Blaster Rifle, firing in any direction, no matter which way your AT-RT is facing. Still, the deadliest weapons for the AT-RT are equipped using its hardpoint upgrade slot.

Your AT-RT has a single slot for a hardpoint upgrade, but there are three different upgrade cards that you may choose to equip. (Each of these upgrade cards is matched by a different sculpted weapon that you can add onto your AT-RT miniature.) If you’re looking for a standard, generally useful weapon, you may look no further than the AT-RT Rotary Blaster. $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#4581').colorbox(opts); }); This weapon fires a devastating five black attack dice, capable of slicing through enemy troops at range. Alternatively, if you expect to face more armored vehicles, the AT-RT Laser Cannon $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#10724').colorbox(opts); }); may be more suitable. This laser cannon has longer range than the rotary blaster, and the Impact 3 keyword lets it smash through even heavy armor plating.

Finally, if you’re planning to use your AT-RT to mop up enemy infantry, you can’t do better than the AT-RT Flamethrower. $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#6B1').colorbox(opts); }); This weapon ignores cover, and the Spray keyword lets you add the weapon’s dice to your attack pool once for each mini in the defending unit. In other words, when attacking an enemy unit with four Stormtroopers, you’ll roll eight black attack dice, giving you the firepower to wipe out entire units in a single attack!


The AT-RT uses its Flamethrower, rolling eight black dice to attack the Stormtroopers.

The AT-RT may have only one hardpoint upgrade, but it also has a comms upgrade to help you take advantage of Star Wars: Legion’s innovative command system. If your AT-RT is going to be ranging far from your commander, the Long-Range Comlink $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#6240').colorbox(opts); }); will let you issue orders to it from anywhere on the battlefield. Alternatively, you could choose to sabotage your opponent’s communications with the Comms Jammer. By equipping your AT-RT with a Comms Jammer $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#FCFC').colorbox(opts); }); and running it close to enemy units, you can prevent them from receiving orders, potentially leaving your rival’s plans in disarray!

With the chance to include up the three AT-RT units in your army, it’s plain to see that this fast, agile walker will be making an impact in many Rebel armies.

Mobilize Your Walkers

The breathtaking infantry battles of Star Wars: Legion will soon be arriving at your tabletop. Whether you’re fighting for the Galactic Empire or the Rebel Alliance, you’ll have access to powerful walkers. All you need to decide is how you’ll use these mechanized vehicles in your own army.

Pre-order your copies of the AT-RT Unit Expansion (SWL04) at your local retailer or online through our webstore today, and look for Star Wars: Legion to release on March 22nd!

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Categories: Company News

Enter the Hive

Fri, 02/16/2018 - 03:48
Published 15 February 2018 | Star Wars: Imperial Assault Enter the Hive

The Mos Eisley Back Alleys Skirmish Map for Imperial Assault is Available Now

"Mos Eisley spaceport. You will never find a more wretched hive of scum and villainy."
   
–Obi-Wan Kenobi, Star Wars: A New Hope

Imperial Assault Skirmish Maps have seen you travel the Star Wars™ galaxy, from the palace of the vile Jabba the Hutt, to the forgotten junk piles of Coruscant, to Nelvaanian warzones. Now it’s time to take the fight to Tatooine’s most famous hive of scum and villainy.

Fantasy Flight Games is proud to present the Mos Eisley Back Alleys Skirmish Map for Imperial Assault, available now from from your local retailer!

A Wretched Hive

This natural rubber playmat provides an easy setup for your missions while also protecting your figures and tiles from unnecessary wear and tear.

Included with the playmat are the two mission cards corresponding to this skirmish map, introducing your objectives and inviting you to focus on the valuable crates that can be found in Mos Eisley. One scenario sees players vying for control of crates as more and more doors become unlocked. The second sees figures retrieving crates and delivering them to your private stash for points. In the Mos Eisley Back Alleys, making a profit is just as important as winning the battle.

A New Battle

Protect your figures with this slip-resistant map, and dive into the seedy underworld with the Mos Eisley Back Alleys Skirmish Map for Imperial Assault.

Dive into the shady streets of Tatooine and purchase the Mos Eisley Back Alleys Skirmish Map (SWI52) from your local retailer!

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© & ™ Lucasfilm Ltd.

Categories: Company News

A New Rival

Fri, 02/16/2018 - 03:48
Published 15 February 2018 | Star Wars: Destiny A New Rival

The Rivals Draft Pack for Star Wars: Destiny is Available Now

"The Sith and the Jedi are similar in almost every way, including their quest for greater power."
   –Chancellor Palpatine, Star Wars: Revenge of the Sith

A new style of play has opened up for you to explore. The Rivals Draft Set for Star Wars™: Destiny is on sale now from your local retailer or online through our website!

Darth Maul and Boba Fett take on Rey and Qui-Gon Jinn on the frozen tundra of Hoth. General Grievous and Grand Moff Tarkin do battle with Finn and Wedge Antilles on the volcanic planet of Mustafar. Star Wars™: Destiny has always allowed you to play out what-if battles in the Star Wars galaxy. Now, prepare for a new way to play with the Rivals Draft Set!

