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Avoid a Backstabbing

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New FAQ and Tournament Rules are Available for A Game of Thrones

The 2015 A Game of Thrones: The Card Game Organized Play season has gotten off to a roaring start with Store Championships. Battles rage across the Seven Kingdoms each week, and those with the most knowledge give themselves the best opportunity to be named Champion. Will you use your knowledge to gain an advantage over your foe? Or will you fall by the wayside, just another pretender to the throne?

What knowledge will you acquire, and how will you use it? Be sure to read the new FAQ (pdf, 2.3 MB) and tournament rules (pdf, 1.5 MB) before heading out to your next tournament.


These changes will go into effect on February 16th, 2015.

A Word from the Developers

Hello A Game of Thrones players,

As we move deeper into the Store Championship season, a couple of metagame trends that began to creep into the game at last year’s Tourney of Stahleck and World Championships have strengthened their grasp upon the environment. Instead of waiting until our regularly scheduled pre-Regional Championships FAQ document, we have decided to release a small mid-season FAQ to address these concerns.

The top item being addressed is the River plot deck which, in spite of a restriction to Crossing the Mummer’s Ford (Spoils of War, 20), is still dominating the game. To lower the ceiling on how much card advantage Crossing the Mummer’s Ford card can provide, we are adding an errata to its effect that prevents it from being triggered by other card effects. This will limit the card’s effectiveness to one use each time a player cycles through his or her plot deck. To anticipate the most likely rules question relating to this errata, if another River plot attempts to trigger it as the top River card in your used pile, the “cannot” is absolute, and nothing will happen.

In addition to the River plot deck, we are taking this opportunity to address a few other strategies that have been warping the recent environment. Daenerys Targaryen (Ancestral Home, 76) and Melisandre’s Favor (The Horn that Wakes, 63) have both been added to the restricted list. We are adding an errata to Harrenhal (Ancestral Home, 78) that requires the character killed to pay its cost be both owned and controlled by the player who is using Harrenhal, to break up the card’s combo potential with the aforementioned Melisandre’s Favor. Finally, the combo of Unburnt (Queen of Dragons, 1) and Aloof and Apart (Secrets and Schemes, 18) is being checked, so that the free save the combo enables is no longer repeatable.

In the Q&A section, we field questions on two topics. The first explains the timing of the new Castle plots. The second covers the physical placement (dead pile, discard pile, or deck) of multiple cards that leave play simultaneously when there are no specific instructions regarding the order in which those cards arrive in their new location.

We hope that this FAQ release serves to rejuvenate the environment, and helps to maximize your enjoyment of the game over the remainder of the Store Championship season.

Nate French
Fantasy Flight Games

Thanks Nate!

Don’t let yourself be caught unaware at your next Store Championship. Download the new FAQ and tournament rules today so you’ll be ready as you ride into battle.

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Take to the Streets

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Elder Sign: Gates of Arkham Is Now Available

Behind everything crouched the brooding, festering horror of the ancient town…
   –H.P. Lovecraft, The Dreams in the Witch House

A city full of horrors awaits you. The Gates of Arkham expansion for Elder Sign is now available at your local retailer and in our online store.

Gates of Arkham features the new Streets of Arkham game mode, which takes the action of Elder Sign out of the museum and into the legendary, haunted, New England city of Arkham. As four new Ancient Ones threaten to awake, their stirrings are ripping at the fabric of space and time, causing gates to Other Worlds to open, and releasing horrors throughout the city. Fortunately, eight investigators are adding their strengths to the vital struggle to save Arkham from unspeakable, irrevocable doom.

The Streets of Arkham

The Streets of Arkham game mode leaves the museum and takes the action to twenty-five locations throughout Arkham, such as Independence Square, the River Docks, and Ma’s Boarding House. In this mode, detailed in our first preview, a complete deck of Arkham Adventure cards replaces the core set Adventure deck. Arkham Adventures are played facedown, so you enter a location without knowing what lies ahead.

You may, for example, choose to visit the Curiositie Shoppe in order to gain a unique item. But when you reach it, you find that the door has been smashed open and a thin trail of blood leads across the threshold, as if the victim of some violent event inside the Shoppe has recently fled. Merely entering the Shoppe mysteriously drains your stamina. And before you can begin to piece together what has happened, an unexpected Event occurs.

 

Some Arkham Adventures are marked with a red moon icon that signals you to draw an Event card at the start of your Resolution phase. Events, featured in our fourth preview, may be good or bad. For example, at the beginning of your adventure in the Curiositie Shoppe, the Hungry Creatures Event may cause a ravenous monster to appear. Or you may have a sudden epiphany and gain some Rare Knowledge, which gives you a clue or a spell to help you complete the tasks ahead. With random Events able to put victory within your reach, or bring the Ancient One closer to awakening, every moment, every move you make in Arkham is critical, unpredictable, and potentially game-changing.

Gates to Other Worlds

Not even physical space is stable in Arkham. As described in our second preview, a gate can open at any location, say, the Police Station, transforming it into the portal to an uncanny and fearsome Other World – perhaps the monster-infested City of Gugs. In order to seal the gate and return the Police Station to some semblance of normality, you’ll have to undertake an Adventure in that Other World. Until you succeed at the appointed tasks in the City of Gugs, the Police Station is wholly unvisitable, no longer a place of order and justice, but the home of a disastrous rip in the material of the cosmos.

Some Events and midnight effects create gates, but it is the stirring of the Ancient Ones that truly lies behind these universal disturbances, since it is outside of the gates that they patiently wait and through the gates that they will come. All four Ancient Ones of Gates of Arkham have spaces on their doom tracks that cause gates to open. All four are pulled closer to awakening as gates tear Arkham apart.

Unlikely Heroes with Underground Ties

In your fight against these Ancient Ones you’ll need investigators capable of surviving in the Other Worlds and on Arkham’s streets, tough and shrewd people who may come from nefarious backgrounds or from the heights of society. One such individual is Finn Edwards, a successful bootlegger on the East Coast. His illegal trade grants him a few privileges, including the ability to easily acquire common items for anyone he chooses, such as one of the four investigators featured in our third preview.

Surviving in Arkham can be as much a matter of who you know as what you know, so Gates of Arkham offers investigators the chance to gain a membership in one of the city’s most powerful organizations. Memberships allow investigators to skip certain tasks and offer additional rewards for success, enabling you to navigate Arkham more easily and have more tools in your battle against the Ancient One.

Finn Edwards is a natural fit for the Sheldon Gang– an infamous and well-armed nationwide bootlegging network. In Arkham, they have as much power as the police, if not more, since several police officers are on the Sheldon Gang payroll. If you prefer dark rituals and arcane tomes to gunfights and smuggling, you might seek membership in the Order of the Silver Twilight, an ancient and secretive organization of unknown origin that somehow possesses a wealth of knowledge about the Ancient Ones. The Order of the Silver Twilight may not control the streets, but it can include you in its powerful occult rites and perhaps even lead you to a priceless Elder Sign.

Horrors Around Every Corner

No place in Arkham is completely safe, not St. Mary’s Hospital or the South Church, not Velma’s Diner or Hibb’s Roadhouse. Thankfully, Gates of Arkham also lets investigators acquire Skills that can help you conquer the city’s terrors and chaos. Some Wanderlust, for example, enables you to open up the locked doors of Arkham’s locations and peer inside before entering.

Many components of the expansion, such as the new investigators, Ancient Ones, spells, and items can be used outside of the Streets of Arkham game mode to bring fresh terrors to your experience inside the Arkham museum. Nevertheless, the heart of Gates of Arkham lies in the city’s streets and tangled woods, in its thick fogs and dark old secrets. And unless you and your fellow investigators can seal the gates ripping the city apart, kill the monsters threatening its inhabitants, and prevent the Ancient Ones from awakening, Arkham will be lost.

If you’re brave enough to fight the horrors of this haunted New England town, pick up your copy of Gates of Arkham today!

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Back into the Shadows

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

 

“Against the Power that now arises there is no victory. To this City only the first finger of its hand has yet been stretched. All the East is moving.”
    –J.R.R. Tolkien, The Return of the King

Fantasy Flight Games is proud to announce that three new Nightmare Decks are now available for The Lord of the Rings: The Card Game!

When Middle-earth’s heroes returned to Minas Tirith, triumphant after the battles they faced through the scenarios from Heirs of Númenor, they found the City’s Steward wracked with worry. Traitors and treachery had infiltrated the City and spread throughout its underbelly like a disease.

After the Heirs of Númenor deluxe expansion, the Against the Shadow cycle followed the heroes and their efforts to purge the Dark Lord’s servants from the heart of Gondor. From the gutters and darkened alleys of Minas Tirith, their investigations led them into the neighboring Drúadan Forest and then to Amon Dîn. At each turn, the plot thickened, and players were immersed in an epic adventure, full of innovative mechanics, iconic locations, vibrant characters, plot twists, and treachery.

Now, three new Nightmare Decks allow you to experience the thrill of discovery all over again with new Plots and mechanics, as well as deadlier challenges. When you return to the first three scenarios from the Against the Shadow cycle with these Nightmare Decks, you’ll find that the conspiracies run deeper, your foes are more ferocious, and the Dark Lord’s servants have come closer than ever to plunging Gondor into chaos!

Lead Developer Matthew Newman on the Against the Shadow Nightmare Decks

When you play through the Against the Shadow cycle in Nightmare Mode, you’ll find that its scenarios have changed and evolved, and the shadow of Mordor has grown. Good luck!

The Steward’s Fear

This beloved scenario kicks off the Against the Shadow cycle with an investigation into an evil cabal secretly plotting the downfall of Minas Tirith.

One of the most entertaining aspects of this quest is its replayability. In the original scenario, players randomly select from three Plot objectives and three Villain enemies, then confront the cabal of traitors that has banded together in one of nine possible combinations. In Nightmare Mode, we added more depth to this theme by adding new Plot objectives and creating an unpredictable environment wherein your Plot and Villain are always moving forward and gaining strength. For example, if you don’t quickly explore the location Traitors’ Den (The Steward’s Fear Nightmare Deck, 6), the cabal may hatch an additional Plot that you’ll need to confront in addition to the one set aside during setup.

The Steward’s Fear also introduced locations with the Underworld X keyword, which allowed the enemies hiding within them to attack once they were revealed. This Nightmare Deck adds strength to this theme and the Underworld deck with new Underworld locations, a treachery card that you shuffle into the Underworld deck, and a slippery enemy who attacks you when he first emerges from the Underworld deck, only to vanish right out of your sight if you can’t destroy him immediately.

Finally, The Cabal’s Champion (The Steward’s Fear Nightmare Deck, 10) is an objective that increases the strength of the Villain you will eventually face at stage three. The longer you take to root out this Villain, the more powerful he or she becomes. This emphasizes your need to move swiftly through each quest stage and ensures a tense and climactic endgame for the adventure as you confront the leader of the cult.

The Drúadan Forest

When players first pursued those cabalists who fled from Minas Tirith into The Drúadan Forest, they likely found it much deadlier than they had imagined. The enemies the players had been hunting were dead, but the forest was full of deadly and cunning Wose enemies that provided a unique challenge, discarding the heroes’ resources with their Prowl X keyword and then punishing them with effects that grew more powerful as the players’ resources dwindled.

For this Nightmare Deck, we decided to change the dynamic of this quest in a way that complements the encounter deck as a natural fit, even while it dramatically alters the way players need to approach The Drúadan Forest. These changes all start with the setup card (The Drúadan Forest Nightmare Deck, 1):

“Heroes do not collect resources during the resource phase.

Setup: Add resources to each hero’s resource pool until each hero has 5 resources. Search the encounter deck for 1 copy of Garden of Poisons and add it to the staging area. Shuffle the encounter deck.”

At first, as your heroes enter the Drúadan Forest, you may feel that you have everything you need at your disposal. Fifteen resources is a lot, after all! But since your heroes do not collect resources during the resource phase each round, you find yourself second-guessing every card you play. Meanwhile, the scenario’s Wose enemies and treachery cards continue to swipe at your remaining resources until you run out, at which point cards such as Drúadan Warrior (The Drúadan Forest Nightmare Deck, 3) and Eilenach (The Drúadan Forest Nightmare Deck, 6) become truly nightmarish.

