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Way of the Warrior

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Published 21 June 2018 |Star Wars: Force and Destiny

Way of the Warrior

Knights of Fate Is Now Available for Star Wars: Force and Destiny

"The belonging you seek is not behind you. It is ahead."
  –Maz Kanata, Star Wars: The Force Awakens

Order your own copy of Knights of Fate at your local retailer or online through our website today!

The galaxy is in chaos. The Jedi Order that once defended the innocent against the forces of darkness has been destroyed, and fear has taken hold beneath the iron fist of the Empire. Now, who will take of the mantle of the guardian and restore hope to a sorrowful galaxy? The time has come to take a stand and widen your view of the galaxy with new specializations, species, as well as weapons and gear, vehicles, starships, and ideas for countless new adventures.

Knights of Fate, the Warrior sourcebook for Force and Destiny is on sale now at your local retailer or online through our website!

Vices and Virtues

Knights of Fate introduces three new career specializations, allowing you to hone your skills and discover what the Warrior class means to you. Are you a protector of the meek or a vicious brawler? A trained martial artist or a raging berserker? With the dissolution of the Jedi Order, there is no single correct path: the answer lies solely within you. 

The Juyo Berserker is a master of the seventh style of lightsaber combat, which was often forbidden among members of the Jedi Order. Harnessing their natural rage, the Berserker must consciously balance the light and dark influences of the Force within themselves as they channel their negative emotions into positive outcomes.

The Steel Hand Adept is a master of unarmed combat. Rather than relying on the use of a blaster or a lightsaber, these martial artists draw on the power of the Force and wield it as a weapon to break through heavy armor and extend their reach far beyond the length of their arm. With grace and speed, they effortlessly dodge their opponents’ blows and fight just as effectively as their armed counterparts.

The Colossus is powerful and untiring, relying on stamina and endurance to outlast their foes in battle. They prioritize mental fortitude over physical strength, knowing that pain is only temporary while the experience gained through battle will last far longer. They commonly reflect the stoic nature of the Jedi and maintain a mental calm in all situations, whether they favor blasters, lightsabers, or unarmed combat. With patience and mental control, they will channel any pain they receive into damage dealt, with a potency and precision unlike any other class in the galaxy.

Brand New Eyes

In addition to these three new specializations, Knights of Fate also brings three new species to Force and Destiny. While Warriors can hail from any species, these new additions are natural fits for the Warrior career—adding variety and complexity to the stories told in your campaigns and offering you the chance to see the galaxy from an entirely new point of view.

The Dowutin are brash, arrogant, and powerful, lending themselves easily to the Colossus or Steel Hand Adept specializations. Though physically strong, when these people are separated from their home world, they tend to become introverted, leading solitary lives and seldom seeking companionship.

Mikkians come from a culture which connects combat and spirituality, preparing them for the study of the Force and its uses in battle. Known for their loyalty and sense of honor, these people have the potential to become invaluable allies in your campaigns. But you must never ask them to lie—their integrity is of the highest value and their code of honor applies to all things.

The Phydolon are new to the galactic stage, as their world was only recently discovered. Deeply spiritual, these people loathe to leave the collective of their home planet, but with the galaxy opened before them it may be time to find something larger than themselves in the Force.

Regardless of which species you choose to embody and which specialization you may be drawn to, you should not let it deter you from the path of the Warrior. Master Yoda’s diminutive stature often led opponents to underestimate his prowess, but these assumptions always led to their demise. As your characters evolve, you are sure to find new depths, and with the advice included in Knights of Fate for running a game that's rewarding to Warriors, you'll be certain to find adventure between the stars like never before.

Guardians of Hope

The incredible expanse of space stands before you, and the time has come for you to discover your place in it. With new tools to explore the galaxy like never before, the path to find your destiny has never been clearer. Pick up your lightsaber and step into the shoes of the fearless Warrior!

Pick up your copy of Knights of Fate (SWF46) at your local retailer today or on the Fantasy Flight Games website here!

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Disciplined Ferocity

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Published 21 June 2018 |Star Wars: Force and Destiny

Disciplined Ferocity

Warrior Specialization and Signature Abilities Decks Are Now Available

“I’m just a simple man trying to make his way in the universe.”
   –Jango Fett, Star Wars: Attack of the Clones

Order your own copy of Warrior Specialization and Signature Abilities Decks at your local retailer or online through our website today!

For thousands of years, the Jedi defended the galaxy with their magnificent weapons and sage wisdom, but with the dissolution of their Order, the worlds they once protected have fallen to chaos and turmoil. One by one, worlds fall before the might of the Empire. In this new and corrupt galaxy, every living creature is faced with a choice—whether to defend what innocence remains or surrender to the call of darkness. Will you stand against the enemies of peace?

The Juyo Berserker Specialization Deck, Steel Hand Adept Specialization Deck, Colossus Specialization Deck, and Warrior Signature Abilities Deck for the Knights of Fate sourcebook of Star Wars™: Force and Destiny are available for order now at your local retailer or online through our website!

Knights of Fate

With the end of the Jedi Order, there is no single path which your Warrior must follow in your campaigns. Each of the three specializations explored in Knights of Fate feature a variety of talent sets to help you discover your destiny. You do not need to become a soldier or wield a lightsaber to embody all that a Warrior can become. The beautifully illustrated cards in these specialization decks feature each of the purchasable talents on the three new specialization trees in Knights of Fate, providing a convenient, quick reference that you can display alongside your character sheet. With the focus kept on the action of your campaigns, nothing can stop you from discovering the true strength within yourself and finding your place in the galaxy.

The ferocious Juyo Berserker is a master of the seventh and most aggressive form of lightsaber combat. Whether they are formally trained or self-taught, these fighters are able to harness their natural rage to walk the line between calm and fury, between the light side and the dark. This practice of focusing negative emotions into positive outcomes is difficult to master. Some choose to conceal raging emotions beneath layers of tranquility while others embrace the anger that drives them as they lay into their opponents. The Juyo Berserker’s focus on offensive maneuvers may leave them vulnerable to counterstrikes by their opponents, so they must match their foe’s skill and ferocity and leave them no room to become a nuisance.

While the Jedi Warriors were identified by their use of lightsabers, the dangerous Steel Hand Adept fights without weapons, synching their mind and body to become the ultimate master of hand-to-hand combat. While no fist or claw can overcome a blaster’s range or heavy armor’s protection, these martial masters have the Force on their side, which they can use as a tool to breach heavy armor or strike at enemies far beyond the reach of their fist. Both fascinating and terrifying, these Force users can fight as effectively as their opponents, all without relying on a weapon. And should their enemy become disarmed, there is only one way an encounter can end.

The indefatigable Colossus wears their scars with pride, possessing a power far beyond the ability to overcome pain. While other fighters may seek to end conflicts quickly, the Colossus possesses an unmatched stamina which they use to exhaust their foe. They reflect a number of the stoic Jedi traditions, prioritizing the mental and spiritual over the physical with the belief that pain only makes you stronger. This leads some to maintain a mental calm, while those who favor the dark side draw on the pain and their negative emotions to fuel themselves in battle. Members of this class use a variety of fighting styles, from favoring blasters and melee weapons to getting up close and personal with their opponent. Whether chasing higher aspirations or focusing on suffering, the Colossus is sure to return the pain they receive many times over.

No matter which path you choose to pursue in your campaigns, any Warrior should use the Warrior Signature Abilities Deck as a source for breakdowns of the class’s key abilities: Deadly Reputation and Unmatched Ferocity. The Deadly Reputation signature ability allows a Warrior to spend two Destiny Points to strike fear into their foes, increasing the difficulty of all skill checks against them by one. Meanwhile, Unmatched Ferocity gives Warriors the chance to execute an additional attack on their enemies. While the Warrior must suffer four strain and one conflict themselves, this is a small price to pay—if the attack is successful, your Warrior may repeat the attack again! But no matter which path they choose, the Warriors must ask themselves: if they rain death upon their enemies, deriving joy from pain, what makes them different from the Empire?

Warriors of Light

In a galaxy consumed by violence and hatred, there are few who would choose to take a stand. Do you have the courage and fortitude to believe in the light and keep the spark of hope alive?

Order your copy of the Juyo Berserker Specialization Deck (uSWF47), Steel Hand Adept Specialization Deck (uSWF48), Colossus Specialization Deck (uSWF49), and Warrior Signature Abilities Deck (uSWF50) at your local retailer today or online through our website here!

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There and Back Again

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Published 21 June 2018 |The Lord of the Rings LCG

There and Back Again

Announcing a Pre-Order Bundle for The Lord of the Rings: Living Card Game

Order your own copy of The Lord of the Rings: Living Card Game Limited Collector's Edition at your local retailer or online through our website today!

When it's released later this year, The Lord of the Rings™ Living Card Game™ promises to bring your adventures in Middle-earth into the digital age, allowing you to guide your own Fellowship through quests against the dark forces of Sauron.

Today, Fantasy Flight Games is excited to announce The Lord of the Rings: Living Card Game Limited Collector’s Edition, a pre-order bundle now available exclusively through our website! Celebrating both the digital and tabletop versions of this award-winning game, this bundle features a dragon’s hoard of content that immerses you in Middle-earth more than ever before. Those who pre-order this bundle will receive:

  • Early access to The Lord of the Rings: Living Card Game on August 28, 2018
  • The Lord of the Rings: The Card Game Two-Player Limited Edition Starter
  • Four art prints depicting four heroes of The Lord of the Rings: Living Card Game
  • A special replica of the One Ring
  • The game's MP3 soundtrack composed by Steve Gernes
  • A custom, collector's edition playmat
  • All in-game Founder's Packs automatically unlocked
  • Various in-game cosmetic rewards

Read on for more information about the wealth of rewards that you'll find within The Lord of the Rings: Living Card Game Limited Collector’s Edition!

A New Beginning

The first and most important piece of The Lord of the Rings: Living Card Game Limited Collector's Edition is early access to The Lord of the Rings: Living Card Game on August 28, 2018—giving you the chance to play the game before anyone else! The Lord of the Rings: Living Card Game follows in the footsteps of The Lord of the Rings: The Card Game, inviting players to venture through the epic quests of The Lord of the Rings with their own band of heroes. As the first digital Living Card Game®, it charts new territory for digital games, allowing you to choose a group of heroes, build your deck, and play through unique scenarios while earning new cards and unlocking new tactical options as you progress.


Screenshots not final.

Pre-ordering The Lord of the RingsLiving Card Game Limited Collector’s Edition will grant you early access to the digital game, allowing you to begin your adventures in Middle-earth before the general public. Each quest you embark on will pit you against the dark forces of Sauron and form a single chapter of a narrative campaign. As you progress, you can also gain access to fixed packs of cards that give you new options for building decks and allow you to embark on new adventures.


Screenshots not final.

Where the tabletop version of the game represents the quest and environment with decks of cards, The Lord of the Rings: Living Card Game is able to bring Middle-earth to life in vivid detail, immersing you in this rich world more than ever before. What's more, the robust in-game variety of cards offers a wide array of options for future decks, shaping the adventures to come. For much more information on The Lord of the Rings: Living Card Game, you can visit the Fantasy Flight Interactive website!

Continue Your Adventures

The Lord of the Rings: Living Card Game Limited Collector’s Edition doesn’t just mark a new beginning for the game on the digital front; it also invites you to experience the classic The Lord of the Rings: The Card Game in a new way. In addition to early access to the digital game, those who pre-order this bundle will receive a copy of the brand-new The Lord of the Rings: The Card Game Two-Player Limited Edition Starter. If you're new to the game, this set contains everything you need to start playing The Lord of the Rings: The Card Game, including two pre-built player decks constructed from previously released cards, and all the tokens and rules that you need to get started.

On the other hand, if you're a veteran player, all of the cards in The Lord of the Rings: The Card Game Two-Player Limited Edition Starter feature striking new graphic design unlike anything in your collection. With these cards, new players can dive right into quests with some of the most iconic characters and items from the epic The Lord of the Rings saga. Veteran players, on the other hand, can combine them with their current collection to build their own custom decks.

 

On top of this beautiful new graphic design, this box also includes two brand-new heroes that can be added to your party, opening up new strategic options and deckbuilding possibilities. Thorin Stonehelm enters the game for the first time in The Lord of the Rings: The Card Game Two-Player Limited Edition Starter, wielding his mighty axe. Always welcoming a fight, Thorin features a base attack strength of three and can dole out even more damage as soon as he’s declared an attacker. Meanwhile, Gildor Inglorion might not be quite as strong in a fight as Thorin Stonehelm, but his higher willpower means that he is effective at marching toward the end of your quest. Similarly, he can also give you quick access to the cards you need by spending a resource to allow any player to draw a card. These heroes will eventually enter The Lord of the Rings: The Card Game through standard products, but for now, the only way to adventure alongside these heroes is in the Two-Player Limited Edition Starter.

Finally, this starter also invites you to test your skills in two unique, brand-new quests. During “The Oath,” you’ll track Goblins through Mirkwood in an effort to avenge a village of Woodmen. Will you fulfill your vow? Or will the Goblins retreat into the depths of the forest? Meanwhile, “The Caves of Nibin-Dûm” picks up as your company of heroes begins exploring halls long abandoned by both Elves and Dwarves. Who knows what dangers await in the depths?

Whether you're new to The Lord of the Rings: The Card Game or a grizzled, experienced adventurer, there's plenty for you to explore in the Two-Player Limited Edition Starter. What's more, the only way to get this box is by pre-ordering The Lord of the Rings: Living Card Game Limited Collector's Edition, and it's only available for the length of the pre-order, so be sure to get your orders in today! And if you're not yet convinced, there's plenty more included.

No matter where your quests might take you, the custom, collector's edition playmat included with the bundle will remind you of the epic scale of The Lord of the Rings. Featuring a finely detailed map of Middle-earth, the playmat invites you to play out your adventures across the very landscape you're defending from the dark forces of Sauron.