Rivals introduces an entirely new way to play Star Wars: Destiny, using a Rivals Draft Set for any number of draft or sealed format games! Draft lets you compete against your friends to build the best deck from a shared pool of cards. Each player will have a single Rivals Draft Set, along with a pool of booster packs from any set (six per player).  Players select individual cards from booster packs to mix with their Rivals Draft Set to create a deck.

In the sealed format, on the other hand, players open all of their packs and their copy of the Rivals Draft Set at once and construct a deck from their unique pool of fifty cards. Sealed and draft play present a fresh new way to experience Star Wars: Destiny, and once you own a copy of the Rivals Draft Set, you will always be able to use it to participate in either of these unique formats. For an in-depth preview of how the draft format works, click here!

After deck construction, players will play a series of games, using their new decks to see how they stack up against each other. While the cards from your booster packs will make up much of your deck, the heart of the experience lies in the cards found in Rivals.

A Conflicted Warrior

Every card featured in Rivals is neutral, including the characters. Few exemplify this conflict between the light and the dark like Anakin Skywalker, Conflicted Apprentice $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#14551').colorbox(opts); });  (Rivals, 1). Able to team up with either Heroes or Villains, he gains a unique ability based on which side he supports. This flexibility makes him a very versatile character, and his low-point cost allows him to team up with many different characters (with the exception of Darth Vader).

Blue also gets a new weapon in the form of the Crafted Lightsaber $(document).ready(function() { var opts = { iframe: true, innerHeight: 486, innerWidth: 418 }; $('#A9B5').colorbox(opts); });  (Rivals, 6). With melee damage and resource sides, the Crafted Lightsaber is a focused weapon that can directly further your game plan with its undeniable consistency. The fact that it can only be played on an exhausted character means you won’t be able to use it the first turn you play it, but the investment is sure to pay large dividends in later turns.

Fearless and Inventive

The Black Sun Operative Ketsu Onyo $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#8EAE').colorbox(opts); }); (Rivals, 3) is a dangerous and resourceful Mandalorian. A former ally of Sabine Wren, Onyo knows what it takes to survive. That’s why in Star Wars: Destiny, Ketsu is able to collect the weapons of your defeated allies. With mixed forms of damage, Ketsu can synergize well with any weapon, and with a low point cost, she can fit into a wide variety of teams. For twenty-eight points, you may team Ketsu with General Grievous, collecting weapons with Grievous before moving them to Ketsu Onyo when he is defeated. If you want to go down the Hero route, teaming Ketsu with Sabine Wren can help you transfer Sabine’s thermal weapons to Ketsu once she is defeated, letting you get even more value out of them.

In fact, you may turn to one of the weapons found in Rivals itself. This is the Verpine Sniper Rifle $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#C05F').colorbox(opts); }); (Rivals, 10). Incredibly accurate and piercing, the Sniper’s special symbol lets you do two unblockable damage to a character, bypassing shields and hitting your opponents’ characters where they really hurt.

Friendly Support

Cyborg Aide  Lobot $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#17250').colorbox(opts); }); (Rivals, 2) assisted Lando Calrissian during his time as an administrator on Cloud City. In Star Wars: Destiny, he looks to provide this same support to the other members of his team, whether they are Heroes or Villains.

While you control the battlefield, Lobot gains the Guardian keyword, allowing him to defend whatever powerful character he is teamed up with. Furthermore, his special symbol can increase the value of one of their dice by two. By teaming Lobot with a character like Palpatine $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 360 }; $('#5889').colorbox(opts); });  (Legacies, 4), you can protect the Sith Lord while greatly increasing his threat.

Red characters also get a supportive event in the Rivals Draft Set that takes the form of a Targeting Computer  (Rivals, 7). With the ability to turn a support or upgrade die to any side, Targeting Computer can give your team the consistency they need to put out big damage. However, the card can also be used to sabotage rolls by your opponent, turning their support and upgrade dice to blanks and making them a non-factor. Whatever you choose to use the Targeting Computer for, it is sure to put you in an advantageous situation.

Rivals

Whether you are looking to participate in draft or want a way to expand your constructed collection, the Rivals Draft Set gives you the tools you need to succeed. Will you use these tools to follow the path of a hero or fall to villainy?

Choose your path and pick up Star Wars: Destiny Rivals (SWD06) from your local retailer or our website, today!

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© & ™ Lucasfilm Ltd.

Categories: Company News

The Masters of Yunkai

Fri, 02/16/2018 - 03:48
Published 15 February 2018 | A Game of Thrones: The Card Game The Masters of Yunkai

Favor of the Old Gods Is Now Available for A Game of Thrones: The Card Game

“The glass candle is meant to represent truth and learning, rare and beautiful and fragile things. It is made in the shape of a candle to remind us that a maester must cast light wherever he serves, and it is sharp to remind us that knowledge can be dangerous. Wise men may grow arrogant in their wisdom, but a maester must always remain humble.”
  
–Armen the Acolyte, A Feast for Crows

There are many sources of wisdom in A Song of Ice and Fire. Some, like the maesters, find wisdom crying out among the ancient books and scrolls of Oldtown. Others look to their gods for guidance, whether it’s the Drowned God of the Iron Isles, the old gods in the north, or the fiery faith of R’hllor. And some carry the weight of tradition, of history stretching back to Old Valyria, and use that tradition to claim wisdom. No matter what the source, you have the chance to prove your own cleverness and wisdom with new cards for A Game of Thrones: The Card Game—the Favor of the Old Gods Chapter Pack is now available at your local retailer and online through our webstore!