The Drúadan Forest Nightmare Deck doesn’t just introduce new enemies and treacheries; it introduces an entirely new paradigm, one that challenges players to think outside the box and creates a truly tense and exciting experience!

Encounter at Amon Dîn

Encounter at Amon Dîn is a scenario that in many ways captures what The Lord of the Rings: The Card Game is all about – noble heroes putting themselves in great danger in order to protect the lives of others. The Nightmare Mode version of this scenario is designed to truly emphasize the idea and feeling of this self-sacrifice. Nearly every card presents you with a difficult decision: you can confront some fierce obstacle in order to protect one or more villagers, or you can play it safe at the cost of innocent lives.

This idea first finds shape in the scenario’s setup card (Encounter at Amon Dîn Nightmare Deck, 1):

Forced: At the beginning of the quest phase, either discard 1 villager token from Rescued Villagers, or reveal an encounter card.”

As you need to make this difficult choice each and every turn, you really begin to feel like you are throwing yourself into a series of dangerous situations in order to save lives. Other cards like Orc Raiders (Encounter at Amon Dîn Nightmare Deck, 2) and Save Us! (Encounter at Amon Dîn Nightmare Deck, 8) help to compliment this theme, as well.

These decisions almost guarantee you’ll suffer many more casualties, and that means you will find yourself bound for an epic confrontation with the deadly Ghulat (Encounter at Amon Dîn, 71). Simultaneously, though, you will need to make sure more villagers were rescued than slain, and this is a task that becomes much more difficult objective with this Nightmare Deck’s deadlier enemies and ravaged locations.

I hope you enjoy confronting the new challenges from these Nightmare Decks as much as we enjoyed crafting them. Be brave and confront the shadow head on.

Alámenë!

Will You Stand Against the Growing Shadow?

In the dark land of Mordor, the Enemy has grown stronger, and his agents have stolen secretly into the very heart of Gondor. Though many may think the streets of Minas Tirith are free from evil, the war against the Enemy is not won, nor are any of its battles truly ended. Traitors once again skulk about the darkest alleys of Minas Tirith and steal through the forests of Gondor. Your work is not ended until the Enemy himself is defeated.

Take up your arms once more, and stand fast against the growing Shadow. Pick up your copies of the Against the Shadow Nightmare Decks today!

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Back into the Shadows

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

 

“Against the Power that now arises there is no victory. To this City only the first finger of its hand has yet been stretched. All the East is moving.”
    –J.R.R. Tolkien, The Return of the King

Fantasy Flight Games is proud to announce that three new Nightmare Decks are now available for The Lord of the Rings: The Card Game!

When Middle-earth’s heroes returned to Minas Tirith, triumphant after the battles they faced through the scenarios from Heirs of Númenor, they found the City’s Steward wracked with worry. Traitors and treachery had infiltrated the City and spread throughout its underbelly like a disease.

After the Heirs of Númenor deluxe expansion, the Against the Shadow cycle followed the heroes and their efforts to purge the Dark Lord’s servants from the heart of Gondor. From the gutters and darkened alleys of Minas Tirith, their investigations led them into the neighboring Drúadan Forest and then to Amon Dîn. At each turn, the plot thickened, and players were immersed in an epic adventure, full of innovative mechanics, iconic locations, vibrant characters, plot twists, and treachery.

Now, three new Nightmare Decks allow you to experience the thrill of discovery all over again with new Plots and mechanics, as well as deadlier challenges. When you return to the first three scenarios from the Against the Shadow cycle with these Nightmare Decks, you’ll find that the conspiracies run deeper, your foes are more ferocious, and the Dark Lord’s servants have come closer than ever to plunging Gondor into chaos!

Lead Developer Matthew Newman on the Against the Shadow Nightmare Decks

When you play through the Against the Shadow cycle in Nightmare Mode, you’ll find that its scenarios have changed and evolved, and the shadow of Mordor has grown. Good luck!

The Steward’s Fear

This beloved scenario kicks off the Against the Shadow cycle with an investigation into an evil cabal secretly plotting the downfall of Minas Tirith.

One of the most entertaining aspects of this quest is its replayability. In the original scenario, players randomly select from three Plot objectives and three Villain enemies, then confront the cabal of traitors that has banded together in one of nine possible combinations. In Nightmare Mode, we added more depth to this theme by adding new Plot objectives and creating an unpredictable environment wherein your Plot and Villain are always moving forward and gaining strength. For example, if you don’t quickly explore the location Traitors’ Den (The Steward’s Fear Nightmare Deck, 6), the cabal may hatch an additional Plot that you’ll need to confront in addition to the one set aside during setup.

The Steward’s Fear also introduced locations with the Underworld X keyword, which allowed the enemies hiding within them to attack once they were revealed. This Nightmare Deck adds strength to this theme and the Underworld deck with new Underworld locations, a treachery card that you shuffle into the Underworld deck, and a slippery enemy who attacks you when he first emerges from the Underworld deck, only to vanish right out of your sight if you can’t destroy him immediately.

Finally, The Cabal’s Champion (The Steward’s Fear Nightmare Deck, 10) is an objective that increases the strength of the Villain you will eventually face at stage three. The longer you take to root out this Villain, the more powerful he or she becomes. This emphasizes your need to move swiftly through each quest stage and ensures a tense and climactic endgame for the adventure as you confront the leader of the cult.

The Drúadan Forest

When players first pursued those cabalists who fled from Minas Tirith into The Drúadan Forest, they likely found it much deadlier than they had imagined. The enemies the players had been hunting were dead, but the forest was full of deadly and cunning Wose enemies that provided a unique challenge, discarding the heroes’ resources with their Prowl X keyword and then punishing them with effects that grew more powerful as the players’ resources dwindled.

For this Nightmare Deck, we decided to change the dynamic of this quest in a way that complements the encounter deck as a natural fit, even while it dramatically alters the way players need to approach The Drúadan Forest. These changes all start with the setup card (The Drúadan Forest Nightmare Deck, 1):

“Heroes do not collect resources during the resource phase.

Setup: Add resources to each hero’s resource pool until each hero has 5 resources. Search the encounter deck for 1 copy of Garden of Poisons and add it to the staging area. Shuffle the encounter deck.”

At first, as your heroes enter the Drúadan Forest, you may feel that you have everything you need at your disposal. Fifteen resources is a lot, after all! But since your heroes do not collect resources during the resource phase each round, you find yourself second-guessing every card you play. Meanwhile, the scenario’s Wose enemies and treachery cards continue to swipe at your remaining resources until you run out, at which point cards such as Drúadan Warrior (The Drúadan Forest Nightmare Deck, 3) and Eilenach (The Drúadan Forest Nightmare Deck, 6) become truly nightmarish.

The Drúadan Forest Nightmare Deck doesn’t just introduce new enemies and treacheries; it introduces an entirely new paradigm, one that challenges players to think outside the box and creates a truly tense and exciting experience!

Encounter at Amon Dîn

Encounter at Amon Dîn is a scenario that in many ways captures what The Lord of the Rings: The Card Game is all about – noble heroes putting themselves in great danger in order to protect the lives of others. The Nightmare Mode version of this scenario is designed to truly emphasize the idea and feeling of this self-sacrifice. Nearly every card presents you with a difficult decision: you can confront some fierce obstacle in order to protect one or more villagers, or you can play it safe at the cost of innocent lives.

This idea first finds shape in the scenario’s setup card (Encounter at Amon Dîn Nightmare Deck, 1):

Forced: At the beginning of the quest phase, either discard 1 villager token from Rescued Villagers, or reveal an encounter card.”

As you need to make this difficult choice each and every turn, you really begin to feel like you are throwing yourself into a series of dangerous situations in order to save lives. Other cards like Orc Raiders (Encounter at Amon Dîn Nightmare Deck, 2) and Save Us! (Encounter at Amon Dîn Nightmare Deck, 8) help to compliment this theme, as well.

These decisions almost guarantee you’ll suffer many more casualties, and that means you will find yourself bound for an epic confrontation with the deadly Ghulat (Encounter at Amon Dîn, 71). Simultaneously, though, you will need to make sure more villagers were rescued than slain, and this is a task that becomes much more difficult objective with this Nightmare Deck’s deadlier enemies and ravaged locations.

I hope you enjoy confronting the new challenges from these Nightmare Decks as much as we enjoyed crafting them. Be brave and confront the shadow head on.

Alámenë!

Will You Stand Against the Growing Shadow?

In the dark land of Mordor, the Enemy has grown stronger, and his agents have stolen secretly into the very heart of Gondor. Though many may think the streets of Minas Tirith are free from evil, the war against the Enemy is not won, nor are any of its battles truly ended. Traitors once again skulk about the darkest alleys of Minas Tirith and steal through the forests of Gondor. Your work is not ended until the Enemy himself is defeated.

Take up your arms once more, and stand fast against the growing Shadow. Pick up your copies of the Against the Shadow Nightmare Decks today!

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Free Traders

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Preview the Character Options of Fly Casual

“Look, I ain’t in this for your revolution, and I’m not in it for you, Princess. I expect to be well paid. I’m in it for the money.”
–Han Solo

A smuggler’s life is one of bending the rules or creating your own, of fighting for survival and making narrow escapes. Smugglers may be thought of as greedy and self-interested, but that’s the price they pay for freedom – and under Imperial rule, freedom is a precious commodity. They’ll take on any job that pays well, not just for the money, but because money is what gives them independence.

In Fly Casual, a sourcebook for the Star Wars®: Edge of the Empire™ roleplaying game, you’ll find everything you need to experience a Smuggler’s life, from talents that let you talk your way out of trouble to gear that conceals contraband. For Game Masters there’s plentiful information about smuggling within the Star Wars galaxy, a guide to designing a smuggling ring for your group, and ideas for staging con jobs, scams, break-ins, and all sorts of illegal activities.

Today’s preview focuses on the Smugglers themselves. We’ll look at the three new Smuggler specializations introduced in Fly Casual, three new species apt to practice these specializations, and some of the gear that can help you succeed in this underhanded, risky, and lucrative career.

Talk the Talk

In the Edge of the Empire Core Rulebook, you’ll find three Smuggler specializations. You can choose to be a focused, hardworking Pilot, a quick-witted, cavalier Scoundrel, or a stealthy, cunning Thief. But if your charisma is your favorite weapon, and you prefer to negotiate rather than intimidate or fight, you might want to become a Charmer, the first of the new specializations introduced in Fly Casual. Armed with the skills Charm, Cool, Leadership, and Negotiation, Charmers can befriend the people they’re about to steal from and talk their way out of a bad situation. They can easily navigate both the underworld and the upper echelons of society, and they always know exactly the right thing to say.

Sometimes a Charmer’s persuasive words and disarming smile are enough to gain entry to a private cantina, or to pass through an Imperial checkpoint. At those times, False Credentials may prove useful. For 800 credits your character can buy a fake identity that will fool even the most sophisticated scanners and most perceptive adversaries. You may want to keep some on hand just in case someone links your character’s real name to the ignoble deceptions and illegal deeds you’ve perpetrated.

Beat the Odds

Charmers are easy to recognize: their natural magnetism and compelling words always make them the center of attention. Gamblers, however, must avoid receiving too much attention and keep their tricks hidden in order to survive. Rather than attract attention, they may prefer to keep a low profile and secretly strategize for the moment when they reveal their hand. Specializing as a Gambler involves more than always winning at the sabacc table. Gambling is a mentality, a way of life, a willingness to risk it all and a knowledge of how to triumph against the odds.

A Gambler's bonus skills include Computers, Cool, Deception, and Skulduggery, allowing you to double up on the latter two since they are part of the Smuggler base skill set. With these skills, you are as well suited to playing casual games of cards with the Imperial aristocracy as you are hacking into the computers of a Hutt crime boss. You might be the brains behind an independent smuggling ring, or a card shark out in one of the colonies. You might even play a Trader and use the Gambler specialization to enhance your negotiating skills.