Finally, gameplay rewards for pre-ordering the collector’s edition are also present on the digital side. All Founder's Packs are automatically unlocked with the purchase of the Limited Collector's Edition, offering a wealth of card backs, profile frames and tags, in-game valor points, and additional rewards. What's more, those who pre-order will receive a number of exclusive cosmetic rewards. You'll be able to take on the guise of an Agent of Sauron, one of his Black Riders, or the One Ring itself with in-game avatars, declaring to everyone your devotion to the Dark Lord. You can cover your profile and protect your reputation with the Dark Armor frame and tag. And they gain a special alternate card back, displaying the terrifying Mountain of Fire itself.


The in-game cosmetic rewards exclusive to the Limited Collector's Edition!

Experience Middle-earth

The Lord of the Rings: Living Card Game Limited Collector’s Edition also contains a number of items that enhance your experience of the game, even though they don't directly impact gameplay.

From Gandalf to Gimli, The Lord of the Rings is known for its vibrant cast of characters, and The Lord of the Rings: Living Card Game Limited Collector’s Edition helps bring four of these characters to life. The four 4” x 6” art prints included in this pre-order bundle recreate Aragorn, Arwen, Frodo, and Gimli in vivid detail, giving you a window into the world of Middle-earth.

Of course, no The Lord of the Rings experience would be complete without the one item that brings all these characters together in a desperate struggle against evil. The entirety of Middle-earth is bound to the fate of the One Ring and the collector’s edition includes a replica of the ultimate ring of power recreated in exacting detail by Badali Jewelry.

And finally, it's a matter of fact that music enhances the mood of any game. The Limited Collector's Edition lets you enjoy the music of The Lord of the Rings: Living Card Game whenever you choose—perhaps even when you're questing on your tabletop with The Lord of the Rings: The Card Game. Everyone who orders a copy of The Lord of the Rings: Living Card Game Limited Collector's Edition will receive a code to download the game’s score via Steam, letting you take it with you wherever you go.

The Road Goes Ever On

You can experience Middle-earth in all its glory with The Lord of the Rings: Living Card Game Limited Collector’s Edition!

Pre-order The Lord of the Rings: Living Card Game Limited Collector’s Edition (MEC73) through the Fantasy Flight Games website here!

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Three Rules to Mill By

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Published 22 June 2018 |Star Wars: Destiny

Three Rules to Mill By

A Designer Journal on Mill in Star Wars: Destiny

Star Wars™: Destiny is a game that spans the entire Star Wars saga. You’ll find iconic characters from every era, and the chance to play out the “what if” battles of your imagination. With characters as powerful and varied as Boba Fett, Rey, Darth Maul, Leia Organa, and Poe Dameron taking the field, the only way to find out which team will triumph is to play.

There are countless teams of Star Wars characters that you can lead to battle in Star Wars: Destiny, and in the same way, there are different ways to pursue victory. Many decks seek to win by dealing damage, cutting down their enemies with lightsabers or blaster fire. Other players can claim victory by “milling”—discarding their opponent’s entire deck and the cards in their hand.

Today, Star Wars: Destiny developer Aaron Haltom shares his thoughts on the mill archetype and its place in Star Wars: Destiny!

The Three Rules

When two players sit across from each other to play a game, there is an implicit understanding that they intend to engage in a fun and challenging battle of wits. To these players, a good experience generally follows this set of unwritten rules:

  1. Both players are playing the same game. If one player is trying to play chess while the other is trying to play checkers, the game will be mystifying, to say the least.
  2. Both players generally want the game to be fair and to be balanced enough that either player has a good chance of winning. For games like Star Wars: Destiny, the inclusion of an element of chance also means that even if a player loses ground in the early game, they have some hope of making a comeback.
  3. There should be interactivity in the game. The way you play the game should change based on what your opponent is doing. Players should have some ability to disrupt or outpace each other’s strategies.

When one player uses a strategy that radically alters the game’s fundamental play pattern, wins by a crushing margin, or completely turns off interactivity, at least one of the above rules has been broken. There is a tangible feeling of a breach of etiquette, and this can leave players feeling bitter about these particular losses. This feeling is called an NPE, or Negative Play Experience, and it’s Public Enemy #1 when you’re trying to make a fun game.

Mill Loves to Break the Rules

In Star Wars: Destiny, one of the most controversial deck archetypes is mill, which wins by running the opponent out of cards in their hand and deck. Mill decks are often branded as NPEs because they have a tendency to violate one or more of the three rules listed above.

Most often, mill decks violate Rule 1. Star Wars: Destiny has a very distinct play pattern: play supports and upgrades, activate characters, reroll until you hit high damage, mitigate your opponent’s damage, and try to defeat their characters before they defeat yours. A mill deck plays very differently, however, largely ignoring the damage race and instead focusing entirely on the card economy of the game. For most players, it can be quite a shock the first time they lose to a mill deck—they felt like they were “ahead” for the whole game, only to run out of cards at the end. While the race between the mill deck and the damage deck might have been fair and balanced, the mill deck uses a very different means to get to its end goal, which can lead to the frustrating feeling that players aren’t playing the same game at all.

Mill decks have also addled their opponents by violating Rules 2 and 3. The hero mill deck that rose to prominence after the release of Legacies involves General Rieekan (Empire at War, 24), paired with two other cheap characters to put a ton of health on the board and passively mill the opponent while focusing on pure defense. While innovative, this deck can be a big-time violator of Rule 2. Playing against the Rieekan deck can be oppressive and one-sided because that deck is so good at playing defensively that it can almost entirely shut down an offense. Naturally, this can be quite tedious, because your defeat seems inevitable and it takes a long time to happen.

On the villain side, the most popular mill deck was infamous for its non-interactivity. The deck used Thrawn (Empire at War, 4) and Unkar Plutt (Spirit of Rebellion, 21)—two characters that could make the opponent discard cards while generating huge amounts of resources. The mill player could then use that pile of resources to play Buy Out (Empire at War, 80) and discard their opponent’s whole deck in one action. Whether or not this deck was balanced in the broader metagame, it was certainly capable of violating Rule 3. It’s not a very interactive experience to have your whole deck stripped away in one action and, just like that, the game is over.

In Defense of Mill

The purpose of this article isn’t to make mill sound like an easy path to victory. There are a lot of fast and aggressive decks that can chew right through a mill deck’s defenses long before their deck runs out of cards. With speed and aggression being a common theme among top competitive decks, this has largely kept mill from becoming too strong in the meta.

Furthermore, losing by running out of cards is a necessary possibility in Star Wars: Destinyto balance out the fast pace that players can burn through their decks. Frantically searching your deck for combo pieces or constantly discarding cards to reroll should have real consequences—specifically, the threat that you might lose by decking yourself.

Having a viable mill archetype helps keep the metagame healthy by acting as a potential counter to slower control decks and narrowly-focused combo decks. The decks that have a bad match-up against mill, though, often have a good match-up against aggro decks, and aggro decks, in turn, have a good match-up against mill. This rock-paper-scissors dynamic can be very healthy for a diverse metagame, provided the effect is not too stark. If your bad match-ups are uphill battles, that challenge is healthy, as long as these games still feel winnable.

Though some decks can have quite a bad match-up with mill, this is not a death sentence so much as a challenge to adapt your strategies. First and foremost, playing against a mill deck requires players to adapt their strategies and play the game much differently. When playing against mill, you should discard to reroll as rarely as possible. You should consider resolving sides of your dice that you usually wouldn’t, like disrupt, and you should rethink how you use removal, targeting more resource and discard dice than damage dice. It’s also imperative to get a good upgrade or two out early, before all of those get stripped from your deck. The cards you include in your deck can also protect you against mill. If your opponent is primarily discarding from your hand, look to cards like Luke's Protection (Two-Player Game, 32) or Ancient Lightsaber (Empire at War, 49) to put another card on your deck and buy yourself an extra turn at the end of the game. If your opponent is primarily discarding from your deck, look to cards like Chance Cube (Empire at War, 57) or Hera Syndulla (Empire at War, 25) that can buy you time by bouncing cards from play back into your hand.

Making Mill Feel Better

Moving forward with the lessons we’ve learned so far, our goal is to support mill in such a way that it becomes more fun and interactive, while still remaining a force to be reckoned with.

Imagine a mill deck that eats away an opponent’s deck incrementally, racing against damage. This deck should remain interactive and chance-based, drawing its most powerful mill effects from its dice and supplementing with other removal and defense cards. Ideally, this deck might even abide by Rule 1—it could have a hybrid approach, including enough damage to knock out key characters and buy more time, depending on the match-up.

This kind of play could be encouraged by cards that can do damage or discard interchangeably, or more situational effects that let you get both for the price of one. We’ve had a lot of fun designing new mill cards in this direction, and we hope that you enjoy what we come up with.

Until next time—good luck and happy shuffling!

The card game team's newest member, “The Wild Thing” Aaron Haltom, designs for Star Wars: Destiny by day and rocks out on the drums by night. Before joining the FFG card game team, he worked as a most triumphant freelance game designer (and copywriter) for two and a half years. A Bill and Ted enthusiast, Aaron regularly walks the walk of “party on” and “be excellent to each other.”

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New Recruits

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Published 22 June 2018 |Star Wars: Imperial Assault

New Recruits

Preview the Campaign in Tyrants of Lothal

"Stand up together, because that's when we're strongest—as one."
   –Ezra Bridger, Star Wars: Rebels

Lothal was once a luscious planet, full of wildlife and beauty. Then, the Empire came. Transforming Lothal into a machine of automation and industry, the planet slowly morphed into miles of industrial wastelands. The Empire, led by Grand Admiral Thrawn, keeps a tight fist clenched around the planet, but some have chosen to fight, joining small rebel cells scattered across the galaxy. Now, it’s your turn to stand up for Lothal!

Join us today as we preview new Rebel and Imperial campaign options found in the Tyrants of Lothal expansion for Imperial Assault!

The mini-campaign included in Tyrants of Lothal features six thrilling missions and introduces many concepts and characters from Star Wars: Rebels into Imperial Assault. While these characters are essential to the Tyrants of Lothal campaign, Imperial Assault is your story, and it will be your own characters who make the biggest impact.

Wildfire

In our announcement article, we introduced Tress Hacnua, a cybernetic brawler who uses various styles of fighting to take down any threat. While Tress can hold her own against the forces of the Empire, every good hero needs a partner. Teaming up with Tress in Tyrants of Lothal is CT-1701. An old Clone Trooper known for his barrage of covering fire, CT-1701 is the perfect character to select if you’re looking to lay down a ton of fire while supporting your teammates.

The Barrage ability lets you take two stress after you resolve an attack with a ranged weapon to perform another attack with that weapon against a nearby target. During this second attack, however, your target gains an additional white die for defense. While CT-1701 is an expert at providing a wide array of fire, he’s not always the most accurate. Still, he can compensate with his ability to Focus Fire, increasing his aim by spending surges to gain damage power tokens!

First introduced in Heart of the Empire, these power tokens can be spent to add their result to your rolls, in this case, making CT-1701 more efficient by adding damage and shoring up his biggest weakness. CT-1701’s most reliable and commonly used weapon is undoubtedly the standard-issue  DC-15S Blaster. While it only rolls two green dice, it can certainly help ensure that future attacks will pack a punch.  After you resolve an attack with this weapon, if the target took no damage, CT-1701 gains a damage power token. Even if you're not dealing damage in the moment, CT-1701's suppressive fire is certain to yield rewards.

When you start to combine these abilities together, it's plain to see that CT-1701 can easily reach his limit of two power tokens. This is where Reload comes in handy. Not only does this Class card allow you to stack up three power tokens on CT-1701, Reload can also be exhausted after you rest to gain two damage power tokens, ensuring that CT-1701 is always stocked up.

Overwhelming Oppression

Of course, the Imperial player also gains new tricks in Tyrants of Lothal, including everything from new enemy groups to the Overwhelming Oppression Imperial Class.

In our announcement, we revealed the terrifying Death Troopers that will oppose the heroes of Tyrants of Lothal, but the box also contains the Loth-cat, a nimble creature that closes distance quickly before assaulting its foe. You can use the Loth-cat's natural evasiveness to grant a block power token to the Loth-cat or any adjacent Creature. Alternatively, you could gain the power token of your choice if the Loth-cat is elite.

The power tokens that you gain are essential to the new Overwhelming Oppression class. Cards like Redouble Our Efforts let you place damage power tokens or block power tokens on a card in your hand, allowing you to prepare for a full assault. Furthermore, you may exhaust Redouble Our Efforts when an Imperial figure is defeated to redistribute their power tokens among other friendly figures!

This synergizes well with Limitless Arsenal, which allows you to replace an Imperial figure's attack pool with the attack pool of any Deployment card in your hand that has at least one surge or damage power token on it. Not only does this invite you to enhance the weaker attack pools among your forces, it lets you get value out of your Deployment cards before you even pay for them.

By enhancing your forces before they even hit the field, Overwhelming Oppression puts constant pressure on the rebels, and makes their missions exceptionally difficult.

Looking for Adventure

Tyrants of Lothal sees your heroes joining the burgeoning Rebel Alliance with the help of the cast of Star Wars: Rebels! Six side missions see you interrupting the Empire’s plans by intercepting supplies, defending stolen AT-ATs, and more. And of course, these missions can all be linked together as their own mini-campaign, or individually pulled into a larger campaign as side missions!

Your hunger for freedom and justice in the galaxy might be great, but you still have to start small. With a little help from the respectable businessman Hondo Ohnaka, your team must intercept a shipment of Imperial weapons and take them as your own. Of course, as with any plan, nothing goes exactly as you thought, and you’ll have to work together to not just join the rebels, but make it out alive!

Your first mission, Call to Action, sees you disrupting Imperial plans with the help of a shady ally...

This humble beginning is just the start of your adventures—join the crew of the Ghost in their battle against Grand Admiral Thrawn and the Tyrants of Lothal!