The Flight of Crows cycle takes players on a journey through the events of A Feast for Crows, adding new cards with the bestow keyword and new incentives for players to build decks using the Banner agendas to bring two factions together. A new agenda invites players to explore what they will do with knowledge of the future, while characters like Selyse Baratheon and Ser Balon Swann lend their own strength to their factions. No matter which part of Westeros or Essos you’ve sworn fealty to, you’ll find new cards to support your faction in Favor of the Old Gods!

Arrogant in Their Wisdom

As Daenerys Targaryen travels through the Ghiscari cities on the shores of Slaver’s Bay, she conquers three powerful cities—Astapor, Yunkai, and Meereen. In Yunkai, the rulers of the city are known as the Wise Masters, and though they may never be truly loyal to you, this Chapter Pack gives you a chance to bring them into your service.

Wise Master $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6E92').colorbox(opts); }); (Favor of the Old Gods, 73) offers an intriguing proposition for any deck that’s allied with House Targaryen. You can bestow up to three gold on the Wise Master, and as an Action, you can discard one gold to return an out-of-faction attachment or event from your discard pile to your hand. In many ways, Wise Master is a fitting title for this card—its effectiveness is only limited by the combinations you come up with.

Perhaps you’ll bring House Tyrell into your Targaryen deck, using Wise Master to recur cards like "Lord Renly's Ride" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12D35').colorbox(opts); }); (Guarding the Realm, 24). Maybe you’ll forge an alliance with the Night’s Watch to defend the Wall, and return Craven $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E5A5').colorbox(opts); }); (Called to Arms, 26) to your hand whenever it’s discarded. You may even use Banner of the Dragon $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#138C8').colorbox(opts); }); (Core Set, 204B) to take Wise Master into another faction’s deck, recurring Targaryen cards like Bloody Arakh $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17D9A').colorbox(opts); }); (The Archmaester’s Key, 15) or The Silver Steed $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11DDA').colorbox(opts); }); (The King’s Peace, 54).

If the Wise Master encourages you to forge alliances with other factions, the city of Yunkai $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E5BD').colorbox(opts); }); (Favor of the Old Gods, 74) brings a new twist to one of House Targaryen’s most iconic themes. Burning enemy characters by lowering their STR is a classic play for the Targaryens, and Yunkai lets you use that power in a new way. Rather than killing characters once their STR reaches zero, Yunkai gives you a tool to remove characters from a challenge.

Yunkai reads, “Bestow (4). Action: During a challenge in which you are the attacking player, kneel Yunkai and discard X gold from it to remove each character with STR X or lower from the challenge (X cannot be 0). Then, if you win the challenge, place 2 gold from the treasury on Yunkai.” Suddenly, cards like Daenerys Targaryen $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B15F').colorbox(opts); }); (Core Set, 160), Astapor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#26').colorbox(opts); }); (The Fall of Astapor, 54), and A Dragon Is No Slave $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6B0B').colorbox(opts); }); (Guarding the Realm, 34) have a new way to rule the game. You no longer need to reduce a character’s STR to zero. If you can drop their STR low enough, you can simply remove these characters from the challenge, letting you force whatever challenge you like as the attacking player. Even better, Yunkai has a way to reload itself, so long as you win the challenge. Still, if your opponent finds a way to win the challenge and keep you from placing more gold on Yunkai, this location can become useless… so you’ll need to weigh your choices carefully!

Conquering Essos

The continent of Essos is yours for the taking—but the Iron Throne in King’s Landing is your true objective. With the new cards included in Favor of the Old Gods, you can take your forces across the Narrow Sea and launch your assault.

Pick up your copy of Favor of the Old Gods (GT26) at your local retailer or online through our webstore 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

Seal the Ultimate Gate

Fri, 02/16/2018 - 03:48
Published 15 February 2018 | Eldritch Horror Seal the Ultimate Gate

Masks of Nyarlathotep Is Now Available for Eldritch Horror

“A sense of monstrous guilt was upon the land, and out of the abysses between the stars swept chill currents that made men shiver in dark and lonely places. There was a daemoniac alteration in the sequence of the seasons[...], and everyone felt that the world and perhaps the universe had passed from the control of known gods or forces to that of gods or forces which were unknown.”
   –
H.P. Lovecraft, Nyarlathotep

There is very little light in the cavern, and you’re certain that he hasn’t noticed you following him. You shiver as the silhouette of Nyarlathotep himself stands before the round, dark pool of liquid not more than twenty feet from where you are hiding. For a moment, he looks like a normal man as he sets the tips of his fingers to the surface of the pool. A sour-smelling phosphor seeps out from his touch and spreads across the liquid. The sickly light deepens shadows and casts a lurid sheen into the dank corners of the cave. Voices echo on all sides as the water ripples and flexes, and you can see Nyarlathotep’s form shift and flow effortlessly from one grotesque visage to the next. Its head snaps, stretches, and gibbers at each shadow in its turn. You lose track of how long the barrage of uncanny sound continues, when suddenly, silence reigns. Acutely aware of your labored breathing, you try to calm your fraying nerves and remain hidden. “It won’t matter, you know,” says Nyarlathotep crisply, and your mouth goes dry. It's hard to tell in the darkness, but you're sure he’s looking directly at you. “You can struggle and rage against their arrival, but they will come. Your world is forfeit… but I will savor your pathetic efforts.” With that, you can just see the figure Nyarlathotep bend bonelessly and slip into the inky pool as you sprint towards the cavern’s exit.