Shoot First

Sometimes deals go wrong. Sometimes your client refuses to pay for the merchandise you’ve smuggled across the galaxy. Sometimes you get caught in the act of stealing, or a rival Smuggler turns to violence to cut down his competition. In these cases, having a Gunslinger on board your ship can prove very useful. Gunslingers start with the bonus career skills Coercion, Cool, Knowledge (Outer Rim), and Ranged (Light). But the true strength of a Gunslinger lies in their ability to shoot faster than their opponent. The Gunslinger’s talents allow him to draw fast, aim well, and deliver a lethal blow before anyone else has got a weapon in hand.

All Smugglers need a way to prevent their valuables – and stolen goods – from being taken in a search. But Gunslingers who want to keep their hands free for drawing and shooting may be particularly interested in a Smuggler’s Trenchcoat. It has more pockets (and pockets within pockets) than Imperial stormtroopers are willing to search, and, since it adds a point to your soak value, it protects both you and your contraband in a fight.

Native to the Outer Rim

The three playable species introduced in Fly Casual each hail from a different world in the Outer Rim. Each offers its own challenges and advantages for the Smuggler career. 

The Quarren once led a peaceful underwater existence on their homeworld of Dac, and these tentacled, amphibious humanoids still feel more comfortable swimming than walking or flying. Conflicts with the Mon Calamari and the Empire have now compelled some Quarren to leave Dac and earn a living on the fringes of the galaxy. Because they can be aggressive and strong-willed, Quarren take easily to the Gunslinger specialization or the Hired Gun career, but some also possess a natural meticulousness that suits them to the work of a Mechanic or Outlaw Tech.

The shrewd, elegant, reptilian Falleen make excellent Charmers, Politicos, and even Performers, possessing a disarming presence that can make anyone put down their guard. After all, the Falleen control the Black Sun, one of the most powerful crime syndicates ever known in the galaxy. In addition to their natural intelligence and cunning, the Falleen also have the ability to modulate their skin color and pheromones to affect the emotional states of others. Anyone who lets his guard down might find himself agreeing to whatever a Falleeen wants without exactly knowing why– and later regretting his decisions.

The tall, burly Gotals possess great Cunning, lack much Presence, and, because they can be so inconspicuous, are well suited for the Gambler specialization. They also possess energy-sensitive horns that, through fluctuations in the electro-magnetic field, can sense the emotional states of others. The same adaptations that enable Gotals to tell whether or not someone is bluffing also make them sympathetic Doctors or perceptive Marshals. Yet some Gotals use their empathy as a weapon: a Gotal Bounty Hunter, for example, could use it to more easily hunt down his prey.

The new species of Fly Casual from left to right: a Gotal, Quarren, and Falleen

Fortune Favors the Bold

A Charmer, a Gambler, a Gunslinger, and a Pilot could make an excellent smuggling team: let the Charmer and Gambler run con jobs and do the dirty work while the Gunslinger eliminates any armed opponents and the Pilot takes care of the quick getaway.You might also pick up Charmer, Gambler, or Gunslinger as an additional specialization so that your Colonist, Bounty Hunter, or Explorer has a few underhanded tricks up her sleeve. Whether smuggling is your livelihood or you play high-stakes games of sabacc and hintaro as a pastime, Fly Casual open up dangerous, profitable, and thrilling new adventures for you to experience in the Star Wars universe.

Fly Casual is coming soon. Pre-order it from your local retailer today!

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The Lay of the Battlefield

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Preview the New Scenarios of Hernfar Guardians and Warband of Scorn

Poisoned arrows darkened the skies but the horses were galloping too fast to be hit. They charged straight into the midst of the half-demon archers: some fell beneath the horses’ trampling hooves, others simply fled. Then the horses stopped cold. Standing between the Citadel Lancers and their goal was a tall, bloodied barricade of spears, sharpened wood staves, and bones. The men exchanged determined glances, and prepared their horses for the perilous jump…

Charge forward with Hernfar Guardians and Warband of Scorn, the new Army Pack expansions for BattleLore Second Edition. In Hernfar Guardians you’ll find thirty-four sculpted plastic figures: four new Daqan units adept at breaking enemy lines and defending prized positions, along with the Citadel Guards to support them. Warband of Scorn contains thirty-seven Uthuk Y'llan figures: three units of Blood Harvesters and four new units certain to make your opponent’s army bleed in every fight.

Earlier previews have provided in-depth introductions to the units of Hernfar Guardians and those of Warband of Scorn. We also previewed the Army cards of each expansion, which suggest battle-ready offensive and defensive armies made from only the units included in the Army Pack. Today’s preview will look at some of the new scenario cards, which not only transform your battlefield into a fresh and treacherous landscape, but also offer new strategic challenges to overcome.

Spires and Lore

In Hernfar Guardians, the Daqan army must not only protect the homes and fields of the people of Terrinoth, but also prevent the realm’s powerful magic runes and crystals from falling into the wrong hands. One new scenario card, The Ruins of Lore, charges you specifically with keeping the attacking Uthuk Y’llan army away from two powerful crystal spires embedded in the landscape. For every turn you can keep the spires safe, you gain a victory point.

Crystal spire hexes are introduced to BattleLore for the first time in Hernfar Guardians. When one of your units occupies a crystal spire at the beginning of their Move Step, you can roll an additional die for that unit during combat that turn. In The Ruins of Lore, Crystal Spires also provide you with one lore if you occupy them at the end of your turn. That lore may then be spent to move a unit at the end of the round, allowing you to pursue the Uthuk Y’llan during combat and then pull back, or move a friendly unit that was forced to retreat back into position. You may want to occupy one crystal spire with a Siege Golem, whose artillery can eradicate enemy forces long before they enter your territory.

In the Behind the Lines scenario, however, your goal is to penetrate deep into territory occupied by the enemy. In setup, you’ll place a Daqan faction banner marker behind enemy lines, which grants your Daqan units an additional victory point for occupying that spot. Regardless of your opponents’ goals, you must focus on attaining that position and holding it at all costs. To do so, you’ll need strong, swift units like the Citadel Lancers, who can either rupture or skirt the enemy lines. Citadel Guards or Greyhaven Battlemages can then follow the cavalry, claim the faction banner marker, and defend it until your victory is complete.

A Bloodied Battlefield

What the Daqan seek to defend, the vicious and fearless Uthuk Y’llan seek to raid, ravage, and destroy – and the more Daqan soldiers they slaughter in the process, the better. Two of the five scenarios in Warband of Scorn give you victory points for the enemy units you slay. In The Blood-Stained Forest, you earn a victory point whenever a friendly unit in a forest hex eliminates an enemy unit. Since your Caster units ignore the combat restrictions of forests in this scenario, you might send your Blood Sisters into the trees to unleash their dark magic against the enemy.

As The Blood-Stained Forest focuses on Caster units, Bleeding Skies rewards your Ranged units for every enemy unit they destroy. You might, therefore, muster your Blood Sisters together with Viper Legion units from the core set, so they can fill the skies with demonic magic and poisoned arrows. Bleeding Skies also encourages you to turn the terrain itself into a weapon, giving you extra incentive to use the new barricade hexes featured in both Warband of Scorn and Hernfar Guardians. These hexes impede movement, block retreats, and deal a point of damage to any unit that moves through them. When an enemy unit stops on a barricade hex in Bleeding Skies, moreover, you may roll one die to see if the barricade deals any additional damage. 

Barricade hexes make your territory difficult and dangerous for enemy units to enter, but they may also hinder the movement of your own forces. Fortunately, the ravenous Doombringer can burrow beneath barricades, hills, buildings, forests, and even other units, only to surface in the middle of the enemy’s troops and greedily devour them, freeing the rest of the Uthuk Y'llan army to lacerate any attackers.

Defend or Destroy?

Will you protect the rich fields and noble people of Terrinoth, or delight in ravaging their land and drawing Daqan blood? Will you fortify your position with barricades and rain destruction from the skies, or charge foward in the hope of breaking through enemy lines? Whichever you prefer, these Army Pack expansions offer new ways to achieve victory and fresh battlefield challenges for you to overcome.

Pre-order Warband of Scorn and Hernfar Guardians from your local retailer today!

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The Ethereals Arrive

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Published 28 January 2015|Warhammer 40,000: Conquest

The Ethereals Arrive

Gift of the Ethereals Is Now Available for Warhammer 40,00: Conquest

“I shall reap a terrible bounty from the death that I sow in your name, Father Nurgle…”   –Typhus the Traveller, Herald of Nurgle

The Tau Ethereals guide their entire race, shepherding them towards their rightful place as rulers of the galaxy. Now, the Ethereals have led the Tau to the Traxis sector! Swell the ranks of the Tau and every other faction with the Gift of the Ethereals War Pack for Warhammer 40,000: Conquest, now available at your local retailer and online through our webstore.

A new Tau warlord strides onto the battlefields of the Traxis sector in this expansion, but the Tau are not alone in receiving reinforcements. Dark Eldar mercenaries fight for whoever can pay, the Astra Militarum call countless legions to arms, and White Scars Space Marines ride to battle on their bikes. You may repair your supports with an Ork Repair Krew, or foretell the future with the power of the Eldar.

Of course, the minions of Chaos are not idle as the Tau arm themselves under a new warlord. With new Chaos cards from Gift of the Etherals, you can devote yourself wholeheartedly to Father Nurgle and follow Ku’gath Plaguefather!

The Fetid Stench of Nurgle

The forces of Nurgle receive a new army unit in this expansion: the Rotten Plaguebearers (Gift of the Etherals, 59). This unit has the Daemon trait, allowing you to reduce its cost with your Cultists, but it also bears a powerful Action. When you use the Rotten Plaguebearers’ Action, you exhaust the unit to deal one damage to any other unit at the same planet. This ability has dozens of possible uses. You could use it to deal a damage to an enemy unit before any other attacks can be made, or to damage one of your units, such as Ku’gath Plaguefather (The Scourge, 23) himself. Many Nurgle abilities, including Ku’gath Plaguefather and Fetid Haze (The Scourge, 27) require a unit that has been damaged. The Rotten Plaguebearers give you another way to activate these abilities.

You’ll find another way to quickly deal damage to your enemies with the Nurgling Bomb (Gift of the Ethereals, 60). When you play this event, you may choose any planet. Every non-Nurgle unit at the planet either takes one damage or is routed back to its controller’s headquarters. By playing the Nurgling Bomb on a crucial planet, you force your opponent to choose between two unappealing options. Either he sees widespread damage dealt to his units, or his entire force is routed to his HQ, leaving your forces in possession of the planet. Either way, your Nurgle units escape the damage unscathed.

The third Chaos card included in Gift of the Ethereals gives you another way to take advantage of the typically high-cost cards in Chaos decks. This card is the Throne of Vainglory (Gift of the Ethereals, 61). As an Action, you can exhaust this support to discard the top card of your deck. If the discarded card costs three or more resources to play, you may put two Cultist token units into play at your HQ! Cultist token units can be sacrificed to reduce the cost of your Daemon units, which are among the most expensive and powerful units in the game. Whether you’re trying to summon a Soul Grinder (Core Set, 91) or a Black Legion Heldrake (Core Set, 87), a reliable source of additional Cultists can easily keep pressure off of your resources.

Choose Your Tactics

Whether you’re spreading disease with the servants of Nurgle or following the inspirational leadership of the Tau Ethereals, your armies can benefit from the additional troops, steadfast supports, and powerful events contained in the Gift of the Ethereals War Pack. Muster your forces and prepare to take the Traxis sector by storm!

Pick up your copy of Gift of the Ethereals at your local retailer today. 

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The Game Begins

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Published 28 January 2015|A Game of Thrones LCG

The Game Begins

A Deadly Game Is Now Available for A Game of Thrones: The Card Game

“You shall ride with me, and Shagga and Conn for the Stone Crows, Ulf for the Moon Brothers, and Timett son of Timett for the Burned Men.”   –George R.R. Martin, A Game of Thrones

The game of thrones is played in shadowy alleys and on bloody battlefields. It stretches from the deserts of Dorne to the court at King’s Landing and the icy wastes beyond the Wall. No one escapes its reach, from the poorest peasants to the greatest lords and ladies in the Red Keep. Whoever plays the game must quickly realize one thing – the game of thrones is deadly, and only ruthlessness can keep you alive.

