Quantcast
Channel: Fantasy Flight Games
Viewing all 4122 articles
Browse latest View live

As High as Honor

$
0
0
Published 22 October 2018 |A Game of Thrones Board Game

As High as Honor

House Arryn in the Mother of Dragons Expansion

“A man will tell you poison is dishonorable, but a woman’s honor is different. The Mother shaped us to protect our children, and our only dishonor is in failure.”
   –Lysa Arryn, A Storm of Swords

Order your own copy of Mother of Dragons at your local retailer or online through our website today!

House Arryn is one of the oldest and proudest Houses of Westeros, tracing its lineage back to Hugor of the Hill. During Aegon's Conquest, the Arryns defeated the Targaryen fleet off the coast of Gulltown, and if it had not been for the dragonrider Visenya flying her winged beast to the heart of the Eyrie, the Vale may have remained independent for centuries. While the Arryns bent the knee and remained loyal Wardens of East, their shame and desire for vengeance burned just beneath the surface.

It is small surprise that when Robert Baratheon launched his rebellion, Jon Arryn was one of his greatest allies. United, they roused the other Houses of Westeros and overthrew the Targaryen legacy. Robert named Jon his Hand of the King. But those days of glory are ended, and both Robert and Jon lie cold in the grave. Now, as Westeros goes to war, their House has a chance to raise higher than ever before. 

Today, we're proud to offer you a closer look at House Arryn in the Mother of Dragons expansion for A Game of Thrones: The Board Game—now available for pre-order at your local retailer or online through our website!

Wardens of the East

The Vale has remained largely neutral in the chaotic clashes that have sprung up in Westeros since Robert Barartheon’s death. Untouched by war, the knights of the Vale have some twenty thousand to their numbers, while the other Houses of Westeros have been only grown weaker as they declare for this lord or that in the War of the Five Kings. Lysa Arryn, the current head of the House who rules in her son’s stead, is cleverer than that, letting others die on the battlefield while her family remains safe within the Eyrie.

Previously in A Game of Thrones: The Board Game Core Set, the Vale did not belong to a House, merely waiting for a larger force to conquer the Eyrie. Now, with the realm weakened by war, the nobles of this House exert their own agency and enter the fray with a new overlay of the Vale and one of the Bite to further mark their territory at sea. While the ironborn may have the most famous navy in Westeros, even the Targaryens were loath to challenge the Vale in their ports.

Whether you're commanding House Arryn or any other House in A Game of Thrones: The Board Game, you'll be able to exert your naval dominance with new sea order tokens. These blue-hued tokens function identically to standard order tokens, but you can only resolve them on the sea or in ports. By giving you more options for how you command your navies, you're free to reserve some of your orders for your land-based armies.

Kings of Mountain and Vale

Ever since the game was first released, A Game of Thrones: The Board Game has engaged players with its compelling asymmetry that offers each House a unique set of skills and abilities, altering your experience based on which House you control. This continues as House Arryn joins the fray in Mother of Dragons. When you play as House Arryn, you'll find a strong priority placed on defense. Within the ranks of this House you will find plenty of characters who feature fortification icons or become stronger when they are shielded from the brunt of combat. For example, Bronze Yohn Royce has two fortification icons and one sword icon, and Ser Vardis Egen gains fortification icons of his own if your opponent has not committed their strongest forces to this battle.

But these knights have a simple task in defending the seat of House Arryn’s. The Eyrie is considered to be impregnable, and this is reflected in the characters who reside there, like Lysa and Robert Arryn. The matriarch of the House, Lysa Arryn, will defend her seat again and again as long as you can keep her in power—this card returns to your hand after successful defense rather than being discarded. But while Lysa may be a valuable asset, she does not control how House Arryn fights in Mother of Dragons—you do. This is fortunate, as Lysa may disagree with your ability to turn her son into your pawn. If you keep a watchful eye on your opponents, keeping track of the characters they spend, you can sacrifice Robert Arryn to remove the young heir and the lowest strength house card in your opponent’s discard pile from the game entirely. While he may not be powerful or combative in his own right, even the sickliest of lords has his uses, and if your opponent commits their greatest warriors too early, they may find them gone forever.

But while the Eyrie may be nigh impossible to conquer, this does not necessarily help you feed your ambitions for the Iron Throne. You need allies. While a silver tongue may help in this endeavor, you'll find additional bargaining tools among the nobles of the Vale. Anya Waynwood rewards those loyal to you by granting three power tokens to any who support her in combat, so long as she wins the encounter. (The spoils of war go only to the victors, after all.) This, combined with every player's new ability to gift power tokens in Mother of Dragons makes House Arryn a valuable ally to any rival House. All you must do is play the part and bide your time. Once your rivals have grown weak squabbling amongst themselves, you'll be able to fight with the full force of the Eyrie and claim the Iron Throne. And if your words can twist rivals against each other while you remain in the Vale, so much the better.

Defender of the Vale

The words of House Arryn are "As High as Honor," but you are the one who must determine what this means. If duty declares that you must remain loyal to those in power, then rebellion must be wrong. But if your loyalty lies within your own House, with those who have placed their faith in you, then surely you must do whatever is necessary to better their lives and bring prosperity to the Eyrie. If that means claiming the Iron Throne for yourself, then so be it.

Pre-order your copy of Mother of Dragons (VA103) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

The Role of Player Choice

$
0
0
Published 22 October 2018 |Legend of the Five Rings LCG

The Role of Player Choice

Developer Tyler Parrott on Player Choice in Legend of the Five Rings: The Card Game

Legend of the Five Rings: The Card Game is a game that intentionally breaks a number of the boundaries that circumscribe most other card games—boundaries between persistent and transitory effects, the boundaries between the game and the world it inhabits, and the boundaries between players and developers.

Today I would like to address this last boundary—the one that defines the standard expectations for interaction between player and developer.

The Roles mechanic—first implemented in the Core Set and continually developed and integrated more fully by the expanding card pool—is a complex one, and it allows players and developers to interact in a more direct way than in most other games. So what is this mechanic, what is its role (pun intended) in the Legend of the Five Rings game experience, and why was it recently changed?

An Interactive Game

Legend of the Five Rings has always embraced player involvement. The community's involvement in the game is a huge part of its legacy, and when Fantasy Flight Games relaunched the game as a Living Card Game®, we knew we wanted players to help shape the story (and, by extension, some elements of design). But, more than this, we wanted to expand the players' influence so that it would directly impact the evolution of the metagame and card pool.

This goal was realized through the introduction of the role mechanic.

By introducing ten different elemental roles and a complement of cards that are unlocked by a clan's selection of role, we were able to give players agency over which cards are available to their clans—by allowing them to decide which clans have access to which roles. In turn, players can steer the game in ways that players cannot steer other games: their decisions can introduce meaningful changes to the metagame without requiring the release of new product or an updated list of card restrictions, bans, or errata. This way, change and evolution are built into the core fundamentals of the game experience and—most importantly—you direct that change!

Another critically important aspect of developing cards that are unlocked by specific roles is making sure that they’re appealing and accessible, particularly for a game with a deckbuilding system as robust as that of Legend of the Five Rings.

Role-specific cards exist in a middle ground of availability. Way of the Crane (Core Set, 146) is a card that’s only ever available to a single clan, while Noble Sacrifice (Core Set, 148) is a card any clan could theoretically take. Test of Skill (Fate Has No Secrets, 93) is available only to clans with a Seeker role (of which there are five), and Soul Beyond Reproach (The Ebb and Flow, 74) is only available to clans with an Air role (of which there are only two). These last cards don't enter the game bound to a predetermined clan or set of clans; their availability is dictated by the desires of the player base.

Knowing that these cards will not be available to every clan also opens up a unique element of design. In the same way that it's important that the seven clans feel distinct and unique, the existence of mutually exclusive cards tied to specific roles allows us to make decks using those roles feel different from one another.

Each role tends toward a particular identity: Air role cards are constructive, Earth role cards prevent change, Fire role cards amplify strengths and weaknesses, Water cards encourage change, and Void cards have unique effects. Having each of these roles feel distinct allows for the mixing and matching of clans and roles to further vary up what decks look like, as a Crane Air deck will look very different from a Crane Fire deck or a Scorpion (or Phoenix) Air deck.

Accordingly, role-specific cards often get some extra attention in the design and development process due to the fact that they’re not always available to every clan. We want to give players incentives to pursue particular roles by making these cards exciting and impactful… while at the same time making sure the cards aren't too powerful. Because only a small subset of the card pool is unlocked by role selection, that subset needs to be impactful enough that when roles change, the metagame changes with them.

Growth and Change

The change and ephemerality reinforced by the changes in the clans' elemental roles not only keep the game dynamic, but they resonate strongly with the larger design of Legend of the Five Rings, a game built around the themes of mono no aware.

The various ways that role selection alters the metagame is one piece; the system by which the roles are selected is another. Here, as developers, we are constantly listening to and processing player feedback to try to make the game better.

When the game's elemental roles were initially implemented, they changed just once a year—at the Winter Court World Championships. After the first Winter Court World Championship, it became apparent that waiting a whole year to change the roles was too long. As new cards were being released, players wanted to react to the releases and vote on new roles so they could play with the exciting new possibilities. In July, then, we moved from selecting new roles once per year to selecting them three times per year.

However, these roles are not active for only four months. While the dedicated tournament player might be happy to shift roles every four months, our more casual players—and those players who invest heavily in their elemental roles and their favorite decks—don't necessarily want to go back to the drawing board every few months. To balance the desire for change against the desire for stability, we decided to permit each new elemental role an Organized Play lifespan of eight months—and allow two of them to overlap, giving players slightly more flexibility with their deck-building.

Thus, we have a new system for the 2019 tournament season, which is detailed below. If there are further adjustments that can be made to improve the ways you experience the elemental roles in 2020, 2021, and onward, then we will seek them out so that Legend of the Five Rings: The Card Game can be the greatest game it can be.

Elemental Roles in 2019

As we go into the next year of Organized Play, what will the role system look like?

Roles will be selected three times per year:

  1. At the Winter Court World Championship, granting access to those roles from January to August.
  2. During the first season of Elemental Championships, granting access to those roles from May to December.
  3. During the second season of Elemental Championships, granting access to those roles from September to April.

Importantly, the bonus roles from the Toshi Ranbo Kotei Series are available now, and will last through April 2019. Additionally, because players were already expecting the role selection at the 2018 Winter Court World Championship to replace last year's choices, the 2018 Winter Court World Championship roles will become effective immediately after the event, and will last through August 2019.