When the Ancient Ones have occasionally turned their attention to our tiny corner of the universe, it has often been due to a small subset of wrongheaded worshippers calling out to the cosmos for power. Now, the stars have aligned to amplify this call in Masks of Nyarlathotep, the newest expansion for Eldritch Horror, now available at your local retailer or online through our webstore!

Chaos Sown and Reaped

After aeons of playing mankind like a mad puppeteer, Nyarlathotep’s plans are finally coming to fruition. The heavens will soon align to allow passage for all manner of horrific creatures to emerge into our world. The investigators will need to stop many different cults from gathering arcane artifacts and tearing open holes in space and time, granting access to long vanished Mystic Ruins. Nyarlathotep continues to draw strength as his followers unwittingly worship his many aspects, and each one will require the investigators to engage a series of dangerous Adventures.

As these horrifying creatures pour through the gates, new investigators like Sefina Rousseau $(document).ready(function() { var opts = { iframe: true, innerHeight: 560, innerWidth: 700 }; $('#7DA8').colorbox(opts); }); and Father Mateo $(document).ready(function() { var opts = { iframe: true, innerHeight: 560, innerWidth: 700 }; $('#FF21').colorbox(opts); }); rise to meet the tide of oncoming monstrosities. As these fresh faces join the fold of those who stand against the darkness, investigators both old and new can develop new strengths with the Personal Stories included in Masks of Nyarlathotep. Personal Stories give investigators a chance to adapt to the threats they face or else become permanently hindered by the horrors they’ve endured. Paying close attention to each investigator’s Personal Story can grant you the advantages they offer in fighting back against the minions of the Ancient One.

The Gods Descend in Force

The investigators have defended our fragile world from terrible threats before, and each Ancient One nearly consumed the planet as a brave few stood against such immense power. As Messenger to the Outer Gods, Nyarlathotep knows that the time is ripe for all manner of otherworldly powers to focus on our humble world, and he has worked among us for centuries to prepare the way for his kin. Nyarlathotep’s many aspects gain followers around the world—are these cults feeding Nyarlathotep himself by unknowingly serving one of his many aspects, or do they strive to draw the attention of yet another otherworldly force? Either, or both, could be true.

In Masks of Nyarlathotep, a new campaign mode is introduced that pits the investigators against a multitude of titanic threats, one after another, as the cultists and Ancient Ones work to open the Ultimate Gate. In a campaign, players will take on six sequential Ancient Ones, and failing to seal away any one of the creatures means that the world is lost. Each upcoming Ancient One influences the battle against the current threat, increasing the intensity of the struggle against the encroaching darkness. Two Preludes are used to set up each game in a campaign. One Prelude represents the threat of the current Ancient One, while the second heralds the looming horror on the horizon that must be sealed away in the next game.


Two Prelude cards are active during a campaign game, raising the stakes for an added challenge.

As the investigators face this barrage of cataclysmic forces, they must conserve their energy if they hope to stop the opening of the Ultimate Gate. Many of the effects of the struggle against each Ancient One carries into the battles to come. Devastated cities and devoured investigators do not re-emerge if destroyed in a previous game of a campaign. Savvy investigators will know to seek out the Rewards from each investigator’s Personal Stories, and fight fiercely to keep the world intact for as long as they can.

The Ancient Ones are often appealed to as unknowable and godlike entities, spawned aeons ago and powerful beyond human measure. As always, the investigators will be hard-pressed to defeat even one of these beings, and Masks of Nyarlathotep brings new Unique Assets, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 270 }; $('#15023').colorbox(opts); });  Spells, Items, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 270 }; $('#7904').colorbox(opts); }); and more $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 270 }; $('#14E17').colorbox(opts); }); to help battle these new and terrible threats. This expansion also includes two new Ancient Ones, five new Investigators, a new Mythos Deck, and new Other World and Encounter Cards.

Stop the Crawling Chaos

Nyarlathotep must be stopped. If the Crawling Chaos is able to guide his kin to our world from beyond the stars, then mankind is doomed.

Join the struggle to silence the Messenger of the Outer Gods and pick up Masks of Nyarlathotep (EH09) at your local retailer or our webstore today!

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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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Attack on Dol Guldur

Fri, 02/16/2018 - 03:48
Published 15 February 2018 | The Lord of the Rings LCG Attack on Dol Guldur

The 2017 Fellowship Event Scenario Is Now Available

“In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling. We fear that now it is inhabited again, and with power sevenfold. A black cloud lies often over it of late.”
–Haldir, The Fellowship of the Ring

Ever since Sauron established Dol Guldur as his stronghold after his return to Middle-earth, the haunted fortress has been a source of dark power and death. Its very presence poisoned the Greenwood, and as the War of the Ring raged on, the acolytes of the Dark Lord used the fortress as their base while they launched relentless assaults on the realm of the Elves. Now, the time has come for the reign of darkness to end.