Now, you have new cards to harness as you plunge headfirst into the struggle for power that is the game of thrones. A Deadly Game is now available for A Game of Thrones: The Card Game at your local retailer!

A Deadly Game continues to explore the major themes of the Wardens cycle. You’ll find powerful and iconic unique characters to lead and inspire your forces. You can also draw upon new “limited responses” and trait-based decks, even as more Castle plots offer increased rewards for players who choose to fortify their position before making a decisive attack. No matter which path you pursue to victory, the cards in this Chapter Pack offer new options for your path to the Iron Throne.

Call the Clans

Some of the most unlikely players in the game of thrones are the clansmen of the Vale. For years, they were content to raid travelers and passerby without involving themselves in larger affairs. But the arrival of Tyrion Lannister changed that forever, and Clansman characters can form a crucial part of the Lannister forces in A Game of Thrones: The Card Game. With the arrival of A Deadly Game, you’ll find more Clansman to lead across Westeros.

A new unique Clansman character arrives in this Chapter Pack: Ulf Son of Umar (A Deadly Game, 26). Ulf Son of Umar bears an ability that can prove crucial in many Clansman-focused decks. His ability reads, “Any Phase:Discard a card from your hand to give Ulf Son of Umar any keyword or crest printed on another character in play until the end of the phase.” Obviously, gaining keywords and crests can quickly make Ulf Son of Umar a force to be reckoned with – especially since you can copy keywords and crests from your own characters or your opponent’s characters. But the cost of this ability can also prove beneficial. Many Clansman cards offer additional benefits when you have less cards in hand than your opponent, and Ulf Son of Umar offers a reliable, unlimited way to ensure that these abilities are always active.

Your Clansman characters gain another boon in the Moon Brother Harriers (A Deadly Game, 27), warriors belonging to Ulf’s clan. This character bears a War crest, making it a useful for using cards like Die by the Sword (Lords of Winter, 47), and what’s more, the Moon Brother Harriers have the opportunity to enhance your other Clansman characters. By paying one gold during a challenge, you can give your participating Clansman characters one additional STR until the end of the challenge. What’s more, you can activate this ability once per challenge, and the Moon Brother Harriers don’t even need to participate in the challenge to trigger their ability. When enough of the Valemen unite, the Moon Brother Harriers and the Lannisters’ coin can sway any challenge in your favor.

The final House Lannister card in A Deadly Game– the Vale Encampment (A Deadly Game, 28) – helps you bring your Clansman characters into play even quicker. You can discard the Vale Encampment in the marshaling phase to reduce the cost of the next Clansman card you play, and when you do play that card, you draw an additional card, giving you more options for coming challenges. With these cards, A Deadly Game provides you with the tools you need to lead the clansmen out of the Mountains of the Moon and sweep across Westeros.

Player or Pawn?

From the clansmen of the Vale to the Dothraki across the Narrow Sea, no one is exempt from the game of thrones. You must only choose whether you will decide your own fate as a player or be swept along as a pawn. Join iconic characters like Brienne of Tarth and Khal Drogo in A Deadly Game for the future of the Seven Kingdoms.

Pick up your copy of A Deadly Game at your local retailer today!

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Defending Deephall

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Published 28 January 2015|Descent 2nd Edition

Defending Deephall

Guardians of Deephall Is Now Available for Descent Second Edition

“None fall faster than they that flee.”   –Lord Hawthorne

The city of Deephall lies defenseless before the dark forces of the overlord. Only you and your fellow heroes stand between the city and the oncoming tide of evil, but can you truly hope to defeat the forces arrayed against you? Find out with the Guardians of Deephall Hero and Monster Collection for Descent: Journeys in the Dark Second Edition, now available at your local retailer and online through our webstore!

Like other Hero and Monster Collections, Guardians of Deephall includes thirteen detailed plastic figures previously only available through the first edition of Descent. Now you can fight to hold the walls of Deephall with Sahla, Silhouette, Lord Hawthorne, and Mordrog, or command hordes of dark priests, wendigos, and crypt dragons as the overlord. In addition, Guardians of Deephall offers two brand-new quests, challenging you to defend Deephall and uncover the artifact that is the source of its troubles. Whether you fight for Deephall’s salvation or its destruction, you’ll find the heroes, monsters, and quests you need in this Hero and Monster Collection!

A Savage Fighter

One of the most unlikely heroes to come to the defense of Deephall is Mordrog, the orc. Mordrog has long fought to defend Terrinoth, but no matter how many monsters he slays, he remains unable to teach humans the true superiority of orcish nature. From his hunts in the Mountains of Despair to battles before Nerekhall’s gates, his accomplishments are ignored in favor of inferior human heroes. Such prejudice does not trouble Mordrog, however. He simply pities the humans for their weakness and lack of warrior spirit. Now he sees the defense of Deephall as one more opportunity to prove the prowess of an orc.

During your quests, the overlord may do well to avoid enraging Mordrog. Mordrog’s hero ability allows him to recover one fatigue every time he suffers one or more damage. With no limit on the amount of times this ability can be triggered, Mordrog can easily recover enough fatigue to trigger his Class cards on multiple consecutive turns. Of course, Mordrog has to take damage to trigger his hero ability, but with fourteen health, he can absorb even the most punishing attacks and respond with lethal force.

When Mordrog picks his target, he pursues it with dogged tenacity and unrelenting force. After he performs an attack that does not defeat its target, he may trigger his heroic feat to perform an additional attack against the same target. What’s more, the second attack receives a bonus surge, enhancing the power of Mordrog’s chosen weapon. With this heroic feat, you can quickly finish off any monster that survives your initial onslaught.

Protect the City

The fate of the city of Deephall lies in your hands. Can you defend the city and recover the pendant that causes its woes, or will the overlord triumph and bring darkness sweeping over the realm? The choice is yours in the Guardians of Deephall Hero and Monster Collection.

Pick up your copy of Guardians of Deephall at your local retailer today!

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Where Is Humanity Headed?

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Published 28 January 2015|Android: Netrunner LCG

Where Is Humanity Headed?

Order and Chaos Is Now Available for Android: Netrunner

“And in other news, we’ve learned that yesterday’s traffic accident in the SanSan High Lane has claimed the lives of three individuals, including twenty-nine year-old Leon Hargrove. An alleged hacker and self-avowed human rights activist, Mr. Hargrove was scheduled to go to trial for the recent data breach in J2 Construction, a Weyland Consortium subsidiary…”    –NBN Live at 5

Where is humanity headed?

Order and Chaos, the third deluxe expansion for Android: Netrunner, is now available at your local retailer and online through our webstore!

The world of Android is constantly changing. Megacorporations such as Haas-Bioroid and Jinteki continually introduce new work efficiencies with their bioroids and clones. Other corporations, like the Weyland Consortium, remake the world itself, changing its face with the destruction of old buildings and the construction of new ones. Even invisibly, the world changes, as the network that binds its people together extends further outward into the solar system, to the colonies on the Moon and Mars, and channels ever more data. Amid all these changes, humanity, too, must change, but how will it change? Where does its future lie?

With 165 new cards (three copies each of fifty-five different cards), Order and Chaos pours new fuel upon the heated struggles between two wildly different visions for the future of humanity.

Bigger and Broader Horizons

First, you have the Weyland Consortium, which is constantly looking for new ways to expand humanity’s horizons and, accordingly, the company’s business opportunities. Even though the company’s founder, Jack Weyland, has stepped down from the board of directors to pursue his own endeavors, the Weyland Consortium continues to test new possibilities in energy sources, lunar colonization, and other development. Its successes could change the very course of human history, so it always safeguards its most far-sighted and futuristic ambitions with bleeding-edge ice and operations.

Meanwhile, the Weyland Consortium has always been willing to play hardball to get what it wants, and Order and Chaos adds to the Corp’s history of Aggressive Negotiations (Core Set, 97) and Hostile Takeovers (Core Set, 94) by adding such hardline new cards as Argus Security (Order and Chaos, 1) and Government Takeover (Order and Chaos, 6).

Though there’s never been any evidence to substantiate the rumors that the Weyland Consortium has used Punitive Counterstrikes (True Colors, 79) and Scorched Earth (Core Set, 99) policies to defend its propriety data from would-be Runners, rumors of such activities continue unabated. In fact, Order and Chaos offers even more grist to the rumor mill in the form of such operations as Housekeeping (Order and Chaos, 20) and Traffic Accident (Order and Chaos, 22).

Altogether, these new cards, along with the expansion’s advanceable ice, suggest that even as the Weyland Consortium is pursuing new business opportunities, it is sticking to its core strengths, and that may be cause for concern among those who don’t appreciate the Corp’s mercenary use of the planet’s resources or share its particular vision for humanity.

Exploding Society’s Hierarchical Structures

This brings us to the expansion’s three outraged new Anarchs, who seek to undermine everything that the Weyland Consortium and other corporations have built upon the backs of humanity’s downtrodden. While just a handful of megacorps control nearly all the world’s wealth, these angry Runners work against the injustices they perceive by lashing out against the Corps, flooding their servers with viruses, rooting through their headquarters for secrets to expose to the media, and using hammers to smash in the metallic skulls of their biotic workforces.

However, while much has been made of these Anarchs, their brazen personalities, and their strongly individualistic tendencies, comparatively little attention has been given to their digital fingerprints on the net. Still, it’s here, on the net, that we may truly find the Anarchs’ greatest legacy. Though Anarchs are known far more for burning down servers than for any constructive activities, their widespread use of virus programs has littered the back alleys, corner rooms, and other niche spaces of the network. And in those spaces, it appears, all these various virus programs and AI programs have been breeding.

In Order and Chaos, the Anarchs get their first five-influence card, and it’s a powerful virus that’s likely to define the faction for a long time to come. Hivemind (Order and Chaos, 42) represents a possible evolution of the network, liberating it from such hierarchical structures as those imposed on Corporate servers, and transforming it into a fully level playing field in which all data communicates with all other data. Each virus counter on Hivemind is considered to be on each other virus program in play; that means this one card can fuel your Parasites (Core Set, 12), Datasuckers (Core Set, 8), Mediums (Core Set, 10), and other viruses.

Though Hivemind can’t gain virus counters on its own, clever Anarchs will find plenty of ways to boost this universal link, including the new Virus Breeding Ground (Order and Chaos, 52). And once you get virus counters on your Hivemind, you won’t want to see them eliminated by a Corp player who chooses to use three clicks to wipe virus counters. Accordingly, you’ll want to consider hosting your Hivemind on the daemon, Progenitor (Order and Chaos, 43).

What’s Your Vision of Humanity?

In the Order and Chaos deluxe expansion for Android: Netrunner, you’ll find two wildly different visions of humanity pitted against each other in a struggle for survival. Which vision will you support? Where will you lead humanity?

Head to your local retailer today to pick up your copy of Order and Chaos, or order it online from our webstore!

 

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UFOs Sighted!

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Published 28 January 2015|XCOM: The Board Game

UFOs Sighted!

XCOM: The Board Game Is Now Available

All attempts to contact the invaders thus far have failed. Their only purpose seems to be destruction and chaos. One fact is quite clear: the militaries of the world are severely outgunned. In the absence of a miracle, this could very well be the end of civilization as we know it…

Calibrate your laboratory instruments, prep your Interceptors, and get your soldiers into battle armor. Reports of UFO sightings have now been confirmed. XCOM: The Board Game is now available!

You Are Humanity’s Last Hope

In XCOM: The Board Game, you and up to three friends assume the roles of the leaders of the elite, international organization known as XCOM. It is your job to defend humanity, quell the rising panic, and turn back the alien invasion.

Where the world’s militaries have failed to stand against the alien invaders, you must succeed. To do so, you must make strategic use of the resources available to you. You must launch Interceptors to shoot down alien UFOs, assign soldiers to key missions, research alien technology, and use that technology to defend your base, all while you try to keep the world from collapsing just long enough that you can coordinate one final mission to repel the invaders for good.