The Rebel's Newest Recruits

As with any Imperial Assault campaign, your performance in these missions determines your crew’s level of success. But it won’t be easy: a legion of Imperial soldiers, led by the tactical genius Thrawn stand between you and success. The Empire is growing in power every day, and they must be stopped soon. The time has come to take up arms and join the Rebel Alliance, but can your heroes survive against the tyrants of Lothal?

Find out with Tyrants of Lothal (SWI54), available now for pre-order from your local retailer!

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Got It Where It Counts

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Published 25 June 2018 |X-Wing Second Edition

Got It Where It Counts

Preview the Lando's Millennium Falcon Expansion Pack for X-Wing Second Edition

"Everything you've heard about me is true."
   –Lando Calrissian, Solo: A Star Wars Story

The Millennium Falcon may be best known as the ship that completed the Kessel Run in twelve parsecs (if you round down), but that’s not its only claim to fame. Before Han Solo ever touched the ship's controls, Lando Calrissian had already used the Falcon to build a reputation as one of the best smugglers in the Star Wars galaxy and, with the upcoming release of the Lando's Millennium Falcon Expansion Pack, Scum and Villainy players will have the opportunity to experience the less than savory exploits of this iconic ship in their X-Wing™ Second Edition squadrons.

Order your own copy of the Lando's Millennium Falcon Expansion Pack at your local retailer or online through our website today!

The Lando’s Millennium Falcon Expansion Pack contains a fully-assembled, pre-painted customized YT-1300 light freighter miniature, including a detachable Escape Craft miniature that can be piloted as a separate ship. In addition to these miniatures, you’ll find eight ship cards featuring classic characters like Han Solo alongside new faces like the droid revolutionary L3-37, as well as thirteen upgrade cards to further customize your version of the Falcon or your other second edition ships. Rounding out the pack are all the tokens, bases, and maneuver dials you need to add the Falcon and its Escape Craft to your squadron.

Join us today as we take a closer look inside the Lando’s Millennium Falcon Expansion Pack!

The Best Pilot in the Galaxy

Although it was originally built as a light freighter, the Millennium Falcon has seen its share of combat. From participating in the attacks on both Death Stars to drawing the First Order’s squadrons of TIE fighters away from the Resistance forces on Crait, the Falcon is more than capable of holding its own in a fight. The ship is the first in X-Wing Second Edition to feature a double turret arc, allowing you to fire at anything that approaches—as long as you’ve rotated your arcs into the correct position. 

Of course, having one of the best pilots in the galaxy also helps. As we saw during the legendary Kessel Run in Solo: A Star Wars Story, Han Solo excels at flying through debris fields. In X-Wing Second Edition, obstacles only serve to enhance his abilities. While performing a primary attack or defending, Solo can roll an additional die if the attack is obstructed by an obstacle, encouraging him to put asteroids and debris fields between himself and enemy ships as much as possible.

But Han Solo can’t take all the credit for the Falcon's recording-breaking run. He was only able to complete his run thanks to the navigational prowess of the droid L3-37. The Lando’s Millennium Falcon Expansion Pack gives you several ways to include Calrissian’s trusted co-pilot in your squadron. You could put her in the Falcon’s pilot seat, using her skills as a navigator to decrease the difficulty of your banks while you are not shielded. Alternatively, you could have her join the crew of any of your Scum ships with an available crew slot. If you do, she can force a ship attacking you to reroll all their attack dice before integrating with her ship and giving it the same navigational boost she gives the Falcon while she's piloting it.

As L3-37 demonstrates, having a competent co-pilot on board a ship like the Millennium Falcon can give you a major advantage, and you’ll find plenty of options for filling the Falcon’s two crew slots in this expansion. For example, Chewbacca has always been skilled at maintaining the Falcon on the fly, and in X-Wing Second Edition, he helps mitigate the effects of your faceup damage cards by letting you spend a focus token to repair one of those cards at the end of each round. Meanwhile, Lando Calrissian's taste for gambling carries over to his crew card, giving you the ability to spend any green token to reroll up to two of your results.

Still other crew members can open up new options for maneuvering your ships into the perfect position. Qi'ra in particular syncs well with Han Solo’s pilot ability. In X-Wing Second Edition, ships can acquire locks on objects in addition to ships, and with Han flying and Qi’ra as a crew member, this can provide multiple benefits. Together, they let you fly right through any obstacles you're locking and gain the extra die from Han's ability when firing through those same obstacles—without also granting an extra defense die to your target.

Exit Plan

Although both Han Solo and Lando Calrissian are skilled smugglers confident in their own abilities, they have wildly different styles when it comes to being the captain of the Millennium Falcon. One of the most visible of these differences is the Escape Craft that Calrissian kept docked in the nose of the Falcon while he owned the ship. In the Lando’s Millennium Falcon Expansion Pack, this craft forms its own miniature that can be flown on its own or docked with the ship for even more tactical options.  

If you have the Lando's Millennium Falcon title equipped, the Falcon and the Escape Craft can operate as one, giving the Falcon access to the Escape Craft’s pilot ability in addition to its own. You might use this to pair L3-37 with Lando Calrissian and give yourself plenty of ways to get rid of the stress tokens Lando is sure to accrue. Similarly, an Outer Rim Pioneer works equally well docked with the Falcon or on their own, letting friendly ships at Range 0–1 perform attacks even while they are on top of obstacles. 


The Autopilot Drone loses its last charge and explodes, doing one critical damage to every ship within Range 0–1!

In addition to sharing pilot abilities, a docked Escape Craft gives you two extra shields to spend as if they were on the Millennium Falcon’s ship card. This extra layer of defense is nice, but you might want to save the Escape Craft’s shields for when it’s flying on its own, especially if it’s being operated by an Autopilot Drone and carrying a load of rigged energy cells. This ship is set to blow and do massive damage to any nearby ship after three rounds, but it’ll need all of its shields if it’s going to survive that long.

Buckle Up

The Millennium Falcon has a storied history, taking part in events that have shaped the galaxy. But long before she was a part of the Rebel Alliance, the Falcon became infamous for making daring smuggling runs across the Outer Rim. Experience this history with the Lando's Millennium Falcon Expansion Pack!

Look for the Lando’s Millennium Falcon Expansion Pack (SWZ04) to release alongside the X-Wing Second Edition Core Set on September 13th, 2018. Pre-order your copy at your local retailer or online through our website today!

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The Art of War

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Published 25 June 2018 |A Game of Thrones: The Card Game

The Art of War

Previewing Four House Intro Decks for A Game of Thrones: The Card Game

“Never forget what you are, for surely the world will not. Make it your strength. Then it can never be your weakness. Armor yourself in it, and it will never be used to hurt you.”
   –Tyrion Lannister, A Game of Thrones

Order your own copy of A Game of Thrones: The Card Game House Intro Decks at your local retailer or online through our website today!

Westeros is a land that has fallen to chaos and war. The Great Houses of the realm vie for power, using their military might, underhanded plotting, and political influence to win the Iron Throne, while newly awakened threats born of magic rise in the East and the North. A Game of Thrones: The Card Game is a competitive Living Card Game® of politics, battles, intrigues, and betrayal set in the world of George R.R. Martin’s A Song of Ice and Fire series. And if you've been waiting for the chance to join the fight, these eight upcoming House Intro Decks are the perfect way to try out the game!

Each carefully constructed House Intro Deck is designed to introduce you to the dynamic play of A Game of Thrones: The Card Game with a complete deck that you can play right out of the box, against other House Intro Decks or custom decks designed by other players. Then, once you have mastered the mechanics of your chosen House, you can upgrade your deck with deluxe expansions and Chapter Packs.

Even hardened veterans of the game will find plenty to love in each Intro Deck with additional copies of popular neutral cards like Great Hall (Core Set, 41) and Milk of the Poppy (Core Set, 32), and key faction-specific cards to strengthen your favorite decks. Each House Intro Deck also features alternate art versions of the House’s faction card and Fealty (Core Set, 27) agenda, allowing you to proudly display your loyalty.

Today, we're pleased to offer you a closer look at the House Stark Intro DeckHouse Lannister Intro DeckHouse Greyjoy Intro Deck, and House Baratheon Intro Deck for A Game of Thrones: The Card Game, now available for pre-order at your local retailer or online through our website!

The Wolves of Winterfell

The House Stark Intro Deck plays to the aggressive side of the faction, launching you into battle with powerful military characters and cards that focus of giving you the early advantage. With warriors like Eddard Stark (Wolves of the North, 3) and Jon Snow (Wolves of the North, 5) on your side, you can initiate military challenges whenever possible and use card effects to raise your claim. By attacking early, your opponent will be forced to take defensive action, delaying their progress as you gain power and move steadily towards victory.

This deck also gives you the chance to fully embrace the theme of your House by exploring the Direwolf trait. In addition to long-time Stark staples like Summer (Core Set, 148), you also gain powerful newcomers like the upgraded version of the regal Nymeria (Favor of the Old Gods, 61). In addition to the intimidate keyword, Nymeria has the powerful ability to lead your entire pack into confrontation. You may even choose to further increase the pack’s ferocity by giving them a Taste for Flesh (Sands of Dorne, 34), feeding a defending character to your favorite bonded beast.

Agendas:
1x Fealty (Core Set, 27)
Plots:
1x Wildfire Assault (Core Set, 26), 1x The Winds of Winter (Core Set, 25), 1x Summons (Core Set, 22), 1x Nothing Burns like the Cold (House of Thorns, 52), 1x False Spring (Sands of Dorne, 52), 1x Fallen From Favor (Wolves of the North, 47), 1x A Noble Cause (Core Set, 4)
Characters:
3x Winterfell Steward (Core Set, 152), 3x Tumblestone Knight (Core Set, 150), 2x Direwolf Pup (Core Set, 149), 2x Sansa Stark (Wolves of the North, 13), 1x Jeyne Poole (Watcher on the Wall, 33), 2x Bran Stark (Core Set, 142), 2x Bear Island Loyalist (Wolves of the North, 12), 1x Summer (Core Set, 148), 1x Osha (Wolves of the North, 11), 1x Jeyne Westerling (Lions of Casterly Rock, 33), 2x Arya Stark (Core Set, 141), 2x Dreadfort Maester (The Archmaester's Key, 2), 1x Nymeria (Favor of the Old Gods, 61), 2x Dacey Mormont (The Red Wedding, 61), 1x Ramsay Snow (Kingsmoot, 41), 1x Jon Snow (Wolves of the North, 5), 1x Grey Wind (Core Set, 145), 1x Greatjon Umber (Sands of Dorne, 33), 2x Robb Stark (Core Set, 146), 2x Eddard Stark (Wolves of the North, 3), 2x Catelyn Stark (Wolves of the North, 2)
Events:
1x Passing the Black Gate (Oberyn's Revenge, 82), 1x Taste for Flesh (Sands of Dorne, 34), 3x Winter is Coming (Core Set, 159), 2x I Am No One (The Faith Militant, 82), 2x Put to the Sword (Core Set, 41)
Attachments:
2x Frozen Solid (Wolves of the North, 21), 1x Needle (Wolves of the North, 20), 1x Seal of the Hand (Core Set, 32), 1x Ice (Core Set, 153) 
Locations:
3x The Roseroad (Core Set, 40), 3x Heart Tree Grove (Core Set, 156), 2x Great Hall (Guarding the Realm, 38), 1x Northern Keep (The Brotherhood Without Banners, 102), 2x Gates of Winterfell (Core Set, 154)

The Lions of Casterly Rock

The House Lannister Intro Deck features an emphasis on intrigue challenges, which you can use to shred your enemy’s hand and leave them with few strategic options left. If you can force your opponent to discard most of their hand, they'll be at the mercy of their deck, relying on what they draw each turn. You can further exercise your power over your opponent's deck with characters like Tywin Lannister (Lions of Casterly Rock, 6), who can use the pillage keyword to manipulate the cards on top of your enemy's deck. With a few well laid plans, you can also use cards like The Things I Do for Love (Core Set, 101) and Unexpected Delay (Lions of Casterly Rock, 47) to bounce cards from your enemy’s board to their hand and immediately discard them with your intrigue claim.

But such power comes with a price. Luckily, the Lannisters have a plethora of cards designed to create surplus economy. With locations like Golden Tooth (Lions of Casterly Rock, 17) and The Goldroad (The Brotherhood Without Banner, 110), you are always ready to bribe a corrupt maester or pay off mercenaries. This bonus cache of gold will prove to be an even greater benefit as A Game of Thrones: The Card Game moves into the Dance of Shadows cycle, which gives you plenty of new ways to spend your gold as you marshal cards into shadows or bring them forth, into the light. The Lannisters’ unparalleled wealth will help you spring your plans on your enemy and destroy them with one fell strike.