Attack on Dol Guldur, the epic standalone scenario pack for The Lord of the Rings: The Card Game that was featured at Gen Con 50 and the 2017 Fellowship Event, is on sale now at your local retailer or online through our website here!

Break Their Defenses

Rally your heroes for a battle with the servants of Sauron in Attack on Dol Guldur! This standalone scenario for The Lord of the Rings: The Card Game transports you and your company of heroes to the dangerous Wilderlands, where you have the chance to align yourself with the great host of Lórien as they fight to free those held in the Necromancer’s dungeons and drive back the dark forces that seek to consume Middle-earth. Your quest begins in the Golden Wood, fighting back a long-prepared assault by the armies of Dol Guldur. But even if you succeed in defending the realm of the Elves, you know that it is only a matter of time before the dark forces strike again. In order to protect the fair woods and those who reside there, you must cross the mighty River Anduin and take the battle to the Hill of Dark Sorcery itself.

Launching a siege on the fortress will prove no simple task. Through Sauron moved his seat of power to Barad-dûr after the attack of the White Council, the fortress of Dol Guldur remains a stronghold of dark sorcery. The halls of the Necromancer are protected by a swarm of Orcs, Trolls, and other evil Creatures, all led by Sauron’s four Indestructible Lieutenants who you will encounter at various points throughout your quest. These enemies cannot be destroyed, even if they suffer damage equal to their hit points. The only way to defeat them is to tear down the fortress that provides them with this unnatural power.

Among these denizens of darkness, you will face a powerful enemy in the form of Chieftain Morlug $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#95D2').colorbox(opts); }); (Attack on Dol Guldur, 12). As a Lieutenant of Sauron’s army, this Uruk commander never fights alone. When Chieftain Morlug attacks you, you must discard cards from the encounter deck until an enemy is called forth and, with the insatiable bloodlust that defines Sauron’s forces, they immediately engage you in battle.

Beyond the enemies who defend it, the fastness itself is a threat. Dol Guldur has its own attached treat dial that acts as a siege tracker throughout the battle, displaying the strength of Dol Guldur, which you must overcome before you can defeat Sauron’s Lieutenants. When Dol Gulur’s city strength falls to zero, each Lieutenant loses their Indestructible keyword.

Call in Reinforcements

Attack on Dol Guldur originally premiered at Gen Con 50 and was later featured as a favorite at the 2017 Fellowship Event. This scenario is designed to embrace Fellowships of every size, whether you wish to campaign with a small band of elite fighters or strike with the force of a great host. This scenario pack features two forms of gameplay with both Standard Game Mode and Epic Multiplayer Mode. Standard Game Mode supports one to four players and can be played with a single copy of Attack on Dol Guldur. Otherwise, with three copies of the scenario pack, you can support an incredible three to twelve player game and launch an assault on the fortress from multiple fronts.

As separate parts of a single siege, each team must face their challenges alone, as each stage acts as its own game. Card abilities on one stage cannot affect the battle unfolding at another stage, but those on separate stages may use the same unique cards if they so choose. Epic Multiplayer Mode divides your heroes into three teams playing different stages simultaneously, each facing their own set of challenges with a separate encounter deck as they work together to defeat the evil that awakens in the halls of the Necromancer once more.

You will need every ally you can gather if you wish to overcome the treachery of the dark fortress with its Power Sevenfold $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#173F').colorbox(opts); }); (Attack on Dol Guldur, 27). Even with its dread master absent, executing an attack on the Necromancer’s fortress is certain to fill the hearts of your outnumbered comrades with sense of dread, equipping this encounter card with the Doomed 1 keyword. When revealed, each player must choose to either search for a Dol Guldur location and add it to the staging area, or find an Orc enemy and immediately engage it in battle.

If, in the heat of battle, the last player at any stage is defeated, the siege fails and the entire group loses the game. If, however, at the end of the round Dol Guldur’s city strength is zero and there are no Lieutenants left to defend it, the fortress is captured and your heroes are victorious. While you may fight, defend, and quest separated from your allies, you are united by honor, by fellowship, and by the desire to bring Sauron’s reign to an end.

Restore Hope

Throw down the walls of Dol Guldur. Lay bare the pits, free the condemned souls within the dungeons, and break Sauron’s hold on Middle-earth!

Pick up Attack on Dol Guldur (uMEC74) at your local retailer today or on the Fantasy Flight Games website here!

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

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See to It Personally

Thu, 02/15/2018 - 06:47
Published 14 February 2018 | Star Wars: Legion See to It Personally

Demo Star Wars™: Legion at Select Retailers, Starting March 8th

"See to it personally, Commander. There’ll be no one to stop us this time."
     –Darth Vader, Star Wars: A New Hope

Are you excited for Star Wars™: Legion? Are you counting down the days until its release? Are you anxious to sample the gameplay or get a closer look at the minis?

If your answer to any or all of these questions is "yes," then you're in luck. Early demos of Star Wars: Legion will be available at participating retailers starting March 8th!