All the while, the game’s innovative and free digital companion app coordinates the alien invaders, randomly selecting from one of five different invasion plans. Each invasion plan represents a general outline that the alien commanders will use to coordinate the arrival of new UFOs, plan strikes against your base, and respond to your successes or failures as it seeks to conquer Earth. Moreover, the app manages all of these tasks and heighten’s the game’s tension as it forces you to respond in real-time.

Read the Early Reviews

Based on the critically acclaimed and much-beloved XCOM computer game series, XCOM: The Board Game has exploded into the media since we first announced the game ahead of Gen Con Indy 2014. Coverage has run across sites dedicated to board games, as well as those that traditionally focus more on computer games, and even such traditional news media outlets as The Guardian have remarked upon the game’s use of a digital companion app.

In fact, the game’s app and its integration into gameplay have been the most commonly discussed topics. However, many reviewers have also remarked upon the game’s novel and compelling interpretation of the XCOM experience. What’s common to nearly all reviews, though, are the claims that XCOM: The Board Game offers a unique take on XCOM, cooperative board gaming, and the hybridization of board and digital gaming.

It is that hybridization that interests The Guardian:

“The forthcoming XCOM board game gets the balance right, letting four players co-operate in saving the world from an alien invasion while a companion app tosses an element of randomisation into the mix – and lets one player pretend they’re hooked into the global defence network for real.”

The review from Polygon carries this idea even further and states it a bit more strongly:

“It's not a regular board game. It's a board game with a companion app, one that can be run inside a web browser or on a tablet. And the app isn't a gimmick. It's an integral part of how the board game works. It creates a tension that is wholly unique, bringing it closer to something like the Artemis Bridge Simulator or the indie iOS hit Spaceteam.”

Of course, it’s not just the use of the app that matters, but the end result, and the early review from PC Gamer offers an excellent summary of what XCOM: The Board Game brings to the XCOM experience:

“Most of the time, the theme of the videogame seems like a weird bolt-on to the cardboard version, both watering down what might be good gameplay mechanics and failing to create a meaningful connection to original game. XCOM: The Board Game avoids both of these traps, both delivering a new, fun coop experience and conjuring up the XCOM world in interesting ways.”

Can You Find a Way to Defeat the Unknown Foe?

Hello, Commander. In response to the alien threat, this council of nations has chosen to activate the XCOM project.

You are humanity’s last hope. Against an overwhelming alien invasion force, you and your friends must find a way to destroy UFOs, research alien technology, defend your base, and uncover the alien invasion plan. To do so, you’ll need better knowledge of the enemy, much of which you gain from our series of previews.

It’s time to save the world. XCOM: The Board Game is now available at your local retailer and online through our webstore!

 

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The Wastes of Eriador

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Published 29 January 2015|The Lord of the Rings LCG

The Wastes of Eriador

Announcing the First Adventure Pack in the Angmar Awakened Cycle

“What roads would any dare to tread, what safety would there be in quiet lands, or in the homes of simple men at night, if the Dúnedain were asleep, or were all gone into the grave?”     –Aragorn, The Fellowship of the Ring

Fantasy Flight Games is proud to announce the upcoming release of The Wastes of Eriador, the first Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game!

For nearly seven-hundred years, the Witch-king of Angmar terrorized the North from his home in Carn Dûm. Though his forces were eventually defeated, the shadows of the Witch-king’s evil have lain across the lands through all the centuries that followed his departure from the region.

Now, in The Wastes of Eriador, several of Middle-earth’s heroes must join forces with the noble Dúnedain who have long guarded the region’s simpler folk from the untold evils that still reside within Carn Dûm and its environs. Following immediately upon the heels of the epic events that unfold in The Lost Realm deluxe expansion, the scenario from The Wastes of Eriador tasks you to rescue a captive Ranger. However, as you pursue the enemies who have captured him, your trail leads you ever northward, ever deeper into the hills of Angmar. There, as day fades into night, the howling of wolves suggest that your party of hunters may soon become the hunted…

In addition to its new scenario, The Wastes of Eriador also contains a new hero and three copies each of nine different player cards. In the lands traveled so often by the Rangers of the North, you’ll find new Dúnedain, Hobbits, Scouts, and side quests. You’ll also find new ways to protect your heroes from damage, as well as the new Valour trigger, which continues to gain strength throughout the Angmar Awakened cycle.

For more about The Wastes of Eriador, the Valour trigger, and the Angmar Awakened cycle, we turn to lead developer Matthew Newman.

Lead Developer Matthew Newman on Angmar Awakened

Greetings,

I am very excited for the Angmar Awakened cycle!

Like The Ring-maker and Against the Shadow cycles before it, Angmar Awakened continues a tale that begins with the events of the deluxe expansion that precedes it – The Lost Realm. Altogether, this epic, nine-scenario adventure takes place within a new region, with new challenges. Throughout their journeys, your heroes will have to trek across snowy wastes, escape from the clutches of wicked goblins, investigate the ruins of an ancient kingdom, and uncover a terrible secret that threatens all of the North!

Meanwhile, the cycle’s new player cards take The Lord of the Rings: The Card Game in several different, all-new directions. For example, in previous cycles we’ve seen various Secrecy cards that reward players for keeping their threat low, hiding from enemies, and sneaking their way through locations and around obstacles. But what about those heroes of Middle-earth who choose to face Sauron’s forces head on, confronting them face-to-face upon the field of battle? For those who do not shy away from risk and danger, we introduce a new ability trigger – Valour.

Valour cards are inspired by a quote from Boromir that I think highlights the difference between his philosophy and perhaps the rest of the Company of the Ring:

“But always I have let my horn cry at setting forth, and though thereafter we may walk in the shadows, I will not go forth as a thief in the night.”

If you like to take risks and tend to play aggressive decks, Valour cards are for you. Still, being brave doesn’t mean being foolish and taking unnecessary risks, and these cards can see play in any deck. They will simply be most powerful when your threat is high and your situation is dire.

Unlike Secrecy cards, which benefit you when your threat is twenty or less, Valour cards benefit you when your threat is forty or higher. This is typically later in the game, when you have already built up your strength and resources aren’t quite as much of an issue. So instead of offering effects at a discounted cost, these cards offer powerful effects that can only be triggered when your threat is forty or higher.

Valour cards are designed to save you when you face overwhelming odds, and they can help you secure victory when victory might otherwise be out of your grasp. However, Valour cards are only prevalent in those spheres with little to no threat reduction – Leadership and Tactics. This means that a Valour-heavy deck will often straddle the line between victory and defeat, as the encounter deck is typically most dangerous when players’ threats are at their highest.

Valour cards aren’t the cycle’s only new focus, though, and all four of the game’s spheres gain cards in Angmar Awakened that strengthen existing themes and explore new ones. In addition to their new Valour cards, Leadership and Tactics players can look forward to several Gondor and Dúnedain cards. Meanwhile, Lore players can look forward to manipulating the encounter deck and victory display, as well as cards that reward them greatly for their forethought and wisdom. Finally, Spirit players will be able to explore what it really means to be a Noldor Elf, with cards that introduce a new strategy for the High Elves of Middle-earth.

Will You Aid the Rangers of the North?

The Rangers of the North have long guarded the region’s simpler folk from the dangers that roam the wilds. Now, one of their number has been captured, and his captors are dragging him deep into the hills of Angmar. Will you aid the noble Dúnedain? Will you brave the The Wastes of Eriador?

Look for The Wastes of Eriador to arrive at retailers everywhere in the second quarter of 2015. Until then, keep your eye on our website for more words from the developers and other The Lord of the Rings: The Card Game news!

Note: As the first Adventure Pack in the Angmar Awakened cycle, The Wastes of Eriador introduces our new LCG® packaging to The Lord of the Rings: The Card Game Adventure Packs. While the packaging is now molded plastic, every Adventure Pack still contains the full complement of sixty cards.

 

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Uncertainty Principles

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Published 30 January 2015|Elder Sign

Uncertainty Principles

Preview Events, Skills and the Rules of Gates of Arkham

Just where the supreme horror lay, I could not for my life tell.   –H.P. Lovecraft, The Thing on the Doorstep

Arkham has always been home to witches and cultists, and filled with uncanny places where most people fear to walk, let alone dwell. Yet in the Gates of Arkhamexpansion for Elder Sign, the city has fallen deeper into chaos. Gates are destabilizing time and space so that formerly safe locations are now the entrances to treacherous Other Worlds. Terrifying abominations such as Night Gaunts and Leng Spiders are pouring through these open gates and rampaging in the streets. Two secretive, underground organizations, the Sheldon Gang and the Order of the Silver Twilight, control the streets more than the Arkham police.

Today we will preview Event cards, which bring to life the constant uncertainty that reigns in Arkham. Some events are welcome and help you with the adventure ahead. Others are harmful and hinder your progress, if they don't make the situation in Arkham worse. Fortunately, Gates of Arkham also introduces skills, which grant investigators enduring abilities to help them navigate the this legendarily cursed city.

To guide you through the chaos and uncertainty, we have also uploaded the rules of Gates of Arkham. Download them (pdf, 7.2 MB) from the Elder Sign support page, or by clicking the thumbnail on the right.

Unpredictable Events

When you enter locations in Arkham you are often venturing into the unknown. Even when you know the adventure that lies ahead of you, however, an Event can introduce unforeseeable complications. If you’re at an adventure with an Event icon (pictured on the right), you must draw an Event card at the beginning of your resolution phase. Some Events only affect the adventure in play and the investigators engaged in it; others can affect the entire game.

Perhaps you choose to attend a play at Independence Square. Even before the curtain is lifted, you must draw an event: perhaps Unexpected Difficulties occur, lock one of the green dice and making it more difficult for you to succeed in this adventure. But those difficulties only last for the present resolution phase. You might decide to remain at the performance and try again to mitigate the madness this play unleashed in the audience. So, on your next resolution phase you draw another event and now strike a Devil’s Bargain– if you successfully resolve the adventure, you must add two doom tokens to the doom track, bringing the Ancient One closer to coming awake.

Not all Events are bad. If you find yourself trapped in the Forbidden Library of the Witch House, a Narrow Escape will allow you to avoid losing your sanity or advancing the doom track if you try and fail to retrieve the Elder Sign hidden among the dusty volumes. Since you cannot leave the Forbidden Library until you resolve the adventure, this Event card can also make it possible for you to survive multiple turns locked inside.

Survival Skills

If you do make it out of the Forbidden Library alive, you’ll be rewarded with a new skill. Unlike Spells and Common Items, which are usually discarded after a single use, skills can be kept. Any Medical Training gained from your research, for example, will benefit your team of investigators for the length of the game, or, in an emergency, you can exhaust it to save another investigator’s life. You may even stumble upon some good Luck that will enable you to avoid particularly bad Events.

But you’ll need more than skills to survive in the Streets of Arkham game mode. Gates of Arkham also introduces new Spells, such as the powerful Reach of the Mind. You’ll also come across Items that couldn’t have been found inside the museum walls. You might find a Roadster with a full tank of gas ready to speed you across the city to another location. Or a mysterious stranger may give you a Suitcase of Cash that you can use to purchase a useful Item, some sanity, or even membership in the Sheldon Gang.

Confront the Unknown

Nothing is certain in Arkham. A respected doctor might actually be a mad scientist seeking to resurrect the dead. Where the altar once stood in the South Church, there might now be a gateway to a mysterious ancient civilization. A stop at Velma’s Diner for coffee and pie might turn into a battle for your life against a rapacious monster, or a room in Ma’s Boarding House that has been haunted for decades may suddenly seem welcoming and free from horrors. But amid the chaos and uncertainty caused by the Ancient One’s awakening, you must fight for order. You must confront the unknown in Arkham to keep its horrors from taking over the world.

Gates of Arkham will be available soon.

 

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Take Command of the Rebel Fleet

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Published 30 January 2015|Star Wars: Armada

Take Command of the Rebel Fleet

Preview Three Rebel Starship Expansion Packs for STAR WARS (TM): Armada

“I just said you were a fair pilot. I didn’t know they were lookin’ for somebody to lead this crazy attack.”    –Han Solo

Our last preview of Star Wars™: Armada focused on the Victory-class Star Destroyer and the Gladiator-class Star Destroyer, the two Imperial starships coming out in the game’s first wave of expansions. Today, we continue our exploration of the game, its ships, and its expansions with a look at the three different capital ships with which the Rebellion will soon be able to confront these Star Destroyers.