During the role selection process, each clan will be able to choose between any of the eight Keeper and Seeker roles that their clan does not currently have, so that they cannot maintain the same two roles from season to season.

  • During the Winter Court World Championships, the top finishers from each clan (after the top cut of the tournament has concluded) will draft the roles they wish to select, starting with the top clan and working their way down. A role selected by one clan will not be available to any other clan.
  • During each season of the Elemental Championships, the Top 2 players of each clan at each event will be awarded two separate votes—a vote for either Keeper or Seeker, and a vote for one of the five elements. Those votes will be totaled by clan, and the role given to that clan will be whichever eligible combination of aspects get the most votes.

This means that if you get to vote and you want Keeper of Water, you would vote for both Keeper and Water. You might get outvoted on one of those aspects by other members of your clan, but you could still end up with a role that lets you play cards requiring the Keeper role—or the Water role.

Notably, the roles selected during the Elemental Championships are not exclusive by clan. Instead, it is possible for multiple clans to choose the same role during the Elemental Championships. I am eager to see how that plays out, but I expect the different evaluations of roles by clan—based on which clans have cards unlocked by which roles—will discourage everyone from voting for the same role.

Feast or Famine

With the new selection process in mind, Feast or Famine (Into the Forbidden City, 41) will be added to the restricted list shortly after the 2018 Winter Court World Championship. This neutral card would likely skew the votes of every clan toward a Fire role. Restricting the province makes it less appealing and encourages the clans to pursue their own, slightly different priorities during the Elemental Championship voting process.

Reading the Omens

These changes to the ways the clans and players interact with the game's elemental roles are part of the reason I am so excited for the future of Legend of the Five Rings: The Card Game.

Based on what we’ve seen from the player engagement with the role selections at the 2017 Winter Court World Championship and throughout the 2018 Kotei Series, the player community has engaged with them in the way we were hoping it would. Now we look forward to seeing how the changes play out over the coming year of Organized Play, and we hope to hear your feedback.

Until next time, when I will play a different kind of role… happy shuffling!

Tyler Parrott (who is secretly a parrot) is a designer for Legend of the Five Rings: The Card Game, and also contributes to Star Wars™: Destiny. After playtesting LCGs for many years, he took an FFG internship, transitioned to a freelance designer, and finally landed a full-time design position. For fun, he enjoys medieval/renaissance music, innovative and/or interactive storytelling, and making friends in strange places.

Discuss this article
in our forums!

The Iron Price

$
0
0
Published 23 October 2018 |A Game of Thrones: The Card Game

The Iron Price

Raiders and Reavers of Kings of the Isles

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

“A lion may be fierce enough on land, but at sea the kraken rules supreme.”
   –Victarion Greyjoy, A Feast for Crows

House Greyjoy has long reigned over the harsh Iron Islands and the ironborn marauders who call the isles home. For centuries, the ironborn followed the Old Way, sailing out to reave and plunder the other kingdoms of Westeros. Although the Greyjoys bent the knee and joined the Seven Kingdoms, there are many who still desire a return to the Old Way—a day when the ironborn would be the terror of the seas once again. 

Now, as the Great Houses muster their armies and summon spies to struggle in the shadows, you have a chance to lead the ironborn as they return to the Old Way and pillage Westeros! Today, we're pleased to offer a closer look at the most vicious cards you will find in the Kings of the Isles deluxe expansion for A Game of Thrones: The Card Game—now available for pre-order at your local retailer or online through our website!

Coastal Marauders

In ironborn culture, sailors speak of the iron price, the practice of earning your possessions by defeating adversaries and claiming their wealth for your own. On the Iron Islands, people are only entitled to what they can take and keep by force, whether it be material possessions, thralls, or salt wives. In Kings of the Isles, you will find three copies each of fifty-two new cards to help you take command of the ironborn’s devastating armada that have earned the Iron Islands infamy and renown across Westeros. 

The Raiders of House Greyjoy specialize in hitting your enemies in their homes, burning and pillaging and forcing your opponent to discard cards from the top of their deck. Andrik the Unsmiling (Kings of the Isles, 8) is among the fiercest of the ironborn’s reavers, remembering his foe’s weakness and using this knoweldge to gain the advantage should he ever encounter them again. With this fearsome Raider, whenever Andrik discards a card using pillage, you can choose a non-limited location or attachment in your opponent’s discard pile and discard a copy of it from play.

But if learning and lying in wait is not your style as an impulsive reaver, you will find plenty of aggressive characters who thrive on acting quickly and attacking first, regardless of what sits in your opponent’s discard pile. When your enemy has too much to defend, it is a simple matter for the Orkmont Reaver (Kings of the Isles, 15) to pillage, taking all he wants and leaving only ash. And as you fill your opponent's discard pile with cards, you make Balon Greyjoy (Kings of the Isles, 1) even more powerful.

While many of your characters with pillage can work together across the battlefield, Kings of the Isles brings this to a new level with cards like Nighttime Raid (Kings of the Isles, 24). This event allows you to equip three of your Raiders or pillaging characters with stealth until the end of the phase. If you can use a Nighttime Raid during a turn where you launch a Coordinated Attack (Kings of the Isles, 49), you have the chance to launch even more attacks, reusing key characters like Asha Greyjoy (Core Set, 67) to shred your opponent’s plans with precision.

Salt and Rock

While Kings of the Isles focuses on House Greyjoy, this expansion includes new cards from every faction, as well as a variety of neutral cards that any leader can use to strengthen their army. But the influence of House Greyjoy can be felt throughout Westeros, and in this expansion you will find many cards that take lessons from the ironborn while still remaining true to the spirit of their own Houses. 

For example, the cunning and vengeful House Martell is a fitting pupil for the ironborn’s particular brand of warfare. The Desert Raider (Kings of the Isles, 29) can return from the dead like the followers of the Drowned God, while still playing into his House’s key ability to manipulate icons. Even the rigidly honorable Stannis Baratheon must take notes from the ironborn if he wishes to secure his claim to his brother’s throne. In Kings of the Isles, he brings the smuggler Khorane Sathmantes (Kings of the Isles, 25) into his ranks. Sathmantes also bears the Raider trait and has a close relationships to Warships, but unlike many Greyjoys, he prefers to control his enemies without killing them. 

With these new powerful options, any player can include Raiders in their deck, attacking your enemies in their own territory to not only defeat but completely demoralize them. If you choose to fully embrace the ruthless and merciless nature of the Ironborn, you may even employ a new plot Vanquish the Unbelievers (Kings of the Isles, 7). This plot has good gold, initiative, and claim, but you must kill each of your characters who does not have the trait that you choose. For House Greyjoy, this could prove particularly useful, whether you're loyal to the Drowned God, or you simply fight for all Ironborn. After all, What Is Dead May Never Die (Kings of the Isles, 52). By trusting in the power of the Drowned God and his devoted followers like Aeron Damphair (Core Set, 65) or Tarle the Thrice Drowned (The Faith Militant, 91), you can turn any deaths to your advantage and bring your warriors back to fight for you once more. When they rise again, they will return harder and stronger.

We Do Not Sow

Take control of the Iron Fleet and try your hand at leading the raiders of House Greyjoy to a new age of glory. But be cautious—the world of Westeros is unforgiving of failure, and in no place is this truer than the Iron Islands. If you fail in your endeavors, your enemies will be the least of your problems.

Pre-order your copy of Kings of the Isles (GT45) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

True Fear

$
0
0
Published 23 October 2018 |Star Wars: Destiny

True Fear

Preview the Terror of Darth Vader in Across the Galaxy

“A young Jedi named Darth Vader, who was a pupil of mine until he turned to evil, helped the Empire hunt down and destroy the Jedi Knights.”
   –Obi-Wan Kenobi, Star Wars: A New Hope

Order your own copy of Across the Galaxy boosters at your local retailer or online through our website today!

From seedy cantinas on backwater planets to the upper echelons of society on Coruscant, the name Darth Vader is spoken in hushed tones. Though few know the truth behind the terrifying mix of man and machine, they know that coming face to face with the Dark Lord of the Sith is to be avoided at all costs, as few who behold his terror will live to tell the tale.

Join us today as we preview Darth Vader in Across the Galaxy, a new set of boosters for Star Wars™: Destiny that features 160 brand-new cards!

Across the Galaxy continues the themes found in Legacies. You can look for new plot cards to help customize your decks, modifications for vehicles, and cards that activate when you spot some of Star Wars’ most recognizable characters, including Darth Vader—the focus of today's preview!

Dark Lord of the Sith

Darth Vader has a terrifying reputation for a reason. Should you find yourself in the Sith Lord's crosshairs, he will hunt you across the galaxy using the power of the Force and pure terror. In the game,  Darth Vader, Terror to Behold (Across the Galaxy, 1) is an expert at exacting vengeance on your opponent’s characters. As a Power Action, if one or more of Vader’s dice were removed last turn, you can discard a card from your hand to roll those dice back into your pool! With three sides of Vader’s dice showing damage and the ability to protect them from removal, Vader can quickly cut down his foes and inspire fear across the galaxy. You can't run from Darth Vader—removing his dice only delays the inevitable damage he is sure to deal. 

As iconic as Vader himself is the crimson glow of his lightsaber. Few in the galaxy have seen him ignite the terrifying weapon, and even fewer have lived long enough to tell the tale. Darth Vader's Lightsaber (Across the Galaxy, 16) is a three-cost upgrade with four melee damage symbols, but its true strength lies in its ability. After you resolve this die, you can spend a resource to roll one of the attached character's dice into your pool. Then, if the attached character is Darth Vader, you may deal one damage to any character! With three sides of Darth Vader's Lightsaber showing a modified melee symbol, you can resolve this die with a character die, then immediately roll your character die again, providing massive damage for minimal loss, and inflicting even more damage if it's wielded by Darth Vader himself.

As much as Vader inspires fear in his enemies, he inspires loyalty among the Imperial ranks. The 501st Legion of clone troopers served the Republic faithfully during the Clone Wars. After the establishment of the Galactic Empire, the legion found itself once more under the personal command of Darth Vader and received a terrifying new nickname: Vader's Fist (Across the Galaxy, 13). Vader’s Fist enters Star Wars: Destiny as a terrifying five-cost support. When you play this support, you can immediately roll out its die, so that initial turn could see Vader’s Fist used twice in a single round. But the assault doesn’t end there. As a Power Action, you may roll the die in again, continuing the well-coordinated onslaught. If you spot Darth Vader, you can add precision to this Power Action by turning the die to any side. With proper play, you can roll out Vader’s Fist three times in a single turn, overwhelming your opponent with an unrelenting assault of ranged and indirect damage, disrupts, and shields. 