The heroic miniatures game of riveting infantry combat in the Star Wars galaxy, Star Wars: Legion is full of battle-ready troopers, blazing-fast speeder bikes, towering walkers, and iconic commanders. The game's rules are easy to learn, but they open the door to rich tactical and strategic possibilities. You'll command your troops, navigate the fog of war, and draw upon the power of the Force.

With its detailed miniatures and dramatic ground battles, Star Wars: Legion promises to be one of the year's biggest releases. Attend a demo and you'll see why. Check our list of participating retailers to see if there's one near you!

What Can You Expect?

If you find your way to a demo of Star Wars: Legion, you'll get a chance to look at the miniatures, hold them, and inspect their sculpts. You'll also get a good taste of the game. These demos teach you how units move and attack, although you won't necessarily dive into all the available actions. And you'll get a chance to sample the brutal back-and-forth energy of combat, whether or not you dig deeper into the tactical options provided by cover and suppressive fire.

Even if you just have five mintues for the basic demo, there's a lot to be said for getting your hands on the game's physical components and learning how quickly enemy forces can move into firing position. You don't need your Jedi or Sith commander to be fully decked out with an array of Force powers to get a sense for how devastating his lightsaber can be in the thick of a melee.

Still, while these demos are geared primarily toward offering players their first physical and visceral experience of the game's miniatures and pacing, you might yet find a chance to explore more of the game's possibilities. Each station will include a copy of the Learn to Play rulebook, and you might be able to play through the game's Learning Battle.

Those of you who will have already downloaded and read through the Learn to Play rulebook might even be able to talk to your retailer about scheduling an opportunity to play a full skirmish, using the forces available in the Core Set and gaining a richer appreciation of their strengths and weaknesses.

Reports from the Front Lines

With its iconic soldiers, Force-wielding commanders, heavy weaponry, and epic infantry combat, Star Wars: Legion promises to be one of the year's biggest games. And the demos at participating retailers are your chance to get your hands on Legion before it explodes onto the miniatures wargaming scene everywhere.

Whether you just get the basic five-minute overview, dive into a learning battle, or play through a whole Core Set skirmish, your demo will give you a chance to hold the miniatures, move your units, and sample the combat. Just be sure to check our list of participating retailers to find the demo nearest you, or talk to your favorite local game store about getting added to our growing list!

Then use the official hashtags—#StarWars #Legion—to share your thoughts, and let us know what you enjoyed.

Demos at select retailers begin on March 8th. Stay tuned!

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The Sword and the Spirits

Thu, 02/15/2018 - 03:47
Published 14 February 2018 | Legend of the Five Rings Fiction The Sword and the Spirits

Announcing a New Novella for Legend of the Five Rings

Rokugan. A land where honor is stronger than steel. Here, the samurai of the seven Great Clans serve the Emperor as warriors, courtiers, priests, and monks. They live—and die—by the tenets of Bushidō.

Shiba Tsukune wasn’t supposed to become the Champion of the Phoenix Clan, but their ancient sword chose her. Trained as a samurai warrior, she was to be the bodyguard of Isawa Tadaka, a powerful shugenja—and the man she loved. Although her new duties have drawn them apart, she refuses to stand by and watch as Tadaka falls to the darkness within him.

Tsukune follows Tadaka north to Cliffside Shrine, home of the Kaito family, where he must investigate the mysterious death of a prominent priestess. All around them, the shrine shows signs of decay and desecration, and the wards that have bound an evil demon for centuries are fraying. What secrets are the Kaito family keeping? And can Tsukune save Tadaka from descending down a dark path before it’s too late?

Fantasy Flight Games is proud to announce The Sword and the Spirits by Robert Denton III, a new novella set in the world of Legend of the Five Rings and featuring two exclusive alternate art cards for Legend of the Five Rings: The Card Game. You can pre-order this novella from your local retailer or on our website today!

The Sword and the Spirits focuses on the Phoenix Clan’s investigation into a mysterious elemental disturbance and the secrets of a vassal family in the mountains. Sent to investigate a murder, Isawa Tadaka and Shiba Tsukune stumble upon an ancient conspiracy.

At over 100 pages, The Sword and the Spirits is the deepest dive into Legend of the Five Rings lore yet, and will be released alongside Disciples of the Void, the Phoenix Clan Pack for Legend of the Five Rings: The Card Game. In addition, you can learn more about the mysteries of the Phoenix and explore the land of Rokugan from the viewpoint of the most mystical Great Clan—not only with the novella, but with a full-color insert detailing the history of the Phoenix Clan, the Kaito family, and its darkest secrets.

Ancient Tradition

The Sword and the Spirits will also feature two alternate art cards for Legend of the Five Rings: The Card Game!

The first, Kaito Kosori,  is an alternate art version of a card debuting in Disciples of the Void, and marks the first time a character from the Kaito family makes an appearance in Legend of the Five Rings: The Card Game. Kaito Kosori honors her family’s tradition of skill with a bow while also exemplifying the Kaito family’s mystical elements. While you are participating in an air conflict with at least one character, Kaito Kosori can contribute her skill to the conflict from your home area—essentially giving you a free skill boost to tip a conflict in your favor. Furthermore, as a Shugenja, Kaito Kosori synergizes well with the multitude of Spells found in Disciples of the Void.