Agendas:
1x Fealty (Core Set, 27)
Plots:
1x Wildfire Assault (Core Set, 6), 1x Unexpected Delay (Lions of Casterly Rock, 47), 1x Summons (Core Set, 22), 1x Late Summer Feast (All Men are Fools, 20), 1x Gossip and Lies (Lions of Casterly Rock, 50), 1x A Noble Cause (Core Set, 4), 1x A Game of Thrones (Core Set, 3)
Characters:
3x Lannisport Merchant (Core Set, 94), 3x Lannisport Guard (Lions of Casterly Rock, 16), 2x Cersei's Attendant (The Fall of Astapor, 49), 3x Burned Men (Core Set, 91), 1x Tommen Baratheon (The Lions of Casterly Rock, 15), 1x The Tickler (Core set, 88), 1x Polliver (Guarding the Realm, 29), 1x Myrcella Baratheon (Sands of Dorne, 29), 2x Joffrey Baratheon (Core set, 86), 1x Grand Maester Pycelle (Core Set, 85), 2x Ser Gregor's Marauders (The Lions of Casterly Rock, 8), 1x Gold Cloaks (Core Set, 92), 2x Black Ears (Journey to Oldtown, 29), 1x The Hound (House of Thorns, 29), 1x Qyburn (Someone Always Tells, 109), 2x Tywin Lannister (Lions of Casterly, 6), 2x Tyrion Lannister (Core Set, 89), 1x Raff the Sweetling (Kingsmoot, 49), 1x Littlefinger (Core Set, 28), 2x Ser Jaime Lannister (Core Set, 87), 3x Cersei Lannister (Lions of Casterly Rock, 1)
Events:
2x Tears of Lys (Core Set, 44), 2x Hear Me Roar! (Core Set, 100), 1x A Lannister Always Pays His Debts (Lions of Casterly Rock, 22), 2x The Things I Do for Love (Core Set, 101)
Attachments:
2x Bodyguard (Core Set, 33), 1x Widow's Wail (Core Set, 96), 1x Valyrian Steel Dagger (Lions of Casterly Rock, 21)
Locations:
2x The Roseroad (Core Set, 40), 3x Western Fiefdom (Core Set, 99), 1x Gates of the Moon (Journey to Oldtown, 38), 2x The Goldroad (The Brotherhood Without Banners, 110), 1x Golden Tooth (Lions of Casterly Rock, 17), 2x Casterly Rock (Core Set, 97), 2x Lannisport (Core Set, 98)

The Krakens of Pyke

The men of Pyke are not soldiers, they are raiders. Their strength comes from their ability to thit their opponent when they are at their least prepared. With the House Greyjoy Intro Deck, you are equipped to specialize in unopposed challenges with your most stealthy characters, such as Maester Wendamyr (Core Set, 70). Or, you may simply call upon the Support of Harlaw (Favor of the Old Gods, 72) to give stealth to any of your characters. While your opponent’s back is turned, you can quickly and efficiently gather power to win the battle practically before it begins. 

This deck is also designed to aggressively destroy your opponent’s defenses, encouraging you to strike first and attack whenever possible with a plethora of cards with the pillage keyword, similar to the Lannisters. However, unlike the Wardens of the West, the Greyjoys make the most of every raid. Cards like Fleet from Pyke (Sands of Dorne, 27) and Tris Botley (Journey to Oldtown, 32) reward you for moving cards from your opponent’s deck to their discard pile by increasing the versatility of your fighters or giving you the chance to remove a particularly nasty enemy from the game altogether. By striking beneath your opponent’s defenses and raiding their shores, you will soon have an impressive lead.

Agendas:
1x Fealty (Core set, 27)
Plots:
1x Wildfire Assault (Core Set, 6), 1x Trade Routes (House of Thorns, 51), 1x Sneak Attack (Core Set, 21), 1x Marched to the Wall (Core Set, 15), 1x Counting Coppers (Core Set, 10), 1x Besieged (House of Thorns, 47), 1x A Noble Cause (Core Set, 4)
Characters:
3x Iron Islands Fishmonger (Core Set, 74), 3x Salty Navigator (Core Set, 76), 2x Salt Wife (Watchers on the Wall, 27), 3x Lordsport Shipwright (Core Set, 75), 2x Acolyte of the Waves (The Archmeaster's Key, 12), 1x Maester Wendamyr (Core Set, 70), 1x Coastal Reaver (Favor of the Old Gods, 71), 3x Black Wind's Crew (Core Set, 72), 2x Theon Greyjoy (The Fall of Astapor, 51), 2x Alannys Greyjoy (Core set, 66), 2x Fleet From Pyke (Sands of Dorne, 27), 1x Tris Botley (Journey to Oldtown, 31), 1x Nute the Barber (Oberyn's Revenge, 91), 2x Victarion Greyjoy (Lions of Casterly Rock, 27), 2x Balon Greyjoy (Core Set, 68), 2x Euron Crow's Eye (Core Set, 69), 2x Asha Greyjoy (Kingsmoot, 51)
Events:
1x Plunder (The Red Wedding, 72), 2x Risen from the Sea (Core Set, 81), 2x We Do Not Sow (Core Set, 83), 2x Put to the Sword (Core Set, 41)
Attachments:
2x Milk of the Poppy (Core Set, 35), 1x Support of Harlaw (Favor of the Old Gods, 72), 1x Corsair's Dirk (The Fall of Astapor, 52)
Locations:
2x The Roseroad (Core Set, 40), 3x Sea Tower (Core Set, 80), 2x Iron Fleet Scout (Core Set, 79), 2x The Kingsroad (Core Set, 39), 2x Iron Islands Market (Guarding the Realm, 32), 1x Iron Victory (Oberyn's Victory, 92), 1x Corpse Lake (House of Thorns, 28), 2x Black Wind (Journey to Oldtown, 32)

The Stags of Storm’s End

As the story of A Song of Ice and Fire begins, the Baratheons are the ruling House seated on the Iron Throne. This position gives them a House Intro Deck that focuses on winning dominance and the all-important power challenges at the heart of A Game of Thrones: The Card Game. While this goal is consistent across all Houses, the House Baratheon Intro Deck is filled with cards that offer you additional benefits for gaining power. For example, Ser Cortnay Penrose (Sands of Dorne, 25) stands to gives you extra strength for the dominance phase or the chance to use him in a second challenge, while The Bastard of Nightsong (Someone Always Tells, 107) lets you steal more power from your opponent. 

Perhaps the most dominant theme of the House Baratheon Intro Deck is forcing others to bend the knee. While you can use the abilities of your loyal followers, such as the Dragonstone Faithful (Core Set, 56) to increase your own efficiency, you can also force your opponent’s characters to kneel with events like Stannis's Wrath (Journey to Oldtown, 28) and Even Handed Justice (Wolves of the North, 26). Kneeling characters keeps them from participating in challenges, helping you to control the battlefield and damaging your opponent's chance to win dominance at the end of the round. To further solidify your strength, you can use Light of the Lord (Guarding the Realm, 28) and The Iron Throne (Core Set, 38) to win dominance while still participating in multiple challenges. Your enemy will be left scrambling to keep up with your rapid pace as you rack up power and race to victory. 

Agendas:
1x Fealty (Core Set, 27)
Plots:
1x Your King Commands It (House of Thorns, 48), 1x Wildfire Assault (Core Set, 6), 1x Sailing the Summer Sea (Journey to Oldtown, 40), 1x Peace and Prosperity (Sands of Dorne, 47), 1x Late Summer Feast (All Men are Fools, 20), 1x Filthy Accusations (Core Set, 11), 1x A Feast for Crows (Core Set, 2)
Characters:
3x Dragonstone Faithful (Core Set, 56), 2x Vanguard Lancer (Core Set, 57), 1x House Maester (Wolves of the North, 41), 2x Flea Bottom Bastard (The Fall of Astapor, 47), 3x Bastard in Hiding (Core Set, 53), 1x Shireen Baratheon (Core Set, 51), 1x Edric Storm (Lions of Casterly Rock, 25), 2x Selyse Baratheon (Core Set, 49), 3x Fiery Followers (Core Set, 54), 1x Maester Cressen (Core Set, 46), 2x Ser Davos Seaworth (Core Set, 50), 1x Ser Cortnay Penrose (Sands of Dorne, 25), 1x Mya Stone (Someone Always Tells, 117), 1x Thoros of Myr (Journey to Oldtown, 37), 2x The Bastard of Nightsong (Someone Always Tells, 107), 3x Stannis Baratheon (Core Set, 52), 2x Melisandre (Guarding the Realm, 27), 2x Robert Baratheon (Core Set, 48)
Events:
2x Stannis's Wrath (Journey to Oldtown, 28), 2x Even Handed Justice (Wolves of the North, 26)
Attachments:
2x Traitor to the Crown (The Archmeaster's Key, 9), 1x Disputed Claim (Lions of Casterly Rock, 26), 1x Light of the Lord (Guarding the Realm, 28)
Locations:
2x The Roseroad (Core Set, 40), 3x Dragonstone Port (Core Set, 59), 2x The Kingsroad (Core Set, 39), 1x Storm's End (All Men are Fools, 8), 1x Spears of the Merling King (The Fall of Astapor, 48), 2x Northern Encampment (Oberyn's Revenge, 88), 2x The Iron Throne (Core Set, 38), 1x Laughing Lord (Kingsmoot, 48), 2x Chamber of the Painted Table (Core Set, 60), 2x The Red Keep (Core Set, 61), 1x Dragonstone Castle (Favor of the Old Gods, 68)

Call the Banners

As you learn more about the Houses that battle to rule Westeros, the choice is yours as to who is truly deserving of power. Will you align with the noble Starks, the cunning Lannisters, the brutal Greyjoys, or the formidable Baratheons? Or, are your motives more self-serving, devoting yourself to another faction? No matter which you choose, the road to power will be paved with blood. Do you have the strength, the guile, and the resilience to claim the Iron Throne? Choose your House and join the battle for the realm! 

Pre-order your copy of the House Stark Intro Deck (GT37), House Lannister Intro Deck (GT38), House Greyjoy Intro Deck (GT39), and House Baratheon Intro Deck (GT40) at your local retailer today or online through the Fantasy Flight Games website here!

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See with Your Eyes

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Published 25 June 2018 |A Game of Thrones: The Card Game

See with Your Eyes

How to Use the Intro Event Kit for A Game of Thrones: The Card Game

“I am your dancing master.” He tossed her one of the wooden blades. She grabbed for it, missed, and heard it clatter to the floor. “Tomorrow you will catch it. Now pick it up.”
     –George R.R. Martin, A Game of Thrones

Could you use a little more action and intrigue in your life? Have you been thinking about getting into A Game of Thrones: The Card Game? Or have you been recruiting new players and you're looking for a better way to teach them all of the game's battles, bribes, and backstabbing?

If so, your chance is nearly here!

We'll soon see the release of eight new Intro Decks, playable right out of the box, that offer the perfect means to raise your banner and support your favorite faction. And we're going one step further—after these decks find their way to your favorite local gaming store, you'll be able to explore and enjoy them later this year during a special A Game of Thrones: The Card Game Intro Event!

A Proper Introduction

The A Game of Thrones: The Card Game Intro Event is the perfect time for you to leap into the battles raging all across the Seven Kingdoms.

If you're a new player, you can pick up the Intro Deck for your favorite faction and find someone to teach you the game. If you're a veteran, this is a great time for you to help educate these newer players and help them learn not only the rules, but lead them to an understanding of what the game is all about.

Either way, when you show up, you'll receive a double-sided faction card designed to lead you deeper into the event.

  • On the front, you'll have your faction card, with a stunning take on one of your faction's most notable characters.
  • On the back, you'll find a list of three pairs of trials (as depicted on the Targaryen Trials card below).

Tackling your faction's trials will lead you step-by-step into the event and the game. More than this, your trials will be rewarded. Completing one of the trials in a pair earns you an extended art card for your faction, and if you complete one trial from each of the pairs, you'll walk away with a complete playset of these gorgeous promo cards.

You'll find that two pairs of trials are the same across all eight of the game's factions:

  • Teach a Player How to Play OR Purchase an Intro Deck
  • Win 3 Challenges in a Single Round OR Set-up 8 Gold Cost of Cards

Simply purchasing an Intro Deck will earn you one extended art card, as will teaching a player how to play. These are easy ways to earn the event's prizes, but that's the goal. This event is all about showing up, learning, and enjoying the game. And this first trial rewards you simply for participating.

The second challenge leads you into some of the game's core mechanics. You'll have to understand how the Challenges Phase works to win three challenges in a single round, and you'll want to learn the rules for taking a mulligan in order to improve your chances of setting up eight gold cost of cards. Either way, this second pair of trials doesn't just draw your focus to the mechanics unique to A Game of Thrones: The Card Game; it also highlights your deck's strengths.


You will need to learn about your cards to complete either of the second pair of trials.

Later on, if you're attending this event as an introduction to A Game of Thrones: The Card Game, you may review your Intro Deck when you decide to try your hand at deck-building, and you'll be able to recognize the cards that worked as you declared and defended your challenges. You'll also be able to survey the various card costs and consider how they allowed you to set-up with a strong initial board position.

The third pair of trials changes from faction to faction and is unique to the possibilities within your faction and its Intro Deck. We can see one example on the Targaryen Trials card above:

  • Reduce a Character's STR to 0 OR Stand "Daenerys Targaryen" in the Challenges Phase

More than the other trials, the trials from this third and final pair will challenge you to explore the different possibilities hidden within your Intro Deck. In doing so, you'll see how your deck—and the game—gives life to the characters and events of George R.R. Martin's A Song of Ice and Fire.

You'll crush your foes on the battlefield with cunning ambushes. Your spies will help you keep one step ahead of your opponents' machinations. And for each of the trials you complete during the A Game of Thrones: The Card Game Intro Event, you'll earn one copy of your faction's extended art promo card—up to a maximum of three (a complete playset).

Talk to Your Favorite Local Gaming Store

The A Game of Thrones: The Card Game Intro Event is your chance to get into the game—or to help others discover all the joys and drama accompanying the battles, intrigues, and politics of Westeros.

Each A Game of Thrones: The Card Game Intro Event Kit is designed to support up to sixteen players, so be sure to talk to your favorite local game store soon to see if they're participating and to make sure you'll be able to attend.

Fun and prizes await you at the A Game of Thrones: The Card Game Intro Event!

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Defending the Borders

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Published 26 June 2018 |Runewars Miniatures

Defending the Borders

Introducing Prince Faolan and the Ventala Skirmishers to Runewars Miniatures Game

 

Order your copy of these Runewars Miniatures Game expansions at your local retailer or online through our website today!

The land of Terrinoth falls into chaos in Runewars Miniatures Game! From the Mistlands in the North to the southern reaches of the Aymhelin, the wars before the four key factions of Mennara continue to rage without end. As enemies encroach from all sides, the once insular Latari Elves must call upon ever-more powerful allies to defend their people from the threats of the outside world.