Fear and Dead Men

The presence of Darth Vader on a battlefield is enough to win massive battles. Even when he is alone and surrounded by enemies, he doesn’t see a threat, he sees Fear and Dead Men (Across the Galaxy, 7). If you find yourself surrounded by enemies, this uncommon event lets you resolve one of your melee damage dice against each of an opponent’s characters, cutting them down in their tracks!

While this card does not spot Darth Vader specifically, he can provide a die showing four melee damage, making him a perfect target. Being able to deal this much damage to every opposing character can be a huge swing and put true fear in your opponent as their characters succumb to the terror of Darth Vader’s assault. Even if you have not rolled Vader’s four melee damage, a well-timed Deadly Advance (Across the Galaxy, 111) can make sure Vader is holding all the cards, tailoring his dice into a barrage of damage.

Darth Vader’s constant rage and anger fuel his power, but he requires time in his Meditation Chamber to heal and connect to the Force. Darth Vader’s Meditation Chamber (Across the Galaxy, 10) is a Blue Villain support that can be exhausted to heal one damage from a Blue character. Furthermore, you can put a card from your discard pile on the bottom of your deck, and you can spot Darth Vader to draw a card. Even without spotting Vader, this can be a valuable tool to defend against mill focused decks, and with Darth Vader, it can help you search for valuable tools to overwhelm your enemy.

Though Darth Vader is strong in the force, he requires special equipment just to stay alive.   Endow (Across the Galaxy, 6) is a one-cost event that lets you equip Darth Vader with everything he needs, playing any number of Blue upgrades from your hand on one of your Blue characters, then rolling each of them into your pool. A timely Darth Vader’s Lightsaber or Force Choke (Awakenings, 13) can turn a poor roll into a game-winning situation.

A Terror to Behold

While the Legacies block has introduced plenty of cards that rely on spotting specific characters, Across the Galaxy introduces several cards that are enhanced by the presence of Darth Vader. The Dark Lord of the Sith is already a terror to behold. With these new tools, who can possibly stop Vader from spreading fear across the galaxy?

Join the Dark Lord of the Sith in Across the Galaxy (SWD13), available now for pre-order from your local retailer or our website!

Discuss this article
in our forums!

We're in Position

$
0
0
Published 23 October 2018 |X-Wing Second Edition

We're in Position

How Organized Play Complements the Release of X-Wing™ Second Edition
 

“Admiral, we’re in position. All fighters accounted for.”
     –Lando Calrissian, Star Wars: Return of the Jedi

X-Wing™ Second Edition has arrived.

Players everywhere celebrated the game's release at Launch Parties that raced them straight into the game's fast-paced starfighter duels. They got their hands on the new Core Set and starship expansions, and they ripped through fantastic maneuvers in their introductory battles. Veterans updated their favorite first edition ships with the different conversion kits and began exploring all the tactics made possible by the new turret arcs, charge tokens, and Force powers. All of this has led us to a point where countless starfighter squadrons are being assembled throughout the galaxy. Everyone's ready for action. So what's next?

Enter X-Wing Organized Play.

Just as everything that was great about the first edition of X-Wing was rarified and made stronger in second edition, so have we strengthened the game's Organized Play program; we're offering more events and giving our full support to more game modes and styles of play.

We want X-Wing Organized Play to reach you no matter where you are—a rookie pilot, veteran ace, or a competent pilot just looking to get through your first battles. This means that we're expanding our support to include everything from weekly play and top-tier tournaments to Quick Build events, themed events, and fun challenges that even newer players can enjoy. And after you've picked up your Core Set, you'll find your jump to hyperspace supported by the activities and prizes associated with the Deluxe Wave Kit!

Copy That, Wave Leader

As we stated in our introduction to X-Wing Second Edition Organized Play, each Deluxe Wave Kit is designed to work alongside a new wave of starship expansions by supporting three big community events that complement your weekly Attack Run events and reward you for trying out new ships, pilots, and upgrades.

Quick Build Party

There's a Quick Build Party designed to follow shortly on the release of the new wave. Intended for as many as sixteen players, these events provide you a fast and fun, hands-on exploration of all that your new ships have to offer. You don't need to mix and match every pilot and upgrade; you just sit down to the table, agree on a threat level for your game, and grab Quick Build cards that add up to that threat level. Then you're good to go.

Of course, there's more than to your Deluxe Wave Kit's Quick Build Party than an easy entry point. There's also the chance to try out ships you might never fly elsewhere. In addition to the Quick Build cards you'll find in your products, each Deluxe Wave Kit supports its Quick Build Party by introducing additional Quick Build options on its Enhanced Quick Build cards. Some of these options might not even be legal in a standard game, but the Quick Build Party is your chance to try them out.

For example, the Quick Build event for Wave I introduces Enhanced Quick Build cards for Thane Kyrell, Skull Squadron Pilot, and Iden Versio… armed with Proton Torpedoes!

You get these Enhanced Quick Build cards just for participating in the Quick Build Party, and you can win even more prizes as you rise to the challenges presented by the event's Challenge Card.

For each of these challenges you complete, you earn one metal charge token. Complete all three challenges, and you'll have enough charge tokens for the R2-D2 astromech from the Core Set or to charge up Iden Versio's Proton Torpedoes and Lone Wolf upgrades!

Thematic Tournament

X-Wing is many different things to its many different fans. And for a sizeable portion of these players, one of the greatest things about the game is the way it allows them to relive the thrilling space battles they enjoyed in the Star Wars movies and television shows. Famous pilots and ships. Whole squadrons of X-wings bearing down on swarms of TIE fighters. An unlikely farm boy closing his eyes before firing the shot that destroyed the Empire's greatest weapon…

The Thematic Tournaments supported by the game's Deluxe Wave Kits use the game's app to prescribe specific squad-building rules. Some may even introduce rules for how you play your games. But all of them will give you and up to fifteen other players new reasons to enjoy your new ships in games that are inspired directly by the Star Wars galaxy, and its heroes, villains, battles, and themes.

For Wave I, this means the Thematic Tournament transports you to the Battle of Yavin. As the Death Star moves into position and prepares to fire upon the Rebel base, you'll mobilize your X-wings, Y-wings, TIE fighters, and TIE Advanced x1—among other ships—in X-Wing battles that will look and feel more like the fateful moments near the end of Star Wars: A New Hope.

As you might expect, the prizes are also tied to the theme:

  • Each participant receives an extended art Black Squadron Ace.

  • Each player with at least two wins claims an extended art R2-D2.

  • Each undefeated player wins a double-sided plastic card with Black Squadron Ace on one side and R2-D2 on the other… for that extra bit of astromech resilience!

Wave Championship

Once per the release of a new wave of products, your favorite local game store will have the chance to host a larger tournament—to offer local aces and squad leaders the chance to break out their favorite ships, assemble their top squadrons, and employ their most competitive strategies. This is the Wave Championship.

Serving in place of the first edition's Store Championships, the Wave Championship allows you to compete for local bragging rights and custom prizes. In the Deluxe Wave Kit for Wave I, these prizes are distributed to the Top 32, Top 8, and Top 4 players, as well as the Champion.

  • Top 32– Double-sided extended art Bounty Hunter and Gray Squadron Bomber.

  • Top 8– Set of three metal charge tokens.

  • Top 4– Acrylic Seismic Charge device.

  • Champion– Double-sided plastic Bounty Hunter and Gray Squadron Bomber.

Wave Leader

Even as it provides prize support for its trio of events, the Deluxe Wave Kit introduces another set of prizes, as well. It's one thing to claim victory in a single tournament; it's another thing to fly successfully—and land safely—battle after battle after battle.

Accordingly, the Deluxe Wave Kit introduces prizes that allow each store to recognize and honor its Wave Leader—the player who scores the most wins in the Thematic Tournament, Wave Championship, and all the weekly tournaments supported by the game's seasonal Attack Run Kits, from the release of the wave through the release of the next wave of expansions.

  • The Wave I Deluxe Wave Kit Wave Leader prizes include a double-sided art print, featuring Thane Kyrell and Iden Versio, and a set of acrylic range rulers.

Patronage Card

The final element of the Deluxe Wave Kit is the patronage card. Purchase any X-Wing product at a participating retailer, and you'll receive the kit's patronage card—one per player, while supplies last.

  • For this first Deluxe Wave Kit, the patronage card is an extended art Proton Torpedoes.

It Is the Future You See

Once you've finished enjoying your Launch Party battles and you're feeling like Dak Ralter—ready to take on the Empire all by yourself—you'll find plenty of action headed your way with the Deluxe Wave Kit and the variety of events it supports. Taken together with the game's weekly Attack Run tournaments, these events promote a range of X-Wing experiences that's wider and more welcoming than ever.

From Quick Build Parties designed to welcome new ships and new players to the heightened competitions of the Wave Championship, X-Wing Deluxe Wave Kits represent the first big step in our upgrade of Organized Play.

Be a part of the galaxy's greatest starfighter battles. Talk to your favorite local game store about getting involved with the Wave I Quick Build Party and the other events supported by the Deluxe Wave Kit for X-Wing Wave I!

Discuss this article
in our forums!

A Call for Unity

$
0
0
Published 24 October 2018 |Legend of the Five Rings LCG

A Call for Unity

A Letter from Shiba Tsukune, Esteemed Champion of the Phoenix Clan

With the recent imbalance in the elements and mounting tensions between clans, the wisdom of the Elemental Masters is needed now more than ever. However, the group is fractured. The disappearance of Void Master Isawa Ujina weighs heavy on the Phoenix, and Isawa Tadaka’s journey to Crab lands has left the clan without the Elemental Master of Earth. Can the Phoenix overcome these obstacles and unravel the mysteries before them?

Join us today for a letter from Phoenix Clan Champion Shiba Tsukune and the repercussions it will have on the upcoming Winter Court!

This letter details the plans of the Phoenix Clan and can be downloaded here (6.6 MB). Once you’re done reading, continue on to discover the choice facing the Phoenix Clan at the 2018 Winter Court!

Mending the Wound

As the pleas of the Phoenix Clan fall upon deaf ears and the Elemental Masters begin to disperse or disappear, Shiba Tsukune needs to regroup the leadership of her clan. At the 2018 Winter Court World Championships, the top performing Phoenix player will be given the opportunity to choose what kind of samurai (by family) is to seek out Isawa Tadaka, the Elemental Master of Earth, who has ventured south to Kuni lands. To help offer guidance in the selection of a samurai for the task, here are brief summaries of what the different options mean with regards to the outcome of the decision.