The Sword and the Spirits also features an extended art version of the iconic Ofushikai, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9A56').colorbox(opts); });  the sword that chose Shiba Tsukune as Phoenix Clan Champion. Ofushikai offers guidance to its wielder, which can only be one of your unique Phoenix characters, and it grants a powerful ability when it's wielded by a Champion. As an Action during a conflict in which its wielder is participating, you may move a participating character home and prevent them from attacking for the rest of the phase! Since Ofushikai contains the Ancestral keyword, it will be a constant presence on your battlefield, and it's an attachment that your opponent will always have to beware: for both its skill boost and its ability.

Ofushikai is not included in Disciples of the Void, and is instead a preview of things to come. Because of this, Ofushikai will not be legal for Legend of the Five Rings: The Card Game tournament play until it is officially released in an upcoming Dynasty Pack later this year.

Frozen Memories

What mysteries does the Kaito family hide? Can Isawa Tadaka solve the mystery of the priestess's death, and can Shiba Tsukune save Tadaka from his own darkness?

Find out in The Sword and the Spirits (L5N01), available for pre-order now from your local retailer or our website!

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Save the Dream

Wed, 02/14/2018 - 09:47
Published 13 February 2018 | X-Wing Save the Dream

Announcing X-Wing Wave XIV

“Save the Rebellion! Save the dream!”
  
–Saw Gerrera, Rogue One

The Death Star is nearly complete—and it’s time for battle to be joined in the skies above Jedha, Scarif, and Eadu. Fantasy Flight Games is proud to announce the two expansion packs that make up Wave XIV for X-Wing!

  • Saw’s Renegades Expansion Pack
  • TIE Reaper Expansion Pack

With these two new expansion packs, you’re drawn directly into the breakneck starfighter conflicts of Rogue One and the beginning of the Galactic Civil War. You may fly with Saw and his partisans, willing to fight for freedom from the Empire at any cost. Or, you may join up with the Galactic Empire and ferry your elite troops into combat in a TIE reaper. No matter which side you support, the starships and upgrades of X-Wing Wave XIV take you into frantic battles for the survival of the Rebellion and the destruction of the Empire’s ultimate weapon.

You can pre-order your own copies of the Saw’s Renegades Expansion Pack and the TIE Reaper Expansion Pack at your local retailer or online through our website today! Then, read on for more information.

Saw’s Renegades Expansion Pack

Take the skies with Saw Gerrera and his renegades with the Saw’s Renegades Expansion Pack! Rather than introducing completely new ships to the game, this expansion follows in the vein of the Rebel Aces Expansion Pack and the Heroes of the Resistance Expansion Pack by introducing new versions of existing ships already in the service of the Rebel Alliance. In this case, you’ll find two new ship miniatures—a U-wing and a T-65 X-wing, both pre-painted in the stunning black-and-white paint scheme of Saw Gerrera’s freedom fighters.

Though the ships may be functionally the same as the ones included in previous expansions, the Saw’s Renegades Expansion Pack offers an assortment of ship cards featuring pilots from Saw’s motley band of warriors—or even Saw Gerrera himself, flying his powerful U-wing into your battles. Along with new ship cards for both the T-65 X-wing and the U-wing, you’ll find an arsenal of fifteen new upgrade cards, equipping your squadrons with any number of unusual tactics or system upgrades.

For example, you may load one of your U-wings with the new Targeting Scrambler $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#1820D').colorbox(opts); }); included in this expansion pack. In order to devote your pilot to using the Targeting Scrambler, you’ll need to give up the chance to fire this round, taking a weapons disabled token for your own ship. In exchange, however, you can choose any ship at Range 1-3 and give it the Scrambled $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#D8A7').colorbox(opts); }); condition. Then, when the ship that’s been Scrambled would attack your ship at Range 1, it loses any ability to modify its attack dice! If you’re using your U-wing or another ship to coordinate the battle, you may want to keep it alive for as long as possible. Scrambling the targeting systems of incoming attackers is just one way to keep your starships around for a few more turns.

With these ten ship cards and fifteen upgrade cards, plus the maneuver dials, tokens, and rules included in this expansion pack, the Saw’s Renegades Expansion Pack gives you everything that you need to take the fight to the Empire!

TIE Reaper Expansion Pack

Engineered as a high-performance troop transport for in-atmosphere missions, the TIE reaper also made its debut in Rogue One. Equipped with advanced ailerons for precise atmospheric maneuvering, thick armor plating, powerful laser cannons, and the capacity to carry elite infantry, this menacing vessel struck fear into Rebel forces across the galaxy.

Any TIE reaper that you choose to fly in your squadron packs a potent strike, rolling three attack dice as its primary weapon attack. A TIE reaper is not especially agile, leaving it with only a single defense die, but with six hull and two shields, these starships are durable enough to stick around on the battlefield. In fact, TIE reapers bring something quite special to your Imperial X-Wing squadrons. This ship bears the unusual jam action that lets you jam nearby ships and prevent them from using a focus, evade, or target lock—opening a wealth of tactical opportunities when you’re building your squad or flying into battle.