Today, Fantasy Flight Games is proud to announce two new Latari Elves expansions: the Prince Faolan Hero Expansion and Ventala Skirmishers Unit Expansion for Runewars Miniatures Game, now available for pre-order at your local retailer or online through our website!

Protector of the Northern Border

After Prince Faolan’s rash military strategies led to the death of one dear to him, he vowed to tirelessly defend his people, never risking their lives for his own glory. He sentenced himself to lonely exile and traveled the length of the Aymhelin, slaying bandits, marauders, and other trespassers with his loyal cyrssaerele, Silanel, as his only companion. As the ages passed and news of his deeds spread, he regained the trust of his elven brothers and sisters, and now he leads a great host of loyal warriors as the Aymhelin Forest falls under threat once more.

Unlike the halfblood sorceress Maegan Cyndewin, Prince Faolan comes from a pure lineage, and he has all the inherent grace and speed associated with the descendants of the Empyrean. When the prince performs a march action, he may treat it as modified by either a turn, a wheel, or a charge, allowing him to effortlessly maneuver around difficult terrain or slip through an enemy’s ranks. Additionally, when he would perform a speed-three march, he may instead perform three speed-one march actions—giving him much greater range and mobility. If the prince chooses to use this ability, he must cancel the modifier on his command tool, but each of these movements can be modified by his other abilities, keeping him just out of his enemies’ grasps.

Beyond these formidable abilities, the elven warrior has undergone intense tactical training that provides him with skill unparalleled in Terrinoth. Prince Faolan’s command tool features a brand-new icon on his modifier dial—the die enhance modifier, which has never before appeared in Runewars Miniatures Game. When a die enhance modifier appears on a dial, it has both a stance and a colored dice symbol (in this case, a red stance and a blue die). When a unit uses this modifier, they roll an additional die of the specified color!

Normally, when Prince Faolan engages in a melee, he rolls one white and one blue die. But by selecting this modifier on his command tool, he can add another blue die to his attack. And if that weren't enough, during every melee attack, the prince adds a number of blue dice equal to the number of stable energy runes! However, this power must be tempered, and after rerolling any dice, he must remove one die.

The Prince Faolan Hero Expansion provides you with two unpainted and easily assembled plastic miniatures, displaying Prince Faolan astride his steed and afoot. This expansion also offers six upgrade cards that the prince can bring to his Latari allies. Throughout the Aymhelin and beyond, Prince Faolan is known for his Legendary Prowess in combat. With this upgrade card, if the defender is not engaged with other units during a melee combat, the prince may replace one of his dice with a white or red die. The prince's prowess doesn't only cover attacks, however. While Prince Faolan is defending, enemies do not receive an extra die for flanking him, as the power of his lineage and extensive training make him well prepared to handle conflicts on any front. Though he has dedicated his life to protecting the Aymhelin and his kinsmen, a seed of ambition grows in the prince, despite his previous losses. As the wars of Terrinoth continue with no end in sight, would the Latari not be safer under his leadership than his uncle’s?

Wardens of Horn and Branch

According to the Latari Loremasters, the Ventala first emerged in Mennara through the energies released in the War of the Shadow Tear. Although they have not always been allies with the Latari, a friendship between the two cultures blossomed many centuries ago, and the Ventala are proud to offer their services as scouts and warriors when darkness threatens the Aymhelin. These hoofed warriors are adept at passing through wood and plains alike, preferring to use their speed and the power of their arms to hurl javelins at distant enemies.

The Ventala Skirmishers rival even the Latari’s lithe Leonx Riders when it comes to mobility. When they march, these skirmishers can choose to decrease their speed by one or treat their march as a turn, allowing you to avoid an unexpected collision or surprise an enemy with a deadly turning charge. Their command tool also features a wide variety of movement options, and their modifier dial has a stunning four white modifiers that can paired with any action.

As an additional option, the Ventala Skirmisher's command tool has a green ranged attack modifier that can be paired with many of their movement options, allowing them to ride forward and hurl their javelins in a single turn. Normally, when the Ventala Skirmishers execute a ranged attack, they roll a single red die. However, this can be supplemented if they're close enough to their target for their javelins to be most effective—if their target is at range one to three, the Ventala Skirmishers add another blue die to their attack! Among the catching vines of the Aymhelin, none can stand against the swift skirmishers.

The Ventala Skirmishers Unit Expansion provides you with four unpainted miniatures for you to customize in the colors of your clan, as well as upgrade cards to strengthen your Latari army. The warriors of each clan of the Ventala dye patterns into their flanks to show their affiliations, with each clan having an elaborate system of honors and lineage that rivals the most storied heraldry of the Daqan Lords. The Grove Dancers are known for their elaborate patterns dyed in sap from newly awakened Aymhelin Scions, while the Heart Wardens, who know every secret path through the Aymhelin, mark themselves with spirals to symbolize the horn that their ancestor sacrificed in ages past. But these symbols are not merely decorative. These Honor Markings help to inspire the Ventala Skirmishers when they take to the battlefield, equipping them with the Steadfast [Fear] keyword. Since the oath of horn and branch, all clans of the Ventala have been ready to aid the Latari against any threats to the Aymhelin. Now, as the warhorns sound throughout the forest, they will not shirk from their duty.

Take the Offensive

With the dead emerging from the Mistlands and the Uthuk Y’llan stirring in the wastes, you cannot stand idle as threats encroach on the borders of the Aymhelin. Seek out the threats to the elves, strike them down, and defend the home of your people!

Pre-order your copy of the Prince Faolan Hero Expansion (RWM34) and the Ventala Skirmishers Unit Expansion (RWM35) at your local retailer today or online through our website here, or be sure to look for these expansions when they hit shelves in Q3 of 2018!

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Find the Spark

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Published 26 June 2018 |Star Wars: Destiny

Find the Spark

Preview the Heroes and Villains of The Last Jedi in Way of the Force

"The Rebellion is reborn today. The war is just beginning. And I will not be the last Jedi."
   –Luke Skywalker, Star Wars: The Last Jedi

Order your own Way of the Force Boosters at your local retailer or online through our website today!

Thirty years after the events of Return of the Jedi, a new battle between the light and the dark is emerging. This struggle is fought not just between Rey and Kylo Ren, but between the First Order, the Resistance, and their leaders. This battle is the center point of The Last Jedi, and now, this clash finds its way to your tabletop!

Join us today as we preview the characters of The Last Jedi found in Way of the Force, a new set of boosters for Star Wars™: Destiny!

Way of the Force brings new twists to iconic characters of the Star Wars galaxy, many of which appear in the latest episode of the sequel trilogy. Look for new versions of Luke Skywalker and Leia Organa, as well characters entering Star Wars: Destiny for the first time, like Supreme Leader Snoke and the morally nebulous DJ!

The True Enemy

Leader of the First Order and master of Kylo Ren, there are few in the galaxy as terrifying as Supreme Leader  Snoke (Way of the Force, 4). A servant of the dark side, Snoke takes pleasure in other’s pain, and his machinations have brought the Resistance to its knees.

Snoke enters Star Wars: Destiny with little regard for his allies' well-being. In fact, he revels in their pain, using it to enhance their abilities through dark means. As a Power Action with Snoke, you may deal a damage to another one of your characters to resolve one of its character dice, increasing its value by two. Snoke is a master manipulator, and with two focus sides, Snoke can ensure the dice he targets with his Power Action are optimally set. At eleven points for a normal version, or thirteen for an elite, Snoke might be the perfect fit to team up with an elite Kylo Ren, Tormented One (Two Player Set, 1). While Kylo Ren deals damage to your opponent with his powerful ability, Snoke can enhance his melee damage sides, putting serious pressure on your opponent.

Of course, if Snoke doesn’t roll his focus symbols, there are more direct methods of manipulating your dice. Power from Pain (Way of the Force, 9) allows you to spot two Blue characters or Snoke himself to deal one damage to one of your characters and turn one of their character or upgrade dice to any side. This can give you a perfect target for Snoke’s Power Action and help you find the true meaning of power.

The drawback of using Snoke is that you may end up stacking damage on your own characters. Still, if your team embraces his tactics, it can be turned into a boon. Torment (Way of the Force, 17) is a new upgrade that can be exhausted when the attached character is dealt one or more damage to gain one resource. When combined with Snoke, his Power Action will trigger a cascade of abilities that put you in position to decimate all who stand in your way.

While dealing damage to your own characters can be a difficult decision, embracing the torment can lead to power from pain.

The Spark

Opposing Snoke and the First Order is a leader who motivates and lifts up those around her instead of tearing them down. A hero from a time long past, Leia Organa (Way of the Force, 73) now serves as the Heart of the Resistance.

As a Power Action, you may remove one of your character dice to discard cards from the top of a deck equal to the value showing on that die. With two discard sides, Leia is an ideal candidate for the focus of a mill deck, defeating your opponent by forcing them to run out of cards. Leia can form a team with Padme Amidala (Awakenings, 48), forming the basis of a deck that will see your opponent quickly cycling through their cards. You can even run elite versions of both of them while adding an Espionage (Legacies, 168) plot to give you a head start!

Unlike Snoke, Leia serves to push the Resistance forward with her inspiring presence, lifting up those around her through hope. Motivate (Way of the Force, 79) is an event that lets you spot two Red characters or Leia to resolve one of your character dice, increasing its value by one—giving your heroes an extra boost to fight the First Order, gain resources for the future, or disrupt their opponent's plans. Her motivating presence encourages those around Leia to believe in her and the ideals of the Resistance, inspiring heroes to prevail not through pain, but through hope. 

Live Free

While the war between the First Order and the Resistance is tearing the galaxy asunder, some don’t see the purpose in choosing sides. The only cause they believe in is their own, and whatever makes them a few credits or simply allows them to survive. DJ (Way of the Force, 35) is one such Treacherous Rogue, though he ultimately finds himself on the side of the Villains. DJ is an expert at getting out of a jam, no matter the cost to those around him. When this rogue is on your side, after you remove one or more of an opponent’s dice, you may deal one indirect damage to that opponent for each die you just removed. While there are plenty of cards in Star Wars: Destiny that remove dice and synergize with DJ, Way of the Force introduces several new tools to fill this role.

In The Crosshairs (Way of the Force, 133) is an expensive, three-cost event, but it can be absolutely devastating if used by DJ. The evasive manuever lets you choose a symbol, then remove any number of dice showing that symbol. If your opponent is all lined up to deal a massive amount of damage as their next action, In the Crosshairs can help DJ make a quick escape by removing all of those dice and dealing some damage of his own on the way out. With the Ambush keyword, you even get one more action after turning the tables on your opponent.

For a cheaper option, Sticky Situation (Way of the Force, 48) forces your opponent to choose a die. Then, you get to remove a different die. While you may not be able to remove the biggest threat on the field, you can still get rid of a dangerous die, and as DJ you can tag your opponent for indirect damage, further aggravating them.

With two ranged damage sides, DJ is deadly in his own right, able to threaten your opponent with damage while avoiding harm. Good, bad, it doesn’t matter to DJ: his only concern is survival.

Find Your Own Path

Way of the Force introduces these characters and more to Star Wars: Destiny. Learn the ways of the Force with Luke Skywalker or give in to your pain and torment with Supreme Leader Snoke. Become a hero of the Resistance with Leia or look out for yourself with the Treacherous Rogue, DJ. What path will you take?

Choose a side and pre-order Way of the Force (SWD12a) from your local retailer or our website today! 

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Friends and Foes

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Published 26 June 2018 |Genesys

Friends and Foes

Announcing Two New Adversary Decks for Realms of Terrinoth

Order your own copy of these Realms of Terrinoth Adversary Decks at your local retailer or online through our website today!

Terrinoth is filled with diverse denizens that truly bring the realm to life. These Elves, Dwarves, wizards, and more await adventurers in the land of heroes long past. But danger also lurks around every corner. Monsters haunt the land of Terrinoth, ready to strike at a moment’s notice. Will you be prepared?

Fantasy Flight Games is proud to announce the Denizens of Terrinoth Adversary Deck and the Foes of Terrinoth Adversary Deck! Each of these Adversary Decks offers you a convenient and portable way to track the allies and adversaries found in the Realms of Terrinoth supplement for the Genesys Roleplaying System. If you're taking on the role of a Game Master, the perfect enemy or future friend is only a moment away with these two Adversary Decks.

A Land of Danger

The Denizens of Terrinoth Adversary Deck features beings of Terrinoth as diverse as the wonderous lands themselves. Adventurers may encounter scholarly Greyhaven wizards, mysterious Latari Elves, gruff Dunwarr Dwarves, and more. The Denizens of Terrinoth Adversary Deck is the perfect tool to bringing these unique characters to life in your campaigns, whether they serve as companions to the players or unexpected rivals.

Meanwhile, the Foes of Terrinoth Adversary Deck focuses on the terrifying creatures that adventurers might encounter on their journeys. Ghastly undead creatures, ravenous monsters, ferocious dragons, and horrific demons lurk in the darkness of the land. Adventurers must always be prepared when exploring forgotten treasure vaults and castle ruins, for it's a certainty that they won’t be alone!

Boh of these decks feature fully statted non-player characters included in the Realms of Terrinoth supplement, and they allow you to keep these characters' stats easily in front of you in the form of cards. These cards give you everything you need to run an organized campaign, no matter how many NPCs your players encounter—and every card also features thrilling artwork, bringing the world of Terrinoth to life in your mind and the minds of your players.

Be Prepared

Each Adversary Deck includes twenty cards that detail an adversary's skills, talents, abilities, spells, equipment, and more, keeping your adversaries close at hand and combat moving fast. The realms of Terrinoth are at your fingertips!

Explore Terrinoth with the Denizens of Terrinoth Adversary Deck (uGNS05) and the Foes of Terrinoth Adversary Deck (uGNS06), available now for pre-order from your local retailer or our website!