  • If selected, a samurai of the Shiba Family seeks Tadaka by visiting villages in Kuni lands, asking peasants and travelers for news of him.
  • If selected, a samurai of the Isawa Family follows Tadaka’s spiritual trail, allowing the kami to guide them to where he has communed with them.
  • If selected, a samurai of the Asako Family seeks the leadership of the Crab Clan, that they might aid in convincing Tadaka to return to the Phoenix—and to help point to where he can be found.
  • If selected, a samurai of the Kaito Family follows their arrows to where they are needed.

Can Isawa Tadaka be found, and will it be in time to assist the Phoenix Clan?

Reunions

The wisdom of the Elemental Masters is needed more than ever. Can Isawa Tadaka be found? And what family is up to the task? Find Fantasy Flight Games on Twitter to voice your support for a family, and tune in on Twitch November 1 – 4 to discover the fate of the Phoenix at the 2018 Winter Court World Championship. 

Join us every Wednesday and Friday for additional letters as we prepare for a most contentious Winter Court!

Discuss this article
in our forums!

A New Classic

$
0
0
Published 24 October 2018 |X-Wing Second Edition

A New Classic

Preview the T-70 X-Wing Expansion Pack for X-Wing

“Permission to hop in an X-wing and blow something up?”
   –Poe Dameron, Star Wars: The Last Jedi

During the Galactic Civil War, the T-65 X-wing became one of the most recognizable starfighters in the Star Wars galaxy, its use by the Rebel Alliance earning it a reputation as a highly versatile and effective military vehicle. So effective, in fact, that it became a symbol of the fledgling Rebellion itself. It is only fitting, then, that the Resistance flies an updated version of this classic fighter into battle as it continues to defend freedom across the galaxy.

Order your own copy of the T-70 X-Wing Expansion Pack at your local retailer or online through our website today!

Designed by Incom-FreiTek to improve upon the tactical flexibility of the T-65, the T-70 X-wing features an advanced droid socket that makes it compatible with a wide array of astromechs as well as modular weapons pods that allow ground crews to tailor its payload for specific missions. Soon, you’ll have to chance to customize your own T-70 X-wing when the Resistance joins X-Wing as its own faction with the T-70 X-Wing Expansion Pack.

Within this expansion, Resistance players will find everything they need to add a flashy new T-70 to their X-Wing squadrons. A single finely detailed and fully painted miniature is accompanied by twelve ship cards, including nine unique pilots ready to take up the fight. Meanwhile, six upgrade cards give you plenty of options for outfitting your T-70 to your exact specifications and four Quick Build cards offer suggested combinations of pilots and upgrades to get your T-70 into the fight right away.

In addition to the T-70 X-Wing Expansion Pack, both veteran and new players can combine a T-70 miniature from X-Wing’s first edition with the components included in the Resistance Conversion Kit to add a T-70 to their Resistance squadrons. All of the new ship cards and punch included in the T-70 X-Wing Expansion Pack will also be present in the Resistance Conversion Kit. Read on for a glimpse at how you can grow your Resistance forces with this new classic!

Happy Beeps

The days of the Galactic Civil War may be fading from memory, but to some Resistance pilots, the expanding conflict with the First Order is just a continuation of a fight that began long ago. While the bulk of the Resistance Starfighter Corps consists of young volunteers from the New Republic, their ranks are bolstered by veterans of the Rebel Alliance determined to finish what they started all those years ago. 

Similarly, the pilots found in the T-70 X-Wing Expansion Pack represent a mixture of fresh-faced pilots and those returning from the first edition. Leading the returning pilots is none other than the best pilot in the Resistance, Poe Dameron. Featuring the rare combination of high initiative and a powerful ability, few aces can match him in terms of sheer skill.

After performing an action, Poe can spend his recurring charge to perform another action, treating it as red. This alone makes him a versatile pilot capable of easily swooping into position and unleashing powerful attacks, but—if you follow his Quick Build card—Poe becomes even more of a threat with just a few upgrades. The T-70 is already capable of boosting, but with its Integrated S-foils  closed, the ship becomes even more maneuverable.

This free Configuration upgrade adds the barrel roll action to the T-70’s action bar, as well as the ability to link a focus action into a barrel roll. Since he's able to use both the boost and barrel roll actions in the same activation, Poe should have little trouble perfectly lining up his shot in his bullseye arc and rolling all three of his attack dice, even with his S-foils closed.

While every T-70 can feature its own set of Integrated S-foils without increasing its squad point value, other upgrades are one-of-a-kind, with Poe's faithful astromech  BB-8 being one such example. This spunky droid gives his ship even more navigational options, providing two charges that can be spent to barrel roll or boost before executing a blue maneuver. These actions can be combined with Poe’s ability, of course, letting you dramatically alter his starting position even before you execute his chosen maneuver.

Poe Dameron is a bona fide ace even without BB-8, and he has earned the privilege of piloting his own unique T-70 X-wing, Black One. With the addition of a booster pod, Dameron was able to use this ship to singlehandedly disable the cannons of a First Order dreadnought during the evacuation of D’Qar, and the Black One Title gives you the chance to recreate this incredible feat.


With BB-8, Poe Dameron can perform a barrel roll before executing his three-straight maneuver. He can then use his Black One title to perfom a SLAM action and pull within Range 1 of the TIE Silencer. Finally, he can use his ability to acquire a lock on the Silencer!

This upgrade’s one-time use SLAM sends the T-70 careening across the board, allowing it to easily gain the upper hand on enemy ships. Better yet, a player can trade the normal disarm token gained by this action for an ion token. While every T-70 pilot can get behind the controls of Black One, the ship is particularly terrifying in the hands of Poe Dameron, who can combine its SLAM with a boost or barrel roll to set up the perfect shot.

New Aces

In addition to Poe Dameron, the Resistance Starfighter Corps features a number of other pilots who make use of the T-70’s unique design in their own way. These new pilots bring fresh ideas to the updated version of this classic starfighter, taking it in their own exciting directions. 

Kare Kun, for example, is a skilled pilot in her own right and she can naturally find her way into spots that even Poe Dameron would find difficult. She adds the one-turn template to her list of options while boosting, which means she can quickly snap into position after executing a maneuver. This also makes her a good partner for BB-8, but when Poe's trusty astromech isn't available, a BB Astromech also gives her more options. While this droid doesn’t give you the option to boost like BB-8, it still lets you perform a barrel roll before executing a blue maneuver, giving Kun plenty of power to choose where her T-70 winds up.


Kare Kun has five options when performing a boost!

Where pilots like Poe Dameron and Kare Kun excel at staying out of danger, Joph Seastriker is at his best when he’s directly in the enemy’s crosshairs. His skills at evading enemy fire improve with every hit he takes, granting him an evade token each time he loses a shield! He’ll have to take a few hits, of course, but that just means that Seastriker is all the more likely to escape any subsequent attacks unscathed.

Even with an R2 Astromech from the Core Set or T-65 X-Wing Expansion Pack equipped, Joph Seastriker’s shields will eventually give out. This doesn’t have to be a bad thing, however, especially if Lieutenant Bastian is his wingman. Bastian can acquire a lock on a ship at Range 1–2 after it's dealt a damage card. This ability could be used to help finish off ships Seastriker has targeted, but it could also have some more creative applications. Lieutenant Bastian could also choose to lock Seastriker and if Bastian has  M9-G8 equipped, Seastriker is free to reroll an attack die for as long as the lock lasts.

Each of these unique pilots helps to shape the strategies you’ll employ and any one of them will use up a good portion of your squad points. Sometimes it’s better to trade the advantages of unique pilot abilities for the strength in numbers gained generic pilots and the T-70 X-Wing Expansion Pack gives you three options to choose from.

With Poe Dameron as their leader, Black Squadron is the best squadron in the Resistance. Poe is the most recognizable, but every pilot in this squadron is a crack T-70 pilot who can hold their own against the First Order’s best. Adding a Black Squadron Ace to your squadron, then, gets you a pilot with above average initiative and a lower point cost than a unique pilot of equivalent skill.

They might not be quite as skilled as the members of Black Squadron, but a Red Squadron Expert will still activate and fire in the middle of the pack. If you’re really looking to pack in as many ships into your squadron as possible, you can always turn to a Blue Squadron Rookie. All these inexperienced pilots will inevitably look for someone who can help them learn the ropes, and Jaycris Tubbs can lend them the guiding hand they need to flourish in combat. Despite not being the most skilled pilot himself, he excels at mentoring new pilots and can help new pilots manage their stress in the heat of battle.

Heroes of the Resistance 

The Resistance is ready to push back against tyranny wherever it may appear and, with a full strike force of T-70 X-wings, they have the power to burn the First Order to the ground.

The T-70 X-Wing Expansion Pack (SWZ25) is releasing alongside the other Resistance expansions in the fourth quarter of 2018. Pre-order your copy at your local retailer or through our website today!

Discuss this article
in our forums!

Battle for the Wastes

$
0
0
Published 25 October 2018 |Star Wars: Imperial Assault

Battle for the Wastes

A New Skirmish Map for Imperial Assault Is Now Available

"Lothal is just as important to our Empire as any world in the galaxy."
   
–Maketh Tua, Star Wars: Rebels

The battles of the Galactic Civil War have overwhelmed countless systems, sweeping away the memory of peace with the specter of the Empire’s tyranny. Yet the flame of hope is kindling to life, fanned into flame by the growing Rebel Alliance and teams like the Specters of Lothal.

Now, you can take your Imperial Assaultskirmishes to the birthplace of rebellion with the Lothal Wastes Skirmish Map, now available for order at your local retailer!

The Birthplace of Rebellion

When your skirmishes take you back to Lothal—perhaps with the recently released Tyrants of Lothal expansion and its associated Ally Packs and Villain Packs—you’ll be able to play out your battles in style with the Lothal Wastes Skirmish Map. This 26” by 26”, slip-resistant game mat is perfect for your skirmish battles, with the entire map boldly printed on its surface and plenty of space around the outside for your cards, tokens, and defeated miniatures.

With a skirmish map like this at your fingertips, setup never takes more than seconds, and the two included Skirmish cards make it even easier to find the rules of your mission! Combine that with gripping art of a menacing death trooper and a grizzled clone warrior to draw you into the Star Wars galaxy, and it’s clear that there’s no better way to battle for the future of Lothal than with this skirmish map.

You can order your own copy of the Lothal Wastes Skirmish Map (SWI60) at your local retailer today!