CR90 Corellian Corvette Expansion Pack

The miniature CR90 Corellian corvette found in the CR90 Corellian Corvette Expansion Pack is identical to that found in the game’s Core Set. Still, the expansion is well worth the consideration of anyone looking to field more than one corvette in battle.

First of all, most ambitious Rebel commanders are likely to want their fleets to count a good number of corvettes. Certainly, it’s possible to bring more than one to battle. The CR90 Corvette A weighs in at just forty-four of your three-hundred fleet points, and the CR90 Corvette B costs you a mere thirty-nine fleet points. For those points, though, both ships offer you three-dice attacks from your primary, forward-facing weapons; four hull; and a total of seven shields.

The ship cards for the CR90 Corvette A (left) and CR90 Corvette B (right).

However, the expansion’s benefits extend far beyond the additional miniature you’ll find within it. As with the Imperial starship expansions, each Rebel starship expansion pack introduces a number of upgrade cards, several of which are unique to the expansion.

For example, the CR90 Corellian Corvette Expansion Pack allows you to recruit Mon Mothma as your commander should you prefer her to the Core Set’s General Dodonna. It also comes with the valiant Raymus Antilles and two different titles, meaning that you can fly the iconic Tantive IV or daring Jaina’s Light alongside the Core Set’s Dodonna’s Pride.

As the lightest and most agile ship within the Rebel fleet, the CR90 corvette offers a great deal of tactical flexibility not available to your other ships, and the expansion capitalizes upon this flexibility. Not only does the expansion’s Raymus Antilles allow your corvette to double up on the effects of any command it chooses, gaining a token even as it executes the command from the dial, but a number of other cards allow you to exploit the different upgrades available to the CR90 Corvette A and CR90 Corvette B.

Where the CR90 Corvette B features an ion cannons upgrade, the CR90 Corvette A instead features the turbolaser upgrade. Accordingly, you might add the Leading Shots upgrade card to a CR90 Corvette B equipped with the Dodonna’s Pride in order to deal faceup damage cards directly to the hulls of enemy ships, especially in a fleet with General Dodonna as commander. Or you might equip your CR90 Corvette A with the H9 Turbolasers upgrade, and if your opponent’s Victory-class Star Destroyer has spent one of its redirect tokens, you can convert one of your damage results to an accuracy result in order to force your opponent to soak the damage you deal on the hull zone you’ve targeted.

The way Armada allows you to upgrade and customize your ships ensures that you’ll have tremendous control over the way they fit into your overall strategy, and the CR90 Corellian Corvette Expansion Pack greatly increases the number of roles your corvettes can play within your Rebel fleet.

Nebulon-B Frigate Expansion Pack

The second Rebel ship found in the Core Set is the Nebulon-B frigate, and the Nebulon-B Frigate Expansion Pack enhances its utility and versatility within your fleet by adding a pre-painted Nebulon-B miniature along with eight upgrade cards.

The Nebulon-B is a ship that is truly designed to play one of two different roles within your fleet, and the Nebulon-B Frigate Expansion Pack further highlights the distinctions between the roles, allowing you to use it as a powerful support ship or as a potent fighter escort. Of course, once you have both the Core Set and the Nebulon-B Frigate Expansion Pack, you can field two Nebulon-B frigates in battle, potentially utilizing both the Nebulon-B Escort Frigate and the Nebulon-B Support Refit in the same fleet.

The ship cards for the Nebulon-B Escort Frigate (left) and Nebulon-B Support Refit (right).

Both these types of Nebulon-B frigate feature the same attack dice, shields, hull, and upgrade slots. There are two key differences that merit the six extra fleet points. First of all, the Nebulon-B Escort Frigate gains an extra blue die to its anti-squadron armament, making it far more effective at eliminating enemy squadrons, either to protect itself or free up your fighters to attack enemy ships. Additionally, it gains an extra squadron value, meaning it can activate an extra squadron whenever it reveals the squadron command. This is particularly meaningful if you equip your Nebulon-B frigate with the expansion’s Yavaris title, which allows your squadrons to attack twice when you activate them with the squadron command, so long as they don’t move. Add Luke Skywalker to the mix, and the differences between the two types of Nebulon-B designs becomes profoundly noticeable.

Of course, there’s plenty to say in favor of the Nebulon-B Support Refit. For starters, it comes with all the same attack dice, but at a discount of six fleet points. This is a great option for fleet admirals who plan to use their Nebulon-B frigates to attack directly. For starters, the Salvation title adds extra damage with each  result it scores from its front hull zone. Then, the addition of an Intel Officer or XI7 Turbolasers (or both) can minimize your opponent’s ability to defend against your attacks, ensuring that they hit for maximum, targeted impact.

The Support Refit is also, arguably, the better ship to outfit with the Core Set’s Redemption title, which is the title you’d likely select if you wanted your Nebulon-B to play a more defensive role than offensive one. It grants an extra point of engineering to friendly ships within Range 1–5 whenever they resolve the repair command, either from the dial or from a token. Either way, that extra point may make the difference between merely moving a shield and recovering one, or between recovering a shield and discarding some harmful faceup damage card. Additionally, that extra point of engineering piles up quickly; the more you resolve the repair command, the more value you get from the Redemption.

Assault Frigate Mark II Expansion Pack

The third of the Rebel starship expansion packs in the first wave of Armada releases is the Assault Frigate Mark II Expansion Pack.

Featuring one pre-painted Assault Frigate Mark II miniature and fourteen upgrades, this is the big Rebel expansion for admirals who want to battle the Empire’s Star Destroyers on more even terms. While neither the CR90 corvette or Nebulon-B frigate wield firepower that measures up to a Star Destroyer’s, and both demand that you fly them carefully about the battlefield in order to limit their exposure to your opponent’s main weapons, the Assault Frigate Mark II can fire attacks of four dice from either its left or right hull zone.

Those are attack values that match the Gladiator-class Star Destroyer’s best attacks for total dice, but at a greater distance, and while they don’t quite measure up to the Victory-class Star Destroyer’s forward attack, they give the advantage to any Rebel commander who can maneuver an Assault Frigate Mark II alongside a Victory-class Star Destroyer, whose left and right hull zones attack for only three dice each.

As to be expected, as with each of the other ships, there are multiple ways to outfit your Assault Frigate Mark II, and you will find notable differences between the eighty-one fleet point Assault Frigate Mark II A and the seventy-two fleet point Assault Frigate Mark II B.

The ship cards for the Assault Frigate Mark II A (left) and the Assault Frigate Mark II B (right).

For the extra fleet points it costs you, the Assault Frigate Mark II A gains an extra blue attack die from its forward and rear hull zones. It also features a more impressive anti-squadron armament of two blue dice, instead of just one. On the other hand, the Assault Frigate Mark II B features a squadron value of “3” instead of “2.” It may not be as well-equipped at dealing with enemy fighters directly, but it can better coordinate any fighter wing sent to escort it.

However, both versions of the Assault Frigate Mark II feature a command value of “3,” meaning that it’s noticeably less responsive than the Rebellion’s other ships. As is true of all the starships in Armada, the more powerful ships demand that you plan further ahead.

Still, the ship’s larger command value also means that it can hold more command tokens for later use, and that pairs well with the ability of the expansion’s commander, Garm Bel Iblis, who in both the game’s first and penultimate rounds allows you to add a number of command tokens to each of your ships equal to their command ratings.

 

Garm Bel Iblis is accompanied within the expansion’s upgrades by another unique Rebel, Adar Tallon, who serves equally well aboard the Assault Frigate Mark II B and the Yavaris. For ten fleet points, Adar Tallon basically allows you to get double the value out of your best squadron pilot every round, and if you choose to go all-in on the investment in your squadrons, you may also wish to consider equipping your Assault Frigate Mark II B with the Gallant Haven title, which reduces by one the total damage dealt to any of your squadrons at distance “1.”

Like the Nebulon-B frigate, the Assault Frigate Mark II also seems to be meant for one of two roles, and if you opt not to outfit it as a fighter escort, then you can add the Paragon title to add one black die to any attack your ship makes as a second attack against the same target. With the Paragon title, your Assault Frigate Mark II A can concentrate its fire upon a single foe for as many as eight attack dice, or nine if you also outfit it with the Enhanced Armament upgrade.

Even Star Destroyers have a hard time concentrating nine dice at the same foe, and if you start launching those sorts of explosive attacks against your enemies, it’s worth taking a look at adding the Sensor Team upgrade to your ship. At the cost of two dice, the Sensor Team allows you to gain an accuracy result when you need it to prevent your opponent from halving the damage his ship would otherwise take.

The Fleet Will Be Ready Soon

The Rebel fleet is gathering outside of Sullust and will soon be ready for action. How will you meet the Imperials? Will you swarm them with your corvettes? Will you use the Yavaris, Gallant Haven, and Adar Tallon to get the most out of your ace fighter pilots? Or will you bring out the big guns of your Assault Frigate Mark II A?

In our next preview, we’ll take a look at the fighters and pilots in the Rebel and Imperial Fighter Squadron Expansion Packs. Until then, head to our community forums to share your favorite Rebel fleet designs with the other members of the Armada community!

 

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Halls of Terra

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Published 2 February 2015|Relic

Halls of Terra

Announcing a New Expansion for Relic

He stood in front of the massive, ancient, marble doors of the Sanctum Imperialis, feeling the pitiless gaze of the Adeptus Custodes penetrating him as he waited. He hoped that the rusted dents on his armor, the long scars across his face, and the token of the Inquisition’s support would attest to his piety and loyalty. He knew that what he was asking for – an audience with the God-Emperor – was a privilege unknown to any but the most dedicated and uncorrupted servants of the Imperium. He could only pray to be deemed worthy of it. At long last one of the guards approached and tonelessly spoke. “Your wish has been granted. You may enter the Eternity Gate and approach the Golden Throne.”

Fantasy Flight Games is proud to announce the upcoming release of Halls of Terra, a side board expansion for the Warhammer 40,000 board game, Relic.

The Antian Sector is on the brink of succumbing to heresy and Chaos. In Halls of Terra, your quest to save the Antian Sector takes you to mankind’s homeworld, where you must persuade the ruling powers of the Imperium to endorse you as an Imperial Champion. Not only the fate of the Antian Sector, but also your life and honor are at stake in your negotiations with the devout Adepta Sororitas, the ruthless Inquisition, the cold-blooded Adeptus Arbites, and even the God-Emperor himself. You’ll soon find that politics and diplomacy can prove as deadly as any battles inside the Warp Rift, and that corruption haunts even the Imperium’s capital.

Relic: Halls of Terra features a side board depicting locations in Holy Terra and nearby Mars. A new orange Threat deck brings these worlds to life and challenges players as they strive to gain affiliations and prove themselves worthy to appear before the God- Emperor. Three new characters and another terrifying Nemesis enter the game, while additional scenarios reshape the struggle against the forces of Chaos.

The Ancient Home of Humanity

The most sacred place in the entire Imperium is Holy Terra, the teeming birthplace of humanity and home of the immortal God-Emperor. An endless stream of pilgrims travels to Terra seeking merely to touch its sanctified soil, but you have much greater ambitions: to win the support of one of the Imperium’s governing organizations and with that support, enter the Sanctum Imperialis and seek the Emperor’s endorsement.

On your journey towards the Palace Gates, you’ll likely visit one of the satellites Titan or Luna. The former is home to the fortress-monastery of the secretive and uncorruptable Grey Knights, the latter is a Civilised World and major crossroads where you may use Cunning to win the favor of the Imperial Nobilty. You may also choose to visit the Forge World Mars, headquarters of the Adeptus Mechanicus whose arcane knowledge produces the technology that fuels the Imperium’s eternal war effort. Once on Terra you may face trial at the Halls of Judgement or discover the secrets of the Scholastia Psykana, the training center for the mysterious Adeptus Astra Telepathica. Then you may approach the fearsome Titanoliths that surround the Palace and the Adeptus Custodes who guard it. They only permit characters with the utmost Cunning, Willpower, or Strength to stand before the Senate and the God-Emperor, and therefore will challenge you in your best attribute.