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Ruthless Combatants

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Published 27 June 2018 |Runewars Miniatures

Ruthless Combatants

Announcing Three Uthuk Expansions for Runewars Miniatures Game

The wide plains of the Ru, and the dread realm that extends even farther, mark the easternmost reaches of Terrinoth. To the uninitiated, they seem little more than a wasteland, the point where the outer reaches of the civilized world crumble away into nothingness. And yet, the howling plains and dust-cloaked badlands hide secrets as ancient as Terrinoth itself.

Order your own copy of the Beastmaster Th'Uk Tar Hero Expansion at your local retailer or online through our website today!

The lands of Mennara are caught in constant conflict. In Runewars Miniatures Game, four powerful factions battle for control of the realm, using their armies filled with warriors, beasts, and arcane weapons as they attempt to grasp power. From the depths of the Ru Darklands, the Uthuk Y’llan have quietly gathered their strength for centuries, plotting their revenge on those who nearly wiped out their kind during the First Darkness. To this end, the Locust Swarm has called upon its most ruthless leaders and the mightiest demons of the Ynfernael. Now, they increase their strength with bloodthirsty fighters, the likes of which have not been seen in Terrinoth for an age.

Fantasy Flight Games is proud to announce the Beastmaster Th’Uk Tar Hero Expansion, Viper Legion Unit Expansion, and Obscenes Unit Expansion, now available for pre-order at your local retailer or online through our website!

Beastmaster Th’Uk Tar

In the steppes of the Ru Darklands, parents pray for their children to be blessed by the dark touch of the Ynfernael, marking them for glory. Th’Uk Tar was thus marked with hooked legs and razor-sharp fangs, leading his mother to leave him in the heart of the Ru for him to grow strong or die, in accordance with the ancient Laws of Tarn'khara.

But the child did not die. Through some profane connection with the monsters that thrive in the broken lands, Th’Uk Tar was taken in by the deadly caecilian Gorgemaw and raised as its own. Years later, he returned to his village, followed by his monsters, to take his place as chief and to claim the title of Beastmaster.

The Beastmaster Th’Uk Tar Hero Expansion features two new miniatures, allowing you to use the Beastmaster as either a cavalry or siege unit, as well as a collection of tokens, thirteen upgrade cards, and two unit cards with linked names. While your army can only contain one card with a linked name at a time, these connected cards can appear at different times during a battle due to certain effects, such as Lord Vorun'thul’s ability to transform. While Beastmaster Th’Uk Tar cannot call upon Gorgemaw in the middle of a battle, his cost, armor, available upgrades, and abilities all vary depending on which version of the hero you send into battle. 

During melee combat, whether he is accompanied by Gorgemaw or simply wielding his spine-whips, Th’Uk Tar’s front edge is treated as touching the front edge of all enemies close before him, enabling him to attack his opponents while staying just out of harm’s reach. This extraordinary reach remains the same, whether or not Th'Uk Tar is accompanied by Gorgemaw, but his other abilities may change. While he is attacking unaccompanied, the Beastmaster may use a skill action to cause a nearby non-unique ally to reform or shift its position at the cost of suffering a wound. If, on the other hand, Th’Uk Tar marches into battle alongside Gorgemaw, he may instead increase the speed of his marches or modify his shift actions with turns as his caecilian companion weaves across the battlefield.

Still, despite Gorgemaw’s incredible power, Thu’Uk Tar has set his eyes on the fascinating creatures of the Aymhelin for the next additions to his pack. With the monsters of the Ru at his back, he knows that any beasts who stand against him will submit to his rule or perish. And wouldn't it be amusing to see Aliana of Summersong slaughtered by her own Leonx?

Viper Legion

The ranks of the Uthuk Y’llan are filled with berserkers and demons from the depths of the Ynfernael, yet in the midst of these terrors lurks a less obvious threat that is no less deadly. One of the few truly sacrosanct traditions of the Uthuk Y’llan is the practice of Hgri’ech, where warriors follow in the steps of Uthuk heroes like Kul the Serpent, who killed thousands with his ambushes and deadly toxins. His worshippers, the cunning archers of the Viper Legion, provide ranged support to the armies of the Uthuk Y’llan with poison-tipped arrows that can kill with a single scratch. 

The Viper Legion Unit Expansion provides you with a full command of eight archers, as well as a unit card and command tool, a collection of tokens, and five upgrade cards to further bolster your demonic forces. When you send these archers into battle, the Viper Legion can use all their training with the surges generated by their two blue dice during ranged attacks. 

Once during an attack, the Viper Legion Archers can spend two surges to inflict panic on the defender, provided there are two unstable runes present on the battlefield. Otherwise, with two surges, one of which they can dial in on their command tool, the Viper Legion can become more lethal for the length of the attack. And if the poison of your unique weaponry has already begun to take hold and your target has a bane token, the potency of your ranged attacks increases—you can trigger your abilities by spending fewer surges! With each enemy that falls before the Viper Legion’s arrows, Kul shall be honored by the spilling of their blood as your forces move one step closer to victory!

Obscenes

There are some among the Uthuk Y’llan who do not merely accept the gifts of the Ynfernael and instead choose to gorge themselves on all the power they can grasp. The Ynfernael shall gladly feed their appetites, but at a terrible cost. These select Uthuk tribesmen, known as the Obscenes, gain immense power, becoming huge and bloated while still maintaining a supernatural speed, provided they continue to feed. When the massive army of the Uthuk Y’llan takes to the battlefield, these ravenous tribesmen will continue to fight and feast until they are slain or nothing remains for them to consume.

The Obscenes Unit Expansion includes two figures, unit cards, and command tools, as well as a collection of tokens and eight upgrade cards to customize and strengthen your Locust Swarm. Should you choose to call upon these bloodthirsty one-man siege units, you will be able to control your enemy’s movement like never before. Obscenes may use a skill action to choose an enemy engaged with them with no more than three times their number of trays (even a bloodthirsty Obscene is not foolhardy enough to confront a full column of cavalry single-handed). That stricken enemy must perform a speed-1 shift in the direction of your choice! You may move them into range of Beastmaster Thu'Uk Tar's vicious whips, or draw them closer to your other units to feast upon their flesh yourself.

When the monstrous men march into battle, some Obscenes go on to become masters of entire warbands of the Uthuk. Those who follow them are most often driven by fear, but a select few chase the same power that first drove the Obscenes to embrace the madness of never-ending hunger. Occasionally, one of the corrupted tribesmen will teach the secret of their gifts to an initiate, and soon the hunger will begin to burn within their bellies. Thus the cycle continues until all of Mennara is consumed.

The Time for War

Feed your ambition and shape Terrinoth to your dark vision. Use the ancient wisdom of Llovar and his peers to your advantage to control the monsters of the Ru steppes, learn the secrets of the serpent, and absorb the power of the Ynfernael. With these dedicated soldiers at your disposal, nothing can stand in your way!

Pre-order your copy of the Beastmaster Th’Uk Tar Hero Expansion (RWM33),Viper Legion Unit Expansion(RWM36), andObscenes Unit Expansion(RWM37) at your local retailer today or on the Fantasy Flight Games website!

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The Ebb and Flow

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Published 27 June 2018 |Legend of the Five Rings LCG

The Ebb and Flow

Preview the Fourth Dynasty in the Elemental Cycle for Legend of the Five Rings: The Card Game

"The spirits cannot rest, so why should I?" 
   –Tireless Sōdan Senzo

Order your own copy of The Ebb and Flow at your local retailer or online through our website today!

Like the rock eroded by the river, the land of Rokugan is undergoing great change. With the elements out of balance and the clans continuing to quibble, this change comes in the form of battles and alliances, of territory control and political intrigue. Indeed, some would like to see an even greater change, to see the traditional seven Great Clans become eight…

Join us today as we preview The Ebb and Flow, the fourth Dynasty Pack in the Elemental Cycle for Legend of the Five Rings: The Card Game!

The Ebb and Flow focuses on the element of Water, introducing new Shugenja specializing in this element, including a Phoenix Elemental Master. Also look for a new Crab Province, a holding for the Scorpion, and the infamous leader of the Mantis Clan, Yoritomo.

Master of the Waves

The Water Ring is essential to gaining momentum in a game of Legend of the Five Rings. Whether you're bowing a character with no fate or readying one of your own characters, the benefits of the Water Ring can change the momentum of a turn. Asako Azunami (The Ebb and Flow, 66) is not just a Shugenja, but an Elemental Master who can unlock the full potential of this ring.

When Asako Azunami is on the field, whenever you would resolve the Water ring, instead you may choose and bow any character and ready a different character. This means the Water Ring’s effect is no longer a difficult choice—you are free to use both of its effects, with no fate restrictions on which character you can bow! This kind of power can seriously dampen your opponent’s ability to mount a successful counterattack, as their best characters find themselves unable to join a conflict, and your own characters remain ready for battle. Not to mention Azunami herself holds four military and four political skill, making a huge difference in any conflict she appears in. And with three glory, it is possible Asako Azunami could be the biggest target on the battlefield.

Manipulating the Water Ring to unlock its full potential can be a difficult task, but with Asako Azunami, the ability to lock down your opponent is within your grasp. 

Reverence for the Dead

The Lion have a reverence for the history that defines them. As noble warriors, they never forget their ancestors and the sacrifices made in the name of the Emperor. This reverence not only reminds the warriors of who they are, but it can aid them in the conflicts to come.

My Ancestor’s Strength (The Ebb and Flow, 77) is a one-fate Spell that allows you to choose a participating Shugenja you control and a character in your dynasty discard pile. Until the end of the conflict, you'll set your Shugenja’s base military and political skill to the printed military and political skill of the other character. This essentially means that the base stats of your Shugenja become equal to those of the character in your discard pile.

Currently, the Lion don't have the same numbers of Shugenja as some other clans, relying on the Kitsu Spiritcaller (Core Set, 74) for their elemental needs, but the Elemental Cycle offers several new targets for My Ancestor’s Strength, including a new character found in The Ebb and Flow.

Even in defeat, the Tireless Sōdan Senzo (The Ebb and Flow, 65) never rests. This Shugenja is always a solid choice to send to a conflict, as he does not bow after the conflict if you lost the struggle. While this is convenient, his one military skill and two political skill may not make the biggest difference in your battles. However, with the Strength of his Ancestors, he may become as mighty as Akodo Toturi  (Core Set, 79), and even if he should fail, the Tireless Sōdan Senzo is always willing to enter another conflict, even if it is only with his own strength.

Son of Storms

Throughout the Elemental Cycle, the Mantis have made their presence known to the Great Clans. Demanding a place at the table, the Mantis Clan have received several neutral cards to further their cause. In The Ebb and Flow, their Champion, the notorious Yoritomo (The Ebb and Flow, 70) joins the fight!

Yoritomo is a five-fate Champion with three military skill and three political skill. While this may not be as impressive as other Champions, Yoritomo is enhanced by the resources around him. For every fate in your fate pool, Yoritomo's military skill and political skill will increase! At the start of your turn, if you claim the traditional seven fate, Yoritomo becomes massively powerful, with ten military skill and ten political skill. Of course, you’re likely to spend this fate throughout your turn, lowering Yoritomo’s effectiveness. Luckily, with the support of the Mantis Clan, the Son of Storms' strength can be fully revealed. It is a rarity for a card in Legend of the Five Rings: The Card Game to grant extra fate, but the Mantis excel in it, and now every additional fate you keep serves as a boost to the Champion of the clan. For example, Kudaka (Breath of the Kami, 13) can allow you to collect even more fate, feeding into the strength of Yoritomo. With the full strength of his clan behind him, little can stand in the way of the Son of Storms. 

The Flow

Water is flexible, ever-moving, and this adaptability is essential to surviving in Rokugan. But when the calm river transforms into an overwhelming storm, will Rokugan still stand?

Join us next week as we preview the fifth Dynasty Pack in the Elemental Cycle, All and Nothing. As next Wednesday is an American holiday, look for the preview on Tuesday, July 3!

Become like the river and pre-order The Ebb and Flow (L5C12) from your local retailer or our website today!

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Tarkin Initiative Labs Skirmish Map

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Published 28 June 2018 |Fantasy Flight Supply

Tarkin Initiative Labs Skirmish Map

A New Skirmish Map for Imperial Assault Is Available Now

In the early days of the Rebellion, the Imperial Security Bureau housed a secret think tank that would bring terror to the galaxy: the Tarkin Initiative. Though many across the galaxy may have never heard of this secret program, it is responsible for the dreaded Death Star battle stations, two of the most infamous weapons in the galaxy. The idea of finding the hidden labs of this initiative is tantalizing and advanced weapons litter the facility, but secret dangers await.

Fantasy Flight Games is proud to announce the Tarkin Initiative Labs Skirmish Map for Imperial Assault is available for order now from your local retailer!

A Secret Facility

The Tarkin Initiative Labs Skirmish Map sees players battling throughout the labs of the secret facility, both around its perimeter and the facility's inner depths.

The Tarkin Initiative Labs Skirmish Map not only provides an epic location for you and an opponent to do battle in, it keeps your game organized and at your fingertips. This 26" by 26" slip-resistant mat provides plenty of space for your strike team, your deployment cards and command cards, and your various tokens to occupy. By reducing the setup time on a map to mere seconds, it allows you to jump into your skirmish games with ease.

The Tarkin Initiative Labs Skirmish Map also comes with two different Skirmish cards for easy reference that see players battling to shut down a rogue AI or trying to collect as many abandoned weapons as possible. With your games played out beside beautiful art of a Rebel hero and the menacing visages of BT-1 and 0-0-0, you'll be drawn into the Star Wars galaxy like never before.

The Genesis of Disaster

The Tarkin Initiative created two of the most infamous weapons in the Star Wars galaxy; now, the Initiative’s labs are yours to do battle in. Keep your components right at your fingertips with the Tarkin Initiative Labs Skirmish Map for Imperial Assault!