Discuss this article
in our forums!

A World of Discovery

$
0
0
Published 25 October 2018 |Discover: Lands Unknown

A World of Discovery

Discover: Lands Unknown Is Available Now

Order your own copy of Discover: Lands Unknown at your local retailer or online through our website today!

You awaken with a splitting headache and no idea of how you got here. The wilderness stretches in every direction, and something howls in the distance. Your quest for answers will have to wait; first, you need to survive. Will you help the others that are stranded here or will you save yourself at any cost?

Discover: Lands Unknown is available now from your local retailer or our website!

As a Unique Game, every copy of Discover: Lands Unknown is different. Although each copy pulls from a massive pool of possible components, each individual copy of the game is unique—with a distinct mix of components unlike any other copy in existence. This allows every owner to have their own stories about their game, and once you’re done with your copy, you can even trade with a friend for a fresh new experience.

Join us today as we run down the unique components featured in Discover: Lands Unknown!

Where Are We?

Every copy of Discover: Lands Unknown contains 34 map tiles depicting two different environments for you to explore! Can you outlast the blistering heat of the desert or the frigid snow-capped peaks of towering mountains? Even if two copies of the game contain the same two environments, the landmarks featured on each can be completely different, providing a wide array of experiences! While the environments are the most obvious difference between copies, there are plenty of variable components waiting to be discovered. For a preview of how to move about these environments within the game, click here!

Who Are We?

Your copy of Discover: Lands Unknown will feature twelve different survivors, each with their own set of skills to help them survive the wilderness. From a flannel-sporting Lumberjack to a world-renowned Sushi Chef, the characters of Discover are as varied as the game itself, and while your copy of the game will feature twelve survivors, they are likely to be quite different from the characters in amother copy of the game. Your assortment of survivors only makes your copy of the game even more unique—after all, how a Chemist tackles surviving in the wilderness is wildly different from how a Hunter would.  

How Did We Get Here?

When you begin a game of Discover: Lands Unknown, your initial means of escape won’t be clear. Instead, the quest cards of your chosen scenario will guide you on your journey. Each quest card has a simple objective that can be completed by any survivor, and once that goal is met, you move on to the next quest card. Eventually, a way home will be revealed!

Every game comes with four interconnecting scenarios, and a fifth stand-alone scenario that is completely competitive. However, between different copies of the game, there are a variety of narrative scenarios that can be included, each providing different objectives and goals for your survivors, and each presenting a different narrative with its own twists and turns.

What Do We Have?

Surviving in the wilderness won’t be easy, and you’ll need all the tools you can get to survive! Discover: Lands Unknown features a full-fledged crafting system that can be previewed here, but the tools available to you won’t necessarily be available to your friends in their copies of the game! While you may have a story about a handy decoy helping you escape a venomous snake, your friend may have a story about crafting a bow-and-arrow and providing plenty of food for survivors. Every copy of Discover will feature eleven project cards and 44 crafted item cards showing the result of your projects, all of which are variable between copies. 

What’s Out There? 

Your copy of the game will also contain between 94 and 96 exploration cards, to be revealed when exploring landmarks or achieving goals laid out on quest cards. These exploration cards provide new opportunities and items for your survivor, and they're ultimately essential to survival. While some of these cards are tied to a scenario, others will be tied to the environments found in your copy of the game. However, every environment offers a wide assortment of exploration cards. Even if you and your friend’s copy of the game both feature a forest, the adventures held within can be completely different!

But exploring can be a dangerous proposition. Waiting in your environment are terrifying monsters, represented by the 30 – 32 enemy cards in your copy of the game. Like exploration cards, these enemies are tied to your environment and story, but are still variable between copies of the game, meaning you never know what’s waiting for you in the unknown!  


Other variable components in the game include 24 threat cards, sixteen monster tokens, and two to five special monster tokens. These components enhance the game, providing exciting challenges and making your copy of Discover: Lands Unknown truly your own. Whether you’re playing alone or with others, working together or against one another, you can be sure your experience is one of a kind.

Take a look at the common and unique items in any copy of Discover: Lands Unknown below!

What’s Next?

Every copy of Discover: Lands Unknown is different, allowing unique narratives to emerge from each game. It also opens up a world of possibility—while Discover is infinitely replayable, you can completely change the game by trading your copy with a friend. Unlike any other game in the world, trading copies with a friend truly provides a completely different experience. While you may be an expert at surviving in the forest as a Wildlife Photographer, trying to escape an island as a Hitman provides its own unique challenges, and its own unique way to play. What stories will you tell?

Explore the wilderness with Discover: Lands Unknown (DSC01), available now from your local retailer or our website

Discuss this article
in our forums!

Happy Holiday Sale!

$
0
0
Published 25 October 2018 |

Happy Holiday Sale!

Find Great Gifts at the 2018 Holiday Sale 

The weather has already started to get colder (and here in Minnesota, we’ve already had the first snow!), but the dropping temperatures don’t need to dampen your spirits. In fact, with the return of the 2018 Holiday Sale, it’s the perfect time to pick up some gifts for that special gamer in your life, whether it’s a family member, a friend, or yourself!

Starting at 10:00 A.M. Central Time, October 25, and running through November 5, the 2018 Holiday Sale is the perfect opportunity to celebrate the holidays by picking out the perfect gifts. Whether you’re a gamer yourself or shopping for someone else, you can find the perfect gift among the dozens of games on the Holiday Sale. Just be sure to take a look today—many of our hottest items will sell out quickly!

Games for Everyone

There’s lots to discover and enjoy at the Holiday Sale, and among the dozens of games, books, and supplies from Fantasy Flight Games, you’ll also find some brand-new deals.

New Angeles pulls you into the Android universe, putting you at the head of a megacorporation struggling to fulfill your agendas in the tumultuous city of New Angeles. As the chief executive of Jinteki, Haas-Bioroid, NBN, the Weyland Consortium, or another corp, you must negotiate to achieve victory, while preventing New Angeles from falling into chaos and keeping the U.S. government out of your hair. Only the shrewdest and canniest executives can turn a profit in the cutthroat environment of New Angeles.

Alternatively, you could journey to the vibrant fantasy realm of Terrinoth with Runeboundor Runewars Miniatures Game! You may embody a hero in Runebound, embarking on countless adventures and building your skills until you’re ready to show your power and battle a nemesis that threatens Terrinoth. Or, you could take command of a massive army in Runewars Miniatures Game, a rank-and-file miniatures game of high-stakes fantasy warfare. You can take up arms with the noble Daqan Lords, raise the dead with Waiqar the Undying, protect the Aymhelin forests with the Latari Elves, or ride out of the wastes with the Uthuk Y’llan. No matter which faction you embrace, picking up the Runewars Miniatures Game Core Set on the Holiday Sale is the perfect place to start playing a miniatures game.

But there’s much more for you to explore among the FFG games on the Holiday Sale. With the help of conversion kits, you could pick up some first edition X-Wing expansions and start playing in tournaments today! Or, you could expand your collection for one of our Living Card Games, picking up an assortment of packs for Star Wars™: The Card Game, A Game of Thrones: The Card Game, or Call of Cthulhu: The Card Game. You might even venture into dank dungeons with Drakonor Cave Troll, or get a start on winter reading with Android novels and novellas!

‘Tis the Season

No matter how you like to spend your gaming time, and no matter who you’re buying for, there’s something for you to enjoy at the Holiday Sale. The sale is open now, and runs through November 5, but remember, the hottest deals will go fast, so take a look at what we have to offer today!

Retailers:You can also participate in the Holiday Sale while supplies last! Don’t place your orders through the webstore, though. U.S. retailers that are interested in participating can email holidaysale@asmodeena.com for more information on ordering. For non-U.S. retailers, please contact your distributor for Holiday Sale product availability.

Discuss this article
in our forums!

Enter the Wasteland

$
0
0
Published 25 October 2018 |Fallout

Enter the Wasteland

The Please Stand By Gamemat for Fallout Is Now Available

Order your own copy of the Please Stand By Gamemat at your local retailer or online through our website today!

The world may have descended into chaos when the bombs dropped, but that doesn’t mean exploring this crazy world has to be equally chaotic. You can bring order to your games of Fallout: The Board Game with the Please Stand By Gamemat, available for order now at your local retailer or online through the Fantasy Flight Games website!

After waiting out the horrors of nuclear devastation, you’re probably anxious to head out into the wasteland and see what’s left of the world, and every aspect of the Please Stand By Gamemat invites you deeper into the Fallout universe. With the iconic imagery as your backdrop, each gamemat provides the perfect space to construct your wasteland no matter what scenario you’re playing.

You’re bound to have all manner of encounters in the irradiated landscape and you’ll need a way to organize all the loot you find while you do so. Luckily, the Please Stand By Gamemat also provides convenient spaces for you to keep track of your encounter, loot, and asset decks, ensuring that they’re at hand exactly when you need them.

No matter where you roam in the wasteland, the Please Stand By Gamemat can help you stay on the right track. Prepare for your adventures and organize your games of Fallout today!

Make your Fallout: The Board Game experience truly special with your own Please Stand By Gamemat (ZX04) available now from your local retailer or online through our website!

Discuss this article
in our forums!

Welcome to New California

$
0
0
Published 25 October 2018 |Fallout

Welcome to New California

The New California Expansion for Fallout Is Available Now

Order your own copy of New California online through our website today!

Don’t let miles of scorching hot desert and irradiated wasteland fool you. New California is a land of opportunity, a place where your dreams can come true. Sure, you might have to battle a Mirelurk Queen or run from a Super Mutant Behemoth from time to time, but what’s that compared to the piles of loot you can wring out of the remnants of the world before the Great War?

Now is your chance to explore this coastal jewel and see everything it has to offer: the New California expansion for Fallout: The Board Game is available now online through our webstore! Seize the opportunity and make your way in the wasteland today.

In La La Land

Folks in New California like to do things a bit differently than other wastelanders. For starters, they prefer the wide open spaces of a large wasteland that only the twelve new map tiles included in New California can provide. Not only do these tiles give you the chance to explore New California in all its glory, they can also add a bit of elbow room to some of the locations from the base game. These new tiles can be seamlessly incorporated into The Capital Wasteland, The Pitt, The Commonwealth, and Far Harbor for expanded versions of these scenarios that provide even more wasteland excitement.