War by Other Means

For every organization whose favor you earn in the Sol System, you’ll collect an affiliation token, but these are hard to win and easily lost. At least one affiliation is necessary merely to pass through the Palace Gates. The more affiliations you possess, the more likely you are to earn a Relic from the High Lords of Terra or the Emperor.

You may arrive on Terra thinking that political battles cannot possibly be as lethal as the bloody fights you have endured in the Antian Sector, but some Imperial powers will take your life if you fail to conquer them in a battle of Cunning, Willpower, or sheer brute Strength. Political battles may also yield military rewards. If you manage to enter the Sanctum Imperialis and lay eyes upon the immortal God-Emperor, he will name you a Champion of one of the Imperial powers, such as the Adepta Sororitas, and grant you a lasting advantage in the ongoing war against Chaos.

Corruption Is Everywhere

Even in the Sol system, the holiest part of the Imperium, you can encounter corruption and heresy. A False Pilgrim may be attempting to hide among the hordes of religious devotees, or you may meet a Fugitive Witch on the crowded streets. The Inquisition itself could even question your innocence, forcing you to use Cunning to convince them of your piety. Indeed, some citizens of the Imperium thrive on corruption, manipulating it in order to achieve their own ends. The darkly pragmatic House Belisarius Navigator, a member of the Imperial Nobility, accumulates Corruption easily and even has some immunity against it. Her character abilities allow her to both exchange Corruption cards for movement points and decide when certain Corruption cards activate. So, although constantly welcoming Corruption, she nevertheless may keep her mind and body pious and pristine.

Any taint of corruption is so unwelcome in Terra that you may be given a mission to root out corruption and combat it. The Cleanse Holy Terra mission charges its bearer to eradicate any unclean souls who have violated the sanctity of the Sol System. The rewards is not only a completed mission, but also affiliation with the Inquisition. You might even please the Emperor and gain the Adeptus Arbites affiliation by revealing another character’s apostasy or corruption. If you are already affiliated with the Adeptus Arbites, you can force the corrupt character to lose an affiliation – or two lives.

A Deadly Game

A visit to Terra is no secure undertaking. You may lose your life attempting to win over the Adeptus Astra Telepathica, or become a victim in the Inquisition’s merciless war on heresy. But with the support of the High Lords of Terra or the God-Emperor, you will be far better equipped to conquer the horrors of the Antian Sector and triumph in the ultimate confrontation with Chaos.

The voyage to the Sol System begins in the second quarter of 2015. Stay tuned for upcoming previews of the dangers and rewards that await you on Holy Terra. 

 

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Upgrade Your Hyperdrive

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Published 3 February 2015|Star Wars Dice App

Upgrade Your Hyperdrive

The STAR WARS (TM) Dice App Has Been Updated

“They’ve just made the jump into hyperspace.”   –Darth Vader, Star Wars: A New Hope

Upgrade your hyperdrive and prepare for the jump to lightspeed! The Star Wars™ Dice app for Android and iOS has been updated to support both Imperial Assault and Star Wars: Armada!

With this latest update, the Star Wars Dice app has been expanded to cover even more of Fantasy Flight Games’ Star Wars RPGs and miniatures games. Now, you can easily roll digital dice for Imperial Assault and Star Wars: Armada, as well as X-Wing and all iterations of the Star Wars Roleplaying Game: Edge of the Empire, Age of Rebellion, and Force and Destiny.

Ready for Adventure

Imperial Assault presents six unique dice types for every combat. Attack dice determine how accurate your blaster fire is, how much damage you deal, and how many surges you can use to trigger unique abilities. Defense dice, on the other hand, allow figures to block damage, evade surges, or dodge entire attacks. With newly updated Star Wars Dice app, you can even preset commonly rolled dice combinations, putting every attack or defense at your fingertips.

You command fleets of capital ships and fighter squadrons in Star Wars: Armada, and with the Star Wars Dice app, even the largest turbolasers can be easily calibrated, aimed, and fired. Whether you’re firing at long-range or unleashing a devastating barrage at close quarters, you can quickly roll as many Armada attack dice as you need.

In addition to dice for both Imperial Assault and Star Wars: Armada, the Star Wars Dice app supports both X-Wing™ and every iteration of the Star Wars roleplaying game. Whether you’re engaged in a breakneck dogfight or tense negotiations, the Star Wars Dice app will ensure that you can quickly and easily learn the results of your choices, keeping the action tense and the battles cinematic.

With its convenient radial menu, the Star Wars Dice app allows you to roll up to twenty of these dice in any combination, and even includes standard polyhedral dice in seven types! This means that even when you’re not playing a Star Wars game, the Star Wars Dice app is the only dice roller you’ll ever need.

Into Hyperspace

With top-notch equipment, you can take on the whole Empire yourself. If you haven’t already, pick up your copy of the Star Wars Dice app from the App Store or the Google Play Store, and enter the Star Wars galaxy!

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Smugglers and Assassins

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Published 3 February 2015|Star Wars: Imperial Assault

Smugglers and Assassins

Preview Two Figure Packs for Imperial Assault

“You should have paid him when you had the chance. Jabba’s put a price on your head so large, every bounty hunter in the galaxy will be looking for you.”   –Greedo, Star Wars: A New Hope

The galaxy is a dangerous place. Smugglers risk their lives moving valuable and illegal cargo past Imperial patrols, and anyone can become the target of a trained bounty hunter. These low-lifes make up the seedy underworld of Star Wars™, and you can bring that underworld to your games of Imperial Assault with the Han Solo Ally Pack and the IG-88 Villain Pack!

In October, we announced seven new Ally Packs and Villain Packs for Imperial Assault, inviting you to embark on new missions and expand the campaign and skirmish games. Like the Luke Skywalker Ally Pack and the Darth Vader Villain Pack included in the Core Set, these figure packs offer detailed plastic figures to bring these iconic heroes and villains to life alongside a new side mission for any campaign and two new skirmish missions that share the same map. In addition, Ally Packs offer new Reward cards for the heroes, Villain Packs give the Imperial player new Agenda cards to draw on, and all figure packs contain new Command cards for enhancing your Command decks in skirmish missions.

Today, we’ll preview two of the seven new Ally Packs and Villain Packs: the Han Solo Ally Pack and the IG-88 Villain Pack!

Never Tell Me the Odds

In your games of Imperial Assault, Han Solo’s smuggling wiles can prove extremely helpful. With his Ally Pack, you don’t just gain a sculpted plastic figure – you gain new missions to highlight Han Solo and new cards to make him even more dangerous to the servants of the Empire.

The Han Solo Ally Pack introduces new content for the Imperial Assault campaign game, beginning with the Imperial Entanglements side mission, which invites you to repel Imperial boarders from the Millennium Falcon with Han Solo. Successful completion of this mission grants you a new Reward card: the Quickdraw Holster. While equipped with the Quickdraw Holster, you may suffer a strain and deplete the card when an attack is declared against you. Then, you may interrupt your opponent’s turn to attack your would-be attacker! With the Quickdraw Holster, you’ll always shoot first when it matters.

You’ll also find two new missions for the skirmish game in this expansion. Local Trouble challenges you to fight for control of a cantina, but the local thugs will attack anyone who comes close. Alternatively, you can gamble for victory in Sabacc Standoff by battling to control a sabacc table and increasing the victory points at stake with the Command cards in your hand. Whether you dive into the underworld with these missions or other skirmish missions, six new Command cards give you plenty of ways to enhance your Smugglers.

You may use Slippery Target to stay a few steps ahead of your opponent’s figures. By playing this card when a hostile figure moves adjacent to one of your figures, you can immediately move your figure away. Alternatively, you could sabotage your opponent by playing Disable to keep an adjacent figure from using surge and action abilities. You may even use I Make My Own Luck to seize initiative at the start of the round, ensuring that Han Solo makes his activation before any other figure has the chance to act. With these Command cards and the others included in this figure pack, Han Solo and your other Smugglers will leave their mark on any skirmish mission.

A Mechanical Hunter

Of course, for every being like Han Solo with a bounty on his head, there’s someone willing to hunt them down and collect the profit. IG-88 is one such bounty hunter, but he’s far more than just a killer. To some, IG-88 is a revolutionary, fighting to reject the inferiority imposed on Droids by the biologicals.

In your games of Imperial Assault, the Empire can take advantage of IG-88’s revolution with the Droid Uprising agenda set. This set begins with the Binary Revolution side mission, challenging the Rebels to survive a deadly Droid revolt and rewarding the Imperial player for victory by allowing him to use IG-88 as a villain in later missions. The agenda set continues with Sabotaged Plans. By playing this card and spending an influence, you may discard one Side Mission card, allowing you to keep the Rebel heroes from even starting the most profitable missions. Finally, by purchasing Firepower Upgrade, you can spend an influence to allow your Droids to trigger surge abilities up to twice per attack, granting them unparalleled combat prowess.

You’ll also find two new missions for the Imperial Assault skirmish game: Mind of its Own and Most Dangerous Game. The first of these missions challenges you to control terminals as an automated laser sweeps through the Ord Mantell junkyard. The second invites both players to hunt down their opponents’ figures with designated bounty hunters. Both missions promise new encounters and fast-paced combat in the Star Wars universe.

Whether you play one of the included missions or another skirmish mission, the new Command cards in the IG-88 Villain Pack bring new powers to the Droids and Hunters in your strike team. Merciless allows you to place your opponent in an unenviable position: he must discard the top two cards of his Command deck or you gain three victory points. Dirty Trick can be used whenever a hostile figure enters an adjacent space, forcing the figure to suffer three strain or become Stunned. Finally, you can use Blaze of Glory on IG-88 to ready his Deployment card, granting him an additional activation in a round! IG-88 suffers three damage at the end of the round, but an extra activation can result in far more damage to your opponent.

Hunter or Hunted

Whether you smuggle goods and fight for the Rebel Alliance alongside Han Solo, or hunt down your prey with IG-88, you’ll find cards and missions to enhance your games of Imperial Assault in these figure packs. Join us next time for a preview of the Chewbacca Ally Pack and the General Weiss Villain Pack.

Pre-order your Imperial Assault Ally Packs and Villain Packs at your local retailer today!

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The Underway

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Published 4 February 2015|Android: Netrunner LCG

The Underway

Announcing the Fourth Data Pack in the SanSan Cycle

“The Underway is a funky, chaotic, and eclectic mix of architecture and ethnicities. What unifies it is a general counterculture vibe – the sense that they are pioneers and iconoclasts. But this independent spirit paved the way for the rise of Los Muertos.”     –Exposé on The Underway: Part IV – Days of the Muertos

Fantasy Flight Games is proud to announce the upcoming release of The Underway, the fourth Data Pack in the SanSan Cycle for Android: Netrunner!

SanSan is the cradle of high-end tech, home to beautiful beaches, and the host of the World Expo. It is also still recovering from “The Big One,” the cataclysmic earthquake that opened up the San Andreas fault and redefined America’s western coast. However, this event that was disastrous for many was an opportunity for others, some of whom quickly moved their homes and businesses into the new space that was created.

Fast-forward, and this new space, now dubbed “The Underway,” is a motley assembly of many different architectural styles, ethnicities, and cultural influences. It’s a hotbed of holographic artists, indie studios, and the birthplace of Jank-Juke-Jazz. It has also become synonymous with gang activity, particularly that of Los Muertos, a street gang whose members are identified by their bioluminescent tattoos and that deals in illegal tech as much as it deals in flesh and drugs.

Accordingly, the sixty new cards in The Underway (three copies each of twenty different cards) dabble in an eclectic mix of upgrades, assets, and resources, as well as a handful of illicit hardware and programs. Meanwhile, everything seems to run through Los Muertos, and even as the gang’s criminal influence bolsters the Criminal faction, it pervades everything in this Data Pack. It starts with a new Criminal Runner identity, it reaches outward as other Runner factions are supplied with the sort of tech you don’t normally find in America, and it ripples into every aspect of every card as Corps are forced to deal with the gang’s members in one way or another.