Explore the Tarkin Initiative Labs Skirmish Map (SWI59) for Imperial Assault by ordering your copy from your local retailer today!

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One Last Job

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Published 28 June 2018 |Android: Netrunner LCG

One Last Job

Reign and Reverie for Android: Netrunner Is Available Now

Fused through hard labor and organized crime, the Midwest metropolis of ChiLo teeters between dream and nightmare. As a megalopolis, ChiLo represents infinite opportunities for the souls wandering its streets, but someone is always watching, and where there is desperation, there is profit to be made. 

Reign and Reverie, the final expansion for Android: Netrunner: The Card Game, is available now!

Reign and Reverie contains new cards for every faction in the game and is a celebration of all things Android: Netrunner. Look for new identities, agendas, consoles, and more to greatly change the game and provide new deckbuilding options for every player.

The Runner's Destiny

First introduced in Data and Destiny, Apex (Data and Destiny, 29), Sunny Lebeau (Data and Destiny, 45), and Adam (Data and Destiny, 37) introduced a fresh new way to play Android: Netrunner through the use of their own mini-factions. Over the last several cycles, these mini-factions have received additional support and they each gain one final card in Reign and Reverie.

The rogue bioroid Adam is trapped between two worlds: his need to adhere to his directives and his drive to break free. Algernon (Reign and Reverie, 22) is a new program that represents a similar quandary. It allows you to pay two credits to gain a click at the beginning of your turn. While the ability to gain a click can be powerful, Algernon comes with a restriction. If you did not make a successful run on your extra-click turn, you must trash Algernon. Still, you always have the choice to take the extra click, meaning if you aren’t in position to make a successful run, you can simply choose to take a normal turn. Like Adam, you must walk a careful line with Algernon—it can make your turns incredibly efficient, and with careful use, the program can lead to victory.

Sunny Lebeau is not your typical runner. With corporate backing, Sunny tests a corporation's defensive structures. Running is quite literally her job. Office Supplies (Reign and Reverie, 24) is an expensive four-cost event, but it can be purchased at a discount equal to your link, and it also offers you a powerful choice: draw four cards or gain four credits. As the only Runner with two natural link, Sunny is already able to play Office Supplies with a worthwhile discount, and if her link is boosted by cards like Security Nexus (Data and Destiny, 47), Office Supplies becomes even better. If you manage to find yourself at four link, Office Supplies becomes a free windfall of cards or credits! Like Sunny, Office Supplies may seem innocuous, but it can become one of the most powerful events in the game with proper planning.

Apex dwells in the darkest areas of cyber space. Consuming data indiscriminately, he is a tall tale runners tell each other in the dark… and he is coming for you. Reboot (Reign and Reverie, 23) is a new one-cost event for the runner that lets you make a run on Archives, and if successful, you can install up to five cards from your heap facedown instead of accessing cards. Apex feeds on raw data, and while these facedown cards do nothing on their own, they are food for cards like Endless Hunger (Data and Destiny, 33), or they can be repurposed with Assimilator (Sovereign Sight, 8). Either way, these cards fuel Apex, and the more raw data he has at his disposal, the more powerful he becomes.

A Corporation of Control

While the Midwest is full of orgcrime and people looking to escape, it is also a bastion of entertainment. Sportsmetal (Reign and Reverie, 26) is a new HB identity focusing in on the high-impact world of sports. When you choose Sportsmetal as your identity, you gain two credits or two cards whenever an agenda is scored or stolen, giving you a refund when you score an agenda and taking the sting out of having one stolen. Even when the runner achieves their goal, they're just setting you up for your next big play.

This effect is even more potent if new agenda Hyperloop Extension (Reign and Reverie, 27) is the target. Whenever this agenda is scored or stolen, the corp gains three credits. In other words, if you score it, you gain back all the credits you spent to advance it, plus an extra bonus if Sportsmetal is your identity. Conversely, if Hyperloop Extension is stolen from Sportsmetal, you receive a massive credit and card windfall while the Runner receives a single agenda point. Hyperloop Extension is the best kind of agenda: one that benefits you even if it is stolen.

HB even have new ways to mitigate the Runner’s point gains for hijacking your low-cost agendas. Meridian (Reign and Reverie, 28) is a new barrier with a subroutine that gives the corp four credits and ends the run, unless the Runner adds Meridian to his or her score area as an agenda worth negative agenda points. Either choice is difficult for the runner. Giving HB more credits is a bad idea, but losing agenda points means they have to work that much harder to pull off the big win.

One Last Job

While Android: Netrunner is coming to a close, Reign and Reverie adds one final injection of change into the card pool. A celebration of Android: Netrunner, these new tools provide players with one simple message. Always be running.

Celebrate Android: Netrunner with Reign and Reverie (ADN56), available now!

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A New Breath

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Published 28 June 2018 |Legend of the Five Rings LCG

A New Breath

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

Order your own copy of Breath of the Kami at your local retailer or online through our website today!

Throughout Rokugan, mystical shugenja harness the power of the Five Elements and use them to serve their clan with powerful spells. But as the elements fall out of balance, these concerns will grow to affect all of Rokugan. Can the Emerald Empire survive when the very land transforms into a storm of fury?

The time for action is now. Breath of the Kami, the first Dynasty Pack in the Elemental Cycle for Legend of the Five Rings: The Card Game is now available from your local retailer or our website!

Breath of the Kami kicks off the key themes of the Elemental Cycle, bringing powerful Air Shugenja and Spells to the world of Rokugan. Along with these new cards, you can look for the introduction of the Mantis Clan with Yoritomo's most trusted advisor! Breath of the Kami is only your first step in the journey of the Elemental Cycle. Look for a new pack every week for the next five weeks as the elements unleash their fury!

Mighty Defenders

The Elemental Cycle sees the Crab Clan continuing to defend Rokugan from the horrors to the south. Every warrior is vital to this fight, from Hida Kisada (Core Set, 37) to nameless scouts, and each one is willing to give their life for the cause.

The Third Tower Guard (Breath of the Kami, 4) is a one-cost character with one military and one political skill. While this Bushi may not seem exemplary, their military skill increases when you have claimed the Earth or Water Ring. Having three military skill for just one fate is an impressive ration, and the Third Tower Guard is just one of a cycle of cards for each clan that receive a stat boost when you claim one of two specific rings. These cards present an excellent value if you can manage to claim their rings of choice, and they will help lead your clan to victory as the Elemental Cycle unfolds!

The Crab also receive a new holding in Breath of the Kami that, like Watch Commander (Core Set, 133), specializes in draining your opponent’s honor. Hiruma Outpost (Breath of the Kami, 5) is a holding that raises its province's strength by two, and while it is in an unbroken province, your opponent must lose an honor when they attack a province that doesn't have a holding! This can put your opponent in a very difficult position. Either they must declare conflicts at your most fortified positions, or they risk losing their honor, hamstringing them on draw bids, and potentially inching them closer to a loss via dishonor.

With a duty to defend the wall, further packs in the Elemental Cycle will explore how far the Crab are willing to go to keep the Shadowlands out. Will they sacrifice honor for duty? What price is too high to pay for the safety of Rokugan?

Vexing Tactics

One clan who is most familiar with the Crab’s plight is the Scorpion Clan. Forsaking honor for duty, the Scorpion do what is necessary to serve the Emperor.

The Soshi Shadowshaper (Breath of the Kami, 9) is one such Scorpion, letting you spend honor to veil others in shadows. During a conflict, you may lose an honor to choose a participating character that entered play from a player’s hand and return that character to its owner’s hand. Conflict characters can take you by surprise, boosting your opponent’s skill total and potentially spelling failure for the Scorpion. However, with the Soshi Shadowshaper on the field, any intrusion can be quickly dealt with, and the Scorpion can remain in control. The surprise appearance of a new foe is no obstacle to one who controls the very shadows in which the Scorpion love to hide.

Even the Scorpion’s spells are manipulative and tricky. Maze of Illusion (Breath of the Kami, 20) is a perplexing one-cost spell that can leave your opponent’s character ensnared in confusion and introduces a totally new way to use your honor dial. During a conflict, you may choose a character controlled by an opponent. Then, you'll secretly select a number on your honor dial. Finally, your opponent must guess whether the number you chose is even or odd. If they are proven wrong when you reveal your dial, you'll bow and dishonor the chosen character! It may seem random, but for one fate and the opportunity to severely harm one of your foes, it can easily be worth it to trap your foes in a maze of illusion.

This is just a sample of the Scorpion’s power in the Elemental Cycle—you'll find more spells that perplex and characters that thrive on dishonor in upcoming Dynasty Packs!

A New Breath

The Elemental Cycle has arrived, and with it, the fury of the elements. As the precarious balance begins to tip, who will remain safe in the Emerald Empire, and what clan will prove themselves superior to their peers? Find out today with Breath of the Kami!

Take your first step and purchase Breath of the Kami (L5C09) from your local retailer or our website today!

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Where It All Began

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Published 28 June 2018 |Arkham Horror: The Card Game

Where It All Began

Return to the Night of the Zealot Is Now Available for Arkham Horror: The Card Game

Let them prosecute and persecute above ground—things went on every day that they couldn’t reach, and voices laughed at night that they couldn’t place!
  –H.P. Lovecraft, "Pickman’s Model"

Order your own copy of Return to the Night of the Zealot at your local retailer or online through our website today!

They say you can’t go home again.

Your adventures in Arkham Horror: The Card Game have taken you across the world, from the haunting New England countryside to the lights of Paris and the jungles of South America. Now, after years of chasing answers to the universe’s most maddening questions, the time has come for you to return to the place where it all began, but it will not be as you remember. Return to the Night of the Zealot, a new upgrade expansion for Arkham Horror: The Card Game, is on sale now at your local retailer or online through our website!

In your first steps into the Lovecraftian Mythos in the Core Set, you confronted a dangerous cult that threatened your hometown from within. All the while, you were learning about the investigators, mechanics, and environment that make Arkham Horror: The Card Game a thrilling adventure with the power to immerse you in a world of complete madness. Now, you are invited to experience your first investigation with new eyes, confronting increased challenges with sixty-six new cards. The cultists are deadlier, the stakes are higher, and nothing is as it was. In addition to the new encounter and player cards, this upgrade expansion also comes with a premium box and eighteen divider cards to house your complete Night of the Zealot campaign, keeping your treasured cards safe as you duck into dark alleys and dodge attacks from the things that lurk in Arkham's shadowed streets. 

The Memory Remains

Your story begins in a familiar setting—your study. You are up late, researching a recent string of disappearances, when the sounds of a strange chanting begin to echo through the halls. At the same time, you hear dirt churning beneath your floor. Then, the door vanishes! Something nagging at the back of your mind tells you that this has happened before, but why do you feel as if something is wrong, that the story is not playing out as it should? Your answer comes when a strange gateway appears in place of your study door. This isn’t right. Why is this happening? The only way to find out is to swallow your fear and step through the portal.

In your absence, the forces of darkness have not been idle. In the time that has passed since you last experienced these events, your adversaries have only grown stronger. Return to the Night of the Zealot introduces new encounter sets to modify and enhance the campaign’s three scenarios: Return to the Gathering, Return to the Midnight Masks, and Return to the Devourer Below. Each set is supplemented with Ghouls of Umôrdhoth and members of The Devourer’s Cult, altering them from the Ghouls and Cultists you first met in the Core Set. As you seek answers to the mystery of what brought you here, you may happen upon a Grave Eater (Return to the Night of the Zealot, 38) crouching in the once-peaceful cemetery or even find yourself pitted against an Acolyteof Umôrdhoth (Return to the Night of the Zealot, 39) himself! With such monsters standing against you, it may just be easier to give up and abandon Arkham to its fate. This town has pushed you to the edge of madness, within an inch of your life… but somehow you can’t stand to say goodbye.

Line in the Sand

You stand alone before the fall, but you are far from unprepared. As the challenges you face become more perilous, Return to the Night of the Zealot provides you with a collection of upgraded player cards to help you stand against the Devourer’s Cult. Seekers can build a more effective Barricade (Return to the Night of the Zealot, 4) that can not only keep out non-Elite enemies, but also stop them from spawning there altogether. Meanwhile, Mystics may cast Mind Wipe (Return to the Night of the Zealot, 8) to temporarily blank the text box of a non-Elite enemy and reduce its ability to harm you. Then, if all else fails, Guardians can hit their enemies with a deadly Dynamite Blast (Return to the Night of the Zealot, 2). With a lower cost than its  original version (Core Set, 24) and the added specification that using the card does not provoke attacks of opportunity, this is the perfect tool for exterminating the swarms of ghouls that teem beneath your house.

Beyond the newfound dangers of the campaign and strengthened implements to aid in your investigations, Return to the Night of the Zealot also offers a list of possible achievements for your team of investigators to strive toward, creating the ultimate challenge that only the Arkham Horror Files universe can provide. You may choose to deny yourself a potentially powerful ally by refusing to add Lita Chantler to your deck with I Don’t Trust Her. Or you may go even further and embrace the madness that grips Arkham with They’re Just Misunderstood, winning the campaign without defeating a single unique Cultist enemy. With this new ability to define your own game, you can come back to the adventure again and again to test your mettle and become a true master of Arkham Horror: The Card Game.

Take a Stand

Can you outwit the cultists who've taken hold of the city in your absence, or will you fall before the might of the Devourer Below? No one should have to endure all you have seen, but the universe seldom seems concerned with what is fair. You cannot simply turn your back on this place. While the sun may shine brighter on nearly any other town, Arkham is a part of who you are, and you cannot let it fall into darkness. It’s time to come home.

Pick up your own copy of Return to the Night of the Zealot (AHC26) at your local retailer today or online through the Fantasy Flight Games website here!