The post-nuclear landscape of Fallout isn’t the only thing that’s changed in New California, either. The locals aren’t the traditional type and five new survivors are free to tackle the wasteland on their own terms. If you’re a real loner, you could be a Gunslinger, roaming around the west with nothing but your Trusty Sidearm for company. But if you’re feeling truly rebellious, why not stop waiting around for your masters to come home and strike off on your own as a Mister Handy? That Modular Exoplating is sure to come in handy out in the wilds of the wasteland.

No matter who you choose to be, there are plenty of other ways for you to be S.P.E.C.I.A.L. in New California. Seven new perks help set you apart from the everyday wastelander and give you your own unique abilities. For instance, you’ll be the envy of New California as you display your great strength as a Heavy Lifter, carryimg two additional items around the wasteland.

As fun as it may seem to keep all the loot and glory for yourself, however, there are times you may need to band together with your fellow survivors and work for the common good. New Californians look out for each other, so can’t you lend a helping hand to the village of Arroyo in a new cooperative scenario? Working together to help the villagers overcome a drought and the nefarious Enclave is sure to make you feel pretty good about yourself, trust us. And, if it doesn’t, at least you’ll have the chance to use a Missile Launcher.

If “helping your fellow wastelander” and “doing the right thing” aren’t exactly up your alley, well, you’re sure to be excited by the loot to be had in New California. This expansion adds 26 new loot cards that you’ll want to collect before anyone else can get to them. For example, Nuka-Cola might have been a common sight before the bombs fell, but now it’s a precious commodity. Whether it’s the refreshing taste or the fact that it’s been laying around for at least a century, this beverage gives you an additional action to perform during your turn and a bonus cap to spend later. It practically pays for itself!

Visit Sunny New California

The sun is hot, the water is fine, and there’s only a hint of radioactive material blowing on the ocean breeze. Jump on in and see what there is to discover here in New California!

Order your copy of New California (ZX03) through the Fantasy Flight Games website here!       

Discuss this article
in our forums!

A Call to Investigate

$
0
0
Published 26 October 2018 |Legend of the Five Rings LCG

A Call to Investigate

A Letter from the Stalwart Hida Kisada, Crab Clan Champion

All that stands between Rokugan and the nightmarish horrors of the Shadowlands are the Crab Clan and their massive Kaiu Wall. The wall must constantly be reinforced, and a lack of communication from any section is not to be taken lightly. After all, when it comes to matters of the Shadowlands, it is always better to be certain.

Join us today for a letter from Crab Clan Champion Hida Kisada, and the repercussions it will have on the 2018 Winter Court.

The letter details orders for the Crab Clan and can be downloaded here (3.7 MB). When you’re finished, continue on to discover the choice facing the Crab Clan at the upcoming Winter Court.

Smoke on the Wind

The watchtower at Ishigaki Province has gone silent. The Wall cannot afford to be breached. At the 2018 Winter Court World Championships, the top performing Crab player will be given the opportunity to choose what kind of samurai (by family) is to travel to the watchtower and assess its status. To help offer guidance in the selection of a samurai for the task, here are brief summaries of what the different options mean with regards to the outcome of the decision.

  • If selected, a samurai of the Hida Family reinforces and defends the watchtower by strength of arms.
  • If selected, a samurai of the Hiruma Family scouts on the status of the watchtower and tracks the problem to its source.
  • If selected, a samurai of the Kaiu Family rebuilds the watchtower if it has fallen and reinforces its garrisons if it has not.
  • If selected, a samurai of the Kuni Family purges any Taint from the watchtower or surrounding environments.
  • If selected, a samurai of the Yasuki Family recruits aid from their neighboring allies to reinforce and defend the watchtower.

Who will attend to the silence emerging from Ishigaki Province?

Ill Omens

Silence along the wall is deafening to the Crab Clan, heralding something much worse. Which family will investigate the ill omens emanating from Ishigaki Province? Voice your support on Twitter and tune in to Twitch on November 1 – 4 to discover the fate of the Crab at the 2018 Winter Court World Championship!

Join us next Wednesday for the final clan letter in the leadup to a most contentious Winter Court!

Discuss this article
in our forums!

One More Mile to Go

$
0
0
Published 29 October 2018 |Mansions of Madness

One More Mile to Go

The Investigators of Horrific Journeys

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

The soft, repetitive clink of Agnes’s metal necklace caught Jim’s attention. She was fidgeting again. “Not much longer now,” his voice echoed. He barely made out the forms of Agnes and Trish where they crouched in the shipping crate.
“Thanks, Jim,” Agnes whispered, her clammy hand taking his in the dark. “I am not used to traveling, especially like this. We are pretty far from Velma’s, you know.”
“Seems so,” Jim answered. Outside the crate, the heavy footsteps of a passerby grew louder, then stopped outside. Trish drew her gun.
A large crack broke the silence as the front of the crate fell away. Trish leapt forward, shoving her gun between the ribs of whoever had discovered them. “Whoa, now,” came a rough, familiar voice.
Jim dropped Agnes’s hand, scrambling forward. “Trish, that’s Silas! He’s the sailor we were waiting for.”
“You’re eight minutes late.” Trish did not lower her gun. “Now, what exactly are we here to see?”

A new team of investigators must journey far from Arkham in Horrific Journeys! In three new scenarios set aboard a transatlantic airship, a countryside train, and a luxurious ocean liner, these brave souls must solve eldritch mysteries and battle unspeakable terrors, all with the knowledge that one false move could destroy the very vessel they are trying to save. Only the bravest or most foolish souls would even accept such missions, so the question arises: just who are these people? What changes someone from an average citizen to a hero of humanity?

Today, we're pleased to introduce you to the four investigators who will be joining your team in the Horrific Journeys expansion for Mansions of Madness—now available for pre-order at your local retailer or online through our website!

The Sailor

Silas Marsh has loved the sea ever since he was old enough to toddle through its briny shallows. Becoming a sailor was the easiest decision he ever made, and his sturdy frame and good sense for the weather gave him a strong reputation aboard any vessel. There was only one thing troubling Silas: over and over again, he dreamed of unsettling cities hidden beneath the waves, populated by monstrous creatures. These dreams call to him, stirring something deep inside that he thought he had left behind in Innsmouth.

As a steadfast sailor, Silas is used to working as part of a team, pushing himself forward even when no one else thinks they can continue. Once per round, Silas may flip one horror faceup to reroll one or all of his dice during a test! This ability asks Silas to take a grave risk upon himself as he only has five sanity, but if he has the chance to move the investigation forward or save one of his companions, it is a risk he will happily take.

The Waitress

Agnes Baker had lived an uneventful life as a waitress at Velma’s diner until the day she found a strange old key among her old family belongings in the attic. When her fingers brushed against the cold metal, memories of a previous life flooded her mind. The woman who would become Agnes had been a powerful sorceress, well-versed in spell casting and all manner of arcane lore. The more Agnes explored these memories, the more she found she could tap into her past lives’ abilities, even performing magical feats herself. As Agnes’s power grows, she is becoming obsessed with one word from these memories that appears over and over again: “Hyperborea,” the key to her legacy.

Agnes begins the game with the  Storm of Spirits spell—a powerful offensive spell, which she can amplify by suffering damage herself. This may be an incredible weapon, fitting for one who was once a high-ranking sorceress, but all magic comes with a price. Each copy of Storm of Spirits is double-sided, and there is no telling what the cost of this power will be. As Agnes is relatively new to her craft, she may end up hurting herself or even one of her teammates. But Agnes has chosen to use her gifts to defend humanity from the monsters of the beyond, and she will not abandon the innocent in their hour of need.

The Musician

Jim Culver inherited his father’s trumpet willingly, but he could not have known what was to come. When he played it, he found that the music brought comfort not only to the souls of the living, but to the souls of the dead as well. For long after the last notes of his melody faded on the wind, the spirits of those who had passed away would linger around him. It turned out that once folks found a listening ear, they had an awful lot to say. These conversations used to bother Jim, but his new friends know much, so he has learned to appreciate the company.

As Jim gains more lively friends in Horrific Journeys, he can use his gift to ease the troubled minds of his companions. He begins each game with his treasured  Golden Trumpet. This magical instrument gives the chance, once per round, to heal one facedown horror from each investigator within range. While Jim himself has an impressive eight sanity, Mansions of Madness challenges players to become part of a team, and although Jim could still commune with them, he would prefer to keep his allies on this side of the grave.

The Spy

Trish Scarborough always excelled in matters of both body and mind. Her unwavering focus on excellence and fearless disposition made a winning combination. With both stellar academic and athletic records, everyone expected her to become something great.

Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine—in fact it was all part of the plan. Appearing completely ordinary keeps others from digging into her secrets and discovering the truth about her real work with the Black Chamber, the Bureau’s code-breaking agency. As a spy, Trish travels across the globe, trading on information better left undiscovered.

Where most investigators must depend on clues, Trish has years of experience and hard-earned skills to lean upon. Once per round, Trish may convert up to two clue icons on her dice to successes while performing a search action. With unmatched observational skills and good strength and agility, you'll want to have Trish on your side when time is running out on a racing train or a sinking ship.

Everybody Leaves Home

The roads that lead to Arkham become more dangerous every day, and soon, your home will fall before the forces of darkness unless you can put a stop to it. Join Arkham’s newest recruits, leave the city behind, and discover the terrors that await on your Horrific Journeys!

Pre-order your copy of Horrific Journeys (MAD27) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

Mars Attacks!

$
0
0
Published 29 October 2018 |KeyForge

Mars Attacks!

House Mars in KeyForge: Call of the Archons

Order your own copy of KeyForge: Call of the Archons at your local retailer or online through our website today!

“Who’s driving?”
“I thought you were.”
“Let’s…not tell the Elders.”

KeyForge takes you to the wild wonderland of the Crucible, where you and an opponent take on the roles of ethereal Archons, fighting for control of the planet’s hidden Vaults. In battles of wits and strength, you will unite members from three of the Crucible’s seven Houses under your leadership, balancing their strengths and forcing them to work together to earn victory.

The Crucible changes all who are brought here, some more than others. Some factions fight to maintain a sense of cultural purity, holding onto their homeworld and resisting any change that the Crucible encourages. The Martians are one such faction. Led by their Elders, the Martians seek to conquer the Crucible and ensure that even on this new planet, Mars lives on.

Today, we're pleased to offer you a closer look at the glorious empire of House Mars of KeyForge: Call of the Archonsnow available for pre-order at your local retailer or online through our website!

It Came From Outer Space

The Martian Empire first arrived on the Crucible about two hundred years ago, and it has remained largely unchanged since. They still use flying saucers and rely on classic weapons like the Red Planet Ray Gun (Call of the Archons, 211). House Mars’s war machine has found some success on the Crucible, but they also face more dangerous foes than they had ever encountered, facing the likes of Trolls (Call of the Archons, 48) and The Common Cold (Call of the Archons, 336).