Due to its primary nature as a troop carrier, it makes perfect sense that the TIE reaper has two crew upgrades as its upgrade slots. You may choose to fly  Emperor Palpatine $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#466').colorbox(opts); }); himself into combat in a TIE reaper, or you may use it as it was first deployed in Rogue One: to carry Director Krennic’s Death Troopers $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#3A8C').colorbox(opts); }); into combat. Death Troopers take up both of the TIE reaper’s crew upgrades, but they give you an undeniable reward for coming into close combat. The Death Troopers card reads, “After another friendly ship at Range 1 becomes the defender, if you are inside the attacker’s firing arc at Range 1-3, the attacker receives 1 stress token.” By dumping more stress onto your opponent’s ships, you’re limiting their options and giving yourself a better chance of coming out victorious.

In the TIE Reaper Expansion Pack, you’ll find the pre-painted TIE reaper miniature, four different ship cards, eleven upgrade cards, a maneuver dial, and all the other tokens that you need to bring the Empire’s deadliest troopers into the heat of battle.

I Will Not Fail

From the low-flying infiltration of the Imperial base on Eadu, to the frantic starfighter battles in the skies above Scarif, X-Wing Wave XIV takes you into some of the most desperate and dangerous action of Rogue One. Choose your side, get your pilots to their ships, and take to the skies!

You can pre-order the Saw’s Renegades Expansion Pack (SWX74) and the TIE Reaper Expansion Pack (SWX75) at your local retailer or online through our website today!

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Knights of Fate

Tue, 02/13/2018 - 03:46
Published 12 February 2018 | Star Wars: Force and Destiny Knights of Fate

Announcing the Warrior Sourcebook for Force and Destiny

From the earliest days of its inception, the Jedi Order has defended even the farthest reaches of the galaxy from chaos and darkness. Often equipped with little more than their legendary lightsabers and a lifetime of training, Jedi Knights defended the weak and vulnerable by the strength of their arms when the avenues of wise guidance and diplomacy fell short. For thousands of years, these champions of the light struggled tirelessly for justice and peace.

Fantasy Flight Games is proud to announce Knights of Fate, a new sourcebook for Force and Destiny, focusing on the Warrior career and providing new specialization trees, species, gear, and narrative components to bolster the masters of battle in your campaigns.

You can pre-order Knights of Fate at your local retailer or online through our website, then read on for more information!

Whispers of War

The galaxy is in turmoil. The strength and enlightenment of the Jedi has been replaced by the cold steel of the Empire. The purge of the Jedi extinguished a beacon that had illuminated society for thousands of years, fostering peace, exploration, and growth. However, in this difficult age, the path to true peace is beset by lies, paranoia, and isolation. These are not foes that Warriors are often prepared to face.

At least not alone.

A Warrior’s role in their party is not merely a vehicle for violence. Warriors are a safeguard against the countless dangerous environments of the galaxy that require a guiding light. An ancient Sith temple may hold vast repositories of forgotten knowledge, but a Mystic could not hope to overcome the prowling, corrupted beasts that have claimed the vacant structure. A Sentinel may successfully identify and track down a violent street gang harassing innocent civilians, but they may be ill-equipped to handle the gang’s collection of heavily armed sentry droids. A Guardian might establish contact with the leader of a Rebel cell and decide that speed is more important than discretion in their mission to evacuate with a defecting Imperial governor. Scenes and encounters such as these highlight the Warrior’s prowess while tying the struggle to non-combat story threads.

In Force and Destiny, Warriors must frequently confront the inherent moral conflict of violence. To them, peace is not merely the absence of strife but the presence of justice and order. But the power that manifests itself so plainly in the Warrior is also their greatest danger. The Warrior must be ever-vigilant to protect their thoughts and intentions from the deception of the dark side. The fear and anger that can go hand-in-hand with battle may be a deadlier foe than any weapon forged by hand.

Why We Fight

Knights of Fate lends new meaning to your Warriors’ battles by introducing a new list of character Motivations. These Motivations, while certainly valid for any character, exemplify the active, goal-oriented nature of Warriors. Listed as Challenges, these Motivations can be better recognized as goals.

The Liberation motivation, for example, might put your character directly at odds with the Empire, a Hutt crime syndicate, or other oppressive organizations such as slave traders. Acceptance can be hard to find in a galaxy hostile to Force users, and a character with this Motivation may see carving out their personal space as an analog for diminishing distrust in the population at large. Those who wish to attain the heights of the fabled fighters of the past exemplify the Recognition Motivation.

Advanced Training

Wielding both deadly weaponry and the Force is a responsibility that should not be taken lightly. The temptations of the dark side have swayed even the most stubborn minds and the galaxy still suffers for it. Knights of Fate includes an arsenal of new equipment, droids, and vehicles perfectly suited for Warriors, as well as new options for campaign rewards such as titles and allies. Three brand new species enter the game, along with new specializations for Warriors—including one focused on Mace Windu’s contentious Vaapad lightsaber fighting style!

Join us soon for more previews of what Knights of Fate will bring to bear on your games of Force and Destiny!

Look for Knights of Fate (SWF46) in the second quarter of 2018 and pre-order your copy at your local retailer or online through our website today!

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