A Dangerous Game

The Corps of Android: Netrunner may more or less rule the world, but Los Muertos rules the Underway. Still, it’s difficult to know who is or isn’t part of the gang unless they activate their bioluminescent tattoos. Then, it’s easy, as their faces are marked by bright, skull-like lines and decorative swoops or swirls.

Their relative anonymity makes them brazen, and it makes them difficult for Corporate problem-solvers. Any given Street Peddler (The Underway, 62) could be part of Los Muertos, ready to participate in the gang’s next Drive By (The Underway, 64).

But Corps can’t operate blindly. Were a Corp to miss its mark with a shipment of Defective Brainchips (The Underway, 72) or the services of a Contract Killer (The Underway, 78), it could gain international notoriety and suffer irreparable damage to its reputation.

Accordingly, some Corps may seek to expose the gang’s influence, slowly but surely winning the public to their side with Exposé (The Underway, 75) pieces. Others may simply accept the Underway Grid (The Underway, 80) for what it is, a region of SanSan, hidden from the light, where the rules are different, everyone’s life is riddled by secrets, and violence is expected.

Viva Los Muertos

“Is your neighbor secretly a violent criminal? The answer to this chilling question and more, right after the break.”    –Shannon Claire, SSN 5

Since The Big One, the Underway has emerged as a hive of criminal activity. Within its shadows, many Runners have learned their trade and honed their skills. The members of its largest gang, Los Muertos, rule the streets, profiting off their deals in flesh and drugs and tech. For the right price, you can find anything, but you have to be careful about how you get it.

Can the Corps clean up the Underway’s streets? Can they burrow in and change its local culture? As Corps and criminals vie for control of the regional business, The Underway Data Pack is certain to lead to all-new forms of subterranean aggression.

Look for The Underway to arrive at retailers everywhere in the second quarter of 2015!

 

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The Darth Dilemma

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Published 5 February 2015|Star Wars: Imperial Assault

The Darth Dilemma

An Imperial Assault Guest Article from Zach Bunn

“A young Jedi named Darth Vader, who was a pupil of mine until he turned to evil, helped the Empire hunt down and destroy the Jedi knights. He betrayed and murdered your father. Now the Jedi are all but extinct.”   –Obi-Wan Kenobi

Darth Vader is one of the greatest villains of all-time, and he can easily be one of the most terrifying threats in Imperial Assault. With massive striking power, a mastery of the Force, and powerful defenses, Darth Vader forces you to carefully consider any plan of attack if you wish to achieve victory.

Today, Zach Bunn explores the threat of Darth Vader and methods to form an attack plan in every game of Imperial Assault.

Zach Bunn on Darth Vader in Imperial Assault

I was recently teaching the skirmish game of Imperial Assault to a new player when I had one of those moments that all of us experience as we progress through the learning stages of most games. The epiphany reverberated through my brain, like Obi-Wan’s voice in Star Wars: A New Hope as Luke turns off his targeting computer.

It happened right as I finished explaining the win condition of skirmish missions. I said, “So, you have to get to forty points, usually through a combination of accomplishing objectives and destroying your opponent’s units.

A critical part of that victory condition is destroying your opponent’s units. As my epiphany revealed, the harder a unit is to destroy, the harder it is for you to gain points by killing it. The more points your opponent has invested in hard-to-destroy units, the harder it is for you to gain those points. I looked down at Darth Vader and all the pieces came together. It seems so obvious now, but at the time I had to pause the demo and ponder a concept that I now refer to as the “Darth Dilemma.”

There are many reasons why Darth Vader is extremely powerful in Imperial Assault, but because I was too busy fielding Darth Vader, I never really looked at it from my opponent’s side. A unit like Darth Vader creates a terrifying dilemma for your opponent because he ties up nearly half of your army points in a unit that’s extremely difficult to kill. If you attempt to destroy Darth Vader and fail, you’ve wasted your actions and figures for nothing. If you attempt to avoid him, you have to make your way to victory by destroying lesser units or by scoring an absurd amount of objectives. You have to choose how you want to try to confront Vader, and neither option is very appealing.

Back to the demo. We set up the “Leave No Evidence” skirmish mission, which challenges both players to recover important artifacts from the Massassi Ruins on Yavin 4. I noted the six excavation tokens on the board, each worth six points. Math says that thirty-six objective points are on the line. For my opponent to win this scenario and not have to destroy Darth Vader (who’s worth eighteen points), he must capture at least three objectives and destroy every other figure in my army. If I can score four objectives, my opponent is now forced kill Darth Vader to win. If I protect one of my lesser figures and score three objectives, my opponent is forced to kill Darth Vader. By taking advantage of this dilemma, I can create some bad exchanges for my opponent.

I’ve found that to deal with Darth Vader consistently, you must immediately decide whether you’re going to confront him or avoid him. There is no middle ground. Because he rolls two black defense dice and has the option to re-roll one per attack, his average defense is around four blocks! If you just try to whittle Vader’s health down after you’ve lost a good chunk of your army, you won’t have the firepower to finish the job. If you start your assault early and back off, you’ve wasted too much time and offense on a zero-point payoff. You’ve got to commit to a plan early, and you’ve got to follow through.

Though it’s Darth Vader who specifically creates this dilemma out of the Imperial Assault Core Set, there’s a fundamental lesson to be learned and applied regardless of his presence. I’ve adopted a methodology ever since that moment, and it’s helped me determine good lines of attack for any given scenario and army combination. It’s a simple and universal line of questioning that should be considered before every first turn in Imperial Assault.

Solving the Dilemma

At the start of each game, I have several important decisions to make. These decisions affect my deployment, the early movement of my figures, and where I direct my offense throughout the game.

When you first start playing skirmish missions, it may seem like you can simply move toward your opponent at the beginning of the game and start shooting the closest units, but this has proven to be a losing strategy. I’ve seen too many games where, by using this kind of strategy, my opponent gets to thirty points before realizing he has no reasonable path to victory. This is a depressing realization, and I try to avoid it by asking the following questions before the game begins:

1. How many points does this scenario’s special objectives offer?

2. How many of those points can I reasonably expect to capture?

3. Given the answers to points 1 and 2, which of my opponent’s models do I need to destroy to get to forty points?

4. If my point calculation in 2 starts to look too ambitious in the middle of the game, which additional models will be easiest to destroy in order to make up the difference?

5. Go through steps 1 through 4 again as if I were my opponent. What objectives might he reasonably expect to capture? What units of mine will he be trying to destroy?

The games of Imperial Assault that I’ve lost are typically the result of being too eager and not fully considering the questions above. By spending a few minutes considering your path to victory, each decision you make throughout the game is put into context. When evaluated with this context in mind, you’ll find yourself carefully considering your plan, rather than just dashing around a corner and shooting down a pesky unit with your Stormtroopers!

As you embark on your first skirmish games, remember that sometimes the best decision isn’t the obvious or emotional one. You win by getting to forty points before your opponent. While considering the win condition of a game isn’t a new tactic by any stretch of the imagination, asking the important questions and constructing a plan of action is often the difference between victory and defeat. Stay focused, and make sure that every move you make contributes to an end game that gives you the best chance of winning.

Until next time, may the Force be with you!

Zach

Ready Your Troops

Thanks, Zach!

Darth Vader poses a deadly threat to any strike team, and the Rebel Alliance needs a plan to deal with him. Will you dispatch Rebel Troopers and Saboteurs to complete your objectives as quickly as possible? Will Luke Skywalker, Han Solo, and Chewbacca confront Darth Vader directly? Gather your strike team and prepare for Star Wars battles in the Imperial Assault skirmish game!

Zach Bunn is a Star Wars fanatic, a lead member of Team Covenant, and a fan of Imperial Assault. In coming weeks, stay tuned for more Imperial Assault guest articles from Zach and other writers!

 

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Journey into Hutt Space

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Published 5 February 2015|Star Wars: Edge of the Empire

Journey into Hutt Space

Lords of Nal Hutta Is Now Available

Venture into one of the most dangerous parts of the galaxy! Lords of Nal Hutta, a sourcebook for the Star Wars®: Edge of the Empire™ roleplaying game, is now available at your local retailer and in our online store.

Lords of Nal Hutta contains all the information that you need to experience Hutt Space. It provides countless details about Hutt civilization, including their ruthless crime syndicates and violent history. It describes each of the major locations in Hutt Space, from the dimly lit cantinas and black markets of Nar Shaddaa to the jungles of Saki, providing GMs with numerous and detailed settings for adventures. Lords of Nal Hutta also features new playable species and a wide variety of gear to help you survive in this notoriously lawless region.

Crime Families

The heart of Hutt culture is the kajidic, a clan-based syndicate governed by a single Hutt and often specialized in illegal activities. It is within his kajidic that a Hutt is given his first job, cultivates his career, and perhaps even attains political power. In our first preview, contributing writer Sterling Hershey introduced the four most prominent kajidics, from Jabba’s own Desilijic to the militaristic Qunaalac Hutts.

For Hutts, power and money are inextricably linked, and the end almost always justifies the means. Many kajidics, specialize in the lucrative spice trade – “spice” euphemistically including a wide variety of legal and illegal substances. Hutts have put thousands of slaves to work in spice production, and employed a vast number of smugglers and pilots who, like the famous Han Solo, are willing to risk their lives (and Imperial entanglements) for the sake of profit. A risky spice smuggling run, such as the infamous Kessel Run, could be the centerpiece of an Edge of the Empire campaign. A failed run might be the source of your obligation to a vindictive Hutt overlord.

 

Worlds of Beauty, Cruelty, and Wealth

A total of twelve planets are detailed in Lords of Nal Hutta: densely populated trade outposts where anything can be found for a price, desolate worlds with enslaved populations, vast game reserves where assassins hone their skills, radioactive wastelands. Our second preview explored three different planets within Hutt Space: the so-called Smuggler’s Moon, Nar Shaddaa, the capital and home of the Hutts, Nal Hutta, and the pastoral world of Toydaria. It also looked at three modular encounters: ready-made, detailed set pieces that GMs can use as the launching point of a campaign or a single-session adventure.

One location essential for any voyage into Hutt Space is the Kwenn Space Station, the neutral gateway between the Empire-controlled Mid Rim and the lawless regions ruled by the Hutts. Over 325,000 humans, Hutts, and other species permanently reside in the space station, with at least another 20,000 passing through daily, many of them being spice smugglers, weapons dealers, and mercenaries. But Kwenn is also an elite resort catering to the galaxy’s ultra-wealthy. Its towers are filled with expensive entertainments, from casinos and cantinas to spas – and even an opera house. It’s an ideal place for a smuggler to have a business meeting with his Hutt employers, for a bounty hunter to begin the search for her quarry, or for a quiet young entertainer to become involved in a Rebel conspiracy.

Native Species and Survival Gear

Lords of Nal Hutta introduces four new playable species native to Hutt Space: Ganks, Niktos, Sakiyans, and of course, the Hutts. In our third preview, contributing writer Gregory Koteles discussed the Ganks’ predilection for cybernetics, the Sakiyans’ stealth and intelligence, and the Niktos’ diversity. We also looked at a few of the cybernetic implants that your Gank or other character might purchase in Hutt Space.

Of course, survival in Hutt Space isn’t just a matter of shooting first. In this realm of deadly intrigue, you may want tools more subtle than a blaster. Poison, for example, may be a more effective weapon, and Lords of Nal Hutta introduces three kinds of it. If you intend on gambling at the Kwenn Space Station, you might want a marked sabaac deck or some loaded chance cubes to ensure to ensure that the odds are always in your favor. A portable credit cleaner can make sure that any money you earn in Hutt Space cannot be traced by even the most skilled accountant droids.

Follow Your Ambitions

Hutt Space is a realm of extremes. Its inhabitants are largely free from Imperial laws, but slavery is rampant. Unfathomable wealth lives side by side with desperate poverty. There’s as many opportunities for profit and political gain in Hutt Space as there are backroom deals, and as many opportunities for doing good as there are examples of cruelty. Whatever lures your Edge of the Empire roleplaying group into Hutt Space, you’re sure to encounter there danger, intrigue, and plentiful adventures.

Pick up your copy of Lords of Nal Hutta today!

 

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