The smaller Martian soldiers are ruled by the towering, wise Elders. Under the guidance of these Elders, such as Blypyp (Call of the Archons, 190), the Martians are ready for combat at any time. These Elders also have more freedom than their soldiers, able to engage in interests outside of constant devotion to Mars. They can even have their own personalities! For example, "John Smyth" (Call of the Archons, 195) is fascinated by the cultures of foreign planets, such as Earth. "John Smyth" shares the Elders’ ability to ready followers, but this creature is also elusive, which is a key feature among the creatures of House Mars. Elusive creatures don't suffer damage the first time they're attacked each turn. While they won't deal any damage in return, elusive creatures still force your opponent to exhaust multiple creatures just to land a single blow.

Beyond the Martians who came from their home planet, the great variety of creatures on the Crucible, graciously brought to the planet by the Architects, provide wondrous new possibilities for biological engineering to create the perfect monster. One of House Mars’s greatest creations is the Ether Spider (Call of the Archons, 192). Although this beast deals no damage while fighting, every Æmber your opponent would gain is captured by the Ether Spider instead! With seven power, disposing of this obstacle may prove a tall order for your opponent. You can make this task even more difficult by playing an Yxilx Dominator (Call of the Archons, 205) beside the Ether Spider, using their taunt keyword to protect your monster.

 

Battlefield Crucible

Despite their ability to communicate with all creatures, Archons have historically had difficulty with the Martian Elders, who see them as a threat to Martian purity. But even the Elders cannot deny the rewards that come with an Archon alliance. When the ethereal beings succeed in opening one of the Crucible’s Vaults, they always share its bounty with their team. Thus, the Elders allow a certain degree of fraternization between their House and the Archons, but never more than necessary.

Martians are cloned and bred to fight, using Combat Pheromones (Call of the Archons, 180) and events like Soft Landing (Call of the Archons, 177) to send in their army onto the field already prepared for battle. The Martian soldiers may be small in stature, but what they lack in physical size they make up for in numbers. Cards like the Yxili Marauder (Call of the Archons, 203) and Psychic Network (Call of the Archons, 174) become more effective with each ready Mars creature in play, creating a deadly synergy that can overwhelm your opponent in a single turn. Maybe, contrary to popular belief, Martians can make good allies. Maybe.

To Serve Man

Stories of the Martians paint them as insular, xenophobic, and aggressively expansionist. Yet these tales would seem to be greatly exaggerated. While the Elders would frown on such integration, their people still slip away to explore the Crucible’s diverse cities, and the general opinion seems to be, ‘What the Elders don’t know won’t hurt them.’

When they join an Archon’s team, experienced Martian soldiers like Ulyq Megamouth (Call of the Archons, 200) can inspire comrades from allied Houses, allowing them to fight while Mars is the active House. If one of these allies becomes injured, the Martians can use what have learned from House Logos to recall them to their Archon’s archives with the Venzyma Thinkdrone (Call of the Archons, 202). But these wandering Martians must be careful: if a soldier gets out of line, the benevolent Elders take it upon themselves to "gently" right them with cranial electro-correction.

House Mars also brings incredible technology to their teams, presenting their allies with weapons like the Mothergun (Call of the Archons, 187), which can deal incredible damage even when Martian soldiers aren’t on the field. These powerful machines were once powered by the cavorite that poisoned the Martian homeplanet and led to the downfall of Mars. Now, this technology is powered by Æmber, and thus far, there have been no negative side effects. 

In fact, the Martian desire for Æmber is so great that they have become incredibly efficient at gathering the substance. The Grabber Jammer (Call of the Archons, 193) can capture your enemy’s Æmber while forcing them to spend more to forge keys and the Crystal Hive (Call of the Archons, 182) essentially doubles your reaping ability, earning you Æmber each time a creature reaps. If your opponent doesn't have a card like House Sanctum’s Gorm of Omm (Call of the Archons, 232) or Logos’s Crazy Killing Machine (Call of the Archons, 128) that can destroy this artifact, the battle will be over before it has even begun.

The fast-paced clashes of KeyForge offer House Mars the chance to display their strength and pride, but if they wish to fully conquer the Crucible, they must rebuild their fleet of flying saucers. Unfortunately, some mysterious force keeps their spaceships from leaving the atmosphere… so it appears that, for the time being, the Martian Empire is here to stay.

War of the Worlds

In the two centuries since their arrival, the empire of Mars has already conquered three cities on the Crucible and their power will only grow. Combine them with the other Houses and discover the perfect team to open the Vaults of the Crucible. Glory be to Mars!

Pre-order your copy of KeyForge: Call of the Archons (KF01) and your personal collection of Archon Decks (KF02a) at your local retailer today or online through the Fantasy Flight Games website here!

Discuss this article
in our forums!

Fire Support

$
0
0
Published 29 October 2018 |Star Wars: Legion

Fire Support

Two Unit Expansions for Star Wars: Legion Are Now Available

"The shield will be down in moments. You may start your landing."
   
–General Veers, Star Wars: The Empire Strikes Back

In the battles of the Galactic Civil War, the Empire often heaves the weight of its military machine against the ragtag forces of the Rebel Alliance. No matter how ill-equippe they might find themselves, however, the Rebels always mount a spirited defense, managing to bend but not break in the face of the Empire’s seemingly indomitable might.

Order your own copy of these Unit Expansions at your local retailer or online through our website today!

Whichever side of this galaxy-spanning conflict you choose, today you have new units to add to your army—one that can help Rebel generals dig in and create a stout defensive line and another that will give Imperial troops the firepower they need to punch through enemy lines and put an end to the Rebellion for good. The 1.4 FD Laser Cannon Team Unit Expansion and the E-Web Heavy Blaster Team Unit Expansion for Star Wars™: Legion are available now at your local retailer or online through our website!

Keeping Hope Alive

From expressionless waves of Stormtroopers to small detachments of swift 74-Z Speeder Bikes, the Empire has any number of terrifying units to throw at the hapless Rebels. Most of these units can be fought head-to-head with standard infantry, but that all changes as soon as a powerful Imperial walker like an AT-ST enters the field. In addition to carrying enough firepower to quickly wipe out an entire squad of Rebel Troopers, these units feature thick armor that can’t be cracked by conventional blaster fire.

To stop the advance of these mechanical monstrosities, the Rebellion often deploys 1.4 FD Laser Cannon Teams to defend key points on the battlefield. These cannons might not be able to move, but they can fire up to Range 4 with five black attack dice, and the Impact 2 keyword gives them an excellent chance to crack the armor of any enemy unit that strays within range.

The 1.4 FD Laser Cannon Team Unit Expansion includes an unpainted, easily assembled 1.4 FD Laser Cannon Team miniature, a corresponding unit card, a collection of tokens, and three upgrade cards that can modify your cannon’s power level and improve its communication with your commander. Adding an Overcharged Generator, for example, can lend the 1.4 FD Laser Cannon even more stopping power, adding an additional black die and Impact 1 to the attack pool.

For an in-depth look at the 1.4 FD Laser Cannon Team Unit Expansion, including all its abilities, click here!

Rebel Assault

Despite the accuracy that Imperial Stormtroopers display with their E-11 Blaster Rifles, Rebel troops have an uncanny knack for finding cover and escaping fire. When clearing out a particularly stubborn nest of Rebel scum, then, the Empire brings in the big guns. A single E-Web Heavy Blaster Team brings more firepower than a full unit of Stormtroopers and, better yet, gives you the rate of fire to wipe out any Rebels before they scurry behind cover.

Unlike a 1.4 FD Laser Cannon Team, which must remain stationary, an E-Web Heavy Blaster Team can drive into the heart of enemy lines. This mobility is not without its limitations, however. The E-Web’s heavy generator prevents the operating team from moving at anything other than a Plodding pace and makes it too Cumbersome to move and fire during the same activation. Once it’s been lugged into position, though, it can quickly pivot to face any direction, ready to wreak havoc on enemy troops, especially if its attack pool has two additional white attack dice from a Barrage Generator.

The E-Web Heavy Blaster Team Unit Expansion contains one unpainted, easily assembled E-Web Heavy Blaster Team miniature as well as a unit card, a collection of tokens, and three upgrade cards that give you the chance to alter your E-Web Heavy Blaster’s rate of fire and power output.

For a look at everything included in the E-Web Heavy Blaster Team Unit Expansion, including its upgrade cards, click here!   

Support Your Troops

As the heated battles of the Galactic Civil War tear across planet after planet, each side takes a different approach to giving their troops the support they so desperately need. The Rebellion throws up a strong defensive front, hoping to push back against the Empire’s relentless assault. Meanwhile, Imperial commanders put additional pressure on the Rebels by pointing heavy blasters at the heart of their lines. Add some extra firepower to your army and turn the tide in your favor!

Pick up your copy of the 1.4 FD Laser Cannon Team Unit Expansion (SWL14) and theE-Web Heavy Blaster Team Unit Expansion (SWL15) at your local retailer or through our website today! 

Discuss this article
in our forums!

The Martian Legend

$
0
0
Published 30 October 2018 |KeyForge

The Martian Legend

New Web Fiction for KeyForge: Call of the Archons Is Now Available

In KeyForge, you become an Archon, an ethereal being of the Crucible seeking ultimate power and the truth of your own existence by claiming the countless Vaults scattered across the planet’s surface. But the Archons are far from the only mystery of the Crucible. In a world where anything is possible, anyone has the chance to become a legend in their own right.

This week, we're offering you a closer look at one such legend, and the truth behind it, with your guide Inka the Spider whom you can meet in our introductory fiction here. We invite you to delve into the archives once more with “The Martian Legend” by Daniel Lovat Clark—now available for download here (2.2 MB)!

Truth from Fiction

This week, Inka has gained the client of a lifetime with the Archon Ilishka the Younger who has come to ask for help as she seeks the truth behind the rumors of the Ximilpix, the one-eyed Yxili marauder.

People say that this Martian can stretch diamonds back into coal, that it seasons its food with reactor coolant, that it can kill eleven out of ten enemies with nine shots from a blaster, and a hundred other claims that boggle the mind. Even if this Martian is real, it may not live up to the tales, but as someone who spies and gathers intel for a living, Inka cannot deny her own curiosity. And so, she heads for the Martian hub of Nova Hellas, where few outsiders dare to tread. What is the truth behind the Martian? Can any living being possibly live up to the vision that others paint of them?