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So You Want to Be a Game Designer…

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Published 29 June 2018 |Legend of the Five Rings LCG

So You Want to Be a Game Designer…

Advice on Game Design from the FFG Card Game Team

Whether you’re just an avid gamer, or you’ve actually come up with your own game designs, it’s easy to realize that a lot goes into designing a game. As today’s Designer Journal, Nate French talks to the card game team and asks them to share their advice for anyone with ambitions of game design!

The Card Game Team Gives Advice for Game Design

Hello and welcome to our first designer round table!

For each round table, I present a question to the members of the FFG card game team and compile the best parts of their answers here. Here’s our first question:

Many people who play games are also aspiring game designers. What is the most valuable piece of advice you would give to an aspiring game designer?

Leading off, we have Michael Boggs, our Android: Netrunner designer, who expresses the importance of just getting started and diving right in:

Michael: Stop making excuses.

Get a pencil, get some paper, make a game. Show it to your friends and family. Go to your local game store and ask if they host design events. If they don’t, start one. Find other designers. Play their games. Have them play yours. Take notes. Listen to the things that they say are bad. Listen to the things that they say are good. Go home, get some new paper, make changes. Have no sacred cows. Change everything if you have to. Make the funnest game that you can.

The Lord of the Rings: The Card Game designer Caleb Grace zeroes in on how to focus your attention at the very beginning of the process:

Caleb: Start with a clear vision.

Think about what type of game you want to design before you get started. Ask yourself some important questions and write down your answers. What are the key elements of your game? What kind of experience do you want people to have when they play? How long will an average game take? The answers to these questions are your vision, and this vision will guide the entire creative process.

Without a strong vision, it’s easy to get lost in the minutiae of game design. A clear vision will keep you from losing your way.

Maybe you don’t yet have an idea for a fully realized new game, but you still want to practice and build your design skills. Legend of the Five Rings: The Card Game designer Tyler Parrott shares a great tip:

Tyler: While it’s easy to say, “Make a bunch of games,” it can be much harder to actually create something from nothing. The best place to start is to take a beloved game and create a new expansion for it. Build a custom scenario or campaign for Arkham Horror: The Card Gameor The Lord of the Rings: The Card Game. Make a custom A Game of Thrones: The Card Game or Legend of the Five Rings: The Card Game expansion to play with your friends. Create mechanics and statistics for a new set of miniatures for Star Wars™: Legion (you don’t have to actually make the miniatures unless you want to!) or play a game of Cosmic Encounter using aliens you created.


Creating new content for an existing game, like new aliens for Cosmic Encounter, can be the perfect way to gain more experience as a game designer!

There is a deep well of existing games that are fun and expandable, and these can be used as great starting points for game designers. Making content for many different styles of games also provides an easy way to learn about different game systems and mechanics: the first step into the larger world of original designs!

For most of us, the desire to design games emerged from a deep love of playing games. A Game of Thrones: The Card Game designer Daniel Schaefer and Star Wars™: Destiny designer Jeremy Zwirn both discuss how experience in playing a wide variety of games can make us stronger designers:

Daniel: The best advice I can give is simply to play as many games as you can and to think critically about them. Just as reading extensively is one of the surest ways to improve your writing, playing a variety of games is a good path toward improving your design abilities. By regularly immersing yourself in different game systems, you’ll improve your sense of what good game design looks like, and what works or doesn’t work for various kinds of games. You’ll also develop a knowledge of what mechanics already exist and how they’ve been used, which you can draw on when developing your own ideas. The important part is not just to play games, but to evaluate them with a careful eye, observing how the different elements work in concert (or how they don’t work—there is a lot to be learned from failures as well as successes). Once you’ve built this pool of knowledge, you’ll be able to apply and adapt it when working on your own designs.

Jeremy: Play a variety of games. In addition to card games, play board games, digital games, poker, or whatever interests you. Find out what’s appealing about those games and why. Learn to think critically about each game you play. What aspects of the game work? What aspects don't work? How would you improve the game? Having a foundation of knowledge about games helps you avoid pitfalls and provides inspiration for designing your own games. Familiarizing yourself with different games and thinking critically about them will sharpen skills that are very relevant to becoming a game designer.

Moving away from the technical nuts and bolts, Legend of the Five Rings: The Card Game designer Brad Andres shares an important aspect of the game designer’s mindset:

Brad: Don’t be afraid to fail!

Have you ever had an idea for a game that never got beyond “just an idea?” So many designs die before they even make it to prototype, and often, it’s simply because the designer fears their idea won’t work or won’t be fun. Making a game is like running a series of experiments; you keep changing the variables and you’re always figuring out things that don’t work!

Don’t despair when your game falls flat. A mechanic that isn’t working can be fixed or changed. Just follow where the fun parts in your design take you. Try and see every failure not as a sign that your ideas are bad, but as an opportunity to learn something about your game and to continue growing as a game designer.

Working in isolation is a challenge many artists face, and Arkham Horror: The Card Game designer Matthew Newman stresses the importance of connecting with one’s fellow gamers:

Matthew: My advice is: get involved in your gaming community! This is a great way to dabble in game design and get your name out there in the process. Participate in tournaments for your favorite competitive LCG®. Organize special events at your local gaming store. Take part in discussions about your favorite card game online. You could even create your own kind of content for your favorite LCG, be it recorded playthroughs on YouTube, blog articles, or podcast-style discussions! In addition to helping the community for your favorite game, you’ll also gain a deeper understanding of how a broad variety of different people relate to and experience games. This awareness is invaluable to game designers and will help you as you craft your own games.

Finally, Star Wars: Destiny designer Aaron Haltom stresses the importance of perseverance:

Aaron: I designed three complete games before I got my fourth published. Even though I felt like I finally had a game that could succeed, it was still an uphill battle to get people to pay any attention to it. I was working full time while devoting all my free time to the game, traveling the convention circuit, demoing the game to anyone who would stop long enough to endure my pitch. Breaking into this industry requires a lot of hard work. Of course, if you are truly made for this kind of job, it will hardly feel like work at all.

I applied at Fantasy Flight Games six times and didn’t make the cut before I finally got hired on my seventh try. It took over a year, but I kept trying, because I knew this was the perfect job for me.

The key is to keep trying, to keep learning as you go, and to get a little closer every time. It’s easy for dreams to remain just dreams. The more we get into the habit of thinking about doing something or telling people that we’re going to do something, ironically, the less likely we are to actually do that thing. Don’t wait for the universe’s permission to create the thing that you want to create. Just start making it. Get into the habit of doing, and your skill will naturally grow over time. Eventually you might even be designing the kind of games that people will pay for!

We hope that you enjoyed this edition of the Designer Journal and that some of the aspiring game designers out there find the advice helpful.

Until next time, good luck and happy shuffling!

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Discover the Ways of the Force

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Published 29 June 2018 |Star Wars: Destiny

Discover the Ways of the Force

Look for a Way of the Force Release Party Near You

"What do you know about the Force?"
     –Luke Skywalker, Star Wars: The Last Jedi

Podracing. Jedi. Cyborgs. The Lothal rebels. The heroes and villains of Star Wars: The Last Jedi. They're all in the Way of the Force Booster Packs for Star Wars™: Destiny, and they're all on their way to your favorite local gaming store.

Scheduled for North American release on July 5 and international release throughout the month of July, Way of the Force adds a fantastic array of new possibilities to your Star Wars: Destiny battles, even as it continues to draw material from across the whole Star Wars saga. You'll find the Clone Wars represented by powerful villians like General Grievous . You'll find the fledgling Rebel Alliance represented by the heroes of Star Wars: Rebels. And you'll find the heroes and villains of Star Wars: The Last Jedi brought to life with powerful, game-changing abilities.

There's much to discover within Way of the Force, and you can be among the first to unleash its potential—by attending a Way of the Force Release Party near you!

Play Games. Get Cards.

Attend a Way of the Force Release Party, and you'll be surrounded by other players as eager as you to try out all of the set's new cards and dice. This means you'll be able to jump right into the set and all that it has to offer. Just pick up your packs, tear them open, tinker with your decks, and sit down for a game.

Of course, the Way of the Force Release Party does more than just offer you a chance to experiment with the set's new podracing mechanics or try building around one of its new plots. The Release Party is also your chance to earn as many as three exclusive, extended art promo cards!

Just for showing up and picking up your packs, you'll earn an extended art version of the new Blue event, Peace and Quiet. This promo card features text in Aurebesh, but it reads just the same as the event you might find your Way of the Force Booster Packs:

"Turn a die to a side showing a value of 0 (blanks and specials have a value of 0)."

At the same time, you'll receive your Mission Brief.

This card features four challenges, each of which is associated with another of the event's promo cards.

  • Gain three shields or deal five indirect damage in a single action, and you'll earn an extended art version of the new Gungan Warrior.
  • Play either two games as Hero or two games as Villain, and you'll earn a full-bleed copy of the powerful new plot card, Blockade, which disrupts your opponent's plans by forcing him or her to lose one resource immediately after setup.

Find Your Way

Make sure you don't run into any blockades on your way to a Way of the Force Release Party. Talk to your favorite local gaming store and make your plans to attend today!

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Battle in the Wastelands

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Published 29 June 2018 |Star Wars: Imperial Assault

Battle in the Wastelands

Preview What Tyrants of Lothal Brings to Your Skirmish Games of Imperial Assault

While Tyrants of Lothal, the newest expansion for Imperial Assault, sees players teaming up to take down the Imperials, not all battles can be won through cooperation. Accordingly, this expansion also offers new options for fans of the skirmish game mode. The wastes of Lothal are a battleground, and they're the perfect place to pit your strike team and your tactical mastery against your opponent in the Star Wars galaxy!

Tyrants of Lothal presents skirmish players with a new map, fifteen new deployment cards, five new command cards, and more, as you bring the new heroes of Tyrants of Lothal to your skirmish game with deadly new tactics and ways to play! And of course, joining these heroes is the cast of Star Wars: Rebels, ready to join the fight in the Rebel, Imperial, and Mercenary factions!

We'll take a closer look at the heroes and villains of Star Wars: Rebels in our future previews of their Ally Packs and VIllain Packs, but you can join us today as we preview the skirmish options found in Tyrants of Lothal!

The Lothal Wastes

The skirmish sheet found in Tyrants of Lothal sees you navigating the Lothal Wastes as you try to outmaneuver your opponent in head-to-head combat. Lothal is a center of automation and industry in the Empire. But as its inhabitants slowly begin to fight back, the Lothal Wastes are more and more often becoming a battlefield.

Tyrants of Lothal includes two skirmish cards for you to use with the Lothal Wastes skirmish map. One of the missions you may take on sees the game changing before it even begins, while the other sees fluctuations of power enhancing your units on the battlefield.

The Blitz skirmish card forces you and your opponent to alternate deploying groups before the game begins. As soon as a figure is deployed, they can immediately race into the battlefield to take up position, moving up to eight spaces! This advanced movement lets the game start in the middle of the action—your groups will be closer to their enemies, and can dive into battle immediately.

Of course, there's a reason you'll want to rush forward so recklessly and pick up as much ground as you can. At the end of each round, each player gains two VPs for each critical position they control. These critical positions are scattered across the map, and ultimately, Blitz throws you directly into the action. You must be prepared to stand your ground when the game begins.

Fluctuations, on the other hand, is a more traditional skirmish game experience, letting players gain one VP for each fluctuation they control across the map at the end of a round. However, there's an important twist—every fluctuation grants your figures a corresponding power token to enhance their groups! The more fluctuations your figures occupy, the more powerful they become!

With these two skirmish cards, the Lothal Wastes become your personal battlefield! And, of course, while you can construct the skirmish map from tiles found in the Imperial Assault Core Set and the Tyrants of Lothal expansion, the Lothal Wastes Skirmish Map is a 26” by 26” slip-resistant mat that features the map printed on the sheet, allowing you to skip setup and dive right into the action.

The Faces of Battle

Even setting aside the brand-new skirmish map and missions, Rebels, Imperials, and Mercenaries all get new cards to assist them in their skirmish games. While the cast of Star Wars: Rebels will be receiving support both in this expansion and their figure packs, today, we're looking at content that can be found exclusively in Tyrants of Lothal. 

For seven points, CT-1701 brings his Barrage ability to your skirmish games, allowing you to make two attacks for one action, at the cost of giving the second target an additional white die. Unique to his Skirmish Deployment Card is the Pin Them Down ability, which allows you to discard a condition or power token from your target, provided you did not miss.

As you might expect, this ability is especially handy in the Fluctuations scenario, which can see power tokens being placed on figures fairly frequently. When that happens, CT-1701 can lock them down and make sure their tokens don’t get out of control.

While CT-1701’s second attack gives your opponent an extra white die, a new command card in Tyrants of Lothal can eliminate that risk, and more. CT-1701 can use his personal command card,  Wild Fire, to remove up to two dice of your choice from the defense pool. This can not only negate the Barrage drawback, but lower the target's defense even further, opening them up for big damage.

Command cards like Wild Fire can throw a wrench into your plans and impact the game in big ways. Luckily, Tyrants of Lothal gives you a new way to fight powerful command cards.  Signal Jammer is played at the start of a round, and can be discarded to cancel the effects of a command card of your choosing. Just having Signal Jammer on the field can disrupt plans and give you an edge in the tactical combat of Imperial Assault.

Not one to be outdone, the Imperials also get some backup in the form of skirmish Death Trooper squads. Loyal to the Empire, the Death Trooper provides a friendly leader with a block power token after deployment, or a token of your choice during your activation if the Trooper is elite. Furthermore, after the Death Trooper’s activation, you may activate any friendly Trooper or Leader with cost six or less. By activating two of your units in quick succession, your Imperial forces can remain coordinated and overwhelm their opponents with superior numbers and firepower.

A New Battle

With new objectives and characters, as well as a fresh skirmish map, your skirmish games of Imperial Assault are about to change forever. The beautiful planet of Lothal has become your battlefield: create your team and join the fight today!

Take up arms against the Tyrants of Lothal (SWI54) when you pre-order this expansion from your local retailer today!

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