Be sure to return to our website every week as Inka spins her tales of the Crucible and watch for KeyForge: Call of the Archons when it hits shelves in the fourth quarter of 2018!

Pre-order your copy of KeyForge: Call of the Archons (KF01) and your collection of Archon Decks (KF02a) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

The Glorious Few

$
0
0
Published 31 October 2018 |KeyForge

The Glorious Few

House Sanctum in KeyForge: Call of the Archons

“Steel thyself, knave. To harm them you must first defeat me.”
   –Champion Anaphiel

Order your own copy of KeyForge: Call of the Archons at your local retailer or online through our website today!

Step into the role of the ethereal Archons in KeyForge! In this fast-paced game of wits and wills, you are transported to the artificial planet of the Crucible where you must gather precious Æmber to forge the keys that will unlock the planet’s hidden Vaults, earning you ultimate knowledge and power.

To aid you in your crusade, you will find gain the help of three of the Crucible’s seven Houses, using their creatures, artifacts, skills, and technology to further your goals and stave off any enemy who may contest your claim to the Vault’s contents. And if your claim is honorable, you will find no more steadfast allies than the righteous monks and knights who dwell in the lush islands that float above the surface of the Crucible.

Today, we're pleased to offer you a closer look at the noble-hearted knights of House Sanctum in KeyForge: Call of the Archons—now available for pre-order at your local retailer or online through our website!

Radiant Truth

The improbable island paradises that hang in the air as if by magic are all collectively governed by House Sanctum. This theocratic city-state is protected by technologically-advanced knights who enforce order and morality to keep their home clean, safe, and, most importantly, polite. Under the careful watch of the Church of the Opened Eye, the innocent and just are protected by these angelic figures, and the wicked and blasphemous are quickly and efficiently disposed of.

While most of the mortal population of the Sanctum, like Champion Tabris (Call of the Archons, 240) are human (or at least humanoid), it is clear that this House did not originate on Earth. Sadly, the monks and scholars of this House are nearly as secretive as the Architects, reserving knowledge of their history for only the most enlightened. 

Members of House Sanctum wish to spread the truth of the Church of the Opened Eye to the unenlightened, and as such they regularly commune with those who reside on the surface of the Crucible. With a staunch sense of honor and duty, you will find a number of these ethereal defenders like Francus (Call of the Archons, 243) across all areas of the Crucible. Like many of House Sanctum’s warriors, Francus has not only a formidable power, but also armor that allows him to block damage each turn. This plays into his ability to capture Æmber each time he defeats an enemy, allowing him to wipe out a low power creature each turn without suffering any damage himself.

The knights of Sanctum promise transcendence to those who join their House and toil to achieve a pure soul, ultimately training followers to leave their fleshly concerns behind and become the angelic beings of light and energy. Some call their teachings a scam and claim that the original creatures of Sanctum were always energy beings, so transcendence is impossible. Happily, these blasphemers are soon dealt with and peace continues to reign.

Dark Angels

The most powerful of spirits of the Sanctum, called “angels,” can manifest directly as shining beings of pure energy, but many still choose to wear House Sanctum’s signature Æmber-enhanced armor, if only for containment rather than protection. This is the ultimate goal for many members of House Sanctum, which can only be achieved through meditation, learning, and spiritual growth. Once they have gained true understanding, they will leave their mortal coil behind and become enlightened.

However, "enlightened" does not mean "peaceful." Among the rarest Sanctum spirits, there are four who will always ride together—if one aligns with an Archon, the three others will always follow. One comes to antagonize. One offers tainted gifts. One takes away. And one brings death. 

If you bring the four horsemen into your team, you must take care how you use their great power, reading the battlefield and taking note of the order in which you play and use your cards to deal maximum damage to your opponent and the least damage to yourself. For example, if your opponent has weaker allies than you, you may wish to open by bringing the Horseman of Famine (Call of the Archons, 247) to destroy the least powerful creature, then conduct any reaping before playing the Horseman of War (Call of the Archons, 249). This conquering spirit lets you use your allies from any House to fight before finishing any unfortunate souls still clinging to life with the Horseman of Pestilence (Call of the Archons, 248). And last comes the Horseman of Death (Call of the Archons, 246), returning any of his fallen brothers from the grave. 

The Lamb’s Way

The difference between one of House Sanctum’s “angels” and an Archon is subtle, but while both may appear as consciousnesses free from the limits of a physical form, only the Archons are gifted with the ability to communicate with all beings. As such, the knights of House Sanctum are eager to learn from the Archons, often treating them as gods, and the Archons in return are grateful for the strength and protection members of this House can provide.

There are many among their ranks who will put themselves in harm’s way for their team, such as Champion Anaphiel (Call of the Archons, 239) who bears the taunt keyword. If a creature has taunt, its neighbors cannot be attacked by an enemy creature, forcing your opponent to concentrate their fire and protecting your weaker allies. Meanwhile, the humble Grey Monk (Call of the Archons, 244) seeks no glory for himself in battle, instead using his powers to bestow armor upon his allies and heal those who battle nobly.

Beyond their individual defensive powers, the very swords that the knights wield are projections of their will, made possible by the use of the precious Æmber that runs throughout the planet. Their abilities are only limited by the imagination of the one who bears them. Even weapons like the Hallowed Blaster (Call of the Archons, 233) have the power to heal rather than harm. Then, events like Cleansing Wave (Call of the Archons, 215) can heal every creature while still earning you Æmber for the seemingly selfless act.

Perhaps one of the greatest assets of House Sanctum is Protectrix (Call of the Archons, 254), who embodies the greatest teachings of House Sanctum. This knight can fully heal a creature by reaping Æmber, also granting the healed ally protection from any damage for the rest of the turn, whether it be from enemy attacks or card effects. Surprisingly for a virtuous heart, this creature may be most effective when paired with more dishonorable allies. Protectrix can safeguard creatures with the capture ability, like House Dis’s Charette (Call of the Archons, 81) and Drumble (Call of the Archons, 82), keeping precious Æmber out of your opponent’s hands. Or, you can take this one step further if you are aligned with House Shadows, guarding creatures like Umbra (Call of the Archons, 314) and Noddy the Thief (Call of the Archons, 306) as they continually nab Æmber from your enemy’s pool. After all, the Church of the Opened Eye requires offerings if they are to better the lives of the meek across the Crucible.

Shield of Justice

When you take to the battlefield, you will want the greatest knights of the Crucible by your side. No matter the danger, House Sanctum will defend the righteous and smite the wicked. Of course, the definitions of these terms are left up to the members of Sanctum, but their motives are only ever honorable… right?

Pre-order your copy of KeyForge: Call of the Archons (KF01) and your collection of unique Archon Decks (KF02a) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

A Call to Duty

$
0
0
Published 31 October 2018 |Legend of the Five Rings LCG

A Call to Duty

A Letter from Bayushi Shoju, Esteemed Champion of the Scorpion Clan

The Scorpion toe a delicate line. Though motivated to gain greater power, unchecked ambition can be dangerous to the clan. Previously unheard-of prestige in the Imperial City of Otosan Uchi has tempted some Scorpions to further their own goals, independent of the clan. As their power continues to grow, who will keep these Scorpion in check?

Join us today for a letter from Scorpion Clan Champion Bayushi Shoju, and the impact it will have at the 2018 Winter Court World Championship for Legend of the Five Rings: The Card Game!

This letter details the challenges facing the Scorpion Clan, and can be downloaded here (6.6 MB). When you’re finished reading, continue on to discover the choice awaiting the Scorpion at the 2018 Winter Court!

Unchecked Ambition

As the Scorpion Clan’s dominance of the courts continues to draw attention, the liars and schemers of the Imperial Court look toward their own ambitions. Clan Champion Bayushi Shoju will have no part of that and will monitor his own clan’s samurai to ensure that ambition does not undermine the needs of the clan. At the 2018 Winter Court World Championships, the top performing Scorpion player will be given the opportunity to choose what kind of samurai (by family) is to work with Bayushi Shoju to maintain loyalty among the Scorpion Clan. To help offer guidance in the selection of a samurai for the task, here are brief summaries of what the different options mean with regards to the outcome of the decision.

  • If selected, a samurai of the Bayushi Family cuts down disloyalty with swift decisiveness.
  • If selected, a samurai of the Shosuro Family remains in the shadows, wholly unknown until the disloyal are struck down.
  • If selected, a samurai of the Soshi Family walks among the clan, unrecognized, and reports disloyalty to Shoju for his retribution.
  • If selected, a samurai of the Yogo Family is willing to sacrifice everything and anyone to fulfill their duty.

How will the loyalties of the Scorpion Clan be tested in the time to come?

A Simple Test

As the Scorpion's power continues to grow, their loyalty will be put to the test. Which family is cunning enough to fulfill their duty to the clan?

Find Fantasy Flight Games on Twitter to voice your support for a family, and tune in on Twitch November 1 – 4 to discover the fate of the Scorpion at the 2018 Winter Court World Championship!

Discuss this article
in our forums!

Small Mercies

$
0
0
Published 31 October 2018 |Legend of the Five Rings Fiction

Small Mercies

Read a New Short Story Set in the World of Legend of the Five Rings

“They are what they made themselves. Emotions without a mind. Desires without a body. If this is a punishment, it is self-inflicted. To slay them is a small mercy. There is nothing human left to pity.”
   –Toritaka Nyotaka, "Small Mercies"

Rokugan is flooded with ghosts of those long past, spirits who have remained anchored to the world through unfinished business. Dispatching these pale imitations given form can be seen as a mercy, and it is a task that often falls to the yureigumi, phantom hunters cleansing Rokugan of its ancient spirits.

Fantasy Flight Games is proud to present “Small Mercies” by Robert Denton III, a new short story set in the world of Legend of the Five Rings!

“Small Mercies” continues the tradition of standalone Halloween fiction for Legend of the Five Rings and can be read here (5.7 MB)! If you’re in the mood for another spooky story, last year’s Halloween fiction, "Better to be Certain," can be downloaded here (2.1 MB).

Haunted Memories

There are regions in Rokugan not for the faint of heart, where hollow memories are given shape and experience an empty existence. It is a small mercy to quench these figments, but what dangers await such a task?

Join us November 1 – 4 on Twitch for the upcoming Winter Court for Legend of the Five Rings: The Card Game, and keep your eyes on the Fantasy Flight Games website for additional Legend of the Five Rings fiction! 

Discuss this article
in our forums!
Viewing all 4122 articles
Browse latest View live


Latest Images